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  1. I think we have proven sufficiently that we can be trusted to make balance adjustments to cards without killing them when we specifically state we do not intend to kill them. Consider that in the past you needed 360-420p to fully support one Razorleaf (now only 240p), and that each root network could only contain a maximum of 10 support (now unlimited), meaning that you could not even have 2 fully supported Razorleaves next to each other. So the existing networks are cheaper, more flexible (different units, Sylvan Gate), and stronger than they used to be. All that extra power and flexibility has let players easily cover Razorleaf's weaknesses with cards like Strangehold, Healing Gardens, and Timeshifter Spirit. So it is not surprising an already top-tier card became too powerful when combined with all these indirect buffs, something which has become very apparent in several of the defense-based maps we have been developing. Per the other comments: Cherrypicking a single, very niche, situation where Spore Launcher can be better does nothing to say Razorleaf is not too powerful and in need of a nerf. Any person who has used the card in its intended environment, with a well-built root network deck, would not say that Razorleaf is not that strong, especially compared to all other T3 defenses in existence. Measuring the card in a random duel with other units also completely misses the point, as Razorleaf defenses are intended to be layered defenses. You can get a Stranglehold, a Timeshifter, a Healing Gardens, and Promise of Life the Razorleaf (i.e. unbind it) for less power than it takes to go T4, assuming you even have access to T4 in a given campaign map (which is often not the case).
  2. Razorleaf will likely see a slight damage nerf in the future. The card was already stronger than most T4 defenses before we made any changes, and our root network rework made it even stronger. While it is an iconic part of the game, and we intend to keep it very strong, we want to tone it down to be closer to a strong T4 unit than a functionally T5 unit, which only requires T3 to access. Razorleaf also shoves out all other options for root network decks once you reach T3. The amount of power creep we would need to introduce to make Spore Launcher or Howling Shrine viable alternatives is far in excess of what would be acceptable given the strength of the game content.
  3. We can probably make this happen, I'll ask our card implementers.
  4. Patch #400047 - Summer Swarm Welcome to our newest patch. This update contains our thirteenth balance patch for the game and two brand-new cards! Patch Preview Two new cards are now available! Jump in-game to collect Swarm and Icespike! A large amount of balance changes, mostly to T3 cards, in preparation for our release of the new campaign maps later in the year. General Changes Synced Map of the Day reset with Daily Quests, the achievement tip for Map of the Day now displays the full date with time when last completed. Added the statistic "time spent in matches" to the in-game profile. Using the text search in the achievements window will now also look for missing maps and missing cards. For example, if you search "Crusade," it will return all achievements related to the PvE map Crusade that are still incomplete. Added friend list and ignore list capacity indicator to the UI. Increased the friend list limit from 200 to 300 total accounts. Added more information to logs when getting errors or crashes, which should help us better diagnose the cause of game instabilities. Added "Don't show again" to multiple Yes/No dialog boxes in the game. General Fixes Fixed game connections not being properly closed when the match ends. This should hopefully improve game stability. Fix AFK players BFP reserve drain considering more playtime than up to the last action. Fixed context menu items showing as white when clicked. Fixed visual bug of charge count not decreasing when removing upgrades. New Cards Icespike - 110p T3 Frost Unit You will find the upgrades for this card on the map "Siege of Hope". Active - Frozen Blanket: Activate to bestow up to 5 friendly units within a 20m radius with an Ice Shield. Each Ice Shield absorbs up to 620/620/680/800 damage for 30 seconds and can be strengthened to absorb up to 2000 damage. Reusable every 30/20/20/20 seconds. Passive - Brrrr!: Attacked units are frozen for 15 seconds. After freeze wears off, targets are immune against Freeze for 10 seconds. For more information, check out Community Update - May 2024. Swarm - 90p T3 Nature Spell You will find the upgrades for this card on the map "Titans". Spell - Beetle Infestation: Summons a swarm of 4 Burrowers at the target location. The Burrowers have a lifetime of 20 seconds and do not provide ground presence to play out cards or claim structures next to them. Additionally, they are immune to revive effects and cannot be infected with the Twilight Curse. Reusable every 25 seconds. For more information, check out Community Update - June 2024. Card Balance Changes [ Tier 1 Changes ] Mark of the Keeper: 1. Removed enemy player card play block. Since the introduction of Tectonic Shift, Mark of the Keeper + Tectonic has become a PvP combo capable of completely disabling the enemy player's ability to respond and defend themselves. We are removing the card block ability to allow players to still summon cards inside a MotK aura. This will have no effect on PvE and this change does not affect the NPC version of Mark of the Keeper. Thugs & Strikers: 1. Add "Marauder" tag to the game and add to Thugs and Strikers. 2. Change "Gang Up!" from "orcs" to "marauders." We have been quite happy with the Gang Up! ability on Strikers and Thugs, but it currently has some weird interactions with Twilight Minions who are orcs but not part of the gang. We would also like to expand the Gang Up! ability to other cards, so we are swapping the effect from the species tag "orcs" to the new "marauder" tag both Thugs and Strikers already possess. [ Tier 2 Changes ] Banditos (incl. Corsair summons): 1. Alliance friendly unit requirement: 3 per stage ➜ 2 per stage 2. Blessed Alliance Rework: A. No longer based on nearby enemies B. Now grants increasingly more damage reduction based on number of friendly units nearby. C. Description - The unit will be incited to resist more damage when being surrounded by friendly units within a 25m radius. Per every 2 friendly ground units around them Banditos will receive 20% less damage up to a maximum of 6 units that will spur them on. Part of our focus in the next 2 patches is to enable melee-based PvE strategies in the lower tiers. As part of this, we are enhancing Banditos' swarm identity by reducing the total number of Banditos needed to activate their bonuses. This will also indirectly buff Corsair. The new Frost affinity will grant scaling defensive bonuses, allowing Banditos (b) to act as a powerful frontline for Bandit armies. Befallen's Curse: 1. Power cost: 100 ➜ 90 2. Tainted Disease (p) damage reduction: 25% ➜ 40% 3. Both affinities: Fix the last infection's damage to properly match infection duration (180 dmg ➜ 200) Burrower: 1. Active ability Tunneling: - Change availablity from only U1/U2/U3 ➜ all upgrades. 2. Active ability Acid Spit: - Decreased damage from 850/850/1000/1100 (2550/2550/3000/3300 in total) ➜ 800/850/950/1100 (2400/2550/2850/3300 in total). - Fixed incorrect handling of overkill damage. - Fixed missing damage against mounted units on affected wall segments. - Added a preview of the ability radius that is displayed on hover over the activation button. - Changed display order on card visualization and tooltip from first ability to second ability to match activation icon order. Deep One: 1. Tainted catch debuff strength: 25% ➜ 40% Gladiatrix: 1. Sobering (both affinities) cooldown: 20 seconds ➜ 10 seconds Icefang Raptor: 1. Blessed Reserve (b) damage reduction: 30% ➜ 35% 2. Infused Reserve (r) damage reflection: 35% ➜ 60% Knight of Chaos: 1. Chaos range increased 20m ➜ 25m 2. Life Points: 900/900/950/950 ➜ 970/970/1020/1020 3. Fixed an issue where the aura would not affect units currently already affected by another instance of the debuff. 4. Added a preview of the ability radius that is displayed on hover over the unit, but only while the ability is active. Pure Shadow is on the weak side in the current PvP meta. As a result, we are buffing Knight of Chaos to provide more reliable crowd control and to function as a better high health target for spell/ability combinations such as nasty surprise, mage bomb, and corpse explosion. Lost Dancer: 1. Blast damage: 80, up to 120 in total (670 dp20) ➜ 100, up to 150 in total (830 dp20) 2. Blast auto-cast range: 30m ➜ 40m 3. Tainted Blast human damage: 100% ➜ 50% 4. Infused Siege: 50% ➜ 30% The +10m auto-attack range increase and +25% damage increase should improve Dancer's viability in both PvP and PvE. We reduced affinity specific damage bonuses to compensate for these other buffs, though the specific damage to structures and humans relative to each affinity remains largely the same. Lyrish Knight: 1. Surge of Strength frozen damage buff: 50% ➜ 80% more damage Rageclaws: 1. Class: "Human Soldier" ➜ "Human Marauder" 2. Add "Gang Up!" to Rageclaws 3. Add “Group Pressure” to Rageclaws Rageclaws now have Gang Up! and combo with Thugs and Strikers. Revenant's Blessing: 1. Infused Immortal (r) damage buff: 30% ➜ 50% more damage 2. Bugfix: Now properly stacks with Lost Manabeast's Immortalize ability. Previously Revenant's Blessing, when combined with Manabeast's Immortalize ability, would cause Lost Wanderers and Lost Shades to instantly die. While we have fixed this instant-death issue, we have introduced an alternative issue where Immortalize, when combined with Revenant's Blessing, now makes the revenants of Lost Wanderer and Lost Shade live forever. While neither issue is ideal, we think it is better for the bug to benefit the players until we can figure out a permanent solution to the problem. Stone Shards: 1. Blessed Fury: Ignore freeze damage reduction ➜ Ignore freeze damage reduction and deal 50% more damage to frozen targets Stone Tempest: 1. Stone Wrath damage: 30/32/36/41 (45/48/54/62 in total) [840/890/1000/1140 dp20] ➜ 35/37/41/46 (52/55/61/69 in total) [870/920/1020/1150 dp20]. [ Tier 3 Changes ] Aura of Pain: 1. Power cost: 100/100/100/90 ➜ 90/90/90/80 2. Duration: 30 seconds ➜ 40 seconds 3. Card charges: 6/8/10/12 ➜ 10/14/17/20 Slight changes to Aura of Pain to encourage stacking the spell on own melee units. Backlash: 1. Power cost: 120p ➜ 110p 2. Cooldown: 30 seconds ➜ 25 seconds Small buff to Backlash to allow Fire decks to counter Swarm in T3. Corsair: 1. Assistance cooldown: 90 / 90 / 60 / 60 seconds ➜ 45/45/30/30 seconds. - Toggle ability Concentrate of summoned Commandos (Shadow): - Increased the activation cost from 10 power ➜ 20 power. Infect: 1. Total targets: 7/7/10/10 ➜ 6/6/8/8 enemies affected Infect is one of the strongest spells in the game. We are slightly reducing the total targets to reduce its strength in ideal scenarios. Lost Banestone: 1. Bugfix: Everlasting: No longer extends the lifetime of other temporary entities, but only Revenants. Lost Manabeast: 1. Bugfix: Increase attack speed to 3 seconds Lost Manabeast has a slower attack speed than listed on the card, making the card deal around 25% less damage than originally intended. Lost Vigil: 1. Celestial Blast damage: 90, up to 135 (1125 dp20) ➜ 108, up to 162 (1350 dp20) 2. Invigoration damage: 135, up to 200 (1675 dp20) ➜ 162, up to 243 (2025 dp20) Lost Vigil has languished ever since its nerf soon after the release of the Lost Souls edition in Phenomic times. It was nerfed at the time due to being overpowered in PvP. Since then, we have significantly buffed T3 anti-air units in PvP, so we now feel safe to give her a 20% damage buff. Magma Hurler: 1. Life points: 975/1000/1130/1270 ➜ 900/940/1020/1140 Slight tamper down on Magma Hurler’s life points. Magma Hurler has long been the go-to unit for Fire in T3 and it became more so when we buffed its damage several patches ago. While we are buffing up other Fire options in this and the next patch, we are slightly nerfing Magma Hurler to make space for those other options without killing the card. Northland Drake: 1. Tornado general changes: A. Duration: 15 seconds ➜ 8 seconds B. Damage per second: 108, up to 162 ➜ 232, up to 348 C. Tornado length: 30m ➜ 35m 2. Blizzard power cost: 70p ➜ 50p 3. Blessed Blizzard (b) freeze speed: Every 3 seconds ➜ Every 1.5 seconds 4. Infused Blizzard (r) extra damage: 100 damage ➜ 200 damage. The goal with these changes is to double the speed of the tornado and to adjust the other numbers accordingly to maintain existing damage and freeze numbers. The hope is that this will make the tornado more usable through higher responsiveness. Nox Carrier: 1. Infused Necrostrike (r) Ripper count: 2 ➜ 3 Rippers summoned 2. Tainted Necrostrike (p) poison damage 40 ➜ 50 damage per second Sandstorm: 1. Power cost: 140p ➜ 100p Sandstorm remains well outside of general viability despite the previous buffs. Instead of increasing card damage, we have reduced the card’s power cost again to encourage using it as a crowd control alternative. Shadow Insect: 1. Damage: 1200 dp20 ➜ 1440 dp20 Sleet Storm: 1. Spell duration 10 seconds ➜ 15 seconds Soulhunter: 1. Minefield damage: 80/80/100/100 against units and 21.25/21.25/25/25 against structures (240/240/300/300 in total) ➜ 160/160/200/200 against units and 20/20/25/25 against structures (480/480/600/600 in total). Buffing up Soulhunter's ability to not be outcompeted by its T2 spell equivalent. Spitfire: 1. Ground Bomb damage: 270/290/320/350 (405/435/480/530 in total) [5510/5610/5760/5920 dp20] ➜ 376/396/426/466 (565/595/640/700 in total) [5880/5980/6130/6330 dp20] 2. Siege: 100% ➜ 50% Move damage out of siege and into the ground bomb itself to improve Spitfire’s usability outside of building siege situations. Damage to buildings remains identical while damage to non-buildings increases by 33%. Stronghold: 1. Power cost: 200p ➜ 230p 2. Passive ability To the Last!: A. Both stages of internal damage buff and damage reduction are now stackable with external sources of damage modification. B. Both stages of internal damage reduction can no longer be disenchanted. Since the buffs and the release of Tectonic Shift, Stronghold has been too strong in both PvP and PvE. We are slightly increasing its cost to fit its new strength. Tectonic Shift: 1. Initial spell application timer (cooldown): 20 seconds ➜ 10 seconds A. This is the spell application timer, not the teleport ability timer. Allow players to apply Tectonic Shift to multiple towers more quickly. Transcendence: 1. Orb cost: Shadow, Nature, Neutral, Neutral (T4) ➜ Shadow, Nature, Neutral (T3) Give players access to Transcendence earlier, enabling more T3 army strategies. Unity: 1. Card charges: 6/8/10/12 ➜ 8/11/14/16 Unstable Demon: 1. Demonic Rage: A. Movement speed bonus and acceleration 60% ➜ 100 B. Duration 5 seconds ➜ 4 seconds C. Cooldown 15 seconds ➜ 5 seconds 2. Critical Mass damage : 560/700/900/900 (2000/2500/3000/3000 in total) ➜ 560/700/900/900 (4000/5000/6000/6000 in total) - Fixed incorrect handling of overkill damage. Virtuoso: 1. Trumpet of Jelicoo building damage: 600/675/750/825 (1700/1800/2000/2200 in total) ➜ 600/675/750/885 (1700/1800/2000/2200 in total) We are currently reworking Girl Power into a melee-support card, and once it releases, it will, alongside this minor buff, allow Virtuoso to one-shot small spawn buildings with its ability. Vulcan: 1. Flamethrower damage: 120 per second (2400 dp20) ➜ 140 per second (2800 dp20) 2. Conflagrate damage: 265 per second ➜ 280 per second Wrathgazer: 1. Power cost: 220p ➜ 200p 2. Disintegration speed: 150/150/150/165 ➜ 170/170/170/185 life points per second [ Tier 4 Changes ] Colossus: 1. Thunderous Roar Rework: A. Releases a bloodcurdling roar that riles up Colossus. The unit will deal 75% more damage for 25 seconds. Additionally, Lumbering Step is activated for 25 seconds. Reusable every 30 seconds. 2. New ability, "Lumbering Step": A. Turn Speed - Increase turn speed by 50% for the duration. B. Damage: 200, up to 1000 in total. D. Description: "While moving around unit knocks back small and medium units dealing 200 damage, up to 1000 in total to enemies. Affects ground units only. " 3. New Ability, "Colossal Birth": When being spawned the unit is undazed and displaces the earth, knocking back small, medium, and large units. Can be spawned nearby enemy units and structures excluding walls. Affects ground units only. Colossus's rework design was previously decided upon with community help, but the final implementation never managed to happen due to a lack of implementation capacity and a later shift in priorities towards other factions. This rework will finally see the light of day and provide the long promised melee-partner for Forest Elder (b). Colossus's Roar gives it a major self-damage buff, allowing it to kill bosses quickly, while the Lumbering Step gives it a Thunder Wagon-esque ability to damage enemies just by walking through them. Kobold Inc.: 1. Orb cost: 3 Frost, 1 Neutral ➜ 2 Frost, 2 Neutral 2. Blessed Speed-up (b): A. Speed-up & Description: 50% faster ➜ Construction time is reduced by 66% 3. Tainted Speed-up (p) drawback: 400 damage ➜ 25% of maximum life points lost on spawn 4. Add Construction Hut cost reduction effect (-25% power cost) to both affinities. 5. Initial cooldown: 60 seconds ➜ 0 seconds As part of our continual focus on creating a new building archetype, we want to propose several changes to Kobold Inc. As a T4 Frost building, Kobold Inc. should be the ultimate building support. One issue is its orb requirements. All other Frost buildings and their support requires only 2 orbs (this is similar to how all root network cards are available for 2 orbs), but Kobold Inc. uniquely requires 3 orbs. We think this unnecessarily constrains the card and limits what is actually available to use with Kobold Inc, which right now it really only Stronghold or WBG unless Kobold Inc is enlightened. After this change, other cards like Volcano, Deepgorge, Hatecaster, Artillery, or Comet Catcher when player's orb swap for Sages will become available for use with Kobold Inc. Next, we want to equalize the different affinities. We are increasing the frost affinity's speed-up while making the shadow affinity's penalty percentage based. This will make it a choice between rapid construction or instant construction with health loss. It also removes edge cases like U0 Altar of Nihil which is instantly destroyed by Kobold Inc. because it only has 400 life points. Additionally, we are adding Construction Hut's discount to Kobold Inc., which seems like an obvious addition. T1 cards shouldn't outcompete T4 cards in the same role. Last, we are removing the initial cooldown from the card as it functions as an unneeded time penalty. This is only step one of the changes to Kobold Inc., as we have more changes planned for the frost affinity to ensure it is a compelling choice instead of players defaulting to the shadow affinity. Lost Evocation: 1. Power cost: 140p ➜ 110p 2. Blessed Revenant damage reduction buff: 50% ➜ 60% 3. Infused Revenant damage buff: 100% ➜ 120% 4. Affected units can now receive the buff again if they re-enter the area of effect and the previous buff's duration has expired. Lost Warlord: 1. Add affinity effects to revenant's spawned by Revenant's Doom. Spore Launcher: 1. Remove slow, now moves at normal XL speed (6.4 m/s). 2. Remove Siege, add XL-counter 3. Add L-knockback to Explosive Spores We are trying out a minor identity change for Spore Launcher, making it more mobile with stronger built-in crowd control. We realize this is unlikely to make it the preferred choice for root network absent changes to Razorleaf. Tortugun: 1. Eruption: A. Remove affinity effect from Eruption, change both Eruption affinities to current Fire affinity with the Fire affinity description (50m range). 2. New Devour Affinities: A. Blessed (b) Devour: "Additionally, unit receives 50% less damage for 20 seconds after consuming a unit." B. Infused (r) Devour: "Additionally, unit deals 100% more damage for 20 seconds after consuming a unit." Tortugun's affinities are wildly unequal with one having 30m range and the other having 50m range. We are making both affinities have 50m range and moving the affinity effects to Devour. Players are now encouraged to strategically time feeding their Tortuguns to gain access to a large damage reduction or damage increase buff for a short time. Map Changes Uro (PvP Map): Removed both red-colored fortification walls (incl. official spectator version of the map). King of the Giants (PvE Map): 1. The unlikely event of Jorne dying now results in game over instead of soft-locking the players into the map. 2. Increased the detection range for both Rogan and Jorne near the final cave to end the map by 15m. This should decrease instances of players failing to complete the map despite successfully guiding Rogan to his objective. Blight (PvE Map): Fixed a rare crash that occurred when players were destroying the objective spawn buildings as the timer ended.
  5. The original game devs were German. Volin's point is that the German texts are not translated, they are the originals. The English, French, and Russian texts are translations from the German original.
  6. Right now the daily quests and Feel the Burn increase from advanced to expert level required once you reach an Ember PvE rank. This system has been in place since the game's release but if people were interested in changing it, we could cap it at advanced.
  7. For everyone excited about this map, the same map designer who created "A Town in Need" is one of the people working on our new official campaign maps. So you will see more from him very soon.
  8. Options B and C are impossible. We have tried to change it so that players can add multiple buildings to a group and still use the abilities but we have been unsuccessful. The reason Bedrock's abilities disappear when you have multiple is because the spawn ability was originally from a building and it keeps the same limitation. Option A is possible, it is mostly a question of balance and if we want shrines to work like that. We have discussed making Cultist Master having an auto-cast summon ability to enable Furnace of Flesh + Cultist Master to function autonomously though less efficiently, but we have not pulled the trigger on that as an idea we want to implement at this time.
  9. Map of the Day is multiplayer only. We did this because we wanted to use it as a way to funnel players together on campaign maps similar to what happens with rPvE. The choice of which map is the MotD is random with weights. The longer a map has not been the MotD, the higher its chance to be chosen the next day.
  10. Patch #400046 - Stone Turtle Welcome to our newest patch. This update contains our twelfth balance patch for the game, a brand-new card, a new booster type, and our new map of the day feature! Patch Preview One new card is now available! Jump in-game to collect Bedrock. Added Map of the Day! A multiplayer map will be chosen at random each day and highlighted on the map. Play it to receive extra rewards. The new Rebirth Booster is now available. Earn it by completing the Map of the Day and through events. A few balance changes to underperforming Twilight cards as well as a bugfix to a longstanding bug with heal stacking. A batch of quality of life changes requested by the community. General Changes Added an indicator for if a random PvE lobby is for the Map of the Month. The Marketplace no longer resets the page on purchase. This should allow players to purchase multiple cards without having to repeatedly scroll back to the same page. Boosters now stack in the booster inventory screen. Replays are now searchable and sortable. Players can also now see the played cards of all players in a replay. Dates & Times now are displayed in the player time zone using their operating system format. Deck name length increased from 16 to 30. This will allow players to better label their decks. The actual visible deck name is dependent on what resolution a person uses when playing the game. Free PvP deck cloning has been massively improved. If a player has a fully upgraded and charged copy of the card in their collection from the Free PvP deck, that card will now replace the free version of the card in the deck whenever the player clones a Free PvP deck. Players can now export their in-game collection to the Skylords Marketplace Journal (SMJ) by using the chat command /exportcollection in-game. Once exported to SMJ, players can see their progress in terms of their total collection and check which of their cards are the most valuable to sell and which are cheap to buy in order to complete their collection. Removed generated maps from PvP daily quests. Additionally, the "win sparring match" on a specific PvP map quest has been changed from "win" to "play". This will allow players to finish the quest even if on a losing streak. General Fixes Implemented a fix for when sometimes swapping the player portrait with a card results in an error. Daily quests are now properly ordered with the most recently received quest at the top. Improved the descriptive text for the import deck tutorial mission. Added dates to PvE leaderboard entries. The text wrapping when displaying a lobby's rPvE difficulty has been fixed. Fixed spectators counting for achievements, specifically PvP achievements. Fixed match statistics having an incorrect count for maps with spectators. A script will be run to correct the information in player profiles. New Cards Bedrock - 280p T4 Stonekin Unit You will find the upgrades for this card on the map "King of the Giants". When thinking about Stonekin's design, we determined that more buildings interactions fit well with the faction. More specifically, we thought that a building-based archetype was the natural expansion for a faction of living stones. Last patch, we released Tectonic Shift, and this patch we are adding Bedrock. Bedrock is a T4 ranged unit capable of spawning a Stone Launcher and casting an AoE shield that protects buildings in range. For more information, check out Community Update - October 2023. Map of the Day In our last major patch, we reworked campaign map rewards. A major driving force behind this change, beyond equalizing rewards between the random and campaign PvE modes, was to allow for more flexibility in the reward structure. This flexibility will allow us to create new systems which interact with campaign maps going forward. The first of these new systems is the Map of the Day (MotD) feature. The details for the MotD can be found below. We hope that by introducing this feature, and for rewarding players for regularly interacting with it, it will become as easy for players to find lobbies for campaign maps as it is for random PvE matches. We want players to be able to play the game mode they want, and to not be forced into a mode because of an imbalance in rewards or available lobbies. [ Map of the Day Features ] Each day, a new multiplayer map is chosen and highlighted on the world map via a flame identical to the flame used for PvP Happy Hours. Players who win the Map of the Day, on any difficulty, receive an additional choice of upgrade on the post-game reward screen. If the MotD is a 12p map, players will instead receive an additional 1200 gold for completing the map on advanced, and an additional 2400 gold for completing it on expert difficulty. A new achievement "Feel the Burn" has been added. For each day that a player completes the Map of the Day, they will receive 50 bfp. On every 10th completion, they will additionally receive a Rebirth Booster. Rebirth Boosters contain 3 cards, all from the Rebirth Edition (cards released by the Skylords Reborn team), with a substantially increased chance of producing an Ultra-rare card. Achievements [ Random PvE Achievement Changes ] We have made a few changes to the names and structure of the main random PvE achievements. The new structure of the achievements and their rewards are listed below. Note that people who previously completed the random PvE 10 achievement (now expert+) will already receive credit for having completed "Out of the Frying Pan into the Fire." We have made this change to encourage people to play the new expert difficulty level, but without feeling forced to try and complete expert+ to get the booster reward. The Road Not Taken [3 general boosters] Win rPvE Advanced++ or higher [20 matches] Out of the Frying Pan into the Fire [6 boosters] Win rPvE Expert or higher [20 matches] - Locked until PvE rank 5 (Silver 1) Abandon all hope, ye who enter here [Avatar: Demon Skull & Avatar: Hell Fire; Title: Hell Diver] Win rPvE Expert+ [10 matches & 20 matches] - Locked until PvE rank 10 (Gold 2) Card Balance Changes [ Global Balance Changes ] All healing and rejuvenation effects now stack: Regardless of whether they are local, global, percentage, or flat, all healing effects now stack with each other. No longer will Fountain of Rebirth overwrite Wheel of Gift's healing effect. [ Twilight Changes ] Twilight Brute: 1. Gifted Burstout (g): A. Max Targets: 4 ➜ 7 B. Damage application: Damages hostile or friendly units ➜ hostile units C. Ability cast range: 15m ➜ 25m 2. Infused Burstout (r): A. Damage: 400, up to 1600 ➜ 400, up to 2800 B. Increase damage to buildings: 400 per target ➜ 600 per target C. Damage application: Damages hostile or friendly entities ➜ hostile entities D. Ability cast range: 15m ➜ 25m Twilight Brute has an interesting ability that seems tailored fit for giving Twilight a new strategy in T2 PvE. While the ability itself is well-designed, its current strength holds it back. We are increasing the ability cast range to allow it to be used deeper into enemy encampments, increasing the total targets from 4 to 7, and removing the ally damage. We hope with these changes we help to create a new strategy where the player can run some Brutes into a camp and, along with Fire's damage spells, create a cascading explosion effect similar to how Evil Eye plays in T4. Twilight Creeper: 1. Life points: 1700 ➜ 1880 2. Infused Spit debuff strength: 40% ➜ 50% 3. Tainted Spit debuff strength: 30% ➜ 40% Twilight Creeper is well designed but it currently has low stat efficiency for a T3 L-sized melee unit. We are giving it some more life points and boosting its primary strength through the spit effect. Twilight Hag: 1. Damage: 75 damage, up to 153 in total ➜ 124, up to 186 in total (1030 dp20) 2. Life Points: 850 ➜ 1030 life points 3. Damage Counter: L-counter ➜ M-counter 4. Ability name change: Femme Fatale ➜ Enrapture A. Cooldown: 60 seconds ➜ 40 seconds B. No longer affects Male/Female. Negative effect now affects all enemies and positive effect all allies. Twilight Hag is one of those cards which is fearsome to face in the lower tiers in PvE, but which as a player card is a wet noodle. We have sent her to the gym, and she has come back with an over 20% increase in both her damage and health stats. Alongside the stat increase, which is more than it might first appear because she had an unusually low single-target damage value previously, we are shifting her damage counter to M. The new M-counter plus her pre-existing small and medium knockback should make her feel powerful against smaller unit sizes. Besides low stats, Hag also suffers from a highly niche ability. The player cannot control the gender of their enemies, and it is not clear what units have what genders anyway (did you know Necrofury is a woman?). In general, we think these male/female mechanics just do not fit in Skylords Reborn, and in this particular case, they are holding back Twilight Hag from potentially becoming a potent crowd control unit similar to Timeless One. Therefore, we are removing the male/female interaction while also shaving 20 seconds off the ability cooldown. [ Minor Card Changes ] Wheel of Gifts: 1. The same gifts can no longer be activated while another instance of that gift is already starting up. [ NPC Changes ] Added several new NPC units: Bandit Bloodhorn, Bandit Wasteland Terror, Snapjaws, Overlord, and Lost Grigori. These units are now available for use by community and official mapmakers. Lost Spirit Ship (NPC): 1. Removed the suicide ability. 2. Now spawns a Crystal similar to the player version on reaching the previous corpse threshold for suiciding. A. Crystal damages enemy units for 300 damage every second, up to 900 in total in a 15m radius. B. Cooldown: 30 seconds C. Duration: 10 seconds The existing implementation of Lost Spirit Ship in PvE, while conceptually interesting and a good template for future suicidal units, simply does not work with a T4 XL-sized ranged unit. By changing NPC LSS to spawn a crystal instead, we give it a general usefulness that will open up the possibility of adding the unit to future maps and as a regular part of Lost Souls' rPvE repertoire. Lost Converter (NPC): 1. Spell debuff: 20% less damage ➜ 30% less damage 2. Corpse collection radius: 25m ➜ 40m 3. Poison application radius: 25m ➜ 30m 3. Poison damage per tick: 25 (same as before) 4. Poison damage tick speed: 2s ➜ 1s 5. Corpse cost on enemy entry: 300 ➜ 50 6. Corpse cost per damage tick: 0 ➜ 25 In simpler terms: Lost Converter's poison effect now has normal ranged range (30m), deals double the damage it currently does, and has an increased debuff strength. The corpse collection range has also been increased to 40m, meaning that the building should begin poisoning the player sooner. This will slightly increase the strength of camps with a Lost Converter as the building should now do something. Hotfix Fixed the 12 player rankings tab crashing upon opening it.
  11. Making both affinities of a card equally viable is a difficult task. It is something we have achieved on probably less than 20% of all cards with affinities. It is also why we do not add affinities to a lot of the new cards we introduce into the game, because we do not want to contribute to an already substantial problem. In terms of Banditos, I think it is fine if the green affinity's primary use is in combination with Corsair. But even then, I think you underestimate how important damage scaling is on S-units. While Bandits might lose to Thugs in an army vs. army match-up, this is hardly representative of scenarios players will encounter in PvE. The new Girl Power (Fire Force) will provide damage reduction scaling, giving Banditos more survivability, while the natural limitations of melee S-units means more damage per squad member is one of the highest prized stats. Melee units have an attack limit against enemies and S-units are the ones most affected by this. There reaches a point where more squad members simply cannot attack the enemy. The damage scaling of Banditos is a creative way around this limitation. Will this be enough? Honestly I am not sure. Melee S-units will likely never be top tier strategies, there are simply too many structural issues at play for them to thrive. But we are hoping they become viable, which is a different standard entirely.
  12. First of all, great post. You did a good job of analyzing the state of the card and you did so through the lens of the existing literature we have on card rarity and the Bandit faction. We as a dev team agree with your assessment and we actually have proposed some Banditos changes for next patch in our official card balancing discord. Banditos - Iteration 1 1. Alliance friendly unit requirement: 3 per stage ➜ 2 per stage 2. Blessed Alliance Rework: A. No longer based on nearby enemies. B. Now grants increasingly more damage reduction based on number of friendly units nearby. C. Description: "The unit will be incited to resist more damage when being surrounded by friendly units within a 25m radius. Per every 2 friendly ground units around them, Banditos will receive 20% less damage up to a maximum of 6 units that will spur them on." With these changes we want to buff the swarm aspect of the card by giving them access to their scaling buffs earlier. We think this is a better approach than trying to turn Banditos into a trading card or a one-unit wonder. As you pointed out, the blue affinity simply lacks the tools to be an anti-swarm card, so we are giving it scaling damage reduction, like the red affinity has a scaling damage increase, and making it into a swarm card as well. We have also proposed changing Girl Power into a melee unit swarm support card on our balance discord. If these changes both go through, we hope it will help to carve out a new melee swarm archetype in Fire T2 splash decks. We also know this will constitute an indirect buff to Corsair, and we think that is perfectly acceptable.
  13. It is the same dancing flame, yes. And glad to hear you are enjoying the game, that is really why all of us continue to do this.
  14. Defensive random PvE has been on hold while we work on campaign maps. We plan to get back to it once we release our first set of maps, hopefully sometime in the summer.
  15. Elemental Mastery Suggestion - Megathread Our intention as a team is to create a new category of mini-achievements specific to each faction called elemental masteries. These masteries will be split into two categories: Individual - these will track specific card actions, such as the number of spawns erupted to death. General - these will will track player progress with the overall faction, such as how many maps a player has completed with Pure Fire. Each category will reward minor rewards along the way, mostly in the form of faction-specific cosmetics. Our goal is for this topic to function as a brainstorming area for which masteries we want to track. The goal is for each faction to track 5 interactions per tier, as well as 5-10 general faction progress trackers. We are interested in the community's ideas for what types of card actions they would like to track, with focus on things which are commonly repeatable. Focus can be either PvP or PvE, though the final choices will be a mix of both. Examples of Trackable Actions Due to recent advancements in our understanding of the game, we can track most internal and external card interactions. Below are a list of some of these trackable events, all of which have been taken from Fire cards. Number of units charged by Enforcer Enemy spawn buildings erupted to death Buildings suppressed (Sunstriders + Suppression) Enemies knocked back with Lava Field Total time Batariel has spent in his stage 3 burning phase Total damage dealt by Fire Dragons Void returned with Shrine of War Further Discussion Brainstorming is also taking place in our official discord dedicated to discussion of card balancing in Skylords Reborn. Please join us there if you would like to see more elemental mastery suggestions or if you would like to participate in discussions relating to proposed changes to the game before they happen.
  16. Nightmare's End - Proposed Changes - Iteration 2 A major issue with Nightmare's End is that the map requires the player to defend a substantial amount of locations, but almost none of these locations are capable of being fortified. This encourages players to fight back against the map, warping its mechanics in an attempt to reduce the defensive load on the player. Our goal with these proposed changes is to improve the experience of playing the map in the way intended by the original designers, without impacting the creative approaches to conquering the map that have emerged over the years. All changes mentioned here are proposals. Some, all, or none of the proposed changes might make it into the game depending on the results of community feedback and map testing. Elemental Node Changes All nodes have been moved to the back of their respective area, freeing up more space for buildings and maneuvering units All nodes now have buildable walls behind the Amii Gates, allowing players to fortify their position and defend the nodes more easily. Note: the walls in the pictures below are not pre-built, they are only shown that way for illustrative purposes. Shadow Node Nature Node Fire Node Frost Node Shard of the Forge Changes Add buildable walls to the left and right side of the Shard of the Forge. This will help to foreshadow the final defense for new players and give everyone a more stable defensive location. This is particularly important because the final attack adds a major point of failure to a map that exceeds 40 minutes in average playtime. Move the final wave spawn caves to prevent the attack waves from instantly aggroing onto the new walls surrounding the Shard. Shard Defensive Walls Final Attack Wave Spawn Locations Southwest Spawn & Monument Changes Move the Monument + 3 Power Wells in the southwest to the right to create more space to place defenses and lengthen the time between when attack waves arrive. Move the spawn cave north to see if we can redirect the waves to attack the western player's T1 location which has defensive walls to aid the player in defending. This change is experimental and will require testing to see if it works. Southwest Monument + Well Location Southwest Spawn Cave
  17. The gold system and the bfp system are designed to be entirely separate systems. This separateness makes it easier for us to balance them individually, and it also ensures that we avoid gold selling schemes which could get the project in trouble. After we released some veteran-oriented achievements in January 2023, we spent the last year working on the early to mid-game experience. We think these are now in a good place with the gold rework, tutorial missions, and early game achievements. As such, we will be focusing on late-game content moving forward with one of the intentions being gold sinks.
  18. Hey ReleeSquirrel, All friendly buildings cause the units around them to passively regenerate a percentage of their life points each second, as long as they have not taken damage recently. So this is a feature not just of Construction Hut, but also your wells, orbs, and all other buildings. This passive regeneration is a big reason why people bring Ice Barrier in Frost decks, because it can function as a 20p healing location. The blue ring around Construction Hut reflects the area in which the "Maintenance" effect takes place. The area in which units can passively regen is likely 5-10m smaller.
  19. The post is too large to comment on everything so I will give a few impressions based on what I did read. The proposed story takes too long and an insufficient amount of plot occurs in each map. There are 9 proposed maps here to finish off the Behind Enemy Lines story and then set up for the next actual story arc. BattleForge just does not tell story in this manner. Consider the Renegade campaign. It follows the treasure fleet, introduces and crowns Mo king, and tells the story of Blight's reemergence and fall. All of this happens in 7 maps. While it could be argued this is rushed, and it likely is, the amount of story that occurs per map is far in excess of what is presented here. BattleForge maps jump into moments of intense world-changing action, then tell everything else in the lore book. I would much rather see 2-4 very carefully crafted maps which are absolutely overflowing with story, then spread this same content over 9 maps. It was smart to introduce new characters, because we cannot use the old ones. We do not have Moon's voice actress anymore. Therefore the story cannot be told by her, she needs to become a background character. I appreciate the attempt to combine new cards related to the maps with the map themselves, but in the future I would recommend just focusing on one aspect. Card design should ultimately flow out of gameplay considerations, with lore performing an inspirational role. I think you are a bit out of the loop as regards our currently announced plans. We already announced the next 2 campaign maps and the Amii are good guys in them. See here: 3rd Anniversary Stream Lastly, I do not like the Amii twist. It flies directly in the face of the Amii's established identity and frankly makes no sense. It also ruins the existing Amii plotline. The Amii manifested themselves physically for the sole purpose of freeing the enslaved mortals. Those same Amii, after failing, sold the Key of Ashia to the Assemblers to purchase the Forge to accomplish the liberation they themselves had failed to achieve. Eventually the Amii returned themselves to the elements after performing a mass ritual, but not before carefully constructing structures across Nyn that the future gods and skylords would be able to use in the coming war against the giants. That these Amii would then be revealed as the puppet masters behind the Twilight and the Lost Souls just makes no sense. And as I said it ruins the existing storytelling. The Amii are meant to be a tragedy and they are a very well written tragedy. They come to Nyn, fail, and then not understanding the importance of an afterlife because they are immortal spirits, they trade temporal freedom and satisfaction for eternal denial and slavery. They inadvertently cause the creation of the Lost Souls, who themselves then create the Twilight. This makes the Amii the ultimate cause of the events of the campaign, but they are hardly the villains. It is the law of unintended consequences and a lesson that the best intentions do not cover up poorly made decisions. The Amii make every decision with the best of intentions, but hyper-focus on mortal liberation so much they accidentally create a cosmic evil which almost leads to mortal extinction. Making them suddenly come out as evil the whole time ruins this tragic story and underlines the moral power of the existing story.
  20. We have considered using AI artworks before and have had less than satisfactory results. While our artists sometimes still use it for the concepting phase, the actual quality is far below our art standards. As an example, I have included 4 artworks from SR-team released cards below. Which ones do you think were drawn using an AI base and which ones do you think were hand drawn? Also regarding the examples here, the gems look like mobile game icons to me. While I think AI art might eventually be decent enough to use assuming we can train it on existing BattleForge artwork, I do not think the public-facing tools are quite there yet, particularly when you consider that we do not have any budget to use for high-end tools.
  21. Beyond an initial wipe, the timers are the only method of loss in random PvE. They are therefore a necessary component of a mode which is based around speed. If the timers are leading you to regularly lose matches, I would recommend playing at a lower difficulty level until you can get used to some of the mode's mechanics. Our recent changes to the gold rewards are ensured that lower levels of random PvE properly compensate players for their time.
  22. I would recommend giving the new Infernal Chain a spin before writing it off. It is far more user friendly and better in 99% of situations, particularly as relates to high-end PvE content. While the changes might look like LSS was significantly nerfed, this is less true than it first appears. First off, the card has the same stat efficiency as previously due to the cost decrease. Additionally, the Crystal and Recycle changes are substantial buffs since you can now vacuum up revenants, who will die eventually anyway, as fodder for the Crystal. The splash reduction is a direct nerf, but the removal of S & M-knockback is actually a buff. It would knock back units, particularly S-squads, so far that it and other splash cards could no longer damage them. Additionally, there is a hitbox bug with flying S-units which makes it so that when they are knocked back their "click-box" extends over a massive radius. This issue was a major problem for LSS which is supposed to move around the camp to stay safe and to damage enough targets, as the player could no longer click a location to move, but now only press "attack" on the displaced S-unit." Finally, given its new revenant synergy, LSS is much stronger when used in a dedicated Lost Souls deck. It acts as both damage dealer and healer (or speed buff provider) while Lost Warlord and Lost Evocation make sure it always has enough stored life points for another Crystal.
  23. Card Balance Changes Global Balance Changes Neutral Units are now limited on a per-player basis: - Each player will now be able to play one copy of each neutral units. Neutral buildings are still limited on a per-team basis. We have been increasing neutral unit synergies and releasing new neutral cards, but an issue is that if one player is running a neutral archetype, say Ravenheart & Raven Archwalker, the other members of the team are also restricted in their deckbuilding choices. We think this is contrary to the spirit of the game, and since there are no balance considerations preventing a change, we are loosening the restriction while keeping the uniqueness of neutral units intact. Balance Changes While changes are split here between PvE and PvP sections, many of the changes have important consequences for both game modes. Our PvE and PvP balance teams work closely together to ensure that the impact of all changes are evaluated for both game modes. Below, we have listed both the changes and our reasoning behind them. [ Tier 1 ] Envenom: 1. Base damage: Restored one missing tick on both affinities 2. Infused Intoxication: Scaling damage: Each time the 80 dmg threshold is reached, the poison damage increases by 10, stacking up to 6 times up to a maximum of 95 damage per second, and refreshing the spell duration. This change should allow the card to remain near its current state in PvP by allowing the player to micro their unit away before the poison stacks out of control, while providing a powerful new tool for Nature T1 in PvE as powerful singular units steadily kill themselves by stacking the poison damage higher and higher. Mumbo Jumbo: 1. Power cost: 40p ➜ 50p 2. Targeting: Units only ➜ Units and buildings 3. Debuff strength (both affinities): 25% ➜ 35% Improve Mumbo Jumbo's usability in PvE by allowing it to target buildings. This will be especially useful with the infused affinity (r) which increases damage taken by 35%. This should help Nature T1 focus down troublesome towers and spawners. [ Tier 2 ] Earthkeeper: 1. Damage: 540 dp20 ➜ 660 dp20 2. Back Up, power cost: 25p ➜ 0p Improve use cases for Back Up by removing activation cost and give the card slightly more in-combat power by giving it a 22% damage boost. Lost Reaver: 1. Mob: A. Targets: Hostile and friendly units ➜ Hostile units B. Corpse cost: 1500 ➜ 2000 C. Crawler health: 310 ➜ 440 life points 2. Corpse Gathering maximum amount: 1500 ➜ 2000 Lost Reaver's ability seems made for PvE, but it has anti-synergy because it damages other friendly units and even its fellow crawlers. We have increased the corpse cost to make it slightly harder to use in PvP, while increase crawler health for better survivability. Additionally, and most importantly, we have removed the ability's friendly fire, which will allow players to spawn multiple crawler groups at a time without worrying about them killing each other instead of the enemy. Lost Shade(p): 1. Tainted Union A. Remove existing reflect effect. B. New effect, "When surrounded by at least 2 other Lost Shades, each individual unit will deal 61/61/61/68 damage per second and take 15% more damage." Lost Shade(p)'s reflection effect has never quite worked, the more shades are in the union, the less damage is actually reflected. Instead of attempting to salvage an affinity effect we think is unfitting to the unit, we have instead decided to make the tainted affinity the true opposite of its frosty counterpart. Tainted Shades will receive more damage but deal more in turn, making them a high risk-high reward option. Vileblood(g): 1. Gifted Liquids (g) healing per wave: 300 life points equally spread ➜ 160 life points, up to 800 in total Now works similar to Forest Elder's healing ability, with a separated single-target and multi-target healing amount. There are 6 total healing waves, meaning this changes the spell from 1800 total healing to 960 single-target healing to up to 5 targets. [ Tier 3 ] Ethereal Storm: 1. Charges: 8 ➜ 16 2. Power: 150p ➜ 130p 3. Duration: 21 / 21 / 21 / 26 ➜ 25 seconds on all upgrade levels 4. Now only damages hostile units. 5. Blessed affinity (b): All enemies in range take full damage, even when frozen (everything does full damage). 6. Infused affinity (r): Enemy units take 20% more damage. 7. Remove all stages except 1: A. Only one stage, baseline (0 Revenants) and stage 1 (1 Revenant). B. Baseline: 40 damage / Stage 1: 100 damage The existing scaling effect is bugged, so we are simplifying the mechanic. There is now a base effect and an improved effect if one Revenant is present. This gives LS a consistent damage spell for itself but with reduced effectiveness in helping allies due to a lack of Revenants unless the player also casts Lost Evocation. The affinity effects provide missing things in the faction, such as the ability to ignore freeze's damage reduction. Lost Banestone: 1. Underworld Gate: A. Remove existing effect B. Add affinities, Tainted and Blessed C. Now spawns an own Lost Shade Revenant of the respective affinity D. Duration: Infinite ➜ 20 seconds E. Cooldown: 60 seconds ➜ 40 seconds 2. Tainted Underworld Gate (p): A. New effect: "Activate to curse the targeted enemy unit. Every second, the targeted unit will lose 40 life points. Additionally, if the target dies, it explodes dealing 300 damage to every enemy in a 10m radius and a Lost Shade revenant with an affinity toward Shadow will spawn out of its corpse with a lifetime of 25 seconds." 3. Blessed Underworld Gate (b): A. New effect: "Activate to curse the targeted enemy unit. Every second, the targeted unit will lose 40 life points. Additionally, if the target dies, Lost Banestone is fully repaired and a Lost Shade revenant with an affinity toward Frost will spawn out of its corpse with a lifetime of 25 seconds." 4. Glacial ➜ Everlasting A. Remove affinities, now one effect B. Radius: 25m ➜ 30m C. Now suspends the duration of any friendly revenants in the area. With its new aura and the ability to generate unbound defenders, Lost Banestone will allow players to transition their T2 offensive units into T3 defenders. This fits in line with the new Revenant-based playstyle we envision for the faction. This will also remove the exploit where Banestone can permanently stop enemies on some cPvE maps from spawning, such as Bad Harvest and Siege of Hope. While this exploit is well known and used, these maps are perfectly completable without them, and they trivialize defending by functionally turning the map off. Promise of Life: 1. Affected units can no longer be healed. 2. Blessed Revive (b): A. Spawn delay: 15 seconds ➜ 10 seconds B. Ice Shield strength: 800 ➜ 1500 Improve blue affinity without impacting the current workaround to spawn extra legendary units. Additionally, add a new effect to both affinities preventing units affected by Promise of Life from being healed. This should especially help in multiplayer, where well-intentioned allies heal units you want to die. Stone Launcher: 1. Orb cost: 1 Nature, 1 Frost, 1 Hybrid (T3) ➜ 1 Nature, 1 Frost, 1 Neutral (T3) Twilight Slayers: 1. Orb cost: 1 Nature, 1 Fire, 1 Hybrid (T3) ➜ 1 Nature, 1 Fire, 1 Neutral (T3) [ Tier 4 ] Green Peace: 1. Protect the Environment! allied buff duration: 20 seconds ➜ 30 seconds 2. Protect the Environment! (r) damage buff: 50% ➜ 60% Infernal Chain: 1. Orb cost: 2 Shadow, 2 Neutral (T4) ➜ 4 Shadow (T4) 2. Power cost: 150p ➜ 100p A. Spell now costs 50p to cast once applied to the unit. 3. Ability Rework: A. Target: Single-target ➜ Up to 5 enemy units B. Bugfix: Allow Infernal Chain's healing to regenerate squad members 3. Blessed Bond (b) ➜ Tainted Bond (p): A. Remove 50% damage reduction for caster ➜ Add healing effect (55 per second) for each bond established B. Affected enemies now return 12% of current void power as power from the void 4. Gifted Bond (g): A. Healing: 75 per second ➜ 55 per second per bond B. Stuns affected targets after 5 seconds for 15 seconds. Two dedicated Shadow orb decks already have a lot going for them, 3 dedicated Shadow orb decks have both Death Ray and Plague, and Shadow Worm fails to provide a sufficient reason to go Pure Shadow on its own. The changes allow multiple bonds, with healing occurring per bond. This is intended to synergize with Shadow Worm's life loss from Mass Disintegration. Each affinity has a different role: the shadow affinity provides in the field void return, and the nature affinity grants a crowd control effect. Lost Evocation: 1. Power cost: 150p ➜ 140p Lost Spirit Ship: 1. Torpedo Changes: A. Splash Radius: 15m ➜ 10m B. Knockback: Remove S & M-knockback 2. Life points: 3930 ➜ 3630 3. Power cost: 240p ➜ 230p 4. Recycling: A. Target: Own buildings ➜ Own buildings and Revenants B. Cooldown: 10 seconds ➜ 5 seconds C. Ability description simplified 5. Crystal Rework: A. Gifted Crystal (g): Damage effect removed, it now only heals B. Infused Crystal (r): Grants a +40% movement speed increase to friendly Lost Souls units C. Ability description simplified Lost Spirit Ship (LSS) is the major damage dealer for Lost Souls, which relies on units to deal damage. Therefore, we would be unable to remove its high damage without providing heavy compensation in other places. Instead of doing a full stat realignment of Lost Souls units, we are focusing on LSS. While the changes might look like LSS was significantly nerfed, this is less true than it first appears. First off, the card has the same stat efficiency as previously due to the cost decrease. The splash reduction is a direct nerf, but the removal of S & M-knockback is actually a buff. LSS would frequently knock back units, particularly S-squads, so far that it and other splash cards could no longer damage them. Additionally, there is a hitbox bug with flying S-units which makes it so that when they are knocked back their "click-box" extends over a massive radius. This issue was a major problem for LSS which is supposed to move around the camp to stay safe and to damage enough targets, as the player could no longer click a location to move, but now only press "attack" on the displaced S-unit." The crystal is being changed to either heal or increase movement speed, with the pointless spawn zone effect being removed. By allowing it to vacuum up Revenants, we add strong synergy with both Lost Warlord's new ability and Lost Evocation. This means that LSS will scale in strength the more a player invests into Lost Souls. Lost Warlord: 1. New passive, "Undying": A. Blessed Undying (b): The unit's revenant form spawns with an Ice Shield that absorbs up to 3000 damage. The Ice Shield refreshes every 25 seconds. B. Infused Undying (r): The unit's revenant form deals 50% more damage. 2. Onslaught rework: A. Remove affinity B. Provides ground presence. C. New effect - "Activate for Lost Warlord to project a revenant of himself to a destination within a 40m range. This revenant provides ground presence, has no abilities, and lasts for 25 seconds. Reusable every 30/25/25/25 40/35/35/35 seconds." With these changes, we hope to make Lost Warlord into the ultimate Lost Souls card, with a heavy focus on Revenants that synergizes with Nether Warp for quick movement of armies. We view this violation of fundamental game principles to be justified by the card's high orb restrictions and the recognition that by T4, the exploits enabled by teleporting ground presence are largely moot. The blue affinity is being buffed to have a refreshing Ice Shield for when players use cards like Lost Banestone and Revenant's Blessing to extend Revenant life times. This should help to equalize the two affinities. Overlord: 1. Blood Share: A. Life point cost: 1000 life points ➜ 1500 life points B. Healing: 1500 life points ➜ 1500 life points, up to 7500 in total C. Cooldown: 5 seconds ➜ 30 seconds D. Ability cost: 0p ➜ 20p This change makes Overlord's "Blood Share" work similar to Forest Elder's "Forest Charm" in that it heals the group and the individual in different amounts. The goal here is to allow Overlord to function more fully as a sustain tank for the units it is protecting, as it already does for itself. This will help it to support army-based Shadow compositions, such as Shadow Worms, which is important because Overlord is the only melee Shadow unit in T4. Twilight Pestilence: 1. Power cost: 150p ➜ 120p Miscellaneous Changes Added Nature faction classes to generic NPC Nature buildings: Mark of the Keeper, Primal Defender, Stranglehold, Healing Well, Living Tower, Root Nexus, Healing Gardens, Howling Shrine, Mindweaver, Gateway of Nature, Temple of Nature, Wheel of Resilience, Wheel of Juvenescence, Wheel of Strength, Earth Crystal, and Fortress of Nature. Added Fire faction classes to generic NPC Fire buildings: Makeshift Tower, Rocket Tower, Blaster Cannon, Pyromaniac, Volcano, Tower of Flames, Gateway of Fire, Temple of Fire, Flame Crystal Added over 20 new Shadow NPC enemies for use in community maps. Includes units, towers, and spawn buildings. Units - Dreadcharger, Forsaken, Skeleton Warriors, Wrath Blades, Nox Trooper, Harvester, Shadow Mage, Mutating Frenzy, Cultist Master, Rifle Cultists, Necrofury, Unstable Demon, Ashbone Pyro, and Grim Bahir. Buildings - Stone of Torment, Lifestealer, Soul Splicer, Time Vortex, Necroblaster, Church of Negation, Embalmer's Shrine, Incubator (small spawner), and Shrine of Greed (large spawner) Worldbreaker Gun: Fixed animations not playing on U3. Fixed the normal maps of several map objects to correct their interaction with light. Nomad: Improved upgrade description to be more consistent.
  24. Patch #400045 - Revenant's Doom Welcome to our newest patch. This update contains our eleventh balance patch for the game, two brand-new cards, a rework of the rPvE difficulty system, tutorial missions, and many other changes, enjoy! Patch Preview Two new cards are now available! Jump in-game to collect Tectonic Shift and Lost Manabeast. Added tutorial missions! New and old players alike can now receive rewards for simple missions meant to explain some of the harder to understand mechanics of BattleForge. A new rPvE difficulty and changes to the existing difficulty system to align it better with the campaign map difficulties. Our much anticipated Lost Souls rework, a large number of buffs to well-designed but underperforming cards, and a change to the neutral unit exclusion rule. A complete rework of the campaign reward system, with individualized upgrades, gold rewards overtime, and gold rewards on-loss. General Changes Pause, Speed-up, and Slow-down buttons have been added to the Forge. Standard difficulty has been removed for the 12p maps Passage of Darkness and Ascension. Achievements have been adjusted accordingly. The game will now remember the difficulty you selected for each map until you restart the game. Removed post-game message "Maximum rank achieved" for those players who are Master of the Forge rank in PvE. The post-game reward screen now always displays the player's current rank and experience earned. A description of the achievement completed has been added to achievement reward mail. Added previews when hovering over card and boosters rewards for achievements. The networking library used for the client has been updated. Linux users will now need Wine 7.13 or higher to play the game. The game should still work on Windows 7, but support has been discontinued. General Fixes Improved user interface responsiveness. Longer gaming sessions were previously experiencing slowdowns. Resolved an issue that prevented free PvP decks from being cloned. Fixed a game crash related to map scripts, most commonly affecting the "Titans" map. New Cards Tectonic Shift - 50p T3 Stonekin Spell You will find the upgrades for this card on the map "King of the Giants". When thinking about Stonekin's design, we determined that more buildings interactions fit well with the faction. More specifically, we thought that a building-based archetype was the natural expansion for a faction of living stones. Tectonic Shift is a T3 spell that adds a teleport ability to friendly Stonekin, Frost, and Nature buildings. This teleportation ability functions highly similar to Phase Tower's ability as a permanent addition, similar to how Santa and Infernal Chain add new abilities to a unit. For more information, check out Community Update - September 2023. Lost Manabeast - 120p T3 Lost Souls You will find the upgrades for this card on the map "Titans". As part of our Lost Souls rework, we wanted to add the well-known NPC unit Lost Manabeast to the faction. The player version of Lost Manabeast is a ranged unit, which collects the souls of its victims to reset the revenant timer of allied Lost Souls units. It is a perfect fit for those players wanted to engage in revenant-based gameplay. For more information, check out Community Update - December 2023. Random PvE Difficulty Redesign A major part of the upcoming update is the addition of a new random PvE difficulty between level 9 and level 10. The significant gap that exists between level 9 and level 10 is well known, and this new difficulty, often referred to as level 9.5, is meant to help players prepare themselves to make the jump into level 10. Alongside this new difficulty, we are also changing the naming scheme of the random PvE difficulties and removing difficulty levels 1 to 3, which are almost never played. We hope this new system will make it easier for players to understand what difficulty is right for their skill level. [ New Difficulty Naming Scheme ] Standard difficulty - Old level 4 Standard+ difficulty - Old level 5 Standard++ difficulty - Old level 6 Advanced difficulty - Old level 7 Advanced+ difficulty - Old level 8 Advanced++ difficulty - Old level 9 Expert difficulty - NEW level 9.5 Expert+ difficulty - Old level 10 Campaign Loot Rework Anyone who plays PvE in Skylords Reborn knows that the most commonly played multiplayer game mode is random PvE. One part of this is due to the ease of matchmaking, you can go to the 4p area and join a random PvE game of any difficulty without needing to jump around the map checking lobbies, and the other part is due to rewards. In most cases, random PvE simply rewards the player better, unless you get lucky while looking for an expensive level 3 upgrade. While our upcoming improvements to campaign map matchmaking will have to wait for a future patch, we are now rectifying the reward discrepancy between the two modes. [ Campaign Reward Changes ] Campaign maps now reward gold over time. The total amount of gold rewarded has been substantially increased at all difficulty levels, even if players previously disenchanted all upgrades. Solo maps and multiplayer maps now give the same rewards. Campaign maps also reward players who lose a map part of the gold they would have obtained had they won. Standard maps reward 70%, advanced maps 40%, and expert maps 25% of the expected gold on-loss. Gold on-loss cannot be earned unless at least 5 minutes have passed in-game. The new Pick reward mode has replaced Random, Need/Greed, and Assign, which have been removed from the game. Upgrades are now decided on a per-player basis, with each player able to choose the upgrade(s) of their choice. Expert and advanced maps reward 1 upgrade, while standard maps reward 2 upgrades. In the future, players will have the ability to earn more upgrades per map completion under special circumstances. Disenchanting an upgrade now rewards the same gold regardless of the rarity of the upgrade, while also providing the player with PvE experience, depending on the level of the upgrade. Tutorial Missions Twenty-one new tutorial missions have been added to the game. These missions are designed to help new and old players alike to discover basic game features, as well as many of the new functionalities the Skylords Reborn team has added since the game's revival. Completing all 21 missions will reward players with 12 common cards, 8 uncommon cards, 900 gold, and the new in-game title "Lyrish Scholar." These rewards are designed to help new players and function as a supplement to the existing starter decks. All missions are completable within an hour. Tutorial Missions will be the new focus of attention when opening the rewards window, but focus will revert to quests once the missions are complete.
  25. Mapmaking Fundamentals - Spawn Design (Cont.) Practical Considerations In the course of testing and balancing new maps, a number of important questions have arisen regarding practical considerations which must be taken into account. Here we will examine the various practical concerns which have appeared during the development process regarding both spawn and camp design. Small vs. Large Spawn Buildings Each faction should have a small and a large spawn building. As a standard practice, the small spawner should have 1200 life points and the large spawner 3200 life points. There are a few exceptions to this rule, such as the Fire and Nature gateways in Titans, which have 2000 life points, and Lost Temple, which only has 1000 life points. In the case of Lost Souls, a large spawn building is currently in the process of being developed, after which the small spawner Lost Temple will likely see its health pool standardized. There are a few ways to utilize the different spawn buildings. The most straightforward method is to use small spawners for T1 and T2 camps, and large spawners for T3 and T4 camps. This creates a sense of progression and ensures that later camps are not easily cheesed through Eruption spam. On this topic, it is important to position primary spawn buildings within camps such that the player cannot easily destroy them without interacting with the camp itself. Spawn buildings, particularly the primary ones, should be the most protected things within standard camp arrangements. Another way to use the spawners is to differentiate them by purpose, such as objective spawners being of one type while standard camp spawners are of another type, though it is also common to use a spawner as a camp and an objective spawner simultaneously. Some maps alternative between small and large spawners as a way to differentiate between the type of units being spawned. A good example of this would be Encounters with Twilight. The various lodgement areas of Encounters are punctuated by small spawners which only spawn weaker units, while the main spawner is a large spawner which generates the main threat in each respective area. Beyond lodgement areas where the aforementioned type of design is common, some individual camps include both types of spawners with a similar goal, small spawners for weaker units and large spawners for stronger units. Higher tier camps with increased levels of complexity can create a sense of strategic depth and player progression by having a large spawner nestled in the back, with various minor objectives, such as small spawners and artillery buildings, placed in easier to access locations for the player to focus on and destroy. This allows the player to move forward and destroy an objective, thereby permanently weakening the camp's defenses, without requiring that he destroy the camp outright all at once. An example of this might be that in a Twilight map, the primary large spawner generates Abominations and Evil Eyes, while a small spawner closer to the player's expected point of entry generates Whisperers and Mindbenders. While the majority of damage comes from the large spawn units, the destruction of the small spawn would be a major win for the player because it would substantially reduce the camp's CC capacities. Time to Respawn & Player Downtime Imagine playing a Twilight map and moving forward into a well fortified camp. You destroy the frontline of Vilebloods, move forward to wipe out the archer line, and then just as you are about to kill the spawner a second wave of Vilebloods spawn and destroy your army. By the time you return, the entire camp has respawned and because none of it was towers or support structures, you essentially achieved nothing. What I just described is how a normal player experiences trying to destroy the Shadow camp on Nightmare Shard. In the face of this frustration, the player often chooses to learn how to cheese the map, or they decide to suicide their army for the spawn building from the beginning so they can feel like they actually achieved something. What this example illustrates is the problem of camp respawns and how they relate to camp design. A typical spawner in BattleForge has a time to respawn of 15 seconds. This is universal and encompasses nearly all maps and spawners in the game. It should be fairly obvious that the lack of granularity in what is an essential component of map design is a fundamental issue for the balance of both individual camps and maps as a whole. Time to Respawn Considerations: 1. Individual unit strength - If the individual units are weaker, the camp might be balanced around more frequent respawns. This can create a pleasure experience of fighting through waves of the enemy. If the camp's units are relatively strong compared to the player, such as our example of the player fighting Vileblood's with T1, the respawn timer should be longer because each unit that respawns is a substantially bigger threat. 2. Unit to building ratio - If the camp is entirely made up of units, thereby providing no ability for the player to permanently degrade its strength except through killing the spawner, it might be appropriate to exclude some key units from respawning at all or to increase the overall time to respawn. If a camp's strength is mostly concentrated in buildings, a faster respawn timer for units can be used because only a small percentage of the camp's total strength will be reviving. 3. Player Tier - In lower tiers, it is harder for players to reach and destroy spawn buildings due to a lack of available tools. In higher tiers, players have numerous options for disabling units and destroying key buildings, including spawners. This suggests that longer respawn timers are better for lower tier camps, because in these camps players usually have to fight through a significant portion of the camp to be able to begin damaging the spawn building. The same is not true for higher tier camps and therefore the respawn timers can be shorter. In general, the higher the tier, the more complex a camp can be in its design, and faster respawn timers are a component of camp complexity. 4. Distance to Spawner - In a simplified form: time to respawn + travel distance from spawn = player downtime. The farther the distance to the spawner, the longer the player has to recuperate. This is particularly important for defensive scenarios to allow time for healing, respawning, and repairing player defenses. Closer spawn locations will often correlate to longer respawn timers, and vice versa, but the map designer should really balance downtimes based on wall and building repairs and adjust according to the intended feeling of pressure. Group vs. Individual Spawning The general rule is that attack waves should be spawned as a group while units within a camp should spawn individually. By placing attack waves into groups, it means that the player does not have to deal with a constant trickle of units which either preclude any repairs because of a lack of downtime or fail to cause sufficient pressure due to lacking the critical mass needed to challenge player defenses. On the other hand, group spawning often leads to clever players trapping a few units to prevent the group as a whole from respawning. This will be discussed more below. Individual spawns in camps are necessary to allow the camp the dynamism to respond to player attacks. Group respawning, the timer for which only begins after the death of the last member of the group, would mean that the camp will likely never respawn any units before the player can destroy the spawner, but if the group can respawn, the entire camp, or at least a major sub-group, would respawn all at once. Neither of these options are desirable, so camps should use individual spawning. Preventing Spawn Trapping The majority of respawns in the game are based on timers that only begin after the unit which will be replaced has died. The standard timer throughout the game is 15 seconds. As mentioned above, some spawns are group and others are individual, with in-camp respawning typically being individual-based and attack wave respawning typically being group-based. Given that group-based spawns will not respawn until the entire group (or a particular percentage of the group) is dead, this leads to a situation where the player can "trap" units within the attack wave and prevent further respawns from occurring, functionally turning off the defensive aspect of the map. While this mechanic has been normalized on most existing maps and therefore will likely remain unchanged, the same need not be true for future maps. The best way to get around spawn trapping is to make the respawning of attack waves multi-conditioned. For example, if an attack wave takes 30 seconds to reach its destination and lives on average 30 seconds once it has reached its intended location, the average respawn time for that given wave would be once every 75 seconds (15 second respawn + 30 sec travel time + 30 sec fighting to death time). This means, when accounting for slow decks and the player being overrun, it might be appropriate to make the attack respawn on death of the group OR if 120 seconds have passed, whichever is shorter. That way if the wave gets trapped, a second attack wave still spawns after 120 seconds regardless. Another key point to consider with spawn trapping is abuse of waypoint markers. When attack waves progress towards their target location, they act by moving from one waypoint to another, wait for the entire group to arrive, and then proceed to a third waypoint. If a player is able to block one member of the group from successfully progressing to the next waypoint, the entire group will fail to progress. This is what allows the MotK spawn trap trick on Nightmare's End. When a ranged unit enters the spellbane aura, it immediately retreats in an attempt to move far enough away to attack. If the unit's attack range is less than or equal to the spellbane aura radius, it ends up in a loop where it continually moves in and out of the aura. If the waypoint location is within the spellbane aura, such that the other units can progress to it, but not so close that they will aggro on the source of the aura, the looping ranged units will fail to reach the waypoint marker and therefore lead to the entire group remaining permanently stuck (it should be noted that not all ranged units act like this. The flying units on Mo continue to patrol back and forth despite any spellbane aura, so their scripting ought to be studied to learn how to achieve a similar result). There are a few ways to avoid this. One is to include at least one long range unit within the attack wave, which can then destroy the source of the spellbane. A second, if the spawn trap is discovered pre-release, is to add a patrol along the path where the spellbane will be placed to destroy it and free the normal attack wave. A third is to look at maps like Mo and figure out how to circumvent the issue and allow the units to patrol regardless. Tier Emphasis & Camp Design by Tier Nearly all campaign maps will take place over all four tiers, but the emphasis of each map is different. Some maps will have long T1 sections, while others, such as Bad Harvest, will skip T1 entirely. While it might initially seem best to spread the map out equally between all tiers, this is often less ideal than it might initially seem. One of the largest limitations in BattleForge is the 20 card deck limit. By requiring the player to be able to respond to threats equally at all tiers, the designer encourages the player to opt for more generalist deck options. For example, if the map required the player to be able to respond to ranged, melee, and flying units at T3, the player would forced into using cards which can respond to all three threats. If that player were playing Fire, they will likely default to using Magma Hurler with Unity. If he wanted void return and had to defend a wall, he is also going to include Shrine of War and Tower of Flames. At that point, since the player needs to be flexible on all four tiers, he will only have 1 slot left for T3, which he might want to flex into other tiers given Magma Hurler can take care of most threats. If, instead of designing the map to have equal threats at all tiers. the designer instead decided to shorten the T2 and focus on a larger T3, the player will now have more deck slots to specialize versus any challenges the map might include. If there were large amounts of buildings in T3, the player might be able to include Virtuoso or Juggernaut as a response. If there were no flying units, the player could opt for Vulcan or Giant Slayer. If the camps had weak AA or if there were a lot of hard to reach flying units, the player could choose Spitfire. On their own, each of these options is unlikely to be the sole choice of unit for a Fire player, but each can easily become supplemental options when the camps a player faces in a particular tier allow for such specialization and the other tiers do not use up all available deck slots. The key takeaways here are that it is often better to focus on 1 or 2 tiers in a given map, so as to allow for more interesting deck building options within those tiers, and that unifying camp and spawn design across a tier can allow for and push players towards less typical options, for example, not including flying units but giving camps strong AA, can open up space for melee units to succeed. Defender's Advantage When fighting against camps, the general principle is to balance the camp's composition as equivalent to being 1 tier higher than the player (on expert, advanced can be equal strength). The reason for this is that players have an adaptability that NPCs do not. This is seen both in the fact that players can cast spells while NPCs must rely on unit abilities or inflexible events via map scripts, and that NPCs cannot rebuild their own camps. If the artillery piece keeping the camp together dies, it cannot come back. In contrast, if a player loses a unit or misplaces a tower, they can just summon a new one. So if the entities in an NPC camp are typically one tier stronger than those currently available to the player, what about when it is the player defending and the NPCs attacking? It would be nice if we could provide a simple rule here stating that attacking units are always one or two tiers stronger than the defending player, but it is not that easy. Defending scenarios are simply too varied for a one-size-fits-all approach. Instead, let us consider some factors that might change the player's strength while defending. Defense Considerations: 1. Location Fortification Potential - Whether or not a player can easily fortify their location substantially changes the relative strength of incoming attack waves. Fortification potential is related to two key factors, (1) Are they buildable walls, and (2) how wide is the enemy's angle of attack? Buildable walls increase the relative defensibility of a location more than any other single factor. Walls add effective life points to the defending towers and units, while also impeding enemy progress, therefore providing the player with more strength depth. Attack waves which might overrun a player in an open field can become a joke to him when he is sitting behind a set of Amii walls. The width of an enemy's attack angle attacks in a similar way. If, similar to Guns of Lyr, enemies attack into a narrow chokepoint, even giant waves become trivial to defend against. At the same time, if the enemies can spread out such that area of effect spells and abilities cannot hit large portions of the attackers at once, the wave's overall threat increases. Therefore area with narrower angles of attack and buildable walls need stronger attack waves, while areas with wider angles of attack and no buildable walls need weaker attack waves. 2. Length of Defense - The longer a player is allowed to sit in a single location, the larger the attack waves will need to be to dislodge him. While small, low tier waves might threaten a player initially, even waves one or two tiers higher than him will seem insignificant if he has been given a large enough time to prepare. In general, if a player has only been given a short time to begin preparing his defenses, attack waves could be sufficiently strong even at tier and unit count parity. But once he has been allowed to settle in and build a layered defense, attack waves will likely need to be both stronger and more complex to overrun him. 3. Player Tier - Lower tier players have less defensive options than higher tier players. The higher the player's tier, the stronger the attack waves will need to be in comparison to the players on paper strength. 4. Total Areas to Defend - A key point discussed at length in this guide has been that the fewer areas a player needs to defend simultaneously, the easier it will be for him to succeed. While even the equivalent of a Tier 6 attack wave from a single direction might fail to overwhelm a player with T4 protected by a wall, even T3 units from enough different directions could overrun the same player. Creating multiple areas where a player must defend taxes not only his power pool, his charges, and his cooldowns, it taxes his mind. It becomes exponentially more difficult to respond to major threats that could undermine your defenses, when these threats are coming from different directions, and particularly if they are far enough apart to not be visible on the same screen. Particularly at higher tiers, where the tools available to players are so strong, it is essential to create multiple avenues of attack. At the same time, a map designer must be careful not to overwhelm the player's mental capacity with an excess of attack directions simultaneously.
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