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WindHunter liked a post in a topic by This Is Halloween_2 in Small units with spears attacking XL units from the walls.
On balance, I gave my opinion.
On coolness and consistency with what already exist in the game, I agree with Appollonir, there’s no reason not to do it.
In term of usefulness and developer resources however, I agree with Fimion. The concept is cool, but essentially useless. And unfortunately in term of time to develop new stuff for the games, the team has much more important things to develop : new cards for amii and maybe even frost/fire, faction and cards rework, new maps, new game mode like tower defense, new content for late game replayability, new factions for rpve, …
Its’s a cool concept, but low priority compared to the other demands of the community listed above.
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WatcherOfSky liked a post in a topic by WindHunter in Patch #400050 - 22 December 2024
Patch #400050 - Save Christmas
Welcome to our newest patch. This update contains our sixteenth balance patch for the game, 1 new promo card, one new achievement, and much more!
Patch Preview
Added three new featured community maps! Shadowy forces have mind controlled Santa and stolen his presents in these demonic re-imaginings of Bad Harvest, Treasure Fleet, and Slave Master! One new Christmas achievement; beat the new Christmas maps before February 2nd to receive the new promo Frost Mage! Reworked some T3 and T4 cards.
General Changes & Fixes
Fixed a large number of incorrect descriptions in all languages. Fixed storybook page order for Unexpected Visitors and Into the Jungle. Updated scratch code description on marketplace.
New Christmas Event Maps
While everyone was brewing hot cocoa and preparing cookies below the chimney, the forces of darkness have kidnapped the elves and mind controlled Santa! The Skylords must act quickly to recover the stolen presents, free the captured elves, and return Santa to sanity to save Christmas. Re-experience three classic campaign maps and earn yourself a new promo Frost Mage in the process! The event lasts until February 2nd and will reoccur yearly. You can find the maps in the Community Maps section of the World Map.
Christmas Fleet, 1-player map
Dark forces have stolen Santa's presents. The presents have been found, but you need to defend the sleighs full of presents until they can reach the North Pole.
Elf Master, 2-player map
Santa's elves have been kidnapped! Free the elves so they can make it home in time to spread Christmas cheer.
Naughty Harvest, 4-player map
Shadow units have invaded the north pole and mind controlled Santa! Defend Santa's sleigh while you help Santa return to normal.
New Christmas Achievement
Save Christmas [Card: Frost Mage (promo)]
Win the featured community maps Naughty Harvest, Christmas Fleet, and Elf Master on Expert difficulty during Christmas.
Promo Frost Mage will have a special Jingle bells spawn sound during the season, which will deactivate after February 2nd.
Game Balance Changes
[ Card Changes ]
Deepfang:
1. Icefire new effect: “If a building directly attacked by Deepfang is destroyed, a Stonekin Critter will spawn out of its ruins.”
2. Union general changes (both affinities):
A. Radius: 20m ➜ 30m
B. No longer requires a Stonekin Critter nearby to activate
3. Infused Union (r) buff:
A. 50% ➜ 80% more damage
B. Now buffs all friendly Stonekin, not just Deepfang and its Critters.
4. Gifted Union (g) poison: 50 ➜ 70 damage per second
5. Stonekin Critter’s Joyful Death: Now affects all Stonekin, not just Deepfang.
Deepfang is one of the worst designed cards in T3. It is full of little annoyances. The Union ability can only be triggered if a Critter is nearby, but Critters are low health and non-respawning, with a suicide ability to top it off. The fire affinity gives a +50% damage buff, but it has a small radius, only affects Deepfang and its Critters, has a long animation leading to a 660 damage loss, and is outcompeted by a 40p T1 Frost spell. The nature affinity actually deals damage, but it is a self-cast ability with a 20m radius on a ranged unit. Deepfang also comes with 2 Stonekin Critters, but they cannot respawn and their healing only works on Deepfang.
We are trying to fix everything in one fell swoop. Both Union affinities are being buffed by increased radius, increased effects, ability to work on friendly Stonekin units, and no longer requiring a Critter nearby. We are also adding a way to generate Critters by adding an Infect-esque effect to Deepfang's attack which only works against buildings. This should limit the number of Critters possible overall while making them feel like a real part of Deepfang's kit and identity. It also fits with our goal to add more building interactions to the Stonekin faction. Finally, we are expanding the Critter healing to all Stonekin.
Deepgorge:
1. Orb cost: Frost, Frost, Nature, Nature (T4) ➜ Frost, Nature, Hybrid, Hybrid (T4)
2. Infused Cold Clutch (r):
A. Aura now freezes instantly, not after 7 seconds.
B. Fire affinity, remove current effect and replace with: “Additionally, the usual damage reduction of frozen targets will be removed from all frozen enemies within the aura.”
3. Blessed Cold Clutch ➜ Cold Clutch
A. Add Frost affinity to auto-attack: Ether Eruption ➜ Blessed Ether Eruption
B. New effect: "Additionally, the building deals 100% more damage against frozen enemies and is able to ignore the usual damage reduction of frozen targets."
Improve splash-ability but still require all Nature or Frost orbs to keep it within Stonekin. Double hybrid will allow the card to be usable alongside Shatter Ice, so that players can do Shatter Ice + Deepgorge + Tectonic Shift combos. The goal is to make one affinity better on its own (Frost affinity) and the other affinity better as a support card (Fire affinity). While +100% damage increase against frozen targets might seem like a lot, please note that the last time we buffed Deepgorge we gave this card the largest stat increase in balancing history, and it is still barely viable. The frost affinity will have a 6k single-target dp20, which while decent, is still worse than both WBG and Volcano.
Stone Warrior:
1. Blessed Shatter Lance (b) damage: 2600, up to 3900 in total ➜ 2600, up to 5200 in total
2. Gifted Shatter Lance (g):
A. Now only works on paralyzed enemies
B. Damage: 1040, up to 1560 in total ➜ 2600, up to 5200 in total (same as frost affinity)
3. Shatter Lance: Apply damage overflow fix
We want to give Stone Warrior (b) a slight buff to continue improving on its synergy with Rageflame. At the same time, we are taking this opportunity to change how the nature affinity works. Right now, it is an unconditional damage ability and this fact prevents us from buffing its numbers. It is also odd because the nature affinity has a paralyze extension effect akin to the frost affinity's freeze extension effect, but the Shatter Lance has no paralyze synergy. We are therefore changing it to work on paralyze targets like the other affinity works on frozen targets and buffing its damage numbers to be equivalent.
Lost Horror:
1. Life points: 3730 ➜ 3230
2. Multishot - Both affinities may shoot at 3 targets at once.
3. Move affinity effects into the attack itself.
A. Infused Lost Goo (r) - Knocks back small and medium units.
B. Gifted Lost Goo (g) - Additionally, the goo is extremely toxic, poisoning every enemy it touches for 20 damage every second for 10 seconds.
Lost Horror(g) is one of the best beginner cards in the game. The same is not true for the fire affinity, which like many affinities is significantly worse. The damage difference between the cards is so high that it is difficult to ever imagine the player choosing the fire affinity. Therefore, we are buffing the fire affinity to also be able to target 3 enemies simultaneously and adding a minor poison effect to the green affinity. At the same time, we are chopping off 12% of the card's health as its life points are closer to a T3 melee XL-unit than a ranged unit.
Ravenheart / Ravenheart Promo:
1. Passive ability Fleet Support: now works on any allied Raven unit, including the Raven Archwalker.
2. Updated status bar icon to be more consistent.
[ NPC & Map Changes ]
New NPC Entities: Added several new Shadow entities available for use by official and community mapmakers.
Counter type fix: Fixed multiple NPC's to use the correct working armor type, so that they properly receive 50% more damage from attackers that have the matching counter type instead of 0% more damage regardless which counter attacked.
Teststrike: Added two additional abilities to Teststrike for maptesting purposes; one to drain own wells to get more power, and one to kill friendly units.
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Majora liked a post in a topic by WindHunter in Patch #400050 - 22 December 2024
Patch #400050 - Save Christmas
Welcome to our newest patch. This update contains our sixteenth balance patch for the game, 1 new promo card, one new achievement, and much more!
Patch Preview
Added three new featured community maps! Shadowy forces have mind controlled Santa and stolen his presents in these demonic re-imaginings of Bad Harvest, Treasure Fleet, and Slave Master! One new Christmas achievement; beat the new Christmas maps before February 2nd to receive the new promo Frost Mage! Reworked some T3 and T4 cards.
General Changes & Fixes
Fixed a large number of incorrect descriptions in all languages. Fixed storybook page order for Unexpected Visitors and Into the Jungle. Updated scratch code description on marketplace.
New Christmas Event Maps
While everyone was brewing hot cocoa and preparing cookies below the chimney, the forces of darkness have kidnapped the elves and mind controlled Santa! The Skylords must act quickly to recover the stolen presents, free the captured elves, and return Santa to sanity to save Christmas. Re-experience three classic campaign maps and earn yourself a new promo Frost Mage in the process! The event lasts until February 2nd and will reoccur yearly. You can find the maps in the Community Maps section of the World Map.
Christmas Fleet, 1-player map
Dark forces have stolen Santa's presents. The presents have been found, but you need to defend the sleighs full of presents until they can reach the North Pole.
Elf Master, 2-player map
Santa's elves have been kidnapped! Free the elves so they can make it home in time to spread Christmas cheer.
Naughty Harvest, 4-player map
Shadow units have invaded the north pole and mind controlled Santa! Defend Santa's sleigh while you help Santa return to normal.
New Christmas Achievement
Save Christmas [Card: Frost Mage (promo)]
Win the featured community maps Naughty Harvest, Christmas Fleet, and Elf Master on Expert difficulty during Christmas.
Promo Frost Mage will have a special Jingle bells spawn sound during the season, which will deactivate after February 2nd.
Game Balance Changes
[ Card Changes ]
Deepfang:
1. Icefire new effect: “If a building directly attacked by Deepfang is destroyed, a Stonekin Critter will spawn out of its ruins.”
2. Union general changes (both affinities):
A. Radius: 20m ➜ 30m
B. No longer requires a Stonekin Critter nearby to activate
3. Infused Union (r) buff:
A. 50% ➜ 80% more damage
B. Now buffs all friendly Stonekin, not just Deepfang and its Critters.
4. Gifted Union (g) poison: 50 ➜ 70 damage per second
5. Stonekin Critter’s Joyful Death: Now affects all Stonekin, not just Deepfang.
Deepfang is one of the worst designed cards in T3. It is full of little annoyances. The Union ability can only be triggered if a Critter is nearby, but Critters are low health and non-respawning, with a suicide ability to top it off. The fire affinity gives a +50% damage buff, but it has a small radius, only affects Deepfang and its Critters, has a long animation leading to a 660 damage loss, and is outcompeted by a 40p T1 Frost spell. The nature affinity actually deals damage, but it is a self-cast ability with a 20m radius on a ranged unit. Deepfang also comes with 2 Stonekin Critters, but they cannot respawn and their healing only works on Deepfang.
We are trying to fix everything in one fell swoop. Both Union affinities are being buffed by increased radius, increased effects, ability to work on friendly Stonekin units, and no longer requiring a Critter nearby. We are also adding a way to generate Critters by adding an Infect-esque effect to Deepfang's attack which only works against buildings. This should limit the number of Critters possible overall while making them feel like a real part of Deepfang's kit and identity. It also fits with our goal to add more building interactions to the Stonekin faction. Finally, we are expanding the Critter healing to all Stonekin.
Deepgorge:
1. Orb cost: Frost, Frost, Nature, Nature (T4) ➜ Frost, Nature, Hybrid, Hybrid (T4)
2. Infused Cold Clutch (r):
A. Aura now freezes instantly, not after 7 seconds.
B. Fire affinity, remove current effect and replace with: “Additionally, the usual damage reduction of frozen targets will be removed from all frozen enemies within the aura.”
3. Blessed Cold Clutch ➜ Cold Clutch
A. Add Frost affinity to auto-attack: Ether Eruption ➜ Blessed Ether Eruption
B. New effect: "Additionally, the building deals 100% more damage against frozen enemies and is able to ignore the usual damage reduction of frozen targets."
Improve splash-ability but still require all Nature or Frost orbs to keep it within Stonekin. Double hybrid will allow the card to be usable alongside Shatter Ice, so that players can do Shatter Ice + Deepgorge + Tectonic Shift combos. The goal is to make one affinity better on its own (Frost affinity) and the other affinity better as a support card (Fire affinity). While +100% damage increase against frozen targets might seem like a lot, please note that the last time we buffed Deepgorge we gave this card the largest stat increase in balancing history, and it is still barely viable. The frost affinity will have a 6k single-target dp20, which while decent, is still worse than both WBG and Volcano.
Stone Warrior:
1. Blessed Shatter Lance (b) damage: 2600, up to 3900 in total ➜ 2600, up to 5200 in total
2. Gifted Shatter Lance (g):
A. Now only works on paralyzed enemies
B. Damage: 1040, up to 1560 in total ➜ 2600, up to 5200 in total (same as frost affinity)
3. Shatter Lance: Apply damage overflow fix
We want to give Stone Warrior (b) a slight buff to continue improving on its synergy with Rageflame. At the same time, we are taking this opportunity to change how the nature affinity works. Right now, it is an unconditional damage ability and this fact prevents us from buffing its numbers. It is also odd because the nature affinity has a paralyze extension effect akin to the frost affinity's freeze extension effect, but the Shatter Lance has no paralyze synergy. We are therefore changing it to work on paralyze targets like the other affinity works on frozen targets and buffing its damage numbers to be equivalent.
Lost Horror:
1. Life points: 3730 ➜ 3230
2. Multishot - Both affinities may shoot at 3 targets at once.
3. Move affinity effects into the attack itself.
A. Infused Lost Goo (r) - Knocks back small and medium units.
B. Gifted Lost Goo (g) - Additionally, the goo is extremely toxic, poisoning every enemy it touches for 20 damage every second for 10 seconds.
Lost Horror(g) is one of the best beginner cards in the game. The same is not true for the fire affinity, which like many affinities is significantly worse. The damage difference between the cards is so high that it is difficult to ever imagine the player choosing the fire affinity. Therefore, we are buffing the fire affinity to also be able to target 3 enemies simultaneously and adding a minor poison effect to the green affinity. At the same time, we are chopping off 12% of the card's health as its life points are closer to a T3 melee XL-unit than a ranged unit.
Ravenheart / Ravenheart Promo:
1. Passive ability Fleet Support: now works on any allied Raven unit, including the Raven Archwalker.
2. Updated status bar icon to be more consistent.
[ NPC & Map Changes ]
New NPC Entities: Added several new Shadow entities available for use by official and community mapmakers.
Counter type fix: Fixed multiple NPC's to use the correct working armor type, so that they properly receive 50% more damage from attackers that have the matching counter type instead of 0% more damage regardless which counter attacked.
Teststrike: Added two additional abilities to Teststrike for maptesting purposes; one to drain own wells to get more power, and one to kill friendly units.
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Hrdina_Imperia liked a post in a topic by WindHunter in Patch #400050 - 22 December 2024
Patch #400050 - Save Christmas
Welcome to our newest patch. This update contains our sixteenth balance patch for the game, 1 new promo card, one new achievement, and much more!
Patch Preview
Added three new featured community maps! Shadowy forces have mind controlled Santa and stolen his presents in these demonic re-imaginings of Bad Harvest, Treasure Fleet, and Slave Master! One new Christmas achievement; beat the new Christmas maps before February 2nd to receive the new promo Frost Mage! Reworked some T3 and T4 cards.
General Changes & Fixes
Fixed a large number of incorrect descriptions in all languages. Fixed storybook page order for Unexpected Visitors and Into the Jungle. Updated scratch code description on marketplace.
New Christmas Event Maps
While everyone was brewing hot cocoa and preparing cookies below the chimney, the forces of darkness have kidnapped the elves and mind controlled Santa! The Skylords must act quickly to recover the stolen presents, free the captured elves, and return Santa to sanity to save Christmas. Re-experience three classic campaign maps and earn yourself a new promo Frost Mage in the process! The event lasts until February 2nd and will reoccur yearly. You can find the maps in the Community Maps section of the World Map.
Christmas Fleet, 1-player map
Dark forces have stolen Santa's presents. The presents have been found, but you need to defend the sleighs full of presents until they can reach the North Pole.
Elf Master, 2-player map
Santa's elves have been kidnapped! Free the elves so they can make it home in time to spread Christmas cheer.
Naughty Harvest, 4-player map
Shadow units have invaded the north pole and mind controlled Santa! Defend Santa's sleigh while you help Santa return to normal.
New Christmas Achievement
Save Christmas [Card: Frost Mage (promo)]
Win the featured community maps Naughty Harvest, Christmas Fleet, and Elf Master on Expert difficulty during Christmas.
Promo Frost Mage will have a special Jingle bells spawn sound during the season, which will deactivate after February 2nd.
Game Balance Changes
[ Card Changes ]
Deepfang:
1. Icefire new effect: “If a building directly attacked by Deepfang is destroyed, a Stonekin Critter will spawn out of its ruins.”
2. Union general changes (both affinities):
A. Radius: 20m ➜ 30m
B. No longer requires a Stonekin Critter nearby to activate
3. Infused Union (r) buff:
A. 50% ➜ 80% more damage
B. Now buffs all friendly Stonekin, not just Deepfang and its Critters.
4. Gifted Union (g) poison: 50 ➜ 70 damage per second
5. Stonekin Critter’s Joyful Death: Now affects all Stonekin, not just Deepfang.
Deepfang is one of the worst designed cards in T3. It is full of little annoyances. The Union ability can only be triggered if a Critter is nearby, but Critters are low health and non-respawning, with a suicide ability to top it off. The fire affinity gives a +50% damage buff, but it has a small radius, only affects Deepfang and its Critters, has a long animation leading to a 660 damage loss, and is outcompeted by a 40p T1 Frost spell. The nature affinity actually deals damage, but it is a self-cast ability with a 20m radius on a ranged unit. Deepfang also comes with 2 Stonekin Critters, but they cannot respawn and their healing only works on Deepfang.
We are trying to fix everything in one fell swoop. Both Union affinities are being buffed by increased radius, increased effects, ability to work on friendly Stonekin units, and no longer requiring a Critter nearby. We are also adding a way to generate Critters by adding an Infect-esque effect to Deepfang's attack which only works against buildings. This should limit the number of Critters possible overall while making them feel like a real part of Deepfang's kit and identity. It also fits with our goal to add more building interactions to the Stonekin faction. Finally, we are expanding the Critter healing to all Stonekin.
Deepgorge:
1. Orb cost: Frost, Frost, Nature, Nature (T4) ➜ Frost, Nature, Hybrid, Hybrid (T4)
2. Infused Cold Clutch (r):
A. Aura now freezes instantly, not after 7 seconds.
B. Fire affinity, remove current effect and replace with: “Additionally, the usual damage reduction of frozen targets will be removed from all frozen enemies within the aura.”
3. Blessed Cold Clutch ➜ Cold Clutch
A. Add Frost affinity to auto-attack: Ether Eruption ➜ Blessed Ether Eruption
B. New effect: "Additionally, the building deals 100% more damage against frozen enemies and is able to ignore the usual damage reduction of frozen targets."
Improve splash-ability but still require all Nature or Frost orbs to keep it within Stonekin. Double hybrid will allow the card to be usable alongside Shatter Ice, so that players can do Shatter Ice + Deepgorge + Tectonic Shift combos. The goal is to make one affinity better on its own (Frost affinity) and the other affinity better as a support card (Fire affinity). While +100% damage increase against frozen targets might seem like a lot, please note that the last time we buffed Deepgorge we gave this card the largest stat increase in balancing history, and it is still barely viable. The frost affinity will have a 6k single-target dp20, which while decent, is still worse than both WBG and Volcano.
Stone Warrior:
1. Blessed Shatter Lance (b) damage: 2600, up to 3900 in total ➜ 2600, up to 5200 in total
2. Gifted Shatter Lance (g):
A. Now only works on paralyzed enemies
B. Damage: 1040, up to 1560 in total ➜ 2600, up to 5200 in total (same as frost affinity)
3. Shatter Lance: Apply damage overflow fix
We want to give Stone Warrior (b) a slight buff to continue improving on its synergy with Rageflame. At the same time, we are taking this opportunity to change how the nature affinity works. Right now, it is an unconditional damage ability and this fact prevents us from buffing its numbers. It is also odd because the nature affinity has a paralyze extension effect akin to the frost affinity's freeze extension effect, but the Shatter Lance has no paralyze synergy. We are therefore changing it to work on paralyze targets like the other affinity works on frozen targets and buffing its damage numbers to be equivalent.
Lost Horror:
1. Life points: 3730 ➜ 3230
2. Multishot - Both affinities may shoot at 3 targets at once.
3. Move affinity effects into the attack itself.
A. Infused Lost Goo (r) - Knocks back small and medium units.
B. Gifted Lost Goo (g) - Additionally, the goo is extremely toxic, poisoning every enemy it touches for 20 damage every second for 10 seconds.
Lost Horror(g) is one of the best beginner cards in the game. The same is not true for the fire affinity, which like many affinities is significantly worse. The damage difference between the cards is so high that it is difficult to ever imagine the player choosing the fire affinity. Therefore, we are buffing the fire affinity to also be able to target 3 enemies simultaneously and adding a minor poison effect to the green affinity. At the same time, we are chopping off 12% of the card's health as its life points are closer to a T3 melee XL-unit than a ranged unit.
Ravenheart / Ravenheart Promo:
1. Passive ability Fleet Support: now works on any allied Raven unit, including the Raven Archwalker.
2. Updated status bar icon to be more consistent.
[ NPC & Map Changes ]
New NPC Entities: Added several new Shadow entities available for use by official and community mapmakers.
Counter type fix: Fixed multiple NPC's to use the correct working armor type, so that they properly receive 50% more damage from attackers that have the matching counter type instead of 0% more damage regardless which counter attacked.
Teststrike: Added two additional abilities to Teststrike for maptesting purposes; one to drain own wells to get more power, and one to kill friendly units.
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Metagross31 liked a post in a topic by WindHunter in Patch #400050 - 22 December 2024
Patch #400050 - Save Christmas
Welcome to our newest patch. This update contains our sixteenth balance patch for the game, 1 new promo card, one new achievement, and much more!
Patch Preview
Added three new featured community maps! Shadowy forces have mind controlled Santa and stolen his presents in these demonic re-imaginings of Bad Harvest, Treasure Fleet, and Slave Master! One new Christmas achievement; beat the new Christmas maps before February 2nd to receive the new promo Frost Mage! Reworked some T3 and T4 cards.
General Changes & Fixes
Fixed a large number of incorrect descriptions in all languages. Fixed storybook page order for Unexpected Visitors and Into the Jungle. Updated scratch code description on marketplace.
New Christmas Event Maps
While everyone was brewing hot cocoa and preparing cookies below the chimney, the forces of darkness have kidnapped the elves and mind controlled Santa! The Skylords must act quickly to recover the stolen presents, free the captured elves, and return Santa to sanity to save Christmas. Re-experience three classic campaign maps and earn yourself a new promo Frost Mage in the process! The event lasts until February 2nd and will reoccur yearly. You can find the maps in the Community Maps section of the World Map.
Christmas Fleet, 1-player map
Dark forces have stolen Santa's presents. The presents have been found, but you need to defend the sleighs full of presents until they can reach the North Pole.
Elf Master, 2-player map
Santa's elves have been kidnapped! Free the elves so they can make it home in time to spread Christmas cheer.
Naughty Harvest, 4-player map
Shadow units have invaded the north pole and mind controlled Santa! Defend Santa's sleigh while you help Santa return to normal.
New Christmas Achievement
Save Christmas [Card: Frost Mage (promo)]
Win the featured community maps Naughty Harvest, Christmas Fleet, and Elf Master on Expert difficulty during Christmas.
Promo Frost Mage will have a special Jingle bells spawn sound during the season, which will deactivate after February 2nd.
Game Balance Changes
[ Card Changes ]
Deepfang:
1. Icefire new effect: “If a building directly attacked by Deepfang is destroyed, a Stonekin Critter will spawn out of its ruins.”
2. Union general changes (both affinities):
A. Radius: 20m ➜ 30m
B. No longer requires a Stonekin Critter nearby to activate
3. Infused Union (r) buff:
A. 50% ➜ 80% more damage
B. Now buffs all friendly Stonekin, not just Deepfang and its Critters.
4. Gifted Union (g) poison: 50 ➜ 70 damage per second
5. Stonekin Critter’s Joyful Death: Now affects all Stonekin, not just Deepfang.
Deepfang is one of the worst designed cards in T3. It is full of little annoyances. The Union ability can only be triggered if a Critter is nearby, but Critters are low health and non-respawning, with a suicide ability to top it off. The fire affinity gives a +50% damage buff, but it has a small radius, only affects Deepfang and its Critters, has a long animation leading to a 660 damage loss, and is outcompeted by a 40p T1 Frost spell. The nature affinity actually deals damage, but it is a self-cast ability with a 20m radius on a ranged unit. Deepfang also comes with 2 Stonekin Critters, but they cannot respawn and their healing only works on Deepfang.
We are trying to fix everything in one fell swoop. Both Union affinities are being buffed by increased radius, increased effects, ability to work on friendly Stonekin units, and no longer requiring a Critter nearby. We are also adding a way to generate Critters by adding an Infect-esque effect to Deepfang's attack which only works against buildings. This should limit the number of Critters possible overall while making them feel like a real part of Deepfang's kit and identity. It also fits with our goal to add more building interactions to the Stonekin faction. Finally, we are expanding the Critter healing to all Stonekin.
Deepgorge:
1. Orb cost: Frost, Frost, Nature, Nature (T4) ➜ Frost, Nature, Hybrid, Hybrid (T4)
2. Infused Cold Clutch (r):
A. Aura now freezes instantly, not after 7 seconds.
B. Fire affinity, remove current effect and replace with: “Additionally, the usual damage reduction of frozen targets will be removed from all frozen enemies within the aura.”
3. Blessed Cold Clutch ➜ Cold Clutch
A. Add Frost affinity to auto-attack: Ether Eruption ➜ Blessed Ether Eruption
B. New effect: "Additionally, the building deals 100% more damage against frozen enemies and is able to ignore the usual damage reduction of frozen targets."
Improve splash-ability but still require all Nature or Frost orbs to keep it within Stonekin. Double hybrid will allow the card to be usable alongside Shatter Ice, so that players can do Shatter Ice + Deepgorge + Tectonic Shift combos. The goal is to make one affinity better on its own (Frost affinity) and the other affinity better as a support card (Fire affinity). While +100% damage increase against frozen targets might seem like a lot, please note that the last time we buffed Deepgorge we gave this card the largest stat increase in balancing history, and it is still barely viable. The frost affinity will have a 6k single-target dp20, which while decent, is still worse than both WBG and Volcano.
Stone Warrior:
1. Blessed Shatter Lance (b) damage: 2600, up to 3900 in total ➜ 2600, up to 5200 in total
2. Gifted Shatter Lance (g):
A. Now only works on paralyzed enemies
B. Damage: 1040, up to 1560 in total ➜ 2600, up to 5200 in total (same as frost affinity)
3. Shatter Lance: Apply damage overflow fix
We want to give Stone Warrior (b) a slight buff to continue improving on its synergy with Rageflame. At the same time, we are taking this opportunity to change how the nature affinity works. Right now, it is an unconditional damage ability and this fact prevents us from buffing its numbers. It is also odd because the nature affinity has a paralyze extension effect akin to the frost affinity's freeze extension effect, but the Shatter Lance has no paralyze synergy. We are therefore changing it to work on paralyze targets like the other affinity works on frozen targets and buffing its damage numbers to be equivalent.
Lost Horror:
1. Life points: 3730 ➜ 3230
2. Multishot - Both affinities may shoot at 3 targets at once.
3. Move affinity effects into the attack itself.
A. Infused Lost Goo (r) - Knocks back small and medium units.
B. Gifted Lost Goo (g) - Additionally, the goo is extremely toxic, poisoning every enemy it touches for 20 damage every second for 10 seconds.
Lost Horror(g) is one of the best beginner cards in the game. The same is not true for the fire affinity, which like many affinities is significantly worse. The damage difference between the cards is so high that it is difficult to ever imagine the player choosing the fire affinity. Therefore, we are buffing the fire affinity to also be able to target 3 enemies simultaneously and adding a minor poison effect to the green affinity. At the same time, we are chopping off 12% of the card's health as its life points are closer to a T3 melee XL-unit than a ranged unit.
Ravenheart / Ravenheart Promo:
1. Passive ability Fleet Support: now works on any allied Raven unit, including the Raven Archwalker.
2. Updated status bar icon to be more consistent.
[ NPC & Map Changes ]
New NPC Entities: Added several new Shadow entities available for use by official and community mapmakers.
Counter type fix: Fixed multiple NPC's to use the correct working armor type, so that they properly receive 50% more damage from attackers that have the matching counter type instead of 0% more damage regardless which counter attacked.
Teststrike: Added two additional abilities to Teststrike for maptesting purposes; one to drain own wells to get more power, and one to kill friendly units.
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WindHunter liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)
update:
- added new page to edit personal collection manually:
https://smj.cards/personal/collection/edit accessible from the personal collection page with the "Edit Collection Manually" button at the top of the page simple name filtering for cards (other filters may follow at some point, if demanded) with pagination and limited to 20 cards per page due to performance issues otherwise -
Metagross31 liked a post in a topic by WindHunter in Achievements and New / 12 Player Maps
I definitely think there is a real question to ask about what to do regarding the new maps and the old achievements. For now we just incorporated the new maps into them, but as we add more maps the question really needs to be asked if that is a good idea. I don't particularly like newer players, or just less active ones, needing to do more work for the same rewards, and in that sense it seems smart to limit the existing achievements to the original maps.
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Metagross31 liked a post in a topic by WindHunter in Unexpected Visitors
It is based either on time, or passing the gate next to the player's T2, whichever comes first. The time limit before the reveal triggers is stricter on expert than on advanced.
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WindHunter liked a post in a topic by RadicalX in Increase max charges for t4 spells
Hey,
Generally speaking unit sustain spells tend to have a higher uptime requirement compared to damage spells. Furthermore, gameplay gets more disrupted when losing access to sustain compared to the absence of damage spells, which sometimes just get used to accelerate the clear. Cards like Regrowth also do have quite low cooldown, so they can be applied quite frequently. I can go through the mentioned spells one by one, explaining the reasoning behind existing spell limitations.
Lost Evocation tends to require less charges in general, because its buff uptime is demon life time + 20 seconds. This is 45 seconds by default and can even get extended by using cards like Revenant's Blessing.
Plague is one of the best damage spells in the game. It even gets paired with offering in order to reset the spell cooldowns. Charges are a balancing lever here.
Twilight Pestilence probably was seen as a primary damage spell with its huge spread radius, but considering the damage is not nearly as impactful as splash alternatives like Noxious Cloud or Cluster Explosion, the card will see a utility oriented buff with a charge increase to 12 in our upcoming Twilight update.
Amok is one of the most powerful cc spells in the game and the charge limitation is more of a soft cap, because charge refresh rate is powercost / 2. The cooldown only increases from 30 to 45 seconds on upgrade 3. I think it's totally fine to argue for 12 charges in this case, it wouldn't necessarily change too much.
Noxious Cloud has 30 seconds uptime and the poison doesn't stack beyond the existing damage cap on multiple casts, so the spell rarely should be used more than once per camp. Even though the cooldown is only at 20 seconds hitting charge limitations is quite unlikely unless you are attempting to solo multiplayer rPvE maps on the highest difficulties.
I argee a charge increase for Maelstrom would be beneficial given that decks which are reliant on Maelstrom usage as a damage and cc source usually miss access to reliable damage tools. Frost cards also tend to have slightly more charges than other factions. Maelstrom originally was a much more expensive spell with less AoE damage and Frost used to have no access to void return, so a charge issue never became evident back then.
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WatcherOfSky liked a post in a topic by WindHunter in Patch #400049 - 27 October 2024
Patch #400049 - Spooky Giants
Welcome to our newest patch. This update contains our fifteenth balance patch for the game, 2 brand-new cards, 1 new promo card, one new achievement, and much more!
Patch Preview
Two new cards are now available! Jump in-game to collect Simulacrum and Twilight Archers! Added one new featured community map! The Lost Souls have reincarnated the fallen Jorne and he is after Rogan in this ghostly redo of King of the Giants! One new Halloween achievement; beat the new Spooky Giants map before November 10th to receive the new promo Jorne! Some minor buffs to underperforming cards.
General Changes & Fixes
Fixed locked maps showing no required maps. Added a "Pause Game" button to the ESC menu. The game will no longer be paused when simply pressing ESC. The setting "allow_pausing_solo_games" in the config file is now deprecated. Add ranking data from before patch #400035, when ranks were reset due Decomposer and Batariel changes. There is a now a new filter option "Since #400035". Add leaderboard refresh rate information when hovering on range filter question mark. Add voicelines to Jorne (and Promo) [English only].
New Halloween Event Map
It is that time of year again, when ghastly ghouls and spooky skeletons arise from their ancient graves to once again haunt the living. As has now become a Skylords Reborn tradition, we are bringing you a major Halloween event with the addition of a reimagining of King of the Giants. Similar to our previous Halloween event map, Spooky Encounters, we have swapped all the existing enemies on the campaign map King of the Giants with Lost Souls equivalents. Re-experience this classic campaign map and earn yourself a new promo Jorne in the process! The event lasts until November 11th and will reoccur yearly.
Spooky Giants, 4-player map
Happy Halloween! Rogan Kayle is luring the giant king to the human realm, but something is wrong. The giant king has fallen and risen anew - more bloodthirsty than ever before!
New Halloween Achievement
Frankenstein's Monster [Card: Jorne (promo)]
Win the 4-player featured community map Spooky Giants on Expert difficulty during Halloween.
New Cards
Simulacrum - 100p T3 Amii Unit
You will find the upgrades for this card on the maps "Nightmare's End" (U1) and "Unexpected Visitors" (U2 and U3).
Simulacrum, the missing unit from the Amii wallpaper, and our first T3 Amii unit, has finally arrived. The idea behind Simulacrum is to create a tempest-style unit, but with real mobility. Therefore, we added a teleport ability to the unit while rooted, so that it can be moved around similar to a unit-version of Phase Tower in T3. In addition to the teleportation ability, it has an on-hit slow, allowing it to engage in hit-and-run tactics, slowing an enemy's approach and dodging away when they finally get into range.
Twilight Archers - 60p T2 Twilight Unit
You will find the upgrades for this card on the maps "Nightmare Shard" (U1) and "Into the Jungle" (U2 and U3).
We wanted to add a ground-based T2 archer to Twilight, but we ran into the issue that Fire/Nature in PvP would become oppressive with a cheap T2 archer unit due to being able to mass the unit into an archer army. To combat this issue, Twilight Archers deal more damage at the beginning, and less damage once they run out of ammo, similar to an unchargable Deathray would work. As part of our goal of adding more transformation effects, Twilight Archers create a small healing aura when transformed.
Jorne (Promo) - 300p T4 Legendary Unit
Obtainable via the new achievement Frankenstein's Monster. Can only be completed during Halloween!
Game Balance Changes
[ Global Balance Changes ]
Twilight Transformation speed: All transformation are now as fast as Twilight Crawlers (0.6 seconds).
[ Card Changes ]
Amii Monument:
1. Removed Slow Construction.
Eliminator:
1. Damage: 780 dp20 ➜ 840 dp20
Envenom (p):
1. Tainted Intoxication (p) duration: 15 seconds ➜ 25 seconds
Fire Force(b):
1. Blessed Morale damage reduction: 25% initial, 50% at full strength ➜ 20% initial, 40% at full strength
Slight nerf to the frost affinity of Fire Force which provided too much durability with Unity in the higher tiers.
Frost Sorceress:
1. Ice Shield cost: 20p ➜ 10p
Makeshift Tower:
1. Power cost: 60p ➜ 50p
Twilight Crawlers:
1. Add "Adept Mutation" passive ability: Cost to transform unit is reduced by 13p.
2. Remove "Rapid Transformation" which is now standard across as Twilight units.
Twilight Hag:
1. Gifted Enrapture (g) regeneration: 30 life points per second ➜ 60 life points per second
2. Infused Enrapture (r) buff: 20% more damage ➜ 60% more damage
Twilight's Hag's crowd control effect has become an important part of Twilight's T3 since the changes to Amii Monument. While Enrapture's crowd control effect is powerful, especially in combination with Nature's other crowd control effects, the allied buff effects are relatively weak. We are buffing both allied effects to give Hag more slot efficiency as a support unit.
[ NPC & Map Changes ]
Bandit Skyrake Alpha Male:
1. Damage: 58, up to 86 in total (470 dp20) ➜ 84, up to 126 (700 dp20)
2. Life points: 1430 ➜ 1200
3. Size: M-size ➜ L-size
4. Texture has been slightly changed to make the difference between normal Skyrakes and Alpha Skyrakes more obvious.
5. Added new ability descriptions and noted that the unit deals 100% more damage to flying units.
New NPC Entities: Available for use by official and community mapmakers.
Lost Watchtower:
1. Added a new building (NPC entity): Lost Watchtower is a powerful T3 Lost Souls tower.
Into the Jungle:
Terra now spawns after either all three objective spawners have been destroyed, or if the final objective wave has been spawned. Unexpected Visitors:
Destroying the Banestone objectives before the end of the second night now reduces the remaining portal charge time by 1% for each Banestone. This is in addition to the existing fall reduction in portal charge time. Several Lost Launchers near the Lost Souls portal have been swapped with Lost Watchtowers. [ Bugfixes & Miscellaneous Changes ]
Fixed Into the Jungle teleported buildings not taking damage. Reduced the noise volume of portals in campaign maps, mostly notable on Ascension and Empire. Fixed some English descriptive issues on Forest Elder, such as the claim at Magic Link worked on itself.
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Emmaerzeh liked a post in a topic by WindHunter in Patch #400049 - 27 October 2024
Patch #400049 - Spooky Giants
Welcome to our newest patch. This update contains our fifteenth balance patch for the game, 2 brand-new cards, 1 new promo card, one new achievement, and much more!
Patch Preview
Two new cards are now available! Jump in-game to collect Simulacrum and Twilight Archers! Added one new featured community map! The Lost Souls have reincarnated the fallen Jorne and he is after Rogan in this ghostly redo of King of the Giants! One new Halloween achievement; beat the new Spooky Giants map before November 10th to receive the new promo Jorne! Some minor buffs to underperforming cards.
General Changes & Fixes
Fixed locked maps showing no required maps. Added a "Pause Game" button to the ESC menu. The game will no longer be paused when simply pressing ESC. The setting "allow_pausing_solo_games" in the config file is now deprecated. Add ranking data from before patch #400035, when ranks were reset due Decomposer and Batariel changes. There is a now a new filter option "Since #400035". Add leaderboard refresh rate information when hovering on range filter question mark. Add voicelines to Jorne (and Promo) [English only].
New Halloween Event Map
It is that time of year again, when ghastly ghouls and spooky skeletons arise from their ancient graves to once again haunt the living. As has now become a Skylords Reborn tradition, we are bringing you a major Halloween event with the addition of a reimagining of King of the Giants. Similar to our previous Halloween event map, Spooky Encounters, we have swapped all the existing enemies on the campaign map King of the Giants with Lost Souls equivalents. Re-experience this classic campaign map and earn yourself a new promo Jorne in the process! The event lasts until November 11th and will reoccur yearly.
Spooky Giants, 4-player map
Happy Halloween! Rogan Kayle is luring the giant king to the human realm, but something is wrong. The giant king has fallen and risen anew - more bloodthirsty than ever before!
New Halloween Achievement
Frankenstein's Monster [Card: Jorne (promo)]
Win the 4-player featured community map Spooky Giants on Expert difficulty during Halloween.
New Cards
Simulacrum - 100p T3 Amii Unit
You will find the upgrades for this card on the maps "Nightmare's End" (U1) and "Unexpected Visitors" (U2 and U3).
Simulacrum, the missing unit from the Amii wallpaper, and our first T3 Amii unit, has finally arrived. The idea behind Simulacrum is to create a tempest-style unit, but with real mobility. Therefore, we added a teleport ability to the unit while rooted, so that it can be moved around similar to a unit-version of Phase Tower in T3. In addition to the teleportation ability, it has an on-hit slow, allowing it to engage in hit-and-run tactics, slowing an enemy's approach and dodging away when they finally get into range.
Twilight Archers - 60p T2 Twilight Unit
You will find the upgrades for this card on the maps "Nightmare Shard" (U1) and "Into the Jungle" (U2 and U3).
We wanted to add a ground-based T2 archer to Twilight, but we ran into the issue that Fire/Nature in PvP would become oppressive with a cheap T2 archer unit due to being able to mass the unit into an archer army. To combat this issue, Twilight Archers deal more damage at the beginning, and less damage once they run out of ammo, similar to an unchargable Deathray would work. As part of our goal of adding more transformation effects, Twilight Archers create a small healing aura when transformed.
Jorne (Promo) - 300p T4 Legendary Unit
Obtainable via the new achievement Frankenstein's Monster. Can only be completed during Halloween!
Game Balance Changes
[ Global Balance Changes ]
Twilight Transformation speed: All transformation are now as fast as Twilight Crawlers (0.6 seconds).
[ Card Changes ]
Amii Monument:
1. Removed Slow Construction.
Eliminator:
1. Damage: 780 dp20 ➜ 840 dp20
Envenom (p):
1. Tainted Intoxication (p) duration: 15 seconds ➜ 25 seconds
Fire Force(b):
1. Blessed Morale damage reduction: 25% initial, 50% at full strength ➜ 20% initial, 40% at full strength
Slight nerf to the frost affinity of Fire Force which provided too much durability with Unity in the higher tiers.
Frost Sorceress:
1. Ice Shield cost: 20p ➜ 10p
Makeshift Tower:
1. Power cost: 60p ➜ 50p
Twilight Crawlers:
1. Add "Adept Mutation" passive ability: Cost to transform unit is reduced by 13p.
2. Remove "Rapid Transformation" which is now standard across as Twilight units.
Twilight Hag:
1. Gifted Enrapture (g) regeneration: 30 life points per second ➜ 60 life points per second
2. Infused Enrapture (r) buff: 20% more damage ➜ 60% more damage
Twilight's Hag's crowd control effect has become an important part of Twilight's T3 since the changes to Amii Monument. While Enrapture's crowd control effect is powerful, especially in combination with Nature's other crowd control effects, the allied buff effects are relatively weak. We are buffing both allied effects to give Hag more slot efficiency as a support unit.
[ NPC & Map Changes ]
Bandit Skyrake Alpha Male:
1. Damage: 58, up to 86 in total (470 dp20) ➜ 84, up to 126 (700 dp20)
2. Life points: 1430 ➜ 1200
3. Size: M-size ➜ L-size
4. Texture has been slightly changed to make the difference between normal Skyrakes and Alpha Skyrakes more obvious.
5. Added new ability descriptions and noted that the unit deals 100% more damage to flying units.
New NPC Entities: Available for use by official and community mapmakers.
Lost Watchtower:
1. Added a new building (NPC entity): Lost Watchtower is a powerful T3 Lost Souls tower.
Into the Jungle:
Terra now spawns after either all three objective spawners have been destroyed, or if the final objective wave has been spawned. Unexpected Visitors:
Destroying the Banestone objectives before the end of the second night now reduces the remaining portal charge time by 1% for each Banestone. This is in addition to the existing fall reduction in portal charge time. Several Lost Launchers near the Lost Souls portal have been swapped with Lost Watchtowers. [ Bugfixes & Miscellaneous Changes ]
Fixed Into the Jungle teleported buildings not taking damage. Reduced the noise volume of portals in campaign maps, mostly notable on Ascension and Empire. Fixed some English descriptive issues on Forest Elder, such as the claim at Magic Link worked on itself.
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Hrdina_Imperia liked a post in a topic by WindHunter in Patch #400049 - 27 October 2024
Patch #400049 - Spooky Giants
Welcome to our newest patch. This update contains our fifteenth balance patch for the game, 2 brand-new cards, 1 new promo card, one new achievement, and much more!
Patch Preview
Two new cards are now available! Jump in-game to collect Simulacrum and Twilight Archers! Added one new featured community map! The Lost Souls have reincarnated the fallen Jorne and he is after Rogan in this ghostly redo of King of the Giants! One new Halloween achievement; beat the new Spooky Giants map before November 10th to receive the new promo Jorne! Some minor buffs to underperforming cards.
General Changes & Fixes
Fixed locked maps showing no required maps. Added a "Pause Game" button to the ESC menu. The game will no longer be paused when simply pressing ESC. The setting "allow_pausing_solo_games" in the config file is now deprecated. Add ranking data from before patch #400035, when ranks were reset due Decomposer and Batariel changes. There is a now a new filter option "Since #400035". Add leaderboard refresh rate information when hovering on range filter question mark. Add voicelines to Jorne (and Promo) [English only].
New Halloween Event Map
It is that time of year again, when ghastly ghouls and spooky skeletons arise from their ancient graves to once again haunt the living. As has now become a Skylords Reborn tradition, we are bringing you a major Halloween event with the addition of a reimagining of King of the Giants. Similar to our previous Halloween event map, Spooky Encounters, we have swapped all the existing enemies on the campaign map King of the Giants with Lost Souls equivalents. Re-experience this classic campaign map and earn yourself a new promo Jorne in the process! The event lasts until November 11th and will reoccur yearly.
Spooky Giants, 4-player map
Happy Halloween! Rogan Kayle is luring the giant king to the human realm, but something is wrong. The giant king has fallen and risen anew - more bloodthirsty than ever before!
New Halloween Achievement
Frankenstein's Monster [Card: Jorne (promo)]
Win the 4-player featured community map Spooky Giants on Expert difficulty during Halloween.
New Cards
Simulacrum - 100p T3 Amii Unit
You will find the upgrades for this card on the maps "Nightmare's End" (U1) and "Unexpected Visitors" (U2 and U3).
Simulacrum, the missing unit from the Amii wallpaper, and our first T3 Amii unit, has finally arrived. The idea behind Simulacrum is to create a tempest-style unit, but with real mobility. Therefore, we added a teleport ability to the unit while rooted, so that it can be moved around similar to a unit-version of Phase Tower in T3. In addition to the teleportation ability, it has an on-hit slow, allowing it to engage in hit-and-run tactics, slowing an enemy's approach and dodging away when they finally get into range.
Twilight Archers - 60p T2 Twilight Unit
You will find the upgrades for this card on the maps "Nightmare Shard" (U1) and "Into the Jungle" (U2 and U3).
We wanted to add a ground-based T2 archer to Twilight, but we ran into the issue that Fire/Nature in PvP would become oppressive with a cheap T2 archer unit due to being able to mass the unit into an archer army. To combat this issue, Twilight Archers deal more damage at the beginning, and less damage once they run out of ammo, similar to an unchargable Deathray would work. As part of our goal of adding more transformation effects, Twilight Archers create a small healing aura when transformed.
Jorne (Promo) - 300p T4 Legendary Unit
Obtainable via the new achievement Frankenstein's Monster. Can only be completed during Halloween!
Game Balance Changes
[ Global Balance Changes ]
Twilight Transformation speed: All transformation are now as fast as Twilight Crawlers (0.6 seconds).
[ Card Changes ]
Amii Monument:
1. Removed Slow Construction.
Eliminator:
1. Damage: 780 dp20 ➜ 840 dp20
Envenom (p):
1. Tainted Intoxication (p) duration: 15 seconds ➜ 25 seconds
Fire Force(b):
1. Blessed Morale damage reduction: 25% initial, 50% at full strength ➜ 20% initial, 40% at full strength
Slight nerf to the frost affinity of Fire Force which provided too much durability with Unity in the higher tiers.
Frost Sorceress:
1. Ice Shield cost: 20p ➜ 10p
Makeshift Tower:
1. Power cost: 60p ➜ 50p
Twilight Crawlers:
1. Add "Adept Mutation" passive ability: Cost to transform unit is reduced by 13p.
2. Remove "Rapid Transformation" which is now standard across as Twilight units.
Twilight Hag:
1. Gifted Enrapture (g) regeneration: 30 life points per second ➜ 60 life points per second
2. Infused Enrapture (r) buff: 20% more damage ➜ 60% more damage
Twilight's Hag's crowd control effect has become an important part of Twilight's T3 since the changes to Amii Monument. While Enrapture's crowd control effect is powerful, especially in combination with Nature's other crowd control effects, the allied buff effects are relatively weak. We are buffing both allied effects to give Hag more slot efficiency as a support unit.
[ NPC & Map Changes ]
Bandit Skyrake Alpha Male:
1. Damage: 58, up to 86 in total (470 dp20) ➜ 84, up to 126 (700 dp20)
2. Life points: 1430 ➜ 1200
3. Size: M-size ➜ L-size
4. Texture has been slightly changed to make the difference between normal Skyrakes and Alpha Skyrakes more obvious.
5. Added new ability descriptions and noted that the unit deals 100% more damage to flying units.
New NPC Entities: Available for use by official and community mapmakers.
Lost Watchtower:
1. Added a new building (NPC entity): Lost Watchtower is a powerful T3 Lost Souls tower.
Into the Jungle:
Terra now spawns after either all three objective spawners have been destroyed, or if the final objective wave has been spawned. Unexpected Visitors:
Destroying the Banestone objectives before the end of the second night now reduces the remaining portal charge time by 1% for each Banestone. This is in addition to the existing fall reduction in portal charge time. Several Lost Launchers near the Lost Souls portal have been swapped with Lost Watchtowers. [ Bugfixes & Miscellaneous Changes ]
Fixed Into the Jungle teleported buildings not taking damage. Reduced the noise volume of portals in campaign maps, mostly notable on Ascension and Empire. Fixed some English descriptive issues on Forest Elder, such as the claim at Magic Link worked on itself.
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Markus34222 liked a post in a topic by WindHunter in Patch #400049 - 27 October 2024
Patch #400049 - Spooky Giants
Welcome to our newest patch. This update contains our fifteenth balance patch for the game, 2 brand-new cards, 1 new promo card, one new achievement, and much more!
Patch Preview
Two new cards are now available! Jump in-game to collect Simulacrum and Twilight Archers! Added one new featured community map! The Lost Souls have reincarnated the fallen Jorne and he is after Rogan in this ghostly redo of King of the Giants! One new Halloween achievement; beat the new Spooky Giants map before November 10th to receive the new promo Jorne! Some minor buffs to underperforming cards.
General Changes & Fixes
Fixed locked maps showing no required maps. Added a "Pause Game" button to the ESC menu. The game will no longer be paused when simply pressing ESC. The setting "allow_pausing_solo_games" in the config file is now deprecated. Add ranking data from before patch #400035, when ranks were reset due Decomposer and Batariel changes. There is a now a new filter option "Since #400035". Add leaderboard refresh rate information when hovering on range filter question mark. Add voicelines to Jorne (and Promo) [English only].
New Halloween Event Map
It is that time of year again, when ghastly ghouls and spooky skeletons arise from their ancient graves to once again haunt the living. As has now become a Skylords Reborn tradition, we are bringing you a major Halloween event with the addition of a reimagining of King of the Giants. Similar to our previous Halloween event map, Spooky Encounters, we have swapped all the existing enemies on the campaign map King of the Giants with Lost Souls equivalents. Re-experience this classic campaign map and earn yourself a new promo Jorne in the process! The event lasts until November 11th and will reoccur yearly.
Spooky Giants, 4-player map
Happy Halloween! Rogan Kayle is luring the giant king to the human realm, but something is wrong. The giant king has fallen and risen anew - more bloodthirsty than ever before!
New Halloween Achievement
Frankenstein's Monster [Card: Jorne (promo)]
Win the 4-player featured community map Spooky Giants on Expert difficulty during Halloween.
New Cards
Simulacrum - 100p T3 Amii Unit
You will find the upgrades for this card on the maps "Nightmare's End" (U1) and "Unexpected Visitors" (U2 and U3).
Simulacrum, the missing unit from the Amii wallpaper, and our first T3 Amii unit, has finally arrived. The idea behind Simulacrum is to create a tempest-style unit, but with real mobility. Therefore, we added a teleport ability to the unit while rooted, so that it can be moved around similar to a unit-version of Phase Tower in T3. In addition to the teleportation ability, it has an on-hit slow, allowing it to engage in hit-and-run tactics, slowing an enemy's approach and dodging away when they finally get into range.
Twilight Archers - 60p T2 Twilight Unit
You will find the upgrades for this card on the maps "Nightmare Shard" (U1) and "Into the Jungle" (U2 and U3).
We wanted to add a ground-based T2 archer to Twilight, but we ran into the issue that Fire/Nature in PvP would become oppressive with a cheap T2 archer unit due to being able to mass the unit into an archer army. To combat this issue, Twilight Archers deal more damage at the beginning, and less damage once they run out of ammo, similar to an unchargable Deathray would work. As part of our goal of adding more transformation effects, Twilight Archers create a small healing aura when transformed.
Jorne (Promo) - 300p T4 Legendary Unit
Obtainable via the new achievement Frankenstein's Monster. Can only be completed during Halloween!
Game Balance Changes
[ Global Balance Changes ]
Twilight Transformation speed: All transformation are now as fast as Twilight Crawlers (0.6 seconds).
[ Card Changes ]
Amii Monument:
1. Removed Slow Construction.
Eliminator:
1. Damage: 780 dp20 ➜ 840 dp20
Envenom (p):
1. Tainted Intoxication (p) duration: 15 seconds ➜ 25 seconds
Fire Force(b):
1. Blessed Morale damage reduction: 25% initial, 50% at full strength ➜ 20% initial, 40% at full strength
Slight nerf to the frost affinity of Fire Force which provided too much durability with Unity in the higher tiers.
Frost Sorceress:
1. Ice Shield cost: 20p ➜ 10p
Makeshift Tower:
1. Power cost: 60p ➜ 50p
Twilight Crawlers:
1. Add "Adept Mutation" passive ability: Cost to transform unit is reduced by 13p.
2. Remove "Rapid Transformation" which is now standard across as Twilight units.
Twilight Hag:
1. Gifted Enrapture (g) regeneration: 30 life points per second ➜ 60 life points per second
2. Infused Enrapture (r) buff: 20% more damage ➜ 60% more damage
Twilight's Hag's crowd control effect has become an important part of Twilight's T3 since the changes to Amii Monument. While Enrapture's crowd control effect is powerful, especially in combination with Nature's other crowd control effects, the allied buff effects are relatively weak. We are buffing both allied effects to give Hag more slot efficiency as a support unit.
[ NPC & Map Changes ]
Bandit Skyrake Alpha Male:
1. Damage: 58, up to 86 in total (470 dp20) ➜ 84, up to 126 (700 dp20)
2. Life points: 1430 ➜ 1200
3. Size: M-size ➜ L-size
4. Texture has been slightly changed to make the difference between normal Skyrakes and Alpha Skyrakes more obvious.
5. Added new ability descriptions and noted that the unit deals 100% more damage to flying units.
New NPC Entities: Available for use by official and community mapmakers.
Lost Watchtower:
1. Added a new building (NPC entity): Lost Watchtower is a powerful T3 Lost Souls tower.
Into the Jungle:
Terra now spawns after either all three objective spawners have been destroyed, or if the final objective wave has been spawned. Unexpected Visitors:
Destroying the Banestone objectives before the end of the second night now reduces the remaining portal charge time by 1% for each Banestone. This is in addition to the existing fall reduction in portal charge time. Several Lost Launchers near the Lost Souls portal have been swapped with Lost Watchtowers. [ Bugfixes & Miscellaneous Changes ]
Fixed Into the Jungle teleported buildings not taking damage. Reduced the noise volume of portals in campaign maps, mostly notable on Ascension and Empire. Fixed some English descriptive issues on Forest Elder, such as the claim at Magic Link worked on itself.
-
bergerb liked a post in a topic by WindHunter in Patch #400049 - 27 October 2024
Patch #400049 - Spooky Giants
Welcome to our newest patch. This update contains our fifteenth balance patch for the game, 2 brand-new cards, 1 new promo card, one new achievement, and much more!
Patch Preview
Two new cards are now available! Jump in-game to collect Simulacrum and Twilight Archers! Added one new featured community map! The Lost Souls have reincarnated the fallen Jorne and he is after Rogan in this ghostly redo of King of the Giants! One new Halloween achievement; beat the new Spooky Giants map before November 10th to receive the new promo Jorne! Some minor buffs to underperforming cards.
General Changes & Fixes
Fixed locked maps showing no required maps. Added a "Pause Game" button to the ESC menu. The game will no longer be paused when simply pressing ESC. The setting "allow_pausing_solo_games" in the config file is now deprecated. Add ranking data from before patch #400035, when ranks were reset due Decomposer and Batariel changes. There is a now a new filter option "Since #400035". Add leaderboard refresh rate information when hovering on range filter question mark. Add voicelines to Jorne (and Promo) [English only].
New Halloween Event Map
It is that time of year again, when ghastly ghouls and spooky skeletons arise from their ancient graves to once again haunt the living. As has now become a Skylords Reborn tradition, we are bringing you a major Halloween event with the addition of a reimagining of King of the Giants. Similar to our previous Halloween event map, Spooky Encounters, we have swapped all the existing enemies on the campaign map King of the Giants with Lost Souls equivalents. Re-experience this classic campaign map and earn yourself a new promo Jorne in the process! The event lasts until November 11th and will reoccur yearly.
Spooky Giants, 4-player map
Happy Halloween! Rogan Kayle is luring the giant king to the human realm, but something is wrong. The giant king has fallen and risen anew - more bloodthirsty than ever before!
New Halloween Achievement
Frankenstein's Monster [Card: Jorne (promo)]
Win the 4-player featured community map Spooky Giants on Expert difficulty during Halloween.
New Cards
Simulacrum - 100p T3 Amii Unit
You will find the upgrades for this card on the maps "Nightmare's End" (U1) and "Unexpected Visitors" (U2 and U3).
Simulacrum, the missing unit from the Amii wallpaper, and our first T3 Amii unit, has finally arrived. The idea behind Simulacrum is to create a tempest-style unit, but with real mobility. Therefore, we added a teleport ability to the unit while rooted, so that it can be moved around similar to a unit-version of Phase Tower in T3. In addition to the teleportation ability, it has an on-hit slow, allowing it to engage in hit-and-run tactics, slowing an enemy's approach and dodging away when they finally get into range.
Twilight Archers - 60p T2 Twilight Unit
You will find the upgrades for this card on the maps "Nightmare Shard" (U1) and "Into the Jungle" (U2 and U3).
We wanted to add a ground-based T2 archer to Twilight, but we ran into the issue that Fire/Nature in PvP would become oppressive with a cheap T2 archer unit due to being able to mass the unit into an archer army. To combat this issue, Twilight Archers deal more damage at the beginning, and less damage once they run out of ammo, similar to an unchargable Deathray would work. As part of our goal of adding more transformation effects, Twilight Archers create a small healing aura when transformed.
Jorne (Promo) - 300p T4 Legendary Unit
Obtainable via the new achievement Frankenstein's Monster. Can only be completed during Halloween!
Game Balance Changes
[ Global Balance Changes ]
Twilight Transformation speed: All transformation are now as fast as Twilight Crawlers (0.6 seconds).
[ Card Changes ]
Amii Monument:
1. Removed Slow Construction.
Eliminator:
1. Damage: 780 dp20 ➜ 840 dp20
Envenom (p):
1. Tainted Intoxication (p) duration: 15 seconds ➜ 25 seconds
Fire Force(b):
1. Blessed Morale damage reduction: 25% initial, 50% at full strength ➜ 20% initial, 40% at full strength
Slight nerf to the frost affinity of Fire Force which provided too much durability with Unity in the higher tiers.
Frost Sorceress:
1. Ice Shield cost: 20p ➜ 10p
Makeshift Tower:
1. Power cost: 60p ➜ 50p
Twilight Crawlers:
1. Add "Adept Mutation" passive ability: Cost to transform unit is reduced by 13p.
2. Remove "Rapid Transformation" which is now standard across as Twilight units.
Twilight Hag:
1. Gifted Enrapture (g) regeneration: 30 life points per second ➜ 60 life points per second
2. Infused Enrapture (r) buff: 20% more damage ➜ 60% more damage
Twilight's Hag's crowd control effect has become an important part of Twilight's T3 since the changes to Amii Monument. While Enrapture's crowd control effect is powerful, especially in combination with Nature's other crowd control effects, the allied buff effects are relatively weak. We are buffing both allied effects to give Hag more slot efficiency as a support unit.
[ NPC & Map Changes ]
Bandit Skyrake Alpha Male:
1. Damage: 58, up to 86 in total (470 dp20) ➜ 84, up to 126 (700 dp20)
2. Life points: 1430 ➜ 1200
3. Size: M-size ➜ L-size
4. Texture has been slightly changed to make the difference between normal Skyrakes and Alpha Skyrakes more obvious.
5. Added new ability descriptions and noted that the unit deals 100% more damage to flying units.
New NPC Entities: Available for use by official and community mapmakers.
Lost Watchtower:
1. Added a new building (NPC entity): Lost Watchtower is a powerful T3 Lost Souls tower.
Into the Jungle:
Terra now spawns after either all three objective spawners have been destroyed, or if the final objective wave has been spawned. Unexpected Visitors:
Destroying the Banestone objectives before the end of the second night now reduces the remaining portal charge time by 1% for each Banestone. This is in addition to the existing fall reduction in portal charge time. Several Lost Launchers near the Lost Souls portal have been swapped with Lost Watchtowers. [ Bugfixes & Miscellaneous Changes ]
Fixed Into the Jungle teleported buildings not taking damage. Reduced the noise volume of portals in campaign maps, mostly notable on Ascension and Empire. Fixed some English descriptive issues on Forest Elder, such as the claim at Magic Link worked on itself.
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Metagross31 liked a post in a topic by WindHunter in Patch #400049 - 27 October 2024
Patch #400049 - Spooky Giants
Welcome to our newest patch. This update contains our fifteenth balance patch for the game, 2 brand-new cards, 1 new promo card, one new achievement, and much more!
Patch Preview
Two new cards are now available! Jump in-game to collect Simulacrum and Twilight Archers! Added one new featured community map! The Lost Souls have reincarnated the fallen Jorne and he is after Rogan in this ghostly redo of King of the Giants! One new Halloween achievement; beat the new Spooky Giants map before November 10th to receive the new promo Jorne! Some minor buffs to underperforming cards.
General Changes & Fixes
Fixed locked maps showing no required maps. Added a "Pause Game" button to the ESC menu. The game will no longer be paused when simply pressing ESC. The setting "allow_pausing_solo_games" in the config file is now deprecated. Add ranking data from before patch #400035, when ranks were reset due Decomposer and Batariel changes. There is a now a new filter option "Since #400035". Add leaderboard refresh rate information when hovering on range filter question mark. Add voicelines to Jorne (and Promo) [English only].
New Halloween Event Map
It is that time of year again, when ghastly ghouls and spooky skeletons arise from their ancient graves to once again haunt the living. As has now become a Skylords Reborn tradition, we are bringing you a major Halloween event with the addition of a reimagining of King of the Giants. Similar to our previous Halloween event map, Spooky Encounters, we have swapped all the existing enemies on the campaign map King of the Giants with Lost Souls equivalents. Re-experience this classic campaign map and earn yourself a new promo Jorne in the process! The event lasts until November 11th and will reoccur yearly.
Spooky Giants, 4-player map
Happy Halloween! Rogan Kayle is luring the giant king to the human realm, but something is wrong. The giant king has fallen and risen anew - more bloodthirsty than ever before!
New Halloween Achievement
Frankenstein's Monster [Card: Jorne (promo)]
Win the 4-player featured community map Spooky Giants on Expert difficulty during Halloween.
New Cards
Simulacrum - 100p T3 Amii Unit
You will find the upgrades for this card on the maps "Nightmare's End" (U1) and "Unexpected Visitors" (U2 and U3).
Simulacrum, the missing unit from the Amii wallpaper, and our first T3 Amii unit, has finally arrived. The idea behind Simulacrum is to create a tempest-style unit, but with real mobility. Therefore, we added a teleport ability to the unit while rooted, so that it can be moved around similar to a unit-version of Phase Tower in T3. In addition to the teleportation ability, it has an on-hit slow, allowing it to engage in hit-and-run tactics, slowing an enemy's approach and dodging away when they finally get into range.
Twilight Archers - 60p T2 Twilight Unit
You will find the upgrades for this card on the maps "Nightmare Shard" (U1) and "Into the Jungle" (U2 and U3).
We wanted to add a ground-based T2 archer to Twilight, but we ran into the issue that Fire/Nature in PvP would become oppressive with a cheap T2 archer unit due to being able to mass the unit into an archer army. To combat this issue, Twilight Archers deal more damage at the beginning, and less damage once they run out of ammo, similar to an unchargable Deathray would work. As part of our goal of adding more transformation effects, Twilight Archers create a small healing aura when transformed.
Jorne (Promo) - 300p T4 Legendary Unit
Obtainable via the new achievement Frankenstein's Monster. Can only be completed during Halloween!
Game Balance Changes
[ Global Balance Changes ]
Twilight Transformation speed: All transformation are now as fast as Twilight Crawlers (0.6 seconds).
[ Card Changes ]
Amii Monument:
1. Removed Slow Construction.
Eliminator:
1. Damage: 780 dp20 ➜ 840 dp20
Envenom (p):
1. Tainted Intoxication (p) duration: 15 seconds ➜ 25 seconds
Fire Force(b):
1. Blessed Morale damage reduction: 25% initial, 50% at full strength ➜ 20% initial, 40% at full strength
Slight nerf to the frost affinity of Fire Force which provided too much durability with Unity in the higher tiers.
Frost Sorceress:
1. Ice Shield cost: 20p ➜ 10p
Makeshift Tower:
1. Power cost: 60p ➜ 50p
Twilight Crawlers:
1. Add "Adept Mutation" passive ability: Cost to transform unit is reduced by 13p.
2. Remove "Rapid Transformation" which is now standard across as Twilight units.
Twilight Hag:
1. Gifted Enrapture (g) regeneration: 30 life points per second ➜ 60 life points per second
2. Infused Enrapture (r) buff: 20% more damage ➜ 60% more damage
Twilight's Hag's crowd control effect has become an important part of Twilight's T3 since the changes to Amii Monument. While Enrapture's crowd control effect is powerful, especially in combination with Nature's other crowd control effects, the allied buff effects are relatively weak. We are buffing both allied effects to give Hag more slot efficiency as a support unit.
[ NPC & Map Changes ]
Bandit Skyrake Alpha Male:
1. Damage: 58, up to 86 in total (470 dp20) ➜ 84, up to 126 (700 dp20)
2. Life points: 1430 ➜ 1200
3. Size: M-size ➜ L-size
4. Texture has been slightly changed to make the difference between normal Skyrakes and Alpha Skyrakes more obvious.
5. Added new ability descriptions and noted that the unit deals 100% more damage to flying units.
New NPC Entities: Available for use by official and community mapmakers.
Lost Watchtower:
1. Added a new building (NPC entity): Lost Watchtower is a powerful T3 Lost Souls tower.
Into the Jungle:
Terra now spawns after either all three objective spawners have been destroyed, or if the final objective wave has been spawned. Unexpected Visitors:
Destroying the Banestone objectives before the end of the second night now reduces the remaining portal charge time by 1% for each Banestone. This is in addition to the existing fall reduction in portal charge time. Several Lost Launchers near the Lost Souls portal have been swapped with Lost Watchtowers. [ Bugfixes & Miscellaneous Changes ]
Fixed Into the Jungle teleported buildings not taking damage. Reduced the noise volume of portals in campaign maps, mostly notable on Ascension and Empire. Fixed some English descriptive issues on Forest Elder, such as the claim at Magic Link worked on itself.
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Riviute liked a post in a topic by WindHunter in cards ideas
If you want to share and see more card suggestions, you can join our balance discord, which as a dedicated section for this. As for this idea, we currently have no plans to add other XL-units to T2 beyond Harvester. Similar to how Sunderer is the only L-unit in T1, we think it is better in this case to preserve faction uniqueness but not overusing large and extra-large units in the lower tiers.
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DefAnske liked a post in a topic by WindHunter in Mission placement suggestion
We could easily redo the map, but I do not think it has much upside. Like I said, the mission location ultimately does not matter except in so far as it is connected to the other maps within the same storyline. Moving all the missions around would only confuse people, and I doubt it would make most people happy.
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DefAnske liked a post in a topic by WindHunter in Mission placement suggestion
Almost none of the maps are located in accurate locations. Titans, Guns of Lyr, and Empire all take place in the city of Lyr, and not one of them are actually placed in Lyr. So the areas really become storyline dependent, not geographically based.
Also, we cannot put them after Insane God because that is where the next set of maps are going.
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Metagross31 liked a post in a topic by WindHunter in cards ideas
If you want to share and see more card suggestions, you can join our balance discord, which as a dedicated section for this. As for this idea, we currently have no plans to add other XL-units to T2 beyond Harvester. Similar to how Sunderer is the only L-unit in T1, we think it is better in this case to preserve faction uniqueness but not overusing large and extra-large units in the lower tiers.
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Metagross31 liked a post in a topic by WindHunter in Mission placement suggestion
We could easily redo the map, but I do not think it has much upside. Like I said, the mission location ultimately does not matter except in so far as it is connected to the other maps within the same storyline. Moving all the missions around would only confuse people, and I doubt it would make most people happy.
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WindHunter liked a post in a topic by Jodekoek in Patch #400048 - 21 September 2024
Just wanted to say: The new patch is sick! For me personally at least it has been the most exciting patch since the big Christmas one a few years ago when the reforge was released. The new Unexpected Visitors map feels like the quality of other campaign maps, I tried to tackle it solo and every time I ran into a new mechanism it was challenging enough to make me alter my strategies and think of new ways to tackle problem yet not so challenging it was literally impossible. Now I am off to try the other new map. Cheers and kudos to the team!
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Metagross31 liked a post in a topic by WindHunter in Patch #400048 - 21 September 2024
Stacking and their effects stacking are very different things. We changed them to no longer stack like this because it does nothing, but the effects do not stack and it was Phenomic who changed that, not us.
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Immortal Skylord liked a post in a topic by WindHunter in Patch #400048 - 21 September 2024
Stacking and their effects stacking are very different things. We changed them to no longer stack like this because it does nothing, but the effects do not stack and it was Phenomic who changed that, not us.
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Easy liked a post in a topic by WindHunter in Patch #400048 - 21 September 2024
Patch #400048 - Echoes of the Amii
Welcome to our newest patch. This update contains our fourteenth balance patch for the game, 4 brand-new cards, 2 new campaign maps, a new PvP mode, four new achievements, and much more!
Patch Preview
Four new cards are now available! Jump in-game to collect Amii Sentinel, Skydancer, Energy Core, and Umbabwe! Added two new campaign maps! Continue the story of Skylords Reborn in the first two maps of our new campaign. BattleArena has arrived! Play against your friends in 2v2 or 3v3 battles in this casual PvP mode. Four new achievements and cosmetics to go along with the new maps and game mode. A few balance changes and major card reworks mostly to previously unviable cards.
General Changes
The Shadow enemies found on the summoning menu in the Forge have been swapped with their NPC versions. Amii enemies have also been added to the Forge's summoning menu. A new section has been added to PvE leaderboard to account for potential speedrun changes arising from changes to Amii Monument without wiping the rankings. Upgrades have been redistributed, you can find more information in-game by using the "Show Upgrades" option on each map. All Rebirth edition cards have had their U2 and U3 upgrades moved to the new maps. The Lost Souls Forge skin is now available. Complete the new achievement "After All These Years" on expert difficulty to unlock it. Deleted players are now displayed as <deleted> rather than empty. New setting "Force create unit group when holding SHIFT key" added to options. Reverted previously undocumented changes to attack-move command (shortcut Q), that were causing issues with unit responsiveness. Added Map of the Day info to the "Daily Rewards" section. When a player completes the Map of the Day in a given day, the flame on the world map will be grayed out. This change is to help players remember if they have already completed a particular Map of the Day for achievement progress. Players can continue to play the Map of the Day for extra upgrade rewards as normal. Re-enabled the chat command export collection. Re-enabled the explore replay button.
New Campaign Maps
At long last the Skylords Reborn story continues with the addition of two brand-new fully-voiced (in English) campaign maps. These maps continue the story after Dwarven Riddle and are the product of hundreds of hours of our team's artists, designers, community map testers, translators, and voice actors. Both come with new achievements and rewards to encourage you to dive-in and explore.
Unexpected Visitors, 2-player campaign map
Journey into the northern wastes to find the secrets hidden within the Riddle of Gnaur. Discover the last enclave of the elusive Amii and save them from certain destruction.
Into the Jungle, 2-player campaign map
Brave the jungles of Viridya's island to find a new home for your Amii allies.
New Cards
Amii Sentinel - 260p T4 Amii Unit
You will find the upgrades for this card on the map "Into the Jungle."
Our goal for Amii's T4 is to create a micro-intensive deck where most of the damage is unit-based. With Amii Sentinel in particular, our goal is to create a frontline tank that functions as a perfect conduit for Shadow's single-target buff cards. Volatile Body's 120% reflect turns Sentinel's health into a damage resource, which synergizes perfectly with cards like Regrowth, Transcendence, and Skydancer.
Energy Core - 140p T4 Amii Unit
You will find the upgrades for this card on the map "Unexpected Visitors."
Energy Core's original design came from the Community Card Contest we held over a year ago. The idea behind Energy Core is to create a unit which is more of a mobile spell than it is a traditional unit. It has no auto-attack, but it has two active abilities. Both abilities damage Energy Core, one more significantly than the other, requiring the player to pay close attention to unit health and weigh their options over what is possible for them and whether or not risking losing the unit is worthwhile.
Skydancer - 120p T4 Amii Unit
You will find the upgrades for this card on the map "Unexpected Visitors."
While Sentinel and Energy Core fit the roles of tank and damage dealer respectively, Skydancer functions as the supporter. Skydancer has two different mode-changes, one debuffing enemies and one buffing allies. The debuff functions as a kind of anti-rage effect, while the buff increases allied life points by a set amount. The health buff effect directly synergizes with Sentinel and Energy Core who both has health-based damage mechanics.
Umbabwe - 200p T4 Legendary Unit
You will find the upgrades for this card on the map "Into the Jungle."
Blight's infamous witch doctor is finally making his player card appearance. As a standalone legendary unit, he is intended to function as a spellcaster type unit. To accomplish this, the card has a lot of built-in flexibility via its spells. Umbabwe has an auto-attack which is a meteor from Inferno, the ability to cast his signature spell Oink, and an active ability to summon a fiery tornado which applies a painful burn effect.
BattleArena - New PvP Mode
For a long time, we have been developing an alternative PvP mode called BattleArena which we feel is finally ready to release. In this game mode, players do not use cards from their deck. Instead, they are given spell devices and progressively stronger creatures which they must use to overcome their enemies. The mode can be played 2v2 or 3v3 and comes with a new achievement to reward players for trying it out. Go to Sparring Grounds in-game to play BattleArena.
Voice Actors
Many of the above new features would not be nearly as enjoyable without the help of our volunteer voice actors. In this patch, the following players have lent their voices to liven up the Skylords Reborn universe. We thank them greatly for their help!
Vox - Gaeron (new Frost Skylord) Ultralord - Burning Spears Edgelord - Skydancer Edgelord - Amii Phantom (includes the card's voice lines and the unit's appearance in the new maps) Elijah - Amii Sentinel Dreamlord - New map loading screen narration
Achievements
As part of the release of the two new campaign maps and BattleArena, we have released four accompanying achievements. There is a normal achievement just for beating the new maps, which rewards the player with the new Amii Sentinel on advanced and the Lost Souls forge on expert, as well as two achievements for mastering the maps. BattleArena has a new progressive achievement for playing the mode. We are also adding new Amii borders to the existing endless achievements for playing Amii decks in PvE and PvP.
[ New Achievements ]
After All These Years [Card: Amii Sentinel; Forge: Lost Souls]
Win the 2-player scenarios Unexpected Visitors and Into the Jungle on Advanced / Expert difficulty or higher.
Evacuation Expert [Progressive Banner: Bronze rank ➜ Ember rank]
Win the 2-player scenario Unexpected Visitors on Expert difficulty in under 35 / 33 / 31 / 29 / 27 minutes.
Earth, Wind, Fire [Avatar: Tribal]
Win the 2-player scenario Into the Jungle on Expert difficulty after defeating all 3 bosses in a single match.
Honor Bound [Booster: 1 General; Avatar: Mo Ocean]
Play BattleArena [3 matches & 10 matches]
[ Existing Achievement Changes ]
Giver and Taker of Life (PvE) & Path of Insight (PvP)
Both achievements now grant progressive Amii borders in line with the requirements of other faction borders. Borders will be added to the player's account retroactively based on achievement progress.
Legacy Server
While we are happy with the game's development since its revival, we understand that there are some parts of old BattleForge that players might miss. In response to this feeling, we have created a legacy server. This legacy server is equivalent to BattleForge the day it was shut down, with none of the balance changes, new cards, or new maps that have occurred as part of Skylords Reborn's continued development being included. The legacy server functions similarly to the public test server in that the player already has all cards and upgrades. To access the legacy server navigate to the game folder, in standard installations the game folder is be found at C:\Games\Skylords Reborn, and start StartBattleForgeLegacy.bat. From there, you login with your normal account information.
Game Balance Changes
[ Global Balance Changes ]
Amii faction passive scaling: Amii's faction passive Elusive now scales based on the unit's tier.
Tier 2: 10% less Freeze and Paralyze duration. Tier 3: 20% less Freeze and Paralyze duration. Tier 4: 30% less Freeze and Paralyze duration. Legendary building restrictions: Legendary buildings are now one-per-player, not one-per-team.
Random PvE 1p starting void power: Starting void power has been changed to account for the Amii Monument changes.
Standard / Standard+ (Difficulties 1-2): 600 starting void power Standard++ to Expert+ (Difficulties 3-8): 700 starting void power [ Card Changes ]
Amii Monument:
1. Power Cost: 250p ➜ 125p
2. Ability Cost: 140p ➜ 100p
3. Orbs granted by Amii Monument no longer increase a player’s tier. Players still gain access to cards within their current tier that require the orb granted by Amii Monument. For example, if a player has 3 Fire orbs via normal Monuments, and builds a Nature orb via Amii Monument, they will still be T3, but will be able to summon Juggernauts and heal them via Equilbrium.
A. Description - “Switch into this mode to gain one tierless Shadow Orb. This orb will not increase a player's tier, but will allow the player to play cards within their current tier that would require this Orb. The Orb will be ready and functional after 10 seconds. It cannot be switched back for 30 seconds.”
Amii Monument in its existing state is a cheat card. It breaks a map's design, allowing players unfettered access to T4 cards when the map is balanced around the player only having access to T3 cards and creating a persistent toxic effect on the normal game experience.
Amii Monument removes an entire tier from the game. This has a disruption impact on the game experience by changing deckbuilding at its core. In decks without Amii Monument, the player needs to consider how many cards they can budget for each tier and choose accordingly. With Amii Monument in a deck, the player can simply remove all T3 cards from their deck besides Amii Monument itself (spells like Infect which scale well into T4 are the exception), opening up more deck slots for T1, T2, and T4 cards. Consider also that nearly all PvE maps are functionally finished before the player ever reaches T4. Combined with the fact that T4 cards are significantly stronger than T3 cards (the power difference between T4 and T3 cards is the single largest increase in card strength between tiers) means that the player requires fewer T3 and T4 cards in their deck, allowing the use of more card slots for T1 and T2. This heavily warps the game experience by making the player stronger than the map is designed to account for at all tiers, not just once the player reaches T3.
There is also the psychological effect Amii Monument has upon players. Since we first started balancing cards in Skylords Reborn, players have asked us to nerf Amii Monument, not just because of the balance issues, but because they felt compelled to always include it in their deck regardless of the situation. This is unsurprising as many game studios have recognized that players in general will choose the most efficient option, even to the detriment of their own enjoyment. And who of us have not experienced this? How many of us have not used mind-numbingly boring methods to grind in games just because it is the fastest way to procure loot, even if it ends up making us hate the game? Who has not included Amii Monument as a default deck option at some point in their time playing Skylords Reborn?
To briefly summarize, Amii Monument undermines map design, deckbuilding, and possesses a factor that makes players feel compelled to include it in their decks, even when they know it undermines their own enjoyment. While designing our new maps, including not just the two maps releasing with this patch but the multiple additional maps currently in development, we found ourselves face to face with these issues in a way that made the card's problems no longer ignorable. For all these reasons and more, we felt that the time had finally come to nerf Amii Monument. Yet we do not want to destroy the card. The new design is tailored towards enabling unique, previously impossible, deckbuilding possibilities, in direct opposition to its previous design. We also realized that many T3 cards were not generally strong enough to be satisfying to use, so we dedicated almost the entire last patch to adding new T3 options through buffs, reworks, and new cards, and we are dedicated to continuing this project next patch.
Lastly, we understand that this change will upset many people, but we hope you will see that we did not make this choice lightly. We do not enjoy nerfing cards players like, but we do it because we think it is the best choice for the game. At the same time, we think that the time of major nerfs is now at an end with these changes to Amii Monument, and we as a team commit to no further nerfs on the scale of Amii Monument or the previous Batariel nerf from 2 years ago to existing cards going forward.
Dying Breed:
1. Power cost: 100p ➜ 90p
2. Orb cost: 1 Fire, 2 Neutral (T3) ➜ 2 Fire, 1 Neutral (T3)
2. Tainted Plunder (p):
A. Description - Target enemy unit is filled with plunder. If the target enemy dies within the next 30 seconds, all friendly fire units in a 25m radius gain Looter for 25 seconds. Units with Looter harvest the bound power of enemies. Up to 10% of an enemy's original power costs can be harvested relative to the amount of its maximum life points received as damage. Reusable every 30 seconds.
3. Gifted Plunder (g):
A. Description - Target enemy unit is filled with plunder and takes 30 damage per second. If the target enemy dies within the next 30 seconds, all friendly fire units in a 25m radius gain Looter for 25 seconds. Units with Looter harvest the bound power of enemies. Up to 7% of an enemy's original power costs can be harvested relative to the amount of its maximum life points received as damage. Reusable every 30 seconds.
4. New FX to go with the new card effect.
One of our long-term design projects is trying to give other factions besides Pure Shadow, with its Resource Booster, the ability to accelerate their power in higher tiers. We started this with changes to Nature's power flow via Forest Elder and Promise of Life, and now we are turning our eyes to Fire. Most Fire players are responsible for building 2 Shrines of War as soon as they get T3, immediately putting them behind by 300 power. Combined with high power cost units in T4, this gives Fire a painfully slow start with a frequent reliance on hoping your allies brought a Breeding Grounds for you to use. After carefully considering our options to accelerate Fire's power gain, we decided to bring back the Looter mechanic, but have it applied only temporarily with moderate percentages. We choose Dying Breed as the rework target because its previous effect was unsalvageable. The changes should allow Fire to use Dying Breed in early T3 to accelerate the transition into T4, or to payoff the bound power invested into Shrine of War, without being so strong as to cause Fire's power gain to grow out of control.
Fire Force (Formerly Girl Power):
1. Change name: Girl Power ➜ Fire Force
2. Power cost: 50p ➜ 80p
3. Blessed Morale (b):
A. Description - Target own melee unit will be designated the champion of Fire. All friendly melee units in a 30m radius will take 20% less damage. If at least 2 enemies die within a 30m radius of the champion within a 10 second period, the damage reduction increases to 50% for 15 seconds. Lasts until the champion dies, or until a different champion is chosen. There may only be one champion of Fire per player at a time. Reusable every 60 seconds.
4. Infused Morale (r):
A. Description - Target own melee unit will be designated the champion of Fire. All friendly melee units in a 30m radius will deal 25% more damage. If at least 2 enemies die within a 30m radius of the champion within a 10 second period, the damage buff increases to 50% for 15 seconds. Lasts until the champion dies, or until a different champion is chosen. There may only be one champion of Fire per player at a time. Reusable every 60 seconds.
5. New FX to go with the new card effect.
Girl Power was an odd card that did not fit within the game. It was never clear to the player what cards were men, which were women, and which were neither. We did not see a way to salvage the card as it was, so we reworked it into a tool to enable new melee based strategies in Fire decks. The newly minted Fire Force is a permanent spell effect that you apply to a single unit which transforms that unit into a leader type unit. Allies around the leader are buffed, either with increasing damage reduction or increasing damage dealt, when enemies around the leader unit die. Our hope is that this card enables previously niche T2 and T3 melee units to become viable options in PvE.
Grove Spirit:
1. Movement speed: 4.8 m/s ➜ 6.4 m/s (normal L/XL-speed)
2. Life points: 1100 ➜ 1600
3. Healing Song cost: 90p ➜ 60p
Grove Spirit has found itself a niche in a deck which uses it alongside Offering to cycle Mind Control. The idea of this deck is to use Grove Spirit as ground presence while you build yourself an army out of your enemy's units. The issue is that Grove Spirit itself is slow and dies in one-shot to artillery buildings. We have given the unit a booster shot of life points and made her undulate her tentacles faster, alongside a discount to the Healing Song ability. Pending any further rework to the unit, we hope in the meantime that this helps the unit in the one niche it has found for itself.
Lost Dancer:
1. Tainted Blast affinity effect: 50% more damage against humans ➜ 30% more damage against humans
Lost Dancer has proven too strong in PvP and we are toning down the extra damage against humans to bring her back in-line.
Lost Manabeast:
1. Immortalize requirement: 7 enemy life essences ➜ 3 enemy life essences
Immortalize's enemy requirement is too strict, making it overly difficult to make good use of the ability. We are substantially reducing the requirements to hopefully give Lost Manabeast a better synergy with Revenant strategies.
[ NPC & Map Changes ]
Spearmen (NPC):
1. Toggle ability Defensive Formation: 25% damage reduction now applies properly
Fire Emitter (Slavemaster version):
1. Power cost: 2000p ➜ 200p
New NPC Entities: Available for use by official and community mapmakers.
Added Frost NPC entities: Units: War Eagle, Tremor, Mountain Rowdy, Northland Drake, Icespike, Avatar of Frost, Construct, Dreadnought, Core Dredge, Dredgling, Mountaineer, Tempest, Winter Witch Buildings: Ice Launcher, Frost Crystal, Frontier Keep (large spawner), Kobold Inc. (small spawner) Added Amii NPC entities: Amii Crossbowmen, Amii Paladins, Amii Phantom, Amii Sentinel, Amii Keep Bad Harvest: Both orbs near the Treasure Wagon now spawn when a player in position 3 is playing solo.
The Soultree: The map now requires all 5 normal orbs to be built or under construction to fulfill the map's victory requirement. Amii Monument no longer counts towards this goal.
[ Bugfixes & Miscellaneous Changes ]
Fixed card descriptions in various languages. The longstanding issue which caused players' games to slowdown substantially when they destroyed multiple frozen air units at once, has now been fixed. The most well known occurrence of this bug was connected to Shatter Ice. Dropdowns for rankings are no longer scrollable.
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WindHunter liked a post in a topic by DefAnske in Unexpected Visitors
I can see how this map seems pretty unbalanced on first sight, since the pure amount of units is just huge.
But the map has a lot of mechanics that can be overseen very easily, like the amii orbs, or even the dreadnought you can get for free for saving the winterwitch in the eastern frost base.
I remember how people struggled (or still do) with dwarfenriddle, before they knew how the crystals work. The waves there are getting completly unbalanced and overwhelming too.
Just give it some time before adjusting to much. Not every map has to be beaten on first try without knowing anything about it, not even on advanced.