-
Posts
1 -
Joined
-
Last visited
Reputation Activity
-
Teixeira liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Teixeira liked a post in a topic by MrXLink in Skylords Reborn Official Loot List
Greetings, Skylords, Skyladies, and Skyfolks!
Several years ago, I have asked you all for feedback on integrating a new Loot List (Where upgrades drop) in the game in this thread:
Giving the community 4 different options, it's impressive to say that almost 75% of the community wants different loot lists, so I have heeded your words and compiled a new list, based on the following regulations:
Due to popular demand, the main priority of the loot is thematic value; Loot will drop as much as possible in maps where you'd expect them to drop, and where it would make sense. This means a ton of lost units drop in Empire, and a lot of bandit units can be found in Blight, for example. Secondly, rare rewards are more likely to be found in more difficult maps (think Behind Enemy Lines, Guns of Lyr, Dwarven Riddle, etc.) Starter Deck card upgrades will drop in earlier maps, so that you don't have to unlock an entire sequence of maps in order to get a few starter cards upgraded. Wherever possible, I have tried to take map popularity into account, but due to lesser votes, this has not been the priority Rarity distributions per map are completely disregarded. The community has voted for thematic value and popularity, so it could very well be that some maps are way more rewarding than others. 12-Player maps will be completely removed from the loot system and reward gold only. Tutorial does not award any upgrades. Aside from the Advanced/Expert-only maps, All upgrades will drop consistently on the same map. Advanced/Expert only maps have their U1 upgrades scattered across other Standard maps, but all other maps will have the same loot no matter the difficulty. The loot list is currently set and is very unlikely to be subject to change anytime soon. If it changes in the future, we will let you know!
You can find the current loot list over here:
https://docs.google.com/spreadsheets/d/1oMsqJ1IMx8hied3W1ZRtQ5YbpgD2_kBezviNSmSovjM/edit?usp=sharing
Thank you all for your help in suggesting loot list improvements, and I hope you can all have a new, fresh experience with new upgrades to get in new ways!
EDIT: This loot list is still up-to-date and now contains upgrade drops for Lord Cyrian.
-
Teixeira liked a post in a topic by Ladadoos in Introducing... Tweeto, our new 2D artist!
Greetings Skylords, Skyladies and Skyfolk!
Today we are happy to welcome @Tweeto to the team as a 2D artist. He has shown interest, commitment and skill through numerous art pieces he has worked on in our official Discord server. Two of those pieces are attached to this announcement: one is a rework of the Amii Phantom card artwork and another one is artwork for a possible new Amii card. The end result looks very promising and we are thrilled to have him on the team, as having new artwork for cards makes it that much more exciting to add new cards. Although card artwork is a prominent task moving forward, he has shown to also have skills in other areas such as UI. This means that besides card artwork, he could also help with creating new UI elements to be used in the in-game UI. All around a very solid addition to the team!
Do not forget that we are still looking for new members! You can read all about it in our open staff positions thread:
-
Teixeira liked a post in a topic by Zyna in Patch #400022 - 01 January 2021
Patch #400022
Greetings Skylords, Skyladies, and Skyfolks,
This update contains our first balance patch for the game and a minor fix, enjoy! Feedback to these changes can be given on the balancing discord. When you give feedback make sure to properly support your reasoning by including replays or video footage, otherwise it is not very helpful.
General fixes
Fixed wrong amount of gained ELO displayed after a ranked PvP match. General changes
Added the option to select the reward distribution mode also for single player campaign. Card changes
A detailed list of all balancing changes can be found on the wiki: https://skylords-reborn.fandom.com/wiki/Patches#Patch_.23400022
Hotfix
Added missing ability "Accelerated Construction" to Northstar. The first upgrade was changed from "-5 construction time" to "-10 construction time" and the second upgrade was changed from "-5 construction time" to "-10 energy cost", and the energy cost was increased for the card at level 0 and 1. Reverted accidental increase of tunneling ability with Deep One and Burrower. Fixed [missing english text] ability for Stonekin Tempest (Purple) ability. Fixed an issue with Gemeye (Green) where the paralyze ability did not apply anymore. -
Teixeira liked a post in a topic by Zyna in Merry Christmas and Balancing Changes
Merry Christmas everyone,
We hope you all are having a jolly time. Christmas has also reached Nyn, and therefore we'd like to give all of you a little special present. Yesterday we added a new ingame achievement which will be active until 31.12.2020 and will allow you to earn Santa Claus as a card!
Furthermore, we're quite satisfied with how well the release launch went. There have only been minor issues and hiccups, which all were fixed relatively quickly. However, with the increase in playerbase and player activity since release, we have to take extra measures to ensure we have healthy servers. One of those measures will be an automated weekly server maintenance. This means that from now on you can expect the servers to go down every Wednesday at 7:30AM CET for a brief moment (couple of minutes at maximum), after which you will be able to play again. There will a Discord and multiple ingame notifications when the servers go into maintenance. We hope you understand this measure.
We are currently also working on a roadmap on what you can expect from future updates. One major topic on that roadmap will be balancing changes to cards.
As some of you might have heard already, we've been working on some changes for the last couple of months. We believe the balance between factions has drastically improved, especially in regards to factions which start with nature and frost in PvP. Therefore, the first iteration of those changes will be released on the live server on the 01.01.2021. A detailed list of changes will be released within the upcoming week, but you can already view the current list of changes from the public test server on the community wiki.
That's it for now. Enjoy your time in the forge! Best regards as always,
Skyords Reborn Team.
-
Teixeira liked a post in a topic by WindHunter in Let's Talk Shrine of Greed
This is a card near and dear to my heart. I used it as a crutch to get 12th on the ranked ladder at a time where everyone said it was useless. Before I go farther let's remember what it does:
Shrine of Greed: Tier 2, Shadow/Shadow, 100 Power Building
Transfer half of the void pool to the power pool instantly. For the next 30 seconds, no void power flows into the power pool and any power that would normally flow into the void pool is instead permanently lost.
This debuff means that for 30 seconds if you use a spell, lose a building, or let a unit die you permanently lose the 90% power that would normally be refunded. The debuff is so crippling it makes the upside, gaining half of your void pool instantly, not worth it. The lose of a single nightcrawler means permanently losing 54 energy. Lose two nightcrawlers and it is worse for you than building a power well and instantly destroying it. The issue is, the debuff is so bad that you will lose far more than 100 power in the 30 seconds it is active.
But, did you know Shrine of Greed's (SoG) debuff is tied to the building itself? If you destroy the building immediately after activating it, you lose the 90 power bound into the building but instead get half your void power instantly. This is clearly a bug but it makes the card incredibly interesting to play and gives Pure Shadow a way to run an incredibly long t2. Rediscovering the bug from another Pure Shadow player Eljyn(?) is what vaulted me into the top 20. It lets you turn a match you are losing into a game where you have 2 buffed harvesters on the field. If you have ever played me and wondered why my micro is below every other top player's, reading this should give you a hint.
For 1v1 PvP
In my opinion the card is balanced. If given the chance I'd redesign it to bring back Pure Shadow's old school t2 turtle into Harvester or 5-card T3 without requiring the player to abuse a bug every game. Once someone knows you have this in your deck(or is given the impression), they can punish you hard when you build it. I typically had to go one Power-well down when I built it and if I didn't get major value the game was essentially over. It is a true high-risk high-reward card and fits well in the Shadow faction.
For 2v2 PvP
This is the important part of this post. The widespread use of this bug had a detrimental effect on 2v2 in the later years of BattleForge. The issue is that both you and your ally get back half of your void power instantly and only one of you suffers a -100 power penalty. In 2v2 where there is more power already in the game, this gives a team with a Pure Shadow member an unfair advantage in the mid-to-late game. Assume all four players in a 2v2 match have 1500 power in their void pool. One team is capped at +20 void power per second with 1500 in their void pool while the team using SoG pulls out 750 power instantly and still gets 15-16 per second. This isn't healthy for the 2v2 scene and as time went on and knowledge of the bug grew, more and more teams started incorporating a Pure Shadow member.
And that's why I'm making this post. I've seen talk of balancing and if we are going to be making balance changes it is very important for us to look first at cards that hurt the overall playing experience of the PvP communities and this is a card we need to focus on first. Discuss.
-
Teixeira liked a post in a topic by RadicalX in Balance Proposal: Emberstrike
Emberstrike
• Card Changes
Ability dmg 1100(1650max) -> 1300 (3250max)
Passive dmg: 500(750max) -> 900 (2700max)
There is a general issue with current L units in T4. They have several downsides to XL units such as scaling limitations through unit & charge limit, L knockback, higher vulnerability vs burst, lower movement speed, damage loss as only a limited amount of creatures are able to attack one target (melee problem only) or the inability to attack air units (melee only). There is almost nothing that makes up for these downsides leaving L T4 units mostly behid.
The AOE increase for Emberstrike is supposed to open up a somewhat unique playstyle by using their ability more frequently in order to clear big camps alot quicker than before. In addition to that you should be able to spawn them alot more aggressively into fights with a massively increased passive.
I might extend this thread and add some more information in about 2 weeks (I'm short on time for now).
Best regards
RadicalX
-
Teixeira liked a post in a topic by DarcReaver in Balance Proposal: Mutating Maniac
Still think this is the wrong approach to the Mutating Maniac.
The unit is a fire-nature version of a mutating frenzy. Frenzy has a risk concept connected to it with loosing HP -> gain damage%.
Mutating Maniac needs control + aggression elements to fit fire-nature. It should have more of a Vanguard/tanky unit role that can stand in the center of aggression for a long time and frees other units from focus fire. this makes this unit useful in both PVE and PVP instead of only making it a niche pick for certain PvE maps
Possible solutions to apply this:
1) Toxic Cloud applies a DEBUFF i.e. enemy units in the cloud have slower movementspeed, deal less damage or be "blinded" (tankyness + control)
2) Maniac gets a different damage class (M, S or L) to not interfere with Fathom Lord/Giant Slayer anymore
3) Maniac has passive healing/ravage type ability during fights (sustain + tankyness)
4) Maniac receives rage ability (aggression)
5) Maniac receives a charge ability, similar to Enforcer/giant slayer (aggression)
6) Maniac gains resistance to CC when in a fight, i.e. CC lasts 50% shorter, or he's immune to slowing abilities (tankyness + control)
7) Maniac takes less damage when his health points drop. ie. takes 50% less damage when below 50% health (tankyness)
8) Maniac gets a "berserk" - deals more damage when his health points drop i.e. +50% more damage when below 50% health, + 100% damage when below 25% health (aggression)
9) Maniac receives an AoE taunt-type ability (control)
Of these options only 2-3 points should be combined each, preferably different types of abilites.
-
Teixeira liked a post in a topic by Flrbb in Language Flags/Tags
As I sometimes see players with "de", "en", "pl" in their names... A way to show (multiple) flags would be nice. Maybe instead of an avatar. edit: or as an overlay to the avatar
-
Teixeira liked a post in a topic by MrXLink in Skylords Reborn - All you need to know!
Greetings Skylords, Skyladies and Skyfolks,
After five years of development Skylords Reborn has finally hit full release, we want to thank every single one of you for joining and supporting us on our journey. This topic will provide you with all the information, details, and answers you need.
How can I play this game?
You can find instructions for downloading and installing the game here.
How do I log in to the game?
First, you need to create an account on this forum, here. Afterwards you can simply login with the same account in the game. A game account will automatically be created and linked to your forum account. Do not make multiple accounts for yourself. You are allowed to play with your family/friends in the same house.
What is Skylords Reborn?
Skylords Reborn is a project which started off as a 2-man team working on allowing the community to play BattleForge again. BattleForge was a Real-Time Strategy Collectible Card PC game (not a MOBA) made by EA Phenomic in 2009 that got closed down on October 31 2013, disappointing many players. The ever-growing Skylords Reborn team has been working hard to make BattleForge playable and accessible for its still large community and new players once more! You can read more about our project on our wiki.
Can I upload content of Skylords Reborn?
Yes. You are allowed to make Youtube and Twitch videos and streams of Skylords Reborn.
Will I be able to use my old account?
No. As we are not EA we do not have access to your old accounts and never will, so you will have to create a new one and start from scratch. We know this is annoying but there is no way for us to retrieve account information. At least you can play the game again!
What is the difference between Skylords Reborn and old BattleForge?
Everything from the original game works but there has been a number of changes. (see list below)
Cards
Balance changes and new cards Economy
Free to Play (no payments for game progression) Daily time based BFP rewards Daily PvP and PvE quests (Resets daily at 10:00 UTC) Seasonal & Lifetime Achievements Faction Boosters Removal of Tokens. Gold is now used instead and is untradable. Removal of Elements of Conversion/Creation. PvP
Free PvP deck rotations Official Tournaments (BFP rewards) Spectator versions for all 1vs1 maps PvE
All campaign maps available again (including 12 player maps) New high-quality community maps And many other quality of life improvements.
Can I buy/sell BFP for real money?
Absolutely not! People who are noted to sell or attempt to buy BFP or any in-game content with real money may be banned from playing the game at all, or have their accounts reset. We take no responsibility whatsoever in any lost money or in-game content. We don't sell BFP for a very good reason as this project is allowed to exist due to the fact that we are making zero profit or income from the game, which would be using someone else's ideas and content for claiming money. If you buy or sell in-game content, you are essentially doing the same thing and this could put both you as well as the entire project at risk of being shut down.
How can I earn Gold and Upgrades?
Since tokens have been removed from the game entirely, you will earn gold instead through playing Randomly Generated PvE, Sparring PvP, and disenchanting upgrades found in Campaign PvE maps. The upgrade drops have been changed, and you can find the new loot list in this topic.
How can I obtain promos?
You can get promos as an extremely rare reward in boosters, or during special events that we will host.
I found a bug! What now? How do I report a bug?
Please refer to the "Report A Bug" forum, and particularly this topic.
I have seen someone cheat, flame, or severely break the rules. Where do I report this?
You can right-click on a player to report them in-game. You can also report this behaviour directly to the Moderation Team (Global Moderators) on the forums or discord. Please refer to the Ticket Tool thread here when reporting on discord.
Is the game only available in English?
The game can be played in all languages that were previously available. This includes English, German, French and Russian. However, we are mostly focusing our project and any announcements around the English language.
Have you asked EA for help with the project? Do you work for EA?
No, we do not work for EA and we sincerely doubt EA is interested in the funding of the project nor rebooting the game. We do not expect any help from EA. We have, however, been given permission to alter the existing client and make this project a reality until further notice is provided. Former BF staff are likely under NDA as well, disallowing them to help us in the first place.
If this project is completely non-profit, how will you keep the servers up?
We have created a patreon page here. Any donated money will be spent on server upkeep, development and a lot will be saved up for future server upkeep. No money whatsoever will go into our own pockets. You can make a one time payment and then unsubscribe from us or you can pick to pay every month. Please note all Patrons will not gain any benefits in game.
Where is the server located?
The server is located in Germany.
Will you distribute the server files for private hosting?
No. The project is closed source, which means that the files (code) are not public.
I have another question!
Alright, that's cool! Before you continue, however, please use the forum's search function to find any threads that may have your question in it. If your question really isn't answered yet, feel free to create a thread.
That's all! We hope you enjoy your time in the world of Nyn and help the game and its community grow together! As always, We're hugely grateful for all your support, and we wouldn't be here without you all. Keep up the good spirits, you're all fantastic beings. See you in the forge, and may the forge be with you!
-
Teixeira liked a post in a topic by MrXLink in UPDATE: BFP Reserves and Boosters
Hail, Skylords, Skyladies, and other Skyfolk,
A while back, we implemented the Reserve System for BattleForge Points (BFP) onto the test server to figure out the effects of a new way to earn BFP to replace the daily playtime quest. It's a system that's designed to keep providing BFP even after your daily quests, while also helping those who don't have as much time on their hands or require breaks to be able to catch up on the more hardcore, long-session player base so that every player can build their decks faster and playtime will have more meaning again.
To catch up on the Reserve System, have a look in the announcement thread made back when we introduced it over here.
Since we implemented it, there's been a lot of community feedback and internal discussion about the system, how it works, what effects it has and how we can improve it. We figured that the original system parameters would not give a lot of players the chance to make good use out of the reserve system, and those with a lot of time would be able to earn vast amounts of BFP without seeing much of a slowdown. Additionally, this system would require players to play every day in order to keep up with the BFP flow, putting a lot of pressure on them, which is not the intention of this earning system.
Some people put a lot of research into the current system. Thanks a lot for that! Your feedback has been most valuable. For the upcoming changes, some important concerns were addressed in the system, keeping in mind to not change too much too drastically at the same time. In other words, any more drastic suggestions have been noted, and may still be considered for the future if necessary.
Without further ado, here's the changes that will be live now on the test server. Want to test these changes before we try them out on the live production server? Head over to our Discord (#dev-updates-test-server) to download the test server launcher.
The TL;DR Version: BFP Reserves & Quests
Decreased the maximum amount of time to earn daily rewards from 90 to 45 minutes, increasing the effectiveness of the daily boost. Increased the Refill Rate Constant (C) from 5 to 25, meaning the maximum amount of BFP that can be earned on a day is significantly lowered, thus preventing players with less time on their hands from falling behind as much. Increased the Drain Rate Constant (X) from 3 to 7, meaning you will earn a lot more BFP per minute once the reserve system kicks in. 60% of any leftover/missed Daily Boost (out of 250 per day) will carry over to the next time you play, up to a maximum of 300 BFP stored. This means up to 2 full days can be missed while still carrying over 60% of missed BFP. Added a maximum match time to prevent system abuse and farmbotting. Added a 100BFP discount to your next booster purchased that only gets activated once your daily boost has been depleted. Increased the maximum amount of quests that can be active at a time from 3 to 6. You will still get 2 quests per day and can save up to 3 days worth of quests. None of these changes are set in stone; we will be able to tweak values and change features where needed! Further QoL Updates
Decreased the minimum PvE/PvP rank to apply upgrades to cards to lv. 1, 4, and 5 for U1, 2 and 3 respectively. Upgrade Player Level requirements are now universal regardless of card rarity. Changed upgrade player level requirements to be the highest level ever earned rather than current level (affects PvP only) (planned, not yet implemented on test) Decreased the rPvE level quest requirement from 6 to 5. The quest description still states 6, but will complete on level 5 as well. Achievements, quests and possibly gold tweaks are in the pipeline for pre-reset internal discussion in the near future. Look forward to new, faction-based boosters coming your way very soon! In-Depth: BFP Reserves & Quests
When making changes to the BFP system, it's important to incorporate feedback into an existing system to tweak and optimise it for the player. The current system was pretty well-received so far, but had its initial flaws. Way too much BFP could be earned on a day, the gap between casual and hardcore wasn't fixed, and extremely long play sessions provided some unwanted results. There's also been the major concern about the system itself, where the current essence of the 30-minute quest was to have the reliability to earn at least a booster per day, and while that would mean it would be the only reward to be earned alongside some quest BFP, it was also something fun to be anticipated. With these concerns in mind, we made the following changes:
The Daily Boost will now be earned in 45 minutes of game time. 90 minutes simply turned out to be too long considering average match length and the amount of time players would like to spend on a daily basis. With the Reserve system, earning BFP beyond the current daily limit is possible and that will help motivate the long-session players a bit more instead.
The Refill Rate Constant has been increased dramatically. This will actively enforce a more manageable BFP softcap than before. Where extremely long playtimes could previously have helped to give 1.5K+ BFP per day, this has now been lowered to a more comfortable 800 BFP total. This total is based on 250 BFP from Daily Boost, 150 BFP from 2 Quests per day, and a theoretical 24hr Playtime Rewards Non-Stop of 400BFP. For short-session players or those who have just dipped their toes in the Reserve system, not a lot will change. Only very long-term sessions and matches will see a difference, which means that more casual players have a better chance and an easier time catching up in BFP, bringing everything in a way better and more controlled proportion.
The Drain Rate Constant has been increased significantly. To compensate for the lower maximum amount of BFP earnable through reserves, as well as to simply give everyone a better and faster BFP-earning experience, payouts will be a lot higher on full reserves. The curve is a lot steeper, and long sessions will get to lower BFP payouts a bit quicker than before, but should still be able to get a neat amount of BFP for their time. This should resolve the concerns that arose about the reserve system netting very little BFP compared to the daily bonus.
To prevent AFK/Botting abuse giving unfair advantages or ruining games, a maximum match time has been set for BFP payouts. Normal players should typically not notice much of this.
Carry-over mechanic: It's okay to miss a day! One of the most prominent suggestions has been to somehow make up for any missed days by either making the reserve system span across multiple days, to pay out more during weekends, or to catch up otherwise. This makes a lot of sense, and so we're implementing a carry-over system: Quests can now stack up to 6 and you can carry over your daily boost throughout multiple days. You can even carry over a bit of the remainder of an existing boost in case you can't play the full daily hour.
60% of the remainder of a daily boost is now carried over to the next time you play, meaning you can save up to 150 BFP each day to add up to your next daily boost. Up to 300 BFP can be saved at a time, and saved BFP drains along with the normal daily boost when you come back, so you will be able to gain up to 550 BFP in an hour of playtime on the day you come back. We feel like 3 days is a good guideline to stick to when it comes to casual compensation, and so up to 3 days worth of quests and dailies can be stored. Of course, playing every day will still give out more BFP, but this system should put less pressure on the more casual or busy player and help to compensate for work, breaks, or other times where they may be unavailable.
The Daily Booster Replacement. In order to give people more freedom to use their daily reward, we have previously decided to hand out BFP instead of a booster each day. However, with the amount of BFP earned not being as high (due to it being distributed across a reserve system), the "booster-a-day" system didn't apply anymore and could feel way less rewarding than intended. To mitigate this problem, we will give a 100BFP discount on the next booster you buy every single day after completing your daily bonus time. This discount will apply to the current booster and upcoming booster types. Therefore, you will now be able to buy a booster after completing your daily playtime and daily quests (and have 50BFP left over before reserves kick in). You can give that booster a go and perhaps get that Ultra Rare at a discounted rate, or you can freely spend your BFP in trades or the Auction Hall. The choice is yours!
In-Depth: Further News
We have also made a few minor quality-of-life changes currently only the test server to make the game a little more forgiving for certain players. In particular, the PvP-heavy new player experience will be a lot more bearable due to us dramatically lowering the level requirement for upgrading your cards. In order to buy/apply upgrades, whereas formerly you would need to get to relatively high PvP or PvE ranks, we have now unified and lowered the requirements to level 1 for upgrade 1 (soldier/watcher), level 4 for upgrade 2 (warrior/keeper), and level 5 for upgrade 3 (aggressor/tactician) respectively of either rank. This goes for all cards of all rarities, so UR cards won't require a ridiculous rank anymore for those who don't wish to grind PvE. Additionally, it is planned that the rank requirement applies to the highest rank attained; if you drop in rank due to PvP degradation, you will still be able to upgrade your cards as if you were your highest level. PvP-centered players should experience a significantly smoother deck building rate this way, and are less restricted in their early days.
Due to some newcomers finding rPvE level 6 a little to harsh to start off with, we have reduced the rPvE quest requirement to level 5 instead. We believe level 5 should be achievable even with starter decks without upgrades. Must this still give you trouble, you can now stack your quest up for longer until you manage to beat level 5, or you have the choice to re-roll if it's not your day for it and still need some amount of payout.
-----------------------------------------------------------------------------
Finally, it is worth mentioning that we do try to take into account as much feedback as we can in these decisions. Perhaps your idea did not get implemented, perhaps you disagree with the changes. Please do know that we still appreciate your feedback and would love to continue hearing your suggestions and feelings about the state of the game and its updates, and do be aware that while features suggested may not always be implemented, they are still being considered and accounted for where possible and viable; existing feedback on the BFP system, for example, will still be considered for the future, and won't be void after this update.
We're making lots of progress on the design side of the project and are able to tweak and implement the features necessary to keep progressing at a very steady pace. The reset is getting ever closer, and we've got more game updates coming your way in the near future. Next up: expanding the booster market! New booster types will be coming your way very soon to add some variety to the store and allow you to be less dependent on the RNG that a regular booster would offer, and tailor your rewards more to your needs! Further down the road are achievements, quests, perhaps some gold tweaks and more, so stay tuned for more of that in the near future, and we would love to hear your suggestions and feedback in the meantime!
None of these changes are necessarily final, and we will keep reiterating to keep improving Skylords Reborn!
This update is currently live on our test server, so feel free to enjoy and test the heck out of it there. It will stay on the test server until we determine that the system is stable enough and there are no major flaws or bugs present to push to the main live server. To enter the test server, head over to our Discord (#dev-updates-test-server) to download the test server launcher.
Stay tuned, stay safe, and stay divine, guardians of Nyn!
-
Teixeira liked a post in a topic by Ultrakool in HUGE update LIVE SERVER + STREAM
Hello Skylords We have BIG news. The HUGE update you've all been waiting for, is coming to the LIVE server this Sunday 9th August 2020. Currently all changes we've done in the past weeks were only available on the test server. We greatly appreciate all of your effort in regards to reporting bugs and other issues. Thanks to your help, we are able to give you all of the following new and improved features: - You no longer need to restart BattleForge if you enter the wrong password - Lots of other bug fixes - New Boosters - 12 player maps - 2v2 Ranked - A new system for earning BFP - A huge overhaul of the Auction House! We will be live on Twitch this upcoming Sunday on 9th August 2020 at 19:00 CEST before the patch comes out. Please note that we are still in the Open Stress Test, and this is not the release yet. However, there will be a very important announcement in regards to the release and reset you are waiting for. You will be able to find the stream here: https://www.twitch.tv/skylordsreborn
This is the changelog for the live server for the end of this week
General changes/features
- Added new daily reward and reserve system for gaining daily BFP.
- Added daily booster discount after playing for a certain amount of time.
- Added new faction boosters to the store.
- Added 2vs2 ranked matches.
- Added 12player PvE matches. Keep in mind 12 player matches only reward gold.
- Added randomly generated maps to the ranked PvP maps pool.
- Added ability to click on cards in the marketplace in order to play them in the forge.
- Increased auction amount to 100 per player.
- Added option for 48 hour long auctions.
- Removed the starting 2.5h playtime quest completely.
- Decreased required amount of ranked pvp matches to reach 100% activity from 30 to 15 matches per month.
- Adjusted required ranks for purchasing upgrades: the required ranks are 1, 4 and 5 for upgrade 1, 2 and 3, and is the same for all rarities.
The required rank can either be your PvE rank, or your highest PvP rank.
- Added 'Suggested Decks' button in the lobby to view and select the decks you most recently used for a map.
- Added x16 and x32 speed for watching replays.
- Improved UI and feedback when trying to upload community maps. More improvements to this will be added at a later stage.
- Added /match chat.
- Removed logout button from the escape menu.
- Drastically improved performance of the upgrade tab.
- Improved responsiveness of the marketplace.
- Greatly improved responsiveness while using the leaderboards (may still lag a bit when opening it for the first time).
- Your own auctions in the "My auctions" tab in the marketplace now show the exact time left instead of Short/Medium/Long.
- Improved the interface used for creating auctions. You can now put up multiple auctions at once.
- When searching for auctions, your name on your own auctions will be displayed in bold in order to make them more recognizable.
- Bidding/Buyout fields will be greyed out for an auction if they are not usable or relevant.
- Added the amount of hours next to the different time options when trying to create an auction.
- Minor general improvements to the story book.
- Replaced the "Manual" button with a "Wiki" button in the news section.
- Added a `Patreon` button in the news section.
- Added small counter at the bottom of the `Auction Watchlist` window ingame that shows your current amount of auctions watchlisted.
- Added small ingame pop-up for new players asking if they would like to play the tutorial map.
- Added the ability to navigate the map selection screen (PvP and Community PvE) with your arrow keys.
- Hid the match loot dropdown whenever trying to create a 1 or 12 player match.
- Hid the loot type for rPVE matches in the game selection screen, as rPvE does not reward upgrades.
General fixes
- Fixed many group and match bugs.
- Fixed many issues with disconnecting/getting stuck in the loading screen.
- You no longer need to restart BattleForge if you enter the wrong password.
- Fixed match running too fast/slow which resulted in stuttering or teleporting.
- Fixed trade button tooltip saying the player accepted the trade while he did not.
- Fixed german version of the 'promo from booster' notification message.
- Fixed replays of community maps not showing in the replays menu in certain cases.
- Fixed a minor issue with trying to upload PVP community maps.
- Fixed BFP desync when bidding more than the buyout on a card in the auction house.
- Fixed incorrect error feedback when setting the bid amount to less than 2 on a card for the auction house.
- Fixed selected map in the create a game window not always being remembered properly between opening and closing the window for PvP and Community maps.
- Fixed quests not properly refreshing in the UI after rerolling a quest.
- Fixed player buildings not being destroyed and units not being killed if a player disconnected or left without doing any action in the match.
- Fixed random (windows) error sounds while playing the game.
- Fixed show and request deck with the tutorial deck not working.
- Fixed gained ELO text overflow in postgame screen for 2vs2.
- Fixed the cause of the error message "A card of this type is already in your deck!".
- Fixed a disconnect which occurred upon answering a direct trade request.
- Fixed minor issues related to need/greed when all players had all upgrades being rewarded.
- Fixed some errors with ingame UI tutorial and updated relevant steps in the tutorial.
- Fixed error after using the filter option in the upgrades window after applying/removing an upgrade.
- Fixed UI overlapping and worldmap UI issues in 1600x1024 resolution.
- Fixed that you could copy a deck (using the view deck window) from another player while being ready.
- Fixed not being able to start games sometimes for players that are on public networks.
- Fixed maximum limit of 2000 quests completed for "Complete some quests" achievement.
- Fixed an issue in the mail from the auction house where it would sometimes say that you sold your card for 0 BFP.
- Properly handle case where the player has not opened a booster yet but tries to view his latest opened booster.
- Fixed issue where you could buy avatars for free.
Card changes
- Increased charge count of Santa Claus, Lord Cyrian, and Easter Egg to 4 so they are aligned with other promos.
- Improved card description of Juice Tank.
- Added missing ability "Siege" to Skycatcher card description.
- Added the range to Area Ice Shield card description.
- Added missing "Swift" ability to Colossus in card description.
- Added missing ability "Swift" to Bloodhorn description.
- Fixed wrong damage on card description of Northern Keep (Blue).
- Fixed wrong tooltip of Shadow Insect.
- Fixed ranged attack symbols not displayed for fire cards at higher resolutions.
- Various other minor additions, updates and fixes (like typo's).
Skylords Reborn Team
-
Teixeira liked a post in a topic by MephistoRoss in Your client has lost the connection to the server
Everybody has this problem right now, Devs are aware and working on it. Please be patient.
-
Teixeira liked a post in a topic by Greatro in Your client has lost the connection to the server
Hello,
so I can start the game, use my password, log in, sometimes the game says that there is too many players on the server and sometimes i can log in but when i log in to the forge everytime i get the message that the client lost its connection. Maybe im doing something wrong?
@ edit. I was able to create my character in game, make a nickname and avatar.
Does anyone play? Can anyone play? Anyone able to actually enter the forge? Play? Any1 was able to start a mission or something?
-
Teixeira liked a post in a topic by Honorbound in "lost connection so server"
My client loses connection to the client when i press log in, my guess is that the server is overloaded but, anyone having the same issue?
to*