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Posts posted by MephistoRoss
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Do you press on the blue dot/star before the title, or on the title itself?
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It should work normally for all threads that you have opened after the update. Threads that you read before the update will start at the first post the first time.
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This suggestion was indeed made before. However this is not so easy to create as you might assume because of how the game (currently) works. The developers will look into possibilities for sure but no promises, specially not in the near future.
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Maybe the game can't access the files in your my documents because your windows username is in a non-latin character set. You could try changing the location of your my documents folder to somewhere else, like d:.
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6 hours ago, Treim said:
Resource Booster heavily depend on how many wells that resource booster supports. You get an additional 0.35 power/ 2 seconds. With a static cost of 50 power for the initial investment.
Break-even-point for just the booster occurs for x wells after y seconds:
1 well = 286 seconds
2 wells = 143 seconds
3 wells = 72 seconds
4 wells = 36 secondsI think you made a mistake with your calculations.
3 wells = 96 seconds (50/(0.35 * 3 / 2))
4 wells = 72 seconds (50/(0.35 * 4 / 2))
Additionally you get of course void power back from the resource booster once it gets destroyed, so with 2 wells it is even worth it if it stands over 14.3 seconds.
Treim likes this -
This document should have the correct list, if you find any mistakes please let us know: https://docs.google.com/spreadsheets/d/1oMsqJ1IMx8hied3W1ZRtQ5YbpgD2_kBezviNSmSovjM/edit?usp=sharing
TimmieTuinbroek likes this -
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The issue is not so much that people wouldn't like for their normal rank to be overwritten, but it is more that the normal exp progression system looses meaning if it is too easy for many players to skip these ranks. For example if the old system with the monthly speedrun exp would be implemented, what would be the point of earning a few 1000 exp in normal games while with just one run of Siege of Hope skips you get 2.4 million.
The beauty of the normal pve ranks is that you can see from the rank which players have invested a lot of time in this (pve) game and which players are relative new. So it is basically a way to show off your experience.
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9 hours ago, Mynoduesp said:
I like these special ranks for both PvE and PvP. I'm trying to come up with a couple of ideas maybe involving community events/challenges/tournaments and/or semi-permanent options for these ranks.
I'll post it here and hope for others to do the same
Keep in mind that one of the problems with these ranks is that it overrules your normal pve rank (at least how it works right now). So it should be special enough to make it worth the loss of the normal rank progression.
To give you some inspiration, one of the ideas we had so far is a New Game+ experience which basically is a button to reset all your progression (bfp, cards, gold, etc.) which only is possible once you collected all cards fully upgraded. The reward for this would be these ranks, so after doing this 4 times you would become master of the Forge.
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26 minutes ago, Volin said:
Ah thanks Treim, do you remember numbers for the ranks too?
Guess the first pretty "easy" while the last totally insane?
Was is like an alltime achievement, or was it kinda connected to the activity?
Chronicle Keeper 14.400.000xp
Loremaster 28.800.000xp
Vigil of the Forge 52.800.000xp
Master of the Forge 100.000.000xp
Once you got the rank, you would always keep it it (so alltime)
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Did anything special happen during the match? For example other players leaving/disconnecting.
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As an alternative to the worldmap, I personally would like one lobby overview list where you could see all open game lobbies at once (that also refreshes each x seconds). Preferably with filters for difficulty, amount of players and an option to exclude specific maps.
This would really help when you want to find an open lobby for any map on expert difficulty for example.
PrincessKenny likes this -
It also works the other way around, you can trap enemy waves with a lost dancer for example by letting the dancer attack a squad unit near a building and press hold so they stay out of formation when begin scattered by the knockback.
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1 hour ago, Flrbb said:
I can confirm, this bug description is not accurate. I allready played with 12 players. And if I remember correct, the last free spot was not place number 12. So I guess the bug is not related to switching places. Belormoroths' 13th player might be the case.
Hmm, that makes sense yes.
In the lobby I was in that crashed, we were with 11 players that picked a spot and one without a spot. So it is possible a 13th player was joining the lobby instead of the 12th one picking a spot.
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17 minutes ago, rorito97 said:
mine keeps giving different error msg and then delete the updater as is the unzipped/extracted update version. it was working perfectly yesterday
Our server was down for a little while, could you try again please?
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Happened 2 out of 2 times to me too (in Ascension lobby). Third time we closed the lobby at 11 players and we were able to start. I didn't notice anything strange in the lobby before the last player picked a spot. Logs are in staff discord.
I'm just guessing here but maybe it has to do something with the map number that the last player joins, or if there has been someone in the group that left. Or maybe it works if the last player was invited by the leader or if he joined the group at a time when at least 2 spots were still open.
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We are already working on this together with the community. There even is a discord server just to discuss balancing changes. Take a look for examples at https://forum.skylords.eu/index.php?/forum/79-card-balancing/ . Some of the proposed changes are already implemented on the test server.
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We are currently still updating the server. More info here:
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We are currently still updating the server. More info here:
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I was thinking of a 1vs1 custom map in which player A plays normally while player B is not allowed to spawn units and buildings, but could only use spells. However player B is helped by PvE units that spawn from buildings in intervals and attack player A. The PvE enemy also has camps with defenses. Player A wins when all PvE camps are destroyed while player B wins when player A is killed or the time runs out.
So basically it is a PvE map for player A, but the PvE enemy is helped by a real player (maybe he should be able to micro the spawned units as well).
Any map creator who wants to give a shot at this idea?
I think it should be possible to let player B not spawn any units or buildings by setting his starting monument + power wells (and extra monuments and wells to take) on an island with high mountains in between the rest of the map (so flying units cant fly over). The rest is basically a normal pve map, so maybe an existing PvE map could be used as a base to test if this idea is really as cool as it seems to me. If it turns out to be great it could also be done as a 2vs1 map (with better pve units) or as a 2vs2 map I guess.
Loriens, Metagross31 and Mynoduesp like this -
Bit of a late response, but if anyone still wants to use the game borderless windowed, here is a howto:
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Hi,
Thanks for your feedback, the first 2 points should be fixed already on our test server and will be pushed to the normal server soon. Would you be so kind to try them on the test server to be sure? You can find the instructions on how to login to the test server on our Discord (#dev-updates-test-server).
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59 minutes ago, LEBOVIN said:
Also, as Rise of a Demon has shown: Different players can get sometimes very similar times using way different strategys.
Good to hear that you finally realized this.
Loriens likes this -
19 hours ago, LEBOVIN said:
The challenge is now over, card prizes have been sent out. Booster Prices will be send out by Skylords Reborn Staff today. Thanks to everybody who participated
Boosters have been sent to all participants.
Emmaerzeh and LEBOVIN thank you for hosting the tournament! And thanks to everybody who participated.
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