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K4rr0t

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  1. K4rr0t liked a post in a topic by fiki574 in Skylords Reborn API   
    Hello everyone.
    I'll keep it short. Past few months, I've been working on our web API that is completely public and available for everyone to use. I've also created simple, functional (but stylistically not very pretty) user interfaces that visualize and consume the said API.
    User interface applications are open-sourced on my GitHub. The repository also contains complete instructions on how to consume the API yourselves, if you were to decide to create your own frontend applications. But, you have to be somewhat profficient in web development to understand and begin doing stuff on your own. 
    Issues tab is to be used freely for any and all suggestions and bug reports.
    Pull Requests that improve and extend the existing UIs are more than welcome. After manual review, they might get merged into the master branch and appear as a part of the next website update. 
    Links:
    GitHub repository: https://github.com/fiki574/Skylords-Reborn-API-UI Statistics: https://stats.skylords.eu/ Auctions: https://auctions.skylords.eu/ Leaderboards: https://leaderboards.skylords.eu/ All applications are caching data periodically, so you're actually "querying" the in-memory data, and not the database directly, which does not have any kind of impact on the game servers and database itself. Have in mind these applications are also the first version, they will definetly get improved and extended, as well as the API.
    For some of you, these applications and the API open up whole lot of possibilities.
    For example, now you could create an application that tracks the average price of every card and makes a nice graph. You could even extend the search options with card orbs, expansion, rarity, etc. 
    Or you could create an application that tracks all auctions for a specific card and sends you a mail or push notification when a card appears on the auction house, but is equal or below the specified price.
    Average concurrent players/matches graph could be visualized by querying the Statistics API every 2/5/X minutes.
    Those of you who understood everything said and know what you're doing, will use this to its maximum potential.
    Have fun!
  2. K4rr0t 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
     
  3. LEBOVIN liked a post in a topic by K4rr0t in Problems with BFModelViewer   
    Hello, I don't really post on forums so my structure on this post won't look nice C: but I want to note some things I have learned during the past few days that I have learned a lot from everyone in the community from the discord server and these forums.
    I have been playing around with the .drs .smd .ska .fbx files and everything which comes with many hurdles as lightsong 0.4(0.5) is an amazing tool although I am unable to get the Juggernaut smd file from it as it has too many faces for the program to handle it or I don't know how to fix it on my end, and I've explored a lot but mainly focused on getting the soulhunter model to work which was fantastic as I've got the model and the skeleton from the Lightsong program although I couldn't access the animations and stuff like that so I've taken a break by learning about motion capture with the kinect v2 with the soulhunter model and skeleton using the programs iPi Recorder 4 and iPi Mocap Studio 4 and then had my fun and tried looking for a way to get the animations and I am still looking for a way to use the .ska files with the smd model I've tried researching into phenomic's development on what kind of engine they made or used but I didn't find anything other than who works there and their roles during the game: https://www.mobygames.com/game/battleforge.
    and then thanks to the community I've been guided to another program similar to Lightsong called BFModelViewer which what I was told could only export models only without the animation or textures; which didn't bother me since I was able to get the Juggernaut model which was amazing and I would just apply the textures from the .pak file in blender; although couldn't import the fbx file from blender as it exports into a .FBX (ASCII) instead of binary which blender will refuse to open and so I've found a program from autodesk called Autodesk FBX Converter x64 2013 that helped me convert the file into a binary fbx file.
    After that I've noticed that the juggernauts hand was missing so I've repaired it by just mirroring his other hand and after that I've tried to transfer the weights and the skeleton from the Soulhunter onto the Juggernaut as the game reused a lot of their models and skeletons and animations for many of their units and soulhunter has 3 claws but has a 4th finger in his skeleton which motivated me to trying to transfer it which ended up with me succeeding up to the point I wanted to open the juggernauts jaw which is really hard to weight paint and fix it which ended up with me giving up on the jaw as I have no experience in weight painting.
    Fast forward a couple of days after looking for ways to open .ska files; I went back into the converter and saw more options to convert and saw that it exports the animation but deletes the model with the .dae verison and all the other ones were more deformed than the rest but even the DAE version had the animation spamming around a few times. so I've looked for ways to export the animation and I've opened the original FBX ASCII version that I've exported form the BFModelViewer and launched up Unity and put it inside there. and it worked amazingly all the animations were there and I've had access to everything.
    But the only problem that I've found is that the animation in the FBX ASCII file also had jittering animations and body parts started moving out of placed during the animation  the legs were the worst; but then I've came back onto the BFModelViewer and suddenly everything started working beautifully. every unit I went on had all the whole model with no missing parts; textures were applied automatically and the animations were smooth and no matter how many times I've exported it and used that file or converted it into other versions It would all destroy the skeleton or the animation or both altogether.
    This is what I've learned so far I would love to hear all the feedback  and a big shoutout to everyone that has helped me and guided me in the skylords community and to the staff
    @Onedaxter | @Solcrow | @Kiliangg | @Pesmontis | @CrazyCockerell | @LEBOVIM
    @Titan | @Bobfrog | @Aqua | @Blank | and everyone else that I've missed out 
     
    also sorry for the badly structured post ^^
     
    Working perfectly

    card summon animation and leg gets stretched and out of position

    Arms legs and tail flying at random moments of the animation

    weight painting and can't do the jaw

    posed Soulhunter with smd from lightsong

    binary

    DAE exports skeleton correctly the best

    Somehow Exporter Contains everything

    Before Exporter worked and deleted hand

    some motion capture XDDDD

    Testpunch001_.mp4 need at least 2 kinect v2 to motion capture without the model spamming out like the leg in the video but I only have 1 kinect XD
    also realised the images are in the wrong order of the post so I hope it doesn't confuse.
  4. Ladadoos liked a post in a topic by K4rr0t in Problems with BFModelViewer   
    Hello, I don't really post on forums so my structure on this post won't look nice C: but I want to note some things I have learned during the past few days that I have learned a lot from everyone in the community from the discord server and these forums.
    I have been playing around with the .drs .smd .ska .fbx files and everything which comes with many hurdles as lightsong 0.4(0.5) is an amazing tool although I am unable to get the Juggernaut smd file from it as it has too many faces for the program to handle it or I don't know how to fix it on my end, and I've explored a lot but mainly focused on getting the soulhunter model to work which was fantastic as I've got the model and the skeleton from the Lightsong program although I couldn't access the animations and stuff like that so I've taken a break by learning about motion capture with the kinect v2 with the soulhunter model and skeleton using the programs iPi Recorder 4 and iPi Mocap Studio 4 and then had my fun and tried looking for a way to get the animations and I am still looking for a way to use the .ska files with the smd model I've tried researching into phenomic's development on what kind of engine they made or used but I didn't find anything other than who works there and their roles during the game: https://www.mobygames.com/game/battleforge.
    and then thanks to the community I've been guided to another program similar to Lightsong called BFModelViewer which what I was told could only export models only without the animation or textures; which didn't bother me since I was able to get the Juggernaut model which was amazing and I would just apply the textures from the .pak file in blender; although couldn't import the fbx file from blender as it exports into a .FBX (ASCII) instead of binary which blender will refuse to open and so I've found a program from autodesk called Autodesk FBX Converter x64 2013 that helped me convert the file into a binary fbx file.
    After that I've noticed that the juggernauts hand was missing so I've repaired it by just mirroring his other hand and after that I've tried to transfer the weights and the skeleton from the Soulhunter onto the Juggernaut as the game reused a lot of their models and skeletons and animations for many of their units and soulhunter has 3 claws but has a 4th finger in his skeleton which motivated me to trying to transfer it which ended up with me succeeding up to the point I wanted to open the juggernauts jaw which is really hard to weight paint and fix it which ended up with me giving up on the jaw as I have no experience in weight painting.
    Fast forward a couple of days after looking for ways to open .ska files; I went back into the converter and saw more options to convert and saw that it exports the animation but deletes the model with the .dae verison and all the other ones were more deformed than the rest but even the DAE version had the animation spamming around a few times. so I've looked for ways to export the animation and I've opened the original FBX ASCII version that I've exported form the BFModelViewer and launched up Unity and put it inside there. and it worked amazingly all the animations were there and I've had access to everything.
    But the only problem that I've found is that the animation in the FBX ASCII file also had jittering animations and body parts started moving out of placed during the animation  the legs were the worst; but then I've came back onto the BFModelViewer and suddenly everything started working beautifully. every unit I went on had all the whole model with no missing parts; textures were applied automatically and the animations were smooth and no matter how many times I've exported it and used that file or converted it into other versions It would all destroy the skeleton or the animation or both altogether.
    This is what I've learned so far I would love to hear all the feedback  and a big shoutout to everyone that has helped me and guided me in the skylords community and to the staff
    @Onedaxter | @Solcrow | @Kiliangg | @Pesmontis | @CrazyCockerell | @LEBOVIM
    @Titan | @Bobfrog | @Aqua | @Blank | and everyone else that I've missed out 
     
    also sorry for the badly structured post ^^
     
    Working perfectly

    card summon animation and leg gets stretched and out of position

    Arms legs and tail flying at random moments of the animation

    weight painting and can't do the jaw

    posed Soulhunter with smd from lightsong

    binary

    DAE exports skeleton correctly the best

    Somehow Exporter Contains everything

    Before Exporter worked and deleted hand

    some motion capture XDDDD

    Testpunch001_.mp4 need at least 2 kinect v2 to motion capture without the model spamming out like the leg in the video but I only have 1 kinect XD
    also realised the images are in the wrong order of the post so I hope it doesn't confuse.
  5. Zyna liked a post in a topic by K4rr0t in Problems with BFModelViewer   
    Hello, I don't really post on forums so my structure on this post won't look nice C: but I want to note some things I have learned during the past few days that I have learned a lot from everyone in the community from the discord server and these forums.
    I have been playing around with the .drs .smd .ska .fbx files and everything which comes with many hurdles as lightsong 0.4(0.5) is an amazing tool although I am unable to get the Juggernaut smd file from it as it has too many faces for the program to handle it or I don't know how to fix it on my end, and I've explored a lot but mainly focused on getting the soulhunter model to work which was fantastic as I've got the model and the skeleton from the Lightsong program although I couldn't access the animations and stuff like that so I've taken a break by learning about motion capture with the kinect v2 with the soulhunter model and skeleton using the programs iPi Recorder 4 and iPi Mocap Studio 4 and then had my fun and tried looking for a way to get the animations and I am still looking for a way to use the .ska files with the smd model I've tried researching into phenomic's development on what kind of engine they made or used but I didn't find anything other than who works there and their roles during the game: https://www.mobygames.com/game/battleforge.
    and then thanks to the community I've been guided to another program similar to Lightsong called BFModelViewer which what I was told could only export models only without the animation or textures; which didn't bother me since I was able to get the Juggernaut model which was amazing and I would just apply the textures from the .pak file in blender; although couldn't import the fbx file from blender as it exports into a .FBX (ASCII) instead of binary which blender will refuse to open and so I've found a program from autodesk called Autodesk FBX Converter x64 2013 that helped me convert the file into a binary fbx file.
    After that I've noticed that the juggernauts hand was missing so I've repaired it by just mirroring his other hand and after that I've tried to transfer the weights and the skeleton from the Soulhunter onto the Juggernaut as the game reused a lot of their models and skeletons and animations for many of their units and soulhunter has 3 claws but has a 4th finger in his skeleton which motivated me to trying to transfer it which ended up with me succeeding up to the point I wanted to open the juggernauts jaw which is really hard to weight paint and fix it which ended up with me giving up on the jaw as I have no experience in weight painting.
    Fast forward a couple of days after looking for ways to open .ska files; I went back into the converter and saw more options to convert and saw that it exports the animation but deletes the model with the .dae verison and all the other ones were more deformed than the rest but even the DAE version had the animation spamming around a few times. so I've looked for ways to export the animation and I've opened the original FBX ASCII version that I've exported form the BFModelViewer and launched up Unity and put it inside there. and it worked amazingly all the animations were there and I've had access to everything.
    But the only problem that I've found is that the animation in the FBX ASCII file also had jittering animations and body parts started moving out of placed during the animation  the legs were the worst; but then I've came back onto the BFModelViewer and suddenly everything started working beautifully. every unit I went on had all the whole model with no missing parts; textures were applied automatically and the animations were smooth and no matter how many times I've exported it and used that file or converted it into other versions It would all destroy the skeleton or the animation or both altogether.
    This is what I've learned so far I would love to hear all the feedback  and a big shoutout to everyone that has helped me and guided me in the skylords community and to the staff
    @Onedaxter | @Solcrow | @Kiliangg | @Pesmontis | @CrazyCockerell | @LEBOVIM
    @Titan | @Bobfrog | @Aqua | @Blank | and everyone else that I've missed out 
     
    also sorry for the badly structured post ^^
     
    Working perfectly

    card summon animation and leg gets stretched and out of position

    Arms legs and tail flying at random moments of the animation

    weight painting and can't do the jaw

    posed Soulhunter with smd from lightsong

    binary

    DAE exports skeleton correctly the best

    Somehow Exporter Contains everything

    Before Exporter worked and deleted hand

    some motion capture XDDDD

    Testpunch001_.mp4 need at least 2 kinect v2 to motion capture without the model spamming out like the leg in the video but I only have 1 kinect XD
    also realised the images are in the wrong order of the post so I hope it doesn't confuse.
  6. K4rr0t liked a post in a topic by Eddio in Skylords Reborn - All you need to know!   
    See you all in the Forge people 
  7. K4rr0t 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!
  8. K4rr0t liked a post in a topic by MrXLink in Important Stream Incoming! (05/09/18 20:30)   
    Greetings, dear Skylords, Skyladies and Skyfolks!
    We're excited to announce that the Skylords Reborn Team (represented by InsaneHawk and myself) will host a brand new, official stream in order to reveal some very important and big information for the foreseeable future of the project. We have been making massive amounts of progress in the past few weeks, and it has all been leading up to this moment, which is a major milestone before Open Beta, but more on that Wednesday! (Though we can assure you that a little hype is in order for everyone!)
    We will be hosting an official stream on Wednesday the 5th of September on 20:30 CEST (18:30 UTC)
    on our Twitch Channel, bringing you all some big and important news and updates!
    Thank you all for your patience between our last announcement and this one. The upcoming stream will be one of the most exciting ones for us yet, so feel free to tune in and say hi! Can't make it to the stream? Don't fret! The entire stream will be available on our Twitch Channel's History.
    See you soon, and may the Forge be with you!
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