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LEBOVIN

Card Implementer
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Everything posted by LEBOVIN

  1. Only very few maps got actually touched and most of these changes made these maps easier.
  2. maybe send the replay to kapo so he can look, sounds strange tho
  3. I think I have encountered this issue also in replays and also with amii phantom.
  4. I wonder if the replay somewhat accumulates timing mismatches when playing it back at a faster speed (especially x16/x32). Maybe at some point is is just too much difference and the desynch message triggers. This would explain why very long maps like Legions (or smth @Emmaerzeh ?) tend to desynch in replays, cause people will not watch them in real time but fast foreward and over the course of 50minute gameplay the margin for desynch might likely be reached.
  5. Hi there, If a replay of an unrecognized map is selected in the Replay Section the displayed minimap placeholder image is weirdly zoomed in. Further Information: Possibly broken since the UI rescaling that took place months ago. Reproducibility: Always, affects almost only community map makers. Create a replay by playing on any map, edit said map file, save and pak, restart game and click on your now invalid replay, cause the map is no longer available. Image: Displayed below on the left is how it used to look back in the days, right is how it looks now. Pictures taken on 1600x900 resolution. This is just a minor non-urgent issue, nevertheless notably broken nowadays. Kind regards, LEBOVIN
  6. There is currently only 1 case planned afaik. The issue is the UI, which somewhat restricts a card to have only a limited number of activateble effects. Afterall you want it to have an effect even if you cast it on someone that already has 4 actives and a Santa present.
  7. so many different resolutions, chat box resizing, languages and font size settings.... 🙃
  8. @ulvfdfgtmk Is the issue resolved?
  9. Well they both say right afterwards : Which is exactly what u described with the piercing shields. 😕
  10. Hey, as far as I know all reflection dmg effects are true dmg by default. If you know an exception maybe that could be applied here too.
  11. The map itself was also working like that before the patch, so this is not a bug. There are other achievements that require you to play a specific faction aswell. 🤷‍♂️ Anyhow, since most of the players like easy to get achievements, chances are this might get changed.
  12. Currently this is the intended functionality. Keep thinking or look in the forum / ask ingame on how to tackle this one 🙂
  13. Without looking at the script I am pretty confident that this can be changed if we decide to do it. Likely it is only a simple event condition that needs to be found and changed. (from PlayerSquadIsInRange to PlayerSquadIsInRange OR PlayerBuildingIsInRange) Although, since it is a veteran achievement I don't mind it being not 100% obvious like the others.
  14. The patch notes stated: Maybe you can test if this was resolved, please?
  15. I would say yes, the public=true option solved the issue just recently with @Kapo's CCC#5 so I would argue it still works. Besides we have official 2v2 spectator maps now anyway. 🙂
  16. For me damage works properly vs buildings now. Potentially new issue: Once squads are also killed with the same stampede damage is no longer correct. (Could be usual overkill bug or something else already existing which is related to squads, or maybe it is new, very hard to tell.)
  17. There are currently no localizations made for these. The voicelines only exist in English. Apply as voice artist and dev and then maybe you can make them^^
  18. @Zyna And thats why I always tell people to make forum reports, or it will be forgotten, maybe we should close down report a bug on the main discord too and just link to the forum there (with a copy paste template provided) ...
  19. What's certainly is going to happen is the reduction of the aoc spawn rate on Standard difficulty. Unfortunately EA managed to configure it in the most twisted way imaginable, hence it won't make it this patch.
  20. I checked it, this appears to be not fixable inside the map editor. Terrain cliffs come with an automatic movement blocking in their proximity. This is overpainted in the blocking editor to be ignored so that the walkers do not get stuck. Unfortunately this also overwrites the construction blocker paint in that area. Edit: Solution found, revert map back to EA version, place scriptmarkers inside the path and cast an invisible clone of scorched earth's construction blocking in troubled areas.
  21. Interesting, thanks for the report. Just to make sure at other areas especially at the beginning were the blocking was usually done, it did work as intended ?
  22. I wanted that time stop ability ever since the orignal video^^
  23. use the left column of this link instead, maybe easier than opening each page one by one https://skylords-reborn.fandom.com/wiki/ID_Lists/Card_IDs
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