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LEBOVIN

Card Implementer
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Everything posted by LEBOVIN

  1. There are many campaign maps where u complete all objectives even in speedrun because they are all mandatory. The most simple solution is to just handle gold gain as it is done with bfp right now. The longer u play, the more gold u get, directly tied to ingame time. Then regardless of with or without decomposer as long as you play it fast and efficient ur gold gain is screwed. Edit: All factions have a tool (most of them t1) to influence power flow and depending on the language u chose, some of these examples also have the mismatch between tooltip and functionality regarding the "ow
  2. Well I am afraid, right now u either have to clear the mentioned relevant parts of the starting island before the end sequences with queekqueek are triggered or do keep the island as is but then DONT clear the relevant parts while the end sequence is running.
  3. Thanks, but the QueekQueek error is not on your side, but within the map script itself. Everybody can encounter it
  4. Pretty confident this can be fixed soon, but will have to wait until the end of challenge as the changed map would break all replays otherwise.
  5. Make sure the starting island is cleared (units+towers around your t2 orb) before having the end countdown started. Please let me know if this fixed the issue for you and the game does no longer crash, so we can deploy a solution soon.
  6. I reworked the page to be easier to understand, use this link now instead: https://skylords-reborn.fandom.com/wiki/Balancing#Current_Iteration
  7. He sources the information and images from the cardbase, hence I said the card base needs to be kept updated, then he hasn’t to do anything either
  8. If you look closer on some cards, the displayed info is no longer correct as the cards have been changed with the first balancing patch .... but to fix that the card base needs new images I suppose.
  9. Were there perhaps low hp allies nearby ?! If yes then the shaman was occupied attempting to go to heal them
  10. Well the issue that PvE rank does not reflect actual game knowledge is partly a thing because you associate certain skill with a certain old rank. But as the Xp requierements have been massively reduced for the highest rank (~90%) same should hold true for your expectation. Also deck level has never been a reasonable indicator for game knowledge. Secondly a big portion of players are veterans that do not want to play every map on the lowest difficulty once, before finally unlocking expert (saves a lot of time for the achievement for instance if u complete all 3 difficulties at once)
  11. add it to meme thread
  12. All your descriptive issues (and hundreds more) have already been noted down, solutions have been jointly developed and summarised and now await implementation.
  13. request deck of players before the game, if u dont like it kick them from the group
  14. No thats the worst timing, because then there is almost no remaining capacity left that would take 40 / 45 / 50 / 55% longer to deplete...
  15. The card functionality has not been changed. As the building has been build very often by players without achieving a benefit (especially in RPVE), the tooltip has been updated to make it clearer that the potential gains of this building only kick in after the power well would normally have been depleted. Old text: Own power wells in a 20m radius consume 40% / 45% / 50% / 55% less power, thus producing more. New text: Within a 20m radius the remaining capacity of own power wells takes 40 / 45 / 50 / 55% longer to deplete. Production per time increment remains the same.
  16. Hm perhaps in the process of doing the changes for the first balancing change, an accidential other change happened and a card did in fact change, but then I guess u have to make a custom map and spawn units with these ids one by another, this should make it possible to identify the rogue id.
  17. afaik only the id of fire sphere was changed (in fact duplicated so the old and the new one continue to work)
  18. well I added the subcondition that not t4 but the highest orb a player has achieved in the game counts, but for the bad harvest example this would be the same so I omitted it there Here the full proposal: Each player in the PvE game that has not reached the higest orb count achieved by any of his teammates will additively reduce the gold income of the entire team by 30%. So as in the case of Bad Harvest, the highest orb count reached is 4 (by the carry), so the 3 T1 feeders will lower the gold income by 30% x 3 = 90% aka the speedrun grants only ~400 instead of ~4000 gold and thus ev
  19. I assume it is currently like this to prevent overflow on smaller resolutions.
  20. I got you covered ;D https://skylords-reborn.fandom.com/wiki/Starter Decks
  21. the 3 players just feeding, is really only bad harvest where it applies cause in the first 4 min almost no attacks come in and all players are conveniently starting at the same location. taking the second prominent gold farming map guns of lyr and suddenly the other positions also have to do some work.
  22. play alone king of the giants and u see that the orb placement is not always changing changing decomposer is not solving the bad harvest gold farming, it just slows it down by a few min, a simple solution would be to lower the gold income by additive 30% per each player that is not going t4 there, instantly making the run lose all value (gold reward dropping to 400 instead of 4000) for new players, but remaining a fun speedrun option to experienced players
  23. likely map setup being incorrectly set to not public -- these maps get regularly deleted to prevent lots of broken test maps littering the community map section, if the community maps would have been final versions (which they werent) then this should be set to public version and they will stay
  24. this was removed with BattleForge Patch 26/04/2012 apparently.
  25. somehow mark this, cause it is yet another bug of a card that potentially might have worked on the test server correctly but ended up bugged on live
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