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LEBOVIN

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  1. Metagross31 liked a post in a topic by LEBOVIN in Patch #400035 - 14 September 2022   
    These are still planned, but they would require a little bit more testing (actually someone please verify if it works for crusade 😛 ) and the focus of the patch was not really to spend too much time on map changes.
  2. LEBOVIN liked a post in a topic by Kapo in Patch #400035 - 14 September 2022   
    when all the other bugs appeared? 😄
  3. LEBOVIN liked a post in a topic by Majora in Community Update #27 - September   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • Survey Results

    Once more, a big thank you to everyone who provided feedback in our 2022 Survey. 2.227 of you provided feedback regarding various topics, from general opinions regarding the project, to balance and upcoming features. We have collected the answers and provided them in a short presentation. 


    • Upcoming Patch 

    Last month we promised more information about our upcoming new content patch. We are almost ready to bring you a new patch that will include a ton of balance changes, map changes, bug fixes and new cards! While we sadly can't give you a concrete date on the patch yet, we are aiming for a release around mid-September. We are also planning to release some additional achievements in a small follow-up patch soon after. 
    As for the upcoming content patch; we have added new Transformation effects to T2 and T3 Twilight cards, aimed at making Twilight's Transformation ability worth using. We have also made substantial changes to Fire T4 cards, while continuing our work on Nature. At the same time, we are making some much-needed changes for the health and future of the game. This patch will implement changes to Batariel, Decomposer, Frenetic Assault and mindcontrol-effects like Nightguard and Parasite Swarm. These cards have been the topic of many heated discussions over the years, which is why we would like to take some time to explain why we are making these changes. 
     
    • Why Nerf Cards?

    It has been the conscious choice of the Skylords Reborn Team since we began balancing the game nearly 2 years ago to avoid any PvE specific nerfs. The reasoning was twofold:
    (1) Nerfs feel bad and continued nerfs of popular cards can be demoralizing to players, and
    (2) There did not exist a sufficient number of strategies such that nerfing top performers would actually lead to more diverse gameplay. The top performing strategies were sometimes the only viable strategies in the game, and removing them would have just lead to an ever decreasing set of viable archetypes. 
    Instead of nerfing cards, we in the faction design and balancing team have endeavored to create an increasingly large set of viable strategies, both between and within factions. Within factions, Bandits has been our greatest success, with several top tier Bandit deck archetypes being viable across all maps and game modes. Across factions, we have also steadily been succeeding in our original goal. Pure Frost and Pure Fire do not have as much intra-faction deck diversity as something like Bandits, but both do have viable archetypes capable of succeeding at all levels of play. Slowly, but steadily, we have also been working towards this same goal with Pure Nature, Pure Shadow, and their non-pure derivatives such as Shadow's Death Ray archetype. In the next few patch cycles we are hoping to touch the Stonekin, Lost Souls, and Twilight factions as well, simultaneously adding new unique strategies while also fleshing out their existing viable archetypes. All in all, we think we have come a very long way in creating both fun and viable strategies for the majority of factions, and we will labor every patch to continue this work. 
    Unfortunately, despite the work that has been done, there is still a perception among much of the playerbase that decks like Pure Frost are not strong, despite Pure Frost being viable against all factions even in RPvE 10. This is because, with the exception of the addition of Banzai Lord and Plague, the top decks have remained nearly identical from release until now. This is unsurprising. In T4, Batariel-Enlightenment and Bloodhorn decks are so strong that if we attempted to make all archetypes compete with them, we would thereby trivialize the game through power creep. In T1, we have made substantial changes to ensure that every faction has a viable opening for all maps and game modes, but by and large a majority of players still progress through the campaign using Nightguard in at least a plurality if not a majority of maps. This situation of having a large set of viable playstyles but a few select ones that outshine all others, creates the impression that Skylords Reborn lacks gameplay diversity and leads to players defaulting to the same few decks over and over again. This is not a recipe for long term success. Even after the most recent patch, you can still see messages in global chat to the effect of "I wish there were other strategies than Batariel or Nightguard." There are many more strategies, it is just that some strategies are so strong that everything else seems paltry in comparison. 
    Given the current state of the game, we as a balancing team have determined that it is finally time to nerf some of the game's top performers and that by doing so we will actually be expanding the set of strategies players view as viable, thereby hopefully leading to increased in-game deck diversity. Yet, our goal is not to remove the existing top strategies from the game. We want them to remain top strategies, but to be closer to the strength of other archetypes which have proven themselves to be viable alternatives. We are truly convinced this is the best course of action for the long term health of Skylords Reborn. The other options are increasing the strength of all cards to the level of these very few cards, thereby trivializing existing content, or accepting a perpetually stagnate meta where the same few strategies continue to dominate forever. 
    As a final note, we want to assuage any fears that we will be going through and nerfing any and every strong card in the game. We are convinced that there are less than 10 total cards problematic enough to justify large changes. Balancing is more music than algebra. There is a band of viability within which cards sit. It is okay if some cards are better than other ones, as long as those cards are neither too powerful nor too weak. As long as a strategy is not so dominant across multiple game modes that it warps the game around itself and adversely affects the playerbase's perception of what is acceptably strong, we can and will happily turn a blind eye to it and allow it to continue unchanged. 
    Our upcoming patch notes will dive into what exactly will be changed about these cards. These will be posted alongside the patch release.

    • New Card Reveal: Tranquility

    The results from our feedback survey shows you really like new cards, so we are excited to reveal our new Amii spell: Tranquility!

    This card holds the record for longest development cycle, going all the way back to November 2021. Having changed names, effects, art and visuals multiple times during its long process since then. We are very happy with the end result though, and we hope you look forward to playing it.
    Please note: We are still testing the card. While we are generally happy about it, numbers and effects might still change before release.
    Let's break down the card: 

    Tranquility is a tier 2 spell for Nature/Shadow. Upgrading the card increases its effect and reduces its Power Cost. It will be a rare and won't have an affinity. As with the card Transcendence, the effect of this new Amii spell changes depending on if you cast it on an enemy or friendly unit:
     
    Soothing Whispers
    Empowers a friendly unit to fight more joyfully. Target friendly unit will deal 20/30/30/30% more damage and regenerate 50 life points every 2 seconds if the unit deals at least 80 damage every 5 seconds. Lasts 20 seconds. Reusable every 25 seconds.

    Foreboding Whispers
    Weakens an enemy unit and makes it unable to fight. Target hostile unit cannot attack or use special abilities and takes 20/20/30/30% more damage for 10 seconds. Reusable every 25 seconds.
     
    Tranquility offers Skylords a flexible early game Amii spell that can be used in both PvE and PvP.
    For its buff/debuff visual, we have created a completely new flower model, another milestone in our development for Skylords Reborn! 

     
    • Phone Wallpaper

    The artwork for Tranquility was created by Tweeto, and went through many iterations (as tends to happen with our team full of perfectionists). The final artwork goes beyond the size of what we can show on a card, which is why we decided to release the full artwork as a Phone Wallpaper. We hope you like it!  

    • Skylords Reborn Instagram


    Want to see more art, exclusive content and giveaways? Be sure to follow us on our new Instagram! Rumors say you might even catch a glimpse of a new and not yet revealed card in the upcoming days! Follow us now to join our upcoming giveaway for a chance to win some Twilight boosters.
     
    • Tournaments / Events

    Now that the Community Updates moved to a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events! 

    • NEW - Community PvE League Season 1
    In this Community-hosted PvE league, you will compete against other players of similar abilities and ranks in a series of challenges, consisting of campaign, community and rPVE maps. There are exciting prizes to be won, so be sure to click here for more information! 

    • NEW- Crappy Community Contest #8
    The contest-idea-contest (CCC#7) has brought some excellent ideas to light, and the yet unannounced winner will be presented tomorrow as a new contest. As always, if enough Skylords participate, there will be a booster code as prize for the whole community!

    • FINISHED - Community event #4: Onslaught on the Ground
    Can you finish King of the Giants Solo under 13 minutes - without using flying units? The winner of 'Onslaught on the Ground' was able to pull this off, check out his replay here.
     
    • FINISHED - Battle of Tactics #1: Your actions count
    How many clicks do you need to finish Encounters with Twilight? See a super-cut of how the participants tried to be as efficient as possible: watch the video. 


    • Host your own tournament / event
    Want to host a tournament or event yourself? Please reach out to our Event Organizer Metagross! We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. 
     
    • Team changes 

    A lot has happened in the team behind Skylords Reborn in the past month. 
    Sadly nkmol, who worked with Freund and Maze on the web-interface, has left the team due to personal circumstances. We are grateful for his work and wish him all the best.
    Luckily, we also have some good news to share! 

    Ult has recently joined the team as a client and server developer. He has been working on something exciting we can't wait to show you on in a future community update! 
    Katchau also joined the team as a client developer. He will be helping out in adding new features into the game that were previously blocked due to a lack of UI developers.  
    Lebovim (one of our Skylords of Honor) has done a ton for the project already, but always worked alongside the team, not in it. He has now formally joined the team, and will be helping out with implementing map and card changes, among other things. 
    Maxxxel is also new to the team and working on creating tools and workflows capable of editing and adding new 3D models. We hope we will be able to add new models to the game at some point, but no promises yet. 
    Lastly, Dallarian will move from a Global Moderator role into the Map Department. Our survey showed loud and clear that you want more campaign maps, so he is currently exploring the map editor to make that happen.
    Welcome, and we are grateful for all of you who spend their free time helping out with Skylords Reborn! 

    • Contribute to the Project

    As always, we hope you will also consider helping out the project. Please take a look at all our open positions on how you can do so. 
    We have also opened the position of Global Moderator, and are currently in need of more Russian Translators.

     
    • In Conclusion

    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a Amii-booster: REAL-SOON-THIS-TIME

    The code is valid until October 1st, when we will bring you another Community Update. 
    As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments! 

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update #26
  4. LEBOVIN liked a post in a topic by erkserkserks in Bad Harvest Position 3 Practice Map   
    Bad Harvest Position 3 Practice Map
    Are you tired of losing on Bad Harvest? Do you want to learn how to defend the Gold Wagon on expert difficulty? Want to experiment with new strategies? Now is your chance!

     
    Why this map exists
    Bad Harvest position 3 on expert difficulty is feared by many players because defending the gold wagon is difficult. Position 3 is critical. If position 3 fails, this often results in a loss for the whole team. It's hard for players to learn position 3 because failure means potentially disappointing three other players. The goal of this map is to encourage newer players to learn position 3, and for veteran players to develop new and creative strategies.
     
    Map Layout
    This map is Bad Harvest, but modified such that the player doesn't have to worry about defending the main base. This is a single-player map. Enemy units are killed near the four main base entrances (the red areas shown below). 

     
    Map Mechanics
    All of the original mechanics should be intact, and the spawn waves should be identical to the original Bad Harvest map. You can still win the map by killing the Stonekin Lords and Rogue Giant. However, you can also win by surviving 25 minutes. Once 25 minutes have elapsed, a switch in the main base can be activated to obtain victory.

     
    How to Play
    Like all community made maps, this map can be found by clicking the blue "User Generated Map" icon on the world map screen. The map name is "Bad Harvest Pos3 Practice"
    You can also download the map here.
    Credits/Thanks
    Thanks to Kapo for inspiring this map idea by hosting CCC #7.
    Special thanks for Dallarian for making the first version of this map and introducing me to map-making.
     
  5. Metagross31 liked a post in a topic by LEBOVIN in Adding "past time" or "Start search time" to the PvP Ranked message   
    Doesnt sound bad to add the option to enable timestamps for system messenges.
  6. LEBOVIN liked a post in a topic by Ultralord in Export 3D Model / 3D Model Format   
    Was not the smartest idea to use a 3D printer with a 220 C° hotend and a 70C° printing bed when your flat has already 38 C° 🔥
    Also tried to paint again… lets say: I made a first 3D design how a monument could look like on a  mud-map 😅
     
    Happy Printing
    monument.stl
  7. Dutchy liked a post in a topic by LEBOVIN in Infinite spawn on Satanael   
    I don’t think anything regarding slavemaster map was touched yet. So I am not sure what you mean. If something was changed during EA times what has that to do with SR. Lastly the guy who patches stuff out and the guy who decides to do this change are not the same.
  8. LEBOVIN liked a post in a topic by Majora in Patch #400034 - 16 July 2022   
    Adjustment to Reforging - 31 July 2022

    Reforging Costs: The gold cost to Reforge into the following rarities was changed:
    Common = 125 gold --> 50 gold
    Uncommon = 300 gold --> 150 gold
    Rare = 750 gold --> 400 gold
    Ultra-rare = 1500 gold --> 800 gold
      Reforging Rates: We have made it easier to produce an Ultra-rare card when Reforging. For example, 4 identical Rare cards will now guarantee an Ultra-rare card. For more information, please refer to the Community Update.
  9. Bkingn liked a post in a topic by LEBOVIN in [SOL] BattleForge: Shadows Over Lyr - a print & play card game   
    Maybe this helps. https://bfcards.app
  10. LEBOVIN liked a post in a topic by Metagross31 in Community Map Speedrun Rankings (September 2022-present)   
    I just verified your run.
    Congratulations to the first record on this list! 🙂
  11. wanky liked a post in a topic by LEBOVIN in All-time fastest speedrun rankings (October 2013-September 2022)   
    With the next patch this post will likely be updated the last time and then locked and frozen in time, as balancing changes will render the majority of these times inachievable.
    Secondly as Dutchy said almost all of these replays are broken at this point anyway, but a feature to make outdated replays watchable again is in the works. 
     
    Edit: Patch #400035 went live. For current rankings visit the wiki or this new post now.
  12. Metagross31 liked a post in a topic by LEBOVIN in All-time fastest speedrun rankings (October 2013-September 2022)   
    With the next patch this post will likely be updated the last time and then locked and frozen in time, as balancing changes will render the majority of these times inachievable.
    Secondly as Dutchy said almost all of these replays are broken at this point anyway, but a feature to make outdated replays watchable again is in the works. 
     
    Edit: Patch #400035 went live. For current rankings visit the wiki or this new post now.
  13. LEBOVIN liked a post in a topic by Carofex in CCC #6 - Back to the Roots UNTIL 24.07.2022   
    nice jump animation
  14. LEBOVIN liked a post in a topic by Kapo in CCC #6 - Back to the Roots UNTIL 24.07.2022   
    Hello Skylords, Skyladies and other Skybeings; and welcome to CCC #6 – the sixth Crappy Community Contest!
     
    THE CONTEST HAS ENDED.
    To see the winners, CLICK HERE. If you are just here to grab the booster code, there you go:  CCC6-TUTO-RIAL-DECK

     
     
    What are “Crappy Community Contests”?
    CCC's are meant to be small-scale contests with weird challenges, hopefully luring you away from well-trodden paths. They are small-scale on the organizers side too: there will be no stream, video or event announcing the winners. What's special about these contests is a participation price for the whole Skylords community.
    While the first CCC was a small event, some CCCs have developed into a quite laborious undertaking - and this one especially. @LEBOVIN has poured dozens and dozens of hours into this contest's map, so we are at a point where the "crappy" is undeserving.
     
    What, when, where, how?
    While the last CCC was with unlimited amounts of resources, this CCC will be about a very special map with a harsh deck limitation:
     
    Back to the Roots

    New Skylords have conquered these lands to learn from Moon about the powers of the Forge.
    Now it is upon you to take the forces of Nature and Shadow to these lands to bring peace once more.

    This challenge is to win the Custom 1-player-map “CCC #6 - Back to the Roots”
    on Standard difficulty with a predetermined deck as fast as you can.

    This custom map is a copy of the Introduction map with a few new jumps and turns. To participate, you will have to use the following mirrored tutorial deck:
    Forsaken Skeleton Warriors Surge of Light Burrower Stone of Torment Thornbark Mutating Frenzy Fear not - we removed as many ultra-long explanations as possible from the map. But, if you have some spare time, it is nice to check out the original tutorial before diving into this one - you will enjoy and appreciate the map a lot more if you can see what has been altered. Playing a disallowed card or playing it on any other difficulty than Standard will result in disqualification. Upgraded cards are allowed, you don't need to make a real tutorial deck out of it.
    The contest has started with the release of this post – submit your entry through Discord (DM to Kapo#0116) or the Skylords Forum (DM to @Kapo) until 24.07.2022 23:59 CET  (= 9 days time total). You can submit multiple times, but only the fastest will count. Please note that your submitted replay may be posted here in the forums.
    Battleforge automatically saves a replay file of the last match you play, named autosave.pmv.  After playing the contest map, rename this file, so it doesn't get overwritten. You can find your replays here: Documents => Battleforge => replays. To reduce my workload, you may rename your file to CCC6_<Time>_<IGN>.pmv (e.g. CCC6_15.53.9_Kapo.pmv).

    There is some minor, unavoidable problem that it might appear in the lobby as a two-players-map - of course you have to play it alone.
     

     
    Community Maps
    How to access the map:
     
     
    What's the price pool?
    Since this is not just a Crappy Contest, but a Crappy Community Contest, you may help with your participation to earn a price for the whole Community. If we reach more than 20 participants (unique players, not entries), we will unlock a Mini-Booster code for the entire Skylords Community. If more than 35 participants enter, the code will be upgraded to a Booster instead of a Mini-Booster. So tell your fellow Skylords to try this challenge – it's an occasion to try something completely new, and it raises our chances to hand out a code for everybody. 
    Of course, the fastest Skylords will get prices too, sponsored by myself, the Community and the Skylords Reborn Team:
    1st place               5 General Boosters + Promo Mana Wing + Juice Tank (x4)
    2nd place              4 General Boosters + Promo Rogan Kayle + Nether Warp (B)
    3rd place              3 General Boosters + Promo Fallen Skyelf + Grinder (R)
    4th place              2 General Boosters + Dreadnought + Matter Mastery (P)
    5th place              1 General Booster + Avatar of Frost + Gravity Surge (B)
    6th place              Primeval Watcher + Banzai (P)
    7th place              Nether Warp (G)+ Banzai (G)
    8th place              Cluster Explosion (R) + Bloodhorn (P)
    9th place              Amii Monument + Bloodhorn (R)
    10th place            Skycatcher (G) + Shrine of Memory
    11th place            Forest Elder (P) + Grinder(P)
    12th place            Church of Negation
    13th-16th place   Bandit Minefield (x1 each)

    Last place              Juice Tank (x5) + 500BFP
    For participation, there is a random chance to win one of the following cards:
    Random Draws          5x1 General Booster, Ironclad (R), Dreadnought, Wheel of Gifts, Core Dredge (R), Church of Negation, Moloch, Timeshifter Spirit, QueekQueek, Disenchant (P), Backlash, Disenchant (P), Gravity Surge (P), Oracle Mask (G), Shrine of War, Infect, Enlightenment, Abyssal Warder(R)
    This CCC has a new feature for beginners, the Newbie Card Pool. By participating, players of Bronze or Silver Rank will automatically receive an uncommon random card sponsored by @THE_BIG_WET. Of course, you may also win other random draws additionally if you are lucky. The Newbie Card Pool contains the following cards:
     

    Should we get more entries than 15 Bronze/Silver, the pool will be expanded, so every newcomer will receive a card. Those expansion cards will be rare cards (instead of more uncommons) sponsored by @Vysnia, so tell your fellow beginner to participate!
     
    Sponsors
    If one or more mighty Skylord(s) decides to sponsor this event, please contact me. I would be more than happy to beef up or expand the prize pool beyond the 10th place, add additional random draws, special bounties or any other upgrades to the prize pool. 
    The following prices have been sponsored so far:
    Skylords Team          General Boosters (x20), Community Booster Code
    @Kapo                Promo Mana Wing, Promo Fallen Skyelf, Promo Rogan Kayle
    @Simplifying*       Skycatcher (B), Nether Warp (G), Primeval Watcher, Cluster Explosion (R), Ironclad (R), Forest Elder (P), Church of Negation, Moloch, Timeshifter Spirit, QueekQueek
    @THE_BIG_WET     Newbie Card Pool (see above)
    @Metagross31     Grinder(R), Matter Mastery (P)
    @Donaar             Juice Tank (x9)
    @Trando             Dreadnought, Core Dredge (R), Gravity Surge (P), Gravity Surge (B), Oracle Mask (G), Backlash, Disenchant (P), Nether Warp (B)
    @Sylar                Avatar of Frost, Dreadnought, Wheel of Gifts, Bandit Minefield (x4), Bloodhorn (P), Bloodhorn (R), Banzai (P), Banzai (G), Shrine of War, Shrine of Memory
    @Kemek             Infect, Enlightement, Amii Monument
    @Prajoss            Church of Negation, Abyssal Warder (R), Grinder(P)
    @Vysnia             5000 BFP (Last Place BFP + Newbie Card Pool Rare Cards)

    * Simplifying, a player who stopped playing, also donated his complete account. This is the fourth (and last) contest his collection is sponsoring - he expressed how nice the community is, and he wanted to give something back through the CCC.
     
    Special thanks and Conclusion
    My very special thanks goes out @LEBOVIN, who created this awesome map and introduced many surprising new features never seen to Battleforge before, also @Hodron who helped with the special camera sequence, and the Skylords Team in general who really went out of their way to support the creation of the map.
    I hope you are having fun with the map, and I hope to see some awesome replays from our many Skilllords that have to work and think hard with the limited possibilities due to the deck.
    Good luck, I hope you enjoy this twisted version of the Introduction!
    Kapo
         
    Future Events - get involved!
    If you are interested in helping with these (or better) kinds of events for the community, or want to host one yourself, don't be afraid and simply reach out! Contact our beloved Event Managers @Minashigo Hiko and/or @Metagross31 on the forums or discord. They are happy to assist you with upcoming events and with sponsoring your prize pool!
    If you especially like this small-scale-format, and you have an idea for it, you may also contact me directly to discuss your idea and host your own Crappy Community Contest.
  15. LEBOVIN liked a post in a topic by Kapo in Desync when playing replays in higher tempo   
    NAME: see title
    DESCRIPTION: While testing, I had several occasions where I looked at a replay at high speed and it desyncs. Watching the same replay at a lower speed solves the issue.
    I didnt care at first, but when I started to have desyncs at 8x speed I thought I post a report.
    REPRODUCIBILITY: Do not have a super-high-end PC. Watch replays.
    SCREENSHOT/VIDEO: none needed
    LOG: not sure if necessary. I can provide some to further investigate.
    ADDITIONAL INFORMATION: Possible in connection with tight scripted timers.
  16. LEBOVIN liked a post in a topic by eren44berat33 in Pinging current energy pool   
    Hi guys! I have a very little but life quality increasing idea here. 
    I just wondered how'd it be good if we can be able to ping our current and void energy pool to the game chat.
     

    Have a nice one
  17. LEBOVIN liked a post in a topic by Ladadoos in Special Effect Editor   
    Special Effect Editor

    This is an open-source task. We would love the help of the community! 
    In order to alter or add new special effects to Skylords reborn we use our Special Effect editor. Developers can contribute to the codebase by adding new features or solving bugs, and players can contribute by using the tool and providing feedback and feature suggestions. 
    Click on the button below to read more about the tool. And maybe in the future your changes and special effects will be implemented into the tool or game!
               
     

  18. Hirooo liked a post in a topic by LEBOVIN in Wording of PvP Happy Hour   
    so many different resolutions, chat box resizing, languages and font size settings.... 🙃
  19. LEBOVIN liked a post in a topic by Zyna in Patch #400033 - 5 June 2022   
    Hotfix - 14 June 2022

    General Fixes
    Fixed a server crash related to cancelling ranked queues. Fixed a crash when starting same match twice. Card Adjustments
    Void Maw:
    - Void Shear:
       - Now deals 8000 damage again instead of 0 damage.
     
  20. LEBOVIN liked a post in a topic by Zyna in Patch #400033 - 5 June 2022   
    Hotfix - 11 June 2022

    General Changes
    Improved the description of the Achievements "The Tools of Ultimate Destruction", "The Rainbow of Power" and only in Russian "Not Even My Final Form" to be more consistent. Added improvements for the newly added responsive deck count. Card Adjustments
    Ice Age (Frost):
    - Blessed Glacial:
       - Fixed broken upgrade description in Russian.
    Shrine of Memory:
    - Echoes of the Past:
       - Improved description to be more consistent in French.
    Sunken Temple:
    - Decreased the building's life points from 1000 to 800.
    -  Gifted Plague / Tainted Plague:
       - Will no longer summon units once a population of 150 would be exceeded.
       - Added an initial cooldown of 30 seconds after construction.
       - Improved description to be more consistent.
       - The following changes were made to summoned "Pest Creepers":
          - Decreased the unit's movement speed from 8m/s (2.4m/s walkspeed) to 4.8m/s (2.4m/s walkspeed).
             - Thus the passive ability Swift has been removed.
  21. LEBOVIN liked a post in a topic by Zyna in Northstar dmg-vs-frozen bonus bug for building abilities   
    Moving to resolved, since it is working as intended.
  22. LEBOVIN liked a post in a topic by Zyna in Patch #400033 - 5 June 2022   
    Hotfix - 07 June 2022

    General Fixes
    Fixed happy hour flame animation bugging out in rare cases. Fixed ranked PvP new player protection not functioning properly in some cases. Fixed the inability to complete achievements "Apprentice", "The Road Not Taken" and "Abandon all hope, ye who enter here". Card Fixes
    Burning Spears:
    - Passive ability Crippling Strike:
       - No longer displays Blazing Lances' status bar icon on affected units.
    Transcendence:
    - Tyranny:
      - Improved description in German to be more consistent.
    Amok (Shadow):
    - Tainted: Friend or Foe?:
      - Fixed broken upgrade description.
  23. LEBOVIN liked a post in a topic by Ladadoos in Patch #400033 - 5 June 2022   
    Hotfix - 06 June 2022

    Fixed game crashes caused by damage abilities like Cluster Explosion. Fixed empty deck slots preventing progression in some of the new achievements. Fixed unobtainable orb on the map "Behind Enemy Lines" in the northwest. Fixed occasional errors in the reforging system, which occurred when reforging the last remaining copies of the same card.
  24. LEBOVIN liked a post in a topic by WindHunter in Patch #400033 - 5 June 2022   
    Card Balance Changes

    Global Balance Changes
    Each unit size has a defined limit of how many melee units of a given category can attack it at once. This limit directly affects the viability of melee units in a way that is not true for ranged units. As part of how balancing efforts, we have decided to increase the amount of melee units which can attack a given unit at a time. This should prove especially helpful for early strategies utilizing S-units or when fighting against boss units in RPvE with a primarily melee army.
    Numbers of melee attackers for creatures of different sizes:
    A single S creature can be attacked by at most 4 Normal, 6 Reach and 2 Huge attackers ➜ at most 6 Normal, 9 Reach and 4 Huge attackers
    A single M creature can be attacked by at most 6 Normal, 10 Reach and 2 Huge attackers ➜ at most 9 Normal, 15 Reach and 4 Huge attackers
    A single L creature can be attacked by at most 8 Normal, 12 Reach and 4 Huge attackers ➜ at most 12 Normal, 18 Reach and 6 Huge attackers
    A single XL creature can be attacked by at most 12 Normal, 14 Reach and 6 Huge attackers ➜ at most 18 Normal, 21 Reach and 8 Huge attackers
    Normal = S & M-units.
    Reach = Units with extended range. Ghostspears is a good example.
    Huge = L and XL-units.
    S-units count as 1 normal (or reach) attacker.
    M-units count as 2 normal (or reach) attackers.
    L-units count as 1 Huge attacker.
    XL-units count as 2 Huge attackers.
    Fortification walls: increased the gate's toggle cooldown from 1.4 seconds to 3.4 seconds. 
    Some units were unable to attack or pass through a gate when it was rapidly toggled between closed and open.
    Twilight's Transformation ability: added scaling to the transformation cost based on tier.
    Tier 2 units remain at 85%
    Tier 3 units from 85% ➜ 80%
    Tier 4 units from 85% ➜ 75%
    Twilight Transformation is now as efficient as Breeding Grounds at T4. 
    Changed all cone-attacker splash radii to 38m (ie. Frost Mage). This would reduce out-of-range issues faced by cards of this type.

    PvE Balance Changes
    The focus this patch for both PvE and PvP has been on the Nature faction. For more information on our vision for Nature, check out our Nature Deep Dive.
    While changes are split here between PvE and PvP sections, many of the changes, such as Parasite, Shrine of Memory, and Spikeroot, have important consequences for both game modes. Our PvE and PvP balance teams work closely together to ensure that the impact of all changes are evaluated for both game modes. Below, we have listed both the changes and our reasoning behind them. 
    [ Tier 1 ]
     Amazon (Nature):
       - Wildlife Protection radius increase: 20m ➜ 30m
    Quality of life change to make it easier to use Amazon(g) with Werebeasts in T1.
     Fountain of Rebirth
       - Ritual of Rebirth healing: 15 / 18 / 21 / 25 life points regenerated ➜ 20 / 23 / 26 / 30 life points regenerated globally
    A small buff to enable the Fountain to be used in more scenarios, particularly when supporting non-Nature players in multiplayer.  
     Treespirit:
       - Unit cost decrease: 60p ➜ 50p
       - Life points reduction: 680 / 720 / 800 / 880 ➜ 560 / 600 / 660 / 730
       - Thorns damage reduction: 100, up to 150 total ➜ 75, up to 115 total
    These changes to Treespirit were initially intended to turn the unit solely into a Root Network battery, but testing has shown increased viability in all game modes due to the ability to spam them out quickly, a trait that Nature T1 otherwise lacks. The cost reduction means a net benefit for Root Network decks, allowing them to set-up more quickly while binding significantly less power.
    [ Tier 2 ]
     Healing Well:
       - Water of Life:
          - Added initial healing capacity of 1500 life points.
          - Recharge rate increase: 20 life points per second ➜ 50 life points per second
    Purely support buildings typically need to provide a lot of benefit to be considered for inclusion in a player's deck. Currently, Healing Well takes 2 minutes and 30 seconds, or 150 seconds total, to fill its healing capacity of 3000. This is a recharge rate of 20 life points per second. Given that the building starts with 0 initial capacity, this means that the player must not only wait for the building to construct, but also well over a minute before the building becomes usable, and then only for a few seconds before they will need to wait again. In some sense, this mimics an initial and recurring ability cooldown timer, but we do not think this state of affairs is proper to this card. These changes should allow Healing Well to fulfill its purpose as a stable source of sustain in a localized area.  
     Sunken Temple:
       - Orb requirements changed: 2 Nature ➜ 1 Nature, 1 Neutral
       - Building cost reduction: 120p ➜ 110p
       - Swapped Shadow and Nature affinities of the card.
       - Plague:
          - Changed from active ability to passive auto-cast ability with a cooldown of 30 seconds.
          - Now displays a respawn status bar indicator.
       - Summoned Pest Creepers:
          - Unit now dies after 40 / 60 / 60 / 60 seconds.
          - Added immunity against reviving effects.
          - Can no longer be infected with the Twilight Curse.
          - No longer grants ground presence.
          - Green affinity poison duration increase: 4 ➜ 5 seconds
    Sunken Temple is a spawner building with has a high upfront cost of 120 bound power and a continually high cost of 80p for each ability activation. Given that the units it spawns are unbound units, the building will eventually pay itself off. This payoff comes in the form of melee S-units, which already begin to struggle in T2, particularly in PvE. Additionally, while the building eventually pays itself off, the time it takes for this to occur is quite long, both in terms of power cost and in-game time. This is not helped by Nature's newfound lack of void manipulation in T2. In nearly all scenarios, it would be better to push for T3 with a different strategy than using Sunken Temples.
    One of the holes that currently exists in Nature's T2 is the lack of a splashable defensive tower. Even Pure Nature's tower, Living Tower, is often lacking when not supported by other root network entities. The idea with this change is to turn Sunken Temple into a shrine which continually spawns short-lived defensive units. These units can then be paired with cards like Infected Tower to create permanent Twilight bugs or Furnace of Flesh for some minor void manipulation. 
    [ Tier 3 ]
     Northland Drake:
       - Unit cost increase: 240p ➜ 300p
       - Life points increase: 2435 / 2560 / 2820 / 3100 ➜ 3235 / 3360 / 3620 / 3900
       - Frost Breath (auto-cast) damage increase: 265, up to 398 total (2370 dp20) ➜ 400, up to 600 total (3570 dp20)
       - Active ability Blizzard:
          - Duration increase: 10 seconds ➜ 15 seconds
          - Ability cost increase: 60p ➜ 70p
          - Infused(r) Blizzard's flat damage bonus to frozen units is now consistently dealt against all frozen targets damaged by the storm.
    We have done a lot to buff Pure Frost, but have thus far neglected Northland Drake. We wanted to give the card a substantial buff, but needed to sharply increase its power cost to avoid any potential issues with PvP. Overall, this constitutes a 20% total increase in stat efficiency and a much improved ability. 
     Oracle Mask:
       - Mysticism:
          - Increased duration of the internal buff from 8 / 8 / 10 / 10 seconds ➜ 12 / 15 / 15 /15 seconds to match the external buff.
          - Changed the buff effect of the aura around friendly buildings from granting units invisibility ➜ units take 100% less damage.
          - The granted buff of the aura will now reapply to existing units in range.
          - Changed the displayed status bar icon on affected units and buildings from the card artwork icon to the ability's activation icon.
          - Added a proper global status bar description.
          - The visual effect of the activation no longer lasts an unlimited time on Oracle Mask.
    The old Oracle Mask was incredibly bugged and allowed the player to unbind their entire army and generate free units. This is a stopgap measure while we work on redesigning Oracle Mask entirely. 
     Shrine of Martyrs:
       - Power cost increase: 125p ➜ 220p
       - Blessing of the Martyr: Now a permanent, passive effect. Only one Blessing of the Martyr can be active at a time per team.
    We have envisioned Pure Frost as a macro-based faction oriented around good preparation and diverse unit compositions. The recent changes have given Frost players a lot to do in terms of micromanagement, and the newly buffed Shrine of Martyrs has only added to that by requiring the player to check back every 30 seconds. Given Frost's nature as a faction, which we discussed at length in our Deep Dive into Pure Frost, we would like to test out a version of Shrine of Martyrs which applies a permanent global buff. By doing so, we hope to cut out some of the micromanagement we have added to Frost in recent patches. 
     Shrine of Memory:
       - Orb requirements increased: 2 Nature (T2) ➜ 2 Nature, 1 Neutral (T3)
       - Power cost increased: 100p ➜ 120p
       - Echoes of the Past:
          - Void return percentage increase: 100% / 150% / 200% / 200% ➜ 150% / 175% / 225% / 300%
          - Maximum void return increased: 20 power per 2 seconds ➜ 80 power per 2 seconds
          - Also affects allies now, also only one Echoes of the Past can be active per team.
          - Decreased duration: 30 / 30 / 30 / 35 seconds ➜ 30 seconds on all upgrades.
    As a T2 building, Shrine of Memory sees play in PvP scenarios regularly, but falls behind in PvE compared to other void return mechanics. Its current effect is most efficient with medium amounts of void power, but actually loses efficiency beyond a certain threshold (333) and only works for the player which owns the structure. This means that Pure Nature as a faction has very poor void return tools, which is a major reason it is currently so weak.
    Turning SoM into a tier 3 buildings opens up significant space for buffs. Shrine of Memory now affects allies again, an ability which was originally taken away due to its strength in 2v2 PvP. Additionally, we have increased the void return percentage and allowed it to overcome the natural void return cap to allow it to compete with other void return options in T3. The goal is that after this change, all four factions will have competitive void return options which are thematically appropriate to the faction itself. 
     Stone Warrior:
       - Damage increase: 1700 dp20 ➜ 1850 dp20
       - Life points reduction: 1950 / 2020 / 2170 / 2360 ➜ 1750 / 1820 / 1970 / 2160
       - Shatter Lance activation cost reduction: 100p ➜ 80p
          - Gifted(g) Shatter Lance: Can now target structures. Deals 50% damage against structures.
    The blue affinity was recently given the ability to damage frozen buildings. The green affinity's description suggests it can do the same, and we don't see anything wrong with the interaction, so we have modified them to be consistent. We also reduced the ability cost to buff both affinities slightly. Stat realignment is for PvP viability which leaves unit with identical stat efficiency, which is the same as Mutating Maniac, better than Mutating Frenzy, and slightly worse than Fathom Lord. 
     Sylvan Gate:
       - Power cost reduction: 110p ➜ 80p
       - Add "Accelerated Construction" - Construction time is reduced by 50%.
       - Change Linked Fire ➜ Repeater
          - Range: 25m ➜ 100m
          - Sylvan Gate no longer provides support itself
       - Move affinities to their own passive:
          - Change Blessed(b) affinity to Tainted(p) affinity - Friendly entities connected to the root network within a 25m radius around Sylvan Gate will deal piercing damage
          - Infused(r) affinity - Friendly entities connected to the root network within a 25m radius around Sylvan Gate will deal 25% more damage.
    Sylvan Gate is in a prime place for a redesign. We would like to turn Sylvan Gate into a long-distance Root Network repeater, a role that fits perfectly with its existing tunnel ability. With these changes, a single Sylvan Gate will cover 200m and be able to connect support from every root entity within 100m in every direction. This means that Sylvan Gate can bridge massive distances, allowing the player to easily move their frontline root network unit while leaving their root network battery far away from the battlefield. 
     Thornbark:
       - Linked Fire, out-of-combat support provided increase: 1 ➜ 3.
    One of the aspects of root networks that has always been a little weird is the fact that every unit provides the same amount of support. There is no scaling, so it is always best to use the cheapest option in terms of power and population limit. With this change, Thornbarks used as root network batteries will provide significantly more support. Now only 2 Thornbarks will be needed to max-out another root network unit with full support. 
    [ Tier 4 ]
     Banzai Lord:
       - Counter added: Banzai Lord now has an S-counter
       - Bird Calling summon amount: 3 birds ➜ 2 birds summoned in total
       - Banzai Birds:
          - Damage (p): 1000, up to 3000 ➜ 1500, up to 4500
          - Healing (g): 1000 life points ➜ 3000 life points restored
          - Life points increased: 800 ➜ 1200 
          - Explosion radius decreased: 25m ➜ 20m
    Banzai Lord has causing performance issues by spawning massive amounts of birds at once. To mitigate this issue, we reduced the birds from 3 to 2, but increased the damage and health of each bird proportionally. This means that Banzai Lord (p) will continue to deal the same total damage. At the same time, we reduced the explosion radius slightly to give the purple affinity a minor nerf. The green affinity was severely underperforming and each green affinity Bird now provides 3000 life points worth of healing, which should allow it to properly fulfill its healing role. 
    Fire Sphere & Shatter Ice
       - Fixed incorrect handling of overkill damage.
    This is the first instance of us changing the way overkill damage works. It should provide a substantial buff for both cards by allowing them to always deal their full potential damage when a sufficient number of enemies are present.
     Forest Elder:
       - Flower Power / Pest Plants aura radius: 20m ➜ 30m.
       - New passive Ability, "Magic Link": Unit is surrounded by a magical zone of 30m radius where summoning friendly units requires 30% less of the usual power costs.
    Forest Elder is meant to be the apex Pure Nature unit, but currently is a walking Regrowth on steroids and a slightly improved Wheel of Gifts. Pure Nature is a unit-centric deck, and a major part of being a unit-centric deck is needing to summon units. Many players who splash Nature want to summon units in base, next to a Breeding Grounds. It thus feels unsatisfying when you have to summon a unit in the field and miss out on the major cost refund. We wanted to let Nature players stay in the field without waiting for other units to catch-up, as well as decrease the faction's bound power cost. As such, we thought it fitting to give Forest Elder a slightly improved mobile Breeding Grounds effect. More changes will be coming to Forest Elder in the future.
     Lifestream: 
       - Life Link:
          - Damage absorption limit increased: 10000 ➜ 20000 damage
          - Removed maximum ability duration.
          - Range increased: 200m ➜ 300m
          - Implemented a new visual effect to prevent confusion with Regrowth.
    Lifestream is Nature's superweapon equivalent and is a sustain option in a faction overflowing with sustain. In order to be used, it needs to either out compete Regrowth and Forest Elder or possess its own niche use. We have striven for the second option. To do so, we doubled the absorption limit and made the effect last permanently until the limit is reached. This will both increase Lifestream's strength in existing situations, as well as allow it to be used with less active input required from the player's end. Overall, it should fit in better as a part of a fixed defense and compliment Nature's healing in more offensive scenarios. To achieve this second aspect, we also decided to increase its range to 300m to match our recent buff to Comet Catcher.
     Necrofury:
       - Unit's default attack: Melee ➜ Ranged.
          - Damage: 1100 dp20 ➜ 4160 dp20
          - Range: 40m attack range
          - Needs to face enemies in order to target them.
          - Only affects ground units
       - Movement speed increase: 4.8 m/s ➜ 6.4 m/s
       - Nether Bomb is unchanged when switched into this mode.
    Necrofury is a card with a good concept that doesn't see play outside using its powerful Bone Shards ability to one-shot bosses with Unholy Hero and Fallen Skyelf. We are wanting to leave its current boss killing identity intact while opening it up for general usage. The goal is to allow Necrofury to function as a backline archer without the need to constantly micromanage her. Given Necrofury requires only 1 Shadow orb, it will be flexible enough to be used in a wide variety of decks and provide a reason to single splash a Shadow orb. 
     Overlord:
       - Blood Share:
          - Effect radius increase: 15m ➜ 20m
          - Healing increase: 1000 ➜ 1500 life points
          - Self-inflicted damage remains at 1000
    The ability is currently very thematic and fitting for Overlord but also quite lackluster, so we are giving it a small boost.
     Primeval Watcher:
       - Stasis Field targeting: Self-targeting ➜ Targeted area within a 30m radius
    Primeval Watcher is the primary backline damage dealer for Pure Nature. We want to increase its overall strength and the flexibility of Primeval Watcher's paralyze ability to allow for more offensive application. More changes will be coming to Primeval Watcher in the future.
     Promise of Life:
       - Orb requirements changed: 3 Nature, 1 Neutral (T4) ➜ 3 Nature orbs (T3)
    Allows Promise of Life to combo with Abyssal Warder and Pure Nature in T3, but otherwise has the same restriction for other decks, given it will still require 3 Nature orbs. This combo has proven to be quite powerful in testing and opens up a unique style of play, though one that can feel foreign to Nature. The idea is to attack a location with Abyssal Warder, purposefully allow it to die, and cast Promise of Life just before its death. This causes both a fully restored XL-warder and 2 L-warders to spawn, both of which are unbound. Promise of Life and Abyssal Warder will allow the player to quickly accumulate a large army of unbound units, while the new Shrine of Memory will grant fast void return, resulting into quicker transitions into T4.   

    PvP Balance Changes
     [ New Card Design Spotlight  - Burning Spears ]
    Burning Spears were designed as a new tool to increase deck building options in pure Fire. The faction currently has a limited pool of pure cards in PvP leading to a very M-unit centric deck design with a limited amount of deck building options and balancing levers to change specific matchup behaviors. The addition of Burning Spears will add a versatile small sized unit into the faction, that is supposed to help with some of the factions counter issues against L and XL units in T2, while demanding a deck slot investment in return. The passive ability enables very high back loaded damage potential to punish players that try to ignore them, whereas the slow and steadfast ability allows Burning Spears to stick to their priority targets while enabling further spell synergies with cards like Wildfire.
    [ Nature Rework ]
    Pure Nature has been struggling to find its place in PvP for a long time. The faction features some tools prone to snowballing games once a lead is established. This can be frustrating to play against. While these tools offer great snowball potential, the faction lacks ways to actually get ahead through more conventional means. At higher levels of play the deck could be considered the weakest, since it was possible to shut down the strenght points it has while abusing its weaknesses.  
    To address these issues, we want to increase Nature’s pool of options in open field trades while increasing its capacities of defending structures more consistently. At the same time, we are toning down the snowball mechanics to avoid creating an overly strong faction, which can’t be dealt with at some point in the game. This should lead to a more enjoyable experience for all players involved. Considering some of these changes are quite drastic, follow-up tweaks might be necessary to reach the desired goal.
     Burrowing Ritual:
      - Cost reduction: 50p ➜ 40p
    Our previous plan of slightly buffing Tunnel in PvP didn’t work out for various reasons. As a result, we decided to add a bit of power to one of its combo pieces, making slot investments for Tunneling strategies a little bit more worthwhile.
     Creeping Paralysis:
       - Cost reduction: 60p ➜ 50p
       - Paralyze duration increase: 15s ➜ 20s
       - Target limit increase: 7 ➜ 10 total targets
    Adding more crowd control and open field trading options for pure Nature allows the deck to compete with nature splash factions. The listed buffs are supposed to enable its role at defending power wells against melee units by preventing them from focusing down power wells. The spell also excels at disrupting immobile army stacking strategies.
     Deep One:
       - Life points reduction: 1650 ➜ 1450
       - Catch ability cost reduction: 25p ➜ 10p
    Deep One happened to be the most stat efficient T2 L-unit. Combined with Surge of Light, this led to very powerful snowball potential, allowing straight focus onto power wells ignoring any counter units. We reduce the overall health ratio to impact the effectiveness of Surge of Light support. On the other hand, we want to maintain Deep One’s ability during more defensive trades and are reducing its ability cost as a result. Deep One’s performance will be highly impacted by the upcoming Nightguard nerf as well.
     Energy Parasite:
       - Counter type change: S-counter ➜ M-counter
       - Power Drain: added 30s initial cooldown
    Any tool capable of generating maximum energy leads can snowball out of control very quickly. Therefore, preventing Energy Parasites from connecting to power wells at any given state is an absolute must if you want to beat pure Nature consistently. This necessary zoning of Energy Parasites often lead to a tempo loss by default, leading to heavily restricted gameplay options when playing against them. While this power level was necessary to keep pure Nature viable in the past, it did not leave a lot of room to buff the faction. This change is supposed to bring up more counter play options to Energy Parasites while keeping the unit strong and viable. The initial power investment can’t provide fast payoff, as counter unit spawns can be delayed. As nature often struggles with attacks based on M units, we also change the counter type from S to M. This might allow Energy Parasites to be utilized in combat before the initial cooldown goes off.
     Ghostspears:
       - Orb requirements changed: 1 Nature, 1 Neutral ➜ 2 Nature orbs
       - Weapon Change ability cost removed: 10p ➜ 0p
       - Damage increase: 900 dp20 -> 990 dp20
    With the introduction of Amii Paladins, every nature splash has its own melee S-sized M counter nowadays. By moving Ghostspears to pure Nature, we can tweak each of these units to specifically balance them towards each faction's needs. This change opens up room to buff pure Nature’s overall trading capabilities. 
     Parasite:
       - Orb requirements changed: 1 Nature, 1 Neutral ➜ 2 Nature orbs
       - Cost reduction: 100p -> 80p
       - Damage per second increase: 60 / 60 / 60 / 66  dmg/s -> 70 / 70 / 70 / 80 dmg/s
       - Max targets increase: 4 / 5 / 6 / 6 -> 8 / 9 / 10 / 10 total targets
       - Fixed damage interval from 0.9 to 1 sec without increasing total damage
    Pure Nature had little room to interact with air units in the past. Spirit Hunter poison gets countered by strong sustain tools (Ravage, Crystal Fiend healing etc.) and Parasite Swarm is too expensive and too susceptible to cc in order to work consistently. Parasite is supposed to be a strong support tool addressing this issue. Additionally, the card synergizes well with crowd control options to deal with stacked unit setups. We will move orb requirements towards pure nature to avoid interactions with splash factions, creating space for such a strong buff.
     Parasite Swarm:
       - Splash damage removed
       - Total damage increase: 16, up to 24 total damage (800 dp20) ➜ 24 damage (960 dp20)
       - Counter type change: M-counter ➜ XL-counter
       - Mind Control: added 10s initial ability cooldown
    Parasite Swarm is mostly reliant on using its active ability to generate value. This makes using the card rather inconsistent, especially in early T2 stages. The upcoming change increases single target damage by 50% vs L, S and buildings, while increasing damage by 125% against XL units (M remains unchanged). On top of that, its counter type is getting shifted from M to XL in order to provide a new option of dealing with XL units. This should make Rogan Kayle less mandatory in pure Nature. In return, we add a small initial cooldown on the ability to prevent undazed spawn into instant swap plays.
     Rogan Kayle:
       - Damage increase: 990 dp20 ➜ 1075 dp20
       - It’s the Shoes range increase: 15m ➜ 20m
    While not a pure Nature card in the first place, Rogan Kayle often gets used in combination with crowd control spells to produce permanent cc-chains. Outside of that, the card is rarely used and has large drawbacks due to rather underwhelming stat cost ratios. We increase its power a bit to open up more situations where the Lyrish leader can actually lead to victory.
     Shrine of Memory:
    Shrine of Memory will be shifted away from a meta pure Nature card and redesigned as a T3 tool. The card used to be a catch-up mechanic to compensate for nature’s weak early T2 complementing its spell spam heavy snowball tools. With the upcoming buffs, a back loaded hyperscaling mechanic is no longer necessary. Considering gameplay with SoM point and click hard counters like Suppression or Matter Mastery would naturally get more popular if Nature would increase in popularity, we decided to rework the card entirely. For more information, head towards the PvE section, where SoMs new powerful role will be further discussed.
     Spikeroot:
       - Unit cost reduction: 120p ➜ 110p
    Root Network decks were kept in a rather weak state in PvP considering static siege setups are rarely fun to play against. That said, we think it’s safe to increase Spikeroots power level a bit considering the card can complement Nature decks in various ways and is not reliant on root network support to be functional in the first place. It can be used as another tool to address nature’s M-counter issues. 
    [ Shadow L-counter Adjustments ]
    Nightguard has been dominant across Shadow splashes by shutting down a lot of L-unit centric strategies entirely across multiple matchups. The advantages of getting unbound units through mind control effects are more substantial than just removing units from the map. When kept alive, even a single unbound L-unit would lead to a huge long term advantage. Her omnipresence is preventing options to diversify faction identities, but also leads to numerous unhealthy interactions like shutting down L-unit centric factions entirely. We haven’t been able to touch Nightguard so far as a few L-units were at risk of getting out of hand without her (i.e. old Mountaineer). But since these outliers have received nerfs, we want to attempt to redesign the L-Counter role in Shadow splashes to enable more proactive skirmishing.
     Nightguard:
       - Unit cost increase: 65p ➜ 90p
       - Swap ability cost reduction: 75p ➜ 50p
    As the central change here, Nightguard unit cost will be increased by 25 energy, rewarding energy investments to prevent the swap from going through in the first place. On the other hand, her ability cost will go down by the same amount, so total swap costs remain unchanged. This will weaken Nightguard’s preemptive zoning power before the swap goes through and also strengthen any re-swap scenarios. Therefore, taking down the Nightguard after a swap goes through needs to be prioritized even more than before. As the total cost per swap remains unchanged PvE impact is minimized considering it is way more likely to be able to keep her safe compared to PvP.
     Executor:
       - Counter type change: M-counter ➜ L-counter
       - New passive ability, "Piercing Death" - Unit deals 60% piercing damage
    Executor has been redundant so far given that Shadow already has exceptional M counter options. To bring up a combat based alternative to Nightguard his counter type will be changed from M to L. In addition he will receive piercing damage to be able to help against buffed L units. This should help against early T2 or in 2vs2 matches.
     Knight of Chaos:
       - Chaos ability cost reduction: 50p ➜ 40p
    Pure Shadow was quite reliant on Nightguard to sufficiently counter L units. This buff should help compensate for the loss of power, and will also open up more opportunities for the less reliable purple affinity to finally cause real chaos.
    [ Miscellaneous Changes ]
     Dreadcharger:
       - Charge increase: 12 ➜ 16
    Small change as a response to recent design changes in the Shadow vs Frost matchup. This should enable more extended T1’s given that Frost also receives Ice Guardian buffs in this patch.
     Eliminator:
       - Taming ability radius increase: 20m ➜ 30m
          - Added radius preview
          - Buff increase, fire(r) affinity only: 30% ➜ 50%
       - Fixed affinities not working together without allowing it to stack infinitely 
    Helping Eliminator to reward very specific strategies in decks that are built around him.
     Ice Guardian:
       - Increased range from structures before Ice Shield decays: 25m ➜ 30m
       - Added a visual indicator when the Ice Shield is not decaying.
    After acquiring more data from the Master Archer change, the previous spam scenarios are less effective in PvP as predicted. That said, Frost often ends up being confined to its own structures. We are giving Ice Guardian a bit more room to chase units and add a little bit more power into close well combat, where Frost is supposed to excel. This is needed to avoid map cutoffs early into the game. We also added a visual indicator when the ice shield is not decaying. This should lead to more comfortable unit micro options.
     Mountain Rowdy:
       - Ice Block ability cooldown increase: 30 / 25 / 20 / 20s ➜ 40 / 35 / 30 / 30s
    While we are satisfied with the overall position Mountain Rowdy took in pure Frost, he currently has the potential to keep his ability active constantly. With the increased range, this is a very potent zoning tool and sometimes slows down the game a bit too much. Therefore, we want to provide a proper window for players to attack after the ability runs out. 
     Phalanx:
       - Damage increase: 570 / 600 / 660 / 750 dp20 ➜ 600 / 630 / 690 / 780 dp20
    Phalanx recently saw a bit more play in PvP. We think they still are on the weak side, therefore a small buff, which doesn’t impact their combo potential with Nasty Surprise should help them take a more consistent L counter role in Frost splashes.
     Slaver:
       - Cost reduction: 80p ➜ 75p
    Small buff to bring stat efficiency more into the line of other T2 L counters. Shouldn’t affect the unit performance too much.
     Stoneshards:
       - Life points reduction: 840 ➜ 810
    Small tweak for Stoneshards considering Stonekin is slightly overperforming and will benefit a lot from upcoming Nightguard changes.
     Strikers:
       - Movement speed increase: 6.4 m/s ➜ 8 m/s
    While Strikers are underperforming as a unit, we do want to keep them in a niche role rather than buffing them back into a meta position. Increased movement speed should help to seperate the great Striker players from the good ones without inflating their power level. This should make it easier for them to isolate and pick off units more often.
     Twilight Brute:
       - Damage increase: 940 dp20 ➜ 970 dp20
    Even though Twilight Brute is a strong tool in a few matchups, deck slot limitations are quite restrictive in Fire Nature decks, so the card doesn’t see too much play all in all. Increasing the attack should provide a small extra reward for selecting them.
     Twilight Minions
       - Damage increase: 900 dp20 ➜ 930 dp20
       - Life points increase: 780 ➜ 840
    Considering Fire Nature loses Ghostspears as small sized M counter, Twilight Minions need to step in and take their role. Despite their superior stat efficiency, they were rarely played due to ranged disadvantages compared to Ghostspears and a less flexible ability. As a result, we will increase stat efficiency a little further to compensate for this patch and also look to add a lot more value for Twilight oriented deck builds in Fire Nature in the near future.
     Virtuoso:
       - Damage increase: 1790 / 1890 / 2075 / 2265 dp20 ➜ 2025 / 2125 / 2310 / 2500 dp20
    Even after the recent ability buffs, Virtuoso remained underplayed due to his inferior stat efficiency compared to most other L sized melee units. As a result, we decided to increase his damage output to help him at countering L units and sieging.
     Warden Sigil (Frost):
       - Blessed(b)Sigil ability: Can no longer be attached to structures that are still under construction.
    We are working on Wardens Sigil buffs to add more defensive tools in Frost T1. Unfortunately, the testing process isn't finished entirely, therefore only some technical preparations will be included this patch. We will follow up on this one soon.
     Warlock:
       - Cost increase: 45p ➜ 50p
       - Damage increase: 430 dp20 ➜ 600 dp20
          - Blaze Bolt: 60, up to 90 total damage (430 dp20) ➜ 72, up to 108 total damage (600 dp20)
          - Attack speed: 3,5s ➜ 3s
       - Witchcraft ability now allows self-targeting
    After testing the Warlock sufficiently, we do think it’s safe to enable a little more combat power rather than keeping the unit just as a cheap supportive tool. Warlock still should remain as a part of growing armies, but once he can deal a bit of meaningful damage himself, the required amount of set-up to make him work is reduced. This should help Warlock become more valuable in earlier T2 stages.
     White Rangers:
       - Increased ability damage against non-Amii buildings from 50% ➜ 100% (orbs and power wells still do not receive any damage)
    White Rangers already perform well in PvP, but given there is a distinction between normal and Amii structures (orbs and power wells), we can remove their reduced damage output against buildings to open up more use cases in PvE without inflating their PvP power level.

  25. LEBOVIN liked a post in a topic by WindHunter in Patch #400033 - 5 June 2022   
    Map Balance Changes

    PvE Map Changes
    Behind Enemy Lines: increased initial power wells from 2 to 3. All three have a capacity of 1200, equivalent to a 40 min lifetime.
    Behind Enemy Lines is a map with a high failure rate with non-Nightguard strategies, and is none to have substantial periods where the player is forced to wait. The primary goal is to keep the map strategic and difficult, while removing the tedious moments. A secondary goal is to buff non-Nightguard strategies in preparation for the upcoming changes to mind control. Convoy: buildings are now properly blocked from being built in the canyon in the center of the map in all locations.
    Nightmare Shard: increased initial power wells from 2 to 3 and increased the capacity of the T2 & T3 power wells from 600 (20 min) to 900 (30 min). Once the goal is activated to destroy the infected Twilight spawns (which occurs either after the player has reached the Shard or the first Twilight Witch spawns, whichever is first) the fog of war over each infected camp is cleared in a 35m radius.
    The average completion time for this map on expert is 48 minutes. The idea is to increase early power generation to reduce waiting, and to increase well capacity in-line with how long the map actually takes. Additionally, many players do not have a good idea of the strength of the various Twilight camps. The choice to remove the fog of war over the camps should help the players to make a better informed decision of where next to attack. Nightmare's End: increased initial power wells from 2 to 3 and increased initial well capacity from 900 (30 min) to 1200 (40 min). Increased the capacity of the T2 power wells from 600 (20 min) to 900 (30 min). 
    Nightmare's End has an average completion time of 72 minutes. This makes it the longest map in the game, and it is notoriously frustrating, leading to low replayability. Initial power generation and well capacity does not match the map's actual difficulty or length, so we are hopeful these changes can help bring about a smoother gameplay experience. There are other issues with the map in need of changing, but they will need to wait for a future patch. The Dwarven Riddle: added a monument and 3 power wells on each side of the map, regardless of number of players. 
    This change will allow both players to go T4. It should only affect players who play the map in a more "standard" method, in contrast to the speedrun method.   Standardized all official single player campaign maps to have 4 gold chests.
    Defending Hope: added 2 gold chests to match the standard.  Ocean: removed 2 gold chests to match the standard. The Soultree: added 1 gold chest to match the standard Introduction: added one gold chest to introduce new players to the concept of gold chests.

    PvP Map Changes
    While PvP has been moving steadily towards a more and more balanced state, a major issue we still face is the maps themselves. Just like we previously made changes to the 1v1 maps, we are happy to finally unveil our changes to all the 2v2 PvP maps (and Yrmia). These changes should create a more competitive and fair play environment, with many existing imbalances and cheese opportunities removed. All minimaps have been adjusted to reflect the changes and to be more accurate in general.
    [ 1v1 Maps ]
    Yrmia / Yrmia (Spectator Map):
    Decreased the capacity of all power wells with 900 capacity to 600 capacity (1). Decreased the capacity of all power wells with 1500 capacity to 600 capacity (2). [ 2v2 Maps ]
    Danduil:
    Removed the 4 fortification walls surrounding the Monuments on both sides. Added 1 power well of 600 power capacity at each of the 4 monument positions in the corners. Fixed an issue where it was not possible to spawn non-S-sized units by the ground presence solely provided by the outer power wells (2 and 3). Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Fyre:
    Increased the construction cost of the 4 outer fortification walls from 25 to 50 energy. Decreased these wall's distance to the power wells. These walls can no longer be built by enemies if the player or ally own the power well closest to the wall. Additionally, slightly narrowed the layout of the respective area around the wall in the bottom left to enable the same effect there. Added flying blocking at the 2 big lakes in the center to prevent sieging across them with long-ranged flying units. This is now visualized by permanently present clouds in the area. The power wells in the top left of the upper starting base now provide spawn presence for units and buildings. The power wells in the bottom right of the lower starting base now provide better spawn presence for units and buildings. Fixed various other minor blocking issues. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Gorgash:
    Increased the construction cost of the fortification walls at each starting position from 25 to 50 power. These walls are no longer pre-built at the start of the game. Increased all player's starting void power from 400 to 425 to compensate for wall changes. Decreased the power cost of the walls at the central northern and southern bases at the border of map from 75 to 50 energy. Adjusted the position of the monuments and power wells in all 6 bases in the north and south of the map to decrease distance to the wall. These walls can no longer be built by enemies if the player or ally owns the power well or monument closest to it. Removed the 2 walls around the northern and southern bases in the center of the map. Changed the layout of power wells and monuments in these bases by rotating each cluster by 180 degrees. Moved the power wells and monuments in these bases outwards, hence further away from the center of the map. Removed the northern and southern power well in the well cluster in the middle of the map. Moved the 4 power well clusters near the outer left and outer right bases closer to the center. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Koshan:
    Swapped the starting positions between players, whilst preserving previous symmetry. Added 2 ramps to the sides of the new start positions, granting access to the plateau behind. Opened up the plateaus in the corners by creating connecting ramps towards the diagonal of the map. Adjusted the positions of wells, so that they are further away from the nearby wall, and thus hostile units mounted on the wall cannot attack the wells anymore. Nadai:
    Added 1 power well of 1200 capacity at each side of the center monument position. Adjusted the positions of monuments and walls, so that 4 of the walls cannot be taken anymore if an enemy has taken the adjacent monument. Adjusted the positions of monuments, so that they are further away from the nearby wall, and thus hostile units mounted on the wall cannot attack the orb anymore. Swapped the starting positions including the starting power wells and monuments only within teams for consistency, whilst preserving map symmetry. Turan:
    Opened up the middle of the map by creating 4 connecting paths between the power well clusters and the central monument. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Yshia:
    Adjusted the positions of the 4 outer fortification walls to prevent offensive walling, by moving them outwards and thus closer to the power wells and monuments there. Opened up the plateaus by adding 2 ramps to each of them. Widened one of the ramps leading up to the two small plateaus. Increased the cost of the plateau walls from 25 to 50. Moved the well clusters more towards the center of the plateau, but keeping them close to the wall to prevent offensive walling. Moved the monuments previously located off the plateau to add to each of them 1 power well of 600 power capacity. Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry. Zahadune:
    Added flying blocking at various places at the borders of the bodies of water to prevent sieging across them with long-ranged flying units. This is now visualized by permanently present clouds in the area.
    Fire Random PvE Balance Changes
    Fire was added as an enemy faction in rPvE in our Anniversary Patch. While we are currently working on adding Nature as the next faction to fight against, we have been keeping a close eye on the balance and player experience against Fire among all skill levels. With this patch, we will be making some changes to improve the experience. 
    [ System Changes ]
        - Significantly reduced the difficulties 6 and below.
        - Volcano now only spawns in level 4 camps and beyond.*
        - Incoming attack waves should now be less oppressive on higher difficulties.
    [ Bosses ]
    Removed fire class from all fire boss units - Protector's Seal no longer blocks the damage of Fire bosses.
    Abaddon: 
       - Rage:
           - Reduced the damage bonus from the second stage from 300% to 200%.
       - Gates of Hell: 
           - Reduced the initial damage from 800 (2400 in total) to 400 (1200 in total).
           - Reduced the eruption damage from 2000 (6000 in total) to 1000 (3000 in total).
    Aspect of Summer:
       - Global Warming: No longer prevents ice shield from being applied to target units.
    Brannoc:
       - Reduced life points from 65000 to 60000.
       - Fire Sphere:
           - Increased channeling time from 3 to 5 seconds.
           - Reduced damage from 2000 (10000 in total) to 1500 (7500 in total).
           - Reduced the radius from 25m to 20m.
           - Reduced the casting range 30m to 25m.
    Fireback:
       - Increased life points from 30000 to 40000.
    Fiend of Fire:
       - Flamethrower: Reduced damage per second from 600 to 500.
    Molten Golem:
       - Blazing Surface: Reduced damage returned from 50% to 25%.
    Vulcanos:
       - Unit is now XL.
       - Can now damage air units.
    [ Units ]
    Emberstrike:
       - Fire Lance
           - Reduced damage from 1200 (3100 in total) to 1000 (2500 in total).
           - Only deals 50% damage to structures.
    Firesworn:
       - Fixed a bug that prevented the unit from attacking units other than L-sized units.
    Fire Dragon:
       - Rage: Reduced the damage bonus from the second stage from 300% to 200%.
    Fire Worm:
       - Earthquake:
           - Reduced the damage per hit from 1000 to 500.
           - Now properly deals L counter damage.
    Magma Spore:
       - Ground Blast: 
           - Reduced the damage from 720 (1120 in total) to 350 (1050 in total).
           - Reduced the area Radius 15m -> 10m.
    Spitfire:
       - Fire Bomb: Reduced range from 50m to 35m.
    [ Buildings ]
    Pyromaniac:
       - Reduced the duration of the damage over time debuff from 10 seconds to 3 seconds.
    Tower of Flames:
       - Volcanic Ground:
           - Reduced the damage from 6 times 200/1000 to 6 times 150/750.
           - Reduced the range from 25m to 20m.
    Volcano:
       - Reduced life points from 5000 to 3500.
       - Reduced the size by 10%.
    New Building: Flame Crystal - Spawns in Level 4 and Level 5 camps* and will periodically remove debuffs and cc effects from allied units
    Fire can be extremely strong, but due to its high attack and low defense, it is extra vulnerable to Crowd Control spells. We want to counter this weakness with a brand-new building, while some major enemy damage dealers have been rebalanced
    * Level 3 camps are usually right behind the T3/T4 camp; Level 4 camps are the row behind Level 3; Level 5 is always the last row.

    Map Editor Changes
    Increased maximum allowed file size of community maps from 64 to 512 megabytes. Added optional verbose logging for LUA. This is relevant for mapmakers and can be enabled in the debug section of the configuration file at `/Battleforge/config.json` using the `lua` configuration. The logs can be found in the `/Battleforge/Diag` folder. Increased max brush size in the map editor. Fixed crashes for the height map generation for Random PvE in the map editor in certain cases. Allowed selection of the fire Random PvE preset in the map editor.
    Bugfixes
    Fixed issue related to character names becoming too long with the added `{GM}` prefix and not being able to be whispered. Fixed issue with deleting community maps while they are being downloaded by another player. Fixed incorrect ordering for all time rankings in the leaderboards. Fixed ability to add 21 cards or 21 boosters to trade, instead of 20. Fixed too large scroll step size for upgrade view when trying to scroll through the upgrades. It now scrolls with the same steps as the cards scroll view. Fixed inconsistencies in the Amii card frames. Card descriptions will no longer overflow into the card artwork. Fixed walk speed mismatch between respawned squad members and existing ones, causing the group as a whole to move at an unfavorable speed. This could be noticed for example with Werebeasts and Strikers. Fixed wrong displayed remaining card charges for Offering in rare cases Fixed incorrect handling of overkill stampede damage when destroying buildings. In general, this has a nerfing effect on stampede. Improved error handling and logging for issues related to starting BattleForge with DirectX10. and many more!
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