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LEBOVIN

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  1. LEBOVIN liked a post in a topic by Kapo in CCC #4 - Mo Card Count - UNTIL 11. MAY 2022   
    Duckys Answer is correct - if I would want to count uses, the rules would have stated "Charges".  But that would be overly complicated and not really fun to count uses of a card.
    Just take your deck and count the cards you took to the map, including rarities of course.
  2. Metagross31 liked a post in a topic by LEBOVIN in Convoy - Discussion Thread   
    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.
  3. LEBOVIN liked a post in a topic by Majora in Skylords Bounty: Spring Forge - CLOSED   
    [ Skylords Bounty: Seasonal Forge ]


    A Skylords Bounty is an open-source task for the community to create something needed in one of the departments of Skylords Reborn.
    If your entry gets chosen, you can win a great prize, and we will reward everyone who applies with a serious attempt with a participation reward as well. 
    A bounty is not a classic contest, and will run until the task is complete. We will give a heads up when the entries are about to be closed (at least two weeks in advance).
     
    • The Task: Seasonal Forge


    For our first Skylords Bounty, we have selected the task to help us create the next Seasonal Forge.
    During our December update, we gave the Forge a snowy look. Now we want to move to spring; so bring out your grass, flowers and good vibes and help us create a Spring Forge! 
    This is your chance to get your work into the game!
     
    • How to build your Forge


    We know how hard it can be to begin such a big task, so we asked @Emmaerzeh to prepare a Tutorial video to help you get started!
    You can find the video here: https://www.youtube.com/watch?v=3InQfBSWhJ8
    We will also provide you with the legacy version of the forge, which you should use as the starting point of your theme. You can download it here:
    19000_sandbox01.map

    You can open the file with the map editor, which is already included in your game. It can be accessed via the file pluginbasededitor.exe in your BattleForge directory.
     
    • How to Apply


    • Download the Legacy forge file.
    • Watch the Tutorial.
    • Follow the restrictions below.

    There are a couple of things to keep in mind while building your own spring Forge:

    Restrictions:
    1. Use the provided version of the legacy forge as your starting point
    2. Don't change the general layout, including power wells, walls and the map structure itself, like the position of the 3 spawns. 
    3. Don't add any obstacles, like buildings or additional walls. 

    Of course you are encouraged to add assets like scenery, flowers, etc. as long as they don't block units.
    We recommend using the grass assets, since the summer Force will probably be using the desert/wasteland assets. 

    Satisfied? Send your file on Discord (Minashigo Hiko#1126) or PM through the forum (@Minashigo Hiko)
    Include your player name in the .map file, for example: "Hiko_SpringForge.map".  You can send in multiple attempts. 
     
    • Bounty Reward


    Every serious attempt will get rewarded with a participation award (limited to one per player):
    1 Nature Booster

    The attempt that will be used in the game, gets the big prize (Bounty):
    1 Razorleaf PROMO
    Please note: 
    You are allowed to send in different attempts, but you can only earn the participation award once. The best submission (from all players) will earn the bounty. 
    We reserve the right to do modifications to the winning submission, if needed.

    We hope the Skylords Bounty will motivate you to explore the necessary tools and skills for the different bounties and may lower the barrier to help out Skylords Reborn!
  4. Metagross31 liked a post in a topic by LEBOVIN in Shadow Mage Rework - Balance Changes   
    I wanted that time stop ability ever since the orignal video^^
  5. Kapo liked a post in a topic by LEBOVIN in Shadow Mage Rework - Balance Changes   
    I wanted that time stop ability ever since the orignal video^^
  6. LEBOVIN liked a post in a topic by Kapo in Expanding on the existing card builder website   
    Speaking of decks, what is really missing is some way to get decks in and out of the game. Usually, in other games, this is done by some "code" that is used to import/export a (deck) setup.
    Ideally, we could have
    a link that gives you the deck in a browser, like:  skylords.eu/deck/ERT6343E654FG23SDFERZHSDFS45DG a button in the game, where you enter that code "ERT6343E654FG23SDFERZHSDFS45DG" and it creates this deck for you (a derivative of cloning a deck from someone else) forum integration, like if you have the code you can add <deck>ERT6343E654FG23SDFERZHSDFS45DG</deck>, and it gives you a picture of the deck, when you click on it, you auto-copy the code also a discord bot function, !deck ERT6343E654FG23SDFERZHSDFS45DG gives you the picture as well Right now we are stumbling around in this area, sharing decks with screenshots all the time, so it would be kinda cool to think about a long-term solution for deck sharing.
  7. You will win with me liked a post in a topic by LEBOVIN in Just a classic encounter with Twilight Slaver...   
    Isn’t this rather report a bug? xD
    Edit: Just tested it, the slaver thing is sadly a reproducable issue, surely introduced by EA. 🙃
  8. Metagross31 liked a post in a topic by LEBOVIN in Just a classic encounter with Twilight Slaver...   
    Isn’t this rather report a bug? xD
    Edit: Just tested it, the slaver thing is sadly a reproducable issue, surely introduced by EA. 🙃
  9. LEBOVIN liked a post in a topic by Gam3over in All-time fastest speedrun rankings (October 2013-September 2022)   
    new all-time 😜

    (For players who have no sense of humour, please ignore this post)
  10. LEBOVIN liked a post in a topic by Ultralord in Replay de-pause when switching to "Options" menu (not sure if this is a bug or just a feature)   
    NAME:
    Replay starts playing when you open the Options menu
    DESCRIPTION: 
    If you watch a replay and press ESC the replay pause, but when you then switch to the Options menu the game startes continuous 
    REPRODUCIBILITY: 
    1. Start Replay
    2. Press ESC
    3. Go to Options Menu
    ADDITIONAL INFORMATION: 
    Im not sure if this is a bug or "as designed"
     
    MFG Ultralord
  11. Jolares liked a post in a topic by LEBOVIN in War Eagle X Skyfire Drake displayed damage   
    @UltDragon Can you verify if this was fixed in Patch #400031?
  12. LEBOVIN liked a post in a topic by MephistoRoss in 1-player lobbies in the community map section are joinable   
    NAME: People are able to join my 1-player lobby
    DESCRIPTION: People are able to join my 1-player lobby of a community map. I had opened the lobby and then went to watch a replay. While I was watching, random people were able to join my group. This happened two times in a row while I was watching the replay, the second time I closed the replay and took the screenshot.
    REPRODUCIBILITY: 
    ADDITIONAL INFORMATION: It was a community map lobby.
    SCREENSHOT/VIDEO: 

  13. LEBOVIN liked a post in a topic by Ladadoos in Patch #400032 - 29 January 2022   
    Small postpatch update that adds upgrades from our newest cards to campaign maps is now also live:
    - Banzai Lord (Green) and (Purple) on all difficulties to Mo.
    - Coat of Protection (Blue) and (Purple) on all difficulties to Empire.
    - Amii Paladins on all difficulties to Nightmare's End.
    - Bandit Minefield on all difficulties to Slave Master.
    - Bandit Sniper on all difficulties to Raven's End.
  14. Dallarian liked a post in a topic by LEBOVIN in Mission Reward   
    English only pls.
  15. Jolares liked a post in a topic by LEBOVIN in Amii Paladins do not reflect Voidstorm damage   
    Well voidstorm also says that it ignores all shields, hence the amii paladin shield does not detect it and nothing gets redistributed.
  16. Metagross31 liked a post in a topic by LEBOVIN in Proposal: Fixing mind control mechanic once and for all   
    I am pretty sure all the buildings are immune against a wasted matter mastery nowadays. Hence I like to see some proof that one of the building cases was missed. Spawners in particular should definitely be immune since the change that prevented freezing them.
  17. Metagross31 liked a post in a topic by LEBOVIN in Patch #400031 - 18 December 2021   
    @Revan_Amell Once it is approved, you can filter in the wiki for it: 🙂

    And see it if you open the infobox on card pages:

  18. noxyx liked a post in a topic by LEBOVIN in Patch #400031 - 18 December 2021   
    @Revan_Amell Once it is approved, you can filter in the wiki for it: 🙂

    And see it if you open the infobox on card pages:

  19. LEBOVIN liked a post in a topic by WindHunter in Nightmare Shard - Discussion Thread   
    Watching people play this map again, I think increasing the well capacity for the T2 from 600 -> 900p would also be beneficial. Again would only help people who end up in long matches, but given the average completion time of Nightmare Shard is 48 minutes I think this is warranted.
  20. LEBOVIN liked a post in a topic by wibryz in AOE damage overflow bugfix (high impact)   
    There is a longstanding bug in the calculation of AOE (area of effect) damage, affecting spells, unit abilities and unit attacks which have a max damage per target and max overall damage. Examples of affected spells are Eruption or Fire Sphere, abilities like Rifle Cultists' Dark Grenade or AOE attacks of units like Construct, Frost Mage or Deepcoil Worm.
    TL;DR at the bottom!
     
    How the bug works:
    If an AOE damage effect kills a unit, only 50% of the overkill damage is transferred back to the pool of available damage which is to be distributed to other targets.
    Let's take Fire Sphere (u3) as an example. The spell has a maximum single target damage of 6000 and a maximum total damage of 8000. As it stands, the spell will only ever do its full damage if its primary target (closest to the area of effect center) has at least 6000, and its second target has at least 2000 health.
    If you use Fire Sphere on a group of weaker enemies, it's effectiveness will vastly diminish. Let's take for example a group of 8 Sunderers (u3), which have exactly 1000 HP each, for a total of 8000 HP. Fire Sphere will kill 3 of them, and damage a fourth Sunderer for 375 damage, leaving him with 625 HP. Total damage dealt: 3375. It would get even worse for lower health targets.

    Why does it happen? Because of faulty calculation in the damage formula, which returns only 50% of overkill damage to the pool of remaining damage.
    So what's the maths behind it?
    Before: max single target damage = 6000, damage in pool = 8000
    Target 1: health = 1000, damage dealt = 6000, overkill damage = 5000, damage returned to pool = 2500, remaining damage in pool = 4500
    Target 2: health = 1000, damage dealt = 4500, overkill damage = 3500, damage returned to pool = 1750, remaining damage in pool = 1750
    Target 3: health = 1000, damage dealt = 1750, overkill damage = 750, damage returned to pool = 375, remaining damage in pool = 375
    Target 4: health = 1000, damage dealt = 375, health remaining = 625
     
    Is it a bug, or is it a feature?
    That's a non-trivial question. But so far, there is every indication that this is in fact a bug.
    1. There is no indication whatsoever in the spell descriptions, especially the big AOE spells like Fire Sphere, that they massively lose effectiveness against groups of enemies, or that they deal only half damage to further targets.
    2. Against a heterogenous group of enemies, the total damage dealt varies greatly, depending on which target was closest to the spell center, thus in which orders the targets are affected.
    3. Logic dictates, that there is no reason for an explosion to lose effectiveness (as in: deal less overall damage) the more viable targets are affected.
    4. Increasing "maximum single target damage" reduces the overall damage dealt by the spells, if they are used against groups of enemies, to a point where Lava Field sometimes deals more overall damage than Fire Sphere. How does that make sense?
     
    What's the proposed bugfix/change?
    To enable full overkill damage overflow. As in, if the single target damage is 6000, and the target has only 1000 health, let 5000 damage return to the remaining damage pool.
     
    Using the example above again, that's 8 dead Sunderers for a total of 8000 damage and a happy, fulfilled Fire Sphere.

     
    Can it be implemented easily?
    We've been hard at work and testing with Kubik (who's effort and insight are massively appreciated!), and the relevant code already exists, ready to be implemented. It also is easily adjustable, should it turn out that another value, like a 75%, or 80% damage carryover on overkillis the sweet spot.
     
    What will change if the bugfix is implemented?
    Every AOE spell, ability and attack, which has a listed damage per target and maximum damage will be affected by this change. However, the degree to which it will have an impact, varies greatly from one case to another. For most cards, especially with low damage numbers, the increase will be negligible (not JUST because these are low numbers, but primarily because those spells/attacks have a low chance to kill a target with any given shot).
    Generally, the bugfix is a direct buff to many cards and abilities. However, damage is only actually increased if 1. at least one of the targets is killed, 2. there are more viable targets in range than (total_damage / max_singletarget_damage) rounded up. Also, to be clear, damage is NEVER going to be increased for the primary target
    Spells which are affected the most, are spells which have high enough numbers, that they are expected to reliably kill some, or most of their targets. The greater the single target maximum damage of the AOE damage source, and the greater single target maximum damage in relation to total maximum damage, the more any given spell/attack/ability is affected. Also, spells/attacks/abilities which have a larger AOE and the above characteristics, tend to be affected more (because more targets fit into the AOE).
     
    My predictions concerning the impact on specific cards:
    High impact: Fire Sphere, Rifle Cultists* (ability: Dark Grenade), Boom Brothers* (ability: Boom), Necro Fury* (ability: Bone Shards), Altar of Chaos (against really large groups), Worldbreaker Gun (attack and ability: Heavy Snowball, though the latter only against really large groups), Shatter Ice, Comet Catcher (against really large groups).
    * - Unholy Hero increases the impact
    Moderate impact: Construct (attack), Giant Wyrm (attack), Ironclad (attack), Wasteland Terror (attack), Abomination (ability: Blessed/Tainted Fury), Skycatcher (attack), Gemeye (attack), Volcano (attack), Artillery (attack), Hatecaster (attack), Deepgorge (attack), Thornbark (rooted attack), Treefiend (rooted attack), Lost Horror (attack), Soulshatter (>3 targets), Backlash (depending on void power, may be low impact), Corpse Explosion (>3 targets), Morklay Trap, Shadow Phoenix (>4 targets), Lost dancer (ability: Necro explosion, only with lots of targets in range), Nasty Surprise (>3 targets), Necroblaster (attack, and shadow affinity ability: Tainted Voodoo).
    Low impact: Magma Hurler (attack), Sun Reaver (ability: Metal Spikes), Deepcoil Worm (attack), Twilight Bombard (attack), Lost Disruptor (attack, moderate impact against grouped very low health fliers), Shadow Mage, Eruption (>3 targets).
     
    My predictions concerning the impact on PVP balance:
    (I am not an active PVP player currently. I did play a decent amount in times of Battleforge, but I am in no way up to date, so take these predictions with a grain of salt).
    Shadow will slightly gain in power, as the explosions have actually high enough damage numbers to reliably kill at least some of their targets, but except for Shadow Mage, it only ever becomes relevant when there are >3 targets in range of the spell/ability. The slight buff to Eruption shouldn't have an impact. Otherwise I expect nothing much to change. The vast majority of significantly affected cards are T4.
     
    My predictions concerning the impact on PVE:
    Enemies: Long range AOE attackers, like Bandit walkers and high tier defensive towers (e.g. artillery) will be more proficient at murdering grouped units.
    Players: Stronger tools of destruction at player disposal. It should only really affect T4, and shadow at lower tiers (Shadow Phoenix in particular should be noticeably more effective against large groups, Necroblaster will get stronger, Corpse explosion and Soulshatter will also be noticeably more effective).
     
    Final thoughts:
    I was for a long time under the impression, that large AOE damage sources are somehow underperforming, without really understanding why. Fire Sphere! Enormous explosion! Which... kills 3-4 units out of a cluster of 15 units. Now that I found out why those spells underperform, I've taken the effort to try and fix it. That's the result. I consider it a bugfix, even though it is also a moderately impactful balance change. That's how Skylords Reborn, and earlier Battleforge, handled AOE damage. A bug that had largely become a feature. I propose we change it in a logical way. Maximum 8000 damage in the area? If the targets in range have as much overall health, the damage will be dealt in full.
     
    Special thanks:
    Kubik, for his unending patience and making the unreadable mess of code actually parsable for the human mind.
     
    TL;DR:
    High tier AOE spells and abilities promise big numbers. Against lots of small targets, numbers are much smaller, because overkill damage is halved (multiple times). The proposed change fixes stuff, so that big spells deal the promised damage. Fire Sphere -> big boom -> big damage -> lots of dead bandits. Vote big damage. Vote dead bandits!
  21. bergerb liked a post in a topic by LEBOVIN in Bad Harvest - Discussion Thread   
    Now everyone can see it, hope ur happy @JarodDempsey
    Changelog Patch #400031:
    - Added connecting path in the top area.
    Before: 

    After:

  22. Metagross31 liked a post in a topic by LEBOVIN in Show possible upgrades on a campaign mission   
    Yeah do not use the old wiki for that, cause upgrade drops were different back then. 
     
    in the new wiki you can find a sort and searchable table here 
    https://skylords-reborn.fandom.com/wiki/Template:List_of_Card_Upgrade_Drop_Locations
  23. chickennoodler liked a post in a topic by LEBOVIN in Info or patch date of Snap jaw's new dps number?   
    It was last patch, the wiki pages of each individual card are just not updated yet. The change is noted on the main patch page: https://skylords-reborn.fandom.com/wiki/Patches/Patch_400031
    and yeah only what is displayed was adjusted, no actual dmg changes occurred. 
  24. LEBOVIN liked a post in a topic by Zyna in Patch #400031 - 18 December 2021   
    Thanks for sending all your reports over the Christmas holidays. We were hard at work and are proud to present you another hotfix patch!

    General changes
    - Replaced inappropriate Twilight Hag ability icon with a disco ball.
    - Added the word "Small" to all small crystals in the map Dwarven Riddle.

    General fixes
    - Fixed Void Maw description on Dwarven Riddle.
    - Fixed some typos in French quest names and descriptions.
    - Fixed some typos in French achievement names.
    - Improved French descriptions in the Free PvP decks selection window.
    - Fixed typo in Empire outcry.
    - Changed unique upgrade cards amount in story book to the correct number.

    Card changes
    - Sandstorm (Shadow): The description now mentions that the storm only deals half of its damage against structures and knocks back small and medium units.
    - Sandstorm (Frost): The description now mentions that the storm only deals half of its damage against structures.
    - Deepgorge (both affinities): Added missing translations for upgrade descriptions in French.
    - Corsair (both affinities): The status bar tooltip of units affected by Inspirational Call now displays the correct value on upgrade 0.
    - Coat of Protection (both affinities): The respective affinity naming is now properly displayed in the status bar tooltip of affected units.
    - Bandit Sniper: Corrected small typo in French ability description.
    - Bandit Sniper: Added missing translations for status bar descriptions in French and Russian.
  25. Kubik liked a post in a topic by LEBOVIN in Upgrade Count Error   
    Since new cards were added in the patch it is sadly wrong again^^
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