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Eddio

Beta Tester
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  1. Eddio liked a post in a topic by Majora in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Looking forward to the designs! 
  2. Eddio liked a post in a topic by Majora in Community Update - January 2023   
    Happy new year, Skylords!
    A new year; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • 2nd Anniversary Stream

    The 18th of December marked the 2nd Anniversary of Skylords Reborn! Two years ago, after many years of internal development and open stress tests, BattleForge was playable once again. We are very grateful for all your continued enthusiasm and support! 
    On the anniversary, we hosted a celebration stream. If you missed it, you can view it on our YouTube channel. We will also cover most of the announcements in this Community Update.
    Please note: The Anniversary Card Creation Contest ends today. If you want to participate, do so now! 
     



    • Upcoming Content Patch

    Sadly, our upcoming Content Patch which was planned for December didn't make it in time. The combination of many things to review (including our new feature Cosmetics) and the busy holidays proved to be a bit too ambitious. 
    Since the upcoming patch will break replays due to the many balance changes deployed alongside it, we know it's far from ideal for events to not have a set patch date. We are doing our best to release the patch as soon as possible in early January, but sadly can't lock in a concrete date yet.
    Please keep an eye on the Discord and the forum for more information in the coming days. 


    • Upcoming Feature: Cosmetics

    For our first anniversary patch, we had Reforging as our big new feature, focusing on improving the economy. 
    For our second anniversary, Cosmetics will be introduced as a way to provide more challenges and collectibles. 
    Players will be able to collect new borders, banners and titles, further customizing their experience. Here is a look at the new borders:  
     

     
    Borders are the part of your profile that surround your character portrait. With the patch release, there will be two borders to choose from for each of the different elements/factions in the game. The first border is a simple but clean colour scheme, where the second level expands on the theme of the faction a bit more, like more vines for Nature or infestation for Twilight. 
    Borders can be combined with Banners, here is an example: 
     

     
    Banners, borders, and profile pictures can be freely combined to make unique combinations. There will also be new titles to unlock. An example of a title can be seen in the picture, above the name, in this case "Game Master". 
    Your cosmetics will show up in the lobby, and when hovering over players in the chat list.   
     

     
    Those new banners, borders, titles (and a few new profile pictures), are tied to new Achievements, which provide a variety of new challenges. Some will be rewarded simply by playing games with your favourite action, while others might ask you to complete the campaign using only cards from the Twilight Edition. 
    We hope you are looking forward to a bunch of new challenges to explore, and new bling to show off! 
     
    • Upcoming New Promo: Worldbreaker Gun

    While our new cards Sanctuary and Raven Walker had already been announced in previous Community Updates, we had one more surprise in store in our stream: our next promo card and the first promo building: Worldbreaker Gun! 

    In this year's feedback survey, people let us know loud and clear they would like to see buildings get the promo treatment. The newly buffed Worldbreaker Gun felt like the perfect candidate for being the very first promo building. 

    You will be able to unlock this new promo by completing the upcoming achievement Urban Planner.

    -- Please note: this achievement is not yet live! --
    Urban Planner
    Win the 2-player scenario The Sunbridge and the 1-player scenarios Mo and Ocean on expert difficulty, with all players in your team playing only building and spell cards
    -- Please note: this achievement is not yet live! --
    As with Mana Wing Promo, the promo will not drop from boosters, but will be tradeable. If you don't want to do the challenge yourself, you can buy the card on the market, or trade it with other players. 
     
    • Advanced Filtering

    We greatly expanded the search function in both the inventory and marketplace during the time of our first anniversary, which was probably overlooked by a lot of players in the new-patch-hype. Our developer Kubik wrote an in depth document about the way the new (and old) function worked, with handy shortcuts to find just the cards you need. 
    But even the players who were aware of the new tools at their disposal, had a hard time remembering the search commands. Our UI designer Ult and Skylord of Honour Kapo worked together to provide a handy new ingame tooltip that should make searching for cards a lot easier for everyone. 
     

     
    • Future Development Focus

    We spend the last two years on improving and balancing many, many cards. We currently feel the balance of the game, while not perfect, is in the best place it has ever been. The campaign and rPvE are playable with every faction right now, and while PvE changes will continue, we intend a major pivot next patch cycle to map/game content with many of our balance developers and team members. 
    This means we will put more focus on providing more map-based content, like our alternative Halloween map Spooky Encounters, the upcoming Nature rPvE faction, Defensive rPvE, tweaks to the difficulty levels of rPvE and new campaign maps. Basically, we want to focus on creating content that will lure back old players, and invite new ones in. 
    This has proven challenging. While every player automatically has access to the map editor, map making is a long and patient process. We are very aware people are looking forward to new campaign maps, but their design is a huge undertaking, and due to the volunteer nature of the project, mapmakers don't always stick it out till the end. 
    If you want to help out in the map department, please take a look at our open positions:
    • Map Designer
    • Map Developer
    • Map Artist
    We are also looking for an Audio Editor to help us with processing voice acting takes. Want to help out in another area? Check out our open positions.

     
    • Tournaments / Events

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

    • CLOSING SOON – Official Card Design Contest - UNTIL 01.01.2023 23:59 CET
    A contest like this has often been suggested: create your own card! Entries will be judged by a jury of Designers and there are tiered prizes, including boosters and promos. Maybe your design will even make it into the game! Today is the last day to join: More information.

    • 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.

    • Newsletter

    While we do our best to make it easy to follow Skylords Reborn by providing monthly news through these Community Updates, we are limited to the Forum and our Social Media channels to reach you. You can now sign up to our newsletter, which we will use to give you a heads-up about a new patch release or Community Update. Don't worry, we hate spam as much as you do and won't use your data in any other way. 

     If you provided your e-mail during our summer survey to stay up to date, you are automatically subscribed. 
     
    • 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 General-booster: HAPP-YNEW-YEAR-2023

    The code is valid until February 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 #30
  3. Eddio liked a post in a topic by Majora in SOLVED: Issues with implementing new voicelines   
    Hey everyone,
    I know this one got overshadowed a bit by the new-patch-hype, but we would greatly appreciate the help from the community for making the implementation of voicelines possible. We already have two cards fully recorded and ready to go, with others in various stages of recordings, but they are currently on hold because of the mentioned issues in the community update. We would love to get the help from the community figuring this out. Here you can find the earlier post about this issue, with some explanations from Kubik. 
    Please help us out 🙂 
    Issues we ran into:
    • The game sometimes ends a new voiceline with a loud snap. This seems to be unrelated to what voiceline is being played, and seems to happen about 20% of the time. 
    • The game sometimes completely crashes after playing a new voiceline, most of the time repeating the last word of a line a couple of times before completely shutting down Skylords Reborn. 
    • Wounded and Strike voicelines are not referenced in the ACK file, but the game does have audio files (and references them correctly) for existing units. We are not sure how to add these specific voicelines into the game. 
    We have currently not been able to find a logic behind the snaps and crashes. When the lines do work, they work well. The quality is good, and they play when you expect them too. The files are also recorded in a similar way as the original EA voicelines (meaning short silence at the beginning and end, similar lenght, etc.). It seems some lines are more prone to crash or snap than others, but we have not been able to find any logic behind this. 
    Here is what we have done so far:
    - Recorded voicelines in good quality (MP3 or Wav), in a comparable logic to EA's own recordings
    - Convert the files to one of the formats BattleForge uses
    - Create an  ACK file for the new cards that references the voicelines in the game, using the same template as currently existing units. 
    - Try out the voicelines in all kind of settings (at some point we even connected them to the login button to test them in quick succession). 

    Current theories we have what are causing these errors:
    - Weird sounds and crashes might be caused by wrong size*
    - The issues could be caused by the converter/generator of SNR files 
    - Corrupting memory allocator should not be possible by any data in any software, so it is a bug in the game.

    *With this we dont mean "size" as in file size, but "size'' of memory allocation or "size" of decompressed audio
    Which leads us to the current options:
    - Use 70% compressed wav. This would mean low quality sounds. We hope the community can improve the wav to snr to have more seamless result. 
    - Find someone to reverse engineer this part of BF, and find the issue (Kubik did not yet find the root cause, only that it corrupts memory allocator somehow, which should be almost impossible)
    - Wav to snr mp3 branch can be improved / extended by someone (or a coordinated group) who understand coding and/or sound enough to add diagnostic information to the sound itself and find the root cause this way
    - Find someone who has dealt with this kind of issue for other EA games, who used the other codecs, and has (or can write) a convertor, and try those. 
    - Do not implement sounds at all
     
    Please let us know if you have any questions, theories or, preferably, solutions. If there is anything you need for testing, feel free to ask for it!
  4. Eddio liked a post in a topic by Ladadoos in Release schedule and server downtime   
    Greetings Skylords, Skyladies and Skyfolk,
    We are about one week away from release and with that we would like to share our schedule and plans around release. This way you know what to expect.

    December 16, 2020: We will reset everyone's progression in preparation for the reset on actual release day. This allows us to make sure our systems work properly after a reset and to potentially fix any remaining issues that could be caused by resetting the progression of all our players. A progression reset means you will lose your gold, BFP, cards, boosters, PvE and PvP ranks, friends lists, auctions etc.  Both the main server and the test server will stay online and you can continue to play the game. Any in-game items gained after this initial progression reset will not be carried over after release.

    December 17, 2020: The main server will be closed until release. This will give us time to prepare the server for release and to fix any potential issues found with the reset from the previous day. During this downtime everyone's progression will be reset for release and you will be asked to create a new in-game character when you login for the first time after release. You do not need to create a new account for release and can login with your current account after release. The test server will still be open throughout the release period. The server will likely be closed in the evening (UTC).

    December 18, 2020: Release date. This is the day we will put the servers online again and is the day you can join and start playing again with a fresh start. After this day there will be no more resets so you can play/grind all you want. Depending on how drastically the player base suddenly increases, we might have to resort to putting a limit on the number of people allowed on the server at a time. Our current server is very performant and should be able to handle a lot more players than it currently is, so even though we don't expect to need to do this, you never know. There will also be a countdown livestream on our twitch channel https://www.twitch.tv/skylordsreborn, after which we will open the servers again. The release will likely happen in the afternoon (UTC).

    We hope everything is clear. If you have any remaining questions feel free to ask them and we will update this post accordingly. 
    Have fun playing and hope everyone is looking forward for release!

    - Skylords Reborn
  5. Eddio liked a post in a topic by Toggy in The Stress Test Open #13 19.09.20   
    Hello fellow Skylords and Skyladies,
    It has been too long, soooo...... Who will win the Stress Test Open#13?
     
    Format?
    It will be a 1vs1 Double Elimination best of 3 tournament, the grand final will be best of 5 (one match, no reset). Winner and losers finals will be all played on stream.
     
    Prize Pool! (The more people participate, the bigger it will get)
    1st place  - 4000 BFP + 3 boosterpacks
    2nd place - 3000 BFP + 3 boosterpacks
    3rd place - 2000 BFP + 3 boosterpacks
    4th place - 1000 BFP + 3 boosterpacks
    5th-last place - 100 BFP + 3 boosterpacks
     
    UPDATE: After a generous donation from the devs we will have a LOT more BFP and 3 boosters for EVERYONE participating!
     
    When?
    On 19.09.20  starting on 4pm CEST(Berlin time), the stream will start about 30 minutes in advance.
     
    Organisation?
    The tournament brackets will be on Challonge, so register and join the tournament there. Please use your in game account name to make communication and finding your enemy easier.
    =>LINK TO CHALLONGE<=
    The streaming channel that will be covering the tournament is DasToggy on twitch.tv .
    In case of problems contact me or one of my mods via Discord or Battleforge.
     
     
    Rules!
    -No bugabuse, cheating or insulting the other players. Penalties may vary from a warning to default loss.
    -Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
    -Not showing up to your match with after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    -After your match go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
    -The Map Pool is: Haladur, Simai, Wazhai, Elyon, Lajesh, Uro and Yrmia (same pool as in ranked duel). The first match of the round will be played on Haladur, then it is losers choice. Second round will start with Simai, third one... you get the drill.
    -The brackets for the tournament will be shuffled before the tournament starts.
    -As an experiment, no T1 Towers will be allowed in this tournament (Mortar, Phase, Ice shield, Primal Defender). Other supportive stuctures (like Ice barrier) are free to use.
     
     
    Reply in this thread if you have questions, I will check it out later.
    I would love to see this community grow again and the competitive scene develop aswell so before this game goes full release.... more tournaments!
     
    Best regards,
    DasToggy
  6. Eddio liked a post in a topic by BlueBerryBoy in Buddelmuddels suggestions for the game   
    Irrelevant. Get down from your high horse. Don’t act like you are some kind of Messias every game needs to have.
    This is a terrible idea: 
    1. your math is wrong: 2+3+5=10 not 8
    2. i think the devs have better stuff to do than implementing such a system that obviously won’ t work. As an Example: prices develop dynamically so after reset when the highly demanded t1 cards get sold for way more than most of the other cards, your idea sucks because the chance of these cards dropping in a booster will be even smaller than it is with the current booster system. 
    To the PvP start idea: if you would have followed the recent events you would have noticed that there is an other idea which gives every player access to every PvP deck for ranked at deck level 120. 
    Belongs to balance discord where such ideas are already discussed. 
    Great idea! You can start by checking all seeds for battlegrounds for their "true" difficulty level yourself.
    conclusion: Don‘t act like you are able to fix problems of this game with 4 bad ideas in which you put no research in. 

    Regards 
    BlueBerryBoy
     
  7. Eddio liked a post in a topic by Ultrakool in HUGE update LIVE SERVER + STREAM   
    Hello Skylords  We have BIG news. The HUGE update you've all been waiting for, is coming to the LIVE server this Sunday 9th August 2020. Currently all changes we've done in the past weeks were only available on the test server. We greatly appreciate all of your effort in regards to reporting bugs and other issues. Thanks to your help, we are able to give you all of the following new and improved features: - You no longer need to restart BattleForge if you enter the wrong password - Lots of other bug fixes - New Boosters - 12 player maps - 2v2 Ranked - A new system for earning BFP - A huge overhaul of the Auction House! We will be live on Twitch this upcoming Sunday on 9th August 2020 at 19:00 CEST before the patch comes out. Please note that we are still in the Open Stress Test, and this is not the release yet. However, there will be a very important announcement in regards to the release and reset you are waiting for. You will be able to find the stream here: https://www.twitch.tv/skylordsreborn

     
     
    This is the changelog for the live server for the end of this week  
    General changes/features
    - Added new daily reward and reserve system for gaining daily BFP.
    - Added daily booster discount after playing for a certain amount of time.
    - Added new faction boosters to the store.
    - Added 2vs2 ranked matches. 
    - Added 12player PvE matches. Keep in mind 12 player matches only reward gold.
    - Added randomly generated maps to the ranked PvP maps pool.
    - Added ability to click on cards in the marketplace in order to play them in the forge.
    - Increased auction amount to 100 per player.
    - Added option for 48 hour long auctions.
    - Removed the starting 2.5h playtime quest completely.
    - Decreased required amount of ranked pvp matches to reach 100% activity from 30 to 15 matches per month.
    - Adjusted required ranks for purchasing upgrades: the required ranks are 1, 4 and 5 for upgrade 1, 2 and 3, and is the same for all rarities.
    The required rank can either be your PvE rank, or your highest PvP rank.
    - Added 'Suggested Decks' button in the lobby to view and select the decks you most recently used for a map.
    - Added x16 and x32 speed for watching replays.
    - Improved UI and feedback when trying to upload community maps. More improvements to this will be added at a later stage.
    - Added /match chat.
    - Removed logout button from the escape menu.
    - Drastically improved performance of the upgrade tab.
    - Improved responsiveness of the marketplace.
    - Greatly improved responsiveness while using the leaderboards (may still lag a bit when opening it for the first time).
    - Your own auctions in the "My auctions" tab in the marketplace now show the exact time left instead of Short/Medium/Long.
    - Improved the interface used for creating auctions. You can now put up multiple auctions at once.
    - When searching for auctions, your name on your own auctions will be displayed in bold in order to make them more recognizable.
    - Bidding/Buyout fields will be greyed out for an auction if they are not usable or relevant.
    - Added the amount of hours next to the different time options when trying to create an auction.
    - Minor general improvements to the story book.
    - Replaced the "Manual" button with a "Wiki" button in the news section.
    - Added a `Patreon` button in the news section.
    - Added small counter at the bottom of the `Auction Watchlist` window ingame that shows your current amount of auctions watchlisted.
    - Added small ingame pop-up for new players asking if they would like to play the tutorial map.
    - Added the ability to navigate the map selection screen (PvP and Community PvE) with your arrow keys.
    - Hid the match loot dropdown whenever trying to create a 1 or 12 player match.
    - Hid the loot type for rPVE matches in the game selection screen, as rPvE does not reward upgrades.
    General fixes
    - Fixed many group and match bugs. 
    - Fixed many issues with disconnecting/getting stuck in the loading screen.
    - You no longer need to restart BattleForge if you enter the wrong password.
    - Fixed match running too fast/slow which resulted in stuttering or teleporting.
    - Fixed trade button tooltip saying the player accepted the trade while he did not.
    - Fixed german version of the 'promo from booster' notification message.
    - Fixed replays of community maps not showing in the replays menu in certain cases.
    - Fixed a minor issue with trying to upload PVP community maps.
    - Fixed BFP desync when bidding more than the buyout on a card in the auction house.
    - Fixed incorrect error feedback when setting the bid amount to less than 2 on a card for the auction house.
    - Fixed selected map in the create a game window not always being remembered properly between opening and closing the window for PvP and Community maps.
    - Fixed quests not properly refreshing in the UI after rerolling a quest.
    - Fixed player buildings not being destroyed and units not being killed if a player disconnected or left without doing any action in the match.
    - Fixed random (windows) error sounds while playing the game.
    - Fixed show and request deck with the tutorial deck not working.
    - Fixed gained ELO text overflow in postgame screen for 2vs2.
    - Fixed the cause of the error message "A card of this type is already in your deck!".
    - Fixed a disconnect which occurred upon answering a direct trade request.
    - Fixed minor issues related to need/greed when all players had all upgrades being rewarded.
    - Fixed some errors with ingame UI tutorial and updated relevant steps in the tutorial.
    - Fixed error after using the filter option in the upgrades window after applying/removing an upgrade.
    - Fixed UI overlapping and worldmap UI issues in 1600x1024 resolution.
    - Fixed that you could copy a deck (using the view deck window) from another player while being ready.
    - Fixed not being able to start games sometimes for players that are on public networks.
    - Fixed maximum limit of 2000 quests completed for "Complete some quests" achievement.
    - Fixed an issue in the mail from the auction house where it would sometimes say that you sold your card for 0 BFP.
    - Properly handle case where the player has not opened a booster yet but tries to view his latest opened booster.
    - Fixed issue where you could buy avatars for free.
    Card changes
    - Increased charge count of Santa Claus, Lord Cyrian, and Easter Egg to 4 so they are aligned with other promos.
    - Improved card description of Juice Tank.
    - Added missing ability "Siege" to Skycatcher card description.
    - Added the range to Area Ice Shield card description.
    - Added missing "Swift" ability to Colossus in card description.
    - Added missing ability "Swift" to Bloodhorn description.
    - Fixed wrong damage on card description of Northern Keep (Blue).
    - Fixed wrong tooltip of Shadow Insect.
    - Fixed ranged attack symbols not displayed for fire cards at higher resolutions.
    - Various other minor additions, updates and fixes (like typo's).
    Skylords Reborn Team
     
  8. Eddio liked a post in a topic by Zmaxter in True PvP Experience   
  9. sylvix95 liked a post in a topic by Eddio in Offensive Names   
    Continuing with the salt again?
  10. sylvix95 liked a post in a topic by Eddio in Kiwi   
    Continuing with the salt?
    Its a her and she already explained that her name has nothing to do with that.
  11. Eddio liked a post in a topic by Emmaerzeh in Battleforge undocumented details   
    I found this in the depth of www and repost it here. Hope there is no similar thread existing allready. Some things might be outdated if so tell me then I ll change it. If you know more undocumented details post them in this thread. 
    Kind regards
     
    Battleforge undocumented details
    * Frozen units only take 50% damage.
    * Corpses last on the ground for just-about 17 seconds.
    * Embalmer's Shrine, which makes corpses give more life points, does not help your enemies' corpse gathering, but it helps your allies.
    * Homesoiled units have their bonus for a little (about 2-3m) less than the max root link distance.
    BUFF STACKING
    * Damage buffs not stack only biggest buff is applied. 

    * Damage reduction does stack until 90% is reached.The damage can further be increased by cards that say "the unit only takes x % damage" instead of the unit gets x % damage less.  But not clear how this 2 different kinds of 
    DISENCHANT (GREEN): It's Debuff-blocking allows you to use a unit's abilities under a Mark of the Keeper and also prevents Mind Control.
    ORBS:
    I also saw this conversation on bfcards:
    Kaldra: you know when you abort and not build orb you gain 75 power back? means you just waste 25 power...
    CARD RECHARGE RATE
    If you have no charges left on a card, its recharge time is equal to half of its cost in power or its stated recharge time, whichever is longer. Upgrades that reduce power cost can reduce recharge time in this way.
    Breeding grounds reduces not just the base cost, but the real cost of a unit. i.e. A drake is normally 100, with 90 going to void on death, with BG it is 70 with 63 going to void on death.
    ATTACK TYPE VS ENEMY SIZE
    I was amazed the first time I heard about paying attention to a unit's attack mode (Special, Small, Medium, Large, Extra Large) in regards to the opponents unit, as if they match said attacking unit will be dealing 150% damage (total. Meaning 100% + 50%).
    DAMAGE
    I wouldn't say it's not well known, but the damage number on a card is the amount it will do in 20 seconds of constant attacking.
    REGENERATION
    Regeneration stacking thread:
    link1 and link2
    In short, wheel of Juvenesce stacks with any 1 (one) other form of regen Except Viridya. Any other regen combo actually cancels all regen. Nature affinity root nexus is notorious for this.
    * Strength, Resilience and juves does not Stack.
    WALLS
    Did you know you can shoot at buildings and XL units over walls? But not anything else?
    You can shoot at buildings and XL's through walls only if they were targeted before the gate was closed. Otherwise they will just shoot at the gate.
    BREEDING GROUNDS
    hmmm i believe breeding grounds work for allies
    but not sure if juice tank does
    Breeding Grounds does work for allies, but Juice Tank and Resource Booster do not.
    STAMPEDE
    * ground units can not pass over unused monument/well slots. obvious? yes!
    but why are these mos and juggernauts always ramming into my well/monument clusters, instead of stampeding alongside of them?
    if you want to destroy wells/monuments standing in a line, stampede parallel but very close to this line and destroy all of them (or at least get your stampede max dmg out) instead of running into it from the side, thus destroying only 1-2 wells.
    * XL units stampede S and M units, knocking them back and dealing 10 damage for each squad member. L units stampede S units, knocking them back and dealing 10 damage to each squad member.
    ** UPDATE 2009.11.06. **
    MIND CONTROL
    PVE enemies are classed differently on each PVE map when it comes to mind control abilities. Some maps you can swap stonekin warriors, some you can't, some maps you can swap vilebloods/destroyers/horrors and some you can't. 2 good examples of this: Soultree all destroyers and horrors (at the beginning) can be swapped, but they cannot be swapped on Nightmare Shard (one of the first fights is against a horror). On Convoy all the stonekin warriors (the one's with charges) can be swapped, but on Soultree (on the path where you protect Viridya) they cannot.
    So in other words, just cause a mob can't be swapped on one map, you may want to test it on another, on many maps anything up to L is fair game for a swap, including rageflames/stonekin warriors/vilebloods/destroyers/horrors/aggressors/windhunters/alpha birds and I'm not sure on some of the bandit lieutenants, but I doubt any of them can be. This probably is also true for many creatures when it comes to parasite swarm, and amazon beast control.
    ** UPDATE 2009.11.09. **
    RAGE
    *Like the fact that 'rage' makes an attacking unit build up attack power while attacking until it has 4x base damage. This resets after not attacking for 5 seconds.
    * It's 5 seconds for most cards, the only one I know of that is longer is the Fire Dragon at 10 seconds.
    ** UPDATE 2009.11.11. **
    LEGENDARY UNITS
    * There can be 2 legendary units on the field, if they dont have the same upgrade level
    GRAVITY SURGE
    * Flying units under the effect of Gravity Surge (Tainted version) are not damaged by Aura of Corruption.
    MIND CONTROL
    * If a Parasite Swarm mind controls a Shadow Phoenix after it has started to crash dive, the dive will not be interrupted and it will damage the units of the Shadow Phoenix's previous owner.
    ORBS
    * you get "only" 75 power back when you destroy your orb while beeing build. Therfor you loose 25 power. (new orb costs 100 afterwards)
    ** UPDATE 2009.11.13. **
    1.Buffing:
    Damage amplification:
    I've done some extensive testing and found that Unholy Power stacks up to 2 times for +100% damage, this double stack can also be stacked with any of the following buffs.
    Homesoil
    Motivate
    Soul Splicer
    Unholy hero
    Of all of these buffs none stack with one another besides with Unholy Power and that the highest achievable amplification of damage is 300% Via Unholy hero+ Unholy Powerx2. Snapjaw (fire) will also increase this damage on whichever target is the focus of the fully buffed unit.
    Damage Reduction: Stacks such as life weaving, defenders stance, and crystal fiend (frost)
    Frozen units take 50% normal damage
    2. Unit size:
    When choosing what unit to counter another with it is important to pay attention to the unit's attack, and the unit's size. By choosing the correct counter for a given unit you can save time and power. It works as such. A units size determines the best effective attack against it. If your unit's attack size matches the enemies unit size then your unit will do on average 50% more damage. The same is true in reverse. Cards like lyrish knight, who is a medium sized unit with a high small attack are an excellent counter to small units since the majority of small units also posses a small attack which means that they will not receive the +50% damage vs your lyrish knight, but you will receive the +50% vs their small units.
    I have also done some testing on unit size to determine that the +50% is average, not the rule. XL units have a variety of attack animations, and while some prove more effective (up to +64%) other animations are less effective (44%) , so based on the luck of the draw,and how your unit wants to animate you could potentially be doing +64% damage to a unit with a size disadvantage vs your attack depending on the animation (Axe chop, two handed blow, horn sweep, stomp, etc. Most xl units have 5-6 attack animations depending on the size of their foe.
    Stampede:
    XL units can stampede small and medium units: Knocking back and doing 10 dmg to each squad member.
    L units can stampede small units: Knocking back and doing 10 dmg to each squad member.
    3. Legendary Cards - Promo cards
    Legendary cards like Ravenheart can be played with their promotional version to bypass the legendary unit limit.
    Promo cards of existing units are considered different from the non-promo version for the purpose of buffing such as motivate.
    4. Void and Power
    90% of a units actual power cost is returned in void power from suicidal units. This is effected from breeding grounds thus instead of refunding 90 power from a 100 power skyfire drake it will return 90% of the actual ammount of power it took to summon in the unit. Eg. U3 breeding grounds = 30% Thus making skyfire U3 cost 70 power instead of 100, the void gained on a suicide of that unit is then 63 (90% of 70).
    Power enhancing structures such as Juice tank and Resource booster will both effect your own power wells (and stack effects), but they will not effect allied/enemy wells.
    Breeding grounds: The effected power savings (15%-30%) will work for allies summoning in the effective area, saving them a portion of the summoning cost.
    Orbs: Each orb costs 100 power + a one time power fee for each tier after the first.
    100+50 = T2
    100+150= T3
    100+ 200 = T4
    If the wrong orb is accidentally built, destroying the orb before its completion will result in 75 power of the 100 being refunded.
    5. Corpses/Corpse Gathering
    When using something like embalmer's shrine's special ability it will effect all friendly units corpse gathering abilities as well.
    Corpses last approximately 17 seconds before they vanish, so time those Undead armies, and harvesters appropriately.
    6. Walls:
    Important things to remember are that XL units and Buildings can be targeted through a wall while S, M, L units can only be temporarily targeted by other S,M,L units if they were visible through a hole in the wall or, if the gate was down. Only XL units and buildings can attack S, M, L units over a wall unless the unit attempting to fire is placed on the wall defensively.
    All small units can be placed on walls, this includes melee units. While they cannot attack, they do provide something else for enemy units to focus on, thus reducing damage on the walls overall.
    Snapjaw, being a small unit but with a squad of 4 can compact more units onto a group of wall segments than the other 6 member squads. A two segment wall can house 3 units of snapjaws while only being able to support 2 units of 6 member squads such as master archers.
    7. Rage:
    Rage abilitiy will allow a unit to do up to 4 times (400%) its normal damage when fully enraged. To maintain this most rage units must attack every 5 seconds, while Fire dragon must only attack every 10 seconds.
     
     
    ** UPDATE 2009.12.02. **
    LOOTER
    - it only works versus buildings that your opponent built, not including wells and orbs.
    - you get a certain percentage (i think it's 40% at U0) of the buildings powercost as extra power into your usable power pool if you completely destroy the building just with units that have the looter ability.
    - you don't get that power in one big bunch when the building is destroyed, but rather every time you damage the building, you get a small part of it.
    - so if a building has 1000 health points, and you make 100 damage to it with your looters, you will get 4% of the buildings power cost.
    - the opponent will still get 90% void, so the power is not "stolen" but additionally granted.
    - normally you won't have many opportunities to use this ability, but if your opponent loves to spam buildings, you can make a lot of extra power with this.
    ** UPDATE 2009.12.07. **
    UPGRADE COSTS
    ............. U1 ...... U2 ..... U3
    Common ...... 50 ..... 250 .... 500
    Uncommon ... 150 ..... 500 ... 1000
    Rare ....... 400 .... 1000 ... 3000
    Ultra rare . 800 .... 2000 ... 6000
    ** UPDATE 2009.12.09. **
    The Root Network
    A lot of people really don't understand how the root network works, and don't get to use it at it's full potential.
    It is actually fairly simple to use and if done properly can make for one of the best defenses in the game in most situations.
    How does it work ---
    The following cards have the Root ability...
    Living Tower
    SpikeRoot
    Thornbark
    Razorleaf
    Howling Shrine (tainted and gifted)
    Spore Launcher
    And two support buildings
    Root Nexus (gifted and blessed)
    The buildings are automatically rooted but the units have the ability to become rooted (immobile) and gain special attacks, and can be un-rooted and moved to a new area. You will know they are connected when a faint green colored line connects between the units, as long as they are linked to one unit in a network they will be connected to the whole network. You must be outside the linking range and have seperate units not connected the to first network in any way to have a second seperate network.
    Every rooted unit/structure that becomes part of a root network supports the other units in it by boosting attack power and or speed. However the most important part of this function to know is that if a unit or structure is attacking, it -does not- add its power to the network i.e. only unit/structures that are idle will add their power and boost ONE of the linked attacking units -unless- the root network is maxed out (for a level 3 upgrade that is 11 linked units) then any additional units will add power to a second attacker.
    Only one unit per network can receive a power boost (unless network is maxed out for that unit with additional supporters for secondary unit), this is determined by the attacker closest to the network.
    Example:
    Two Spikeroots one in front of the other, connected to 7 living Towers.
    The spikeroot in front will have the attack boost, until enemy units move into range of the second spikeroot, as soon as he starts attacking the first spikeroot will lose and bonus and now the New attacker closest to the network will receive a power boost.
    If the enemy units move beyond the spikeroots and engage the living towers, then all power boosts will be lost. This is part of what makes root nexus so potent and useful in a root network. Root Nexus does not contribute OR subtract from the root network, it does however connect units, allowing you to have a large group of stationary towers, and keep using their power by moving your unit(s) and creating cheap root nexus buildings as you go. They also have useful abilities which they give to any unit connected directly to them.
    Gifted Root Nexus - Any unit connected directly to this structure will regenerate 2% of their life points every second
    Blessed Root Nexus - Any unit connected directly to this structure will take 25% less damage
    If you build one of each of the support structures at the edge of the root network (every 25m-ish)
    so that each root nexus takes less damage and regenerates health, then surround them with living towers in the center, and place your attacking units at the outside edges making sure everything has one of each nexus connected to it. You will have an entire defensive force (units and structures) all of which are self regenerating and take less damage from attacks, meaning no repairing, and in some cases, no healing required.
    This strategy is for example perfect for defending the gold wagon on Bad Harvest, using razorleaf for attack. You don't even need to bother destroying the cannons because your defenses will regenerate themselves and take less damage from them.
    At this present time it seems that Howling shrine doesn't work as the description states ( 4 turrets each deal 325 damage written on the card) yet no matter how many supporters it only fires one turret.
    However each one has a special ability, gifted paralyzes an attacker tainted roots them. on a maxed network they activate this special nearly every second if you place the rooter out front it will hold and attack enemies and with the paralyzer behind any that get through the roots will then be paralyzed and attacked, they can be powerful or just used as another structure supporter. At this time though the damage they deal however is minimal (seems to be glitched).
    Mark of the keeper works well with root network as well, providing some defense and preventing special attacks like disintegration or paralysis that can shut down heavy damage linked attackers.
    Combined with breeding grounds you can create a mass of unit supporters and create an entirely mobile root network, which turns it into a more effective offensive weapon. This is where Thornbark really shines, it gives you extra network supporters to work with and provides mobile anti air support since Spikeroot attacks ground units only. A razorleaf out front with an equal mix of spikeroots and thornbarks can make a powerful offensive force, anti air, heavy attack and support ground fire all in one if things start to look bad you can pull your razorleaf back to a defending network while your other units create a wall for it's escape.
     
    MELEE ATTACK
    There is a cap on the number of melee creatures that can attack an opposing creature. Actual numbers depend on size of the attackers and size of the defenders.
    First i would like to define 3 different melee attack classes:
    * Normal (most M and S size creatures, with M counting twice as much as S)
    * Reach (some M and S size creatures, with counting M twice as much as S)
    * Huge (all L and XL size creatures, with XL counting twice as much as L)
    The following creatures are in the Reach class:
    * Spearmen
    * Ghostspears
    * Mauler
    * Drones
    * Phalanx
    * Imperials
    * Lyrish Knight
    * Silverwind Lancers
    * Ice Guardian
    * Wrecker
    * Enforcer
    * Scythe Fiends
    * Giant Slayer
    * Executor
    * Shadow Insect
    Note that both Nomad and Dreadcharger are not in this class even though they use lances!
    And now the caps on the 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
    * a single M creature can be attacked by at most 6 Normal, 10 Reach and 2 Huge attackers
    * a single L creature can be attacked by at most 8 Normal, 12 Reach and 4 Huge attackers
    * a single XL creature can be attacked by at most 12 Normal, 14 Reach and 6 Huge attackers
    Similar mechanics apply to melee attacks against buildings, but the number of attackers seem depend on the footprint size of the buildings.
    OTHER
    * Disintegrated targets doesn't revive with second chance or promise of life.
    * Reducing damage effects like life weaving or freezed also reduce damage from self damage like instability or blood healing. However, self-damage from disintegrating (shadow worm) can't be reduced.
    * Soulshatter's secondary effect doesn't trigger from death of air units.
    * Bandit walker doesn't count as XL unit (units with XL attack doesn't do more damage vs them). Construct does.
    * Buffs like unholy power/hero/motivate increase damage from shadow mage's foul play, but only if buffs are here when bomb explodes, not when bomb planted.
    * Damage to allies from wrathgazer's pain link calculated before his resilience or any other reductions.
    * Overlord can store corpses up to X points (max hp - current hp = X), then he use them to regenerate even if there are no more corpses around.
    * Armored tower's active ability works on buildings under construction.
    * Defenders, Commandos and Darkelves get thier range decreased when activating ability.
    * Pve Units and buildings of Lost Souls cant be controlled by f.e. mattermastery or mindcontrolled and so on.
    DISINTEGRATION
    upgrade lvl / disintegration rate(hp/sec) / hp loss(per sec per unit)
    disintegration rate of 100 means it can disintegrate unit with 1000 hp in 10 seconds.
    Church of negation
    U0 / 80 / 60
    U1 / 85 / 60
    U2 / 90 / 50
    U3 / 100 / 50
    Wrathgazer
    U0 / 135 / -
    U3 / 150 / -
    Shadow worm
    U0 / 110 / 70
    U1 / 115 / 60
    U2 / 125 / 50
    U3 / 150 / 45
  12. Eddio liked a post in a topic by LEBOVIN in BF Memeville   
  13. Eddio liked a post in a topic by Chimaka( ͡° ͜ʖ ͡°) in Art Gallery by Me, the Chimaka   
    6. L-sized unit. Beast/Dark Elf/Demon. Melee. Without bright scan.
    7. Shrine or Device. About t3. Without additional scans. It is supposed to give temporal fog of war vision and ground presence(dazed) at the given point somewhere on the map.
    8. XL-sized unit. Beast. Flying. With a Black & White scan version.
     
     
    9. M- or L-sized unit. Beast. Actually for the Fire faction, not Shadow/Nature, but within the expansion. With B&W scan. (here comes dat boi!!!)
    10. Instant Burst Damage Magic. AOE Spell. Actually for the Frost faction (Or maybe Stonekins?). Without additional scans.
     
    11. Void-power priced and activated Defending/Shielding Magic. Friendly Targeted Arcane. For the Shadow/Nature faction. Without additional scans.
    12. "Claustrophobia". Enemy Corrupting Magic. Enemy Targeted Spell. For the Shadow/Nature faction. With B&W scan.
     
  14. Dallarian liked a post in a topic by Eddio in Frost T1 PvP Guide by RadicalX   
    Wow awesome guide I love Frost
  15. JayTommson liked a post in a topic by Eddio in Same pc for 2 Accs?   
    Well you would have to ask a moderator or the community manager to be sure. I guess it shouldn't be a problem since it does say shared pc's shouldnt be a problem but I can't say that for sure if you share cards.
  16. Fauchderial liked a post in a topic by Eddio in Skylords Reborn - All you need to know!   
    See you all in the Forge people 
  17. Eddio liked a post in a topic by Fyrios in What are you collecting ?   
    I collect crab photoshops made by a Dutch guy
  18. Ultrakool liked a post in a topic by Eddio in What animal do you prefer   
    Memberating is also against the rules
    But saying memberating is against the rules is memberating and therefore I am also breaking rules.  
  19. Fyrios liked a post in a topic by Eddio in What animal do you prefer   
    Well I know that if I don't answer with crabs you will get mad so yeah I answered crabs.
  20. Kalashnikitty liked a post in a topic by Eddio in Shop issues?   
    Check the Discord server dev announcements.
  21. anonyme0273 liked a post in a topic by Eddio in help me with school plz   
    @GeorgeHudock you know he asked that over 2 years ago right? 
  22. Pupsik liked a post in a topic by Eddio in Skylords Reborn - All you need to know!   
    See you all in the Forge people 
  23. Loriens liked a post in a topic by Eddio in Open Beta *Memes* Collection !   
  24. Navarr liked a post in a topic by Eddio in Open Beta *Memes* Collection !   
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