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Easy

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  1. Xamos liked a post in a topic by Easy in Community Update - June 2025   
    Ty for everything! looks amazing
  2. Metagross31 liked a post in a topic by Easy in Community Update - June 2025   
    Ty for everything! looks amazing
  3. Majora liked a post in a topic by Easy in Community Update - June 2025   
    Ty for everything! looks amazing
  4. Easy liked a post in a topic by WindHunter in Patch #400052 - 1 June 2025   
    Patch #400052 - Primordial Fire
    Welcome to our newest patch. This update contains our eighteenth balance patch for the game, the new season feature, 3 brand-new cards, Infected Map of the Week, quality of life changes, and much more!
     

    Patch Preview
    Face 32 new challenges and earn cosmetic and card rewards over four months as part of Season 1, Primordial Fire! Three new cards and one new promo are now available! Jump in-game to collect Fire Wormlings, Hellhound, Treasure Wagon, and promo Sunderer! Experience a twist on old maps with the Beta-release of our new Infected Map of the Week feature.  Players can now purchase NPC enemies to use in the Forge with our new Relic currency.  Minor rebalances to multiple cards and a system-wide change to entities which spawn ground units. Many new fixes and QoL changes based on community requests.
    Season 1 - Primordial Fire
    This patch introduces our first season. Our new seasons system is based around approximately 30 challenges that the player will complete over a 4-month time period (in this case June 1st to September 30th). Here are all the rewards you will be able to earn during our first season:


    Completing challenges rewards points and Relics which are used for unlocking card, booster, and cosmetic rewards. Most challenges can be completed on either advanced or expert difficulty, with expert providing more points. The goal is that this system allows players of all skill levels to participate and make real progress in unlocking seasonal rewards.
    There are 3 batches of challenges, releasing in June, July, and August. Here are the challenges players will face from June 1st to the end of the season. 
    [ Repeatable Challenges ]
    These are repeatable challenges by which the player slowly accrues points while doing other challenges and simply playing the game. Available from June 1st. 
    Challenge 1.1 Win official campaign scenarios that are the Map of the Day on different days on any difficulty.
    Challenge 1.2 Win official campaign scenarios that are the Infection of the Week on different weeks on advanced difficulty or higher, or random PvE scenarios that are the Infection of the Week on different weeks on advanced+ (5) difficulty or higher.
    Challenge 1.3 Win random PvE scenarios that are the Map of the Month on different months on advanced+ (5) difficulty or higher.
    Challenge 1.4 Play Fire, Bandits, or Twilight cards in any game mode.
    Challenge 1.5 Win random PvE scenarios with you using decks that contain 10 or more Fire, Twilight or Bandits cards. Completing maps on higher difficulties will reward more mission progress.
    Challenge 1.6 Win official campaign or featured community maps on advanced difficulty or higher using decks with at least 10 Fire, Twilight, or Bandits cards. Expert grants increased progress while repeating maps grant reduced progress.
    Challenge 1.7 Destroy enemy structures.
    Challenge 1.8 Spend power on spells
    [ One-time Challenges ]
    The first set of three one-time challenges available from June 1st. The next set unlocks in July and the last set in August, both of which contain 4 challenges each. Players will have until the season ends on September 30th to complete them.
    Challenge 2.1 Be among the players with the most points earned at the end of the season.
    Challenge 2.2 Win the 2-player scenarios Slave Master and Convoy on advanced difficulty or higher, with all team members playing only Fire cards.
    Challenge 2.3 Win the 1-player scenarios Encounters with Twilight, Defending Hope, and The Soultree on advanced difficulty or higher, with you playing only Fire cards.
    Challenge 2.4 Win each of the 2-player featured community maps An Expedition South and Lyrish Uprising on advanced difficulty in 40 / 30 / 25 / 15 minutes or less, with all team members playing only Fire cards. 
    Challenge 2.5 Win the 4-player featured community maps Dwarfen Stronghold Rework and Twisted Legends on advanced difficulty or higher, with all team members using decks that contain 10 or more Fire, Twilight or Bandits cards.
    Challenge 2.6 Complete 10 different campaign scenarios or featured community maps on advanced difficulty or higher, with all team members playing only Fire cards, and without playing any Human or Elemental units.
    Challenge 2.7 Win the 4-player scenarios Titans and King of the Giants on advanced difficulty or higher, with all team members playing only Fire cards.
    Challenge 2.8 Complete 5 different campaign maps or featured community maps on advanced difficulty or higher, with all team members using decks that contain only Fire, Twilight or Bandits cards, none of which are from the Twilight edition.
    Challenge 2.9 Win a random PvE scenario in under 10 / 8 / 7 / 5 / 4 / 3 minutes on any difficulty, with all team members playing only Fire cards. Completing the challenge more quickly awards progressively more points.
    [ Nightmare Challenges ]
    The first set of two "Nightmare" challenges. The other set unlocks in August. These challenges are harder and meant for skilled veteran players, though most are still intended to be completable by the average player on lower difficulties, potentially with help from a guide.
    Challenge 5.1 Be among the 50 fastest times at the end of the season on the 1p random PvE scenario Map of the Month on Expert+ (8) difficulty, with you playing only Fire cards.
    Challenge 5.2 As a solo player, win the 2-player scenario Slave Master on advanced difficulty or higher, with you playing only Fire cards and no building cards.
    Challenge 5.3 As a solo player, win the 2-player scenario Into the Jungle on advanced difficulty or higher, with you playing only Fire cards.
    Challenge 5.4 Win a random PvE scenario on Std++ (3) difficulty or higher, with all team members playing only Fire cards of Tier 2 or below. Completing the challenge on higher difficulties awards progressively more points.
    To get started with Season 1, go to the new in-game icon shown at the top of this section which opens the Seasons window.

    General Changes & Fixes
    The map codex has been changed. It now contains information related to the current Map of the Day, Infected Map of the Week, and PvP Happy Hours. Added a new Random option to the Forge menu which will randomly rotate between the different Forge themes a player owns. Fixed an unintended interaction where players could accidentally destroy the Shard of the Forge on the maps Nightmare Shard and Nightmare's End, making it impossible to finish the map. The Shard of the Forge is no longer destructible.  Into the Jungle and Unexpected Visitors now have 6 gold chests like other 2p campaign maps and fixed issues where chests were not possible to be openend in Into the Jungle.  Updated card descriptions for improved clarity across dozens of cards in all four languages.  Razorleaf no longer causes screen shake when the player's camera is 200m away.  Rename "Battleground" to "Random PvE" on multiple places, for clarity.
     Infected Map of the Week - Map Modifiers (BETA RELEASE)
    Each week 1 campaign map and random PvE are infected by a set of map modifiers. These modifiers are the same for the course of the week creating an Infected Map of the Week. Infected maps always have one elemental modifier connected to one of the four primary factions (Fire, Frost, Nature, & Shadow) and one neutral modifier on standard / advanced difficulty and two neutral modifiers on expert difficulty. Completing the Infected Map of the Week on advanced difficulty or higher awards progress on the new Elemental Balance achievement which awards players 50 bfp and 2 Relics once a week. If the player completes the map on expert difficulty they earn an additional Relic for 3 in total. Infections are opt-in, so you do not have to interact with them if you do not wish to and you can play the chosen map for the week without modifiers. Additionally, bosses are immune to all map modifiers. 
    [ Elemental Modifiers ]
     Fire Modifier 1 - Rage: Every enemy unit has Rage continuously dealing more damage over time. 
     Fire Modifier 2 - Swiftness: All enemies move 30% faster.
     Frost Modifier 1 - Freezer: Every 20 seconds, every hostile building in the game freezes hostile units within a 20m radius for 20 seconds. 
     Frost Modifier 2 - Payback: Every enemy is immune to slows from unit collision. Additionally, when an enemy unit is trampled it deals 150 damage to the attacker if it is S-sized and 450 damage if it is M-sized or larger.
     Nature Modifier 1 - Immunities: Every enemy unit in the game will be immune against all major debuffs but may still be affected by spells like Freeze or Paralyze.
     Nature Modifier 2 - Paralyzer: Every hostile melee unit in the current game paralyzes units with their melee attacks for 8 seconds.
     Shadow Modifier 1 - Incurable: Every friendly unit in the current game cannot be healed by spells or abilities.
     Shadow Modifier 2 - Second Chance: Every hostile unit in the current game will resurrect after 3 seconds if it dies before irrevocably dying after 15 seconds.
    [ Neutral Modifiers ]
    1. Steadfast - Every hostile unit in the current game cannot be knocked back.
    2. Engineer's Blessing - Every hostile building in the current game regenerates 3% of its maximum life points every 4 seconds. 
    3. Life Stealer - Every hostile unit and building in the current game will restore 15% of damage dealt as own life points. 
    4. Armored - Every enemy in the current game takes 15% less damage.
    5. Rise of the Giants - Every hostile extra-large unit in the current game deals 50% more damage and takes 50% less damage.
    6. Piercing - Every hostile building and unit in the current game will deal 50% of its damage as piercing damage able to circumvent every buff and protective shield.
    7. Elusive - Every hostile unit in the current game will have the duration of the immobilizing effects Freeze and Paralyze reduced by 50%.
    8. Irreparable - Every friendly structure in the current game cannot be manually repaired.
    9. Rejuvenation - Every hostile unit in the current game regenerates 3% of its maximum life points every 4 seconds. 
    10. Magical Shields - Every hostile unit in the current game takes 30% less damage from ranged and magical attacks. 
    11. Artillery - Every hostile building in the current game has its attack range increased by 15m.
    12. Poisonous - Every hostile unit in the current game leaves poisonous spores wherever it walks. Units with larger sizes leave more potent spores.
    Please note this is a Beta release!
    While we tried our best to test each modifier, we expect individual modifiers as well as certain modifier combinations to be unbalanced and we ask for your aid in helping us rebalance them! Additionally, we would love to hear your suggestions for future modifiers, positive and negative, that you think would be good additions to the system.

    New Currency - Relics & New Forge NPCs
    As part of our new Seasons and Infected map features we are introducing a new in-game currency called Relics. Relics can be earned from completing season challenges and beating the Infected Map of the Week. Once earned, Relics can be used in our new Relic Shop, which can be found in the Season's window. 
    In the new Relic Shop players will be able to purchase exclusive cosmetics, NPC enemies, and cosmetic rewards from previous seasons - including the promo card from each season. For now the only thing available in the Relic Shop are NPC bosses and buildings. Once purchased, these enemies can be found under a new "Enemies" tab in the deckbuilding menu. From there players can summon them freely in the Forge, allowing players to create epic battles or test specific strategies against the game's classic enemies.
    Additionally, a new achievement Artifact Hunter has been added. For every 50 relics a player collects, they will earn a progressive border. Each border color has three levels marked by stars along the top and the colors directly correspond to the PvE and PvP rank progression in-game similar to our recent progressive banners which can be earned by speedrunning Unexpected Visitors.
          
     

    New Cards
    The following new cards have been added to the game. Please note they are timely-exclusive, meaning they are tied to the season rewards and will not drop from booster packs or reforging while Season 1 is active. After the season has concluded, the non-promo cards will drop as usual.
    Fire Wormlings - 140p T2 Fire Unit 
    You will find the upgrades for this card on the maps Raven's End (U1) and Unexpected Visitors (U2/U3).
    A longtime problem with T2 Pure Fire is that the faction's cards have a strong PvP bent. Additionally, the faction lacks sustain while possessing exclusively squishy units. While the Fire Force rework gives the faction some more staying power, Pure Fire still relies on Skyfires, Gladiatrixes, and Blaster Cannons to deal with flying enemies in T2. Additionally, none of Fire's T2 units scale well in groups. Fire Wormlings attempt to address these problems by being bulky, scaling well as a group, and being capable anti-air units. Their burning spit also makes them strong damage dealers when combined with a team mate who has crowd control to lock enemies in place.
    Hellhound - 160p T3 Fire Unit 
    You will find the upgrades for this card on the maps Bad Harvest (U1) and Into the Jungle (U2/U3).
    Hellhound was the overall winner of our first community card creation contest. It receives less damage from ranged and magical sources, with this armor scaling the longer Hellhound is in combat. When the Magma Armor reaches full strength, Hellhound can cause the armor to explode outwards, dealing heavy damage but resetting its armor. This mechanic gives players a choice between more durability or more damage; it also allows the L-sized Hellhounds a way to deal with flying enemies without having to bring along a Spitfire or a mob of Magma Hurlers. 
    Treasure Wagon - 130p T2 Legendary Unit 
    You will find the upgrades for this card on the maps Treasure Fleet (U1) and Into the Jungle (U2/U3).
    It is difficult to design new legendary cards because you need to find a niche which will not outcompete faction cards. In Treasure Wagon's case we decided to lean fully into its story identity of being a highly desirable gold transport. While Treasure Wagon cannot attack, it can taunt all enemies in a 20m radius to attack it. This makes the card a good support tool which can draw aggro away from the player's army. And if the Wagon happens to die, two Thugs spawn from the remains ready to fight. 
    Sunderer - Promo Card 

    You can get this special promo card by earning 850 seasonal points. After the season has concluded, promo sunderer will be purchasable in the new Relic shop, for those who did not get it during the season. 
     
     

    Game Balance Changes
    [ System-Wide Changes ]
    Permanent ground entities summoned by other ground entities will now provide ground presence:
       - Affects: Bandit Hut, Nox Carrier (both affinities), Satanael (both affinities), Treasure Wagon (new card), Viridya (normal and promo versions). 
    Permanent entities summoned by flying units or spells (i.e. Corsair) as well as non-permanent entities summoned in any way (i.e. Undead Army, Sunken Temple) will continue to not provide ground presence.
    [ Tier 1 Card Changes ]
     Altar of Nihil:
    1. No longer works with Infected Tower’s Virus ability (units affected by Alter of Nihil are immune to the transformation revival)
    2. Lifepoints: 670 ➜ 520
    We are slightly nerfing Altar of Nihil by making it easier to destroy while also removing an unintended workaround to its no revival rule.
     Bandit Hut:
    1. Add lifestealer Bandit passive to Vanguards and Skyrake Alphas
    2. Summon Vanguards power cost: 50p ➜ 65p
    We have been mostly happy with Bandit Hut's release and as such as are only making some minor adjustments. 
     Bandit Lancer:
    1. Branding cooldown (both affinities): 30 seconds ➜ 20 seconds
     Burrow Ritual:
    1. Power cost: 40p ➜ 35p
    2. Unit cap: 5 own units ➜ 7 own units
    Slightly increasing the efficiency of Burrow Ritual and allowing it to scale better with larger player armies. 
     Burrower:
    1. Tunneling cooldown: 30 seconds ➜ 20 seconds
     Drones:
    1. Tunneling cooldown: 30 seconds ➜ 20 seconds
    2. Movement Speed: 8.0 m/s ➜ 9.6 m/s
    Drones will now move at the highest speed. This change is intended to help them as counter units in PvP.
     Icespike:
    1. Damage: 1780 dp20 ➜ 1880 dp20
    2. Brrrr!: Now affects buildings in addition to units
    We are generally happy with Icespike, but we think the frozen warrior could use some extra oomph as well as the ability to freeze buildings with its auto-attack.
     Juggernaut:
    1. Power cost: 220p ➜ 240p
    2. Damage: 4745 dp20 ➜ 5245 dp20
    3. Life points: 3550 ➜ 3650
    4. Stampede:
       A. Cooldown: 25 seconds ➜ 30 seconds
       B. Ability cost: 65p ➜ 80p
    We are weakening the most powerful PvP finisher while keeping its role as a stat efficient XL combat unit untouched. With several buffs to Fire cards across recent patches, there is enough room to incentivize different strategies than just rushing Juggernaut every game.
     Lost Disruptor:
    1. Disruption duration 20 seconds ➜ 30 seconds
    2. Disruption cost: 20p ➜ 10p
    Lost Disruptor is a good counter to global effects, especially in 2v2 PvP. This changes improves that.
     Lost Spirit Ship:
    1. The Crystal ability is now targeted, with radius 0m.
    This is a long requested change which will allow players to fly to a specific location to cast the Crystal ability, and no longer cast all ships' abilities at once.
     Mauler:
    1. Slam now also affects structures in addition to units.
    Improving Mauler's viability by allowing him to disable both buildings and units alike. 
     Nox Carrier:
    1. Necro Strike now prevents buildings from attacking or using their special abilities for the next 30 seconds.
    We are adding a new ability to Nox Carrier to continue expanding its usability to be more than an Orb-killing device in PvP.
     Rageflame:
    1. Frostshower damage (U3): 80 dps (1600 dp20) ➜ 85 dps (1700 dp20)
     Scorched Earth:
    1. New passive - Now also blocks special abilities from structures (ranged attacks still possible).
    This change will increase the deck slot efficiency of Scorched Earth in PvP.
     Scythe Fiends:
    1. Life points: 1040 ➜ 1120
     Simulacrum:
    1. Damage: 70, up to 105 in total ➜ 76, up to 114 in total (1900 dp20)
    2. Splash radius: 5m ➜ 8m
    3. Relocation cooldown: 20 seconds ➜ 15 seconds
    Mild improvements to Simulacrum. It has been underpowered since its release so we are giving it some more mobility and a slight damage bump.
     Slaver:
    1. Blowout damage against structures: 100% ➜ 50%
     Spirit Gate:
    1. The unit with Spirit Gate no longer needs to turn to face the target direction before the spell's teleport will be cast. 
     Viridya (normal & promo):
    1. Viridya’s Blessing no longer stacks with itself.
    Several patches ago, we changed the way healing works so that all rejuvenation effects stack with each other. While this fixed some issues like Fountain of Rebirth overwriting Wheel of Gift's healing effect it caused other problems. It was never our intention that Viridya's blessing could stack with itself and this interaction allows the promo and normal versions to heal a staggering 6% of every allied units maximum life points every 2 seconds. This is clearly unbalanced and so we are fixing it.
     Virtuoso:
    1. Power cost: 120p ➜ 110p
     
    [ Map Changes ]
     Into the Jungle:
    1. Added two 600p Power Wells to the T3 location. Slightly adjusted the Monument positions to accommodate the new Power Wells without causing blocking problems.
    2. Moved the wells at the camp with the caged Sunderers slightly to fix an issue where XL-units could get stuck between them.  
     
     Oracle:
    1. Added flying and ground blocking at the map borders to prevent units leaving the playable area.
    2. Slightly moved the spawn point of bottom hostile ships inwards to allow the Bandit Ship to vanish after dropping of the enemies (otherwise the newly added flying blocking would prevent it from exiting).
     

     
     
  5. Easy liked a post in a topic by Majora in Community Update - June 2025   
    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!

    • Patch Release: Primordial Fire

    In our last Community Update we announced our first season, scheduled for a release in June. We are excited to share that our first season goes live today!
    This is one of our biggest patches yet, so we have a extra long Community Update diving into all its additions, alongside the patch notes. 

    In this year's player survey the number one request was for more reasons to login and play the game. Once the initial rush of excitement and progressing through achievements wears off the game provides the player little reason to continue past the 45 minute mark when they get their daily booster discount. Additionally, while more achievements are good, the issue is that once we hit a critical number of achievements they no longer funneled players towards the same content to make matchmaking easier, especially for campaign achievements. Our solution to these problems is a season system focused around 1 or 2 factions at a time with time-based challenges. 
    The seasons system is based around approximately 30 challenges that the player will complete over a 4-month time period (in this case June 1st to September 30th). Here are all the rewards you will be able to earn during our first season!
     

    These rewards are placed among our new season progression track. Completing challenges rewards points which are used for unlocking card, booster, and cosmetic rewards. Each challenge can be completed on either advanced or expert difficulty, with expert providing more points, allowing players of all skill levels to participate. Each season will have a few cards exclusive to the season (but which after the season ends will be available in boosters like normal) as well as a number of cosmetics. Here is the full progression track for Season 1:
     


    Nearly every challenge has deckbuilding restrictions based on the season theme, encouraging players to try out a new faction for the season duration. Completing challenges rewards points which are used for unlocking card, booster, and cosmetic rewards. Each challenge can be completed on either advanced or expert difficulty, with expert providing more points, allowing players of all skill levels to participate. Each season will have a few cards exclusive to the season (but which after the season ends will be available in boosters like normal) as well as a number of cosmetics. We put the card and booster rewards early in the season progress to ensure that players who might not be able to play as much, or who are lacking the correct faction cards to do harder challenges, will still get access to the gameplay rewards while cosmetic rewards, including the season promo, are farther in the season progress.
     

    We hope that this system will give new and old, highly active and semi-active players alike a reason to log in and keep playing. We intend seasons to be an ongoing feature with new content every 4 months. Given this is our first iteration, we expect that not everything will be perfect, and we are looking forward to hearing your feedback on how to improve the feature to make it a truly enjoyable experience for all types of players. 
    To get started with Season 1, go to the new in-game icon shown above which opens the Seasons window.
     

     
    • Infected Map of the Week - Map Modifiers (BETA RELEASE) This patch also sees the anticipated (beta) release of Map Modifiers. 
    Infected map modifiers was originally a player suggestion over 3 years ago which we loved but did not yet have the means to make happen. Since then, it has been one of our most anticipated internal features and we are glad to finally bring you the Beta release. Map modifiers are global effects which apply to the player or to the NPC enemies, often with significant gameplay changes. In the current Beta form, these modifiers infect one campaign map and each random PvE level with the same modifiers for a week. Similar to the existing Map of the Day this creates a new Infected Map of the Week feature. 
    Infected maps are an opt-in feature, you will never be forced to play them. They are intended to provide endgame content for players whose skill level has outstripped the current expert experience while also providing twists on advanced maps for less skilled players. A player only needs to beat an infected map, either the chosen campaign map or its equivalent difficulty in random PvE, once per week to get the full reward. Modifiers provide season progress and Relics (see next section) when completed on either advanced or expert difficulty, with more rewards given when beating the infection on expert.
    As part of these changes we have remade the map codex in-game to provide information related to the Map of the Day, the Infected Map of the Week, and PvP Happy Hours. Eventually, we plan to add a large collection of modifiers, both positive and negative, which players can freely apply to any match and game mode to provide near endless gameplay possibilities.
     

     
    Please note this is a Beta release!
    While we tried our best to test each modifier, we expect individual modifiers as well as certain modifier combinations to be unbalanced and we ask for your aid in helping us rebalance them! Additionally, we would love to hear your suggestions for future modifiers, positive and negative, that you think would be good additions to the system.
     
    • Relics and the new Relic Shop We already talked a bit about Relics in our last community update. Today we dive deeper into the new shop where you can spend your hard earned Relics. 

    As part of our new Seasons and Infected map features we are introducing a new in-game currency called Relics. Relics can be earned from completing season challenges and beating the Infected Map of the Week. Once earned, Relics can be used in our new Relic Shop, which can be found in the Season's window.
     
    In the Relic Shop players will be able to purchase exclusive cosmetics, NPC enemies, and cosmetic rewards from previous seasons. For now the only thing available in the Relic Shop are NPC bosses and buildings. Once purchased, these enemies can be found under a new "Enemies" tab in the deckbuilding menu. From there players can summon them freely in the Forge, allowing players to create epic battles or test specific strategies against the game's classic enemies. Eventually all NPC enemies will be available for purchase from the Relic shop. As already mentioned, cosmetic rewards - including the promo card from each season - will be available in the Relic Shop after that season concludes. This will allow players who miss a season to still purchase their favorite seasonal cosmetics. But be warned, it will be much easier to earn the cosmetics within a season than to purchase them all after a season concludes. Given that Relics are a new currency we expect to do some rebalancing as players start to earn and use them. 

    Relics are intended as a currency which provides long-term progression to the game in a way that has currently been lacking. As part of this, we will be adding some expensive exclusive cosmetics to the Relic Shop which will act as a means for players to show off their veteran status. The first part of these exclusive rewards are a set of progressive borders which players will earn for every 50 Relics they spend. Each color has three levels marked by stars along the top and the colors directly correspond to the PvE and PvP rank progression in-game similar to our recent progressive banners which can be earned by speedrunning Unexpected Visitors.

    Some people might question why we are adding a new currency instead of repurposing Gold. The reason for this is because we do not think Gold is a salvageable as a currency at this point. When we first released the game, we made the mistake of not giving gold a proper gold sink. Additionally, gold is an uncapped currency in the sense that players can play all day and continue to earn the same amount with neither a soft nor hard cap like has been built into BFP. It has now been 4.5 years since our official release and some players have accrued tens of millions of Gold pieces. We simply cannot balance Gold when we would have to account for these veteran players as well as new players who have no gold reserves. If we were to create a deep enough gold sink to allow veteran players to use up all their gold we would end up gatekeeping new and less active players from those features for years if not permanently. Given these issues, we determined it was better to start from scratch. 
     
    • How Does It Work: Deckbuilding
    In our YouTube series "How Does It Work" we dive into various topics that often raise questions.
    So far, we’ve released a video on Void Power, the Root Network, a guide on how to install the game, and the BFP & Reward System. 
     
                 Another topic that often comes up is deckbuilding. Skylords Reborn can be overwhelming with its content and many expansions. In our latest video, we aim to provide a framework players can use to start building their own decks. 
     
      • Team Changes
    In July 2021, Dutchy joined our team as Discord Moderator, and got promoted to Global Moderator in September. In February 2022, he took over the role of lead moderator after Pascal left the team, a role he would continue to fill for years to come.
    Now with a full-time job and a fiancé, Dutchy leaves the moderator team in the capable hands of Vultagx, who will take over the mantle of lead moderator going forward. Dutchy will remain in the team in the role of HR Coordinator, handling applications and onboarding of new staff members. 
    We want to give a heartfelt thank you to both Dutchy and Vultagx for making sure Skylords Reborn is a fair experience for everyone. 

    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
     


    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!

    Current events:
     
    • NEW - The Skylords Reborn Spring Cup 2025 - 22.06.2025 at 15:30 CEST
    Get ready for some PvP action! The Spring Cup is the second of four PvP tournaments happening this year. The tournament will be hosted and livestreamed by Ultralord. Everyone is welcome to join, please sign-up in advance.
     
    • NEW - Battle of Tactics 9 - 13.06.2025
    We postponed some of the events so you all can enjoin and focus the first week on the new Content of the Patch. However, get ready for a new Battle of Tactics once the dust has settled! More info soon!
     
    • ENDED - A Fresh New Start - WINNER REVEAL 
    This event will test your skill with the cards that we all start with! Beat the first single player campaign map “Encounters with Twilight” on advanced difficulty and win some great prizes! More information. 
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. 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.
     
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a general booster: FIRE-SEAS-ONIS-LIVE
    This code is valid until July 1st, when we will bring you another Community Update.
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update May 2024
     
  6. Easy liked a post in a topic by Majora in Community Update - May 2025   
    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!

    • Development Update

    Since its release in 2020, Skylords Reborn has added a ton of new content and features to the original BattleForge. We overhauled the old micro-transaction economy, added quests and achievements, and implemented various balance changes and bugfixes. Being able to bring BattleForge back was our primary goal, and it was lovely to see players enjoying reliving nostalgia and being able to play their favorite game once more. 
    However, part of BattleForge's DNA was the constant exploration and new experiences that come with a Trading Card Game / Multiplayer RTS. In June 2021, 6 months after the public release, we therefore announced we were starting development on completely new cards through our Rebirth edition, wanting to expand on the content the game was offering. Alongside balance changes and reworks, we started working on making sure each color combination was competitive and fun to play, with various options to choose from. We introduced a new enemy rPvE faction to play against, and the team introduced Reforging, as a way to keep the economy in check in the long run. 
    The next step for Skylords Reborn was obvious but would not be easy; adding new campaign maps. The many moving parts proved a challenge, especially with the structure of a volunteer team. While work on the maps happened in the background, we explored other ways to keep players engaged throughout 2022 and 2023. We (and the community!) hosted a variety of events and tournaments for players to compete in. The team added new achievements, (promo) cards, and cosmetic rewards (banners, borders, Forges) to give players something to work towards. We also continued to take on quality-of-life feature requests like in-game drop locations that smoothened the play-experience, always carefully balancing our workload versus the enjoyment of the playerbase. 
    2024 finally saw the release of new campaign maps, and to great reception! Players old and new checked them out, and we saw an increase in player activity during the months surrounding their release. While we do our best to release patches on a regular basis, many players had clearly been waiting for concrete new content to explore, and this was definitely a marketable event. Work on more campaign maps is already in development, and while we feel confidant you wont have to wait another 2 years for their release, it will still be a while before we can share more. 

    Which brings us to the point of this trip down memory lane. The team behind Skylords Reborn is constantly working on new content, but the player-base consumes it at a rapid pace. Releasing a few new cards that cost months to complete, often results in players spending just a weekend or two to check out a patch, and then either returning to their daily grind, or getting bored and moving on to other games while waiting for the next patch. With some features taking quite some time to get to release, we started looking at ways to keep the player-base engaged while we work on more content like new campaign maps. After a lot of preparation, we think we have come up with a exciting way to experience Skylords Reborn, and make sure the game continues to evolve and feel alive, even in the downtime between patches.
    Today we are excited to announce that Seasons are coming to Skylords Reborn!
     
    • Announcing Seasons

    Seasons combine everything we have learned during the years developing Skylords Reborn. They provide thematic challenges that players can tackle for cool rewards, which include cosmetics, Forges, boosters, and new cards! 
    While season rewards will not contain only mono-colored cards, they will be tied to one or more of the various factions, which will also determine the special promo card that can be earned during the season. Our first season will be centered around the element of Fire, and we are excited to reveal its promo card: Sunderer! 


    New timed exclusive cards
    Players will also be able to earn 3 new cards, including additional charges for those cards spread out over the progression track. For our first season, those cards will be Fire Wormlings, Hellhound and Treasure Wagon. Those cards will be exclusive to the season for its duration, but will be made available in boosters after the season has concluded. However, these cards will be trade-able from the beginning, should players decide to do so. 
     
         

    Challenges for all skill-levels
    We have prepared a variety of challenges for players to explore, taking into account the differences in skill-level among our player-base. We have made sure players can pick and choose challenges without being locked into ones that aim to provide a challenge for our most experienced players. During the season, players will earn seasonal points by completing these challenges, which will unlock a variety of rewards in return. 
    To prevent players from blasting through the season right away, these challenges will gradually be unlocked during the season. More challenges will automatically unlock throughout its four month duration, resulting in a new batch of fresh challenges.
     
    New currency: Relics
    With seasons, we are also introducing a new currency players can collect in addition to gold and BFP. Relics will be used to purchase certain rewards in a new Relic shop. Here, players can find special rewards, including seasonal content. They also act as a kind of insurance for players, covering past and future seasons. Let's say you don't participate in the first season but come back for Season 2. The relics mean you can purchase at least some of the Fire cosmetics you desire from the first season. Same for if you participate in Season 1 but not Season 2, the relics then allow you to grab some cosmetics you missed by not participating in that season. Relics will also be earnable outside of seasons, but more on that next month!

    We feel its very important to find a good balance between giving players something rewarding to play towards, while also respecting their time and not lean into the FOMO-approach many games take these days. We will monitor feedback during the first season, and take this into account for future seasons.

    F.A.Q.
    How long will seasons last?
    - Our current plans are for seasons to last 4 months. Our intention is for the next season to start soon after Season 1 has concluded. 

    What is the difference between a Season and a large achievement like Force of Nature?
    - Seasons bundle together various thematic challenges that players can choose to pursue. With an achievement like Force of Nature, we are forced to make a choice regarding difficulty; if we make it too easy, our veteran players rush through the challenge, but if its too hard, we lock out a large amount of the player-base. Seasons allow for a lot of flexibility, allowing for different challenges. Additionally, its timed nature pushes the community as a whole to play together and face these challenges together. 

    Why are the new cards exclusive to the season?
    - We feel its important for players to have exciting rewards to play towards. Many players have already accumulated an abundant amount of BFP, Gold, and boosters, making these lackluster rewards. We feel that by making the cards timed exclusives, that there is a nice balance between worthwhile rewards and general availability once the season is over. Additionally, similar to f.e. Promo Mana Wing, players can still decide to get the cards from other players, since the cards will not be trade-locked, if players decide to sell their rewards. 

    Will seasons replace content patches?
    - While seasons create a returning patch window every four months or so, they are not intended to replace general patch content. We are still going to add new content, features, and cards to the game, which are not tied to seasons. Our goal for seasons is to always have something to do in Skylords Reborn. 

    Why do the challenges unlock in four stages, instead of all at once? 
    - We do not want players to blast through four months of content at the very start of the season. Players might have felt they needed to do so to keep up, and get the rewards as soon as possible. By spreading out the challenges, we give players something to return to every month, which is very important to keep the game exciting and fresh, even while we are between patches.   

    Do I need to complete every challenge of the season to earn rewards? 
    - No. Challenges provide season points which will unlock seasonal rewards. The more points you have, the more rewards you get, but even a few points will already get you some Fire boosters and the new card Fire Wormlings. Promo Sunderer is meant as a special reward, and will be in the high-end of seasonal points required. 

    What will the challenges and reward structure look like?
    - We will share more about the seasonal rewards and challenges in the next community update. 

    When will Season 1 start?
    - We expect Season 1 to start in June, exact date to be announced. We will share more information in the next Community Update.

    We hope you are as excited as we are about the new challenges Seasons will bring. Do you have any additional questions? Be sure to ask them in the comments below, and we'll make sure to update our F.A.Q. for the next Community Update. 
     
    • New Card Reveal - Fire Wormlings

    In the Community Update from March 2023, we shared our struggles with adding Fire Wormlings, a potential new archer-type unit for the Fire faction. Turns out that adding worms on walls is not an issue easily fixed, as it has now been over 2 years since we last mentioned the unit. 
    People did like the idea of these small worms, so we decided to completely rework the unit, letting go of the restriction of them being units to put on walls. Today, we'd like to share the new card design for Fire Wormlings. Let's break down the card!

     
    Worm Fire
    Every 2.5 seconds, unit launches spittle at enemies that deal 67 damage to enemies in a 8m radius around its target, up to 100 in total. The affected area around the target will ignite for 10 seconds dealing 10 damage every second to enemy units.
     
    Primal Resonance
    Within a 30m radius of a Primordial unit, Fire Wormlings will deal 60% more damage. Does not trigger from other Fire Wormlings.
     
    Earth Dive
    While moving around unit takes 50% less damage and deals 30 damage to enemy units in target area, up to 120 in total. Affects ground targets only.

    Design notes:
    Two major issues facing Pure Fire's T2 are a lack of scaling and a lack of sustain. Fire Force helps with the sustain option, but it lacks good targets in Pure Fire T2. Scythe Fiends and Enforcer are good PvP cards but struggle in PvE. On the ranged side, Gladiatrix and Skyfire are good, but ultimately too fragile, especially for maps which require a robust T2. The parts of Fire's T2 functioning well are therefore its siege units and its damage spells. Given the upcoming season will strongly encourage playing Pure Fire, we wanted to take the opportunity to introduce a new PvE focused T2 unit which still fits Fire's core identity without being overly fragile. Enter Fire Wormlings.
    Fire Wormlings are a 2-unit M-sized ranged squad. Their initial stats are mediocre at best, but each attack causes a damage over time area to be created, similar to Gemeye (). These burning areas stack, meaning that groups of Fire Wormlings can create highly destructive locations on the map similar to a Fire Emitter or a Mine. At the same time, the Wormlings move fairly quickly, allowing the player to use them for hit and run tactics. In addition to the burn effect and the normal worm earth dive, they have an effect which makes their damage scale around other Primordials. This makes for good synergy with Nature in T2, specifically Deep Ones, and allows for any leftover Wormlings to scale well into T3 when used alongside the new Hellhound card.
    Fire Wormlings will be part of the seasonal rewards of Season 1. 
     
    • Skylords Mega Quiz

    Players who have participated in one of Ultralords many events, know he loves asking quiz questions on his live streams. Find out what happens if we give him access to a bunch of Prizes and the official Skylords Twitch channel!  Join us on May 3rd for the Skylords Mega Quiz, live on Twitch! 

    Test your knowledge of BattleForge and win prizes while doing so! There are a bunch of boosters and BFP up for grabs, so even if you don't win the whole thing, chances are you are walking away with a good time and something to show for it!
    We hope to see you there!
     
    • Team Changes
    Our video-editor Ultralord, responsible for our various trailers and card spotlights, is no stranger to events. Even before joining the team as video-editor he already hosted a variety of community events. After reassurance that he will be able to continue hosting wacky events, even in an official role, he has now formally joined the team as event manager. Nothing will change for the players, but we are glad to finally be able to credit him with the role! 
    The marketeer role for Skylords Reborn has been infamously challenging to fill, and unfortunately RainZy did not beat the odds. Due to a long period of inactivity, we have decided to restart our search. RainZy has been removed from the team. 

    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
     


    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!

    Current events:
    • STARTING SOON - Skylords Reborn Mega Quiz - 03.05.2025 at 20:00 CEST
    Win prizes with your knowledge of BattleForge! Join the Mega Quiz live on Twitch for a chance to win BFP and boosters. Come hang out with us, win some prizes, and perhaps learn a new thing or two! More information. 
     
    • NEW - A Fresh New Start - 02.05.2025 
    This event will test your skill with the cards that we all start with! Beat the first single player campaign map “Encounters with Twilight” on advanced difficulty and win some great prizes! More information. 
     
    • NEW - Legacy Tournament - 11.05.2025 17:30
    Travel back to 2013 in this Legacy PvP tournament! Played on our Legacy server, experience BattleForge before the Skylords Reborn team added any balance changes. The tournament will be streamed live on Twitch. Please sign-up in advance. 
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. 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.
     
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a general booster: JOIN-MEGA-QUIZ-MAY3
    This code is valid until June 1st, when we will bring you another Community Update.
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update April 2024
  7. Easy liked a post in a topic by Majora in Community Update - March 1st 2025   
    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!

    • Patch announcement

    Great news Skylords! We will release a new content patch this weekend, introducing some exciting new cards, QoL fixes and balance changes! 
    This patch will contain 4 new cards, two of which have been revealed in previous Community Updates, while the other two are a surprise release. Get ready to collect the long-awaited "Gate of Akylos", the first Amii building "Power Shrine", a new teleport spell "Spirit Gate" and a spawn building for the bandit faction; "Bandit Hut". 
    These new cards have been long in the making, and we hope you are looking forward to the new options they will bring. 

    Besides new cards, this patch also includes major reworks to several cards that were underperforming in PvE, such as Ice Shield Tower, Mountaineer, Strikers, and Altar of Nihil. 
    We have also included some map changes, most importantly a rework to the map Empire. We also made a lot of miscellaneous changes. These range from small things such as incorrect map outcries to larger, more game-breaking issues like Jorne's allies blocking his path and thus blocking the game from advancing. A rework of the magical devices and the ritual at the end should also streamline the experience.
    Lastly, this patch includes one of the most frequently requested features since release: easier distinction between affinities. Affinity differences are now highlighted in each card's description. Each card's specific affinity now has colored text whose color corresponds to its affinity element. These sections of highlighted text consist only of those words and abilities which are different than the ability of its alternative affinity card. Players who hover over cards with affinities in-game will immediately notice the changes. 
    Head over to the patch notes for a full list of the changes and additions to the game. 
    This patch will release on March 2nd. 
     
    • New Featured Community Map: Thirsty Journey Home

    While work continues on more official campaign maps, the public map editor continues to deliver new content. The new community map "Thirsty Journey Home" is the latest addition to our featured community maps. Featured community maps are high quality maps that count toward your daily playtime/rewards. This latest addition was created by one of our members on the map team, R4bitF00t, as a personal side-project. 
    Thirsty Journey Home introduces Bren, a knight from Lyr who got lost on his way home. He now finds himself in a desert populated by bandits, while the Stonekin are on his trail. Can you help him find his way home?
    You can find this new map in the Community Map section on the World Map. Look for the featured map Thirsty Journey Home, marked by a star.
    Please note: this map will release alongside the new patch on March 2nd. There will also be a release event to win one of the new cards!

    From the creator:
    I really liked Mo's story in the original game, and wanted to make another character that players could enjoy. I hope I succeeded, and Bren will become another small part of Skylords Reborn you will cherish ^^ This is not the end of his story though; I plan to share his story over a 3 map odyssey. I hope you will continue to help Bren in his journey when the time comes.
    - R4bitF00t


    • Marketing Questionnaire

    Skylords, we'd like to ask for your help. 
    Skylords Reborn has a steady player base that consists of mostly original BattleForge players, as shown by our yearly feedback surveys. Most of you found out about the project due to some nostalgic Google search, or through friends. 
    While the game is old (the original Battleforge released in 2009!), it stood the test of time quite well, and there is a lot to love for a RTS/TCG player. A recurring problem, even during the original EA times, is reaching those players. This has become even harder for us, considering we can not do any paid advertisement or marketing of the game. 
    This is where you come in. We would like to reach potential players by approaching promising streamers/YouTubers who are active in the RTS or TCG scene. We would like to ask the community for help in our search for potential players that might enjoy this great game.
    Please take 2 minutes to fill in our short questionnaire. 


    • New Card Reveal - Phantom Stampede
    While our next patch is releasing soon, we are already hard at work on future content. Lost Hulk was originally created as a fun unit for our Halloween Map Spooky Encounters, but ended up being embraced by the community. While we did not have the intention to add it as a player card originally, the interest from the community caused us to look at ways to include it somehow. Today, we are taking a look at the new spell card Phantom Stampede!
    Please note: We are still working on the card. While we are generally happy with it, art, numbers and effects might still change before release. 

     
    Ghost Train
    Creates a stampeding Hulk that moves along a defined path of 35m dealing 750 damage to each enemy unit the Hulk passes through. Allied units along the path are granted Ice Shields which absorb up to 880 damage for 30 seconds. Reusable every 25 seconds.

    Phantom Stampede does something we have never done before: spawning a unit that acts like a spell. Doing so was not without its challenges. Check out this early footage of its development while we were still figuring things out. 

    Design notes:
    Phantom Stampede is a hybrid support and damage spell meant to give Lost Souls a faction specific damage spell that does not rely on revenants, as well as a sustain option beyond Blood Healing. The card was inspired by the widespread desire to see the Lost Hulk unit as a playable card. We thought extensively about ways to add Lost Hulk to Lost Souls in a way that would be interesting and in-line with the faction's identity, but we ultimately determined that a stampede unit would not fit into Lost Souls. Still, we wanted to give players some way to use Lost Hulk, causing us to develop this spell.
    Phantom Stampede will release in a future content patch, date to be announced. 

    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
     


    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
     
    Current events:
    • NEW - Thirsty Journey Home - March 2nd until March 16th
    To celebrate the release of both the new patch and the new featured community map, we have a special release event. Simply play the map and upload a replay for a chance to win one of the new cards! More information. 
     
    • NEW - Skylords Reborn Winter Cup
    Get ready for some PvP action! The Winter Cup is the first of four PvP tournaments happening this year. The tournament will be hosted and livestreamed by Ultralord. Everyone is welcome to join, please sign-up in advance. 
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. 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.
     
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a general booster: VOID-GATE-WARP-HOME
    This code is valid until April 1st, when we will bring you another Community Update.
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update February 2024
     
  8. Easy liked a post in a topic by WindHunter in Patch #400051 - 2 March 2025   
    Patch #400051 - Spring Cleaning
    Welcome to our newest patch. This update contains our seventeenth balance patch for the game, 4 brand-new cards, quality of life changes, and much more!

     

    Patch Preview
    Four new cards are now available! Jump in-game to collect Gate of Akylos, Power Shrine, Spirit Gate, and Bandit Hut! Many long awaited quality of life changes have been added to the game. Major reworks to several underperforming cards such as Ice Shield Tower, Mountaineer, Strikers, and Altar of Nihil.  Reworked Empire and fixed two other campaign maps to streamline the player experience.
    General Changes & Fixes
    When using Twilight Transformation, transformed units now inherit the original unit's group, selection, and commands. Increased the maximum number of visible buff icons on units and buildings to 8. Fixed global effects not applying to units spawned by abilities. For example, this fixes Ravenheart's Ravenships not being affected by Wheel of Gifts or The Incredible Mo.  Fixed an issue with Bedrock's Sculptor ability that caused its ability tooltip to disappear when multiple Bedrocks were selected at the same time. Affinity differences are now highlighted in each card's description. Each affinity has colored text corresponding to the color of the affinity element which highlights only those words and abilities which are different than its alterative affinity. Players who hover over cards with affinities in-game will immediately notice the changes. This featue can be disabled by setting "enable_affinities_highlighting" to "false" on the section "gui" of the file "Documents\BattleForge\config.json". New maps script: - "MapAudio": Audio files (flac, mp3, wav, ogg) can now be played directly from the community map folder. Reference can be viewed on https://skylords-reborn.fandom.com/wiki/Script_Information_-_Full_Reference.
    New Updater - Version v0.15
    Added support for game channels, you can select the channel on the top left, it will only check updates for the selected channel (main server, test server, etc.).  Improved performance and added caching to update checking. Added config settings to `Documents\BattleForge\updater-config.json`. Added logging to `Documents\BattleForge\Diag\log_updater.log`. Updated Skylords Reborn logo on the top left. Improved error handling and messages. Small UI improvements. Modifiable parameter on`updater-config.json`:
     `fileIntegrityCheckMaxDegreeOfParallelism`: Users can set it to 1 on HDD or slower PCs, default is Processor Count / 2. If you are using Wine on Linux or MacOS, additional dependencies are required:
    `sudo apt-get install winbind` `WINEPREFIX=~/.wine32/ winetricks dotnet48 d3dcompiler_47 vkd3d`
    New Cards
    Bandit Hut - 120p T3 Bandit Building 
    You will find the upgrades for this card on the maps Blight (U1) and Into the Jungle (U2/U3).
    The enemies of the Skylords have long made use of spawn buildings to reinforce their armies, and this power is now also available to Bandit loving Skylords. Bandit Hut can spawn the previously unavailable units Bandit Vanguards (Bandit Strikers) and Alpha Skyrakes (Bandit Mana Wings), up to a population cap of 150. This will allow the player to quickly spawn in an army of weaker Bandit units to supplement their main army. Now Skylords can give their enemies a taste of their own medicine with their own attack waves! 
     
    Gate of Akylos - 200p T3 Lost Souls Building 
    You will find the upgrades for this card on the maps Empire (U1) and Unexpected Visitors (U2/U3).
    Similar to Soulstone, Gate of Akylos was a card that got stuck in development hell as we faced substantially more implementation issues than initially expected. We are excited to finally share it with our players. Gate of Akylos is a global revenant support building. Its abilities focus around lengthening revenant duration and extracting revenants from existing Lost Souls units. We hope that Gate of Akylos, as well as the changes to other revenant support cards in this patch, help to make the revenant playstyle more accessible to the general playerbase.  
     
    Power Shrine - 140p T2 Amii Building 
    You will find the upgrades for this card on the maps Convoy (U1) and Into the Jungle (U2/U3).

    Ever since we nerfed Shrine of War to require 2 Fire orbs, similar to all other void shrines, rainbow decks have been without a source of consistent void return. Power Shrine fixes this issue. Power Shrine is a T2 global Amii void shrine that allows players to play cards directly out of their void power. With each activation, each member of the Amii player's team will be able to use void power to play their next 3 cards. This card-based approach means Power Shrine will scale well into the later game as player card costs increase in higher tiers. 
     
    Spirit Gate - 70p T2 Amii Spell 
    You will find the upgrades for this card on the maps Sunbridge (U1) and Unexpected Visitors (U2/U3).

    Nether Warp has long been the only source of teleportation that is both reliable and flexible. Spirit Gate adds a second strong teleportation option but with its own twist. Unlike Nether Warp, Spirit Gate is a unit-ability granting spell, similar to Tectonic Shift and Infernal Chain, which gives individual friendly units the ability to teleport to sources of own ground presence in a 75m range. Given the fact that it can be applied to friendly units and not just own units, a friendly Amii player can now grant every player on their team the ability to teleport their armies around the battlefield. Happy warping Skylords!
     

    Game Balance Changes
    [ Tier 1 Card Changes ]
     Ice Shield Tower:
    1. Power cost: 50p ➜ 80p
    2. Ice Bolt damage: 66, up to 100 in total ➜ 72, up to 108 in total
    3. Ice Shield:
       A. Change from active to auto-cast (30m range).
       B. Ice Shield strength: 880 → 660
       C. New Description: "Every 20 seconds, tower applies an Ice Shield to a friendly unit that absorbs up to 660 damage for 30 seconds. Has a range of 30m."
    4. Ice Field (new passive ability): Ice Shields within a 25m radius of the tower do not run out. Cannot be disabled by spellblocking abilities.
    Frost T1 has a lot of building options and Ice Shield Tower has long struggled to find its place. We are reworking the card to make its Ice Shield ability into an auto-cast as well as adding a new passive ability that prevents Ice Shields from expiring in the area around the building. This should hopefully make it a compelling choice in defense situations where you have lots of time to build up shields for defending units. 
     Soul Splicer (r):
    1. Infused Necromancy (r) damage boost: 50% ➜ 70%
     Snapjaws:
    1. Power cost: 75p ➜ 65p
     Strikers:
    1. Power cost: 90p ➜ 75p
    2. Damage: 780 dp20 ➜ 600 dp20
    3. Life points: 600 ➜ 420
    4. Unit counter: M-counter ➜ S-counter
    5. Charge damage: 30 ➜ 20 damage per squad member
    6. New passive ability “Bloodthirsty”: Unit regenerates 15 life points per second over the next 4 seconds per every 150 damage it deals.
    Ever since their looter nerf, Strikers have been languishing without much use in either PvP or PvE. We are therefore completely reworking them. On maps where hit-and-run tactics are favorable and where there is a lack of early flying enemies, our testing has shown the new Strikers to have a comparable or even superior performance compared to Nomads. The new Strikers will give Fire T1 players yet another starting unit option. 
    [ Tier 2 Card Changes ]
     Altar of Nihil:
    1. Orb cost: Shadow, Neutral, Neutral (T3) ➜ Shadow, Shadow (T2)
    2. Power cost: 110p ➜ 50p
    3. Life points: 990 ➜ 670
    4. Complete Rework, Nihilation:
       A. Description: Activate to create a corrupted zone of 25m around the building where summoning friendly units requires 85% less of the usual power costs but causes all summoned units to irrevocably die after 20 seconds. Does not affect flying units. Lasts for 30 seconds. Reusable every 60 seconds.
    Altar of Nihil was originally designed to support cards like Wrathgazer or Cultist Master in PvP. It was a niche strategy in the past until Voidstorm got moved to T3. A global map reset paired with void removal created arguably the the most uncounterable and overpowered late game PvP combination the game has ever seen. As a result, we had to remove the strategy entirely by nerfing Altar of Nihil into the ground. Since then, the card has maintained a 0% play rate in every game mode.
    As the previous ability was not salvageable due to the interaction mentioned above, we redesigned Altar of Nihil entirely. The new ability is supposed to bring more strategic depth to Shadow's card arsenal by synergizing with its sacrificial elements. We also moved away from a purely harmful effect to open up PvE usage. We will keep a close eye on the card's balancing and adjust numbers in the future if necessary.
     Global Warming:
    1. Both affinities now speed up own Fire units by 25% for 20 seconds.
    This change will give Global Warming more flexibility, making it better able to justify itself in taking up a deck slot. 
     Mountaineer:
    1. Life points: 1350 ➜ 1140
    2. Bombard damage: 220, up to 330 in total ➜ 80, up to 120 in total
    3. Glacier Shield now refreshes unconditionally every 12 seconds.
    4. Icing Up Rework:
       A. Charges: 100, up to 800 in total ➜ 80, up to 400 in total
       B. Charge tick speed: 1000 ms (1 sec) ➜ 3500 ms (3.5 sec) - Aligns with the attack speed, so the unit gains 80 charges every 3.5 seconds.
       C. Charges are now converted into 200% damage.
    Mountaineer now generates charges overtime which are then converted into damage, similar to the way Death Ray's corpse mechanic works. This gives Mountaineer more damage at the beginning of combat, but his damage over time drops sharply if he remains in combat for a long period of time. The idea is that the unit should maintain its hit-and-run playstyle but without the buggy shield interaction which would stop the unit from attacking whenever the shield recharged. As regards the Ice Shield, it now recharges unconditionally similar to Avatar of Frost's shield which should help with Mountaineers overall survivability. 
     Portal Nexus:
    1. Explosive Death: Friendly entities ➜ Friendly units
    This change should make it easier to place and use Portal Nexus without negatively affected the strategies that use the card to kill own and friendly units.
     Shadow Mage:
    1. Foul Play health damage percentage: 400% ➜ 500%
     Shrine of Greed:
    1. Enemy void return percentage: 50% ➜ 25%
     Revenant's Blessing:
    1. Charges: 12 ➜ 20
    2. Cooldown: Reusable every 20 seconds ➜ Instantly reusable.
    As part of the release of Gate of Akylos, we are touching up a few revenant-based cards to help buff up the playstyle. This change is intended to make it easier to keep unbound revenants alive without bringing both affinities of Revenant's Blessing, saving the player an important deck slot. 
     Tranquility:
    1. Soothing Whispers:
       A. Damage buff: 30% more damage ➜ 35% more damage
       B. Healing: 50 life points every 2 seconds ➜ 7% max life points every 2 seconds
    2. Foreboding Whispers:
       A. Damage debuff: 30% more damage received ➜ 35% more damage received
    With these changes, Tranquility should scale well as a single-target buff even into T3 and T4, giving the player a better reason to include it in Amii decks.
     Twilight Curse:
    1. No longer blocked by mind control effects.
    Players can now mind control enemies, such as with Amazon, and use Twilight Curse to transform them.
     Twilight Minions:
    1. Gifted Incentive (g) damage boost: 30% ➜ 50% more damage by friendly Fire, Nature, and Twilight units
    2. Infused Incentive (r) damage boost: 65% ➜ 75% more damage by friendly small units
    Encourage use of Twilight Minion's transformation effect, especially alongside the new Twilight Archers card.
    [ Tier 3 Card Changes ]
     Healing Gardens:
    1. Ritual of Recovery duration: 45 seconds ➜ 60 seconds
    Players can now keep Ritual of Recovery active 100% of the time with only one Healing Gardens.
     Lost Grigori:
    1. Disintegrating Shock:
       A. Ability power cost: 100p ➜ 70p
       B. Cooldown: 30 seconds ➜ 20 seconds
       C. Can no longer disintegrate XL units
       D. Lost Grigori now regenerates 180 life points per sec while channeling disintegration.
    Lost Grigori presently struggles in both PvP and PvE. We are tweaking its disintegration ability in an attempt to breathe some life into the card, especially in PvE. We are removing the ability to target XL-units to prevent PvP abuses, while at the same time giving it a cost reduction and cooldown reduction. Most importantly, Lost Grigori now heals itself while disintegrating enemies, meaning it can self-sustain without a need for other support cards.
     Razorleaf:
    1. Damage per leaf: 34, up to 51 in total ➜ 30, up to 45 in total
    Despite being a T3 unit, Razorleaf is stronger than most T4 defenses. The card has always been strong and it has received numerous indirect buffs as we have buffed other Nature cards around it. While we want the card to remain a strong endgame defensive option, even into T4, it currently stands too far above its competitors so we are chopping off 10% of its total damage. 
     Twilight Bombard:
    1. Damage: 420, up to 630 total (2100 dp20) ➜ 460, up to 690 in total (2300 dp20)
    2. Life points: 2660 ➜ 2920
    Despite previous buffs, Twilight Bombard is still struggling to find its place among Twilight's T3 defense options. We are giving it a 10% buff to both its damage and life points to make it more efficient for the power cost.
    [ Map Changes ]
      Ascension Map 3:
    1. Map 3 of Ascension is now playable even when one side of the map has no players. This will allow players to play this map solo.
    2. Map 3: Allow players from the respective other side to also take control of the portal devices with nearby ground entities.
     The Insane God:
    1. Fixed a bug where a Seeker would instantly turn into a Guardian if it was killed while transforming.
    2. Urzach's Seeker: Added an indicator to the visual effect of the transformation ritual and hide both if the ritual is interrupted.
     Empire:
    1. Reworked Magic-Devices:
    One of the more annoying things in Empire was the clunky Device-logic. Before this patch, only one player (per side) could teleport the Red-King to his timeline. Now every player is able to teleport the Red King back and forth.
    2. Reworked Ritual:
    We added a few visual indicators to hopefully make the ritual more understandable.
    3. Removed Player-Limit:
    As soon as one side of the map had no more players, the game ended. This restriction caused games to end, which could have been successful even without the other side of the map present.
    4. Minor changes:
    We also made a lot of miscellaneous changes. These range from small things such as incorrect map outcries to larger, more game-breaking issues like Jorne's allies blocking his path and thus blocking the game from advancing.

  9. Easy liked a post in a topic by Majora in Skylords Reborn 4th Anniversary Christmas Event   
    Today, marks the 4th Anniversary of Skylords Reborn! We’re thrilled not only to have revived this wonderful game but also to continue its development. This project is truly by the fans, for the fans, and we’re deeply grateful for your support in the Forge.
    To mark this special occasion, we’ve prepared an exciting event! Starting December 22nd, our Save Christmas event goes live!
    With this patch, a new achievement will challenge you to conquer three special Christmas-themed maps. Succeed, and you’ll earn a unique Frost Mage promo card as a reward.
    Join us on December 22nd for the full patch notes and celebrate this milestone with us!
    In the meantime, have a look at this teaser trailer. 

  10. Easy liked a post in a topic by WindHunter in Patch #400048 - 21 September 2024   
    Patch #400048 - Echoes of the Amii
    Welcome to our newest patch. This update contains our fourteenth balance patch for the game, 4 brand-new cards, 2 new campaign maps, a new PvP mode, four new achievements, and much more!

    Patch Preview
    Four new cards are now available! Jump in-game to collect Amii Sentinel, Skydancer, Energy Core, and Umbabwe! Added two new campaign maps! Continue the story of Skylords Reborn in the first two maps of our new campaign. BattleArena has arrived! Play against your friends in 2v2 or 3v3 battles in this casual PvP mode. Four new achievements and cosmetics to go along with the new maps and game mode. A few balance changes and major card reworks mostly to previously unviable cards.
    General Changes
    The Shadow enemies found on the summoning menu in the Forge have been swapped with their NPC versions. Amii enemies have also been added to the Forge's summoning menu. A new section has been added to PvE leaderboard to account for potential speedrun changes arising from changes to Amii Monument without wiping the rankings.  Upgrades have been redistributed, you can find more information in-game by using the "Show Upgrades" option on each map. All Rebirth edition cards have had their U2 and U3 upgrades moved to the new maps. The Lost Souls Forge skin is now available. Complete the new achievement "After All These Years" on expert difficulty to unlock it.  Deleted players are now displayed as <deleted> rather than empty. New setting "Force create unit group when holding SHIFT key" added to options. Reverted previously undocumented changes to attack-move command (shortcut Q), that were causing issues with unit responsiveness. Added Map of the Day info to the "Daily Rewards" section. When a player completes the Map of the Day in a given day, the flame on the world map will be grayed out. This change is to help players remember if they have already completed a particular Map of the Day for achievement progress. Players can continue to play the Map of the Day for extra upgrade rewards as normal.  Re-enabled the chat command export collection. Re-enabled the explore replay button.
    New Campaign Maps
    At long last the Skylords Reborn story continues with the addition of two brand-new fully-voiced (in English) campaign maps. These maps continue the story after Dwarven Riddle and are the product of hundreds of hours of our team's artists, designers, community map testers, translators, and voice actors. Both come with new achievements and rewards to encourage you to dive-in and explore. 
    Unexpected Visitors, 2-player campaign map
    Journey into the northern wastes to find the secrets hidden within the Riddle of Gnaur. Discover the last enclave of the elusive Amii and save them from certain destruction.

    Into the Jungle, 2-player campaign map
    Brave the jungles of Viridya's island to find a new home for your Amii allies. 


    New Cards
    Amii Sentinel - 260p T4 Amii Unit 
    You will find the upgrades for this card on the map "Into the Jungle."
    Our goal for Amii's T4 is to create a micro-intensive deck where most of the damage is unit-based. With Amii Sentinel in particular, our goal is to create a frontline tank that functions as a perfect conduit for Shadow's single-target buff cards. Volatile Body's 120% reflect turns Sentinel's health into a damage resource, which synergizes perfectly with cards like Regrowth, Transcendence, and Skydancer. 
     
    Energy Core - 140p T4 Amii Unit 
    You will find the upgrades for this card on the map "Unexpected Visitors."
    Energy Core's original design came from the Community Card Contest we held over a year ago. The idea behind Energy Core is to create a unit which is more of a mobile spell than it is a traditional unit. It has no auto-attack, but it has two active abilities. Both abilities damage Energy Core, one more significantly than the other, requiring the player to pay close attention to unit health and weigh their options over what is possible for them and whether or not risking losing the unit is worthwhile. 
     
    Skydancer - 120p T4 Amii Unit 
    You will find the upgrades for this card on the map "Unexpected Visitors."
    While Sentinel and Energy Core fit the roles of tank and damage dealer respectively, Skydancer functions as the supporter. Skydancer has two different mode-changes, one debuffing enemies and one buffing allies. The debuff functions as a kind of anti-rage effect, while the buff increases allied life points by a set amount. The health buff effect directly synergizes with Sentinel and Energy Core who both has health-based damage mechanics. 
     
    Umbabwe - 200p T4 Legendary Unit 
    You will find the upgrades for this card on the map "Into the Jungle."
    Blight's infamous witch doctor is finally making his player card appearance. As a standalone legendary unit, he is intended to function as a spellcaster type unit. To accomplish this, the card has a lot of built-in flexibility via its spells. Umbabwe has an auto-attack which is a meteor from Inferno, the ability to cast his signature spell Oink, and an active ability to summon a fiery tornado which applies a painful burn effect. 
     

    BattleArena - New PvP Mode
    For a long time, we have been developing an alternative PvP mode called BattleArena which we feel is finally ready to release. In this game mode, players do not use cards from their deck. Instead, they are given spell devices and progressively stronger creatures which they must use to overcome their enemies. The mode can be played 2v2 or 3v3 and comes with a new achievement to reward players for trying it out. Go to Sparring Grounds in-game to play BattleArena.


    Voice Actors
    Many of the above new features would not be nearly as enjoyable without the help of our volunteer voice actors. In this patch, the following players have lent their voices to liven up the Skylords Reborn universe. We thank them greatly for their help!
    Vox - Gaeron (new Frost Skylord) Ultralord - Burning Spears Edgelord - Skydancer Edgelord - Amii Phantom (includes the card's voice lines and the unit's appearance in the new maps) Elijah - Amii Sentinel Dreamlord - New map loading screen narration
    Achievements
    As part of the release of the two new campaign maps and BattleArena, we have released four accompanying achievements. There is a normal achievement just for beating the new maps, which rewards the player with the new Amii Sentinel on advanced and the Lost Souls forge on expert, as well as two achievements for mastering the maps. BattleArena has a new progressive achievement for playing the mode. We are also adding new Amii borders to the existing endless achievements for playing Amii decks in PvE and PvP.
    [ New Achievements ]
    After All These Years [Card: Amii Sentinel; Forge: Lost Souls]
    Win the 2-player scenarios Unexpected Visitors and Into the Jungle on Advanced / Expert difficulty or higher.
    Evacuation Expert [Progressive Banner: Bronze rank ➜ Ember rank]
    Win the 2-player scenario Unexpected Visitors on Expert difficulty in under 35 / 33 / 31 / 29 / 27 minutes.
    Earth, Wind, Fire [Avatar: Tribal] 
    Win the 2-player scenario Into the Jungle on Expert difficulty after defeating all 3 bosses in a single match.
    Honor Bound [Booster: 1 General; Avatar: Mo Ocean] 
    Play BattleArena [3 matches & 10 matches]
    [ Existing Achievement Changes ]
    Giver and Taker of Life (PvE) & Path of Insight (PvP)
    Both achievements now grant progressive Amii borders in line with the requirements of other faction borders. Borders will be added to the player's account retroactively based on achievement progress.
     

    Legacy Server
    While we are happy with the game's development since its revival, we understand that there are some parts of old BattleForge that players might miss. In response to this feeling, we have created a legacy server. This legacy server is equivalent to BattleForge the day it was shut down, with none of the balance changes, new cards, or new maps that have occurred as part of Skylords Reborn's continued development being included. The legacy server functions similarly to the public test server in that the player already has all cards and upgrades. To access the legacy server navigate to the game folder, in standard installations the game folder is be found at C:\Games\Skylords Reborn, and start StartBattleForgeLegacy.bat. From there, you login with your normal account information. 

    Game Balance Changes
    [ Global Balance Changes ]
     Amii faction passive scaling: Amii's faction passive Elusive now scales based on the unit's tier.
    Tier 2: 10% less Freeze and Paralyze duration.  Tier 3: 20% less Freeze and Paralyze duration.  Tier 4: 30% less Freeze and Paralyze duration.  Legendary building restrictions: Legendary buildings are now one-per-player, not one-per-team.
    Random PvE 1p starting void power: Starting void power has been changed to account for the Amii Monument changes.
    Standard / Standard+ (Difficulties 1-2): 600 starting void power Standard++ to Expert+ (Difficulties 3-8): 700 starting void power [ Card Changes ]
     Amii Monument:
    1. Power Cost: 250p ➜ 125p
    2. Ability Cost: 140p ➜ 100p
    3. Orbs granted by Amii Monument no longer increase a player’s tier. Players still gain access to cards within their current tier that require the orb granted by Amii Monument. For example, if a player has 3 Fire orbs via normal Monuments, and builds a Nature orb via Amii Monument, they will still be T3, but will be able to summon Juggernauts and heal them via Equilbrium.
       A. Description - “Switch into this mode to gain one tierless Shadow Orb. This orb will not increase a player's tier, but will allow the player to play cards within their current tier that would require this Orb. The Orb will be ready and functional after 10 seconds. It cannot be switched back for 30 seconds.”
    Amii Monument in its existing state is a cheat card. It breaks a map's design, allowing players unfettered access to T4 cards when the map is balanced around the player only having access to T3 cards and creating a persistent toxic effect on the normal game experience.
    Amii Monument removes an entire tier from the game. This has a disruption impact on the game experience by changing deckbuilding at its core. In decks without Amii Monument, the player needs to consider how many cards they can budget for each tier and choose accordingly. With Amii Monument in a deck, the player can simply remove all T3 cards from their deck besides Amii Monument itself (spells like Infect which scale well into T4 are the exception), opening up more deck slots for T1, T2, and T4 cards. Consider also that nearly all PvE maps are functionally finished before the player ever reaches T4. Combined with the fact that T4 cards are significantly stronger than T3 cards (the power difference between T4 and T3 cards is the single largest increase in card strength between tiers) means that the player requires fewer T3 and T4 cards in their deck, allowing the use of more card slots for T1 and T2. This heavily warps the game experience by making the player stronger than the map is designed to account for at all tiers, not just once the player reaches T3. 
    There is also the psychological effect Amii Monument has upon players. Since we first started balancing cards in Skylords Reborn, players have asked us to nerf Amii Monument, not just because of the balance issues, but because they felt compelled to always include it in their deck regardless of the situation. This is unsurprising as many game studios have recognized that players in general will choose the most efficient option, even to the detriment of their own enjoyment. And who of us have not experienced this? How many of us have not used mind-numbingly boring methods to grind in games just because it is the fastest way to procure loot, even if it ends up making us hate the game? Who has not included Amii Monument as a default deck option at some point in their time playing Skylords Reborn?
    To briefly summarize, Amii Monument undermines map design, deckbuilding, and possesses a factor that makes players feel compelled to include it in their decks, even when they know it undermines their own enjoyment. While designing our new maps, including not just the two maps releasing with this patch but the multiple additional maps currently in development, we found ourselves face to face with these issues in a way that made the card's problems no longer ignorable. For all these reasons and more, we felt that the time had finally come to nerf Amii Monument. Yet we do not want to destroy the card. The new design is tailored towards enabling unique, previously impossible, deckbuilding possibilities, in direct opposition to its previous design. We also realized that many T3 cards were not generally strong enough to be satisfying to use, so we dedicated almost the entire last patch to adding new T3 options through buffs, reworks, and new cards, and we are dedicated to continuing this project next patch. 
    Lastly, we understand that this change will upset many people, but we hope you will see that we did not make this choice lightly. We do not enjoy nerfing cards players like, but we do it because we think it is the best choice for the game. At the same time, we think that the time of major nerfs is now at an end with these changes to Amii Monument, and we as a team commit to no further nerfs on the scale of Amii Monument or the previous Batariel nerf from 2 years ago to existing cards going forward.
     Dying Breed:
    1. Power cost: 100p ➜ 90p
    2. Orb cost: 1 Fire, 2 Neutral (T3) ➜ 2 Fire, 1 Neutral (T3)
    2. Tainted Plunder (p):
       A. Description - Target enemy unit is filled with plunder. If the target enemy dies within the next 30 seconds, all friendly fire units in a 25m radius gain Looter for 25 seconds. Units with Looter harvest the bound power of enemies. Up to 10% of an enemy's original power costs can be harvested relative to the amount of its maximum life points received as damage. Reusable every 30 seconds.
    3. Gifted Plunder (g): 
       A. Description - Target enemy unit is filled with plunder and takes 30 damage per second. If the target enemy dies within the next 30 seconds, all friendly fire units in a 25m radius gain Looter for 25 seconds. Units with Looter harvest the bound power of enemies. Up to 7% of an enemy's original power costs can be harvested relative to the amount of its maximum life points received as damage. Reusable every 30 seconds.
    4. New FX to go with the new card effect.
    One of our long-term design projects is trying to give other factions besides Pure Shadow, with its Resource Booster, the ability to accelerate their power in higher tiers. We started this with changes to Nature's power flow via Forest Elder and Promise of Life, and now we are turning our eyes to Fire. Most Fire players are responsible for building 2 Shrines of War as soon as they get T3, immediately putting them behind by 300 power. Combined with high power cost units in T4, this gives Fire a painfully slow start with a frequent reliance on hoping your allies brought a Breeding Grounds for you to use. After carefully considering our options to accelerate Fire's power gain, we decided to bring back the Looter mechanic, but have it applied only temporarily with moderate percentages. We choose Dying Breed as the rework target because its previous effect was unsalvageable. The changes should allow Fire to use Dying Breed in early T3 to accelerate the transition into T4, or to payoff the bound power invested into Shrine of War, without being so strong as to cause Fire's power gain to grow out of control. 
     Fire Force (Formerly Girl Power):
    1. Change name: Girl Power ➜ Fire Force
    2. Power cost: 50p ➜ 80p
    3. Blessed Morale (b): 
       A. Description - Target own melee unit will be designated the champion of Fire. All friendly melee units in a 30m radius will take 20% less damage. If at least 2 enemies die within a 30m radius of the champion within a 10 second period, the damage reduction increases to 50% for 15 seconds. Lasts until the champion dies, or until a different champion is chosen. There may only be one champion of Fire per player at a time. Reusable every 60 seconds.
    4. Infused Morale (r):
       A. Description - Target own melee unit will be designated the champion of Fire. All friendly melee units in a 30m radius will deal 25% more damage. If at least 2 enemies die within a 30m radius of the champion within a 10 second period, the damage buff increases to 50% for 15 seconds. Lasts until the champion dies, or until a different champion is chosen. There may only be one champion of Fire per player at a time. Reusable every 60 seconds.
    5. New FX to go with the new card effect.
    Girl Power was an odd card that did not fit within the game. It was never clear to the player what cards were men, which were women, and which were neither. We did not see a way to salvage the card as it was, so we reworked it into a tool to enable new melee based strategies in Fire decks. The newly minted Fire Force is a permanent spell effect that you apply to a single unit which transforms that unit into a leader type unit. Allies around the leader are buffed, either with increasing damage reduction or increasing damage dealt, when enemies around the leader unit die. Our hope is that this card enables previously niche T2 and T3 melee units to become viable options in PvE.
     Grove Spirit:
    1. Movement speed: 4.8 m/s ➜ 6.4 m/s (normal L/XL-speed)
    2. Life points: 1100 ➜ 1600
    3. Healing Song cost: 90p ➜ 60p
    Grove Spirit has found itself a niche in a deck which uses it alongside Offering to cycle Mind Control. The idea of this deck is to use Grove Spirit as ground presence while you build yourself an army out of your enemy's units. The issue is that Grove Spirit itself is slow and dies in one-shot to artillery buildings. We have given the unit a booster shot of life points and made her undulate her tentacles faster, alongside a discount to the Healing Song ability. Pending any further rework to the unit, we hope in the meantime that this helps the unit in the one niche it has found for itself.
     Lost Dancer:
    1. Tainted Blast affinity effect: 50% more damage against humans ➜ 30% more damage against humans
    Lost Dancer has proven too strong in PvP and we are toning down the extra damage against humans to bring her back in-line. 
     Lost Manabeast:
    1. Immortalize requirement: 7 enemy life essences ➜ 3 enemy life essences
    Immortalize's enemy requirement is too strict, making it overly difficult to make good use of the ability. We are substantially reducing the requirements to hopefully give Lost Manabeast a better synergy with Revenant strategies. 
    [ NPC & Map Changes ]
     Spearmen (NPC):
    1. Toggle ability Defensive Formation: 25% damage reduction now applies properly
     Fire Emitter (Slavemaster version):
    1. Power cost: 2000p ➜ 200p
    New NPC Entities: Available for use by official and community mapmakers.
    Added Frost NPC entities: Units: War Eagle, Tremor, Mountain Rowdy, Northland Drake, Icespike, Avatar of Frost, Construct, Dreadnought, Core Dredge, Dredgling, Mountaineer, Tempest, Winter Witch Buildings: Ice Launcher, Frost Crystal, Frontier Keep (large spawner), Kobold Inc. (small spawner) Added Amii NPC entities: Amii Crossbowmen, Amii Paladins, Amii Phantom, Amii Sentinel, Amii Keep Bad Harvest: Both orbs near the Treasure Wagon now spawn when a player in position 3 is playing solo.
    The Soultree: The map now requires all 5 normal orbs to be built or under construction to fulfill the map's victory requirement. Amii Monument no longer counts towards this goal. 
    [ Bugfixes & Miscellaneous Changes ]
    Fixed card descriptions in various languages. The longstanding issue which caused players' games to slowdown substantially when they destroyed multiple frozen air units at once, has now been fixed. The most well known occurrence of this bug was connected to Shatter Ice.  Dropdowns for rankings are no longer scrollable.
  11. Easy liked a post in a topic by Majora in Community Update - 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!

     
    • Echoes of the Amii

    Nearly 15 years have passed since the original BattleForge story concluded. When we revived the game through Skylords Reborn, two questions kept coming up: Will we get new Amii cards, and will we see new story or campaign maps?
    One of the final cards released for the original game was Amii Phantom, offering a glimpse of what might have been. Over the years, our team has carefully expanded the mysterious Amii faction with new cards like Amii Paladins, Tranquility, and Transcendence, gradually shaping a distinct faction identity. With our upcoming patch, we're accelerating this effort by introducing three late-game units: Amii Sentinel, Skydancer, and Energy Core. These new units provide players with exciting options for building a dedicated Amii deck.
    We are incredibly proud of how far this project has come, and we're grateful for the opportunity to expand the Amii faction with these new cards. Rest assured, we have more cards in development for the faction, some of which you can expect to see before the end of the year.
    In addition to new cards, our next patch marks a significant milestone by adding new campaign maps. And what better way to do so than by properly integrating the Amii into the story? These new maps take place during the original story's timeframe, filling in some of the gaps and answering lingering questions, while also introducing a new Skylord and bringing the ancient Amii into the present-day narrative.
    Our next patch will feature two new maps, with more in development. We've dedicated significant time and effort to these campaign maps, carefully refining the balance, map art, story, and gameplay. We hope players will appreciate the passion that went into their creation. After all this time, we want to ensure that these maps stand proudly alongside the original campaign. These maps are the product of hundreds of hours of our team's artists, designers, community map testers, translators, and voice actors. We hope you are looking forward to them!

    We are excited to announce Echoes of the Amii will release on September 21st.
     
    • New Card Reveal - Energy Core

    With the patch release imminent, we have another new card to show you that will be included. Crackling with energy, Energy Core is powerful, but unstable. By overloading the core, it can deal massive amounts of damage, but doing so comes at a heavy cost. Let's break down the card!

    Please note: We are still finalizing the card. While we are generally happy with it, numbers and effects might still change before release. 


    Pulse 
    Activate to unleash an electric shock through enemies in a straight line that deals 1200 damage to enemies in a 20m radius, up to 3000 in total. The shock damages Energy Core by 1150 life points points. Must have at least 1000 life points to activate. Reusable every 15 seconds.
     
    Overcharge
    Activate to overload the unit, dealing 2000 damage to enemies in a 25m radius, up to 6000 in total. The overload damages Energy Core by 2300 life points. This self-inflicted damage ignores damage modification and cannot be warded off with the help of damage reducing abilities because it is able to circumvent every buff or protective shield. Must have at least 2000 life points to activate. Reusable every 30 seconds.



    Elusive
    Units with Elusive have the duration of the immobilizing effects of Freeze and Paralyze reduced by 30%.
     
     
    Sharp eyes might have noticed a change in the percentage of the Amii passive ability "Elusive". Starting with our next patch, the Elusive ability will be different depending on the tier of the unit. The current cards, Amii Phantom and Amii Palladin, and any future tier 2 Amii units will remain at 10%. Meanwhile, tier 3 will move the percentage up to 20%, and tier 4 units will have a 30% reduction to the duration of Freeze and Paralyze. 
     
    Design notes: Energy Core's original design came from a player in the Community Card Contest we held over a year ago. At the time we were fleshing out the basic design of Amii's T4 and we thought that Energy Core was the perfect fit for what we envisioned regarding this faction's playstyle. The idea behind Energy Core is to create a unit which is more of a mobile spell than it is a traditional unit. It has no auto-attack, but it has two activatable abilities. Both abilities damage Energy Core, one more significantly than the other, requiring the player to pay close attention to the unit's health and weigh their options over what is possible for them and whether or not risking losing the unit is worthwhile. It synergizes directly with Skydancer, whose buff increases a unit's base health, allowing Overcharge to be used without directly killing Energy Core. The damage to enemies is modifiable by Shadow's buffs, allowing the card to work directly with Shadow's buffs and Nature's healing spells. 
    Energy Core will release alongside our next content patch on the 21st.
     
    • Art Spotlight - Energy Core

    As the creators of Monuments and Powerwells in Nyn, the Amii seemed like the perfect faction for a unit embodying the essence of a monument's core. For the initial concept of the card, our artist, SpiritAlpha, took the model of Magma Spore, and incorporated faces in its design—a direction we've explored before with the spell Tranquility.
    From the start, we knew we wanted to move away from the iconic chains of the Magma Spore, aiming to make the design feel more distinctive. While we're limited to the models from the original game, it was important to us that this unit didn’t come across as just another simple reskin.

    We were drawn to this next concept art, evoking the feeling of soldiers stumbling upon an ancient construct in a temple-like setting. However, we were concerned that it resembled a spell too closely and weren’t entirely convinced by the facial design.
    To refine the concept, we revisited other Amii structures in the game for inspiration. We noticed that the Amii Shrines featured a unique eye in their design, which we felt was worth exploring further. We paused work on the card art to ensure this idea could be executed well in the model. Once the model was finalized, we resumed work on the card artwork.
      
    We were thrilled with the direction we took. The core not only looks powerful, but it also brings a distinct personality to what could have been a rather plain model. With its ominous eye watching over the battlefield and its rhythmic hum, the Energy Core is something truly unique in the lineup. We hope you love it as much as we do!

     
    • Amii Monument Changes

    One of the most anticipated—or depending on your perspective, feared—changes will be implemented in our next patch. After careful consideration and years of discussion, we have decided to change the card Amii Monument. We are fully aware of the controversy surrounding this topic, so we want to take the time to explain our reasoning and the thought process behind it.     The following changes will be made to the card:  1. Power Cost: 250p ➜ 125p
    2. Ability Cost: 140p ➜ 100p
    3. Orbs granted by Amii Monument no longer increase a player’s tier. Players still gain access to cards within their current tier that require the orb granted by Amii Monument. For example, if a player has 3 Fire orbs via normal Monuments, and builds a Nature orb via Amii Monument, they will still be T3, but will be able to summon Juggernauts and heal them via Equilbrium.
       New Description - “Switch into this mode to gain one tierless Shadow Orb. This orb will not increase a player's tier, but will allow the player to play cards within their current tier that would require this Orb. The Orb will be ready and functional after 10 seconds. It cannot be switched back for 30 seconds.”
    4. Once built, Amii orbs attack as if they were a normal orb.
    5. Legendary buildings are now one-per-player, not one-per-team.
    Reasoning
    Amii Monument in its existing state is a cheat card. It breaks a map's design, allowing players unfettered access to T4 cards when the map is balanced around the player only having access to T3 cards and creating a persistent toxic effect on the normal game experience. Amii Monument removes an entire tier from the game. This has a disruption impact on the game experience by changing deckbuilding at its core. In decks without Amii Monument, the player needs to consider how many cards they can budget for each tier and choose accordingly. With Amii Monument in a deck, the player can simply remove all T3 cards from their deck besides Amii Monument itself (spells like Infect which scale well into T4 are the exception), opening up more deck slots for T1, T2, and T4 cards. Consider also that nearly all PvE maps are functionally finished before the player ever reaches T4. Combined with the fact that T4 cards are significantly stronger than T3 cards (the power difference between T4 and T3 cards is the single largest increase in card strength between tiers) means that the player requires fewer T3 and T4 cards in their deck, allowing the use of more card slots for T1 and T2. This heavily warps the game experience by making the player stronger than the map is designed to account for at all tiers, not just once the player reaches T3. 
    There is also the psychological effect Amii Monument has upon players. Since we first started balancing cards in Skylords Reborn, players have asked us to nerf Amii Monument, not just because of the balance issues, but because they felt compelled to always include it in their deck regardless of the situation. This is unsurprising as many game studios have recognized that players in general will choose the most efficient option, even to the detriment of their own enjoyment. And who of us have not experienced this? How many of us have not used mind-numbingly boring methods to grind in games just because it is the fastest way to procure loot, even if it ends up making us hate the game? Who has not included Amii Monument as a default deck option at some point in their time playing Skylords Reborn?
    To briefly summarize, Amii Monument undermines map design, deckbuilding, and possesses a factor that makes players feel compelled to include it in their decks, even when they know it undermines their own enjoyment. While designing our new maps, including not just the two maps releasing with this patch but the multiple additional maps currently in development, we found ourselves face to face with these issues in a way that made the card's problems no longer ignorable. For all these reasons and more, we felt that the time had finally come to nerf Amii Monument. Yet we do not want to destroy the card. The new design is tailored towards enabling unique, previously impossible, deckbuilding possibilities, in direct opposition to its previous design. We also realized that many T3 cards were not generally strong enough to be satisfying to use, so we dedicated almost the entire last patch to adding new T3 options through buffs, reworks, and new cards, and we are dedicated to continuing this project next patch. 
    Lastly, we understand that this change will upset many people, but we hope you will see that we did not make this choice lightly. We do not enjoy nerfing cards players like, but we do it because we think it is the best choice for the game. At the same time, we think that the time of major nerfs is now at an end with these changes to Amii Monument, and we as a team commit to no further nerfs on the scale of Amii Monument or the previous Batariel nerf from 2 years ago to existing cards going forward. 
     
    • Battle Arena

    Next patch will also bring the release of a new PvP mode called Battle Arena.  In this game mode, players do not use cards from their deck. Instead, they are given spell devices and progressively stronger creatures which they must use to overcome their enemies. The mode can be played 2v2 or 3v3 and will come with a new achievement to reward players for trying it out. 
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
     
    Current events:
    • UPCOMING - Release Event
    Once the patch is out, we will have an event to celebrate the release of the new campaign maps. In this special event, you'll have a chance to win some of the new cards or boosters! More details will be shared on patch day. 
     
    • NEW - Seven Strategy Showdown 3 - Wrecking Time
    The 3rd event in the series is now live! The tables have turned, and this time Skylords are the ones destroying buildings. Destroy as many buildings as possible within the time limit and win some great prizes. More information. 
     
    • IN PROGRESS - Seven Strategy Showdown
    Every two weeks there will be a new event in this series of seven events, each bringing a fun handcrafted challenge or mechanic! Be sure to check them out, as there are some great prizes to be won! More information.
     
    • FINISHED - Seven Strategy Showdown 1 - The Salesman Problem
    For this event players had to kill all the units on the event-map as fast as possible. It wasn't long before people broke the one minute mark, but after that the real competition kicked off. You can now watch the winners on Twitch. More information.
     
    • FINISHED - Seven Strategy Showdown 2 - The Last Fortress
    One building is all that stood between players and the leaderboard. Watch how the fierce competition concluded in the winner reveal stream on Twitch! More information.


     • SECOND PHASE EXTENDED - PvP AI programming contest
    Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! Players are still able to join this programming contest. More information.
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. 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

    Two team members have concluded their roles; Piskr as Client Developer, and Xanatoss as Card implementer. We would like to thank them for their contributions to Skylord Reborn.   Meanwhile, Titan has transitioned to help us with audio, alongside the role of 3D-artist.   
    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
     

     
    If you have any experience with e-mail newsletters, we could especially use your help as we move towards the release of our latest patch. Please take a look at this new role. 
    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with an Amii booster: ISPY-WITH-AMII-EYES
    The code is valid until October 1st, when we will bring you another Community Update. 
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update August 2024
  12. Easy liked a post in a topic by Majora in Community Update - June 2024   
    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!

    • Statement about antivirus programs flagging Skylords Reborn as unsafe

    Lately we have been seeing an alarming rate of issues regarding the launcher of Skylords Reborn. We'd like to take some time to explain the situation, what you can do yourself, and how we are working to resolve these issues.
    Since our last patch, several antivirus programs have been flagging certain Skylords Reborn files, with pcre3.dll often being identified as the culprit, though we have also seen mentions of proxy-internal.dll, proxy-legacy.dll and proxy-test.dll. 
    Unfortunately, reversing some of the changes in the patch did not resolve this issue. We are now considering alternatives, such as purchasing certificates to mark these files as safe. However, as a volunteer project, we need time to explore these options, ensure they will solve the problem, and make sure that server upkeep costs are not significantly impacted.
    In the meantime, players can make an exception for the Skylords Reborn folder in their antivirus programs. We understand players might be hesitant to do so, and while we do not know for certain what exactly makes antivirus programs consider these files unsafe (as their explanations are usually very vague) we’ll give an example why they might. The Skylords launcher functions in a way that triggers some antivirus programs, yet this functionality is necessary for the game to work and is harmless for the user.
    By default, the game is designed to send your login credentials to the EA server, just like every other always-online game communicates with its official server. However, EA shut down the official server, leaving nothing to communicate with. Without the EA server, the game cannot function. To make Skylords Reborn work, it uses a technique that "reroutes" the login credentials you enter to the Skylords Reborn server instead of the non-existent EA server.
    Because login credentials are being sent to a different server, it makes sense for antivirus programs to be alarmed. However, to be clear, what is being redirected is only the credentials you enter on the login screen. These are your Skylords Reborn account credentials, which the project already has from your registration. They are then sent to the Skylords Reborn server instead of the dead EA server. Otherwise, the game would fail to connect and not work.
    To allow the launcher to function correctly, you need to make an exception for the folder so the antivirus program leaves it alone. Otherwise, the launcher might get stuck trying to find a file that was quarantined by the antivirus program. Please note that this issue might resurface with future patches. How to make an exception varies for each antivirus program. If you need assistance, please head over to technical support, and we’ll try to help you.
    We understand these issues are causing frustration among our players, and we are working hard to find a solution that prevents users from having to take actions they might not feel comfortable with. We appreciate your understanding and patience as we search for solutions.
     
    • Feedback Survey - Community Updates

    Last month we put out a survey to gather feedback on our Community Updates. A big thank you to everyone who participated and shared their thoughts and kind words. Whether you have been with us since the beginning, or have recently started following us, we appreciate you taking the time to check in. 
    The survey gave us some valuable insights, and we are happy to confirm many of you read the Community Updates even when you are not actively playing the game. The main goal of these updates has always been to ensure you know we are constantly working behind the scenes of Skylords Reborn to prepare new content for you, even if you can't play it immediately. We know many of you are excited about new campaign maps, and we can't wait for you to experience them. Because we expect many inactive players to return once we release them, we are dedicating significant time to testing and balancing them to ensure they are ready for release.
    Finding the right balance between making exciting announcements and delivering them within a reasonable timeframe has always been challenging. Due to the volunteer nature of the project, it remains difficult to estimate how long it will take to complete a task. One month, we may make great progress on a specific feature or card, only to have a critical team member needed for its implementation suddenly need to focus on their job or studies the next month, causing progress to halt. We are glad to see that you understand these challenges, but we will strive to manage expectations better regarding communicated release dates.
    Fortunately, our card reveal for this month is a card that has already been implemented on the internal test server, so we can guarantee its future release. But before we get to that reveal, let's talk about patches. 
     
    • Upcoming Patches


     
    There are currently four new campaign maps in development; three 2-player maps, and one 1-player map. The first two maps you can expect will be Unexpected Visitors and Into the Jungle, which are part of the Key of Ashia story campaign, filling in some of the questions the original campaign failed to answer. In Unexpected Visitors, you will defend the last Amii tribe from the Lost Souls, while Into the Jungle tasks you with finding a new safe haven for them.
    We are currently in the final stages of testing and tweaking these two maps, which will be released together in the upcoming "Echoes of the Amii" patch in 2024. We aim to release the other two maps shortly after in a follow-up patch, depending on the progress made.
    Although we are not ready to announce a specific release month for the campaign maps, we are pleased to share that a new content and balance patch will release in June!
    This balance patch will include long-awaited changes, such as the rework of Colossus, along with two new cards: Icespike and Swarm. Stay tuned for the patch notes for more information.
     
     
     
    • New Card Reveal - Swarm

    Today's card reveal takes us back to April 2022. In our Nature Deep Dive, we introduced the concept of a tier 3 spell card called Green Tide, designed to help the faction counter enemy crowd control defenses like Willzappers. We also discussed planned changes to Grove Spirit and the addition of a new tier 4 Nature spell, which ultimately became Sanctuary. While technical limitations unfortunately prevented us from implementing the changes to Grove Spirit, we are excited to announce the release of the tier 3 spell we previously mentioned. Introducing the renamed Green Tide: Swarm!
    Please note: We are still working on the card. While we are generally happy with it, numbers and effects might still change before release. 


    Swarm will be a new tier 3 Nature card, and will be an uncommon. Swarm will release in our next content patch in June. Let's break down the card.

    Beetle Infestation
    Summons a swarm of four Burrowers at the target location which die after 20 seconds. The Burrowers can be controlled by the player, but they do not provide ground presence. They will have the same upgrade level as the spell itself. Reusable every 25 seconds.
     
    Design notes: While Nature decks have a lot of flexibility, one of Nature's persistent weaknesses is buildings. None of Nature's damage spells affect buildings and the faction lacks long-range siege abilities that would allow players to target important buildings in the backline. While we have tried multiple solutions to this problem that were not just adding a Nature version of Earthshaker, we also recognized that Nature does need a specific anti-building spell. Still, we wanted to give this spell a unique twist that fits the Nature faction and so we settled on a spell which spawns burrowers unconditionally, allowing you to directly target buildings with siege bugs.  
     
    • Art Spotlight - Swarm

    Since we knew Swarm would be spawning Burrowers, our obvious starting point for the card artwork was the original Burrower artwork. We wanted the card to clearly showcase the units being spawned were the familiar insect, yet keep the artwork distinct enough to convey that this is a spell, not a unit.

    Our artist, SpiritAlpha, began with four rough sketches to determine the best way to achieve this. Knowing we could use the original spawn animation of Burrowers crawling out of the ground, we kept this in mind while working on the artwork. We quickly settled on the final pose.
          
    We then spent a lot of time ensuring the creatures resembled the original Burrowers while being distinct enough to recognize each card separately in the deck. We experimented with various green color schemes, and a few iterations are shown below.
          
    We liked how the piece was coming along, but were concerned about the lack of contrast, given that the entire artwork consisted of various shades of green. We brightened up the background to make the Burrowers pop a bit more. During the process, we also placed the artwork within the card border to ensure it remained clear and readable in-game, and we explored various options for its zoom level. We finalized the piece by adding some flying grass and raising the grass on the ground to align with the card frame's cut-off point. Making the Burrowers' eyes glow also turned out to be a nice finishing touch.
          
     
    We are very happy with the end result, and hope players will appreciate the hard work of SpiritAlpha!
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
     
    • FINISHED - Official Event #13 - A Town in Need is a Town Indeed
    For this newly released community map, players had the choice of defending the town or overwhelming the Twilight attackers. You can watch the highlight video here, and be sure to check the map out if you haven't already.
     
     • SECOND PHASE IN PROGRESS - PvP AI programming contest
    We are gathering players for a new type of event. Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! More information.
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. 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

    We are happy to share Bergerb has joined the map department. He has been working on fixing some of the bugs of the campaign, and will help the team in streamlining various maps. We also have a new Testing Coordinator. After Volin retired his role, we are glad to have Vrizz take up the mantle. Thank you, and a warm welcome to the team.
     
    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
    We are especially looking for some more proofreaders (English), to read over stuff like the Community Update and Event posts before they go live. We are also looking for translators (French, Russian) to help with our new campaign maps and more. 
    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.

    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    After player feedback in our latest survey showed that players dislike scratch codes, we have decided to remove them.
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update May 2024
  13. Easy liked a post in a topic by Majora in Patch #400046 - 27 April 2024   
    maybe today
    Glad you are enjoying our favourite turtle!
  14. Easy liked a post in a topic by Majora in Community Update - April 2024   
    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!

    Click below to view our April Fools joke for 2024. 
        • Upcoming Patch - April

    While we continue working on our significant Summer patch (which will include our new campaign missions), we are nearly ready to release another patch to bridge the gap until you can get your hands on the Echoes of the Amii patch. In this smaller patch, planned for release in April, we will introduce two new cards, Map-of-the-Day, our new Rebirth booster, as well as some minor balance changes. Stay tuned for the full patch notes later this month.
    The two new cards included in this patch will be the long-awaited Stonekin turtle, Bedrock, and a new build-around tool for Lost Souls players in Gate of Akylos.

    As you can see, these cards will mark the introduction of the first new Ultra Rare cards to the game. If you're curious about the basis for our rarities, please check out our rarity design philosophy.
    While maintaining a consistent logic for rarities is important to us, we also want to ensure that players can actually experience our newly created content. These new cards will be obtainable in their respective boosters as usual, but introducing an Ultra Rare without additional measures would likely make them unattainable for the majority of the player base.
    We have received feedback from the community regarding the availability of the new cards in the Rebirth Edition in general, and set out to find a solution. Introducing: the Rebirth booster.

    This booster will differ from the other boosters currently in the game. It will not be available in the store and can only be obtained through special events and a new reoccurring achievement. This new achievement rewards you for interacting with our new Map-of-the-Day feature. Every day, a random multiplayer Campaign Map will be selected for the Map-of-the-Day. They will be easy to spot, with an effect around their icon on the world map similar to the PvP-happy hour. For every completed Map-of-the-Day on a different day, players will receive 50 BFP. Additionally, for every 10th map, they will receive a Rebirth booster.
    Each Rebirth booster contains 3 cards, all from the Rebirth Edition. Additionally, there will be an increased chance for cards of a higher rarity to drop.
    We hope that Map-of-the-Day will encourage players to play both fan-favorite and lesser-played campaign maps. This should also help in assisting new players who are seeking to complete the full campaign. We will be monitoring the prices of our new cards and the impact the Rebirth booster is having on the economy, and might adjust accordingly in the future. We are also planning to distribute some Rebirth boosters through various events.
     
    While we are unable to announce a specific release date yet, we feel quite comfortable announcing that this patch will go live in April. We hope you look forward to it!
     
    • New Card Reveal - Skydancer

    During our Anniversary Stream we announced there would be three new Amii units coming to Skylords Reborn in 2024. We will be revealing those cards in the upcoming Community Updates. Last month we revealed Amii Sentinel. Today we are ready to reveal Skydancer!
    Please note: We are still testing the card. While we are generally happy with it, numbers and effects might still change before release. 


     
    Spirit Blade
    Every 1.6 seconds, unit casts a lance of elemental power that deals 222 damage to enemies in a 5m radius around its target, up to 333 in total.

     
    Spirit of Anguish - Mode Change, Cost: 50p
    Activate to call forth an ancient Shadow spirit draining the enemy’s will to fight. While an enemy unit is within 40m of Sky Dancer, it deals 20% less damage. After being affected for 10 seconds, the debuff increases, causing enemies to deal 50% less damage. Effect lasts for 10 seconds after an enemy leaves range. Lasts until deactivated. Reusable every 30 seconds.
     
    Spirit of Hope - Mode Change, Cost: 50p
    Activate to call forth an ancient Nature spirit that bolsters the life of allies. While an allied unit is within 30m of Sky Dancer, its maximum life points are increased by 20% and it regenerates 1% of its life points every second. Effect lasts for 10 seconds after units leave the area of effect. Lasts until deactivated. Reusable every 30 seconds.
     
    Elusive
    Units with Elusive have the duration of the immobilizing effects of Freeze and Paralyze reduced by 10%.
     
     
    Design notes: Last month, we revealed Amii Sentinel. The card itself was well received and its design led to a lively discussion in our card balancing discord about potential synergizes and the types of strategies people thought it would create. The design of Amii Sentinel, while interesting in itself, becomes more so when considered alongside its intended support unit, Skydancer. Skydancer is an L-sized flying unit with two powerful support abilities. The first is Spirit of Anguish, a kind of anti-rage effect which scales in strength as the enemy remains in range. The other is Spirit of Hope, which introduces a new mechanic allowing for players to increase the maximum life points of their own units. This second ability is the one intended to directly synergize with Amii Sentinel. Amii Sentinel can turn health into damage through its reflect mechanic, and by adding more total life points to its pool of health, the total damage available through reflection also increases. 
    Our goal for Skydancer goes beyond being a summon-once support for Amii Sentinel. In general, XL-sized melee units rule T4, particularly in random PvE, with there being a lot of structural reasons why this is true. While we love XL-units as much as everyone else, we as a team want to start diversifying the unit experience by bolstering other types of strategies. With a solid damage-to-power ratio, a large amount of survivability via both Spirit abilities, and a natural synergy with Transcendence, we hope to see flying armies of Skydancers become a viable strategy in T4, both with and without Amii Sentinel. 
    Skydancer is currently planned to release alongside our next major content patch in the summer, including brand-new campaign maps. We are not yet able to announce an exact release date. Please stay tuned for more information, and check in next month for another Amii card reveal!
     
    • Input requested: Elemental Mastery

    Skylords Reborn can be a daunting game, given the large variety of cards and mechanics. With so many options to explore, there is always more to learn. We want players to get a sense of which faction they play the most, what kind of interactions they have with the faction, and to complete tasks that give them a sense of having achieved mastery with said faction. To support both the learning and mastering process for each faction, we would like to introduce a new category of mini-achievements known as Elemental Masteries. These achievements will be tailored to each faction and divided into two categories:
    Individual - these will track specific card actions, such as the number of spawns erupted to death.
    General - these will will track player progress with the overall faction, such as how many maps a player has completed with Pure Fire.
    Each category will reward minor rewards along the way, mostly in the form of faction-specific cosmetics.
    The goal is for each faction to track 5 interactions per tier, as well as 5-10 general faction progress trackers. We are interested in the community's ideas for what types of card actions they would like to track, with focus on things which are commonly repeatable. Focus can be either PvP or PvE, though the final choices will be a mix of both.
     
    Examples of Trackable Actions
    Due to recent advancements in our understanding of the game, we can track most internal and external card interactions. Below are a list of some of these trackable events, all of which have been taken from Fire cards.  
    • Number of units charged by Enforcer
    • Enemy spawn buildings erupted to death
    • Buildings suppressed (Sunstriders + Suppression)
    • Enemies knocked back with Lava Field
    • Total time Batariel has spent in his stage 3 burning phase
    • Total damage dealt by Fire Dragons
    • Void returned with Shrine of War
     
    Join our brainstorm
    You can share your idea's in this thread on the Forum. Brainstorming is also taking place in our official discord dedicated to discussion of card balancing in Skylords Reborn. Please join us there if you would like to see more elemental mastery suggestions or if you would like to participate in discussions relating to proposed changes to the game before they happen.

     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
     
    • NEW - Returning Easter Event
    Complete any match during the Easter season to collect a free Promo Easter Egg. Additionally, you can collect a special Easter-themed border by completing the community map "The Easter Tree". 
     
     • SECOND PHASE STARTED - PvP AI programming contest
    We are gathering players for a new type of event. Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! More information.
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. 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

    We are happy to announce that both a new and a returning member have formally joined the Skylords Reborn team. ElementG is our new 3D artist, assisting the art team with model adjustments. His latest work, Skydancer, has turned out very nicely, so stay tuned for that. Additionally, Chibiterasu has re-joined the team as a Card Implementor. We are delighted to have him return, as his experience with the tools is a welcome addition to our work output.
    Minashigo Hiko has concluded his role as an Event Manager. We would like to thank him for his contributions over the years.
    As our team continues to grow, Dutchy has taken on the role of HR Coordinator alongside his Lead Moderator duties. Are you interested in helping out with the project but not sure how? Feel free to send him a message!
     
    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!

    We are especially looking for some more proofreaders (English), to read over stuff like the Community Update and Event posts before they go live. We are also looking for translators (French, Russian) to help with our new campaign maps and more. 
    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a General booster: SKYL-ORDS-REBO-RNVR
    The code is valid until May 1st, when we will bring you another Community Update. 
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features. You can also sign up to our e-mail newsletter here. 

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update March 2024
     
  15. Easy liked a post in a topic by Majora in Community Update - October 2023   
    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!

    • General Update

    It's been a while since our last content patch, and we'd like to provide a brief update on the project. Skylords Reborn relies entirely on the free time of our dedicated volunteers. While we strive to address sudden spikes in inactivity as effectively as possible, there are occasions when unexpected delays are inevitable. Our aim is to strike a balance between revealing upcoming new content and features and getting them into your hands. Currently, this balance is a bit off, resulting in the announcement of some upcoming features a while ago, while they have not yet been implemented. We hope for your understanding in these matters and that you still appreciate us showing what we are working on.
    We'd also like to inform you that progress on our upcoming campaign maps is proceeding smoothly. Although we haven't disclosed specific details yet, this decision was made deliberately. The process of map creation can be complex, and even in the late stages of development, maps can undergo significant changes. We want to ensure that our new maps earn their place alongside the existing campaign, so we've invested substantial time in establishing the foundational elements to build upon. Our dedicated testers are currently working to ensure these maps provide an enjoyable playing experience, and we're confident that the end result will be something you'll greatly appreciate. Please stay tuned for more updates!
     
    • New Card Reveal - Bedrock

    In June, we unveiled the artwork for our highly anticipated tier 4 Stonekin turtle. Since then, people have been curious about the card and its associated effects. Today we are excited to show you the design for the upcoming Stonekin unit: Bedrock.
    Please note: We are still testing the card. While we are generally happy with it, numbers, effects, and its rarity might still change before release. 
     

     
    Delving further into the building-focused Stonekin archetype, Bedrock offers Stonekin players an exciting and versatile tool for the endgame. If you want to learn more about this archetype, please check out the Stonekin Deep Dive!
    Bedrock stands as a formidable elemental destroyer, capable of both laying siege to enemy buildings and constructing new ones. Additionally, it possesses the ability to fortify friendly structures with an Ice Shield. This card has a ranged auto-attack, siege, two active abilities, and, naturally, the Stonekin passive ability.
    Bedrock will be available in two different affinities, each influencing its unique Sculptor ability. Once released, the card will drop from boosters and can be reforgable. 
    Bedrock will be the first Ultra Rare card from the Rebirth Edition. To make sure enough players will be able to enjoy the card, we are considering hosting an event around the release where you can earn the card. Stay tuned for more information.  
     
     
     
    Let's break down the card: 
     
     Rock Throw (auto attack)
    Range: 30m
    Every 3 seconds, unit fires a molten stone dealing 633 damage, up to 950 in total. Knocks back small and medium units.
     

    Blessed/Tainted Sculptor
    Range: 30m
    Place a Stone Launcher with an affinity towards Frost/Shadow that deconstructs after 30 seconds at a target location within a 30m radius. Only one tower may be placed at a time. Can be placed nearby enemy units and structures. Reusable every 30 seconds.
     
    Living Rampart
    Cost: 50p - Range: 30m
    All friendly buildings in a 30m radius will be fortified, gaining an Ice Shield that absorbs 1800 damage for 15 seconds. The Ice Shield renews itself once after 15 seconds to absorb an additional 1800 damage. Reusable every 30 seconds.
     
     Siege
    Deals 100% more damage against structures.
     Adamant Skin (Stonekin faction passive ability)
    The unit takes 15% less damage
     
    Bedrock has been in the making for quite some time now, and we still need a little more time to work on some technical implications. Alongside the new Tectonic Shift card and some upcoming balance changes, we hope to improve and explore the playstyles of the Stonekin faction. We are currently not able to communicate a release date yet.
     
    • Look reveal - Bedrock

    And finally, here's a sneak peek at how Bedrock will appear in the game!  We hope you are looking forward to our new favourite stone turtle!
       • Community Spotlight - Masters of the Forge

    Skylord of Honour and CCC-host Kapo started a new project this month: Masters of the Forge.
    In this podcast-like series, Kapo interviews various staff members to discuss the project and personal stories about their interaction with BattleForge and Skylords Reborn. In his own words:
    Masters of the Forge will shine a light on all those people working so tirelessly on Skylords Reborn - for the average Skylord, [Game Masters] are elite, mythical creatures too many know nothing about, and we will hopefully change that. So, in this dev-talk-like podcast series we will meet several Masters of the Forge in person, and hopefully I will be able to ask them questions that are interesting to you. And, you will also get the chance to ask them some questions! The series will be streamed on Twitch and afterwards uploaded on YouTube.
    Please note that while the content created is supported by the SR Team and will be all about Skylords Reborn, this is no official event or dev-talk. The focus will be around the guest, what their duties are, how they feel about the game and its development - we will not elaborate future changes in depth or announce anything fancy. But hopefully we will know more about the guest and how It's like to be part of the SR Team.

    There are currently 3 episodes to watch:
    • Episode 1: Dutchy, Lead Moderator
    In this episode, Kapo and Dutchy discuss various moderator-related topics. Find out about how our moderators keep Skylords Reborn a fair community. Watch now.

    • Episode 2: Majora, Project Coordinator
    In this episode, Kapo and yours truly talk about the Community Updates and Project Coordination. We also go over what goes into creating a new card for Skylords Reborn, and which departments are needed to make it happen. Watch now.

    • Episode 3: Volin, Testing Coordinator
    In this episode, Kapo and Volin dive into the topic of testing, a crucial part of the game. As a special treat, Volin showcases the new rPvE difficulty 9.5, as previously announced in our community update. Watch now.
    Episode 4 will be hosted live on the 7th of October and feature RadicalX, Game Designer and PvP expert. Tune in live on Twitch, or watch back on YouTube the day after.  
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
     
     • NEW - PvP AI programming contest
    We are gathering players for a new type of event. Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! More information.
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our other Event Organizers, @Metagross31or @Minashigo Hiko. 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.
     
    • Contribute - Spotlight

    If you are interested in helping out with our upcoming new campaign maps, Map Tester might be of interest to you!
     
    • Open Position - Map Tester
    As a map tester, you get early access to new maps and game modes and are responsible to playtest them and provide feedback to the other map developers about possible issues or improvements. This includes checking how balanced the map is, how fun it is to play, if there are any exploits, if areas on the map need to be prettified etc. Map developers/designers/artists should be able to rely on you to make sure maps that are released or changed are done so properly.
    More information.
     
    But there are more roles available. Below, you can take a look at all our open positions. 
    Skylords Reborn is a community-driven project fuelled by the passion and dedication of over 45 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to take a look at our open positions!
     

     
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a Stonekin booster: DOYO-ULIK-ETUR-TLES
    The code is valid until November 1st, when we will bring you another Community Update. 
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features. You can also sign up to our e-mail newsletter here. 

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update September 2023
  16. Easy liked a post in a topic by Majora in Introducing... Majora, new Community Manager   
    Hello everyone,
    I am excited to announce that I will join the Skylords Reborn team as Community Manager!
    As Community Manager I will be responsible for the communications between the Skylords Reborn team and the community. This will allow the team to focus more on their own positions, bringing you content and balancing patches faster, where I will be keeping you up to date about everything Skylords Reborn. This also includes on our social media channels, such as Twitter and Facebook.
    One of the ways you can expect this to work is with biweekly status updates, highlighting things you might have missed and giving you sneak previews on what is being worked on.
    I will also be making notes on frequently asked questions and the hot topics that are being discussed in the forums, discord or in-game. If you have any questions or ideas, feel free to post them in the forum or discord page, just as you are doing now. I will make sure to forward your ideas and questions to the team.
    I'm happy and honored to join the team, being a Battleforge fan from the very first hour and I look forward in helping the project. If you also want to help, please take a look at the open staff positions here.
    For now, please give me a bit of time to get up to date with the things happening behind the scenes. After that you can expect the very first biweekly status update, which I hope will result in a positive tradition.
    I hope you are as excited as I am about the future of Skylords Reborn, and I look forward to working (and playing!) alongside all of you!
  17. Easy liked a post in a topic by Zyna in Patch #400026 - 07 April 2021   
    Patch #400026
    Greetings Skylords, Skyladies and Skyfolk,
    this is a minor update that for the most part includes a few fixes for the server crashes which happened during the last couple of weeks, and also the new spectator maps which were published on the test server last week. We also handed out the boosters which were promised for the players who were experiencing issues during the server instabilities back in January, and to the players who participated in Toggy's last tournament with sponsored prizes. We're sorry for the people who had to wait for their boosters until now. If you're wondering why the frequency of updates has drastically decreased recently, please read this announcement:
    General changes
    - Fixed various causes of server crashes.
    - Added official spectator maps for the 1vs1 pvp maps. These maps are based on the recent reworks on the test server.
    - Added the completion date for achievements.
    - Reordered and added some loading screen hints. - translations done by LEBOVIM, Liorans, and Irisunna
    - Reworked russian translations for many UI-Texts (Mostly surrounding Quests) - translations done by Liorans
    - Removed Wazhai from the PvP ranked pool.
    General fixes
    - Fixed edge case where the UI would say that the player had an active booster discount when they did not.

    We're expecting a downtime of around 30 minutes from approximately 8:30 to 9:00 CEST.
  18. yaserghm liked a post in a topic by Easy in Important Progress Update and Clarification   
    We are greatful for the Skylords Reborn staff! 
    TY for everything
  19. Navarr liked a post in a topic by Easy in Important Progress Update and Clarification   
    We are greatful for the Skylords Reborn staff! 
    TY for everything
  20. Panzer0312 liked a post in a topic by Easy in Important Progress Update and Clarification   
    We are greatful for the Skylords Reborn staff! 
    TY for everything
  21. Easy liked a post in a topic by MrXLink in Important Progress Update and Clarification   
    Greetings Skylords, Skyladies and Skyfolks!
    Throughout the past few weeks we have noticed increasingly negative comments and remarks with regards to Skylords Reborn, its progress and its development time. Accusations of us scamming supporters are made on a daily basis, and while that is simply false in every aspect, we do understand that a lot of you have major concerns and are worried about the project, whether it's still a thing, whether we have run off with Patreon funds, and where we are right now after 3 years of development. Don't worry, though! We live, and as you will soon find out, we are doing well and are going nowhere!
    The thing is, and beta testers know this, that we are actually making a lot of progress to the point where we are busy stress testing the servers with the Closed Beta testing group, improving server stability and creeping closer to Open Beta with every single test. And by the Old Gods, it took a while to get here. A lot of you have an idea of how long a game development cycle can take, and so it is only understandable that 3 years seems like an awful lot just to bring a game back. However, it's a lot more complicated than that due to this being a passion/voluntary project that we don't get paid for, and finding/fixing bugs being way more complex due to us not having made the client code at all. This makes it an unpredictable process in which we can't set deadlines or promise fixed release times. For a more detailed explanation, refer to the quote below from the Open Beta Information thread:
    Rest assured, we are happy to inform you that we don't want to make money from this project (even if we wanted to, it would be illegal), and that your support is not in vain. Supporting the project is also completely voluntary, and we do not give any game rewards to patrons at all. Thanks to every single one of you who has been having faith in this project and supporting us by being a thriving and friendly community, we have managed to come a long way in 3 years, in which we faced managerial issues, legal complications, several server rewrites, and a lot of swapping regarding staff and partnerships. Our team right now is very solid and progressive, though, and we're getting closer and closer to that glorious Open Beta. We are reaching important testing milestones, which is fantastic. For example, @Kubik has evaluated our latest Closed Beta Stress Test, which was held yesterday. He has collected the following results:
    For more details on the stress test results, there will be an update on our Developer Platform soon!
    "What does all this mean?" you may wonder. In essence, it means that we are ironing out some of the last bugs in the current server code (as far as we can see), are getting further in making 12-player maps work properly, and the server is currently able to handle quite some players at the same time. In other words, progress, progress, progress! Keeping this in mind, we would like to give you the following information:
    Something BIG is coming.
    Though we will not be reaching a full open beta state just yet, something large and important will be coming to the Skylords Reborn community in the near future. To present this and to provide you with details on this big development milestone, we will be announcing a new, important official stream very soon, so stay tuned!
     
    Hopefully this update will clarify things and ease away some of the major concerns you may all be having regarding the project. Be sure to check the forums, discord or other social media for the stream announcements, and for weekly updates about all the progress we are actively making, check our Developer Platform!
    Thank you all again for your undying support and dedication to the project and the game, and we hope to bring all over 21 THOUSAND of you Skylords, Skyladies and Skythings (*GASP*) more great progress and updates in the near future!
  22. Easy liked a post in a topic by MrXLink in Important: Open Beta Status Announcement   
    Dearest Skylords, Skyladies, Skyfolks,
    I'm sure most of you have an idea what this announcement is going to be about, given the latest status on Open Beta. As you all have realised, we haven't quite made our promised release goal of week 8. This mainly has to do with PvE breaking way more badly than we expected and fixing taking a lot more time than anticipated. How much time will this take? Well, please allow me a bit more space to explain. 
    The Skylords community has grown bigger and better than ever before, for almost 3 years now. We are growing closer to the public beta release of the game, and we're growing more hyped and enthusiastic with every development update Fiki posts. This is a fantastic thing; the BattleForge community has always been my favourite community around, where everyone is relatively friendly and inviting, has fun together and creates a warm, comforting atmosphere. However, as with most hyped projects, enthusiasm can rapidly take over and make both community and developer overexcited. This is generally a great thing, except when it concerns voluntary development as is the case with Skylords Reborn. Don't get me wrong, it's great that you are all so excited about the game; it's really mostly on our side that causes issues. 
    The programming team is just as excited about this as you are, and they are working tirelessly to make Open Beta a reality as soon as possible. However, with great hype and little experiences with such projects and group communities, comes great positivity. As you may know from the past, we have always been quite generous with our milestone and deadline estimations, striving every single day to make you all as happy and enthusiastic as possible, pushing our limits to satisfy you, the community, as well as we can. In our combined enthusiasm and desire to bring back a great game to you all, we have been blind to the risks of game development, and made completion date estimates very positively; but game development doesn't work like that. Something will always break, and several things have broken and put us back, changed things up, turned our schedule around. Real life has interfered, servers have been crashed, and the programming team has generally just been looking at the development cycle way too positively and have given themselves way too little time to work with in case things wouldn't go as planned. This has created a lot of frustration on the team and we have been rushing while we shouldn't rush.
    Especially in this week of hype, the entire team has experienced the results of massive hype. Tonnes of repeated questions, lots of enthusiasm, but also lots of doubt, lots of impatience, and foremost, intense amounts of pressure on all of our shoulders. The drive and need to meet our target time got so emphasised, and the expectations were unfathomably high. And sadly I have to say that it is taking its toll on some of our team members, even outside of the programming department; we're being hit very hard, but we remain steadfast, for all of you!. We are doing our utmost best to keep you all informed, engaged, and excited about the project, and the last thing we want to do is to disappoint you; and every single time that we may have to, every single time that things go wrong and Open Beta ETA's have proven to be just a little too generous, we disappoint you. And I am certain that I can speak for the entire team if I say that it sometimes genuinely does feel like we fail you all with these hopes we work up for you and end up being forced to shatter. Please be aware that this was never our intention, and unforeseen consequences have resulted in many delays. This has driven the team to a very important and hard decision.
    We are not going to give you any exact Open Beta completion times anymore. We will be more broad in our approach, and development timeframes will be larger.
    I regret to announce that this is something that really must happen; but I truly care about you all as a community and it breaks my heart every single time we awaken hopes in you that turn out to be false, disappoint and fail you with declaring that we haven't met our terms... needless to say it hurts all of us, the SR team. We're done making unrealistic promises to you guys, and we are sick, tired, and exhausted of disappointing this amazing community over and over. You don't deserve that, and so we will broaden our estimations widely. 
    This means that any development estimated times will be longer, but also more uncertain.
    This does by no means imply that we are slowing down development. On the contrary! We are working and progressing harder than ever, as many Closed Beta testers can actively tell you. We understand you may be doubting us at this point, we understand you feel like the project isn't progressing enough, and we truly do understand you all want to play; but just short of a hundred testers can tell you that we are making massive progress every day. This project is happening right now as we speak, and those who doubted we would ever get the game online have been proven wrong, and we strive to keep proving doubters wrong as we progress daily. With this new way of announcing progression, it would mean less stress on the team, hopefully no heavy disappointment to the community, and the more exciting and enjoyable the moment is if we finish way ahead of schedule (which is now also way more likely). Hopefully this will give you all a better impression and allow for more realistic expectations.
    Game development can take a lot of time, and especially for SR, it is extremely unpredictable. Things can suddenly go wrong, or we can suddenly make huge surges of progress. The most important thing remains that we don't want to rush things. When we release Open Beta we want stable servers, and the best experience for every single one of you. Coding under pressure will only create more bugs, flaws, crashes, and mental problems for our programmers, so we are giving them the time they need. We hope that you can understand this.
    That being said, with some of the issues persisting, we will have to give Fiki and his majestic team of programmers some additional time to iron out the remaining bugs, memory leaks, and other annoyances before we allow you all in. Trust us when we say that we don't want you to get hyped, enter the servers, and have an uncomfortable experience or have the servers crash. That would be awful, and we don't want to kill off your enjoyment like that.

    ------TL;DR? Start here-------
    The programming department has stated that they will need some more time to fix these issues. Although we consider this to be able to be completed sooner rather than later, we need to take risks and possible further delays into account. If we do end up knowing when we're releasing Open Beta with absolute certainty, you bet we'll have you know when!  -- Remember, we could be done way sooner or later than expected! Check the devplatform for the most up-to-date status of the game and/or release predictions: http://dev.skylords.eu/

    Another very important note: There has been some false information that has been spread through the community on several different platforms, causing a lot of unnecessary havoc and stress for both community and staff. We would like to remind you that you can find all relevant and correct news and announcements on our official social media, but most importantly forum posts that keep you up to date. Please do not blindly trust any dates or information given to you by community members that you don't know, especially if it sounds groundbreaking or impactful; if you can't find it on the forums, it's probably not true. Remember, content written by any member with a coloured name are staff posts; official announcements made by them are to be considered as true. Confused as to who is part of the team? Follow this link for a list: https://forum.skylords.eu/index.php?/staff/

    But there's some positive news too!
    > The launcher is coming along nicely, and has been worked on separately from the server. That means that once server work is done, we won't also have to start making the launcher from scratch, which will save a lot of time!
    > Many of you have expressed that they missed the original Booster Simulator. Now, the simulator is back in action and better than ever, integrated in our new cardbase, accurately supporting the booster ratios that will be in-game. Find it here: https://allcards.skylords.eu/booster.html
    > Additionally, we have noticed a huge amount of questions for when Open Beta starts. Trust me when I say there will be a giant thread when Open Beta is released that will explain everything to you! Please be patient with your Open Beta questions until it starts; it will all be revealed.
    > Feeling like you may have been too enthusiastic about Closed Beta giveaways? We will assure you that if you have been blacklisted on our Discord server and prevented from entering Closed Beta, your bans will be revoked and you will be given a second chance for Open Beta. Please don't break anything
    > We have upgraded the forums to handle more traffic. You should all have a way smoother experience than before; our server was running at 220% CPU capacity, ouch! We're now running more smoothly, so you should experience faster loading times and a better overall connection to this website.
    > During this upgrade, however, we almost lost the forum database because of all the problems linked to our server. We managed to save it just in time!
    > The next big announcement we will make will be the Open Beta Announcement, which we will stream on our Twitch channel (https://www.twitch.tv/skylordsreborn). In the meantime, it is possible that we will stream some BattleForge on the official channel to give you an idea of how everything runs while we work on getting a good Open Beta working for you.
    We would like to once again apologise for yet another delay and future vagueness on estimated times, and we would like to reassure you that it's healthier for the game's development, safety, stability, and enjoyability, as well as it is better for the health of the team, as we can take things easier on the moderation team, and allow the programmers to prioritise quality over time. We will do our utmost best to bring Open Beta to you as soon as we can, without the pains and frustrations and disappointment of further delays. We hope that you can understand and respect this decision, have the courage and determination to be patient for just a little longer, and that we may stand strong as a community, and that we may remain the most welcoming, friendly and comfortable community out there. Together we will soon reclaim the Forge and protect the lands of Nyn once again!
    Sincerely, and on behalf of the entire Skylords Reborn Team,
    MrXLink, your Community Manager

    "Wasn't there a date in here?" Yes, that is correct, and we removed it for good reason. Refer to this post for details.
  23. Easy liked a post in a topic by Equinox98x in Important: Open Beta Status Announcement   
    @Ultrakool @InsaneHawk  @MrXLink @Kiwi @fiki574 Personally, there is no need to apologise! I love you all like brothers and I don't mind it that there is a delay. In fact, we need to thank you all for doing all this excellent and hard work for us with bringing the game back! And Not just bring it back, but also making it better! I know it must be somtimes hard for y'all but never get your heads down & always go on! keep thinking positive and remember, when you are down, the only way to go is up!

    You're all doing a great job & far better than most ppl or leading game companies would tbh xd we can count on you unlike other people in this world.
    You can make delays as much as you want, I'll always be here to support every1 in whatever times that will come and aid where I can.

    Forget all those negative people and those yelling at you or swearing at you, just ignore them, the only thing they are doing is making you even more famous and loved because of the support you'll get of the good members in here.

    I believe in all of you and I just know you can do it!  
  24. Easy liked a post in a topic by Eddio in Important: Open Beta Status Announcement   
    Take all the time you need. You are doing an amazing job. Let's all keep up the 
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