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Chimaka( ͡° ͜ʖ ͡°)

Beta Tester
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Everything posted by Chimaka( ͡° ͜ʖ ͡°)

  1. Confirmed this as Resolved on the test server. Screnshot attached under the spoiler
  2. Confirmed this as Resolved on the test server. Screenshot under spoiler.
  3. Confirmed this as Resolved on the test server. Shows correct number on the buff tooltip.
  4. Ok, here are some results Dryad and Mo Statue are now indeed blocking the "DisableMeleeAttack" ability (Abomination NPC either Abomination ()). So this one test can be considered as confirmed and resolved. BUT there is also a thing with 'Mute' sort of ability that is NOT blocked (although idk how exactly does it behave). Here are some interactions with Mo Statue, Dryad, Colossus, both Abomination affinities, and the units with Active Abilities and the Switching abilities, aka Modes. 1) Abomination as a unit with Active Abilities can still cast them, BUT it doesn't work, because the unit doesn't follow any commands and will follow the last command given by the player or just behave automatically. This debuff is not blocked neither by Mo Statue 3rd form nor Dryad (). Screenshot under spoiler 2) Abomination as a unit with Active Abilities can still cast them, despite the fact that Colossus activated its Mute ability. Behaves the same under the effect of the Mo Statue. Screenshot attached 3) Phalanx as a unit with a Mode Switching ability cannot switch modes under the Colossus debuff, while being under green Dryad's area buff. 3.5) Same happens with the unit (Deepcoil Worm in this case), that has already switched modes and then the debuff was applied (is under both Dryad and Mo Statue buffs). ALTHOUGH, if the Deepcoil Worm is in the Standard - mobile mode - then it STILL can use its ranged auto-attacks (those are basically active abilities) and most likely could use active abilities. To add to that, the debuff is not even shown (another note, the debuff of the Mauler and Mark of the Keeper (both have 'Muting') are behaving the same way). Screenshots are attached. 4) Spore Launcher as a unit with Mode Switching ability cannot switch modes under the Abomination () debuff, while being under green Dryad's and Mo Statue's buffs. Behaves the same way as generally uncontrollable unit. Screenshot attached This can be discussed a bit as should the Uncontrollable state be changed or not, but the Mute certainly must be shown correctly or even NOT be applied at all, since it already doesn't work correctly with the mode switching and is not applied under the Dryad and/or Mo Statue buffs.
  5. Confirmed this as Resolved on the test server. Sylvan's Gate (Red Affinity) buff now is shown properly on Treespirits.
  6. Confirmed this as Resolved on the test server. Both affinities work properly now.
  7. At U3. Needs correction for the icon's tooltip on the unit itself (when selected). Card description matches the actual results. Screenshot provided.
  8. Confirmed this as Resolved on the test server. Buff applies as soon as enough corpses is gathered. Small side note about interactions (not really a bug): additionally the buff does not wear off as long as the unit stays within the range, but the buff reapplies only after the unit had left the range and entered back before the effect has worn off, which takes up 15 seconds. So unit got the buff, left the range, the 15s countdown has started, the buff reapplies to the unit only after the 15s has passed. Is good.
  9. Confirmed this as Resolved on the test server. Now the Red affinity Lost Horror correctly spawns its Red affinity Revenant.
  10. Confirmed this as Resolved on the test server.
  11. 13. Shrine/Temple/Tower. Unknown use. Without additional scans. Least finished.
  12. 6. L-sized unit. Beast/Dark Elf/Demon. Melee. Without bright scan. 7. Shrine or Device. About t3. Without additional scans. It is supposed to give temporal fog of war vision and ground presence(dazed) at the given point somewhere on the map. 8. XL-sized unit. Beast. Flying. With a Black & White scan version. 9. M- or L-sized unit. Beast. Actually for the Fire faction, not Shadow/Nature, but within the expansion. With B&W scan. (here comes dat boi!!!) 10. Instant Burst Damage Magic. AOE Spell. Actually for the Frost faction (Or maybe Stonekins?). Without additional scans. 11. Void-power priced and activated Defending/Shielding Magic. Friendly Targeted Arcane. For the Shadow/Nature faction. Without additional scans. 12. "Claustrophobia". Enemy Corrupting Magic. Enemy Targeted Spell. For the Shadow/Nature faction. With B&W scan.
  13. A whole Year long update... Wow... Ok so.... decided to work a bit on Shadow/Nature expansion. Will drop them all. Most of them are styled to accompany dark/corrupted nature and/or subterranean beings (because, according to lore of BattleForge, there were time when human and most of the beings actually hid deep beneath the ground). Some of the Sketches also had the card description to them, those i will add later. 1. M- or L-sized unit. Forestkin. With brighter scan size restriction bug - oof 2. M-sized unit. Beast. Flying. With brighter scan 3. M-sized unit. Ogre(?). Without brighter scan. 4. Temporal Banish Magic. Spell. Probably more of a Shadow Spell. With brighter scan. 5. L- or XL-sized unit. Beast/Demon. Hovering, not flying. Without bright scan.
  14. Only these processes are up, "Launcher.exe" just dissapears as soon as you(I) enter wrong password and get the "...Wait 3 seconds...etc.etc" message. Although it doesn't if you enter the forge properly (which should be like that, obviously).
  15. NAME: "Connection failed!" when trying to login, and not being able connect again SEVERITY: 1 LOCATION: Login screen REPRODUCIBILITY: Always DESCRIPTION: Error appears, if you happen to enter your password or login wrongly (typo or just improper, whatever). If that happens, then even when you write proper login/password you will still get the "Connection failed!" message instead of "Invalid Account or Password! Please, wait 3 seconds before signing in again" when you do it the first time (write wrongly) (btw, the "Login" button doesn't grey out even the first time). Also when you try to login second time the "Connection failed!" message will appear after game freezes for about ~5 seconds. So: steps to reproduce it are >Start game >Enter wrong password/e-mail >get the "Invalid Account or Password! Please, wait 3 seconds before signing in again" message >write proper Account or Password >Get the "Connection failed!" message and blocked entrance. ADDITIONAL INFORMATION: 'Hotfix' - enter your password on the first try, either restart your client, if you happen to enter the wrong one. Logs are Added (notes for logs) Related bug reports: (literally same cause and i think they are related directly) SCREENSHOT: none log.txt _launcher_log_2019.09.12_49.log _launcher_log_2019.09.12_47.log
  16. We still need to test a possibility of card changes, so if there are possible bugs caused by a principle of card change implementation, they won't be presented in future releases. Although i doubt that a change in, let's say assume, an abstract .xml file (presumably just a number) will be game breaking and/or cause bugs, but changing some abilities' idea completely will actually cause it. Also this might help fixing already existing bugs, aka rezorshards' knockback delay, for example. IMO, right now we are talking about some simple number tweaking here and there to get a grasp on how the game will react. I personally think, no changes - as some people seem want it to be - inhibit, because game will STAY stale (it already is stale in terms of balance anyway). How to balance, and who might be in charge of it: big question, to be answered later in future.
  17. These will need a new tooltip modifier, that applies and works outside of the card's tooltip modifier itself. Like this one, for example Easy one: you place regular Wheel of Gifts on the map with special difficulty. Give it to the enemy side, and apply the gift beforehand (which i hardly believe is possible, because i've never seen being able to activate the buildings' ability(ies) via mapEditor, but i think it is possible to connect that particular Wheel of Gifts' buff with a help of script(s), there is certainly an ID of that buff in the game files (ID of the tooltip modifier)... Ye... If Ladadoos and Johnzyna couldn't access those, then those special modifiers probably wouldn't be possible to implement.
  18. 8146 words, 16 pages in MCword.docx... ,,,( ͠° — ͠٩ジ) now that's something worth reading...
  19. what he really lacks is ranged t4 XL, and the Lost Dragon fits perfecly (because it is cheap, otherwise i'd use LSS). I also agree with Treim, there is no need expansive t2, 1 unit is enough, and out of all of them i'd use either lost shade or lost dancers (because of siege). At T3 he can use Lost Horrors and Mo, then straight to t4 only with Jorne+Lost Warlords+Lost Dragons. And spells. Yet, i do not agree no need in towers. He's playing solo rPvE and there routes usually split a lot often and you simply cannot afford yourself leaving part of your army behind (even 1 unit), because you are limited in power. So instead of leaving a unit you can just place one tower to defend, which saves you much more power in long terms + your unit(s) are free to use and you don't leave them behind. I've been using Necroblaster in my solo rPvE deck. Without it i had to leave 1 XL do defend 3rd or 4th monument, depending on the map's seed (especially when it splits like "F" or "T"). And 1 XL is a part of an army (5-7 units), that also costs more than one t3 tower. So one tower is cheaper than XL, and does same job as one unit in the defence, which you could utilize in combat and clearing camps. 1 deck slot is not a thing to worry about, since you usually don't even need that many cards; squads: t1 - 1-2, t2 - 0-1, t3 - 0-2, t4 - 2-3, in total of 3 (perfect) or 8 (worst case) + 1 tower, everything else is spells and utility comboes, that is 11-16 cards in total. In 4player rPvE - true, you don't need any towers to defend.
  20. Balance changes might happen, but in a future, when game is released (probably). Before that happens, there are different priorities, which do not involve any balance changes alongside with new game content (cards and expantions).
  21. Uuuuuhwut? Isn't it already presented in game? People already use it via so called "Direct trading". Remember chat being spammed with all the WTT/WTB/WTS messages? That's what you've just described. And btw prices in trade are usually lower than ones in AH, because, evidently, the one who offers a card is interested in trade right here and now, hence probably will put a better price for you (aka lower than what's minimum at AH at the moment).
  22. *slams onto table* "Read" .A) buying cards for real money is forbidden, though cannot be controlled, because, obviously it is done outside of the Skylords Reborn regulations. Plus, project supposed to be Free4All and that fact states that NOONE within this project should gain ANY ammount of real-life money ANYHOW. That was a deal with EA back then. Note that after Ardent Peak there is a bit new course Right now the patreon money goes directly to server maintenance and maybe possibly to something that'd resolve around the project itself (not our business to poke a nose into). Quote about trading from the given topic (look above, pls). Btw, you can be permabanned for just a "suggestions" of doing it... Consider that. .B) NO MULTIACCOUNTING. Again quoting Questions?
  23. Whoa (◕ ›—‹ ◕ ) I think we need standards that show what does each bar mean, etc (details). Also, this should be added as a tutorial tips (somehow...), because people will get the overall idea (many of people has seen that health bar stuff), but not the detailed information. Now last thing is left to do is to allow casting a card through a healthbar (rn you can't). Although it helps to aim a trageted buff to a choosen squad without aiming its model (which is a pain for a flying squad), so i don't really know should it be allowed or not...
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