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Chimaka( ͡° ͜ʖ ͡°)

Beta Tester
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Posts posted by Chimaka( ͡° ͜ʖ ͡°)

  1. Ok, here are some results Dryad and Mo Statue are now indeed blocking the "DisableMeleeAttack" ability (Abomination NPC either Abomination (:frostorb:)). 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 (:natureorb:).
    Screenshot under spoiler

    Spoiler

    1079779652_Modeswitch-DryadColossusabominationpurple.thumb.png.480237502f47bb4af30a32e1b2950b2c.png

    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
     

    Spoiler

    1254946116_Modeswitch-DryadColossusabomination.jpg.78a6f2c994ca309c08561e8e869e8a49.jpg

    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.

    Spoiler

    1276396180_Modeswitch-DryadColossusMoStatue.jpg.41e43a7d16f36e51cd21d06077596788.jpg186306352_Modeswitch-DryadColossus.jpg.b197bc95ac752f20c7cd6049ba97970c.jpg

    4) Spore Launcher as a unit with Mode Switching ability cannot switch modes under the Abomination (:shadoworb:) debuff, while being under green Dryad's and Mo Statue's buffs. Behaves the same way as generally uncontrollable unit.
    Screenshot attached

    Spoiler

    355699812_Modeswitch-DryadColossusabominationpurpleMoStatue.jpg.ee784a57280be5a10223b080f5877faa.jpg

    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.

  2. 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.

  3. 6. L-sized unit. Beast/Dark Elf/Demon. Melee. Without bright scan.

    Spoiler

    1818151084_SRscan004-2.thumb.jpg.4f6f33ce36e64512bee6fba7b00cd138.jpg

    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.

    Spoiler

    143371807_SRscan006-grey(-545).thumb.jpg.af91cafe84733b492aedf3fa6a560c44.jpg

    8. XL-sized unit. Beast. Flying. With a Black & White scan version.

    Spoiler

    415921524_SRscan007-grey.thumb.jpg.529224bd00d45949279408001310effe.jpg287358730_SRscan007-BnW.thumb.jpg.a21bd8cb4fa94b0d9de234cbb9762b27.jpg

     

     

    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!!!)

    Spoiler

    1735743801_SRscan008-grey.thumb.jpg.7c36f4e5467d3d4706cb4918fca71d6a.jpg333826528_SRscan008-BnW.thumb.jpg.9361851d6d736df98632cf0a9eae943a.jpg

    10. Instant Burst Damage Magic. AOE Spell. Actually for the Frost faction (Or maybe Stonekins?). Without additional scans.

    Spoiler

    1585607647_SRscan009(3).thumb.jpg.9dfd3a2ee14b65ec5f6b0be31fba5b62.jpg

     

    11. Void-power priced and activated Defending/Shielding Magic. Friendly Targeted Arcane. For the Shadow/Nature faction. Without additional scans.

    Spoiler

    388278773_SRscan010(3).thumb.jpg.0cbec179522beaef75262de95387c3c7.jpg

    12. "Claustrophobia". Enemy Corrupting Magic. Enemy Targeted Spell. For the Shadow/Nature faction. With B&W scan.

    Spoiler

    1896382753_SRscan005-grey(-545).thumb.jpg.2191016c702d19fcdefd3bad00e0c947.jpg1669279078_SRscan005-BnW(-39).thumb.jpg.e50030229c8cf8606db8b9b4a913cbd7.jpg

     

    shroomion and Eddio like this
  4. 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
     

    Spoiler

    500248284_Srscan002-1(2).thumb.jpg.735fa61cd80899c3fe148487a70a8590.jpg

     

    size restriction bug - oof 

    2. M-sized unit. Beast. Flying. With brighter scan

    Spoiler

    119580958_Srscan002-2(2).thumb.jpg.083e348674a37d3c4d85bbe9c891b5e4.jpg

    3. M-sized unit. Ogre(?). Without brighter scan.

    Spoiler

    2059448457_Srscan002(2)-3.thumb.jpg.3448b4d77eb042e6a6e95b875a7e0b63.jpg

    4. Temporal Banish Magic. Spell. Probably more of a Shadow Spell. With brighter scan.

    Spoiler

    1733700685_Srscan002-3(2).thumb.jpg.9469b18d886d7f920573a22721e4dc00.jpg

    5. L- or XL-sized unit. Beast/Demon. Hovering, not flying. Without bright scan.

    Spoiler

    208503146_SRscan003-1.thumb.jpg.61e567306a7348d09e8176362a4d4ed2.jpg

     

  5. 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)

    Spoiler

    log #49 is a try when i wrote a wrong password on purpose after i've logged out, result is as same as when you try even right after game starts.
    log #47 same, but wrote wrong password on the first try.

    Related bug reports: (literally same cause and i think they are related directly)

    Spoiler

     

    SCREENSHOT: none

    log.txt

    _launcher_log_2019.09.12_49.log

    _launcher_log_2019.09.12_47.log

    fiki574 likes this
  6. 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.

  7. These will need a new tooltip modifier, that applies and works outside of the card's tooltip modifier itself. Like this one, for example

    Quote

     

    Motivated Foes:

    Wheel of Gift's first ability is that exact same effect.

     

    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.

  8. 1 hour ago, Chibiterasu said:

    I don't think you need void manipulation in this specific deck. You almost have no spells, only units so you won't have much void anyway (except when you kill your units to get energy for t4). However when you add the cards Treim mentioned, it becomes much more important. Other cards that have a good impact and aren't that expensive are Lost Horror, Maelstorm, Lost Evocation, Viridya (only strong in combination with Lost Shade), Bloodhealing (also very very strong with Lost Shade. I know it's t3 but with 5 or 6 Lost Shades you are even able to kill a camp with XL-Units so it's stronger than most of your t3 units.) and Unholy Hero.

    Also I would take out the towers. You don't need towers in rpve. Defend with your units and then go and kill the camp.

    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.

  9. 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).

    MrDanilov likes this
  10. Uuuuuhhmmm.gif.13a6ae8369e4951878201d39b772a07e.gifwut?

    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).

  11. *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

     

    Quote
    • We ARE allowed to commercialise the game to the extent that we are allowed to gain money for the project, and this opens up quite some future opportunities. 
    • We will never be making the game Pay2Win or Pay2Play. 
    Spoiler

    "Ardent Peak" announce


     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.

    Quote

    <...>

    5. Trade Rules
    As soon as trading applies, in any way or form there are five golden rules that should be followed:

    • No begging
    • No scamming
    • No public reports/blaming of the above (abide by rule 4)
    • No forum or in-game account selling
    • No transfers or suggestions of transfers, transactions, or trades involving any real-life currency, including online measures such as paypal. Trade strictly through in-game currency and/or cards on both ends of a deal.

    Failing to follow the last two rules of this section will result in a permanent ban without warning or negotiation. Any violation of the other rules may result in editing or a warning. Consecutive warnings may result in account suspension or restriction of indeterminate length. The final 2 points of this section can result in permanent bans.

    Note that abusing or breaking any feature with any in-game medium, specifically trading, is strictly forbidden.

    <...>

    .B) NO MULTIACCOUNTING. Again quoting
     

    Quote

    <...>

    3.1 No Multiaccounting
    Making duplicate accounts to circumvent bans, to circumvent daily reward or ELO systems, or for literally any other reason, is strictly forbidden, both on the forums as well as in-game. We do not condone making additional accounts to speed up progression, get more points, to hide your identity, or for any other reason whatsoever. Routine and automatic multiaccounting detection will be applied to prevent multiaccounting, and accounts with IP matches may be suspended. Shared or public computers are taken into account, and if you accidentally get caught by our system while you are not intending to multiaccount (e.g. have siblings/roommates/friends on the same IP or network, public PC, shared PC), feel free to contact staff in any other way (e.g. Discord, Contact Form, etc). If sufficient proof is given, we can revert your penalties. Any registrations that closely resemble multiaccounting may have all their accounts banned immediately and without warning.

    MULTIACCOUNTING HAS A ZERO-TOLERANCE POLICY. IF MULTIACCOUNTING IS DETECTED, FORUM AND GAME ACCESS ON BOTH YOUR ALTERNATE ACCOUNTS AS WELL AS THE MAIN ACCOUNT YOU USE WILL BE PERMANENTLY SUSPENDED, AND YOU WILL BE UNABLE TO PLAY AGAIN.

    Let it be clear that this rule is extremely important, and any infringements before 16/09/18 with no malicious intent after the Open Stress Test may be discussed by PMing me.

    <...>

    Questions?

  12. 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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