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Majora liked a post in a topic by DefAnske in Patch #400052 - 1 June 2025
This is exactly the kind of update I needed! 😁
Love it so much!
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DefAnske liked a post in a topic by Majora in Patch #400052 - 1 June 2025
Thank you for taking the time to comment! 🙂
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DefAnske liked a post in a topic by Majora in Patch #400052 - 1 June 2025
Hey everyone,
We have received multiple supports regarding lag spikes to the point of unplayability surrounding the new Fire Wormlings card. Our investigation so far confirms that something is wrong with the Primordial Resonance ability. Until we are able to put out a hotfix (hopefully soon), we advice you to not play Wormlings alongside other primordial (Hellhound, Deep One, Deepcoil Worm, Fire Worm, Magma Fiend) units. We are sorry for the inconvenience.
We are also looking into the server-wide freezes. However, because those don't give any error message, we are not yet able to pinpoint their cause.
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DefAnske liked a post in a topic by Majora in Patch #400052 - 1 June 2025
A hotfix has been released, please let us know if you still experience problems!
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DefAnske liked a post in a topic by UltDragon in Patch #400052 - 1 June 2025
Hotfixes
01 June 2025
Fix being able to get promos from reforging Fix some Repeatable challenges not progress, because the requirements were checking team rather than only yourself Fix infected rPvE maps being different each match Fix being able to do some challenges on non-featured community maps (destroy buildings, spend power on spells) Fix no bonus showing on postgame window for infected map of the week (resulting in negative values)
03 June 2025
Primordial Fire Season: Fix challenge 2.4, the correct description is: Win the 2-player featured community maps An Expedition South and Lyrish Uprising on advanced difficulty or higher, using only Fire cards, each under 40 minutes. Completing the challenge more quickly awards progressively more points.
Global Map Modifier: Neutral 12 (Poisonous): Decrease aura activation range from 100m to 15m for better performance.
Fire Wormlings: Autocast ability Worm Fire: Decreased damage over time duration from 8 seconds on all upgrades to 5/6/7/8 seconds. Improved description to be more consistent. Passive ability Worm Fire: Increased damage reduction from 40/45/50/60% to 60% on all upgrades. Fixed an issue that could lead to significant performance loss.
Sunderer / Sunderer (Promo): Active ability Sundering / Sundering: Improved description to be more consistent.
Treasure Wagon: Toggle ability Avarice: Added a radius indicator on hover over the activation icon.
12 June 2025
General: Fix Tutorial Missions not progressing. Fix Primordial class on advanced filter having an additional space at the end.
Season UI: Add points orange progress bar overlapping the progress bar. Add infos about the challenge max values when hovering on the progress bar. Fix ordering when theres multiple challenges to claim. Fix visual bonus value having a different font size.
Season challenges: 1.2 - Modify bonus requirement from team to self. Fix visual bonus value being higher than intended. 1.3 - Modify bonus requirement from team to self. Fix visual bonus value being higher than intended. 1.4 - Modify description to: "Play cards in any game mode. Cards that are not Fire, Bandits, or Twilight grant decreased progress.". 1.6 - Fix info "Times map completed" showing a higher number than expected. 2.1 - Increase number of players from 50 to 100, leaderboard will show the top 200 players. 2.3 - Improved description to be more consistent in French. 2.7 - Allow players to upgrade bonus by doing different maps after the last milestone is reached. 5.1 - Increase number of players from 50 to 100, leaderboard will show the top 200 players. 5.4 - Fix not being able to upgrade map bonus by playing rPvE with different player count.
Cards: Strikers: Passive ability Bloodthirsty: Can no longer stack multiple instances of the healing. Treasure Wagon: Increase the card's rarity from Rare to Ultra Rare. Second Chance (Nature) / Second Chance (Shadow): Gifted Global Revive / Tainted Global Revive: Fixed an issue that lead to units reviving once even beyond the spells duration.
16 June 2025
Season: Fix challenge 2.4 description in all languages. Improve description of challenges bonus to be more consistent in Russian. Improve description of the titles Fire Lord / Fire Lady to be more consistent in Russian. Hellhound: Passive ability Magma Armor: Improve description to be more consistent in Russian.
19 June 2025
General: Add initial forge enemy Twilight Fighters to all players. Fix infected map bonus not showing for rPvE on postgame. Fix storybook audio for Slave Master - Conclusion. Remove incorrect storybook audio for Spitfire.
Season: Fix sometimes challenges not progressing correctly. Fix challenge 1.6 giving more progress than intended when beating a map for the first time. Fix challenge infos "Highest Difficulties" and "Fastest Times" not showing the map name when theres a single map. Update text for challenge bonus "Times map completed".
Cards: Systematic Changes: Worm units were already inherently immune to any knock back, but now we fixed an issue where worms would permanently lose that immunity after Paralysis (overwritten by Paralysis immunity). For all also adjusted: Passive ability Earth Dive: Improved description to be more consistent. Affected units: Fire Wormlings, Fire Worm, Fire Worm (NPC) Core Dredge (Fire), Core Dredge (Frost), Core Dredge(NPC), Dredgling (NPC) Deepcoil Worm, Deepcoil Worm (NPC) Shadow Worm Incubator (Fire): Active ability Infused Morphing: Fix to the summoned Mutating Frenzy to no longer stack its Deathwish ability in combination with The Incredible Mo's "The Benevolent Mo" without the damage-over-time penalty. Shadow Worm: Toggle ability Mass Disintegration: Reordered ability to be displayed as last ability.
29 June 2025
General: Fix map of the day flame not being greyed out when done on the worldmap events section. Fix "Time Spent in Matches" not showing full time on profile. Fix leaderboard confirmation being shown when pausing infected matches.
Season UI: Fix leaderboard groups not being locked when unavailable. Fix animation for season icon when theres collectables. Reduce vertical step when clicking on the vertical scroll button of the season leaderboard. Add tooltip "You have unclaimed rewards" to exclamation marks. Improve description on challenges 2.6 and 5.1.
Season Challenges: Fix beating infected map on expert not giving an additional relic by the achievement. Additional relics have been added to players accounts accordingly. Reduce final milestones of challenge 1.7 (destroy buildings) from 20k/30k to 15k/20k. Reduce final milestones of challenge 1.8 (spend power) from 4mil/8mil to 3mil/4mil. Reduce max progress of challenge 1.1 (map of the day) from 122 to 100.
Cards: Amazon (Frost) / Amazon (Nature): Active ability Beast Mastery: Decreased target restrictions from only S/M/L-sized units to any unit size. Energy Core: Active ability Pulse: Self-damage will now occur after cast animation is done (300ms faster). Self-damage can no longer affect other friendly units within a 2m radius. Active ability Overcharge: Self-damage can no longer affect other friendly units within a 3m radius. Energy Core (NPC): Autocast ability Pulse: Self-damage can no longer affect other friendly units within a 2m radius. Matter Master (Nature): Gifted Take-Over: Improved description to be more consistent in English. Improved tooltip shown on invalid targets in English. Matter Master (Shadow): Tainted Take-Over: Improved description to be more consistent in English. Nightguard (Fire) / Nightguard (Shadow): Active ability Swap: Decreased target restrictions from only S/M/L-sized units to any unit size. Parasite Swarm: Active ability Mind Control: Decreased target restrictions from only S/M/L-sized units to any unit size. Treasure Wagon: Increased the card's power cost from 130/130/130/120 to 150 power on all upgrades. Decreased the unit's life points from 750/850/1000/1000 to 750/825/900/1000.
02 July 2025
Fix challenge 3.2 not progressing when completing Behind Enemy Lines A script will be run to advance the challenge retroactively, if you didn't get it, send a message on #report-a-bug Add new keywords `type` and `tier` to advanced filter Type can be `squad`, `building` or `spell` and supports `=` Tier can be `1`, `2`, `3` or `4` and supports `=`, `<` and `>` Add new predefined advanced filter `freepvp`, alongside the existing `starter` Can be used by typing `*freepvp*`
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DefAnske 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).
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DefAnske liked a post in a topic by WindHunter in Mission placement suggestion
We could easily redo the map, but I do not think it has much upside. Like I said, the mission location ultimately does not matter except in so far as it is connected to the other maps within the same storyline. Moving all the missions around would only confuse people, and I doubt it would make most people happy.
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DefAnske liked a post in a topic by WindHunter in Mission placement suggestion
Almost none of the maps are located in accurate locations. Titans, Guns of Lyr, and Empire all take place in the city of Lyr, and not one of them are actually placed in Lyr. So the areas really become storyline dependent, not geographically based.
Also, we cannot put them after Insane God because that is where the next set of maps are going.
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Metagross31 liked a post in a topic by DefAnske in Unexpected Visitors
I can see how this map seems pretty unbalanced on first sight, since the pure amount of units is just huge.
But the map has a lot of mechanics that can be overseen very easily, like the amii orbs, or even the dreadnought you can get for free for saving the winterwitch in the eastern frost base.
I remember how people struggled (or still do) with dwarfenriddle, before they knew how the crystals work. The waves there are getting completly unbalanced and overwhelming too.
Just give it some time before adjusting to much. Not every map has to be beaten on first try without knowing anything about it, not even on advanced.
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WindHunter liked a post in a topic by DefAnske in Unexpected Visitors
I can see how this map seems pretty unbalanced on first sight, since the pure amount of units is just huge.
But the map has a lot of mechanics that can be overseen very easily, like the amii orbs, or even the dreadnought you can get for free for saving the winterwitch in the eastern frost base.
I remember how people struggled (or still do) with dwarfenriddle, before they knew how the crystals work. The waves there are getting completly unbalanced and overwhelming too.
Just give it some time before adjusting to much. Not every map has to be beaten on first try without knowing anything about it, not even on advanced.
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DefAnske liked a post in a topic by Cocofang in One mixed orb Lost Souls/Stonekin/Bandit/Amii
Another hypothetical option would also be to create cards that are in spirit, for example, Twilight but one version is a T1 Fire card with Nature affinity while the other is a T1 Nature card with a Fire Affinity. That duo is then officially called a "Twilight" card but effectively you can pick between a Fire or Nature variant.
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DefAnske liked a post in a topic by WindHunter in One mixed orb Lost Souls/Stonekin/Bandit/Amii
People have offered a few different suggestions for how to achieve this over the years, as it really is a very commonly reoccurring suggestion, and while it could probably be done in a way that bypasses the game's technical limits, I do not see what it adds to the game in a real sense. Yes, now you can play a specific hybrid faction from T1-T4, but the units we would introduce as part of this would need to be purposefully underpowered, and therefore no one would actually want to start with them. I think players significantly underestimate how fine-tuned of a machine T1 is in both PvP and PvE. This is the part of the game where we take the most care in making any changes, because nearly every card is theoretically usable in all game modes.
Consider then what adding a T1 Bandit unit to the game would actually mean. It would need to be balanced in both T1 Fire and T1 Shadow, simultaneously, in every game mode. This is just not realistic. It is more likely it would be balanced in one but not the other, overpowered in one but not the other, overpowered in both, or most likely, underpowered in both because we do not want to destroy what we have spent 4 painstaking years fixing. There is also the fact of how many dev resources this would require. To make this something worthwhile, we are talking 2-3 new units for each hybrid faction, because we would not be moving almost any T2 units down to T1, which means 8-12 new artworks, FXs, and card designs. Is this really what the community wants us to focus our energy on?
So I get the reason why people want this to happen and why it would be cool, but for pragmatic reasons it just never will. We are not going to upend our carefully constructed T1 balance or shift our focus to introducing T1 cards which ultimately the game does not need. We would rather continue to flesh out existing factions with new tools, continue building the Amii faction to the point where it is actually on-par with Lost Souls or Stonekin, and hopefully in the farther future introduce a new Fire/Frost faction.
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DefAnske liked a post in a topic by Cocofang in Unexpected Visitors
I think it is fine for Adv to be somewhat comparable to some cPvE Exp maps in difficulty. The game lacks challenging maps for veterans. But I would be in favor of adding a Std difficulty by simply swapping some LS and frost units for weaker ones and removing some from the attack waves. No special adjustments, just changes to units.
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DefAnske liked a post in a topic by Ultralord in Official PvE Event #14: The Amii Trials - Until 03.10.2024 23:59 CET
Greetings Skylords,
With our new patch „Echoes of the Amii”, the team released two brand new and exciting two-player campaign maps.
And these two new maps are the maps you need to play in this official PvE Event: The Amii Trials
The rules are quite simple:
To win a Booster and/or one of the new cards you will need tickets.
With each ticket you increase the chance of a prizes . (But in the end its still a random draw)
There are 6 Tickets you can collect
1. Finish Unexpected Visitors on advanced difficulty or higher
2. Finish Unexpected Visitors on expert difficulty
3. Finish Unexpected Visitors with only Shadow cards or Amii cards (Difficulty advanced or higher)
4. Finish Into the Jungle on advanced difficulty or higher
5. Finish Into the Jungle on expert difficulty
6. Finish Into the Jungle with only Nature cards or Amii cards (Difficulty advanced or higher)
To join the event, you just need to upload your replay to my website on the EVENT-Tap: https://t1421.de/
There you can also check which trials you already completed.
You can upload as many runs as you like. For example, you can first finish Unexpected Visitors on advanced with a Frost deck to get the first ticket,
then one expert for the second one and then again on advanced with a Shadow/Amii deck.
Of course you can also do all three challenges per map at once, with one Expert run + the deck restriction.
Both maps are meant to be played by two players. So as soon as one player uploads a replay, both players will join the ranking and receive tickets.
The deck-check is performed per player. That means you could get the ticket for playing a specific colour deck while your teammate will not.
The Prices scale with the numbers of players:
25% of Players | 25% of Players | 25% of Players | 25% of Players | 50% of Players
Energy Core Skydancer Amii Sentinal Umbabwe Amii Booster
So for example: if 100 people join, there would be 25 Energy Cores, 25 Skydancer, etc. A total of 150 prizes.
The more tickets you amass the greater likelihood for more and/or rarer rewards, but each player can win each prize only once. So you cant win 6x Energy Cores.
The summary:
Maps: Unexpected Visitors and Into the Jungle
Goal: Finish on Adv / Finish on Exp / Finish with a special deck
Until when: 03.10.2024 23:59 CET
Where to apply: Upload the Replay on https://t1421.de/
Replays can be found in your Documents folder (C:\Users\xxx\Documents\BattleForge\replays\)
I hope you all have fun playing the map.
Ultralord 🎩
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DefAnske liked a post in a topic by WindHunter in Community Update - September
Is Amii Monument's playrate going to decrease, likely severely, after this change? Yes. That is to be expected of a card included in 33% of all PvE decks across all PvE modes (community, campaign, rPvE). This card has the same playrate as a T1 staple card like Windweavers, Surge of Light, or Nomads. No T3 card should have a play rate even close to this level, especially not a legendary.
I also think it is bad reasoning to argue a change is bad because it will decrease a card's playrate, when that card's high playrate is the exact reason why an entire tier of cards have low playrates. Amii Monument's loss becomes all of T3's gain. Regardless, we do still want the card to be useful, and play tests have suggested it still is.
Right now, the card is an auto-include in most scenarios. It is the rework's goal for Amii Monument to enable new deck archetypes. Post-rework, players will need to consider if it is worth the slot and adjust accordingly. That is a good thing! Players should always be considering this, no card should be an auto-include. If Amii Monument proves too weak, we will buff it. But we are going into new territory here, so we are being a bit conservatively initially with the numbers.
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DefAnske liked a post in a topic by SunWu in Community Update - September
Once everyone used curse well, now nobody does - and it's a good thing. It's really obvious amii monument was only added as a desperate OP cashgrab by a studio having to milk a dying game for it's last drops,
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DefAnske liked a post in a topic by WatcherOfSky in Community Update - September
Amazing news! Love the look of Energy Core! I do think it could be given some knockback or some sort of small CC, but otherwise a very neat idea!
I'm definitely going to play those new campaigns when they come out!! 🙂 🙂
As for the Amii Monument rework, I am 100% on board with it. I had suggested a similar card before in Amii Shrine (I wonder if that had inspired any of the change 😄), and I think it works so much better in allowing interesting color combos instead of making t3 entirely obsolete! Now we'll have to think harder on decks since we don't get to just skip a t3 strategy and actually get to use a lot of the cool tier 3 cards!
Super happy to see where everything is going, and I'm constantly astounded by the progress you've all made as wholly volunteers! Cheers!
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DefAnske liked a post in a topic by Jodekoek in Community Update - September
The amii monument nerf is understandable, for sure. I have mixed feelings about the Batariel nerf but this one is a great choice, I think. I feel there is a whole new way to discover the game now because there is actual incentive to use T3! It felt so stupid to spawn a bunch of deepcoil worms when you can just spawn yourself some T4 cronies using the amii monument.
I think the following question is inevitable to come up now: What about enlightenment? Will it be touched? I hope not, personally. I feel as it is requires 2 nature orbs it doesn't negative impact the game diversity the same way.
Great work as always, thank you to the skylords team.
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DefAnske liked a post in a topic by Delendar in Change Forsaken, Nox Trooper and Rifle Cultists Class from Human to Undead.
Reason: Lore Accuracy.
The whole text, found in Legends, page 11 of Shadow, quite literally is describing a sentient zombie. To be a Forsaken you need to die 4 times, and seeing that they are ascetic, dont drink nor eat and don't feel emotional attachments, well, one can very much call these guys undead. Following logic the Rifle Cultists, who are Monks of the Church of the Rifle, should also be undead.
As for Nox Trooper, it is clearly described as an artificial zombie, since it was "created", in a dialogue between Father Moore and Prior Cayle, (Legends, Shadow, page 15) both titles used in churches, and seeing how they created a marksman it is safe to assume they belong to the Church of the Rifle, meaning they also died several times and have the characteristics of a sentient zombie.
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DefAnske 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
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DefAnske liked a post in a topic by LEBOVIN in "All-time" Fastest Speedrun Rankings
Updated with an impressive time by Sieghart.
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DefAnske liked a post in a topic by Metagross31 in Cap the difficulty of Daily Quests of campaign map and Feel The Burn Achievement to Advanced.
What if instead of forcing the difficulty players had the choice and get better rewards for higher difficulties, e.g. 50 for std, 75 for adv, 100 for exp?
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DefAnske liked a post in a topic by Ultralord in King of the Giants - Discussion Thread
About timer and “better” artifacts -> sound good.
About the Midwinter… well….
I also see not much use in getting the unit.
Its slow, spawns to late, and has no impact if you have T4 units (and in most cases a lot of them)
Even if we could spawn the units earlier and make it faster, I don’t think it will change a lot…
A rework of the map could work, but would take a lot of recourses/time.
But just an idea while we at it: Change the Midwinter from an optional task to a mandatory task.
1. So we move the Midwinter-spawning-switch to position “A”
The left team is most of the time faster then the right side, so they could take care of the camp + switch, while the right team clear the T4 base.
2. The Midwinter would then fly into the map from the left side “C”
(not spawn randomly in the middle of the maps like she has been teleported by QueekQueek)
Her task: Destroy a “AMII-SWITCH-THING” near the gate “B1” to open the gate “B2”
Only after that Rogan and players can pass walk to the end of the map.
3. Midwinter could also spawn units, so the players could support her with spells.
As I said, just an idea IF the SK-Team go for a map rework. (there are much likely more important tasks at hand, then rework a working map 😉 )
I´m not sure if this has already been discussed, but “nether warping through a closed gate”?
I would say that’s a bug/not intended by the developer…
If there is ground present on the others side, ok.
But just by clicking close enough shouldn’t be a thing…
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DefAnske liked a post in a topic by You will win with me in Stamis Skylords Saturday
I would be delighted if you would drop by on Saturday evening ☺️