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Draconnor

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  1. Draconnor liked a post in a topic by Majora in Community Update - March 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!

    • February Hotfix Patches

    Over the course of February, we released several hotfix patches for our most recent major content update. If you are still experiencing any issues, please contact our technical support team and/or use the 'report a bug'-feature on our Discord.
    One of these hotfix patches also includes an often-requested feature: spawnable bosses in the Forge. We have added a new 'Leader' tab to the Forge Menu, allowing you to spawn bosses from randomly generated scenarios. 
     
    • Upcoming Feature - Map of the Day 

    In our last patch, we increased the rewards for playing campaign maps to bring them more in line with rPvE, which players could feel forced to play due to its better rewards. In our continued effort to allow players to enjoy each different game mode, we are working on multiple additional incentives to play the campaign; one being Map of the Day. 
    Map of the Day is a feature that highlights a particular multi-player map each day and rewards players additional rewards for completing that map, similar to the PvP Happy Hour. This map is randomly selected each day, and picks from the pool of existing multi-player campaign maps. Our new campaign maps, once released, will also be added to the pool. 

    Playing on the Map of the Day rewards players with an additional upgrade on all 2-player and 4-player maps. Players will also receive additional gold for completing the 12-player maps Passage to Darkness and Ascension on Advanced (1200g), and Expert (2400g) difficulties.
    Our goal for Map of the Day is to give players an incentive to get together and play one of the various campaign maps, including less popular ones. The Map of the Day will highlight in a similar way to Happy Hours on the World Map, so people know which map is active for additional rewards. 

    We are currently working on finalizing the feature, and hope to release it in the near future. 
    Disclaimer: text, layout and colors are subject to change.
     
    • Skylords Reborn Classic - Legacy Server

    BattleForge shut down its servers on October 31, 2013, following its release in March 2009. Our unofficial revival of the game opened its servers on December 18, 2020 as Skylords Reborn. Over the past 3 years since its release, we have added a ton of new content, quality of life changes and balance changes to the game. While we don't have a video covering the last year, our 2-year recap video should give you an idea of what we've added to the game. 
    It is not uncommon for communities to provide mod support for older titles. However, those titles are typically still available for purchase or playable offline post-official support. This is not the case for BattleForge. If you want to play BattleForge in 2024, your only option is through Skylords Reborn.  
    Our dedicated team, now comprising over 50 volunteers, has always taken this project very seriously, striving to make it the best it can possibly be. We're committed to continually introducing new content and delivering fresh experiences to keep our players engaged. Whether it's through new campaign maps, additional cards, new systems (such as Reforging), or balance adjustments (discussed on our balance discord), we feel a responsibility to keep the legacy of BattleForge in place, while also wanting to prevent the same fate of its downfall. 
    However, we acknowledge that some of our past and future changes, while essential for the health of the game, may impact players' nostalgic sentiments. Considering that numerous cards have already undergone modifications compared to the original game, the differences between Skylords Reborn and BattleForge is increasing with each patch. Thus, the concept of a Legacy server has been a topic of discussion within our team over the years.
    Yet, implementing a Legacy server isn't as straightforward as reverting to the version of BattleForge at the time of its shutdown. The game simply wouldn't work. Significant overhauls to the game's economy, rectification of critical bugs, and resolution of other technical issues were needed. Now, as we enter the fourth year of Skylords Reborn, we felt it was time to revisit this idea and have devised a way to introduce a Legacy server without impeding Skylords Reborn's ongoing development.
    Here is what you can expect of the Legacy server:
    • Original cards, maps and balancing
    • All cards are available to the player right away
    • No progression system
    • No new cards
    • No balance patches
    • No additional rPvE factions (Fire, Nature) or campaign maps
    • No technical or moderation support
    We have to set up the server this way to prevent additional workload that would impact our actual patch releases for Skylords Reborn, which will continue to be our top priority. Additionally, there may be certain features on the Legacy server that deviate from a true "legacy" experience. For instance, Reforging will be available (though redundant given the complete card collection), and while Achievements and Quests may also be accessible, some may be unattainable due to outdated balance, game systems, or maps. 
    The server will work similar to our current test server, you'll log into the Legacy server with a new account, and there will be no interaction between players on this server and the primary SR-server. The SR-server will remain the default server for both new players discovering the game and seasoned veterans seeking fresh content. All our major content patches will be releasing exclusively on the SR-server, including new campaign maps and new cards. Because of this, we don't expect a big split in our player base.      
    Nevertheless, we anticipate that the Legacy server will offer a nostalgic journey for Skylords keen on revisiting the original BattleForge gameplay, as well as for players interested in witnessing the evolution of Skylords Reborn.
    While we're still finalizing certain details, and things might change before its release. The Legacy server is scheduled to launch alongside our next major content patch.
     
    • New Card Reveal - Amii Sentinel

    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, the first being revealed today! Here is Amii Sentinel!
    Please note: We are still testing the card. While we are generally happy with it, numbers and effects might still change before release. 


     
    Grasp of the Earth - 60 power
    Activate to reach Amii Golem's fist into the ground, emerging within the target area of 15m and dealing 1800 damage to enemies, up to 5400 in total. Reusable every 20 seconds.
     
    Volatile Body
    100% of all damage done to the unit will additionally also be distributed among all units within a 20m radius. This damage cannot be warded off with the help of damage reducing abilities because it is able to circumvent every buff or protective shield.
     
    Siege
    Deals 50% more damage against structures.
     
     
    Elusive
    Units with Elusive have the duration of the immobilizing effects of Freeze and Paralyze reduced by 10%.
     
     
    Design notes: 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 100% reflect turns Sentinel's health into a damage resource, which synergizes perfectly with cards like Regrowth, Transcendence, and Lifeweaving.
    The active ability "Grasp of the Earth" is designed to one-shot problematic buildings when buffed, which is important because both Shadow and Nature lack fast acting anti-building tools.
    Amii Sentinel is currently planned to release alongside our next major content patch, including brand-new campaign maps. We are not yet able to announce a release date. Please stay tuned for more information, and check in next month for another Amii card reveal!
     
    • Art Spotlight - Amii Sentinel

    It has been a while since we have done an Art Spotlight; diving into the process of our artists coming up with a new card artwork. Amii Sentinel was always part of a combination of three Amii units, combined into a single landscape image. We asked our artist Tweeto to share some work-in-progress artwork and sketches, as well as his workflow. As always, a big thanks to our Art Critiques to offer valuable feedback during the process.

    Initial Sketch: I started off with a loose sketch to block in the basic stance and proportions of the character. Keeping the lines dynamic and rough, I focused on the silhouette to ensure a strong, impactful presence that conveys power and stability.
    Values Blocking: Next, I moved into grayscale, blocking my values to develop the form and give the character a sense of volume. This is a critical step in figuring how light interacts with the different materials and shapes of the character. To speed up this process, I employed AI generation tools, which allowed me to quickly iterate on different lighting scenarios and value compositions
    Color Blocking: After nailing down the values, I started laying in broad strokes of color. Using a muted palette, I began to block in the main hues, thinking about the overall temperature balance and how it will complement the character's environment.

    Detailing and Texture: With the base colors in place, I zoomed in to start rendering the finer details. Here, I focused on the texture of the stone, adding cracks and variations to make the surface look realistic. I also added golden ornate details to give it a more intricate look, and connect the character to the Amii aesthetics.

    Lighting and Atmosphere: Then, I intensified the lighting effects to emphasize the magical core and the dramatic ambient light of the scene. I worked on the specular highlights on the metal parts, as well as the soft glow emanating from the core, to suggest a powerful energy source within.

    Final Adjustments: In the final stage, I made subtle adjustments to the composition and the pose, fine-tuning the contrast and saturation to make certain elements pop. I also added a more pronounced rim light to enhance the character's form against the background, and adjusted the overall color balance for visual harmony.
    Polishing: To finish off, I polished the image by sharpening key areas to draw focus, such as the face, the core, and the hand. I also rendered the background elements, ensuring the character look integrated with the environment and reflect the character's influence on its surroundings.

    We are very happy with how the Amii faction is now finally coming together, and hope you appreciate all the thoughts and passion that went into creating them! 
     
    • PvP Bots

    Right now, Skylords Reborn doesn't have a mode where players can practice against computer-controlled opponents before jumping into ranked matches. This missing feature can make it tough for new players to get into PvP (Player versus Player). To help players ease into PvP, we're looking to add bots to the game in the future, and we're asking the community for their support to make it happen.
    Below you can see a short video showcasing bots playing against each other:
     
    ai_contest_announcement.webm
    If you are interested in helping out, be sure to check the PvP AI programming contest below!
     
    • 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 - Battle of Tactics #6 - Rainbow Road - February 23rd until March 3rd
    Try to conquer a modified version of Dwarven Riddle in this crazy colorful contest hosted by Ultralord. In this one player map, you don't build orbs, but have a Rainbow crystal granting you different elements. More information.
     
    • FINISHED - Faction Fusion: Embrace the Shift
    Skylords were tasked to play the newly redesigned rPvE difficulties to have a chance at receiving one of the new cards, Lost Manabeast and Tectonic Shift. More information.
     
     • 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 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

    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: AFTE-RALL-THIS-TIME
    The 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
     
  2. Draconnor liked a post in a topic by WindHunter in Patch #400045 - 27 January 2024   
    Card Balance Changes
     

    Global Balance Changes
    Neutral Units are now limited on a per-player basis: 
       - Each player will now be able to play one copy of each neutral units. Neutral buildings are still limited on a per-team basis.
    We have been increasing neutral unit synergies and releasing new neutral cards, but an issue is that if one player is running a neutral archetype, say Ravenheart & Raven Archwalker, the other members of the team are also restricted in their deckbuilding choices. We think this is contrary to the spirit of the game, and since there are no balance considerations preventing a change, we are loosening the restriction while keeping the uniqueness of neutral units intact.

    Balance Changes
    While changes are split here between PvE and PvP sections, many of the changes have important consequences for both game modes. Our PvE and PvP balance teams work closely together to ensure that the impact of all changes are evaluated for both game modes. Below, we have listed both the changes and our reasoning behind them. 
    [ Tier 1 ]
     Envenom:
    1. Base damage: Restored one missing tick on both affinities
    2. Infused Intoxication: Scaling damage: Each time the 80 dmg threshold is reached, the poison damage increases by 10, stacking up to 6 times up to a maximum of 95 damage per second, and refreshing the spell duration.
    This change should allow the card to remain near its current state in PvP by allowing the player to micro their unit away before the poison stacks out of control, while providing a powerful new tool for Nature T1 in PvE as powerful singular units steadily kill themselves by stacking the poison damage higher and higher.
     Mumbo Jumbo:
    1. Power cost: 40p ➜ 50p
    2. Targeting: Units only ➜ Units and buildings
    3. Debuff strength (both affinities): 25% ➜ 35%
    Improve Mumbo Jumbo's usability in PvE by allowing it to target buildings. This will be especially useful with the infused affinity (r) which increases damage taken by 35%. This should help Nature T1 focus down troublesome towers and spawners.
    [ Tier 2 ]
     Earthkeeper:
    1. Damage: 540 dp20 ➜ 660 dp20
    2. Back Up, power cost: 25p ➜ 0p
    Improve use cases for Back Up by removing activation cost and give the card slightly more in-combat power by giving it a 22% damage boost.
     Lost Reaver:
    1. Mob:
       A. Targets: Hostile and friendly units ➜ Hostile units
       B. Corpse cost: 1500 ➜ 2000
       C. Crawler health: 310 ➜ 440 life points
    2. Corpse Gathering maximum amount: 1500 ➜ 2000
    Lost Reaver's ability seems made for PvE, but it has anti-synergy because it damages other friendly units and even its fellow crawlers. We have increased the corpse cost to make it slightly harder to use in PvP, while increase crawler health for better survivability. Additionally, and most importantly, we have removed the ability's friendly fire, which will allow players to spawn multiple crawler groups at a time without worrying about them killing each other instead of the enemy.
     Lost Shade(p):
    1. Tainted Union
       A. Remove existing reflect effect.
       B. New effect, "When surrounded by at least 2 other Lost Shades, each individual unit will deal 61/61/61/68 damage per second and take 15% more damage."
    Lost Shade(p)'s reflection effect has never quite worked, the more shades are in the union, the less damage is actually reflected. Instead of attempting to salvage an affinity effect we think is unfitting to the unit, we have instead decided to make the tainted affinity the true opposite of its frosty counterpart. Tainted Shades will receive more damage but deal more in turn, making them a high risk-high reward option.
     Vileblood(g):
    1. Gifted Liquids (g) healing per wave: 300 life points equally spread ➜ 160 life points, up to 800 in total
    Now works similar to Forest Elder's healing ability, with a separated single-target and multi-target healing amount. There are 6 total healing waves, meaning this changes the spell from 1800 total healing to 960 single-target healing to up to 5 targets. 
    [ Tier 3 ]
     Ethereal Storm:
    1. Charges: 8 ➜ 16
    2. Power: 150p ➜ 130p
    3. Duration: 21 / 21 / 21 / 26 ➜ 25 seconds on all upgrade levels
    4. Now only damages hostile units.
    5. Blessed affinity (b): All enemies in range take full damage, even when frozen (everything does full damage).
    6. Infused affinity (r): Enemy units take 20% more damage.
    7. Remove all stages except 1:
       A. Only one stage, baseline (0 Revenants) and stage 1 (1 Revenant).
       B. Baseline: 40 damage / Stage 1: 100 damage
    The existing scaling effect is bugged, so we are simplifying the mechanic. There is now a base effect and an improved effect if one Revenant is present. This gives LS a consistent damage spell for itself but with reduced effectiveness in helping allies due to a lack of Revenants unless the player also casts Lost Evocation. The affinity effects provide missing things in the faction, such as the ability to ignore freeze's damage reduction.
     Lost Banestone:
    1. Underworld Gate:
       A. Remove existing effect
       B. Add affinities, Tainted and Blessed
       C. Now spawns an own Lost Shade Revenant of the respective affinity
       D. Duration: Infinite ➜ 20 seconds
       E. Cooldown: 60 seconds ➜ 40 seconds
    2. Tainted Underworld Gate (p):
       A. New effect: "Activate to curse the targeted enemy unit. Every second, the targeted unit will lose 40 life points. Additionally, if the target dies, it explodes dealing 300 damage to every enemy in a 10m radius and a Lost Shade revenant with an affinity toward Shadow will spawn out of its corpse with a lifetime of 25 seconds."
    3. Blessed Underworld Gate (b):
       A. New effect: "Activate to curse the targeted enemy unit. Every second, the targeted unit will lose 40 life points. Additionally, if the target dies, Lost Banestone is fully repaired and a Lost Shade revenant with an affinity toward Frost will spawn out of its corpse with a lifetime of 25 seconds."
    4. Glacial ➜ Everlasting
       A. Remove affinities, now one effect
       B. Radius: 25m ➜ 30m
       C. Now suspends the duration of any friendly revenants in the area.
    With its new aura and the ability to generate unbound defenders, Lost Banestone will allow players to transition their T2 offensive units into T3 defenders. This fits in line with the new Revenant-based playstyle we envision for the faction. This will also remove the exploit where Banestone can permanently stop enemies on some cPvE maps from spawning, such as Bad Harvest and Siege of Hope. While this exploit is well known and used, these maps are perfectly completable without them, and they trivialize defending by functionally turning the map off.
     Promise of Life:
    1. Affected units can no longer be healed.
    2. Blessed Revive (b):
       A. Spawn delay: 15 seconds ➜ 10 seconds
       B. Ice Shield strength: 800 ➜ 1500
    Improve blue affinity without impacting the current workaround to spawn extra legendary units. Additionally, add a new effect to both affinities preventing units affected by Promise of Life from being healed. This should especially help in multiplayer, where well-intentioned allies heal units you want to die. 
     Stone Launcher:
    1. Orb cost: 1 Nature, 1 Frost, 1 Hybrid (T3) ➜ 1 Nature, 1 Frost, 1 Neutral (T3)
     Twilight Slayers:
    1. Orb cost: 1 Nature, 1 Fire, 1 Hybrid (T3) ➜ 1 Nature, 1 Fire, 1 Neutral (T3)
    [ Tier 4 ]
     Green Peace:
    1. Protect the Environment! allied buff duration: 20 seconds ➜ 30 seconds
    2. Protect the Environment! (r) damage buff: 50% ➜ 60%
     Infernal Chain:
    1. Orb cost: 2 Shadow, 2 Neutral (T4) ➜ 4 Shadow (T4)
    2. Power cost: 150p ➜ 100p
       A. Spell now costs 50p to cast once applied to the unit.
    3. Ability Rework:
       A. Target: Single-target ➜ Up to 5 enemy units
       B. Bugfix: Allow Infernal Chain's healing to regenerate squad members
    3. Blessed Bond (b) ➜ Tainted Bond (p):
       A. Remove 50% damage reduction for caster ➜ Add healing effect (55 per second) for each bond established
       B. Affected enemies now return 12% of current void power as power from the void
    4. Gifted Bond (g): 
       A. Healing: 75 per second ➜ 55 per second per bond
       B. Stuns affected targets after 5 seconds for 15 seconds.
    Two dedicated Shadow orb decks already have a lot going for them, 3 dedicated Shadow orb decks have both Death Ray and Plague, and Shadow Worm fails to provide a sufficient reason to go Pure Shadow on its own. The changes allow multiple bonds, with healing occurring per bond. This is intended to synergize with Shadow Worm's life loss from Mass Disintegration. Each affinity has a different role: the shadow affinity provides in the field void return, and the nature affinity grants a crowd control effect. 
     Lost Evocation:
    1. Power cost: 150p ➜ 140p
     Lost Spirit Ship:
    1. Torpedo Changes:
       A. Splash Radius: 15m ➜ 10m
       B. Knockback: Remove S & M-knockback
    2. Life points:  3930 ➜ 3630
    3. Power cost: 240p ➜ 230p
    4. Recycling:
       A. Target: Own buildings ➜ Own buildings and Revenants
       B. Cooldown: 10 seconds ➜ 5 seconds
       C. Ability description simplified
    5. Crystal Rework:
       A. Gifted Crystal (g): Damage effect removed, it now only heals
       B. Infused Crystal (r): Grants a +40% movement speed increase to friendly Lost Souls units
       C. Ability description simplified
    Lost Spirit Ship (LSS) is the major damage dealer for Lost Souls, which relies on units to deal damage. Therefore, we would be unable to remove its high damage without providing heavy compensation in other places. Instead of doing a full stat realignment of Lost Souls units, we are focusing on LSS.
    While the changes might look like LSS was significantly nerfed, this is less true than it first appears. First off, the card has the same stat efficiency as previously due to the cost decrease. The splash reduction is a direct nerf, but the removal of S & M-knockback is actually a buff. LSS would frequently knock back units, particularly S-squads, so far that it and other splash cards could no longer damage them. Additionally, there is a hitbox bug with flying S-units which makes it so that when they are knocked back their "click-box" extends over a massive radius. This issue was a major problem for LSS which is supposed to move around the camp to stay safe and to damage enough targets, as the player could no longer click a location to move, but now only press "attack" on the displaced S-unit."
    The crystal is being changed to either heal or increase movement speed, with the pointless spawn zone effect being removed. By allowing it to vacuum up Revenants, we add strong synergy with both Lost Warlord's new ability and Lost Evocation. This means that LSS will scale in strength the more a player invests into Lost Souls.
     Lost Warlord:
    1. New passive, "Undying": 
       A. Blessed Undying (b): The unit's revenant form spawns with an Ice Shield that absorbs up to 3000 damage. The Ice Shield refreshes every 25 seconds. 
       B. Infused Undying (r): The unit's revenant form deals 50% more damage.
    2. Onslaught rework:
       A. Remove affinity
       B. Provides ground presence.
       C. New effect - "Activate for Lost Warlord to project a revenant of himself to a destination within a 40m range. This revenant provides ground presence, has no abilities, and lasts for 25 seconds. Reusable every 30/25/25/25 40/35/35/35 seconds."
    With these changes, we hope to make Lost Warlord into the ultimate Lost Souls card, with a heavy focus on Revenants that synergizes with Nether Warp for quick movement of armies. We view this violation of fundamental game principles to be justified by the card's high orb restrictions and the recognition that by T4, the exploits enabled by teleporting ground presence are largely moot. The blue affinity is being buffed to have a refreshing Ice Shield for when players use cards like Lost Banestone and Revenant's Blessing to extend Revenant life times. This should help to equalize the two affinities.
     Overlord:
    1. Blood Share:
       A. Life point cost: 1000 life points ➜ 1500 life points
       B. Healing: 1500 life points ➜ 1500 life points, up to 7500 in total
       C. Cooldown: 5 seconds ➜ 30 seconds
       D. Ability cost: 0p ➜ 20p
    This change makes Overlord's "Blood Share" work similar to Forest Elder's "Forest Charm" in that it heals the group and the individual in different amounts. The goal here is to allow Overlord to function more fully as a sustain tank for the units it is protecting, as it already does for itself. This will help it to support army-based Shadow compositions, such as Shadow Worms, which is important because Overlord is the only melee Shadow unit in T4.
     Twilight Pestilence:
    1. Power cost: 150p ➜ 120p

    Miscellaneous Changes
    Added Nature faction classes to generic NPC Nature buildings: Mark of the Keeper, Primal Defender, Stranglehold, Healing Well, Living Tower, Root Nexus, Healing Gardens, Howling Shrine, Mindweaver, Gateway of Nature, Temple of Nature, Wheel of Resilience, Wheel of Juvenescence, Wheel of Strength, Earth Crystal, and Fortress of Nature. Added Fire faction classes to generic NPC Fire buildings: Makeshift Tower, Rocket Tower, Blaster Cannon, Pyromaniac, Volcano, Tower of Flames, Gateway of Fire, Temple of Fire, Flame Crystal Added over 20 new Shadow NPC enemies for use in community maps. Includes units, towers, and spawn buildings. Units - Dreadcharger, Forsaken, Skeleton Warriors, Wrath Blades, Nox Trooper, Harvester, Shadow Mage, Mutating Frenzy, Cultist Master, Rifle Cultists, Necrofury, Unstable Demon, Ashbone Pyro, and Grim Bahir. Buildings - Stone of Torment, Lifestealer, Soul Splicer, Time Vortex, Necroblaster, Church of Negation, Embalmer's Shrine, Incubator (small spawner), and Shrine of Greed (large spawner)  Worldbreaker Gun: Fixed animations not playing on U3. Fixed the normal maps of several map objects to correct their interaction with light. Nomad: Improved upgrade description to be more consistent.
  3. Draconnor liked a post in a topic by Majora in Community Update - December 2023   
    Greetings Skylords,
    We unfortunately have to make the difficult decision to delay our upcoming Anniversary stream due to crucial staff members currently being sick. It seems even the mighty Skylords are not immune to the Twilight curse. 
    We have moved the stream from Monday, December 18th, to Friday, December 29th. 
    During the stream, we will share information about our upcoming content, and there will be giveaways and a Q&A. We hope you will join us to celebrate another year of Skylords Reborn on the evening of the 29th of December on our official Twitch channel. 

  4. Majora liked a post in a topic by Draconnor in Community Update - October 2023   
    NICE
    Unit look and skills.

    it would be really nice to se new content 😉
  5. Draconnor liked a post in a topic by WindHunter in Community Update - October 2023   
    I think it is worth mentioning here that after community feedback and playtesting, that we have decided to change the Stonekin card which we announced last month, Tectonic Shift, to also affect Frost and Nature buildings. In terms of Bedrock itself, this will open up access to Worldbreaker Gun and Stronghold, in addition to Deepgorge and Stone Launcher, as good companion towers for Bedrock's "Living Rampart" ability. 
  6. Metagross31 liked a post in a topic by Draconnor in Community Update - July 2023   
    Great idea. I can't wait for expert and expert++

    But still i'll miss diff 1. It was great to play when there was 1-2 min left to "daily" 😉
  7. Majora liked a post in a topic by Draconnor in Community Update - June 2023   
    Great art. Can't wait for card 😉
  8. Draconnor liked a post in a topic by Majora in Community Update - June 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!

    • Patch Overview Video
    Our latest patch, Nature's Awakening, has released! We have made a short overview video to celebrate the occasion, highlighting some of the changes we have made to the game. We hope you enjoy it, and be sure to share it with your friends!

    If you want to read the full patch notes, you can find them here. 
     
    • Patch Feedback Thread
    As always, we highly value your feedback on the changes implemented in our latest patch. To facilitate this, we have once again created a dedicated feedback thread where you can express your thoughts about what you liked, disliked, and any other suggestions you may have.
    We kindly request that you provide constructive feedback regarding aspects you would like to see improved, while also sharing the elements you enjoyed. Your input is invaluable to us!
     
    • Voice Acting – Apply Now! 
    Back in October 2021 we initiated the search for voice actors to enhance the game with new voice lines. The new cards Amii Paladin and Banzai Lord were voiced by community members, bringing these characters to life. At that time, we had plans to expand the range of voice lines in the game further. Unfortunately, due to the absence of an audio editor, we faced limitations in what we could achieve, resulting in the regrettable need to even reject fully recorded lines. Consequently, voice-acting was temporarily put on hold.
    However, we are delighted to announce that we now have an Audio Editor on our team, and with our current focus on creating new campaign maps, we are once again actively seeking individuals who are interested in contributing their voices to Skylords Reborn!
    We are looking for a variety of voices (both male and female), and encourage everyone who is interested (and has a decent microphone!) to apply. You are also welcome to apply if you did so in the original application round in 2021! 
    To apply, fill in a brief survey to provide us with some information about yourself and select which characters you are interested in. We will be in touch with you for a trial script, and select our favourites from the provided recordings.  
     

     
    Don't miss your chance to make a lasting impact on Skylords Reborn! Apply today and maybe your voice will be heard in the game!
     

     
    • Art Spotlight – Bedrock
    In our Stonekin Deep Dive, we previously mentioned our plans for a new tier 4 Stonekin unit based on the Moloch model. Today, we are excited to offer you a sneak peek of this unit by unveiling the artwork we have created for it. Additionally, we would like to share some insights into the process our artist, Spirit Alpha, went through to achieve the final result.
     
    Sketch and Early Draft
    Spirit Alpha initiates his artwork by creating a sketch or draft, outlining the general ideas to establish the artwork's direction. For this particular piece, we aimed to capture the essence of a formidable Stonekin creature emerging from the water.

    It is important to consider the card frame when creating artwork. As you can see, while the left piece looks impressive on its own, the head partially falls off when placed within the card frame. This issue becomes even more apparent when displaying the creature type and charges in the game. This is why working with sketches and exploring various compositions is crucial before settling on a final design in Skylords Reborn.

    Settling on a Design
    Spirit Alpha explored several other options, some of which are highlighted below, while receiving feedback and suggestions from our art critiques along the way.

    The design on the right showcased the most potential, and work continued with that version. 

    Finalizing the Design
    Although we were fond of the design, feedback indicated that the head of the creature should be tilted to the right instead of the left.

    Throughout the process, Spirit Alpha also experimented with various designs for the creature's belly, ranging from a nearly fully closed appearance to a more open one.

    Colour Scheme
    Ultimately, we opted to retain a more closed design, and significant effort was invested in ensuring that the card followed the Stonekin colour scheme, preventing it from potentially resembling a Frost unit.


    Final Adjustments
    Spirit Alpha submitted his final design, and our lead artist, Tweeto, made some last minor adjustments to produce the final artwork. One of the modifications involved tilting the "volcano" slightly to ensure it remained within the card frame. Can you identify the other changes? 


    Here are Tweeto's final adjustments: 
    We are extremely pleased with the final outcome of Bedrock and sincerely hope that you can appreciate the dedication and effort that went into its creation. A heartfelt appreciation goes out to Spirit Alpha for his hard work!
     
    • Tournaments and 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 - Community Run Event: Old School Efficiency
    Fancy a challenge? Complete Encounters with Twilight on standard using as little power as you can! Please check in tomorrow for more information.
     
     • COMING UP - Official Event #9: Who Dares Wins! - June 17th until June 25th
    Look out for our next official event later this month. Do you have what it takes to aid Rogan?
     

    • COMING UP - Crappy Community Contest #11 - June 26th until July 3rd
    The next CCC will be a creative contest held on the forum. Look out for the forum post on June 26th!



    • Host your own tournament / event
    Want to host a tournament or event yourself? Please reach out to our Event Organizers, @Metagross31, @Minashigo Hiko or @nukie! 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 thrilled to announce that the creators behind the maps used in the previous community event Through Ice and Flames have officially joined our team as Map Designers! With the addition of both Damo and Hrdina Impéria, our team's focus on creating new campaign maps has been further strengthened, and we can't wait to release some exciting content in the future. Welcome both, and thank you for your contribution! 
    More than a year after the position was first listed, we have found an Audio Editor in Discoheart! He will be able to help us out with the needed editing for adding new voice lines into the game, both for cards and upcoming campaign maps. We are glad to have him, and excited to continue adding new voice lines into the game. 
     
    • Contribute
    Interested in joining the team yourself? Skylords Reborn is a community-driven project fuelled by the passion and dedication of over 30 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!
     

     
    • 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: APPL-YFOR-VOIC-ENOW
    The 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 2023
  9. Draconnor liked a post in a topic by WindHunter in Patch #400042 - 19 May 2023   
    Thanks for the report, we will be fixing this.
  10. Metagross31 liked a post in a topic by Draconnor in Patch #400042 - 19 May 2023   
    I may be wrong but Neutral Swamp Grake have same bug as unfixed neutral windhunter - in term of Mind Controll (spell is cast but witout effect).
     
    *there is small chance that i missclicked MC on other unit that died scecond after casting 😉
  11. Hodron liked a post in a topic by Draconnor in Patch #400042 - 19 May 2023   
    I may be wrong but Neutral Swamp Grake have same bug as unfixed neutral windhunter - in term of Mind Controll (spell is cast but witout effect).
     
    *there is small chance that i missclicked MC on other unit that died scecond after casting 😉
  12. Draconnor liked a post in a topic by WindHunter in Patch #400042 - 19 May 2023   
    Map & NPC Changes

    [ NPC Balance Changes ]
     Lost Reaver:
    1. Reclassify Lost Reaver as a melee-unit instead of a ranged-unit.
    Players are likely familiar with the fact that a Lost Reaver will spawn its Lost Crawlers and then stand off to the side while it and its allies are slaughtered. This has now been fixed. Lost Reaver will use its ability and move towards and engage enemies in melee combat. This should constitute a slight buff to the unit's strength as an enemy.
     Lost Wanderer (shield variant):
    1. Ice Shield duration: Infinite ➜ 20 seconds
    2. Targets: All available targets in a 20m radius ➜ 5 closest units in a 20m radius
    3. New passive effect: The duration of friendly Ice Shields is extended indefinitely within a 20m radius around Lost Wanderer.
    These changes aim to make the unit more fair through changing Lost Wanderer's Ice Shields to only be conditionally permanent and to have an upper limit on the number of allies that can be shielded at a time. This should enable more counter play on the player's end, as a player can now focus on Lost Wanderers to give the Ice Shields the possibility of wearing off.
     Twilight Evil Eye:
    1. Remove passive Pain Link damage reflection ability
    Twilight Evil Eye possessed the same Pain Link ability as the player version of Wrathgazer. Pain Link is only supposed to work on Evil Eye's allies, but there is a common bug with the ability which causes it to frequently enemies as well. This would lead to situations where a player would kill their own units by killing an Evil Eye, an issue which disproportionally affected melee unit compositions due to Pain Link's small radius. While this therefore constitutes a buff to players in niche situations, the removal of Pain Link will also make late game Twilight camps more durable by no longer distributing additional damage to Evil Eye's allies.
     Twilight Leech (Siege of Hope Mini-boss):
    1. Enemies affected by the unit's teleport ability now have a 10-second immunity to further teleports to prevent infinite teleport ping-ponging of units around camps.
     Twilight Minions:
    1. New passive ability: Increase damage of Twilight Minions by +20% for each friendly Twilight Minion nearby.
    While Twilight Minions currently claim they deal more damage based on nearby allies, this is not actually true. We are therefore adding such an ability which scales based only on other nearby friendly Twilight Minions. The current numbers and effect are relatively small as we want to ensure we do not potentially over buff the unit in early campaign scenarios.
     Twilight Willsapper:
    1. Rework Willsapper's auto-cast paralyze substantially.
       A. Every 4 seconds, up to 2 hostile units within a 40m radius will be paralyzed for 11 seconds upon inhaling it. After the effect wears off, targets are immune against Paralyze for a short time.
       B. Recast timer: 4 seconds
       C. Targets: Closest 2 hostile units not currently paralyzed or immune.
       D. Duration: 11 seconds
       E. Range: 40m
       F. Immunity: 5 seconds
    Up to 6 units can now be paralyzed by Willzapper at once, each for 11 seconds. They then have a very short (5 second) immunity period. The effect targets the closest non-paralyzed hostile units because otherwise it would permanently target the 2 closest units and be ineffective. Willsapper should no longer paralyze enemies after its death, and enemies will now have a short window to respond before being re-paralyzed. This is in contrast to the previous implementation, which allowed Willsapper to permanently paralyze up to 5 enemy units at once. We hope these changes will make this iconic enemy building more fair while still providing a substantial challenge when facing the Twilight faction.
     The Red King (Empire Boss):
    1. Now casts an Amok ability periodically, causing enemies to attack each other in a large radius around him.
     Bandit Lord (rPvE Boss):
    1. Change Name: Bandit Lord ➜ Banzai Lord
    2. Add boss immunity
    3. Life points: 7000 ➜ 20000
    4. New ability, "Bird Calling":
       A. Spawns Banzai Birds, identical to U3 player tainted affinity.
       B. Casts every 10 seconds
    5. Add “Flesh Feast” ability from Overlord to description
    It is well known that Bandits are the easiest enemies in rPvE by a good margin. One contributing factor to this is that the Bandit Lord enemy is counted as a boss when generating rPvE matches, despite being no more than a slightly beefier and reskinned Overlord. We have decided to change this mini-boss into a real boss, akin to the player and campaign versions of Banzai Lord. This boss will both regenerate life points based on nearby corpses and spawn powerful Banzai Birds to destroy the armies of players. We hope players enjoy this first step towards making Bandits a more fearsome and interesting faction to fight in rPvE. 
     Lost Crawler (Lost Souls rPvE)
    1. The non-shielding variants of Lost Wanderer have been replaced by Lost Crawlers in the Lost Souls preset in random PvE.
    These are M-sized units that explode on death, which many players have seen before in our Halloween event map Spooky Encounters. This should present a slight increase in the difficulty of early game Lost Souls compared to similar situations prior to the patch. 

    [ Systematic Changes ]
    Spring Forge has been added to the game. Available via an achievement to win several featured community maps. Random PvE factions have had their probabilities redistributed to account for the addition of Nature rPvE [ General Fixes]
    Removed a broken variant of Portal Nexus from the map editor. Battlegrounds: Fixed a typo in the lobby setup screen in English. The Treasure Fleet: Improved localization of the goals to be more consistent: Properly translate "first" to "erste" rather than "nächste" in German. Always lowercase "chariot" in French. Always end goals with a period in Russian. The Guns of Lyr: Fixed a typo in the goal (F) description to find and slay all remaining enemies in English. Slave Master / Mo: Capitalized the gameplay term "Health" for usage in the goal "Mo's Health" for consistency.
    [ Campaign Map Changes ]
     Behind Enemy Lines:
    1. Auto-destroy top left wall if 50% of barrier modules are already destroyed.
    2. Added a Flightblocking / Vision Block to the top left base to prevent the Twilight Dragon from aggroing onto units at the player's T2/T3 location.
    3. Line of Sight improvements along the bottom middle Twilight Disciple path.
    Blight:
    1. Fixed a line of sight issue at the top right starting position, which prevented ranged units from attacking enemies without closing to almost melee range.
    2. Added two new bridges connecting the left and right sections of the map on both the top and the bottom.
    3. Updated minimap to reflect changes and to be more accurate in general.

     
     Convoy:
    1. Command Walker spawn frequency (delay between the spawns of two Walkers) on expert difficulty: 120 seconds ➜ 180 seconds
    2. Amii Spell Device effects:
       A. "Area Freeze" (Coldsnap):
          - Maximum number of targets: 7 ➜ 12
          - Fixed description to display correct info, improved the spell preview, and displayed maximum spell range while selecting target area.
       B. "Healing Radiance" (Ray of Light) maximum healing: 3600 ➜ 4400 life points
       C. "Meteor Shower" (Inferno)
          - Scatter radius of meteor impact area: 20 ➜ 15m radius
          - Fixed description to display correct info, improved the spell preview, and displayed maximum spell range while selecting target area.
    Convoy on expert difficulty has an 18% successful completion rate, the lowest of any campaign map in the game by far. Part of this is the map's seemingly infinite scaling potential, where attack waves progressively get harder and harder, even very late into the game. Part of this is the unique mechanics of the map, which often confuse players. And part of this is that success or failure on this map, when not cheesing it with Rifle Cultists, Voodoo Shack, or Enlightenment, is RNG. A player can do identical actions from one game to the next, with one playthrough succeeding and the next failing. It all depends on how many units the Command Walker gets attacked by on its way north and how many of these units it fails to kill due to poor target selection. In several test runs, we found that the number of units which congregate to attack the Command Walker, while it itself is attacking the Power Shrine, can range from 7 to 13 without any player intervention. Enemy groups at the lower end of the range are beatable using only the map's mechanics, while enemy groups at the upper end of the range more can kill the Walker, which often led to failure even when the players executed perfectly.
    Winning or losing a map due to the target selection of an AI controlled unit is not acceptable. If two players execute well, they should not lose because the map's core mechanic is poorly designed and poorly balanced. To fix this issue, we are increasing the time between Command Walker spawns by 30 seconds. This will increase the total available time for players to prepare by approximately a minute without effecting other portions of the map. We are also strongly buffing the spell effects available to the player when they capture nodes and gather Stonekin spell charges. The Coldsnap effect has had its target count increased to 12, allowing it to freeze all enemies around the Walker in the vast majority of cases, even if the Command Walker has the worst possible target selection. The Ray of Light effect has been buffed by 22%, while the Inferno effect's tightened scatter radius will allow the player to pick off priority targets with increased reliability. Overall, the goal is that a team which has captured and successfully defended 2 nodes, while also having gathered 20 Stonekin charges by the time the 3rd Walker reaches the Power Shrine, should be able to win the Command Walker mini-game with 100% reliability as long as they use the Amii Spell Device somewhat competently. 
     Nightmare Shard:
    1. Replace the Twilight Deathglider spawned at the "Shadow Camp" on expert difficulty with Twilight Mindbenders.
    Most veteran players approach this map by immediately rushing the spawn buildings of the Shadow Camps on both sides with either Nomad + Eruption or Mana Wings. They do this because it prevents the spawn of several camp defenders, the most notable of which is the Twilight Deathglider. Twilight Deathgliders have an AoE knockback of S and M-units. Additionally, the pathway into the Shadow Camp is incredibly narrow, meaning that a single Twilight Deathglider can, and often does, permanently CC an infinite amount of player units on this map. By changing this singular unit, we allow players to play the map in the normal way without facing an enemy that single-handedly counters every non-Fire faction at T1. At the same time, we do nothing to change the map for veterans and speedrunners.
    Nightmare's End:
    1. Decreased the pond size at the starting location on the left side of the map (see minimap image), allowing for enough space to build a second tower defending the southern wall.
    2. Decreased blocking on the right side of the map (see minimap image).
    3. Updated Minimap to reflect changes and to be more accurate in general.

     Sunbridge:
    1. Fixed several terrain and water visual issues.
    2. Moved the single Power Well on the right side down a bit.
    3. Moved the 3 Power Wells and Monument on the right side down a bit.
    4. Slightly improved blocking to allow better spawning of units at wells near terrain.
    Minor quality of life improvements. The changes to the Wells and Monument on the right side of the map should hopefully prevent the player from aggroing the next camp simply by claiming the Wells and Monument. 
  13. Draconnor liked a post in a topic by Serenthor in Lyrish Knight Discussion   
    Ty for your input Xanatoss and bringing me up to date. I don't want to get to nitpicky but i'd like to talk a little bit about your brought up points.
    Stonekin pvp: Most meta deck lists i've seen with stonekin dont even feature lyrish knight since you have many great other options. Saying it synergises with ice barrier and burrower implies its for offensive use, but the only real synergy there is the attack buff of the lyrish knight near buildings because you also play barrier next to burrowser so you can homesoil? Thats like arguing every card that can attack synergises with ice barrier and homesoil. Lyrish knight isn't the greates dps option on t2  even when near ice barrier, it would be smarter from my standpoint to use more burrowers in that scenario. Furthermore stacking meele units to attack make them very vulnerable to splash damage, cc, air units as well as slows and roots. You are almost always better off adding range or air units in the mix. Only time lyrish would be better than other options in that case is if the defender uses XL units which isnt realistic in t2 or early t3 battles. 
     
    - Lost Souls: With Shadow start, which is generally prefered since you have a better chance to gain map control early on, you dont have enough space for lyrish knight typically.  Shadow phoenix is also rather rarely used in pvp because of its high risk and slow animation, it can be counterplayed rather easily.  Its true that lyrish knight is an amazing option for nasty surprise in t2, enabling great value plays. Nasty surprise requires the opponent to be caught offguards tho so that the unit is not damaged beforehand and that he has many units stacked in one place being vulnerable to aoe.
     
    -Fire/Frost pvp:  Dont think rallying banner is really a thing, usually its wrecker getting the deck slot for the mechanic. Same case as with lost souls, the usually prefered fire start tends to cut out the lyrish knight because you have an extended t1 roster. I thinks its generally agreed upon that the only somewhat saving grace for fire/frost is skyfire drake with shields and that the deck is  in a bad place. Seeing that even in that case the rallying banner + lyrish knight is not rly a thing is more of a point to extend on that synergy maybe?
     
    Sorry if i came of as little ranty, but your points seem vastly like very niche strategies that mostly get value in theory  and/or are very lose with the term synergy. Then again im probably a little biased since as i stated, its my favourite card and in the top 3 iconic units for me in battleforge with juggernaut and harvester. Also i conced again that im not perfectly up to date with the meta currently on skyforge and that most of my info is from forum searches and watching recent streams/youtube videos. I have competed in pvp tournaments in the past to so im not completely talking out of my ass i hope.
     
     
     
    Aside from all that, that was only pvp centric talk, maybe there could be a design idea that would make it a little better in pve without making it opressive in pvp again. I know slapping on flat damage is dangerous with the way the card is designed currently. I also get that there are many other great card rework projects in the work which im grateful for and that take priority at the moment. 
  14. Draconnor liked a post in a topic by Serenthor in Lyrish Knight Discussion   
    Good day everyone. 
     
    I'd like to start a balance discussion around lyrish knight, i could find a recent topic related to my favourite unit in this game. A little while before the game got shut down the card got pretty heavily nerfed since it was too well rounded in pvp especially in shadow frost decks. Sadly it never really got rebalanced to a viable state as far as i can tell, except for being a niche counter to xl units in t2 pvp in combination with frostbite. I think thats a shame, since the card perfectly embodies some aspects of the spirit of the frost faction with its traits (basically the ones that arent covered by dreadnought after its amazing rework) and has an terific design base overall. 
     
    As far as i can tell its not useable in pve at all, atleast it always has better alternatives. I readily admit im not perfectly up to speed to the current pvp meta since the skyborn launch, but from what i saw its not even used there anymore either, not even as counter to xl units. 
     
    I really would love some changes to the cards, since its so iconic for the game and especially the frost faction so that i dont have to feel bad about using it even in casual rpve 9 runs. In pvp my most fond memories of the game were last stand kind of scenarios, where i got behind in the energy trades but managed to catch an overconfident ofguard opponent with lyrish knight defense against a harvester or t3 units that didnt get much value, so i could creep back in the game. Would love to relive that a little someday.
     
     
    In terms of actual changes, i know its not that easy since the card has a few conditions that have to be considered. Mainly that the XL Attack modifier on t2 is in many cases not that valueable and that there always has to be a building around to make the cards really good. Simply buffing its damage back up again could make it potentially too valueable, especially in pvp even against non XL units since it double scales with its protector buff and homesoil/northern keep red. Maybe a power bumb could be better managed by making it pure frost exclusive and balance it around frost only. Another idea would be to make it a t3 unit, but i really wouldnt like that since there are already lots of great cards for frost with northland drake, avatar of frost or reduced cost amii monument as well as even splashable great cards like core dredger. Changing it to t1 or t4 seems also a little weird imo.
     
    If i missed some changes in the recent years to it please enlighten me to them, but even as of now i dont think the card has much favor neither in pve nor pvp, so i would like to here some thoughts of you guys and girls. 
     
    See you in the forge
     
     
  15. Draconnor liked a post in a topic by Metagross31 in Community Update - April 2023   
    Oh boy, here we go 🙂

  16. Draconnor liked a post in a topic by SunWu in Pure Nature 2.0 - Main Thread   
    There was a lot of discussion! Mostly because bad harvest turned into this at some point:

  17. Draconnor liked a post in a topic by Hrdina_Imperia in New card ideas and suggestions - Megathread   
    It's been a while! Seeing the nice retexture of Vulcan for Twilight colors by our one and only Cat, decided to try and give the chap some stats. And yes, I am not giving up on Twilight T2 archer unit. 
    Blight Funnel
    Uses Vulcan/Rageflame as a base. L unit, ranged.
    Abilities:
    Contagion Stream - Unit casts poisonous wave that deals 20 damage to enemies every second. Targets are embittered with a strong toxic substance that severely poisons them and slowly decreases its life points by 25 per second. Lasts for 4 seconds, attacks refresh the duration of poison.
    Toxic Transformation - The unit is infected with the Twilight Curse and can be transformed into any other Twilight creature. Activate to start the mutant process and choose a Twilight unit from the current deck to be transformed into. The current deck must contain at least one other Twilight unit whose orb requirements are met! If this unit is transformed INTO, then the Contagion Stream will gain an ability to slow enemy units to only walk speed. This effect lasts for 2 seconds, can be refreshed. 

  18. Draconnor liked a post in a topic by Hirooo in New card ideas and suggestions - Megathread   
    Its technically possible, yes.
  19. Draconnor liked a post in a topic by Xamos in New card ideas and suggestions - Megathread   
    And my second Entry to the Card Design Contest: Allyria (tho I changed the abilitys a little) -  An T2 Archer Hero, the beloved wife of Rogan Kayle (they would´ve just recently married, as it didn´t come up in the story yet ^^)
    Name: [Allyria] 
    Tier & Orbs: [T2, Neutral]
    Type: [Unit] - based on the Model of a single White Ranger, but recolored to be gold and white to maybe look like a girl princess
    Power: [80]
    Hit points and Size: [790] [ S ] ( single S unit, able to mount Wall Segments) 
    Attack value and Type: [960] [ranged and XL] 
     
    Passive Abilities:
    [Inspiring Archery]: Allyrias presence inspires other Archers in an area of 25m around her to deal 10% increased damage and gain an additional +10m range!  [Long shot]: Allyria herself has a long range of 30m Active Abilities:
    [Coat of Swiftness]: Allyria and other S units next to her gain 40% incresed speed for 15 seconds and can't be knocked back during the duration]  
    Reasoning: I love archers and love the idea of having a princess for Rogan in the game. Also I think Small Units are lacking support in the game and get left behind. This card would enable fun and maybe even viable S-Unit strategies (at least in T2). And with that XL-Counter she would maybe have some nice niche usecases.
     
    Note: She should have a longer range than normal Archers, but not too long to still be in range for her passive. Her passive should be strong to justify her use because she is a legendary card that can only be in play once, but restricted to Archers (S-units) to not be op.
    PS: Numbers might have to be changed to fit the game properly. Maybe her active ability could also make s-units ignore unit-collision. Or if the steadfast would turn out to strong, instead of the steadfast a damage-reduction could be added.
     
    Story: Allyria was not a princess by birth, but a daughter of simple rangers. Her parents named her after the 'Lyr of Old' to remember all it's glory. She learned to use the bow already in her childhood from her uncle and she was a natural talent. However, as she was a girl, she wasn't really noticed by anyone to be of good use in a real battle and even her parents held her back (because they wanted to protect her). That's why she wasn't noticed at first after the humans of lyr came back to the surface after the Twilight infestation. She moved with the people who followed Rogan Kayle. One day the got attack by Twilight Insects. Sadly her dad was killed in the ambush, but he left her a magic bow with which she was able to shoot far away and still hit. With said bow she saved Rogan Kayle's life during the ambush. He thanked her and one thing led to the other and they fell in love.
  20. Metagross31 liked a post in a topic by Draconnor in Prison of Tears - A 1PvE Community Map   
    Played today. Good Job and quite fresh experience.

    I count on more 1player maps with higher difficulty or at least some pressure from enemy camps.

    But its really nice feeling of rts exploration games.

     
  21. Draconnor liked a post in a topic by SunWu in STOP "fixing"/"balancing" the game   
    That's a good thing isn't it? I rather have 4 or 5 topplayers running the balance department than 300 random players voting on whatever their mood is. Btw even if you can't personally decide on what will be done, you can always take part in the discussions on discord or here. Even OPs brilliant input will be heard, i'm sure.
    Edit: deck diversity in pvp got muuuuch better wich to me is proof that overall they're doing well
  22. Draconnor liked a post in a topic by Mynoduesp in Patch #400039 - 14 January 2023   
    @Draconnor Unfortunatly there's a bug with the achievement Cheapsake which makes it so the whole team is required to follow the restriction. We're already working on a fix for this. You can expect it within the next days.
    Thanks for the report. 
  23. Mynoduesp liked a post in a topic by Draconnor in Patch #400039 - 14 January 2023   
    Raven's End, Passage to Darkness
     
    unfortunatly i have only last replay - raven's end
    ravens end common.pmv
  24. Discipled liked a post in a topic by Draconnor in Sylvan Gate - Upcoming Changes   
    Looks great. Root nexus still would be usefull sometimes - but a small buff would be nice 😉
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