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Jolares liked a post in a topic by Zyna in Skylords Reborn - Download
In order to play Skylords Reborn, you will need to create a forum account here.
This is the same account you will use to login to the game.
DOWNLOAD
You will also need to download 2 parts:
1. The client.
This is the game itself, you will need it for the installation process.
You can download the client using the button below.
Alternative links: Mediafire / Mega.nz
Last updated: Patch #400047 - 29 June 2024
2. The installer.
This application installs Skylords Reborn on your computer. For the installation process you will also need the client from step 1.
You can download the installer using the button below.
Alternative link: Mega.nz
Installing the game
After downloading both files, start the installation process by running the installer from step 2 and follow the steps shown. Once you have installed the game you can start it by either running the "Skylords Reborn" shortcut from your Desktop, or the "SkylordsRebornUpdater.exe" from the folder where you installed BattleForge.
You can also follow the steps from this video:
F.A.Q.
For general project questions please head over here.
• I have issues with installing/starting the game.
You are running into issues when installing or starting the game? We compiled a list of common technical issues people might face here. If none of that works, create a Technical Support Topic here (or find the solution in someone else's topic!). In your topic, please say what exactly doesn't work, and what you have tried so far. Please refrain from contacting staff members directly for your issues, and wait for a response to your support topic.
• Is this game also supported on Linux and MacOS?
We do not officially support both Linux and macOS yet. We will also not be able to add support for macOS in the future, as Apple has ended support for 32-bit applications (like BattleForge) since macOS Catalina. For Linux, we do plan to add better support in the future. Despite the lack of official support, some fans were already able to get the game running with Linux. You can find some tutorials from people who were able to get it running on our forums .
Please note that the installer will not function, and you will have to manually extract the client and the updater files to the same directory. If you want to give it a shot, please download the client above, and also download the updater by using the button below.
Updater
The updater can be used to install the game manually, if the installer above does not work. This is usually required, if you want to play the game on Linux or MacOS. Please note that you still need to download the game client.
Alternative Updater Script
For our Linux users who wish to install and update the game manually, we're grateful to one of our community members, @mx2, who has kindly provided an alternative updater in the form of a bash script. To launch the game, you will need to add the "-online" argument, for example "wine Battleforge.exe -online".
• Recommended System Requirements
• CPU: Core i3 7400T / Ryzen 3 1200 (X86 compatible)
• RAM: at least 6GB
• OS: Windows 10 or higher.
• Video Card: NVIDIA GeForce GTX 660 / ATI Radeon HD 7770 (Direct X 11 compatible)
• Disk Space: At least 14GB of free space.
• Checksum-Information
1. Client
2. Installer
3. Updater (Linux only)
-
UltDragon liked a post in a topic by Zyna in Skylords Reborn - Download
In order to play Skylords Reborn, you will need to create a forum account here.
This is the same account you will use to login to the game.
DOWNLOAD
You will also need to download 2 parts:
1. The client.
This is the game itself, you will need it for the installation process.
You can download the client using the button below.
Alternative links: Mediafire / Mega.nz
Last updated: Patch #400047 - 29 June 2024
2. The installer.
This application installs Skylords Reborn on your computer. For the installation process you will also need the client from step 1.
You can download the installer using the button below.
Alternative link: Mega.nz
Installing the game
After downloading both files, start the installation process by running the installer from step 2 and follow the steps shown. Once you have installed the game you can start it by either running the "Skylords Reborn" shortcut from your Desktop, or the "SkylordsRebornUpdater.exe" from the folder where you installed BattleForge.
You can also follow the steps from this video:
F.A.Q.
For general project questions please head over here.
• I have issues with installing/starting the game.
You are running into issues when installing or starting the game? We compiled a list of common technical issues people might face here. If none of that works, create a Technical Support Topic here (or find the solution in someone else's topic!). In your topic, please say what exactly doesn't work, and what you have tried so far. Please refrain from contacting staff members directly for your issues, and wait for a response to your support topic.
• Is this game also supported on Linux and MacOS?
We do not officially support both Linux and macOS yet. We will also not be able to add support for macOS in the future, as Apple has ended support for 32-bit applications (like BattleForge) since macOS Catalina. For Linux, we do plan to add better support in the future. Despite the lack of official support, some fans were already able to get the game running with Linux. You can find some tutorials from people who were able to get it running on our forums .
Please note that the installer will not function, and you will have to manually extract the client and the updater files to the same directory. If you want to give it a shot, please download the client above, and also download the updater by using the button below.
Updater
The updater can be used to install the game manually, if the installer above does not work. This is usually required, if you want to play the game on Linux or MacOS. Please note that you still need to download the game client.
Alternative Updater Script
For our Linux users who wish to install and update the game manually, we're grateful to one of our community members, @mx2, who has kindly provided an alternative updater in the form of a bash script. To launch the game, you will need to add the "-online" argument, for example "wine Battleforge.exe -online".
• Recommended System Requirements
• CPU: Core i3 7400T / Ryzen 3 1200 (X86 compatible)
• RAM: at least 6GB
• OS: Windows 10 or higher.
• Video Card: NVIDIA GeForce GTX 660 / ATI Radeon HD 7770 (Direct X 11 compatible)
• Disk Space: At least 14GB of free space.
• Checksum-Information
1. Client
2. Installer
3. Updater (Linux only)
-
Zyna liked a post in a topic by WindHunter in Patch #400046 - 27 April 2024
Patch #400046 - Stone Turtle
Welcome to our newest patch. This update contains our twelfth balance patch for the game, a brand-new card, a new booster type, and our new map of the day feature!
Patch Preview
One new card is now available! Jump in-game to collect Bedrock. Added Map of the Day! A multiplayer map will be chosen at random each day and highlighted on the map. Play it to receive extra rewards. The new Rebirth Booster is now available. Earn it by completing the Map of the Day and through events. A few balance changes to underperforming Twilight cards as well as a bugfix to a longstanding bug with heal stacking. A batch of quality of life changes requested by the community.
General Changes
Added an indicator for if a random PvE lobby is for the Map of the Month. The Marketplace no longer resets the page on purchase. This should allow players to purchase multiple cards without having to repeatedly scroll back to the same page. Boosters now stack in the booster inventory screen. Replays are now searchable and sortable. Players can also now see the played cards of all players in a replay. Outdated replays now show the required and current game version on hover over the gear icon. Replays of the tutorial map "Introduction" no longer show the gear icon regardless of game version. Dates & Times now are displayed in the player time zone using their operating system format. Deck name length increased from 16 to 30. This will allow players to better label their decks. The actual visible deck name is dependent on what resolution a person uses when playing the game. Free PvP deck cloning has been massively improved. If a player has a fully upgraded and charged copy of the card in their collection from the Free PvP deck, that card will now replace the free version of the card in the deck whenever the player clones a Free PvP deck. Players can now export their in-game collection to the Skylords Marketplace Journal (SMJ) by using the chat command /exportcollection in-game. Once exported to SMJ, players can see their progress in terms of their total collection and check which of their cards are the most valuable to sell and which are cheap to buy in order to complete their collection. Removed generated maps from PvP daily quests. Additionally, the "win sparring match" on a specific PvP map quest has been changed from "win" to "play". This will allow players to finish the quest even if on a losing streak. Units will ignore attack-move commands (Q shortcut) while in combat or using abilities. General Fixes
Implemented a fix for when sometimes swapping the player portrait with a card results in an error. Daily quests are now properly ordered with the most recently received quest at the top. Improved the descriptive text for the import deck tutorial mission. Added dates to PvE leaderboard entries. The text wrapping when displaying a lobby's rPvE difficulty has been fixed. Fixed spectators counting for achievements, specifically PvP achievements. Fixed match statistics having an incorrect count for maps with spectators. A script will be run to correct the information in player profiles. Attack-move commands (Q shortcut) won't target corpses anymore.
New Cards
Bedrock - 280p T4 Stonekin Unit
You will find the upgrades for this card on the map "King of the Giants".
When thinking about Stonekin's design, we determined that more buildings interactions fit well with the faction. More specifically, we thought that a building-based archetype was the natural expansion for a faction of living stones. Last patch, we released Tectonic Shift, and this patch we are adding Bedrock. Bedrock is a T4 ranged unit capable of spawning a Stone Launcher and casting an AoE shield that protects buildings in range. For more information, check out Community Update - October 2023.
Map of the Day
In our last major patch, we reworked campaign map rewards. A major driving force behind this change, beyond equalizing rewards between the random and campaign PvE modes, was to allow for more flexibility in the reward structure. This flexibility will allow us to create new systems which interact with campaign maps going forward. The first of these new systems is the Map of the Day (MotD) feature. The details for the MotD can be found below. We hope that by introducing this feature, and for rewarding players for regularly interacting with it, it will become as easy for players to find lobbies for campaign maps as it is for random PvE matches. We want players to be able to play the game mode they want, and to not be forced into a mode because of an imbalance in rewards or available lobbies.
[ Map of the Day Features ]
Each day, a new multiplayer map is chosen and highlighted on the world map via a flame identical to the flame used for PvP Happy Hours. Players who win the Map of the Day, on any difficulty, receive an additional choice of upgrade on the post-game reward screen. If the MotD is a 12p map, players will instead receive an additional 1200 gold for completing the map on advanced, and an additional 2400 gold for completing it on expert difficulty. A new achievement "Feel the Burn" has been added. For each day that a player completes the Map of the Day, they will receive 50 bfp. On every 10th completion, they will additionally receive a Rebirth Booster. Rebirth Boosters contain 3 cards, all from the Rebirth Edition (cards released by the Skylords Reborn team), with a substantially increased chance of producing an Ultra-rare card.
Achievements
[ Random PvE Achievement Changes ]
We have made a few changes to the names and structure of the main random PvE achievements. The new structure of the achievements and their rewards are listed below. Note that people who previously completed the random PvE 10 achievement (now expert+) will already receive credit for having completed "Out of the Frying Pan into the Fire." We have made this change to encourage people to play the new expert difficulty level, but without feeling forced to try and complete expert+ to get the booster reward.
The Road Not Taken [3 general boosters]
Win rPvE Advanced++ or higher [20 matches]
Out of the Frying Pan into the Fire [6 boosters]
Win rPvE Expert or higher [20 matches] - Locked until PvE rank 5 (Silver 1)
Abandon all hope, ye who enter here [Avatar: Demon Skull & Avatar: Hell Fire; Title: Hell Diver]
Win rPvE Expert+ [10 matches & 20 matches] - Locked until PvE rank 10 (Gold 2)
Card Balance Changes
[ Global Balance Changes ]
All healing and rejuvenation effects now stack:
Regardless of whether they are local, global, percentage, or flat, all healing effects now stack with each other. No longer will Fountain of Rebirth overwrite Wheel of Gift's healing effect. [ Twilight Changes ]
Twilight Brute:
1. Gifted Burstout (g):
A. Max Targets: 4 ➜ 7
B. Damage application: Damages hostile or friendly units ➜ hostile units
C. Ability cast range: 15m ➜ 25m
2. Infused Burstout (r):
A. Damage: 400, up to 1600 ➜ 400, up to 2800
B. Increase damage to buildings: 400 per target ➜ 600 per target
C. Damage application: Damages hostile or friendly entities ➜ hostile entities
D. Ability cast range: 15m ➜ 25m
Twilight Brute has an interesting ability that seems tailored fit for giving Twilight a new strategy in T2 PvE. While the ability itself is well-designed, its current strength holds it back. We are increasing the ability cast range to allow it to be used deeper into enemy encampments, increasing the total targets from 4 to 7, and removing the ally damage. We hope with these changes we help to create a new strategy where the player can run some Brutes into a camp and, along with Fire's damage spells, create a cascading explosion effect similar to how Evil Eye plays in T4.
Twilight Creeper:
1. Life points: 1700 ➜ 1880
2. Infused Spit debuff strength: 40% ➜ 50%
3. Tainted Spit debuff strength: 30% ➜ 40%
Twilight Creeper is well designed but it currently has low stat efficiency for a T3 L-sized melee unit. We are giving it some more life points and boosting its primary strength through the spit effect.
Twilight Hag:
1. Damage: 75 damage, up to 153 in total ➜ 124, up to 186 in total (1030 dp20)
2. Life Points: 850 ➜ 1030 life points
3. Damage Counter: L-counter ➜ M-counter
4. Ability name change: Femme Fatale ➜ Enrapture
A. Cooldown: 60 seconds ➜ 40 seconds
B. No longer affects Male/Female. Negative effect now affects all enemies and positive effect all allies.
Twilight Hag is one of those cards which is fearsome to face in the lower tiers in PvE, but which as a player card is a wet noodle. We have sent her to the gym, and she has come back with an over 20% increase in both her damage and health stats. Alongside the stat increase, which is more than it might first appear because she had an unusually low single-target damage value previously, we are shifting her damage counter to M. The new M-counter plus her pre-existing small and medium knockback should make her feel powerful against smaller unit sizes. Besides low stats, Hag also suffers from a highly niche ability. The player cannot control the gender of their enemies, and it is not clear what units have what genders anyway (did you know Necrofury is a woman?). In general, we think these male/female mechanics just do not fit in Skylords Reborn, and in this particular case, they are holding back Twilight Hag from potentially becoming a potent crowd control unit similar to Timeless One. Therefore, we are removing the male/female interaction while also shaving 20 seconds off the ability cooldown.
[ Minor Card Changes ]
Wheel of Gifts:
1. The same gifts can no longer be activated while another instance of that gift is already starting up.
[ NPC Changes ]
Added several new NPC units: Bandit Bloodhorn, Bandit Wasteland Terror, Snapjaws, Overlord, and Lost Grigori. These units are now available for use by community and official mapmakers. Lost Spirit Ship (NPC):
1. Removed the suicide ability.
2. Now spawns a Crystal similar to the player version on reaching the previous corpse threshold for suiciding.
A. Crystal damages enemy units for 300 damage every second, up to 900 in total in a 30m radius.
B. Cooldown: 30 seconds
C. Duration: 10 seconds
The existing implementation of Lost Spirit Ship in PvE, while conceptually interesting and a good template for future suicidal units, simply does not work with a T4 XL-sized ranged unit. By changing NPC LSS to spawn a crystal instead, we give it a general usefulness that will open up the possibility of adding the unit to future maps and as a regular part of Lost Souls' rPvE repertoire.
Lost Converter (NPC):
1. Spell debuff: 20% less damage ➜ 30% less damage
2. Corpse collection radius: 25m ➜ 40m
3. Poison application radius: 25m ➜ 30m
3. Poison damage per tick: 25 (same as before)
4. Poison damage tick speed: 2s ➜ 1s
5. Corpse cost on enemy entry: 300 ➜ 50
6. Corpse cost per damage tick: 0 ➜ 25
In simpler terms: Lost Converter's poison effect now has normal ranged range (30m), deals double the damage it currently does, and has an increased debuff strength. The corpse collection range has also been increased to 40m, meaning that the building should begin poisoning the player sooner. This will slightly increase the strength of camps with a Lost Converter as the building should now do something.
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Hirooo liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Final Hotfix - 11 February 2024
General Changes
Added a new "Leader" tab to the Forge Menu. It allows spawning bosses from randomly generated scenarios.
Card Fixes
Resolved an issue with Altar of Chaos not using its stored lifepoints for damage calculations.
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Metagross31 liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Final Hotfix - 11 February 2024
General Changes
Added a new "Leader" tab to the Forge Menu. It allows spawning bosses from randomly generated scenarios.
Card Fixes
Resolved an issue with Altar of Chaos not using its stored lifepoints for damage calculations.
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Majora liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Final Hotfix - 11 February 2024
General Changes
Added a new "Leader" tab to the Forge Menu. It allows spawning bosses from randomly generated scenarios.
Card Fixes
Resolved an issue with Altar of Chaos not using its stored lifepoints for damage calculations.
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Hrdina_Imperia liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Final Hotfix - 11 February 2024
General Changes
Added a new "Leader" tab to the Forge Menu. It allows spawning bosses from randomly generated scenarios.
Card Fixes
Resolved an issue with Altar of Chaos not using its stored lifepoints for damage calculations.
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WindHunter liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Final Hotfix - 11 February 2024
General Changes
Added a new "Leader" tab to the Forge Menu. It allows spawning bosses from randomly generated scenarios.
Card Fixes
Resolved an issue with Altar of Chaos not using its stored lifepoints for damage calculations.
-
Emmaerzeh liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Final Hotfix - 11 February 2024
General Changes
Added a new "Leader" tab to the Forge Menu. It allows spawning bosses from randomly generated scenarios.
Card Fixes
Resolved an issue with Altar of Chaos not using its stored lifepoints for damage calculations.
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Ultralord liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Final Hotfix - 11 February 2024
General Changes
Added a new "Leader" tab to the Forge Menu. It allows spawning bosses from randomly generated scenarios.
Card Fixes
Resolved an issue with Altar of Chaos not using its stored lifepoints for damage calculations.
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Cocofang liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Final Hotfix - 11 February 2024
General Changes
Added a new "Leader" tab to the Forge Menu. It allows spawning bosses from randomly generated scenarios.
Card Fixes
Resolved an issue with Altar of Chaos not using its stored lifepoints for damage calculations.
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Metagross31 liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Hotfix - 10 February 2024
Card Fixes
Resolved movement speed issues: cards like Imperial will no longer get stuck in their slow movement mode. -
Majora liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Hotfix - 10 February 2024
Card Fixes
Resolved movement speed issues: cards like Imperial will no longer get stuck in their slow movement mode. -
Kapo liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Hotfix - 10 February 2024
Card Fixes
Resolved movement speed issues: cards like Imperial will no longer get stuck in their slow movement mode. -
LEBOVIN liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Hotfix - 10 February 2024
Card Fixes
Resolved movement speed issues: cards like Imperial will no longer get stuck in their slow movement mode. -
Hrdina_Imperia liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Hotfix - 05 February 2024
General Changes
Campaign PvE maps will now only award gold for the first 60 minutes of play time. Added difficulty numbers alongside the new rPvE difficulty names. Added an experimental feature to save the Community Map filters, which can only be enabled in the config.json file via the setting: "community_map_filters_save": true The original rPvE 10 portraits have been reinstated alongside the new versions for players who completed the "A Need For Speed" Achievement before this patch. General Fixes
Surrender notifications will now display the correct player name again. Added the legacy avatar chosen at character creation to every player's inventory. Players who previously spent gold on the avatar received a 15000 gold refund. The remaining time for the daily boost will now be rounded correctly once again. Fixed the button in the "Go to existing match..." popup not functioning in some cases. Fixed issues related to quests. They will no longer disappear or cause the game to crash upon finishing a match. The 12-player Ascension and Passage to Darkness scenarios will now properly unlock when the required maps are completed. PvP maps now properly handle non-player teams. This allows for the creation of PvPvE maps. Card Fixes
Raven Archwalker: Mode switch Corrupting Shot Fixed an issue which prevented the card from attacking in this mode. Lost Banestone: Active ability Blessed Underworld Gate / Tainted Underworld Gate: Added a tooltip that the target is invalid when attempting to curse an already affected unit. Lost Manabeast: Active ability Immortalize: Fixed an issue on upgrades U0-U2 that would kill the Manabeast instead of the affected Revenants at the end of their Revenant's Doom. Improved the upgrade card descriptions to be more consistent. Lost Reaver (Fire) / Lost Reaver (Shadow): Active ability Infused Mob / Tainted Mob: Increase life points of summoned Lost Crawlers from 260/280/310/310 to 330/360/400/400. Lost Shade (Shadow) Passive ability Tainted Union: Added a missing upgrade 3 change to be displayed on the upgrade card. Lost Spirit Ship (Fire) / Lost Spirit Ship (Nature): Autocast ability Torpedo Gun: Corrected displayed damage radius from 15m to 10m. Lost Warlord (Fire) / Lost Warlord (Frost): Active ability Onslaught: Corrected displayed revenant lifetime from 15 seconds to 25 seconds. Improved the upgrade card descriptions to be more consistent. Passive ability Infused Undying / Blessed Undying: Improve spacing on affected card visualizations to be more consistent. Overlord: Active ability Blood Share: Increased the activation cost from 1000 life points to 1500 life points. Promise of Life (Frost): Blessed Revive: Removed the unhealable effect on the target after its resurrection. Decreased the unhealable effect duration to align with the actual spell duration from 30 seconds on all upgrades to 20/25/30/30 seconds. Gifted Revive: Improved the card description to be more consistent. Decreased the unhealable effect duration to align with the actual spell duration from 30 seconds on all upgrades to 20/25/30/30 seconds. Tectonic Shift: Changed the card's orb requirements from 1 Frost + 1 Nature + 1 Hybrid to 1 Frost + 1 Nature + 1 Neutral. Active ability Terrestrial Gate: The ability will no longer go on cooldown when the teleport fails due to collisions with other buildings. Improved the upgrade card descriptions to be more consistent in German. Buildings with tunnel abilities will now update their visual effects when teleported. Phase Tower Active ability Relocation: The ability will no longer go on cooldown when the teleport fails due to collisions with other buildings. -
Metagross31 liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Hotfix - 05 February 2024
General Changes
Campaign PvE maps will now only award gold for the first 60 minutes of play time. Added difficulty numbers alongside the new rPvE difficulty names. Added an experimental feature to save the Community Map filters, which can only be enabled in the config.json file via the setting: "community_map_filters_save": true The original rPvE 10 portraits have been reinstated alongside the new versions for players who completed the "A Need For Speed" Achievement before this patch. General Fixes
Surrender notifications will now display the correct player name again. Added the legacy avatar chosen at character creation to every player's inventory. Players who previously spent gold on the avatar received a 15000 gold refund. The remaining time for the daily boost will now be rounded correctly once again. Fixed the button in the "Go to existing match..." popup not functioning in some cases. Fixed issues related to quests. They will no longer disappear or cause the game to crash upon finishing a match. The 12-player Ascension and Passage to Darkness scenarios will now properly unlock when the required maps are completed. PvP maps now properly handle non-player teams. This allows for the creation of PvPvE maps. Card Fixes
Raven Archwalker: Mode switch Corrupting Shot Fixed an issue which prevented the card from attacking in this mode. Lost Banestone: Active ability Blessed Underworld Gate / Tainted Underworld Gate: Added a tooltip that the target is invalid when attempting to curse an already affected unit. Lost Manabeast: Active ability Immortalize: Fixed an issue on upgrades U0-U2 that would kill the Manabeast instead of the affected Revenants at the end of their Revenant's Doom. Improved the upgrade card descriptions to be more consistent. Lost Reaver (Fire) / Lost Reaver (Shadow): Active ability Infused Mob / Tainted Mob: Increase life points of summoned Lost Crawlers from 260/280/310/310 to 330/360/400/400. Lost Shade (Shadow) Passive ability Tainted Union: Added a missing upgrade 3 change to be displayed on the upgrade card. Lost Spirit Ship (Fire) / Lost Spirit Ship (Nature): Autocast ability Torpedo Gun: Corrected displayed damage radius from 15m to 10m. Lost Warlord (Fire) / Lost Warlord (Frost): Active ability Onslaught: Corrected displayed revenant lifetime from 15 seconds to 25 seconds. Improved the upgrade card descriptions to be more consistent. Passive ability Infused Undying / Blessed Undying: Improve spacing on affected card visualizations to be more consistent. Overlord: Active ability Blood Share: Increased the activation cost from 1000 life points to 1500 life points. Promise of Life (Frost): Blessed Revive: Removed the unhealable effect on the target after its resurrection. Decreased the unhealable effect duration to align with the actual spell duration from 30 seconds on all upgrades to 20/25/30/30 seconds. Gifted Revive: Improved the card description to be more consistent. Decreased the unhealable effect duration to align with the actual spell duration from 30 seconds on all upgrades to 20/25/30/30 seconds. Tectonic Shift: Changed the card's orb requirements from 1 Frost + 1 Nature + 1 Hybrid to 1 Frost + 1 Nature + 1 Neutral. Active ability Terrestrial Gate: The ability will no longer go on cooldown when the teleport fails due to collisions with other buildings. Improved the upgrade card descriptions to be more consistent in German. Buildings with tunnel abilities will now update their visual effects when teleported. Phase Tower Active ability Relocation: The ability will no longer go on cooldown when the teleport fails due to collisions with other buildings. -
Kayrie liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Hotfix - 05 February 2024
General Changes
Campaign PvE maps will now only award gold for the first 60 minutes of play time. Added difficulty numbers alongside the new rPvE difficulty names. Added an experimental feature to save the Community Map filters, which can only be enabled in the config.json file via the setting: "community_map_filters_save": true The original rPvE 10 portraits have been reinstated alongside the new versions for players who completed the "A Need For Speed" Achievement before this patch. General Fixes
Surrender notifications will now display the correct player name again. Added the legacy avatar chosen at character creation to every player's inventory. Players who previously spent gold on the avatar received a 15000 gold refund. The remaining time for the daily boost will now be rounded correctly once again. Fixed the button in the "Go to existing match..." popup not functioning in some cases. Fixed issues related to quests. They will no longer disappear or cause the game to crash upon finishing a match. The 12-player Ascension and Passage to Darkness scenarios will now properly unlock when the required maps are completed. PvP maps now properly handle non-player teams. This allows for the creation of PvPvE maps. Card Fixes
Raven Archwalker: Mode switch Corrupting Shot Fixed an issue which prevented the card from attacking in this mode. Lost Banestone: Active ability Blessed Underworld Gate / Tainted Underworld Gate: Added a tooltip that the target is invalid when attempting to curse an already affected unit. Lost Manabeast: Active ability Immortalize: Fixed an issue on upgrades U0-U2 that would kill the Manabeast instead of the affected Revenants at the end of their Revenant's Doom. Improved the upgrade card descriptions to be more consistent. Lost Reaver (Fire) / Lost Reaver (Shadow): Active ability Infused Mob / Tainted Mob: Increase life points of summoned Lost Crawlers from 260/280/310/310 to 330/360/400/400. Lost Shade (Shadow) Passive ability Tainted Union: Added a missing upgrade 3 change to be displayed on the upgrade card. Lost Spirit Ship (Fire) / Lost Spirit Ship (Nature): Autocast ability Torpedo Gun: Corrected displayed damage radius from 15m to 10m. Lost Warlord (Fire) / Lost Warlord (Frost): Active ability Onslaught: Corrected displayed revenant lifetime from 15 seconds to 25 seconds. Improved the upgrade card descriptions to be more consistent. Passive ability Infused Undying / Blessed Undying: Improve spacing on affected card visualizations to be more consistent. Overlord: Active ability Blood Share: Increased the activation cost from 1000 life points to 1500 life points. Promise of Life (Frost): Blessed Revive: Removed the unhealable effect on the target after its resurrection. Decreased the unhealable effect duration to align with the actual spell duration from 30 seconds on all upgrades to 20/25/30/30 seconds. Gifted Revive: Improved the card description to be more consistent. Decreased the unhealable effect duration to align with the actual spell duration from 30 seconds on all upgrades to 20/25/30/30 seconds. Tectonic Shift: Changed the card's orb requirements from 1 Frost + 1 Nature + 1 Hybrid to 1 Frost + 1 Nature + 1 Neutral. Active ability Terrestrial Gate: The ability will no longer go on cooldown when the teleport fails due to collisions with other buildings. Improved the upgrade card descriptions to be more consistent in German. Buildings with tunnel abilities will now update their visual effects when teleported. Phase Tower Active ability Relocation: The ability will no longer go on cooldown when the teleport fails due to collisions with other buildings. -
Bluxy liked a post in a topic by Zyna in Patch #400045 - 27 January 2024
Hotfix - 05 February 2024
General Changes
Campaign PvE maps will now only award gold for the first 60 minutes of play time. Added difficulty numbers alongside the new rPvE difficulty names. Added an experimental feature to save the Community Map filters, which can only be enabled in the config.json file via the setting: "community_map_filters_save": true The original rPvE 10 portraits have been reinstated alongside the new versions for players who completed the "A Need For Speed" Achievement before this patch. General Fixes
Surrender notifications will now display the correct player name again. Added the legacy avatar chosen at character creation to every player's inventory. Players who previously spent gold on the avatar received a 15000 gold refund. The remaining time for the daily boost will now be rounded correctly once again. Fixed the button in the "Go to existing match..." popup not functioning in some cases. Fixed issues related to quests. They will no longer disappear or cause the game to crash upon finishing a match. The 12-player Ascension and Passage to Darkness scenarios will now properly unlock when the required maps are completed. PvP maps now properly handle non-player teams. This allows for the creation of PvPvE maps. Card Fixes
Raven Archwalker: Mode switch Corrupting Shot Fixed an issue which prevented the card from attacking in this mode. Lost Banestone: Active ability Blessed Underworld Gate / Tainted Underworld Gate: Added a tooltip that the target is invalid when attempting to curse an already affected unit. Lost Manabeast: Active ability Immortalize: Fixed an issue on upgrades U0-U2 that would kill the Manabeast instead of the affected Revenants at the end of their Revenant's Doom. Improved the upgrade card descriptions to be more consistent. Lost Reaver (Fire) / Lost Reaver (Shadow): Active ability Infused Mob / Tainted Mob: Increase life points of summoned Lost Crawlers from 260/280/310/310 to 330/360/400/400. Lost Shade (Shadow) Passive ability Tainted Union: Added a missing upgrade 3 change to be displayed on the upgrade card. Lost Spirit Ship (Fire) / Lost Spirit Ship (Nature): Autocast ability Torpedo Gun: Corrected displayed damage radius from 15m to 10m. Lost Warlord (Fire) / Lost Warlord (Frost): Active ability Onslaught: Corrected displayed revenant lifetime from 15 seconds to 25 seconds. Improved the upgrade card descriptions to be more consistent. Passive ability Infused Undying / Blessed Undying: Improve spacing on affected card visualizations to be more consistent. Overlord: Active ability Blood Share: Increased the activation cost from 1000 life points to 1500 life points. Promise of Life (Frost): Blessed Revive: Removed the unhealable effect on the target after its resurrection. Decreased the unhealable effect duration to align with the actual spell duration from 30 seconds on all upgrades to 20/25/30/30 seconds. Gifted Revive: Improved the card description to be more consistent. Decreased the unhealable effect duration to align with the actual spell duration from 30 seconds on all upgrades to 20/25/30/30 seconds. Tectonic Shift: Changed the card's orb requirements from 1 Frost + 1 Nature + 1 Hybrid to 1 Frost + 1 Nature + 1 Neutral. Active ability Terrestrial Gate: The ability will no longer go on cooldown when the teleport fails due to collisions with other buildings. Improved the upgrade card descriptions to be more consistent in German. Buildings with tunnel abilities will now update their visual effects when teleported. Phase Tower Active ability Relocation: The ability will no longer go on cooldown when the teleport fails due to collisions with other buildings. -
Zyna liked a post in a topic by WindHunter in Patch #400045 - 27 January 2024
Patch #400045 - Revenant's Doom
Welcome to our newest patch. This update contains our eleventh balance patch for the game, two brand-new cards, a rework of the rPvE difficulty system, tutorial missions, and many other changes, enjoy!
Patch Preview
Two new cards are now available! Jump in-game to collect Tectonic Shift and Lost Manabeast. Added tutorial missions! New and old players alike can now receive rewards for simple missions meant to explain some of the harder to understand mechanics of BattleForge. A new rPvE difficulty and changes to the existing difficulty system to align it better with the campaign map difficulties. Our much anticipated Lost Souls rework, a large number of buffs to well-designed but underperforming cards, and a change to the neutral unit exclusion rule. A complete rework of the campaign reward system, with individualized upgrades, gold rewards overtime, and gold rewards on-loss.
General Changes
Pause, Speed-up, and Slow-down buttons have been added to the Forge. Standard difficulty has been removed for the 12p maps Passage of Darkness and Ascension. Achievements have been adjusted accordingly. The game will now remember the difficulty you selected for each map until you restart the game. Removed post-game message "Maximum rank achieved" for those players who are Master of the Forge rank in PvE. The post-game reward screen now always displays the player's current rank and experience earned. A description of the achievement completed has been added to achievement reward mail. Added previews when hovering over card and boosters rewards for achievements. The networking library used for the client has been updated. Linux users will now need Wine 7.13 or higher to play the game. The game should still work on Windows 7, but support has been discontinued. General Fixes
Improved user interface responsiveness. Longer gaming sessions were previously experiencing slowdowns. Resolved an issue that prevented free PvP decks from being cloned. Fixed a game crash related to map scripts, most commonly affecting the "Titans" map.
New Cards
Tectonic Shift - 50p T3 Stonekin Spell
You will find the upgrades for this card on the map "King of the Giants".
When thinking about Stonekin's design, we determined that more buildings interactions fit well with the faction. More specifically, we thought that a building-based archetype was the natural expansion for a faction of living stones. Tectonic Shift is a T3 spell that adds a teleport ability to friendly Stonekin, Frost, and Nature buildings. This teleportation ability functions highly similar to Phase Tower's ability as a permanent addition, similar to how Santa and Infernal Chain add new abilities to a unit. For more information, check out Community Update - September 2023.
Lost Manabeast - 120p T3 Lost Souls
You will find the upgrades for this card on the map "Titans".
As part of our Lost Souls rework, we wanted to add the well-known NPC unit Lost Manabeast to the faction. The player version of Lost Manabeast is a ranged unit, which collects the souls of its victims to reset the revenant timer of allied Lost Souls units. It is a perfect fit for those players wanted to engage in revenant-based gameplay. For more information, check out Community Update - December 2023.
Random PvE Difficulty Redesign
A major part of the upcoming update is the addition of a new random PvE difficulty between level 9 and level 10. The significant gap that exists between level 9 and level 10 is well known, and this new difficulty, often referred to as level 9.5, is meant to help players prepare themselves to make the jump into level 10. Alongside this new difficulty, we are also changing the naming scheme of the random PvE difficulties and removing difficulty levels 1 to 3, which are almost never played. We hope this new system will make it easier for players to understand what difficulty is right for their skill level.
[ New Difficulty Naming Scheme ]
Standard difficulty - Old level 4 Standard+ difficulty - Old level 5 Standard++ difficulty - Old level 6 Advanced difficulty - Old level 7 Advanced+ difficulty - Old level 8 Advanced++ difficulty - Old level 9 Expert difficulty - NEW level 9.5 Expert+ difficulty - Old level 10
Campaign Loot Rework
Anyone who plays PvE in Skylords Reborn knows that the most commonly played multiplayer game mode is random PvE. One part of this is due to the ease of matchmaking, you can go to the 4p area and join a random PvE game of any difficulty without needing to jump around the map checking lobbies, and the other part is due to rewards. In most cases, random PvE simply rewards the player better, unless you get lucky while looking for an expensive level 3 upgrade. While our upcoming improvements to campaign map matchmaking will have to wait for a future patch, we are now rectifying the reward discrepancy between the two modes.
[ Campaign Reward Changes ]
Campaign maps now reward gold over time. The total amount of gold rewarded has been substantially increased at all difficulty levels, even if players previously disenchanted all upgrades. Solo maps and multiplayer maps now give the same rewards. Campaign maps also reward players who lose a map part of the gold they would have obtained had they won. Standard maps reward 70%, advanced maps 40%, and expert maps 25% of the expected gold on-loss. Gold on-loss cannot be earned unless at least 5 minutes have passed in-game. The new Pick reward mode has replaced Random, Need/Greed, and Assign, which have been removed from the game. Upgrades are now decided on a per-player basis, with each player able to choose the upgrade(s) of their choice. Expert and advanced maps reward 1 upgrade, while standard maps reward 2 upgrades. In the future, players will have the ability to earn more upgrades per map completion under special circumstances. Disenchanting an upgrade now rewards the same gold regardless of the rarity of the upgrade, while also providing the player with PvE experience, depending on the level of the upgrade.
Tutorial Missions
Twenty-five new tutorial missions have been added to the game. These missions are designed to help new and old players alike to discover basic game features, as well as many of the new functionalities the Skylords Reborn team has added since the game's revival. Completing all 25 missions will reward players with 12 common cards, 8 uncommon cards, 1200 gold, and the new in-game title "Lyrish Scholar." These rewards are designed to help new players and function as a supplement to the existing starter decks. All missions are completable within an hour.
Tutorial Missions will be the new focus of attention when opening the rewards window, but focus will revert to quests once the missions are complete.
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Zyna 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 70 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 70 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, Ripper, Wrath Blades, Nox Trooper, Harvester, Shadow Mage, Mutating Frenzy, Cultist Master, Rifle Cultists, Necrofury, Unstable Demon, Ashbone Pyro, Voidmaw and a Grim Bahir variant. Buildings - Stone of Torment, Lifestealer, Soul Splicer, Time Vortex, Necroblaster, Church of Negation, Embalmer's Shrine, Gateway of Shadow (small spawner), and Temple of Shadow (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. -
Chimaka( ͡° ͜ʖ ͡°) liked a post in a topic by Zyna in Game crash after using Alt+Fx combination for deck cards.
ALT + F1/F2/F3 should not cause any issues, but ALT + F4 is the shortcut for closing applications in Windows. I assume that is the crash you are experiencing.
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Zyna liked a post in a topic by Kapo in Master of the Forge #7 - [GM] Ladadoos & [GM] Zyna, Project Lead - 19.11.2023 19:30 CEST
Masters of the Forge #7 is now also on YouTube!
Thanks again to @Ladadoos and @Zyna for joining the series. Next up is @Maze, Web Developer, on the 2nd of December (19:30 CET).
See you in the Forge, fellow Skylords!
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Majora liked a post in a topic by Zyna in Patch #400042 - 19 May 2023
@Fundus I encourage you to make a bug report in the proper forum section rather than posting in old patch note threads:
https://forum.skylords.eu/index.php?/forum/41-report-a-bug/
In that bug report we also need replays which demonstrate the issue, otherwise it is hard for us to investigate this. Thanks!
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Metagross31 liked a post in a topic by Zyna in Patch #400042 - 19 May 2023
@Fundus I encourage you to make a bug report in the proper forum section rather than posting in old patch note threads:
https://forum.skylords.eu/index.php?/forum/41-report-a-bug/
In that bug report we also need replays which demonstrate the issue, otherwise it is hard for us to investigate this. Thanks!