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Zyna

Admin & Main Developer
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  1. 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.  
  2. 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.  
  3. 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.  
  4. 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.  
  5. 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.  
  6. 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.  
  7. 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.  
  8. 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.  
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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 tenth 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-one 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 21 missions will reward players with 12 common cards, 8 uncommon cards, 900 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. 

     
     
  18. 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 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.
  19. 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.
  20. 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!
  21. 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!
  22. 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!
  23. RadicalX liked a post in a topic by Zyna in Patch #400044 - 28 October 2023   
    Patch #400044 - 28 October 2023
    🎃👻 Welcome to the Spoooooky Halloween Patch! 🦇🕷️
    Skylords, gather 'round as the shadows lengthen and the nights grow cold! We're thrilled to present our ninth balance patch, teeming with delightful treats and perhaps a trick or two.
    Dive deep into the abyss to discover a mysterious new card, unveil chilling new achievements that await the brave, and embrace the night as you light up the forge with a hauntingly beautiful new theme.
    Happy Halloween in the Forge, Skylords!

    Achievement Updates
    [New] Happy Halloween! Rewards: Halloween Pumpkin (Avatar) + 1x Lost Souls Booster
    Win the PvE community map Spooky Encounters on expert difficulty during the Halloween season. (One week from Oct. 28th)
    [Updated] Never Thought of Him
    Now rewards a brand new Fire Forge theme in addition to the 100,000 gold. Reward is retroactive.
    Corporate Downsizing
    Added 2 additional levels to the achievement with 2 additional progressive avatars.
    General Changes
    The deck limit has been raised to 500 total decks, inclusive of PvP, Tutorial, and General decks. Please note: Performance issues may occur at higher deck counts. A warning for this will be displayed once you reach 100 decks. Players using a deck level below 100 will now receive a notification encouraging them to check out the free PvP decks. High-res textures are now used for "Flightblocking" objects. Completed goals in maps will now be stored in replay files. The "Seasonal" forge theme has been renamed to the "Featured" forge theme. The new Fire Forge will be the featured theme until the end of November 2023. The game's file system logic has been updated to use UTF-8 paths for enhanced support. This feature is experimental and may be rolled back if necessary. Profile comparison section has been improved with filters allowing sorting by achievement group, achievement type, and locked achievements.
    General Fixes
    The 'Show Upgrades' button has been repositioned, creating more space between it and the 'Create Game' button. The brown background issue that occurred when clicking on the leaderboard entry in 2 player scenarios has been fixed. Leaderboard filters no longer reload incorrectly after choosing the map from the dropdown. Flying units are now restricted from opening gold chests. This rectifies an issue introduced by a previous change. Issues related to entities like power wells, monuments, and walls not updating their position correctly when teleported via map scripts have been fixed. Achievement Fixes
    The tooltip for the forge spring theme locked achievement now correctly displays (8 maps) instead of (10 maps). Corrected faulty achievement descriptions with missing placeholder values in the profile comparison section. Resolved issues with the type filter not functioning properly in the profile comparison section. Chat commands in the chat menu will remain visible when switching chat regions. Community Map Fixes
    Removed misleading error messages that appeared after downloading a community map when joining an open game. Resolved issues related to rapidly switching between community map entries which affected the minimap load. Private maps will now be deleted after 3 hours as intended. Downloaded maps will now properly replace older map versions on the filesystem. The "Local" map type filter will from now on display all locally available community maps, including those downloaded and already on the server. Fixed the issue of daily quests not progressing when playing featured community maps. Rectified the error where maps were counted multiple times for the 'complete different featured community maps' achievement. Resolved inaccuracies in the text for hardcoded local community maps.  

    New Cards
    Soulstone  - 70p T1 Frost ()
    You will find the upgrades for this card on the map Defending Hope.
    A common complaint among players is that Frost lacks good shield spells and abilities for PvE before T4. This hole in Frost's design is real, and leads to other issues, such as a lack of teamplay oriented utility and army sustain in the early game. Soulstone, a Frost-like version of Fountain of Rebirth that grants ice shields, fills this gap. It is also the first card to make use of a new evolution mechanic we are adding to the game. Once the player reaches T2, Soulstone can be transformed into a stronger version of itself. This allows it to scale with the player, without being overpowered in T1. We hope players enjoy this new card and the many synergies it brings to Frost, and we cannot wait to see what you do with it.  

    Card & NPC Balance Changes

    Global Changes
    Standardize Basic Class Types:
    Added missing faction & affinity class tags to all player buildings. Fixed wrong affinity class type on dozens of units. Added missing class type to dozens of units and buildings.  While technically a balance change as it fixes several card inconsistencies, such as some affinities not working with the correct elemental crystal card, this change also improves the accuracy of the card filtering function.

    Description Fixes:
      Cleaned up the descriptions of dozens of player cards and NPCs for improved clarity in each language.     Introduced a new standard description for rage on all cards with the ability. Bug Fixes:
    Shrine of Martyrs: Fixed a bug preventing alive units from being affected by a shrine if they had already been affected and the current one was destroyed. Sun Reaver: Fixed various faulty interactions with linked fire.
    PvE Balance Changes
     Earthen Gift:
    1. Charges: 8 ➜ 12
     Frontier Keep:
    1. Power cost: 250p ➜ 125p
    In truth, we have little idea how strong Frontier Keep is as a card, merely that it is overpriced for its current effect. As such, we are cutting its price in half and seeing what happens. 
     Grinder(r):
    1. Infused Provoke (r): The damage buff is now stackable with external effects. 
    Grinder's built-in damage buff after using provoke will now stack with effects like Earthen Gift(r) and Wheel of Gifts. 
     Mindweaver:
    1. Fixed a bug where the population cap would be permanently increased beyond the 120 limit if a controlled unit died.
    2. Edict of Command range: 30m ➜ 40m
    3. Added a 40m radius indicator for Edict of Command on card play-out.
     Parasite Swarm:
    1. Can now takeover T3 units on upgrade 2 instead of upgrade 3. 
    Make Parasite Swarm more accessible to new players by reducing the total gold investment to reach T3 takeovers. 
     Sleet Storm:
    1. Radius: 15m ➜ 20m
    2. Spell delay: 5 seconds ➜ 4 seconds
    Sleet Storm released below the power level we wanted for the card. We have increased the effect radius and decreased the time it takes for the root and gravity surge effects to activate to ensure the player can ensnare faster moving L and XL-units more consistently. 
     Stone Launcher:
    1. Orb cost: 1 Frost, 1 Nature, 1 Neutral ➜ 1 Frost, 1 Nature, 1 Hybrid
    2. Power cost: 70p ➜ 100p
    3. Life points: 1700 ➜ 2200
    4. Rock shot
       A. Splash radius: 5m ➜ 8m
       B. Now damages both air and ground units
    5. Pulldown power cost: 80 / 80 / 75 / 70p ➜ 50 / 50 / 45 / 40p
    Stone Launcher is now a normal tower. We think that T3+ AA-only towers are largely a bad design, and, on top of that, we needed a normal T3 Stonekin tower for our upcoming card Bedrock to be able to summon and Tectonic Shift to teleport.
     Stronghold:
    1. Power cost: 150p ➜ 200p
    2. Displayed attack value: 2850 dp20 ➜ 4950 dp20
    3. Life points: 3600 ➜ 4500
    4. Cannon Turrets: 
       A. Splash radius: 5m ➜ 10m
       B. Turret firing arc: Allow up to 3 turrets to attack a target at a time.
       C. Damage: 74 damage, up to 110 in total ➜ 164 damage, up to 246 in total
    5. Bombardment:
       A. Now an active ability
       B. New description: Activate to shoot a mortar shell that deals 800 damage to enemies in a 15m radius around its target, up to 3200 in total. Knocks back small, medium, and large units. Has a range of 40m. Reusable every 30 seconds.
    6. New passive, "To the Last!" 
       A. Description: If the fortress has equal to or less than 3000 life points left it will deal 25% more damage and take 25% less damage. If the fortress has equal or less than 1500 life points left it will deal 50% more damage and take 50% less damage.
    7. New passive, "Slowed Construction:" Construction time is increased by 50%.
    Stronghold has been reworked from the ground up and is finally worthy of being an Ultra-rare card. We encourage players to experience the card for themselves and we hope that we have done the card sufficient justice so that it will live up to its name and model. 
    NPC Balance Changes
    [ Existing NPC Changes ]
    The changes discussed in this section pertain to the non-player versions of these entities which players encounter in campaign and random PvE.
     Flame Crystal:
    1. Can now be frozen and disintegrated.
     Howling Shrine (rPvE variant):
    1. Root Network connection radius: 25m ➜ 40m
     Mindweaver (rPvE variant):
    1. Added small and medium knockback.
    2. Splash radius: 5m ➜ 8m
     Nature Random PvE Boss Units:
    1. Removed the "Nature" class to prevent unintended interactions with player cards (such as Protector's Seal)
    2. Boss Tier: T5 ➜ T4
     Primal Defender (rPvE variant):
    1. Orb cost: 3 Nature ➜ 2 Nature
    2. Power cost: 150p ➜ 100p 
    Now able to be overtaken by both affinities of Matter Mastery.
     Root Network Units (Nature rPvE Variants):
    1. Fixed an issue where Treespirit, Thornbark, and Guardian of Nature would not aggro against flying units.
    2. Increased ranged at which these units root to attack enemies from 20m to 28m.  
     Root Nexus:
    1. No longer provides 2 support. 
    2. Removed from Nature rPvE and replaced by the new Earth Crystal.
     Stranglehold:
    1. Tower range: 30m ➜ 40m
    [ New NPCs ]
    These new NPCs are available to map makers to use for community maps. 
    New NPC Units:
       1. Pest Creepers: A permanent version of the nature affinity Pest Creepers spawned by Sunken Temple. 
       2. Earth Crystal: Provides 2 support to root network entities within a 20m radius, replaces Root Nexus in Nature rPvE. 
       3. Fortress of Nature: Boss variant of Howling Shrine with 50m range.
       4. Bramblethorn: New Nature variant of Stonekin Rockstorm which roots on-hit. 
       5. Amii Phantom: Ranged-only with swift. 
     
  24. TreyDog3 liked a post in a topic by Zyna in Patch #400044 - 28 October 2023   
    Hotfix - 30 October 2023

    General Changes
    Adjusted the ordering of cosmetics. They will now be ordered by the Legacy avatars (purchasable with gold) and then achievement avatars. the cosmetic unlock description. the cosmetic name. General Fixes
    Fixed a regression that prevented ground units from opening gold chests while in combat. Fixed an issue in the cosmetics paging logic that caused entries to be displayed twice in some cases. Fixed replays displaying the wrong date and time in the replay selection menu. Card Fixes
    Soulstone: Fixed the cooldown of Soul Armor (T2 Shielding ability) to actually work. Stronghold: Improved EN/DE description of Cannon Turrets to be more consistent. Improved non-EN description of Bombardment to be more consistent. Improved EN description of To the Last! to be more consistent.
  25. Zyna liked a post in a topic by Kapo in Game crashes in forge.   
    Tried two times and didnt crash. (before, every try was a instant crash)
    So seems fixed? Thank you my'Lady!
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