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MacoWish

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  1. MacoWish liked a post in a topic by Velorio in A development update regarding our latest patch   
    Love the new patch!!
    Good luck to the devs!
    I must say the new Hellhound and Wormlings card artworks are just amazing. They look like cards from the first edition (quality wise) which is great as in my opinion you can see the artwork quality go down and down the more the game back then developed (Amii edition having probably the worst art in the game) so seeing these crispy creatures really warmed my heart!
     
    Thank you for the good work!
  2. MacoWish liked a post in a topic by Majora in Community Update - June 2025   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • Patch Release: Primordial Fire

    In our last Community Update we announced our first season, scheduled for a release in June. We are excited to share that our first season goes live today!
    This is one of our biggest patches yet, so we have a extra long Community Update diving into all its additions, alongside the patch notes. 

    In this year's player survey the number one request was for more reasons to login and play the game. Once the initial rush of excitement and progressing through achievements wears off the game provides the player little reason to continue past the 45 minute mark when they get their daily booster discount. Additionally, while more achievements are good, the issue is that once we hit a critical number of achievements they no longer funneled players towards the same content to make matchmaking easier, especially for campaign achievements. Our solution to these problems is a season system focused around 1 or 2 factions at a time with time-based challenges. 
    The seasons system is based around approximately 30 challenges that the player will complete over a 4-month time period (in this case June 1st to September 30th). Here are all the rewards you will be able to earn during our first season!
     

    These rewards are placed among our new season progression track. Completing challenges rewards points which are used for unlocking card, booster, and cosmetic rewards. Each challenge can be completed on either advanced or expert difficulty, with expert providing more points, allowing players of all skill levels to participate. Each season will have a few cards exclusive to the season (but which after the season ends will be available in boosters like normal) as well as a number of cosmetics. Here is the full progression track for Season 1:
     


    Nearly every challenge has deckbuilding restrictions based on the season theme, encouraging players to try out a new faction for the season duration. Completing challenges rewards points which are used for unlocking card, booster, and cosmetic rewards. Each challenge can be completed on either advanced or expert difficulty, with expert providing more points, allowing players of all skill levels to participate. Each season will have a few cards exclusive to the season (but which after the season ends will be available in boosters like normal) as well as a number of cosmetics. We put the card and booster rewards early in the season progress to ensure that players who might not be able to play as much, or who are lacking the correct faction cards to do harder challenges, will still get access to the gameplay rewards while cosmetic rewards, including the season promo, are farther in the season progress.
     

    We hope that this system will give new and old, highly active and semi-active players alike a reason to log in and keep playing. We intend seasons to be an ongoing feature with new content every 4 months. Given this is our first iteration, we expect that not everything will be perfect, and we are looking forward to hearing your feedback on how to improve the feature to make it a truly enjoyable experience for all types of players. 
    To get started with Season 1, go to the new in-game icon shown above which opens the Seasons window.
     

     
    • Infected Map of the Week - Map Modifiers (BETA RELEASE) This patch also sees the anticipated (beta) release of Map Modifiers. 
    Infected map modifiers was originally a player suggestion over 3 years ago which we loved but did not yet have the means to make happen. Since then, it has been one of our most anticipated internal features and we are glad to finally bring you the Beta release. Map modifiers are global effects which apply to the player or to the NPC enemies, often with significant gameplay changes. In the current Beta form, these modifiers infect one campaign map and each random PvE level with the same modifiers for a week. Similar to the existing Map of the Day this creates a new Infected Map of the Week feature. 
    Infected maps are an opt-in feature, you will never be forced to play them. They are intended to provide endgame content for players whose skill level has outstripped the current expert experience while also providing twists on advanced maps for less skilled players. A player only needs to beat an infected map, either the chosen campaign map or its equivalent difficulty in random PvE, once per week to get the full reward. Modifiers provide season progress and Relics (see next section) when completed on either advanced or expert difficulty, with more rewards given when beating the infection on expert.
    As part of these changes we have remade the map codex in-game to provide information related to the Map of the Day, the Infected Map of the Week, and PvP Happy Hours. Eventually, we plan to add a large collection of modifiers, both positive and negative, which players can freely apply to any match and game mode to provide near endless gameplay possibilities.
     

     
    Please note this is a Beta release!
    While we tried our best to test each modifier, we expect individual modifiers as well as certain modifier combinations to be unbalanced and we ask for your aid in helping us rebalance them! Additionally, we would love to hear your suggestions for future modifiers, positive and negative, that you think would be good additions to the system.
     
    • Relics and the new Relic Shop We already talked a bit about Relics in our last community update. Today we dive deeper into the new shop where you can spend your hard earned Relics. 

    As part of our new Seasons and Infected map features we are introducing a new in-game currency called Relics. Relics can be earned from completing season challenges and beating the Infected Map of the Week. Once earned, Relics can be used in our new Relic Shop, which can be found in the Season's window.
     
    In the Relic Shop players will be able to purchase exclusive cosmetics, NPC enemies, and cosmetic rewards from previous seasons. For now the only thing available in the Relic Shop are NPC bosses and buildings. Once purchased, these enemies can be found under a new "Enemies" tab in the deckbuilding menu. From there players can summon them freely in the Forge, allowing players to create epic battles or test specific strategies against the game's classic enemies. Eventually all NPC enemies will be available for purchase from the Relic shop. As already mentioned, cosmetic rewards - including the promo card from each season - will be available in the Relic Shop after that season concludes. This will allow players who miss a season to still purchase their favorite seasonal cosmetics. But be warned, it will be much easier to earn the cosmetics within a season than to purchase them all after a season concludes. Given that Relics are a new currency we expect to do some rebalancing as players start to earn and use them. 

    Relics are intended as a currency which provides long-term progression to the game in a way that has currently been lacking. As part of this, we will be adding some expensive exclusive cosmetics to the Relic Shop which will act as a means for players to show off their veteran status. The first part of these exclusive rewards are a set of progressive borders which players will earn for every 50 Relics they spend. Each color has three levels marked by stars along the top and the colors directly correspond to the PvE and PvP rank progression in-game similar to our recent progressive banners which can be earned by speedrunning Unexpected Visitors.

    Some people might question why we are adding a new currency instead of repurposing Gold. The reason for this is because we do not think Gold is a salvageable as a currency at this point. When we first released the game, we made the mistake of not giving gold a proper gold sink. Additionally, gold is an uncapped currency in the sense that players can play all day and continue to earn the same amount with neither a soft nor hard cap like has been built into BFP. It has now been 4.5 years since our official release and some players have accrued tens of millions of Gold pieces. We simply cannot balance Gold when we would have to account for these veteran players as well as new players who have no gold reserves. If we were to create a deep enough gold sink to allow veteran players to use up all their gold we would end up gatekeeping new and less active players from those features for years if not permanently. Given these issues, we determined it was better to start from scratch. 
     
    • How Does It Work: Deckbuilding
    In our YouTube series "How Does It Work" we dive into various topics that often raise questions.
    So far, we’ve released a video on Void Power, the Root Network, a guide on how to install the game, and the BFP & Reward System. 
     
                 Another topic that often comes up is deckbuilding. Skylords Reborn can be overwhelming with its content and many expansions. In our latest video, we aim to provide a framework players can use to start building their own decks. 
     
      • Team Changes
    In July 2021, Dutchy joined our team as Discord Moderator, and got promoted to Global Moderator in September. In February 2022, he took over the role of lead moderator after Pascal left the team, a role he would continue to fill for years to come.
    Now with a full-time job and a fiancé, Dutchy leaves the moderator team in the capable hands of Vultagx, who will take over the mantle of lead moderator going forward. Dutchy will remain in the team in the role of HR Coordinator, handling applications and onboarding of new staff members. 
    We want to give a heartfelt thank you to both Dutchy and Vultagx for making sure Skylords Reborn is a fair experience for everyone. 

    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
     


    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!

    Current events:
     
    • NEW - The Skylords Reborn Spring Cup 2025 - 22.06.2025 at 15:30 CEST
    Get ready for some PvP action! The Spring Cup is the second of four PvP tournaments happening this year. The tournament will be hosted and livestreamed by Ultralord. Everyone is welcome to join, please sign-up in advance.
     
    • NEW - Battle of Tactics 9 - 13.06.2025
    We postponed some of the events so you all can enjoin and focus the first week on the new Content of the Patch. However, get ready for a new Battle of Tactics once the dust has settled! More info soon!
     
    • ENDED - A Fresh New Start - WINNER REVEAL 
    This event will test your skill with the cards that we all start with! Beat the first single player campaign map “Encounters with Twilight” on advanced difficulty and win some great prizes! More information. 
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
     
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a general booster: FIRE-SEAS-ONIS-LIVE
    This code is valid until July 1st, when we will bring you another Community Update.
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update May 2024
     
  3. MacoWish liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Name: Magma Phoenix
    Tier & Orbs: T3, Fire Fire Neutral
    Type: Unit
    Power: 100
    Hit points and Size: 700 plus L
    Attack value and Type: 3500 plus ranged and special-counter
    Passive Abilities:
    * Fiery Dive: Unit starts a powerful and quick suicidal attack that deals 1000 damage to enemies in a 25m radius around its target, up to 3500 in total. Unit dies during the attack. Knocks back small and medium units. Affects ground targets only. Deals half the damage against buildings. Has a 6 seconds cool-down after the card was played out.
    * Swift: Swift: Moves at high speed.
    Explanation of idea behind the card:
    You would need 2 phoenix to kill 1 Vulcan or 1 Virtuoso if they are alone, but with 2 phoenix you could kill up to 3 Vulcan / Virtuoso, so high risk, high reward.
    And why no reincarnation? Swift will increase the survival rate when going for a target, compared to Shadow Phoenix.
    The dive animation should also be a little faster than Shadow Phoenix.
    The half damage to buildings is necessary, otherwise you could bomb other players wells and orbs easily.

  4. MacoWish liked a post in a topic by Riviute in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Alright I also send my entry to Kapo but I also wanna share my idea so here it goes.
    Name: Amii Warmonger
    Tier & Orbs: T3, 1Shadow, 1Nature, 1AmiiHybrid
    Type: Unit
    Power: 140
    Hit points and Size: 2000(without Upgrade) and Large
    Attack value and Type: 2100 and L(Melee)
     

    Passive Ability:
    Elusive: The duration of the immobilizing effects of Freeze and Paralyze is reduced by 10%.
     
    Active Abilities:
    Battering Ram: Battering Ram is an active ability with a small aoe that allows the unit to charge into enemies (much like enforcer or strikers) and deals minimal damage (like extremely low) however it knocks back small, medium and large creatures (the knockback could be pretty big, like they were hit by a worldbreaker shot). The ability should be cheap like 10-20Power but with a extremely lenghty cooldown so it cant be spammed and stunlock the opponents.
     
    Power Essence:
    Power Essence is a mode switch to the unit. Activating it is permanent and cannot be changed once active, it also disables Arcane Essence. Once activated this unit gets highly resistent to melee damage (Without Upgrades 60%, U1 70%, U2 80%, U3 90%) but also recieves more damage from ranged and magical attacks (Without Upgrades 60%, U1 50%, U2 40%, U3 30%). This ability costs 60Power.
    Arcane Essense:
    Arcane Essence is a mode switch to the unit. Activating it is permanent and cannot be changed once active, it also disables Power Essence. Once activated this unit gets highly resistent to ranged and magical damage (Without Upgrades 60%, U1 70%, U2 80%, U3 90%) but also recieves more damage from melee attacks (Without Upgrades 60%, U1 50%, U2 40%, U3 30%). This ability costs 60Power.
    This card gains more HP with every upgrade. The upgrades also changes the numbers on the Essence abilities.
     
    Explanation of idea behind the card:
    The Amii Warmonger should be based of the Abyssal Warden (Large Version) as its a model thats been rarely used so far. This unit comes with a main purpose, to be a battle initiator. Charging into enemies, scattering them and create an opening for your remaining army to strike. Just using this card for the Battering Ram makes it easy to use, but i think that more experienced players with enough map knowledge can also utilize the Essence abilities quite well. This unit was partly inspired by those Bandit Lords that you fight in the mission blight as they also had a anti magic aura. (Guess what kind of device you used to change that ;), thats right Amii). 
    The abilities also represent shadow and nature quite well, with the Essences having the typical shadow quirk to it, getting stronger in one aspect but also weaker in another, and with nature you have a crowd control ability with a high cooldown as a price. Just like with many other nature cards that are either very pricey or have high cooldowns. 
     
    The Art was created by the Art AI DALL-E 2. 
    If something is not well enough explained pls tell. 
    I also wanna give a quick shoutout to all of you guys who already presented their ideas. They are either absolutely amazing or so weird and strange that you still like it. Love this community so much man. Good luck to everyone! 🙂
  5. MacoWish liked a post in a topic by Palmolive in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Hi 🙂
    I've already sent my take to Kapo on Discord but after people started sharing their ideas on here, I could'nt resist the urgue to post mine too! I honestly have no idea on how to balance a card, I just think the idea of this unit would be badass. It's kinda special from the looks, kinda like Bloodhorn, with nothing similar looking as a T4 unit to it (excapt Swiftclaws and the other medium Dinosaur units haha).
     
     
    Name: Amii Revenger
    Ingame model based on a resized Swiftclaw
    Tier & Orbs: T4, Nature Nature Shadow Shadow
    Type: Unit
    Power: 260
    Hit points and Size: 5820 XL
    Attack value and Type: 6350, melee, XL
    Passive Abilities: Elusive - 10% less effected with crowd control / Rage - longer fights, more damage
    Active Abilities: Fearsome Roar - 100 Energy - Enemy Units deal 20% less damage 

    Explanation of idea behind the card: I've always adored the small dinosaur units in Battleforge so I thought why not resize them for a badass Amii T4 unit? For me, Amii is the oldest fraction in Nyn, maybe they have these giant dinosaurs to protect their cities.
     
     

  6. MacoWish liked a post in a topic by Hrdina_Imperia in Official Card Design Contest - CLOSED - Winners Reveal inside   
    That would mean that it uses one of every color (Nature, Frost, Shadow, Fire), or something similiar.
     
    Also, I promise this is the last one (for today). 
    Name: Night Lynx
    Tier & Orbs: T1, Shadow
    Type: Unit
    Power: 135
    Hit points and Size: 1150 and L
    Attack value and Type: 1100
    Passive Abilities: Vampiric Siege - Unit does 35% extra damage against structures. Half of that damage is added to its lifepoints.
    Active Abilities: Midnight Bond - 15 power - Activate to bond Night Lynx to units within target area (diameter 15 meters) for 15 seconds. During the duration, all damage sustained by the bonded units will be transferred to Night Lynx. 
    Uses Forest Elder (resized to L) model as a base.
    Explanation of idea behind the card:
    Big cat! Night cat! Cool cat! While the kitty eats building, it can keep other unit/s alive. 
     
     
     

  7. MacoWish liked a post in a topic by fShark in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Every 3 seconds, unit throws out its corruptive spit dealing 120 damage to enemies in a 5m radius around its targed, up to 200 in total. Friendly units within a 25m radius regenerate 100 life points per second.
    IMHO, Lost Souls is the most perfect faction ever invented in all of gaming history.
    Lost Shade is my favorite card, this is the reason my 11 year old dog is named Shade. 
    What's more amazing is that both the game and my dog are still alive and incredibly healthy. 
    I'd like to suggest a Lost Drake, not sure what the best mechanic would be to fit the faction.
    But as a lover of Lost Souls and Lost Shade more specifically, I thought of something that would give them more sustainability. Taking concepts that already exist in Lost Spirit Ship and Lost Dragon (obviously a little nerfed).
    To be honest I haven't been playing as much as I'd like to, so the numbers and even the ideas might be off.
    Please, I accept suggestions to improve this card, my main goal is not the rewards, but to see Lost Drake in the game.

  8. MacoWish liked a post in a topic by Lendam in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Hello, here are my 2 cards :

    Rotten Wolf :
    - Unholy Cloud : The wolf scratches, causing the bloody boils to explode on him and create a poisonous cloud filled with disease. Inflicts 400 damage per second divided among all enemies in the area
    - Unholy Bite : Inflicts a bite on the target whichpoisons it, the unit loses 15 health every 1 second.
    - Stench : Enemies can smell the wolf's corpse, causing them to not fight properly and reducing their damage by 25%.
    - Hungry as a Wolf : Enemies can smell the wolf's corpse, causing them to not fight properly and reducing their damage by 25%.

    Furious Gobelin :
    - Throw dynamite : Every 3 seconds, the goblin throws a stick of dynamite that deals 120 damage to enemies within 5 meters of the target.                                 
     - Back Ashe: Activate: Put all the dynamite available in the barrel attached to his back, this attack will be the last. The goblin will explode on death or 10 seconds after activation.                 
    - Powder smell : The unit deals 150% more damage to buildings.

    I'm sorry in advance if there are any mistakes, I use a translator because I don't speak English. Thank you !


  9. MacoWish liked a post in a topic by Timatijs in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Hi fellow Skylords! Im kinda new to this, but I was thinking, if we have Wheel of Gifts then why not we have Wheel of Curses. It would still give some buffs to ally units, but would also buff enemy units in some way, to give a bit more challenge for those Rpve lovers out there. (Also would work in campaign)
    Name: Wheel of Curses
    Tier & Orbs: T3 shadow, frost, frost/shadow
    Type: Building
    Power: 180
    Hit points: 2000
    Passive Abilities:
    The Cursed Shrine - If Wheel of Curses is present in game then buffs from Wheel of Gifts will be ignored and wont be given to ally units. 
    Curse of Leech - Once activated, enemy units will gain 10% leech of their max attack damage, but your own units will also gain leech 10% of their max health instead of attack, in addition your own units will leech friendly or unfriendly unit once per 15 seconds.
    Curse of Shield - Once activated, friendly ally shielding will last only 60% of the original duration, but will be 40% stronger, in addition enemy unit shields will last 30% longer, but will take 20% more damage from all sources.
    Curse of Bravery - Once activated, friendly units that are on their own will gain Bravery curse. Effected unit will gain 60% damage buff of their max attack and also will gain 30% increased damage taken in addition if unfriendly unit is alone it will gain 40% buff to damage dealt and also decreases damage taken by 30%.
    Explanation of idea behind the card:
    I always wondered why there isnt a different kind of wheel, that would not only benefit your own units, but also enemy units a bit, to make gameplay more challenging and interesting, there for I created this card.
    Its a T3 Lost souls building type card (since I dont see a lot of use in Lost souls building cards) that would benefit both sides of the game. I also though if this card would be present with Wheel of Gifts then that would be too strong, there for I gave the card that passive that wont allow play the Wheels of Gift.  
    Each curse is different and plays around healing, shielding and those one unit decks decks, so you would have to improvise and and think which curse is better and which one to keep active and which you wont want to keep active since players run different decks and it might benefit you, but might now benefit your allies. Since I have seen that you can almost permanently keep up your shields on units, but with healing its not that strong so maybe like a passive leech on units that drain life from nearby units would be cool and interesting,
    And since the Batarial nerfs (he is still strong, but not that strong), I though maybe it would give some love also to him with that Bravery.

  10. MacoWish liked a post in a topic by Hrdina_Imperia in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Card idea #2 which is on the serious note. Though I am still very on the fence, whether or not go for something else. Ahh, those decisions, decisions... 😄
    Name: Worldship
    Tier & Orbs: T2, Nature and Shadow
    Type: Unit
    Power: 280
    Hit points and Size: 2700 & XL
    Attack value and Type: 2400 & ranged (M counter)
    Passive Abilities: 
    Ash Cannons - Every 2 seconds, 4 ashen turrets deal 60 damage each to enemies in 6m radius, up to 100 total.
    Sail Catalyst - Unless this unit is surrounded by at least 4 friendy Nature, Shadow or Amii units within 25m radius, it will gain the Slow debuff.
    Elusive - The duration of the immobilizing effects of Freeze and Paralyze is reduced by 10%.
    Active Abilities: 
    Blessed Temporal Field - 70 power
    Activate to create a temporal field centered on the unit with a diameter of 25 m. Allied small and medium units within this field are immune to knockback effects, while also taking 30% less damage. Lasts for 20 seconds. The heavy load of the temporal generator means, that Worldship is unable to be healed during the effect. Reusable every 40 seconds.
    Infused Temporal Field - 70 power
    Activate to create a temporal field centered on the unit with a diameter of 25 m. Allied small and medium units within this field gain 70% siege damage, while also taking 15% less damage. Lasts for 20 seconds. The heavy load of the temporal generator means, that Worldship is unable to be healed during the effect. Reusable every 40 seconds.
    Uses Battleship as a base model.
    Explanation of idea behind the card:
    Amii as a faction is still quite the blank slate, so it's hard to come up with actually researched propositions. But I will still try to make a case for Worldship, new Amii heavy support vessel. First thing first, it's the second XL T2 unit after Harvester, but it will not take over his sweet spot, as Worldship flies - thus losing some of the advantages of this type, while having the ability to navigate some obstacles. As it's main role is to support small and medium ground troops, it also gains a Slow unless it is near such units. 
    The idea is that Worldship will be spearheading attacks on enemy camps, shielding units from damage and knockbacks, or buffing them to deal faster with enemy buildings, especially spawners. Hefty bound price and extra power needed for the ability means the unit will be expensive, but worthwhile tool for Amii decks, while also synergizing with pure Nature and Shadow cards (small and medium units only). It shouldn't be an answer to every scenario, but might be most useful against heavily defended points. 
    Another balance factor is that it is unable to be healed (self, globally, shamans etc.) while the Temporal field effect is activated. Means you cannot just attack-move in the middle of the camp and sit back. Numbers probably need to be tweaked (no wonder), but I think the basic idea behind it could serve as an interesting addition to Nature/Shadow decks. 
    Also playing with the idea, that the Temporal Field could be a toggle (while also disabling attack of the unit, for balance). 
     
     

  11. MacoWish liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Pure Shadow card, was thinking if it would also drain friendly units, but then wouldn't be that viable.
    Main weakness is ranged entities.

    Penumbra Shroud: [Power: 60] Activate to engulf own entities within 20m radius in a deep shadow. Those entities will be hidden from hostile players and cannot receive commands except move. This unit deals 50% more damage as long the ability lasts. Lasts for 15 seconds. Reusable every 60 seconds.
    Essence Drain: Unit is surrounded by the anti-life aura that deals 120 damage to every hostile unit within 20m radius every 2 seconds.
    Life Stealer: 100% of the damage dealt by the unit will be added to its life points.
  12. MacoWish liked a post in a topic by Kapo in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Welcome to the Official Anniversary Card Design Contest!

     
     
    THE CONTEST HAS ENDED.
    To see all winning entries, CLICK HERE
     
     
     
     
    Anniversaries are special opportunities – and we like to take this head-on and really show that Skylords Reborn is for the Community, by the Community! A contest like this has often been suggested, now is the time to ask you for your card development ideas.
     
    In this contest, you are called to submit your idea for a new card,
    which will be presented to high-ranking jurors for judgement.


    The jurors for this will be the designers @Hirooo, @RadicalX and @WindHunter – for those who don't know, these are the guys who are calling the shots in the SR Team about what makes the cut for new content.
    Important note: Of course, there is no obligation for the SR Team to make any entry into a real card. But, a good idea that really fits into the game has a lot of power, and your idea will be heard, seen and judged anonymously and without any barrier of entry.
    The contest starts with the reveal of this post and ends on the 1st of January 2023, 23:59 CET. Submit your entry through Discord (DM to Kapo#0116) or the Skylords Forum (DM to @Kapo). I will anonymize the entries, present them to the jury, and after a voting phase the winners will be revealed.
     

    Rules:
    Your idea must be a new card (NOT a rework of an already existing card or a Promo card) Units and buildings must be fitting for an already existing model (this is a technical limitation, but re-texturing can do wonders) Unfortunately, we also can't allow for Fire/Frost or Rainbow-cards (or any other outside the known factions, due to technical limitations) You are asked to create the fully upgraded version (see below: Things you don't need to add) By entering, you are giving away your card idea with permission to modify it  – the final design may differ from your submission here You are limited to a maximum of TWO entries - if you win on both, you will recieve the higher price You are asked to use the following template:
     
    Things you don't need to add:
    Rarity Upgrade Levels (submit a fully upgraded design) Number of Charges Artwork for the card At the end of the contest, we may make a compilation of the entries – by participating, you automatically agree to be included in that.
     
    Suggestions:
    In preparation for this contest, we asked the jurors to drop some hints on what is needed for a good design.
    You might not want to create a new super-powerful card, but a card that's interesting. Maybe it fills a special niche case in a faction (like Burning Spears), or it is special, or meme-worthy (like Easter Egg). Balance is important! The best cards are useful, fill essential roles, and are not overpowered. If you design a T1 or T2 card, think about PvP implications. Fit the card to the faction: Think about the intentional strengths and weaknesses of each faction. Potentially, you see an extremely missing card in an arsenal, but that could be part of that faction's design. Also, breaking core rules of the game requires a very, very, very good reason. For both topics, see: Design Philosophy Document. You are allowed to submit a legendary (neutral) card, but please note those are much harder to design and balance properly. You may present some optical aid to the jurors: On https://smj.cards/creator you can easily create your own card-mockup:
     



    Voting and Prize Tiers:
    PLATINUM TIER
    Platinum tier are creations that REALLY could be considered to be added to the game. They must not be all-around perfect, since someone who is not on the SR team cannot know about every problem faced when implementing cards. Platinum entries are cool, captivating and would be a great addition to the game.
    Platinum tier winners will win a low-grade promo of choice (e.g., Fallen Skyelf, Lyrish Knight or Rogan Kayle) or Ultra-Rare of choice of similar value (Infect, Forest Elder etc.). Should your card some day make it into the game, you will get it for your own collection.
     
    GOLD TIER
    Gold tier suggestions are cool and interesting suggestions, but are lacking significantly in ONE (but only one!) way:
    Unbalanced design with no way to repair that Clearly impossible to implement  Too niche to be worth the implementation Not fitting for any faction or into the game Not really a fitting, existing model in the game etc. Gold tier winners will win a Booster, accompanied by an (good) Rare or (medium) Ultra Rare card.
     
    SILVER TIER
    Silver Tier suggestions are solid suggestions, but are lacking in more than one way to make it into the game. For examples of what could cause issues, see the mentioned list above.
    Silver tier winners will win a Booster.
              

    We are looking forward to your designs! If you have any questions, please do not hesitate to ask.

    Best regards,
    Skylords Reborn Team

     
  13. MacoWish liked a post in a topic by WindHunter in Nomad R3 upgrade not working?   
    The power cost reduction pertains to the ability cost of Nomad's Sky Scare ability, not to the power cost of Nomads themselves.
  14. MacoWish liked a post in a topic by Majora in Community Update #30 - December 2022   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • 2nd Anniversary Stream

    The second anniversary of Skylords Reborn is coming up! Two years ago, on the 18th of December 2020, the world of Nyn opened its doors again, allowing more than 100.000 Skylords to re-experience this one-of-a-kind game. Since then, we have been hard at work to bring you even more content, bugfixes, new cards and other features. Skylords Reborn is truly by the fans, for the fans, and we are glad we can celebrate this second anniversary with you. 
    On Sunday the 18th of December at 20:00 CEST*, we will be hosting an anniversary stream on our official Twitch channel. We will look back on another year of Skylords Reborn, show off what will be included in our latest patch, and answer questions from the community. 
    We hope you will be joining us! 

    *Due to the busy December month, this time slot is pending, we will share the final streaming time closer to the anniversary. 
     
    • Upcoming Content Patch

    We are also hard at work to bring you a new content patch, aimed for release in December. It will include various balance changes, new cards, new achievements and a new feature.
    Last year we focused on improving the economy and introduced Reforging; a way to make use of spare cards lying around and to adjust the prices of cards, giving even worthless cards a set minimum value and a creating a soft cap on card prices to prevent runaway inflation among the best ultra rares. We also added more achievements, increasing the number of boosters players can earn to help newer players get started on their collection.
    Achievements are a great way to naturally introduce players to more cards, but also to keep players engaged with fun challenges. However, by rewarding items that interact with the economy (boosters, cards) we see some players get frustrated with achievements that provide challenges they don't enjoy or find too hard, yet feel forced to do because of the rewards.
    So we started to work on an additional reward layer, and we are proud to reveal the new upcoming feature: Cosmetics.
    With our new patch, we are introducing a bunch of new achievements focused on providing fun new challenges for players, while not having to worry about impacting the economy with their rewards. Instead, players will be able to earn special borders, banners and titles, allowing for more expression and fancy bling! Here is a little teaser:  

    Cosmetics will be part of our upcoming patch, and we will share more about it and their connected achievements in the anniversary stream. 


    • New Card Reveal: Sanctuary

    In our Nature Deep Dive back in April, we already mentioned Sanctuary, a card that has been in development ever since. Sanctuary is a new tool for Pure Nature players that provides an effect similar to Mark of the Keeper to a select number of units. 
    Please note: We are still testing the card. While we are generally happy with it, numbers and effects might still change before release. 

    Sanctuary is a new tier 4 spell for pure Nature decks, requiring four Nature orbs. The card will be Rare, and will come in two affinities. The effect of the non-upgraded version is as follows:
     
    Blessed Spellbane
    Up to 4 friendly units in a 25m radius will be wrapped in a countermagical aura. Affected units are surrounded by a spellblocking zone of 20m where enemies can neither use ranged attacks nor special abilities. Hostile players cannot play out cards within that zone. Additionally, affected units take 25% less damage. Lasts for 20 seconds. Reusable every 40 seconds.

    Gifted Spellbane
    Up to 4 friendly units in a 25m radius will be wrapped in a countermagical aura. Affected units are surrounded by a spellblocking zone of 20m where enemies can neither use ranged attacks nor special abilities. Hostile players cannot play out cards within that zone. Additionally, the duration of the immobilizing effects of Freeze and Paralyze is reduced by 75% on all affected targets. Lasts for 20 seconds. Reusable every 40 seconds.

    Sanctuary continues our work on the Nature faction, alongside various balance changes coming to the faction in our upcoming patch. Sanctuary aims to provide Nature players with a reward for playing Pure Nature decks, instead of Enlightenment decks. It is a powerful effect that covers some weaknesses with which the faction struggles.
    Sanctuary is planned to release in our next patch. 
     
    • Art Spotlight

    Work on Sanctuary started back in July, with SpiritAlpha coming up with a few sketches to explore directions. At this point, we weren't sure what the focus point would be of the spell. During design there were versions with non-nature units like the Overlord at the center of the spell. We thought it would be fun to show these very early concepts.


    The art feedback channel was home to many a discussion during the progress, with as many as eight different takes up for discussion. We had versions with the focus on a village (1, 2), a focus on a single unit (Swamp Drake 3, Giant Wyrm 4, Abyssal Warder 6) to Twilight investation around the borders, being held back by the sanctuary (8).

    After voting, the version with two dragons in the sky (5) was used to come to the final design. A big thanks to our artists SpiritAlpha and Tweeto for working on this piece and to our Art Critiques for providing feedback. As you can see, we always put a lot of thought and effort into our artworks, we hope it shows!

     
    • Tournaments / Events

    Since Community Updates are posted on a monthly schedule, events might come and go in between them. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events! 

    • CLOSING SOON – Official PvE Contest #7: Harvest season – until 02.12.2022
    For this challenge, we want to see you succeed in playing the map Bad Harvest, while accomplishing several goals of varying difficulty.
    The more objectives your team accomplishes, the more points you get, which will lead to greater rewards! More information. 

    • NEW – CCC #9 – The Archer's Tournament – Until 10.12.2022
    Once the official PvE contest is finished, a new CCC run by Kapo goes live the day. Click here for details.
     
    • FINISHED – Official Halloween Event
    While our Halloween event is now over, you can still play this new take on a familiar map. Instead of Encountering Twilight, Rogan Kayle finds himself in the face of new horrors. Click here for how to access the map.  

    • Host your own tournament / event
    Want to host a tournament or event yourself? Please reach out to our Event Organizer, Metagross! We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.


    • Team changes

    Sadly, Chibiterasu has decided to quit his role of balance developer. While sad to see him go, we respect his decision and would like to thank him for all his work.
     
    • Contribute to the Project

    As always, we hope you will consider helping out the project. Please take a look at all our open positions on how you can do so. 
    There are also a variety of contributor roles, like translator, that don't require you to join the staff, but still allow you to help out now and then. Please take a look. 
     

    • In Conclusion

    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a General-booster: HAPP-YANN-IVER-SARY

    The code is valid until January 1st, when we will bring you another Community Update. 
    As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments! 

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update #29
  15. MacoWish liked a post in a topic by Metagross31 in Continuing BattleForge campaign?   
    Hey MacoWish,
    welcome to the forums.
    New maps and even new gamemodes are already being worked on behind the scenes, but they take a lot of time to make.
    If you want to see some of the stuff, that might come at some point, but needs more people working on it, check out this community update:
    https://forum.skylords.eu/index.php?/topic/9152-community-update-25-july-2022/
    If you want to help out with something of this, feel free to check out our recruitment thread:
    https://forum.skylords.eu/index.php?/topic/9024-want-to-help-improving-skylords-reborn-read-this/
     
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