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JarodDempsey

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  1. JarodDempsey 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.
  2. JarodDempsey liked a post in a topic by Kapo in Community Update - April 2023   
    I never had one, time for some ebay deep dive
  3. Loriens liked a post in a topic by JarodDempsey in Community Update - February 2023   
    will be fun to amass an army of willzappers to use against twilight
  4. JarodDempsey liked a post in a topic by Hrdina_Imperia in my idea for new t4 stonekin unit   
    I would welcome more squad based higher tier units any day. 
    Add charge to them and I'm sold ;^)
  5. JarodDempsey liked a post in a topic by WindHunter in Patch #400039 - 14 January 2023   
    We as a dev team only have so many resources with which to work. Anything which has been announced but is not included in this patch will come in some future patch.
  6. JarodDempsey liked a post in a topic by Kapo in Official Card Design Contest - CLOSED - Winners Reveal inside   
    Less than two hours until the stream starts!

  7. JarodDempsey liked a post in a topic by Hrdina_Imperia in Official Card Design Contest - CLOSED - Winners Reveal inside   
    New day, new card 🥳
    Name: Napalm Launcher
    Tier & Orbs: T4, Fire and 3 neutral
    Type: Unit
    Power: 230
    Hit points and Size: 3400 and XL
    Attack value and Type: 4440
    Passive Abilities: Napalm Bomb - Every 4 seconds, unit hurls a ball of napalm that deals 888 damage to enemies in a 15m radius around its target, up to 1134 in total. Damaged units will also burst into flames, taking 50 damage per second for 5 seconds. Affects ground targets only. Knocks back small and medium units.
    Active Abilities: Burning Skin (Toggle) - Activate to disable the units ranged attack and engulf its skin with napalm flames. It will emit a strong burn, that damages enemy units within 20m around itself for 150 damage every second. The beast will take 100 self-damage every second. 
    Seething Hunger - Activate to eat an own unit, which has at least 500 lifepoints remaining. If Burning Skin is active, the remaining lifepoints will be added to this units life. If Burning Skin is off, eating a unit will place a buff on Napalm Launcher. It's next Napalm Bomb will have increased range of 60m, and will be also able to hit air units. Can be used every 10 seconds. 
    Uses Necrofury model as a base.
    Explanation of idea behind the card:
    I think the Necrofury deserves some more derivates. This is splashable unit, with nice ranged damage, self-burning cloak for some fun shenanigans and ability to eat own units, so the Turtugun doesn't feel so alone. Using Seething Hunger with Napalm Bombs can also probably lead for some fun/cheese strategies on some maps. And I do love me some good cheese.

  8. JarodDempsey 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. 
     
     
     

  9. JarodDempsey liked a post in a topic by Hrdina_Imperia in Official Card Design Contest - CLOSED - Winners Reveal inside   
    I CANNOT STOP! But truly, already submitted my entries, but my head just wants to keep going 🥲
     
    Name: Possesed Fortress
    Tier & Orbs: T3, Frost, Shadow and Frost/Shadow
    Type: Building
    Power: 175
    Hit points and Size: 3195
    Attack value and Type: 2400
    Passive Abilities: 
    Ghost Turrets - Every 3 seconds, 8 turrets deal 50 damage each to enemies in 5m radius, up to 75 in total. Knocks back small units. Can attack only ground troops.
    Ray of Despair - Every 4 seconds, unit casts an energy lance that deals 110 damage to enemies in a 12m radius around it's target, up to 165 in total. Can only attack airborne entities.
    Cadaver Walls - Possesed Fortress can collect corpses from fallen enemies every 5 seconds, storing the avaible energy. When damaged, the Fortress will use up this stored energy to heal itself, using 1:1 ratio of energy to HP. Maximum storage capacity is 750 lifepoints. Maximum healing is 150 hp every second.
    Uses Stronghold model as a base.
    Explanation of idea behind the card:
    Well, Lost Souls buildings are mostly lackluster. Only faction defense is Lost Launcher, while on higher tiers player has to rely on pure Shadow/Frost cards. Time to change that!
    Possesed Fortress provides that mid-to early late game defense, which can hold its own against both ground and air troops. It can also use the corpses to heal itself, while having only limited storage for balance purposes. Its not meant to be completely sustainable in every situation, but with perfect conditions (or some support) this building can hold the line very well.

  10. JarodDempsey liked a post in a topic by Deus102 in Official Card Design Contest - CLOSED - Winners Reveal inside   
    synopsis;
    from the depths of the forest there is a bird of the brown prairies within the river the Death Parrot emerges, who increases the probability of casting a cure or doing critical damage to allies or enemies, the cure also affects undead enemy units, their ability The lookout serves to reveal part of the map and increase the firing range of any ranged unit that is in its range of action, but that disables it from being able to attack and receive double damage. It has an invulnerability time of 5 seconds from when it is activate the ability

    Restriction:
    long-range units cannot increase fire range.

  11. JarodDempsey liked a post in a topic by Little_Ducky in Official Card Design Contest - CLOSED - Winners Reveal inside   
    My dream card, a flying turtle 🤭

  12. Dallarian liked a post in a topic by JarodDempsey in Community Update #30 - December 2022   
    o m g 
    If you guys are going to keep pumping out epic looking barrier card artworks (not to mention for t4 pure spells) i demand we get more character icon slots because I literally cant help myself. 
    But FR amazing work keep it up, you guys are the best ♥
  13. JarodDempsey 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
  14. Dallarian liked a post in a topic by JarodDempsey in Would it be possible to change one of the pings to retreat or fall back?   
    Would it be possible to change one of the pings to retreat or fall back? Probably defend since that one really has the least frequent use case that cant also be covered by attention but need help might work too though imo sometimes that one can be useful and not covered by a normal attention (in the case where you see someone needing help but are unable to do so yourself and a regular attention ping may be disregarded by other players as being directed toward the player who needs the assistance).
    Too often i see newer players attacking things too soon and i would like to tell them to retreat but typing takes time and stops actions and also it is really easy to not see chat when youre mid battle.
  15. JarodDempsey liked a post in a topic by Lans in Does the game run on Intel UHD 630?   
    On paper, Intel Intel HD4000 is DX11.1 and  Intel UHD 630 is DX12 so they should work from that perspective... Try reading/following this: 
     
  16. JarodDempsey liked a post in a topic by vyson in Does the game run on Intel UHD 630?   
    Hej,
    i tried running the game on my Laptop, Intel HD4000, but it crashed right after Login.
    At the moment im stil not sure if it was a graphics related problem or something else.
    Never the less i want to run the game on my Desktop PC, which has the Intel UHD 630 (i5-9500).
    Does anybody know if the game should work on the Intel UHD 630 "GPU"?
    Kind regards
  17. JarodDempsey liked a post in a topic by WindHunter in Forest Elder - Upcoming Changes   
    In response to both community feedback and from testing without our PvE Taskforce, we have amended the upcoming changes to Forest Elder as follows:
    New Iteration 2
    1. Pest Plants (add to both affinities): 
       A. Poison damage: 30 dmg per second --> 50 damage per second
    2. Forest Charm Rework:
       A. No longer applies a healing buff to up to 10 units over a 30 second period. 
       B. NEW - "Every 2 seconds, friendly units restore up to 300 life points, up to 3000 in total. Also affects the caster. Lasts for 30 seconds. Reusable every 60 seconds."
    3. Class: Beast Dominator --> Beast Commander
    4. Flower Power:
       A. Nature affinity, Gifted Flower Power: no changes
       B. Shadow affinity --> Frost Affinity (Blessed Flower Power)
          - Allied units in range are not slowed by unit collision
    We have decided to add Pest Plants to both affinities after tests showed that melee-unit army compositions (Forest Elder + Colossus) struggled to be successful without heavy reliance on Thunderstorm. This should also help early T4 clears which often rely on a single Forest Elder. The Forest Charm rework is as previously mentioned and has shown itself to be much stronger than the original ability. As such, we have changed its cooldown back to 60 seconds. Given that Pest Plants is now a standard ability for Forest Elder, we decided to start from scratch and develop a new affinity effect. The goal here is to enable melee heavy Nature armies, but testing showed these were often substantially hampered by the slows generated via collision with enemy units. By removing this collision effect, Forest Elder(b) will enable melee units to charge towards priority targets unimpeded. The end result is that Pure Nature players should have two standard army compositions, one with Forest Elder(g) & Primeval Watcher and one with Forest Elder(b) & Colossus.
  18. JarodDempsey liked a post in a topic by Draconnor in Forest Elder - Upcoming Changes   
    love this name 😉
    and yes - its exacly why i use purple one so often in casual gaming...
  19. JarodDempsey liked a post in a topic by Fundus in Forest Elder - Upcoming Changes   
    I dont know how other players feel about this but the decks and strategies that i enjoy the most are not the strongest and most efficient ones but niche decks and strategies.
    For rPvE 10 this is different but for rPvE 9 and Campaign maps strong meta decks get boring fast in fact niche decks and strategies are the only reason why i still play rPvE 9 every day.
    A simple solution would be to leave the poison effect as it is or buff it but also add the increased damage against paralyzed units. Then we could still use one man army Forest Elder decks.
  20. JarodDempsey liked a post in a topic by DefAnske in M units scaled to L and XL   
    love the XL Magma-Spore
    Could be some kind of suizide unit, slow moving and not able to attack but exploding hard if killed^^
  21. JarodDempsey liked a post in a topic by Kapo in Official Halloween Event: Spooky Encounters - UNTIL 2nd of November   
    Welcome to the Official Halloween Event!

    The Lost Souls have altered the timeline again - instead of encountering Twilight, Rogan Kayle finds himself facing very different horrors. Enjoy a spooky experience, celebrate Halloween and the release of the new card “Evil Eye” with us!    
     
    Everything you need to know:
    Map                 - Spooky Encounters (Community Map) Difficulty          - Expert Date                 - 28.10.2022 - 02.11.2022 Restrictions      - None Goals                - Win the map on Expert difficulty Prizes               - Either 1 Evil Eye (upcoming new card) or 1 Twilight Booster Replays            - Send through DM on Discord (Kapo#0116) or PM on the forum (@Kapo).
      Send in your replay, renamed to Halloween and your ingame name – for example: “Halloween_MyName.pmv” until the 2nd of November 2022, 23:59 CET. 

    At the end of the event, we may make a compilation of interesting and/or funny replays/screenshots – by participating, you automatically agree to be included in that.

    How To Play
    Go to the Community Map section and select the Event map named Spooky Encounters / Gruselige Begegnungen / Rencontre avec les Perdus / Жуткие Стычки. Complete the map on expert and send me your replay.

    How to access the map:
    How to get your replay:

    Prize pool
    For this event, everybody will get a prize – you have a 50:50 chance to either get your hands on the upcoming new card Twilight Evil Eye or a Twilight Booster. There is no restriction on how many prizes we dish out, half of the players will get an Evil Eye, the others will receive the Booster, determined by a roll of the die. Please note that you can only enter once with one winning replay. Prizes will be sent out manually after the event ends. 
              

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

    Last but not least, a big shoutout to those who helped with this Event: @LEBOVIN, @Dallarian, @Majora, @R4bitF00t, @Metagross31, @CrazyCockerell, @SpiritAlpha and our map testers!


    Best regards,
    Skylords Reborn Team
  22. JarodDempsey liked a post in a topic by WindHunter in Forest Elder - Upcoming Changes   
    Purple Forest Elder is still getting the proposed changes. Multiple Forest Charms will be able to stack, same way all spell-effect style heals, such as Ray of Light and Regrowth, currently work. 
  23. JarodDempsey liked a post in a topic by Cocofang in M units scaled to L and XL   
    XL units are very popular as they represent the peak of the power fantasy in Skylords. Seeing how the game is set up from the ground up to reuse assets I have been wondering how M units would fare if they were repurposed as XL units. There are many surprisingly good models! Especially with some great texture work there could be all sorts of new XL units. So I went through all M units and scaled them up to see how they hold up.
    This is just a little personal project I did out of curiosity and I figured I might as well share. Enjoy the show and maybe some people get inspired to come up with fun concepts for these entities if they were actual L or XL units for specific factions and with different textures.
    Amazon-Types
    Amazon, Amii Phantom, Gladiatrix, Stormsinger, Nightguard
    Overall decent models and variations. Could serve as ranged XL units, skewering things with spears the size of tree trunks. And would allow the exploration of the existence of giantess warriors. Or half giants in L format.
    Big Gun-Types
    Bandit Sniper, Nox Trooper, Firesworn
    Rough to say the least. They start looking janky in L format already. Low poly count and odd proportions make these a hard sell as XL or even L units. They also highlight a problem with animations when scaling up. The giant-model of Dreadnought or the Warlord-type XL units sell the weight of their weapons and armor very well when walking. These guys swing their weapons around like they weight very little, so they aren't spectacular in that department either.
    Dancer-Types
    Bandit Sorceress, Firedancer, Frost Sorceress, Lost Dancer, Dryad, Winter Witch, Moon, Viridya
    Another tough sell. Especially the dancers and dryads have problems when scaled up. If you look closely at them in-game you can see that the fluid motion of their hands is actually them wobbling their fingers up and down as if they were made of rubber. These sort of visual tricks work when they are small but fall apart when scaled up and it just looks weird. They don't have a lot going on either, the models are relatively plain.
    Dino-Types
    Bandit Stalker, Icefang Raptor, Firestalker, Razorshard, Swiftclaw, Scavenger
    Now here is something! How about giant war dinosaurs? Swiftclaw is pretty ugly but the other guys have lots of details to work with on their models and could look even better with a detailed texture.
    Flyer-Types
    Crystal Fiend, Magma Spore, Mana Wing, Energy Parasite, Deathglider
    Of the bunch I think Energy Parasite actually has the most promise. Very unique and detailed model that could serve as the template for lots of things when re-textured.
    Insect-Types
    Scythe Fiends, Witchclaws, Twilight Crawlers, Drones, Burrower, Nightcrawler, Shadow Insect
    My favorite models. They look and move amazing when scaled up! Pretty much all of them are prime stuff to serve as crazy new XL and L units. Especially Witchclaws look rad. Re-textures could open up even more possibilities.
    Ogre-Types
    Eliminator, Enforcer, Slaver, Executor, Knight of Chaos, Lightblade, Mauler, Twilight Brute, Mountain Rowdy, Shaman, Warlock
    A big but very weak group. Most ogres are just blobs. But Lightblade looks slick, like a living tank. And even Mauler isn't half bad. Textures would definitely have to carry here but there is some potential at least.
    Popsicle-Types
    Earthkeeper, Ice Guardian, Lost Wanderer, Wrecker, Giant Slayer, Rogan Kayle
    These start falling apart in L size. Put something like the Earthkeeper next to Avatar of Frost and it's just unconscionable.
    Rider-Types
    Dreadcharger, Lyrish Knight, Nomad, Silverwind Lancers, Bandit Lancer
    On top of pretty low-poly models and plain riders, this is another category that has issues with communicating the weight of that scale. And they would imply the existence of giant horses.
    Torso-Types
    Frost Mage, Grove Spirit, Shadow Mage, Twilight Hag
    Pretty fun, I think. Although a bit fragile looking so definitely nothing you'd see on the frontline. The models are kind of plain but compensate with the fluid and mesmerizing animations.
    Wormpeople-Types
    Cultist Master, Lost Priest, Timeless One, Timeshifter Spirit
    Those are so cool. Enough details to do some great magic with textures and just a very interesting design to look at in general. Also three very distinct looking models.
    Which ones do you think could work well?
    For which faction?
    What abilities and playstyle could they have?
    And how could their theme change entirely with clever texture work?
    I think there is a lot of potential here, many of these could become some amazing additions to the L and XL roster, leading to even more variety.
  24. JarodDempsey liked a post in a topic by WindHunter in Armored Tower - Upcoming Changes   
    Our plans for Armored Tower have undergone substantial revisions in light of other changes we are making, including Ice Shield Tower. Below you can find the new proposal
    Iteration 1 Revised
    1. Ice Bolt splash radius: 5m --> 8m
    2. Gift of Ice
       A. Radius: 25m --> 30m
       B. Duration: 30 sec --> Until absorb limit has been hit
       C. Cooldown: None --> Reusable every 30 seconds.
    3. New passive, "Permafrost"
       A. Friendly wall segments within a 30m radius will regenerate 3% of their maximum life points every 2 seconds. Cannot be disabled by spellblocking abilities.
    Iteration 1 Goals
    Similar to what we did with Lifestream, we want to allow Armored Tower to remain in its defensive state for as long as its absorb limit has not been hit. This should reduce the amount of micromanagement required by the player to get the most out of the card. As it stands, the Gift of Ice ability has no cooldown, meaning the player can swap back and forth endlessly without consequence. We want to change that, so we are adding a 30 second cooldown for when manually swapping between each mode. Finally, we are giving Armored Tower a new passive called Permafrost which heals nearby wall segments. This should make wall segments more useful, which otherwise start to fall off heavily by T3, and in less need of babysitting. 
  25. JarodDempsey liked a post in a topic by WindHunter in Armored Tower - Upcoming Changes   
    Yes, its current damage reduction ability is not changing.
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