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Volin

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  1. Volin liked a post in a topic by Toggy in The Stress Test Open #13 19.09.20   
    Hello fellow Skylords and Skyladies,
    It has been too long, soooo...... Who will win the Stress Test Open#13?
     
    Format?
    It will be a 1vs1 Double Elimination best of 3 tournament, the grand final will be best of 5 (one match, no reset). Winner and losers finals will be all played on stream.
     
    Prize Pool! (The more people participate, the bigger it will get)
    1st place  - 4000 BFP + 3 boosterpacks
    2nd place - 3000 BFP + 3 boosterpacks
    3rd place - 2000 BFP + 3 boosterpacks
    4th place - 1000 BFP + 3 boosterpacks
    5th-last place - 100 BFP + 3 boosterpacks
     
    UPDATE: After a generous donation from the devs we will have a LOT more BFP and 3 boosters for EVERYONE participating!
     
    When?
    On 19.09.20  starting on 4pm CEST(Berlin time), the stream will start about 30 minutes in advance.
     
    Organisation?
    The tournament brackets will be on Challonge, so register and join the tournament there. Please use your in game account name to make communication and finding your enemy easier.
    =>LINK TO CHALLONGE<=
    The streaming channel that will be covering the tournament is DasToggy on twitch.tv .
    In case of problems contact me or one of my mods via Discord or Battleforge.
     
     
    Rules!
    -No bugabuse, cheating or insulting the other players. Penalties may vary from a warning to default loss.
    -Disconnection during a game results in a default loss. If both sides agree it is possible to have a remake.
    -Not showing up to your match with after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 mins.
    -After your match go to Challonge and insert the result. That is done by clicking on your match and selecting the winner/stats . The brackets will be updated automatically.
    -The Map Pool is: Haladur, Simai, Wazhai, Elyon, Lajesh, Uro and Yrmia (same pool as in ranked duel). The first match of the round will be played on Haladur, then it is losers choice. Second round will start with Simai, third one... you get the drill.
    -The brackets for the tournament will be shuffled before the tournament starts.
    -As an experiment, no T1 Towers will be allowed in this tournament (Mortar, Phase, Ice shield, Primal Defender). Other supportive stuctures (like Ice barrier) are free to use.
     
     
    Reply in this thread if you have questions, I will check it out later.
    I would love to see this community grow again and the competitive scene develop aswell so before this game goes full release.... more tournaments!
     
    Best regards,
    DasToggy
  2. Volin liked a post in a topic by MephistoRoss in Skylords Reborn Community Challenge #1: New Map "Into the Jungle1" - 15000 BFP price pool!   
    Maybe allow players to submit a replay for both competitions but you can only win one prize (the highest)?
    And maybe also add a competition for the fastest solo run?
  3. Volin liked a post in a topic by Emmaerzeh in Skylords Reborn Community Challenge #1: New Map "Into the Jungle1" - 15000 BFP price pool!   
    Hello fellow Skylords,
    Check out the new awesome map "Into the Jungle1" !!! The map and scripts have been created by "Emmaerzeh", "Kyriel" and "Perendi". Special thanks to all those who helped in testing and translating.

     Description:

    It is a 2 player PvE map set in jungle scenery. Various enemies of the nature faction have to be defeated on your way to the ultimate boss: The King of the Forest Elders. He has blessed some of his nature creatures with a magical aura that prevents your ranged attacks. If marked camps are not destroyed within respective time limits, he will summon swarms of flying units to attack you.
     
    Card Restrictions:
    To ensure diversity and encourage new strategies, some cards are not allowed on the map:
    -Amii Monument
    -Enlightenment
    -Mark of the Keeper
    -Wheel of Gifts
    -Nightguard (both affinities)
    Using any of these cards in-game results in a default loss.
     
    Competition:
    To further promote the map, it will revive and continue the old tradition of community challenges.
    -Competition period: 01 November 2019 – 31 December 2019
    -Prices will be given out at 02 January 2020
     
    Prices:
    -Fastest 2 player run:              3000 BFP (1500 each)
    -Second fastest 2 player run:   2000 BFP (1000 each)
    -Third fastest 2 player run:      1000 BFP (500 each)
     
    -Fastest 1 player run:              1500 BFP
    -Second fastest 1 player run:   1000 BFP
    -Third fastest 1 player run:       500 BFP
     
    Besides the speedrun category, there will also be prices for creative/ stylish attempts. The determination of the winner of this contest is subject to my discretion.
    -Most creative or most stylish 2 player attempt : 3000 BFP  (1500 each)
    -Second most creative or most stylish 2 player attempt : 2000 BFP  (1000 each)
    -Third most creative or most stylish 2 player attempt : 1000 BFP  (500 each)
     
    A big thank you to all voluntary sponsors of the event:
    - 1000 BFP Eudoxos
    -   300 BFP by dersuchti
    -Further donations are very much welcome
     
    Additional Rules:
    -The competition uses the map version "IntoTheJungle1.pak".
    -The map has to be played on expert difficulty.
    -It is not allowed to share monuments in any way in a 2 player run, this means at the given camps 1 of the monuments is for each player, including tier 1 starting orbs.
    -This rule does not apply for 1 player runs in which you are allowed to take available orbs freely.
    -For 2 player runs each team is allowed to submit 2 replays, 1 for speedrun, 1 for style run category.
    -Everyone may additionally participate with a 1 player speedrun replay.
    -Players can only be part of one team for their submission, hence if "Player A" submits a replay with "Player B", he cannot also submit a replay with "Player C".
     
    In order not to limit the speedrun prize pool to possibly only a few traditional players, each player can only receive 1 prize.
    -If successfully participating in multiple categories one will only receive the highest prize money earned.
    -The priority for which category the prize money will be received if you win multiple prizes of the same value is: 2 player speedrun, 2player style run and 1 player speedrun lastly .
    -The prize money for other runs will instead be given to the next best player/team along the ranking, replacing their original reward and shifting all other prizes one rank down.
    -The position in the ranking will not be affected by this.
    -All winning replays will later be published and attached to this post and a selection of the best will be uploaded to YouTube with explanatory commentary by RadicalX.
     
    Participation Guidelines:
    -To participate, you may not violate any of the rules above. This will be verified by me.
    -Make your final replay (file format is .pmv) available to me via Discord before 01 January 2020 UTC+1 and indicate whether it is a stylerun or speedrun. My Discord name is Emmaerzeh#0240. You can also find me on the official Skylords Reborn Discord Server.
    -You can update your replay submission during the time of the competition any number of times.
    -It is not allowed to pressure the event organizer or other participants to publish tips or replays.
     
    Known Bugs:
    -The Burrower and Swamp Drakes show wrong names if you click on them (that is a mistake in the editor which cannot be changed).
    -Replays of community maps sometimes do not show up in the game Replay viewing selection. This issue has been reported to the developers. A workaround is to open another lobby of a Community Map first and then go to the Replay viewing selection again. Or try close the game, copy the replay to another place, rename it and copy it back to the replay folder. If the replay there shows the gear as an indicator of being broken or outdated, try again later and make sure you have the "IntoTheJungle1.pak" file in your C:\Users\<username>\Documents\BattleForge\map folder. (Auto)saved replays can be found alongside the same path in the folder […]\replays.
    -If you find any other bugs, report them to me.
     
    Current Ranking:
    These are the best currently submitted speedrun times. Styleruns will be determined at the end of the challenge. To foster competition early on it is more fun if you tell your best time right away and do not wait until the last second. Of course, both ways are allowed.
     
    2 player speedruns:
    1. LEBOVIN + Pritstift            15:44 min
    2. Douglas + Dersuchti        24:04 min
    3.[Names] [Time]
     
    Styleruns:
    1. DieBieneMaya + Edlend 
    2. LEBOVIN + Pritstift 
    3.[Names]
     
    1 player speedruns:
    1. Pritstift                  23:11 min
    2. [Name] [Time]
    3. [Name] [Time]
     
    Downloads:
    -Attached you will find the map file which you first have to unpack and then save in your C:\Users\<username>\Documents\BattleForge\map folder. Alternatively, the map can be downloaded directly in game. Make sure to have older versions deleted.
    -Later I will add the collection of replays that won in this challenge.
     
    I wish you the best of luck and lots of fun exploring the jungle!
    Karl Lavafeld (Emmaerzeh)
     
    IntoTheJungle1.rar
  4. Volin liked a post in a topic by Kybaka in Map of the month - Solo - June   
    Some players asked me if he could watch my replay for the map of the month in solo. So here it is ...
    You must copy the file into this directory :   C:\Users\*User*\Documents\BattleForge\replays
    20190623_120905_GeneratedMap.pmv
  5. Volin liked a post in a topic by MutedTurtle in Market regulation   
    Also, ALL cards are obtained from boosters.
    Booster packs have a fixed price of 450 BFP.
    So if all the expensive cards gets manipulated to be worth 5k+, then people would make a fortune from boosters. 
     
     
    But if i would want anything to change with AH, is to add a 1-2 week option so that cards can stay longer than 24 hours and keep the prices more stable.
    We don't got enough players to naturally keep the market competitive with 10+ sellers of each card, so by increasing the auction limit, people will be in more competition and make the prices drop/be more stable.
  6. Ultrakool liked a post in a topic by Volin in Must pick cards   
    Imho none card is ever mandatory. As Treim stated, some cards are obvious better then others, and ofc some cards are played way more often then others.
    Reffering to your list:
    If you play Nature T1, yes, this cards are very good. If you play late nature orbs this cards could be a waste slot.
    Same as for green, good if you go fire t1, else perhaps a waste slot. And even if you go fire t1, no card is mandatory (though Mine is ofc what you normally want)
    Two very good cards, but situational: If you play SoW for example, you could decide to leave FoF at home, or or or
    Here comes my harsh disagree! I see often people playing 4x Juice Tanks in rPvE *facepalm* Please don't spread the message that Juice Tank was a "must pick" card - it is NOT. Juice is a very, very situational card, that almost never benefits. Exceptions are the Juice/Booster combo or VERY long campaign maps (for instance if you solo longer 4 Player maps, and even for this purpose they are mostly a waste slot)
    Coldsnap is again ofc a very cool card, but can be replaced by other cc cards.
     
    My personal(!) "must pick" list, would be situational, like:
    If you play Nature T1 with WW, I would highly recommend Ensnaring Roots.
    If you play Fire T1, Mine is recommended.
    If you have at least one green orb, you usually want to take "Regrowth"; perhaps Breeding Grounds, but that is again depending on the rest of the deck.
    If you don't play pure Frost, consider any Voidmanipulation! SoW>FoF>SoM (imho)
    But I think we have enough posts, where we hail the nice cards that everybody plays
  7. Volin liked a post in a topic by Emmaerzeh in Emmaerzeh´s Map creation tutorial for dummies   
    Emmaerzeh´s Map Creation tutorial for dummies
     
     
    If u ever wanted to make a map but writing your own scripts was too difficult for you then this is for you. I would like to see people make some enjoyable Maps that i can play, since i played every official Map way too often. And pls dont spam useless Maps that not have Gameplay.
     
    First of all, I can not write my own scripts I can just modify other peoples easy scripts for me.
    Shout out and props to my old Map making collegue „Spitzkopf“ and thx to „Ladadoos“ who helped me out one time doing this.
    I just wanna share the scripts that i can with you. With these scripts u can do Maps that work and make fun gameplaywise.
    Pls also look at the other Tutorials. I will not at all talk about any optical things as f.e. how to do different map heights or textures...
    Maybe i will later add some other explaiations like show the missiontasks ingame, but for now its just the absolute basics.
     
    This Tutorial includes:
     
    -This post where i explain everything
    -A working example Map
    -A folder with all the used scripts with description in the Name what they do
    -A list with all Tags i used in the Editor
    -A picture of the Map with descriptions
    - The text of this post as a textfile
     
     
    Lets get started.
     
    Save often in editor sometimes he crash!!!
     
    After u did something try if it workes ingame, or later u will not know why your Map not loads.
    To test it u must : File => „Pak map“
     
    As far as i know, after u change something in editor or in script u must delete the .Pak file manualy before u create a new .pak file. ( I did this like 100 x for this Map)
     
    Remember all Tags u give the units and groups and choose names u can know where they are.
    (write them on paper)
     
     
    1: Open Editor => File=> New => choose size
     
    2: Map settings => Team setup+playerkits =>
    Choose f.e. „1Pl. Map“=> choose startenergy +startvoidenergy =>
    Aggrotable (I f.e. Choose team enemy must be hostile with team neutral)
    (Team neutral in my map is the civilist that u need to protect)
     
    3: Place startwells, orb and starting Point (on the start orb). U find it in „Entinity Placement“
    Open „entinity properties“ select all u placed and choose „pk_kit1“ in the field „player kit“
    2 Player Pve ofc 1 player „player_kit2“
     
    4: „Entinity Placement“ => place some spawnbuildings and squads =>
    In „Entinity properties“ select „pk_enemy1“ in player kit „team_enemy1“ in Team
    and give the Entinity (building/squad/...) a name in „tag“
    f.e. „buildinga“ / „baseasquada“
    5: Open the script group editor => new (new group name is allways „sg_new“)=>select sg_new =>
    =>in „Entinity properties“ change the name to f.e. „sg_basea“
    (if u can not delete the name first write the new name behind the old name then delete the old name)
    =>in “script group editor“ write the name of squad u wanna add to group in the field then press add.
    U do this with every building and squad u place in the editor that is affacted by a script.
     
    6: If u want the Group to move open „scripting tool“
    => scripting path => place point => now u can drag and drop a way => choose „select“=> doubleclick on your way => give your way a Tag (in „Entinity Properties“) f.e. „waya“
     
    7: Place a boss = give him a Tag f.e. „boss“
     
    8: Place a wall if u want just make everything in the „entinity properties“ like i did it in my map.
    Select all the wall Tag it f.e. „walla“
     
    9: If u want the player must protect something place it and tag it f.e. „civilist“
    In this case the civilist must be Team neutral.
     
    10: Choose the „blocking tool“ paint everything where u not want the player can move f.e.
    „ground+flying“ . At leat paint the map border. ( can be shown in „view““map border“)
     
     
    The scripts:
     
    In your map folder created by the editor create a folder named „script1“
    Put all scripts in this folder.
     
    I give u a folder in this post named „scripts and what they do“ you canjust copy the script u need change the name open it with windows editor change the Tags as u named your entinities and groups in the editor, change variables (like how manny seconds after all units in the group are dead they will respawn) and save it.
     
    =>Choose one _main ( it must allway be named _main)
    i give u 2.
    one is for win condition f.e. Kill „boss“ u win
    one is for win and loose condition f.e. Kill „boss“ u win , „civilist“ dead u loose
    in my map i choose have win and loose condition
     
    Ofc u the player loose all units and orbs is allways a loose not need a script
     
    Now i explain just what i used in my map (see picture of map+ the scripts) :

    1: sg_basea respawns after all members of the group are dead at buildinga.
    (you can choose after how manny seconds)
    Name of script in my folder for you:
    sg_basea(name of Group)(respawn).lua
    Name of the file must be Name of the Group (sg_basea)
    =>so just delete (name of Group)(respawn) from the filename if u named your group „sg_basea“.
    You must paste tag of building and respawn delay seconds
    2: „sg_baseb“ respawns and walks waya after u killed the group it will respawn and walk again.
    Name of script in my folder for you:
    sg_baseb(Name of Group)(respawn and walk)( must have killscript).lua
    Name of the file must be Name of the Group
     
    2.1:for this u need another script ( ill just call it killscript from now on)
    Name of script in my folder for you:
    „basebsquada(Name of unit in Group that is killed)(This is the Killscript).lua“
    Name of the file is tag of one unit(!!!) of the group you wanna kill
    f.e. „basebsquada“
    This script kills the Group at start of the game
     
     
    3: sg_basec will respawn out of the same building as sg_baseb but u can choose after how manny minutes it will respawn the first time. From then on it will respawn after the time u chose after it died. Then it will walk a way.
     
    Example:
    buildingb after game starts only spawns sg_baseb but after 1 minute (or whatevertime u choose)
    it will additionally spawn sg_basec
     
    You can also let them spawn out of their own building as you like.
     
    Name of script in my folder for you:
    sg_basec(Name of Group)(respawn after some minutes in Game and walk)(must have killscript).lua
    Name must be Name of the Group f.e. „sg_basec“
     
    You also need a Killscript for this : see „2.1:“
     
     
    4: After you killed „buildingb“ ,„buildingc“ will spawn units and they walk „wayb“
    Name of script in my folder for you:
    sg_based(Name of Group)(respawn after other building is destroyed)(must have killscript).lua
    Name must be name of the Group. f.e. „sg_based“
     
    Needs killscript see „2.1:“
     
     
    5: „sg_wallarchers“ will mount the wall „walla“
    Name of script in my folder for you:
    „sg_wallarchers(Name of Group)(Lets Group of units mount a wall).lua“
    Name must be name of the group.
     
     
    With this scripts u can allready do a lot.
    Have fun !! I wanna see awesome maps now
    You can do a nice map in one or two days.
    I also want invite other People that can script to send me scripts and description so i can add them to this post. 
     
    This is a little bit opening pandoras box cause manny will say „mimimi you must be inovative everybody must write his own scrips and understand scripting“. But here we are after 9 years BF there are only super less playable maps cause its way to complicated for most of the people.
    Kind Regards Emmaerzeh
     
    Taglist-BF-Maptutorial.odt
    BF-Maptutorial.odt
    The actual Map.rar
    Scripts and what they do.rar
  8. Volin liked a post in a topic by Kubik in Introducing... Kubik, our new developer!   
    I am from the Czech Republic. Any other questions?
  9. Volin liked a post in a topic by MrXLink in Open Beta *Memes* Collection !   
    Based on everyday experiences




  10. Volin liked a post in a topic by Kiwi in Important: Open Beta Status Announcement   
    I'm so sorry guys I hope you all understand and aren't too mad!
  11. Volin liked a post in a topic by MrXLink in Important: Open Beta Status Announcement   
    Dearest Skylords, Skyladies, Skyfolks,
    I'm sure most of you have an idea what this announcement is going to be about, given the latest status on Open Beta. As you all have realised, we haven't quite made our promised release goal of week 8. This mainly has to do with PvE breaking way more badly than we expected and fixing taking a lot more time than anticipated. How much time will this take? Well, please allow me a bit more space to explain. 
    The Skylords community has grown bigger and better than ever before, for almost 3 years now. We are growing closer to the public beta release of the game, and we're growing more hyped and enthusiastic with every development update Fiki posts. This is a fantastic thing; the BattleForge community has always been my favourite community around, where everyone is relatively friendly and inviting, has fun together and creates a warm, comforting atmosphere. However, as with most hyped projects, enthusiasm can rapidly take over and make both community and developer overexcited. This is generally a great thing, except when it concerns voluntary development as is the case with Skylords Reborn. Don't get me wrong, it's great that you are all so excited about the game; it's really mostly on our side that causes issues. 
    The programming team is just as excited about this as you are, and they are working tirelessly to make Open Beta a reality as soon as possible. However, with great hype and little experiences with such projects and group communities, comes great positivity. As you may know from the past, we have always been quite generous with our milestone and deadline estimations, striving every single day to make you all as happy and enthusiastic as possible, pushing our limits to satisfy you, the community, as well as we can. In our combined enthusiasm and desire to bring back a great game to you all, we have been blind to the risks of game development, and made completion date estimates very positively; but game development doesn't work like that. Something will always break, and several things have broken and put us back, changed things up, turned our schedule around. Real life has interfered, servers have been crashed, and the programming team has generally just been looking at the development cycle way too positively and have given themselves way too little time to work with in case things wouldn't go as planned. This has created a lot of frustration on the team and we have been rushing while we shouldn't rush.
    Especially in this week of hype, the entire team has experienced the results of massive hype. Tonnes of repeated questions, lots of enthusiasm, but also lots of doubt, lots of impatience, and foremost, intense amounts of pressure on all of our shoulders. The drive and need to meet our target time got so emphasised, and the expectations were unfathomably high. And sadly I have to say that it is taking its toll on some of our team members, even outside of the programming department; we're being hit very hard, but we remain steadfast, for all of you!. We are doing our utmost best to keep you all informed, engaged, and excited about the project, and the last thing we want to do is to disappoint you; and every single time that we may have to, every single time that things go wrong and Open Beta ETA's have proven to be just a little too generous, we disappoint you. And I am certain that I can speak for the entire team if I say that it sometimes genuinely does feel like we fail you all with these hopes we work up for you and end up being forced to shatter. Please be aware that this was never our intention, and unforeseen consequences have resulted in many delays. This has driven the team to a very important and hard decision.
    We are not going to give you any exact Open Beta completion times anymore. We will be more broad in our approach, and development timeframes will be larger.
    I regret to announce that this is something that really must happen; but I truly care about you all as a community and it breaks my heart every single time we awaken hopes in you that turn out to be false, disappoint and fail you with declaring that we haven't met our terms... needless to say it hurts all of us, the SR team. We're done making unrealistic promises to you guys, and we are sick, tired, and exhausted of disappointing this amazing community over and over. You don't deserve that, and so we will broaden our estimations widely. 
    This means that any development estimated times will be longer, but also more uncertain.
    This does by no means imply that we are slowing down development. On the contrary! We are working and progressing harder than ever, as many Closed Beta testers can actively tell you. We understand you may be doubting us at this point, we understand you feel like the project isn't progressing enough, and we truly do understand you all want to play; but just short of a hundred testers can tell you that we are making massive progress every day. This project is happening right now as we speak, and those who doubted we would ever get the game online have been proven wrong, and we strive to keep proving doubters wrong as we progress daily. With this new way of announcing progression, it would mean less stress on the team, hopefully no heavy disappointment to the community, and the more exciting and enjoyable the moment is if we finish way ahead of schedule (which is now also way more likely). Hopefully this will give you all a better impression and allow for more realistic expectations.
    Game development can take a lot of time, and especially for SR, it is extremely unpredictable. Things can suddenly go wrong, or we can suddenly make huge surges of progress. The most important thing remains that we don't want to rush things. When we release Open Beta we want stable servers, and the best experience for every single one of you. Coding under pressure will only create more bugs, flaws, crashes, and mental problems for our programmers, so we are giving them the time they need. We hope that you can understand this.
    That being said, with some of the issues persisting, we will have to give Fiki and his majestic team of programmers some additional time to iron out the remaining bugs, memory leaks, and other annoyances before we allow you all in. Trust us when we say that we don't want you to get hyped, enter the servers, and have an uncomfortable experience or have the servers crash. That would be awful, and we don't want to kill off your enjoyment like that.

    ------TL;DR? Start here-------
    The programming department has stated that they will need some more time to fix these issues. Although we consider this to be able to be completed sooner rather than later, we need to take risks and possible further delays into account. If we do end up knowing when we're releasing Open Beta with absolute certainty, you bet we'll have you know when!  -- Remember, we could be done way sooner or later than expected! Check the devplatform for the most up-to-date status of the game and/or release predictions: http://dev.skylords.eu/

    Another very important note: There has been some false information that has been spread through the community on several different platforms, causing a lot of unnecessary havoc and stress for both community and staff. We would like to remind you that you can find all relevant and correct news and announcements on our official social media, but most importantly forum posts that keep you up to date. Please do not blindly trust any dates or information given to you by community members that you don't know, especially if it sounds groundbreaking or impactful; if you can't find it on the forums, it's probably not true. Remember, content written by any member with a coloured name are staff posts; official announcements made by them are to be considered as true. Confused as to who is part of the team? Follow this link for a list: https://forum.skylords.eu/index.php?/staff/

    But there's some positive news too!
    > The launcher is coming along nicely, and has been worked on separately from the server. That means that once server work is done, we won't also have to start making the launcher from scratch, which will save a lot of time!
    > Many of you have expressed that they missed the original Booster Simulator. Now, the simulator is back in action and better than ever, integrated in our new cardbase, accurately supporting the booster ratios that will be in-game. Find it here: https://allcards.skylords.eu/booster.html
    > Additionally, we have noticed a huge amount of questions for when Open Beta starts. Trust me when I say there will be a giant thread when Open Beta is released that will explain everything to you! Please be patient with your Open Beta questions until it starts; it will all be revealed.
    > Feeling like you may have been too enthusiastic about Closed Beta giveaways? We will assure you that if you have been blacklisted on our Discord server and prevented from entering Closed Beta, your bans will be revoked and you will be given a second chance for Open Beta. Please don't break anything
    > We have upgraded the forums to handle more traffic. You should all have a way smoother experience than before; our server was running at 220% CPU capacity, ouch! We're now running more smoothly, so you should experience faster loading times and a better overall connection to this website.
    > During this upgrade, however, we almost lost the forum database because of all the problems linked to our server. We managed to save it just in time!
    > The next big announcement we will make will be the Open Beta Announcement, which we will stream on our Twitch channel (https://www.twitch.tv/skylordsreborn). In the meantime, it is possible that we will stream some BattleForge on the official channel to give you an idea of how everything runs while we work on getting a good Open Beta working for you.
    We would like to once again apologise for yet another delay and future vagueness on estimated times, and we would like to reassure you that it's healthier for the game's development, safety, stability, and enjoyability, as well as it is better for the health of the team, as we can take things easier on the moderation team, and allow the programmers to prioritise quality over time. We will do our utmost best to bring Open Beta to you as soon as we can, without the pains and frustrations and disappointment of further delays. We hope that you can understand and respect this decision, have the courage and determination to be patient for just a little longer, and that we may stand strong as a community, and that we may remain the most welcoming, friendly and comfortable community out there. Together we will soon reclaim the Forge and protect the lands of Nyn once again!
    Sincerely, and on behalf of the entire Skylords Reborn Team,
    MrXLink, your Community Manager

    "Wasn't there a date in here?" Yes, that is correct, and we removed it for good reason. Refer to this post for details.
  12. Volin liked a post in a topic by Luki in Open Beta *Memes* Collection !   
    They're more like "Realese? Realize? Relais? Reelees? Rellise?..."
  13. Sekij liked a post in a topic by Volin in Who is around my age or older?   
    Really?
    Be sure here are people that are FAR older! Always - in every game

    I would make a huge bet if you seach long enough you find people in their 60s or 70s in nearly every game
     
    PS: And don't forget, the active forum members are always a small-very small part of a gaming community
  14. Volin liked a post in a topic by Choclateching in too much grinding ?   
    I think ive never had problems with building decks which are cheap and efficient. Also its only fair that people who play more, get rewarded more. (Ofc. not in an exponential extent)
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