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Majora

Project Coordinator
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  1. Majora

    pvp balancing

    I am sorry you feel this way, but feedback like this is not constructive. Please give some examples of balance issues you currently have with pvp. Are there matchups you feel are strongly unfavourable? Cards you consider over or underpowered? Or give some examples of a change from EA that you feel made the card or matchup worse to play.
  2. Thanks for the kind words 🙂 Did you play a featured community map? The cards played quest should only work on those.
  3. Still in development, just like new Campaign maps. These things take a lot of time, especially because we are all volunteers. As you can read in the interview, nature rPvE also took us over a year to get ready. We are aware people are looking forward to it though 🙂
  4. Might want to check out the patch notes 😉 As for events, what kind of rewards would get you to participate? Cosmetic banners/borders? Something else?
  5. It is on our wishlist to have a tier 4 melee Shadow unit at some point down the line, but nothing concrete to share yet.
  6. Thanks for the feedback, we thought as much, but always wise to double check. The original idea of the event did not include a speedrun challenge, and making the egg-pushing smoother would drain quite a bit more extra time. In the end, it would probably have been correct to skip the speedrun contest for this one, so people would just focus on the ''hey this is fun!'' instead of ''this is kinda tedious..''.
  7. We tried something new this month with the interview, let me know if you like to see more of this in the future!
  8. 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 Date Announcement - 19th of May Exciting news! Our next content patch is almost ready for release. We are currently hard at work to finalize its content, and are ready to announce a patch date. Our spring patch is planned for a release on the 19th of May. We have a lot of exciting things in the works in various stages of development, some of which you will see in later patches. While we highlighted some upcoming Lost Souls changes in last month's community update, we are still working to resolve some issues before we can confirm their inclusion in this patch. We appreciate your patience and want to assure you that if these changes are not ready for the spring patch, they will be included in a later one. As we get closer to the patch's release, we will provide more details about the content in the patch notes. In the meantime, we are pleased to share that the Nature faction will be introduced to the game as a new enemy for rPvE. • A look at Nature rPvE On December 18th, 2021, we introduced the Fire faction as a formidable new enemy to be faced in rPvE. We're thrilled to announce that the Nature faction is now ready to be added to the ranks, In celebration of this occasion, we sat down with Hodron to give us some insights into its development. Let's start with introductions, for those who do not know you, what is your role on the Skylords Reborn team? Hey, I am Hodron, I am part of the map department of the Skylords Reborn Team. I have mostly worked on the Fire rPvE set before Nature, which has been a quite monumental task in both cases. How long have you been working on Nature rPvE? In early 2022, after the release of the Fire rPvE faction, we had a poll to decide what the next faction would be; Nature or Frost. The overwhelming majority voted for Nature, and we started working on it around February 2022. If I had to estimate the time I was actively working on the faction, I would say about a year due to some pauses during development. How do you start designing a new rRvE faction? First of all, I think of all the Nature cards in the game and then imagine the AI using their abilities like the Fire units are already. Terrifying thought, am I right? Our very brave map testers can probably still remember the horrors of some early testing versions of Nature rPvE. The camps were stacked with healing and damage reduction while constantly paralyzing the player, almost like a horde of Twilight Willzappers. For the first few rounds of testing, we never actually won a match on difficulty 9, not even close. From there the process turns to cutting and / or improving the units, buildings, and camps until a good mix across all difficulties is found. What about units? Nature units were proving to be problematic in their original state because they are supposed to give the player a varied box of tools, but they cost energy to balance this. For example, Deep One: The ability to move player units into a camp and root them in place was immensely frustrating to play against, especially when multiple of these fellas were in one camp or attack wave. Swamp Drake also went through multiple iterations; first having the Sleep ability, then being like a Bandit Windhunter and lastly now only being a stat unit. Are there more units that act completely different compared to their card counterparts? Of course, there are some units that differ quite a bit from their card version, either because of balance or because of how some card abilities would be wasted on the AI. Some examples include the Timeshifter Spirit which does not have his anti-magic field but can instead While adding the Fire faction, we had the challenge of a faction that does not really have access to CC, resulting in a more glass cannon approach for the faction. Did you have a specific theme in mind for the Nature faction? So I knew that the core of the nature faction would be healing and crowd control. But I also wanted to let the Root Network shine a bit. Then there were the more problematic things like Parasite Swarm, Mind Weaver and Mind Control, which we played around with for a while. However, it was simply not fun to play against enemies that took away too many of your units, even though it made for some hilarious scenarios, in which first timers got half of their army stolen, the other half eliminated and then after regaining control, also losing the other half. So a focus on mindcontrol did not work out, were you able to find alternatives? I think the mix of paralyze and root the faction now has, while also using the root network to some extent, will provide a unique experience. What about buildings, can you tell us something about those? Nature buildings were in a weird spot, some were completely overpowered against some frequent player strategies like early Strangleholds, while others were quite underwhelming like the Primal Defender. Because AI units only root while in combat, they are unable to provide support, and buildings that depend on the root network may fluctuate greatly in difficulty based on the amount of support a camp can generate. In the end, buildings are one thing that I did not want the focus to be on, so they are maybe even a little boring compared to the units. What would you say is unique about facing the Nature faction, compared to the other factions? Nature introduces a completly new mechanic which amps up their late game and can thus break the mold of later camps feeling all the same. You mentioned our brave map testers, can you tell us something about balancing? I think we almost exclusively had to nerf units after their initial inception, which were mostly just a carbon copy of the player card with their abilities set to automatically be used. Which really goes to show how strong crowd control and healing in a faction can be, even if they have only slightly above average damage. As mentioned before, we had to nerf quite a bit before we could actually win a match on difficulty 9 with quite experienced players and exclusive S-tier decks. Through playing a lot we found the parts that were annoying or outright destroying the flow, which we then tried to smooth out. How difficult do you think rPvE is compared to the other factions? I was aiming for this faction to be around the difficulty level of Twilight due to the depths of the mechanics that Nature uses. You will have to focus targets or their healing will overwhelm you while you are paralyzed, but there is room for outplaying that. What was the thing you enjoyed most about designing the faction? Designing the boss units was very enjoyable, as it had been the case for Fire. I also had a lot of fun just looking at camps and watching their mechanics interact with each other. What was the biggest challenge while developing the faction? A big challenge was to make units distinct, by which I mean to give each unit traits by which each player could gauge their threat level to their deck and playstyle. In the beginning, almost all units were tanky and had a lot of damage or had damage and some form of crowd control. We had to shift stats to make damage dealers less tanky, make crowd control units deal less damage and tanks have shorter range on their crowd control abilities. Fire rPvE introduced some fun and fan favourite bosses. Will we see new boss units for Nature as well? Yes, absolutely! The nature faction will ship with a set of nine new boss units. I really like how the low tier boss units based on the Burrower which is spitting acid all over the place and the Timeshifter Spirit which summons hordes of poisoned creepers turned out. But there are of course some threatening late game bosses. Will we see rPvE Frost or Shadow next? After working on rPvE for quite some time now, I really want to shift focus to campaign maps for a while, as that is also a huge part of the game that I and many others enjoy. Is there anything else you'd like to share with our players? Thank you for being so loyal to such an old game. I hope you enjoy this new faction once it is released and see you in the forge. A big thanks to Hodron and our map testers for pouring so much love and time into the development of this new rPvE faction. We hope you look forward to facing them! • Easter Event Recap We are glad to share our Easter Event was a huge success, with nearly 700 of you unlocking the new special Easter banner. Although the banner is no longer obtainable, you can still find the map in the Community Map section by searching for "The Easter Tree" if you wish to play it. We hope you enjoyed all the effort that was put into the special map. While we always try to carefully balance our time investment into special events like this. We would love to hear some feedback. Would you like to see more events like the Easter and Halloween ones, where we modify a familiar map to suit the holiday theme? We noticed that not many of you participated in the speedrun competition for the map, and we would like to know why. Your feedback is very valuable to us, so please leave us a message below. • Event: Through Ice and Flames While you are waiting for our new patch, be sure to check out the community event Through Ice and Flames. This event takes place on two great community maps, created by @Damo and @Hrdina_Imperia. Check out the trailer below, and go here for more information. The event lasts till the 14th of May, though the maps will still be playable after. 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! • Host your own tournament / event Want to host a tournament or event yourself? Please reach out to our Event Organizers, @Metagross31, @Minashigo Hiko, or @nukie! 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 Katchau has recently departed from the team. We greatly appreciate his contributions, especially his development of the search card in market feature. We wish him all the best in his future endeavors. That being said, we are happy to announce three new community members formally joined our team last month! We have a new developer in Piskr, who will start out with a focus on Client Development. He is currently working on improving the player right click menu, including a way to improve importing decks. Known in the community for his streams and beautiful artwork, Ultralord has joined the team as our first Video Editor. Another well known community member with terrible luck in opening promo's from boosters, Volin, has joined the team to help us out with coordinating Map Testing. Volin and Ultralord also worked together to give us the Lost Souls overview video from last month. Welcome everyone, and we are looking forward to your contributions! • Contribute Interested in joining the team yourself? Skylords Reborn is a community-driven project fuelled by the passion and dedication of over 30 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 take a look at our open positions! • 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: 19TH-MAYN-EXTP-ATCH The code is valid until June 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 April 2023
  9. Every week, on Wednesday morning 8:30 CET, the servers go down a short while for maintenance. If you experience downtime beside these times, please let us know.
  10. When was the last time you played? We had a reset when we went out of Beta, which was 18th December 2020.
  11. We will look into it, thanks Edit: you already used the code 😅
  12. You should be able to fix this by going into Documents\BattleForge\config.json Should be line 8 "fullscreen": false
  13. Any more information about this issue? Do you have it with other maps? Do you get a error message?
  14. Can you send a screenshot of the message?
  15. We hope it was obvious the first announcement about a GameBoy release was an April Fools' joke. 😉 Everything else in the CU is true however!
  16. Deep Dive 😉 There are currently no plans to make Community Maps part of the actual campaign, though new campaign maps are in the works. Additionally, the Community Map overhaul (see Community Update March) should make it a lot easier to find good Community Maps.
  17. Something tells me Ultralord is not going to like this new card. "Spitfire, crashing down"
  18. 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! • Huge Announcement Today, we have a very special surprise for you! Many have requested Skylords to be available on other platforms besides PC. After years of hard work, we are super excited to bring Skylords to the palm of your hand! • Upcoming Lost Souls Changes Recently, we shared our Stonekin Deep Dive, giving you a sneak peek at the changes coming to the faction. It is only fitting for the Lost Souls faction to mess with the timeline, resulting in their balance changes actually releasing before our Stonekin rework. Over the past few months, we have been hard at work on the Lost Souls faction, tackling many of their issues and finding design space to improve the feel of the faction as a whole. We have enlisted the help of @Volin and @T1421 (Ultralord) to give you an overview video of some of the changes coming to the faction. Please take a look! We hope you are excited about these changes! Here are some of the concrete changes coming to the faction: Lost Banestone - Lost Banestone is receiving one of the largest reworks. The building's aura have been reworked and now indefinitely extend the lifespan of friendly revenant's in a 30m radius. This makes it ideal for turning your leftover T2 units into a free defensive force. Additionally, its ability no longer prevents enemy spawns. It now damages a target enemy, and if that enemy dies during the duration, a Lost Shade revenant spawns out of its remains under the player's control. This allows Banestone to slowly grow its revenant defensive force over time. Lost Warlord - Lost Warlord's Onslaught ability and affinities have received major changes. Onslaught no longer teleports Lost Warlord. Instead, it spawns a revenant of Lost Warlord within a 40m radius. Additionally, the Fire affinity now provides all revenants spawned from Lost Warlord a +50% damage bonus, while the Frost affinity provides the unit's revenants a strong 3000 strength Ice Shield that refreshes every 25 seconds. Lost Spirit Ship - Lost Spirit Ship has received a number of changes to its stats, alongside a cost reduction to 230p. Most importantly, its Recycling ability is now capable of working on revenants and buildings. This synergizes strongly with revenant generating abilities such as Lost Warlord's new Onslaught ability, as well as Lost Banestone and Lost Evocation. These changes will help Lost Spirit Ship to better fulfil its role as a hybrid damage dealer and supporter in pure Lost Souls decks, while remaining useful on its own. Ethereal Storm - In its unchanged state, Ethereal Storm remains one of the worst cards in the game with poor payoff, high requirements, and bug-riddled functionality. We are reducing the spell's requirements so that only one revenant is required in the area to achieve its full effect, doubling its charges from 8 to 16, and reducing the power costs. The spell's damage has also been substantially buffed to 100 damage/sec with new affinity effects. The Fire affinity causes enemies to receive 20% more damage, while the Frost affinity removes the damage reduction from frozen enemies in the area. General Changes - In addition to these major reworks, we have several other buffs. Lost Priest's debuff has been increased, and it can now affect up to 10 targets with a larger cast range. Revenant's Blessing has received numerous buffs, including to its radius, affinity effects, and charges. Lost Evocation's Fire affinity now increases allied unit damage by +100%, up from +50%. Finally, the power cost of Revenant's Doom now scales by tier. The ability now costs 75% of the power cost of Tier 2 units, 65% of the power cost of Tier 3 units, and only 50% of the power cost of Tier 4 units. Envisioned Playstyles: Tier 2: Lost Shades will be the primary PvE unit, which will be supported by buffs to Lost Priest and Revenant's Blessing. Tier 3: Lost Banestone will allow the player to maintain their revenant army of Lost Shades from as a static defensive army, as well as replace losses through its new Underworld Gate ability. For easy maps, players can continue with their army of Lost Shades, but otherwise they can transition into using Lost Horrors like currently. Ethereal Storm is being buffed to work with only 1 Revenant and will provide a good AoE damage spell which is currently lacking in Lost Souls. The red affinity will amplify damage, while the blue affinity will allow the player to bypass freeze's damage reduction. Tier 4: Lost Evocation(r) will be buffed to enable the unit-based damage playstyle of Lost Souls while the blue affinity will continue to provide strong sustain through damage reduction. Evocation and Lost Warlord's new ability will be able to be combined with Lost Spirit Ship, which can now recycle Revenants as well as buildings. This gives the player the choice between extending Revenant lifetimes or utilizing their remaining life points as fodder for LSS's Crystal ability. Lost Dragon will be useful as a support unit. We are also working to add @UltDragon's Lost Obelisk card from the card creation contest into the game, more on that later! • New Card Reveal: Sleet Storm While we have shifted our focus to map-related content, there are still new cards in development, one of which we can reveal today! Take a look at the upcoming new card Sleet Storm. Please note: We are still testing the card. While we are generally happy with it, numbers and effects might still change before release. Sleet Storm is a new tier 3 frost spell that can fit into multiple decks, requiring only 1 frost orb. The card will be Uncommon and will not have different affinities. The effect is as follows: Heavy Rain Covers an area of 15m radius in freezing rain that fetters enemies to the ground. Enemy ground units which stay in the area for 5 seconds are rooted for 15 seconds, while flying units are enchained to the ground and can no longer move. Ground units will be able to attack it while it is bound. After the effect ends, targets are immune to root and Gravity Surge respectively for 10 seconds. Lasts for 10 seconds. Reusable every 20 seconds. While our changes to Pure Frost over a year ago have proven to be a success, one of the persistent issues we have faced is making it worthwhile to invest in only one or two Frost orbs. This card is intended to provide a reason for players to splash into a single Frost orb in exchange for receiving access to an area of effect Gravity Surge spell. In order to make the card effective even in cases where enemy flies might be lacking, we also attached a rooting effect for ground units. The effect itself synergizes perfectly with Frost's Construct, which also only requires one Frost orb. Overall, this card should provide a boost to archetypes which struggle with flying units, even ground melee decks which we have been trying to improve for more general usage in PvE. Sleet Storm is planned to release in our next patch. • Art Spotlight: Sleet Storm For the artwork of Sleet Storm, we used ArtRhino's old wallpaper as a base. You can see his wallpaper for Cold Snap below. To utilize this base, our artist @Tweeto first aligned it in a 1:1 ratio required for card artwork. Then, he auto-filled the empty areas, corrected the colours, added hue shifts in the background, and multiple missiles to accurately depict raining, more in line with the spell's description. (1) Afterward, Tweeto added more details to the foreground by covering it with Smokey Snow (2). Although we liked the direction it was taking, there were still some aspects to address. Version 2 depicted the units completely frozen, which was not entirely accurate. Also, it was not clear enough that it was raining in the artwork, rather showing the impact of a spell in the distance. To address these issues, Tweeto made some additional changes, resulting in version 3. Here, only the legs of the units were frozen, indicating that the affected units could still fight. However, the artwork still did not adequately depict the effect of the spell on flying units, a crucial element of the spell. With Gravity Surge already depicting a dragon being pulled to the ground, we thought it would be interesting to show a different model falling to its presumed doom. The final artwork version shows Spitfire caught in the rain. • Tournaments / 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! FINISHED – The Stonekin Hunt Over a year has passed since the successful bandit hunt. This time, players had to fight the Stonekin faction. The results are in: check out the winner reveal stream, hosted by Ultralord and Volin: More information. COMING SOON - Official Event: Easter Hunt – 08.04.2023 until 16.04.2023 An Easter Egg has been stolen, and only the legendary Easter Bunny can return the missing pieces. Will you come to his aid? Maybe there will be a reward! More information soon! COMING SOON - Through Ice and Flames - 21.04.2023 until 14.05.2023 We bring to you not one but TWO new community maps courtesy of @Damo and @Hrdina_Imperia! Look out for this three week event starting later this month. • Host your own tournament / event Want to host a tournament or event yourself? Please reach out to our Event Organizers, @Metagross31, @Minashigo Hiko, or @nukie! 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 We are happy to announce two new members joining our team. After they contributed so much to the game already, we decided to create a proper staff role for both @Titan and @CrazyCockerell, who have joind our team as Tech-Artist! Both will help us out with spell animations, adjustments to models, and other visuals that come with adding and changing cards. You will already have seen some of their work in action, f.e. Wasteland Terror (CrazyCockerell) and the raven effect from the ability of Raven Archwalker (Titan). We are looking forward to their creations! • Contribute We have made a name change to one of our critical roles in the project. We noticed a lot of people were not applying for the role of Balance Developer because they thought they had to have development experience, which is not the case. Additionally, players thought balance developers are the ones who adjust the balance of the game. While that is technically true, because they are the ones who adjust the card values for implementation, the Game Designers are the ones who make the actual balance decisions. To more clearly communicate what the role is about, we have changed it to "Card Implementer". As a Card Implementer, you will be able to help out Skylords Reborn by making the needed adjustments to cards, either for balance purposes or completely new cards. This is a very important role that can really make a difference in our patching schedule, so if you are interested, please check out the position. Skylords Reborn is a community-driven project fuelled by the passion and dedication of over 30 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 take a look at our open positions! • Newsletter While we aim to keep our community in the loop with monthly news through our Community Updates, we understand that sometimes these updates might not reach you. That's why we offer a newsletter that will notify you when a new patch or update is released. Don't worry, we respect your privacy and promise not to send spam or use your data in any other way. Click here to sign up. If you provided your email address during our summer survey to stay up to date, then you are automatically subscribed to our newsletter. We recently sent out our first newsletter, which announced the release of our latest patch. • 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: SKYL-ORDS-HAND-HELD The code is valid until May 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. Archive • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide) • Overview Community Updates • Community Update March 2023
  19. We were updating the server, should be done now. 🙂
  20. We have changed the name of this role from Balance Developer to Card Implementer. We noticed a lot of people were not applying for the role of Balance Developer because they thought they had to have development experience, which is not the case. Additionally, players thought balance developers are the ones who adjust the balance of the game. While that is technically true, because they are the ones who adjust the card values for implementation, the Game Designers are the ones who make the actual balance decisions. To more clearly communicate what the role is about, we have changed it to "Card Implementer". As a Card Implementer, you will be able to help out Skylords Reborn by making the needed adjustments to cards, either for balance purposes or completely new cards. This is a very important role that can really make a difference in our patching schedule, so if you are interested, please consider applying.
  21. Feedback is always welcome! I didnt consider your comment negative at all, and as long as feedback is brought in a constructive way, we are always happy to hear it. Its impossible to make all players happy with our descision (my poor 50p shadowmage 😪), but we take feedback to heart.
  22. More people have expressed this line of thought. Sadly the whole point of creating the card was to be mounted on walls, not to make a wormling card, so we need to go back to the drawing board. 🙂 The reason to include it in this CU was an experiment if people like seeing this kind of behind the scenes stuff, or prefer we just stick to our actual-upcoming-features announcements.
  23. No clue why it wont let you change it to KeyNer, but I suppose KeyNer_Battleforge will be clear enough, to make sure you dont run into any problems, just contact your opponent the moment the brackets are updated 🙂 And be sure to be present in the stream for announcements. Please note im not hosting this tournament, @RadicalX is, but this is how we previously did it with Challonge.
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