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Majora

Project Coordinator
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  1. We are aware of this bug, its not something you can fix yourself, and its not something that is actively being worked on at this moment. I assume you are aware we are all volunteers, and some of us only work on the project in the weekend. We try to reply to most questions. Saying it's ''not okay'' if you dont get a response within 4 days and reminding us of your issue every 4 days is not going to increase the speed we handle the bug, or the motivation to do so. And while the bug is annoying, its not gamebreaking or demanding of a fix in such a short amount of time. Thanks for your bug report, but just be patient.
  2. Its fairly recent, and from a community member 🙂
  3. Interested in joining the team? Be sure to read this first. Below we go into detail about this specific position. Discord Moderator As a Discord Moderator, you are the direct representative of our team on Discord. Many things tie together in showing your professional side, ranging from how well you communicate with our players in public to consistency in your moderation actions. You need to be approachable for questions while maintaining a form of integrity. Furthermore, you are required to keep the discord clean of any spam, NSFW content and other rule-breaking practices. Responsibilities • Identifying issues in the Discord server and handle them accordingly. • Understanding the opinions and interests of the community within the server. • Being able to log any and all actions taken. • Stay up-to-date with new updates to answer any questions that arise from the community. Desired traits • Being able to keep a cool head while handling tough situations. • Able to balance professionalism with approachability Bonus traits • Previous experience moderating a Discord server or other kind of community.
  4. Kettle actually made a nice overview of how the root network works: More info: https://skylords-reborn.fandom.com/wiki/Root_Network
  5. 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! • Recent (and upcoming) Patch On the 16h of July we released a small Quality of Life patch, containing some bugfixes, and updating the Free PvP decks to adjust to the new meta. You can check out the patch-notes here. We are also working on a new content patch, which will bring more balance changes and two new cards into the game. We will share more information on this patch in the next community update, but we will reveal one of the new cards today! • Survey First things first: a massive thank you to everyone who filled in our Feedback Survey for 2022! You completely shattered our expectations with over 2000 responses! Especially since this project is run completely on a voluntary basis with no profits (which 12% of you were not aware of by the way!) we couldn't be more proud of your praise for the state the game is currently in: We will need some time to go over all the comments, but the data and individual responses are very helpful to us, and your kind words are a motivation to continue trying to make this project the best it can be! We will share more insight in community feedback on a later date. Thank you for being part of this great community! • Introducing: Hybrid Orbs Before we reveal our new card, we have to talk about a new orb requirement coming to Skylords Reborn: Hybrid orbs. A Hybrid orb allows you to meet its requirements with one of its two colors. For example, a card can be played with or . Hybrid orbs are a nice in-between of heavy and loose orb restrictions. Restricting a Twilight card to require double Fire or double Nature, would cause it to be unplayable for half of the Twilight decks. Opening up the card by having the 3rd orb be a neutral orb, would however cause unintended synergies with other factions. For example; access to Nature's heal for a Bandit card, or Shadow's Motivate for a Twilight card. By going for a Hybrid orb, we reward playing a faction deck in tier 3, without locking the other color combination of that faction out. We will use this new flexibility to make adjustments to some older cards. We are planning to make use of Hybrid orbs for Treefiend, Twilight Hag, Deepfang and our upcoming new Nightshade Plant design. While we could also make use of this for tier 2 and tier 4 cards in the future, we currently only have plans for using it on tier 3 cards. We won't use Hybrid orbs for Tier 1 cards either, one of the reasons being the first card played decides what orb you get, running into all kind of weird issues with hybrid T1 cards and orbs. Hybrid orbs have been the topic of many conversations in the past, and we are very happy to finally introduce them into the game! • New Card: Twilight Slayers Our first new card to make use of Hybrid orbs is a card that has been requested quite a bit over the years: a new tier 3 archer unit: the Twilight Slayers! The card will be a common and come in two affinities, impacting the damage output towards certain factions. Let's break down the card. Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, numbers and effects might still change before release. Bow Attack Every 2 seconds, unit fires arrows at enemies that deal 19 / 20 / 22 / 25 damage. Deals 50% reduced damage if a hostile unit is within an 8m radius, unless Twilight Slayers are mounted on a wall segment. Has a range of 30m. Infused Fury Deals 50% more damage against elemental units Tainted Fury Deals 50% more damage against Human and Ogre units. Like all Twilight units, Twilight Slayers will come with the faction's ability "Transformation". While transforming Twilight Slayers does not trigger any additional effects, we are working on a shift towards more impactful transformation effects for other Twilight units, making transforming your units more worthwhile. In our Force of Nature patch, we already changed the power cost reduction for Transform effects, and we will also make adjustments to the transformation speed in our next patch. On our balance discord, you can find out more about our future Twilight plans, such as our intention to change the card Nightshade Plant to be an exciting tier 3 Twilight pay-off card. We hope you are looking forward to this new card and the changes coming to the Twilight faction. • Artwork Spotlight The artwork for Twilight Slayers has been created by SpiritedAlpha. As always, there were multiple iterations and feedback sessions to reach the final artwork. Here are some earlier versions, where you can notice a slightly different color scheme and background, alongside other ideas that were improved upon, adjusted, or removed to better fit the piece (sorry Twilight Negator!). A big thanks to SpiritAlpha and everyone who gave feedback during the process. Twilight Slayers are a recreation of the original NPC enemy, but we found the artwork (especially for a playable card) below the standard we have set for our Skylords Reborn additions. Looking at the artwork side by side shows the drastic difference in quality between them. 2009 / 2022 • Adjustments to Reforging It has now been 8 months since the advent of the Reforging system. Back in January, we gave the community an update on the health of the economy, and we would like to do the same again today. Some important information on the data: When it says "Fire Pool" it includes every card in the game which includes a Fire Orb. The data was collected and presented in this manner because this is how Reforging works when it tells you that the output card has an X% chance of containing a Fire Orb. Additionally, all price information presented is an average of actual sales in the auction house over a given period. While some extreme outliers were removed from the data set, such as 5 bfp Harvesters and 400 bfp Northguards, in 99% of instances the data was accepted as-is without tampering from our side. Data Set: (Click to pop-out and expand) Updated Analysis of Data Set: At first glance, you can quickly see that after the update the following changes occurred (Neutral Cards are excluded from the analysis as they are the control set): The average, median, minimum, and maximum prices of Common cards increased across the board. With two exceptions, the average, minimum, and median prices of Uncommon cards increased across the board, while the maximum decreased. The decrease in average Frost prices can be attributed to 3 outlier cards in the Frost Pool, (Coldsnap, Frost Mage, and Lost Spirit Ship) which pre-reforging were very expensive for Uncommon cards. The increase in maximum Uncommon prices in the Fire Pool is caused by Wasteland Terror, which as a new card is still quite expensive for its rarity. Wasteland Terror is in general causing an inflation of the maximum Uncommon card costs in the Fire, Shadow, and All Card Pools. The same thing happened to Rare cards as happened to Uncommon cards. Average, median, and max price of Ultra-rare cards decreased across the board while minimum price increased. The one exception is the Nature Pool, where the median price of Ultra-rare cards actually decreased. If you look closely, you can see that the median prices for cards in the Fire Pool and among All Cards are almost identical before and after Reforging. The average prices of All Cards is also only slightly negative and has been steadily trending upwards in recent months. General booster worth increased from 378 bfp to 420 bfp. This means Reforging has made it more worthwhile to open boosters after the update than it was before. Promos have been excluded from the data set, making this even more true. On average, the daily discounted booster will profit a player 70 bfp post-update versus 28 bfp pre-update. The data is at this point fairly stable. Reforging established a minimum base worth for all cards dependent on rarity that did not exist prior. This seems to have stabilized around: Common: 5-6 bfp Uncommon: 22-23 bfp Rare: 100-102 bfp Ultra-rare: 200-220 bfp Fun Facts about Reforging: - To date, 2.35 million cards have been Reforged. 64.4% of the cards were Common, 27.2% were Uncommon, 8.1% were Rare, and 1.3% were Ultra-rare. - Only 0.87% of all Reforges produce Forge Shards (FYI, it usually is not worth it to produce Forge Shards) Changes to Reforging: The introduction of Reforging has accomplished many of our goals for the economy. At the same time, we have noticed the total amount of Reforges has steadily decreased as time has progressed, which is expected, but it has also come coupled with a slow increase in the prices of Ultra-rare cards. While prices for the most expensive Ultra-rare cards are down substantially, the average and median prices of Ultra-rare cards are steadily moving towards parity with the old prices. This is an issue, because the average price of all cards has risen due to Reforging, making it harder for new players to collect and charge cards. The introduction of many new beginner achievements last patch has helped to slightly alleviate this issue, but it still exists, even in reduced form. As such, we have made the following changes to incentivize Reforging and to make it easier for all players, not only those with large gold and card stockpiles, to interact with the system. We intend for these to be the last changes we make to Reforging. Gold Cost to Reforge into the Following Rarities: Common = 125 gold --> 50 gold Uncommon = 300 gold --> 150 gold Rare = 750 gold --> 400 gold Ultra-rare = 1500 gold --> 800 gold Reforging Rates: We have made it easier to produce an Ultra-rare card when Reforging. For example, 4 identical Rare cards will now guarantee an Ultra-rare card. The changes to Reforging have been implemented today, and are now live on the server. • Tournaments / Events Now that the Community Updates moved to a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events! There are currently two gameplay events planned by Dutchy and Ultralord, which can be found on the calendar already. More info about them soon! • NEW - CCC #7 - Contest-ception A new CCC is now live: a contest to come up with... a contest! Share your wildest ideas and get rewarded for it! We hope to see many cool ideas that we might use in future contest, so be sure to brainstorm cool stuff and join the contest! More information. • FINISHED - CCC #6 - Back to the Roots Kapo hosted another successful Crappy Community Contest, this time on a very special map. This custom map is a copy of the Introduction map with a few new jumps and turns, where you play with a Shadow/Nature deck instead. As with all CCC, the more players attended, the better the prizes became, resulting in a free booster for the whole community! View the event and the code. • FINISHED - Skylords Bounty Spring Forge It has been a while since we have closed this bounty and players have been wondering what happened to the Spring Forge. While we had a clear winner (congratulations Wanky!), the entry was not fully ready for release yet, and working on it took more time from the team than we had anticipated for a community bounty. Since spring is long gone, we will move this Forge over to next year. • Host your own tournament / event Want to host a tournament or event? Please reach out to our Event Organizers Hiko and/or Metagross to have your event prizes sponsored by us. 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. • Contribute to the Project In our last Community Update, we went over various features that could be added to the game if we get the right people to work on them, please take a look if you haven't done so already. We have also added a new contributor (non-staff) role: Internal Tester. As an Internal Tester, you will be testing and exploring in-game mechanics with additional information that is normally hidden from players. Your contribution will allow us to fix bugs and create new designs. 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. • 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 Twilight-booster: MORE-PLAY-WITH-ORBS The code is valid until September 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 #25
  6. One of Nightguards affinities (the purple one) does not have Swift. Maybe you spawned that one?
  7. Yea they are really lackluster 😞 They are on our radar though: taken from the Balance Discord: "We have some changes planned for all 4 elemental crystals. Part of those changes will be allowing them to affect allies as well as units of their respective element. So Ice Crystal will work on all friendly Frost units as well as all friendly units with a Frost affinity." - Windhunter
  8. Then.. don't play? Replies like this honestly baffles me. You literally create a new account to complain about a game you don't want to play? Crushing the motivation of the team of volunteers who work their asses off to provide entertainment for others? Our content is arguably faster than during the end of EA times, and we don't get paid or have the source code. Constructive feedback is always welcome, but basicly saying ''everything you do is shit'' is not going to help anyone. I'm glad we had the survey, which gave insights in thousands of players, to see you are the rare exception with a mindset like this.
  9. You can also test verious update stages (if you own the card) by clicking on the card in the upgrade window and spawning it in the forge.
  10. Fair suggestions, and something that probably does not have a perfect solution. I'll share some thoughts, but keep in mind im not one of the game designers. Please rest assured a lot of thought went into the economy of Skylords Reborn, and it still comes up for healthy discussions as well. Which is also the reason I added the question to the survey in the first place 🙂 . Since Skylords Reborn does not have any microtransactions, it does not use the good ol' free to play formula, where everything can either be grindy and free, or purchase-able if you dont have much time available. That results in a system where you have to carefully balance how much rewards you hand out over a period of time. Too much, and the players will unlock everything so fast they leave the game too soon. Too slow, and people dont feel motivated to keep playing. Imagine we had the extreme of every minute you play, you get BFP. It would probably result in you grinding the game in the omg-skylords-is-awesome phase. Then when things slow down, you already have so many points available that there is not much else to do. And you might leave. Make things too hard, and the opposite happens. You can't get the cards you want, and get bored out by the game before you even unlock cool stuff. The extra factor that comes into play is the catch-up for newer players. This is kind of a two sided sword though. One one hand, by limiting the procession players have (by locking the BFP you can gain on a daily base), players cant get super far ahead. However, the game is now out for 2 years, so at this point they are. At the same time, that very system is preventing newer players from catching up. The reason the current system was put into place, was to reward a concrete point (play 45 minutes), but also reward playing for a bit longer. Cant play today? No problem! Tomorrow you can catch up by using the reserve you saved from yesterday. The system is not perfect, but it was carefully tested during beta, and we have not had many complaints about it since release. The biggest complaints is often how hard it is to get Ultra Rares, which is why we released reforging (and might change numbers if the data requires it). There have been idea's like a daily login bonus, or moving some of the discounted-booster-progress towards the next day. But nothing concrete has been decided yet. We did add new achievements to increaes the new player experience lately though. Increasing quest could also be an option. Edit: one more thing to note would be that we saw a drastic effect on the economy once we had the monthly 100-BFP discount on boosters, in combination with Reforging. Tweaks to the economy can have huge ripple effects that can take months to properly observe.
  11. We are aware of issues users are experiencing on Windows 7 and are working on a fix.
  12. Patch #400034 This patch contains some Quality of Life changes, alongside updates to our free PvP decks. General Changes Added a new map script function SetUiVisibility. You can use it to hide the UI by typing SetUiVisibility { InterfaceState = false } and unhide it using SetUiVisibility { InterfaceState = true }. It works analogously to the CTRL + U hotkey. Newly recorded replays will now display a "Desync" warning, if the gameplay differs from what occurred in the actual match. Added a cooldown icon indicator for the wall gate toggle ability. Updated the free PvP decks to match the new meta. An overview of these changes can be found on the Wiki. General Fixes Disabled all UI effects while the forge is paused. This caused bugged out visual effects before. Fixed a game crash when trying to log in with the wrong password or email. UTF-8 compatible Russian community map names are no longer automatically displayed with a an error message in the downloadable community map section. To achieve compatible map names and descriptions in Russian, please edit the description.xml file directly. Added trailing period for generic cooldown error message. Removed trailing period for toggle gate ability. Non-Player Card Entity Changes Bandit Master Healer (Introduction) (Card Id: 235) Aligned displayed name in non-English descriptions to match the English one. NEW: Fire Altar (Collision enabled) (Card/Building Id: 3721) Added a new version for the "Fire Altar" quest building for use with the map-editor. This version has collision enabled, meaning it will be able to be attacked by melee units.
  13. Internal Tester As an Internal Tester, you will be testing and exploring in-game mechanics with additional information that is normally hidden from players. For this you will be playing the game in windowed mode, with a second window showing numbers, like how much actual damage a specific attack did, and other information. Your goal will be to explain these interactions to our (balance) developers and designers. Your contribution will allow us to fix bugs and create new designs. Responsibilities • Test in-game mechanic interactions, mostly for our balance developers and designers. • Reporting your findings about those interactions and mechanics. • Optional: writing explanations on the Wiki, so others can benefit from your findings. Desired traits • Interested in learning how Skylords Reborn cards work behind the scenes. • Willing (and able) to play the game in windowed-mode. • Not being intimidated by the example image. • Able to use a calculator or spreadsheet for your findings. • Basic math skills: subtraction, multiplication, division. For example, you will need to be able to conclude that if a 1000 HP unit is left with 900 HP after getting hit with a 200-damage spell, there was a 50% damage reduction applied somewhere. Bonus traits • Being able to read simple code in C/C++ and/or Rust, so you can spot how EA or our developers created the formula. • Higher math skills: being able to figure out the formula (or piece of pseudocode if it contains a loop) with the gathered results. Example image:
  14. Hello, Please provide your question in English, since Google Translate doesn't translate it in such a way that we understand the issue.
  15. Glad to hear it! Please check out this page:
  16. Trivia: but Santa does so as well 🙂
  17. Greetings Skylords! This community update is a bit different to what you are used to. We would like to take a bit of time to communicate to you all, the player base, about the state of the project, and give you the opportunity to communicate to us as well. • Share your feedback, get two boosters! Last month, we released our latest patch: "Force of Nature". We hope you are all enjoying it, and are curious to hear how you feel about Skylords Reborn in general. It has already been a year since our feedback survey, so it is time for some reflection and feedback. What do you like about Skylords Reborn? What could be better? We want to keep improving the game and growing our player base, and your feedback is crucial for us. As a thank you, there will be two boosters for everyone who fills in the survey. Your feedback will be anonymous. • State of the Project We are very proud of everything we have accomplished with Skylords Reborn so far. Not only are fans able to play BattleForge again, but over the last two years we have added many new features and content. However, a lot of effort is required behind the scenes to create these new features. Skylords Reborn has a very loyal and consistent player base, but has been struggling to find new players. This also results in less potential contributors, resulting in a few individuals doing a ton of work. There is only so much we can do as volunteers, and at the current rate it is becoming unsustainable to keep the same feature output rate. Without additional contributors, Skylords Reborn will only get card and balance updates moving forward. This means new cards and adjustments on existing cards, but not features like Reforging, improvements to the UI, Happy Hours, etc. While we are currently working on a couple of new and existing cards, to improve the game, we would really like to add new features as well. To give you an idea of what we are currently missing out on, below are some features highlighted that we feel would really improve Skylords Reborn. This is a game with so much potential, and we would love to bring it to you! • What could be: potential features for Skylords Reborn Before we dive into them, please note: - The following features are currently not in development, due to a lack of game client developers, game server developers, and fullstack developers. - You can directly help create this features by applying for a staff role. - You can indirectly help by spreading the word. - Images shown are very early mock-ups. PvE Map Modifiers Map modifiers are global effects that can be applied to matches. These can be chosen before the start of a match, and different modifiers can be combined for limitless replayability. Examples of modifiers are: all enemy units regenerate 3% of their health every second, all enemy units move 25% faster, all enemy units spawn a hostile Nether Crawler on death, or cards return less power to the void pool. The more modifiers are active, the higher the reward from the match. The following is a mockup of a UI to choose the modifiers before lobby creation. New Reward Distribution System Do you dislike receiving achievement and quest rewards through the in-game mail? What about your auctions? Isn't it also a bit boring to see your scratch code rewards in a small static window? This feature is a new way to make it more exciting to open rewards. Imagine the following mockup with nice animations and sound effects, showing you what you received and actions to take with the items. The idea would be to move away from the lackluster interface and user experience of the in-game mail. Cosmetics Currently, the player can only express themselves through their character avatar. This feature would add numerous cosmetics like character borders, character banners (textured and colored), player titles and more avatars in general. The following image shows a Christmas themed border, and a green character banner. Instead of `Master of the Forge`, the player can also own and change their title and other cosmetics in a cosmetic management screen. We already started on this with the Cosmetics window currently found in-game, although it is currently limited to avatars. The idea is to add more tabs to the right of the Cosmetics page for the different cosmetics. Achievements, events and even leaderboard positions can also reward special cosmetics. Compare Profiles Amassing many cards, becoming the richest player, completing all the achievements and collecting all the different cosmetics is rewarding, but showcasing and comparing your accomplishments with others is also part of the fun. With the compare profiles feature, players would be able to manage what they share publicly, and easily compare their profiles with those of other players, either globally or specifically with one player. The following image is a very early concept of a screen to compare achievements with a specific player. Map Progression Indicators Map progression indicators is a feature for the world map that indicates, through the usage of stars above each campaign map, what difficulties you have completed for each map. This allows you to quickly have a glance of what you have already completed, and what you have not. New Campaign Maps While rPvE is arguably the most played game mode, we know players would really like to continue the story and/or experience new campaign maps. While we already have some of the resources to make this happen, we are lacking in the map department to make the push to get this done in a way that fits the quality you can expect from an official campaign map. Please consider applying as Map Artist, Map Designer or Map Developer. New Community Map Experience The experience of creating, sharing, finding and managing community maps has always been very cumbersome. Currently, it is a unmanageable list that leaves much to be desired. This feature would completely overhaul how the community maps screen looks like, for both PvP and PvE. More filters, more sorting, public upvoting and private downvoting, highlighting of frequently played maps, deleting maps you have uploaded, viewing when a map was last edited and viewing the minimap of community maps without having to download them are a few features that could be included. Another option to improve the accessibility of Community Maps would be adding a second world map, where the best community maps would be found, similar to the campaign maps. rPvE Deck Builder Mode Quite popular in other card games is a mode where you face challenges while your starting deck is slowly expanding by picking a card from a random selection. We think this could be a great new way to play Skylords Reborn, with every run being unique and allowing you to experiment with different cards and combinations. This would require quite a bit of UI work though, which is why this mode has not been developed yet. Seasons Seasons are a broad topic that could include many features that reset or adjust based on the start of a new season. Some examples are Seasonal Leaderboards that reset at the end of each season and automatic events that occur throughout the season. But also seasonal objectives and/or objective trees to complete, similar to a battle pass in other games, are topics that have been discussed in the team quite often. We feel seasons would help make the game feel more fresh, and reward players for playing through each season, giving older players a reason to return. Seasons are a broad feature that would probably require other features mentioned above to be included first, like the improved reward system, modifiers on maps to create new challenges, and additional cosmetics to be rewarded. As you can see, there is still a lot of potential for Skylords Reborn, and we would love to add them to the game. As mentioned before, these features are currently not in development due to a lack of people to work on them. • Help us make these features happen So get your friends to join, or have them return to check out the new content and achievements, give us suggestions (through the survey) on how to improve the player base, or apply for a staff position yourself. We really can't do this without you! • Team Changes Due to personal reasons, Friendly Firefly sadly had to resign from the team. We are grateful for his help with Burning Spears and wish him all the best! While not technically a team change, we would also like to take a moment to thank Kapo for his contributions to Skylords Reborn. You might know him from hosting the CCC events, but Kapo has been doing a ton of work for the team behind the scenes as well. From helping out with the recent Force of Nature trailer, to proofreading and providing feedback, we can always count on him. Due to his contributions to Skylords Reborn, we have awarded him with the rare Skylord of Honor title. • In Conclusion Thank you for reading this Community Update. We hope you will consider helping us out. As is tradition, this community update comes with a scratch code. The code will reward you with a general booster: NEWL-EGEN-DARY-WHEN And remember: By doing our survey, you can grab an additional two boosters! The code is valid until August 1st, when we will bring you our next 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 #24
  18. While I get where you are coming from, this is much more than a simple QoL improvement. Motivate is one of the strongest Tier 1 spells in the game, and players have been asking for a nerf quite frequently. Buffing the spell to include newly spawned units would absolutely push shadow over the top in PvP. Even outside of tier 1, there have been multiple times I have 1 or 2 nightcrawlers walking around, and have to make the choice if its worth it to buff the one already on the field, or should try to sneak another one in. If I could just motivate a crawler and then spawn new crawlers that are already fully buffed, that would be absolutely insane. You oink my crawler? I just spawn a new one that already has been motivated, basicly making it ''undazed''.
  19. Im also not sure what you are asking/suggesting here. Why would a party group up to bid on a card?
  20. The "bug" (also not sure if its a bug), is indeed pretty annoying, and something you learn to play around with, but always feel a bit clunky. I dont think they need a range increase, but it does feel off they cant shoot the same target they were already shooting at once you activated the ability. Curious what @RadicalX thinks about this. However, regarding the windup, Dark Elfs are already extremely powerfull, and I dont think they would need any buffs in this department.
  21. Skylords Reborn is a revival created by volunteers. We are not EA, nor do we have their user data. It is not possible for us to give refunds or give players back their original cards. Additionally, Skylords Reborn itself had an account reset when it moved from Beta to release 2020. Everyone had to start from scratch.
  22. Sorry to hear you still cant play. I suggest you join our discord and check out our Technical-support page: https://discord.gg/wex9AA6wBt The first thing we will do is ask for a log, so please grab that one: Unexpected or constant crash? If you haven’t restarted your game, send us your latest log in the report-a-bug or technical-support channel with a description of your problem. The log file we need is _log_proxy_latest.log. Restarted your game already? No worries, just send the previous log, which is _log_proxy_0.log. If your game closed without any error message, then please send us your crashdata.mdmp aswell. Not sure where to find the logs? Here's where: Please note that its not allowed to have multiple accounts. Since you havent been able to get into the game in the first place, this shouldnt be a problem, but make sure to contact a mod to have your spare account removed after this is resolved, since multi accounting will get you banned.
  23. Isnt a 20% buff on 3 allies + your smaller army still okay though?
  24. Just to clarify, both runs were on the same difficulty?
  25. Manually switching the gate also makes the player feel like they are interacting with the map, which is pretty unique. Its always cool to help out your friend by taking another wave early as well. I really like the play pattern of this map, and I think it would be a shame to make the switch automatic.
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