Dran
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Dran liked a post in a topic by Majora in A development update regarding our latest patch
Greetings Skylords,
Our latest patch released on Sunday, bringing with it our first Season. With so many moving parts, there were bound to be some bugs, and our team has worked hard on fixing as many of them as fast as possible.
The server-wide freezes that plagued the game during the first few days seem to be resolved. There was also an issue regarding Fire Wormlings causing extreme lag spikes, which has hopefully been fixed as well with our latest hotfix. While there are still reports coming in of crashes, lag spikes, desyncs and other issues, they seem to be mostly individual based at this point.
We would like to ask for your help in further pinpointing these issues, so we can solve them as fast as possible.
To do so, please report bugs, freezes, crashes and weird interactions you come across. Let us know what you were doing when the issue happened, and please share your crash log data and replays. If you are experiencing a desync, please collect two different replays from players on the map, so we can investigate. The best way to do so, is through our Discord channels "report a bug" and "technical support".
While we absolutely understand the frustration in regards to these issues, raging at the team is not productive, and highly demotivating during these stressful times. Please try to be a bit more understanding. We are all volunteers here, combining our work on Skylords Reborn with our other life responsibilities. We would love to hear your feedback and reports, but the way you phrase it matters a lot. Please keep that in mind.
Thank you for your patience and understanding.
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Dran liked a post in a topic by Daedalus in Christmas Fleet - Help!
Hey guys, can you give me some clues, cues and tips for completing this map on expert?
Im getting overwhelmed by the cultists on the lower part of the map.
I've tried Forst, Bandit and root Nature and I just cant get a good base going.
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Dran liked a post in a topic by JunVIII in Skylords Reborn 4th Anniversary Christmas Event
You guys cooked too hard on the Christmas event maps, or i am too old for this. maybe the latter.
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Dran liked a post in a topic by sylvix95 in Unexpected Visitors
After finally managing to complete it, there's an astronomical difference of difficulty on advanced with this map compared to any other map, this map on advanced is leagues harder than a lot of maps on expert. New and casual players are going to heavily struggle with this one and will never see the jungle map.
my problems arent in the beginning part, even tho as many said before, its not fair the mountaineer attack flying units while it's not supposed to, and also somehow, i've not tried but people keep telling me the nightguard can't switch with it, while its a 2 orb mob that cost exactly 150, its the exact limit, it should be doable.
if you want to make it canon then make a new variant of montaineer that can attack flying units, but otherwise thats unfair, otherwise i like the rest of the beggining part.
the problems for me start when you get tier 2:
1) there's just not enough breathing room in between waves to go and get ressources, ive never seen what goes on on the side with frost units cause for me, its not doable to build an army and go there while you also have to use all your energy on towers.
2) The amii monument is a cool idea on paper, until you eventually lose the top base and you're locked into tier 2 for the rest of the game, once it happens its a death sentence, and despite my best efforts with a friend its very easy to get overwhelmed there.
3) it goes with my point 1 but i think there are too many of those buildings you get to destroy to reduce the timer, and you never have the ressource to split between an army and your defences to go take care of it. And I would be ok with it if the option to make suicide attacks would be viables, but nope, thats prevented too with those auras on the gregories and said main building. for real, why ? getting there is hard enough why you had to add those auras ?
i've barely beaten it on advanced, (at 5 seconds from the end, my entire defense collapsed, cause no power and lost the amii monument, only reason i didnt die is because i had purple knight of chaos). For real, as a somewhat casual noob player i don't see myself EVER playing it on expert.
i really liked map2 tho
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Dran liked a post in a topic by Volin in Unexpected Visitors
Even more then unfair, it's confusing a little if there is such big diferences
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Dran liked a post in a topic by shaulani in Unexpected Visitors
Mountainers shooting vs air feel unfair too. They should have the same restrictions as playable ones. Just pick a different unit if you want them to shot vs air.
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Dran liked a post in a topic by Kapo in Unexpected Visitors
All in all, the map seems really well-made, and fun to play. Here are still some points that caught my attention:
- The War Eagle guarding the two towers near T2 gets very, very often stuck at the tower for a moment when attacking. Maybe there is something up with the ice crystal model?
- I would give more space at the "outer" path connecting the P1/P2 start position, so people can avoid the towers and eagle to meet up without getting smacked; maybe a nice ice lake or something. It's no benefit for speedrunners, and more casual players could team up before they attack. There is that one spot west of the western Frost Crystal that is unnecessary tight
- The trigger point for the new script phase should be where the gate is, or the gate put farther back - that gate kinda serves no purpose, and it would be a cool "finish" line for that part
- The Mountaineer shooting over the edge at ground units near that trigger point feels off, maybe his path can be changed a little, since he guards the well and not the path (right?)
- The double-wells after the T2 are really heavily guarded... too heavy? Maybe they are ment to be taken later?
- The cooldown for the teleport from the city to the enclave is ultra long (on purpose?); if a unit misses the teleport, all you can do is destroy it
- The Vigils that attack you after teleporting feel kinda off/unfair
- The enclave is kinda tight with space - which is alright, but the placement of the kobold laboratory makes it even worse. Maybe put it a little more to the left side, and also the central construction hut a bit more to the right to not punish players so hard who want to build a Howling Shrine or something (otherwise Necroblaster stays prime forever)
- The attacks at the enclave could be more themed, like mostly-flyers or something
- The Hulks are a mystery, sometimes they directly go for the walls, sometimes they can be distracted. Maybe there is something I dont understand yet, but I think the coolest option would be if they beeline for the walls no matter what, and after their charge they do whatever normal units do.
- The Winter Witch feels too deep in, considering that you always have to walk back too
- The Archfiend in the middle (at the orb) is very trigger-happy due to the patrols; he should be guarding the orb and not help defending the paths
- Not sure if the most eastern Banestone is intentionally that far in, there is such a big gap between the Tower/2-Vigil and the camp with the Banestone that feels unnatural. Alternatively, if you dont want to move it forward, if you change the path from the center (archfiend-orb) leading south a bit more curved to the east it would lead to a more natural route from the enclave to the last banestone, possibly skipping the tower/2-vigil position if you are careful
- The off-map Amii keep/temple between P1 and P2 start position is cute, but floating weirdly on the ice, the edges might need some more map art details
- Can you put some decorative units (Amii civilians?) that run from buildings or wait for the final port to teleport away when the map is won? That would be a nice touch
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Dran liked a post in a topic by Makaveli in pcre3.dll issue
hELLO,
since today i get this warning too.
windows tells me its an trojan and refuses its execution.
what happen to the launcher?
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Dran liked a post in a topic by Potato_Hoarder in pcre3.dll issue
Same situation same question! can we just get the file in the "download" section, please?
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Dran liked a post in a topic by regonas in Totally big list of custom cards
Voodoo Wood
Voodoo Howling - every 30 sec this unit will release a wave of energy which will grant Life Stealer (10-20%) effect on nearby allies for 5 sec.
Never to be seen again - every time an enemy unit dies nearby, this unit may collect their corpse to reduce the remaining cooldown of Voodoo Howling by (3-5) seconds.
Voodoo Splinters - this unit will start rapidly losing health while releasing a halo of spikes around itself every 3 sec. Stacking this ability increases health draining and reduces the duration between each halo of spikes.
Voodoo Oakin
Acid Sap - this unit deals X damage to nearby enemies whenever it loses X% of its HP within X sec.
Acid Globes - throw acidic sap against an enemy within medium range. Deal double damage against structures.
Vodoo Da'Nature - this unit immobilizes itself to disrupt all hostile root networks within X meters. While rooted, your melee attacks will be replaced with Acid Globes.
Twilight Worm
Dawn Consumption - every X sec this unit will shoot an enemy and deal X damage to them. The longer this unit attacks the same enemy - the more damage it deals.
Twilight Expulsion - if this unit kills an enemy, then it will erupt and deal X damage to all other nearby enemies. This damage scales with bonus damage accumulated via Dawn Consumption.
Twilight Brain
Infection Ball - every X sec release an energy ball against an enemy and all other enemies nearby to it, dealing X damage in total. Enemies built resistance (lasting 6 sec) whenever they take damage from this attack and will take progressively less damage with each stack.
Twilight Leader - nearby twilight creatures (friendly and hostile) will deal X% more damage.
Twilight Ember
Fiery Infection - when this creature is spawned, it will infect all nearby friendly units with Twilight Curse for 10 sec.
Explosion Rebirth - when this unit is transformed, it will deal X damage to nearby enemies. Knock back small and medium enemies.
Twilight Knight
Great Stomp - every X sec this unit will stomp the ground and deal X damage to all nearby enemies. This effect is also triggered whenever a nearby friendly unit Transforms.
Infected Royalty - cost to Transform nearby twilight creatures is reduced by X.
Twilight Angel
Great Twilight Lance - every X sec (very slow attack speed) unleash a powerful energy blast against a single target and deal X damage to them. Knock back small, medium and large units.
Twilight Mania - gain increased attack speed, but lose some health every second.
Lost Ritualist
Anti-life Bolt - every X sec deal X damage to a single enemy. After X sec this energy bolt will return to this unit and will heal it for X HP.
Lost Soul Regeneration - every X sec this unit will sacrifice X HP to heal a friendly unit for 100-150% of HP sacrificed. Lost Revenants receive 50-100% more healing.
End Of Doom - target a Lost Revenant unit and disable this creature. For next 20 sec targeted Revenant will deal X% more damage and will take X% less damage. Revenant will not expire while under effect of this ability. However, if Lost Ritualist gets killed, then Lost Revenant will die as well. At the end of of this ability both units die.
Mushroom Sorceress
Mushroom Blast - attack your target and enemies nearby it dealing X damage to them. For next X sec all damaged enemies will move slowly.
Fungi Gathering - gather nearby corpse and store them.
Nutrient Infusion - consumed stored corpses to restore HP to an ally. If the target is part of the root network, then connected units/builds will received a small portion of the healing as well.
Skull Thrower Beast
Rot Artillery - disable melee attack and grant access to:
Skull Barrage - units consumes a portion of gathered corpses to launch a globe of flesh. After 3 sec globe explodes, deals damage and knocks back small units. Affects ground units only.
Armored Ghouls
Flash Batter - this unit heal itself for X% of damage deal against enemies who are bellow 50% of their max HP.
Gift Of Denial - this unit take half damage while it is being attacked by Large or Extra Large creatures.
Flesh Rage - for next X sec attacks done by this unit will knock back small and medium units. When this effect expires, this unit will die.
Animated Gravestones
Gravecall Spores - whenever this unit attacks, it unleashes spores who jump to up to 2 additional enemies nearby. These spores deal less damage with each jump.
Sacred Burial Rights - nearby enemy units take X% of corpse maximum HP as damage whenever they attempt to gather corpses.
To Beyond Again - sacrifice this unit to gather all corpses nearby into a globe for X sec. Your units, spells and buildings will be able to gather corpses from this globe.
Gate Demon
Premature Departure - all corpses created nearby this creature will be automatically destroyed, and thus this creature prevents corpse gathering.
Departure Delay - for next X sec any corpse destroyed by Premature Departure will produce an explosion dealing X damage to everyone nearby.
Spirit Caller
Melody Of Joy - every X sec this unit will deal up to 3 allies in front of it.
Spirits Be Gone - create a magic field around itself for X sec. Enemies can not gather copses within this field.
Healing Elemental
Healing Fumes - every second this unit produces healing enemies and heal allies in front of it for X HP.
Erupting Restoration - sacrifice this unit to create a healing field for X sec. All allies in this field will take X healing every second.
Amii Crystal Maiden
Ancient Hail - deal X damage to all enemies in a cone.
Ancient Echo - this creature gains bonus attack speed with each attack it makes. Lose all bonus attack if it doesn't attack for 6 sec.
Amii Lore - create a dome for X sec in targeted area. Enemies inside of this dome will move slowly.
Amii Ritual Guardian
Shred Magic Resistance - every X sec this minion will curse an enemy to take X% more damage from all spells.
Ultimate Ward - every X sec this minion will bless an allied unit to take X% less damage from all spells.
Ancient Truth - any beneficial spell or effect applied to this creature will last X% longer.
Amii Temple Beast
Amii Sacrifice - turn all nearby allied units into living bombs. If affected units die within X sec, then they will explode dealing X damage to all nearby units. Enemy units take X% more damage from these explosions.
Ancient Force - attacks done by this creature knock back small, medium and large creatures.
Limited Life - each time this creature attacks it loses some health. This creature can not be healed by spells or other creatures.
Outlaw Alchemist
Venom Injection - attack an enemy and cause them to take X damage over X sec.
Bandit Medicine - every X sec heal an ally for X instantly and for the same amount over X sec.
Regeneration Potion - create a healing field in a targeted area for X sec. Allies in this field will regain even more health via life stealing and corpse gathering.
Enslaved Rootface
Devastation Slam - slam the ground and deal X damage to all other units. Knock back small, medium, large and extra large units.
Barely Under Control - if this units falls to X% of his max HP or lower, then you will lose control of it. In this state it will attack any nearby unit and it will no longer grant land presence for you.
Bear-cursed
Savage Scavenging - this unit can gather nearby corpses to regenerate X health.
Savage Tactics - X% of damage this unit deals to building will be added to its health. Furthermore, any building being directly attacked by this unit will lose X% of its maximum HP every second.
Bandit Golem
Makeshift Repulsion Field - protect this unit for X sec from all ranged attacks.
Built-in Anti-air Defense - every X sec this unit deals X damage to nearby enemy unit. Knock back small, medium and large units. Affects flying units only.
Living Siege Weapon
Blazing Bombardment - every X sec this unit attacks its target and all enemies nearby. High attack range. Very slow attack speed.
Sacrifice Bombardment - sacrifice a nearby unit to greatly increase attacks speed of this unit for X sec.
Mushroom Soldier
Heavy Spores - attacks done by this unit knock back small units.
Decomposition Mode - immobilize this unit to gain:
Spore Field - consume some of accumulated corpses on this unit to deal X damage to nearby enemies every sec.
Tundra Walker
Ice Built-up - every X sec gain an Ice Shield absorbing X damage.
Channel Tundra Essence - enter special mode to gain:
Arctic Eruption - every X sec this unit emits ice wave. Enemies hit by this wave take damage. Frozen enemies take bonus damage.
Hanging Balloon
Terror From Above - deal X damage to a an enemy. Knock back small units. Affect only ground units.
Doom Approaches - nearby enemy flying units will move slowly.
Hand To The Death - target a ground unit. Sacrifice this unit to kill the targeted unit. Only works on small and medium targets.
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Dran liked a post in a topic by Ultralord in Battle of Tactics #4: We Are One - Until: 16.07.2023
And so the 4th round of BOT comes to an end.
TY to all who joined the event and watched the steam as well as all how supported and helped with the event.
Prices have been sended out. If you think something went wrong - contact me.
The final ranking:
All replay can be found here:
BOT4.zip
And here is the Stream recording:
https://www.youtube.com/watch?v=9gFlcBxili8
MFG Ultralord
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Dran liked a post in a topic by Cocofang in Community Update - July 2023
Well, I suppose the counter argument to that is that this is how it's always been up to this point and it hasn't really worked out in a way that players are being on-boarded to make the jump from 9s to 10s.
On the contrary, the achievement that required people to play 10s was in part received negatively because it disrupted the veteran experience by pushing unprepared players into lobbies for 10s. There they were mostly perceived as a nuisance that has to be carried. In addition, taking the extra step and asking for a mentor isn't something most people will generally do.
So it's probably fair to say that the difficulty curve has to instead be smoothed out so that players can more or less help themselves.
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Dran liked a post in a topic by Majora in Community Update - July 2023
Not sure if you misunderstood, but we are not removing rpve 10. We are adding an addition difficulty between 9 and 10.
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Dran liked a post in a topic by Dutchy in Patch #400042 - 19 May 2023
Correct. But it was chosen this way. It could have been the other way too but then people will complain its no challenge 🤷♂️
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Dran liked a post in a topic by Loriens in Patch #400042 - 19 May 2023
Discord system is simply more modern, you cannot reach such level of engaging with possibility to use voice chats and other possibilities with old forum system.
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Dran liked a post in a topic by Kapo in CCC#11 - Meme-fy BattleForge
Doesn't mean they are bad, the three Gold Tier winners (including you) are already very good entries.
I wasn't part of this jury and didn't join their deliberations, but the process is usually setup in a way that you set "standards" what you expect from the tiers and after that you review the entries. On creative contests, it is quite arbitrary where to draw the line, you can either do that (very? too?) loosely or set some (hard? harsh?) standards beforehand, usually it ends up somewhere in between that. But it can always be argued afterwards that you could have moved either harsher or more loose.
But what I'm 100% sure is that its no good if you move in with "we have to have a 1st place winner". That compromises the whole process too much right from the start.
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Dran liked a post in a topic by Kapo in CCC#11 - Meme-fy BattleForge
Skylords!
The Jury has ended their deliberations, so it is time to reveal who made it into the winner tiers of the CCC#11:
Note: Some of those are quite large in size - sorry for everyone with a slow connection. I added spoiler tags around the entries so you can view one by one.
Gold Tier - @Bini Inibitor - Slav Squad
Gold Tier - @Hrdina_Imperia - Unpopular Opinion
Gold Tier - @pierakor - Lost Good
Silver Tier - @Metagross31 - Construct
Silver Tier - @Volin - Ouch!
Silver Tier - @Redmark- I see dead people
Silver Tier - @Dolewan - Loading Screen
Silver Tier - @pierakor - Clapping
Besides those tiered prizes, I have talked to the SR Team, and since we got no Booster Code this time I wanted to still honour those who participated in some form - they will receive a Mini Booster.
Prices will be sent out as soon as possible.
Final Words
First, I'd like to thank the jury again for doing their duty - especially on the creative contests it can be an ungrateful work. Please be civil if you disagree with their judgement.
In the upcoming days, all entries will be uploaded to Tenor, so you can access them inside Discord.
Creative Contests are usually low in participation, but I think some of the entries speak for themselves that it was worth doing it. Not the contest the masses want, but the contest we as a community need.
Next up in the CCC will be something more mainstream again, I promise! 😃