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R4bitF00t

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  1. @Jagger you probably have the wrong version of the launcher, please manually download the newest version here: place it in your game folder and use it to start the game, you might need to press the blue "Verify" button in the launcher if the issue persists 🙂
  2. 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! Our third season - Whispers of the Void has arrived, and with it comes a fresh wave of content and challenges to tackle. In this community update, we will go over what you can expect in the newest season while also taking a closer look at the results of this year’s feedback survey — your thoughts, ideas, and honest opinions that continue to shape the future of the project. Alongside the survey insights, we’ll be revealing the cards releasing with the season. There’s plenty to cover, so let’s jump right in and see what this new chapter has in store. • Yearly Feedback Survey Results Before we jump into the juicy new season, we would like to thank everyone who took the time to fill out this year’s feedback survey. Over 1 100 Skylords took the time to share their thoughts with us, which is much appreciated! We’ve reviewed your responses and compiled the results into a short PowerPoint presentation. The presentation only covers the graphs and general data, you can be sure that we will read all the open-ended answers you have sent us. • Season 3 - Whispers of the Void With the survey behind us, it’s time to turn our attention to the exciting content arriving with the new season. • Seasonal Cards • As usual, this season brings a set of unique cards that can be earned exclusively through the seasonal reward track for the duration of the season, after which the cards will begin dropping from boosters. Each card has been carefully selected to offer new strategies, exciting synergies, and fresh ways to approach the battlefield. Let’s take a closer look at what’s in store. Devourer We first introduced this powerhouse in our November Community Update. The Devourer is a pure Shadow Tier 4 unit capable of consuming even the largest foes — all while turning your weaker units into walking bombs with its Mincemeat ability. Mincemeat ability stacks with multiple Devourers, which means the more, the merrier! Consume Consume one enemy unit in range. Devourer teleports to the target enemy unit’s location, instantly killing it. The consumed enemy is then resurrected as an own unit but dies after 30 seconds. Needs to have gathered 6000 life points from corpses first. Reusable every 30 seconds. Corpse Gathering Harvests energy from nearby corpses equal to their former maximum life points to enable the devouring of enemies. A maximum of 6000 life points can be stored at once. Mincemeat Allied units in a 30m radius around Devourer will explode as soon as they die, dealing 400 damage to hostile entities in a 15m radius, up to 600 in total. Effect can apply to a unit multiple times. Dark Maiden Let us introduce the first unrevealed card of the season — the Dark Maiden. Designed to fill a gap in Shadow Tier 2, where sustain options are limited, the Maiden fires a continuous beam at enemies, slowly draining their health while charging her damage meter. Once she deals enough damage, she enters Awakened Wraith mode, releasing powerful healing waves to sustain your army. Design Notes: Shadow Mage is one of the most iconic units in the game but due to various PvP nerfs, most especially the bugfix to Nether Warp (g)'s healing, has become largely unusable in PvE. This is a shame because she ought to provide a meaningful alternative to other T2 options like Shadow Phoenix and Harvester. Enter Dark Maiden. She is a Shadow-flavored glass cannon. Once Dark Maiden has dealt enough damage, she begins to passively emit healing waves while also buffing her lifestealer capacities, perfectly synergizing with Shadow Mage and giving PvE players a new way to run Pure Shadow decks in T2. Soul Reave Casts a soul eating beam that deals 50 damage to a target enemy unit every second. Life Stealer 30% of the damage dealt by the unit will be added to its life points. Awakened Wraith After dealing 1500 damage, Dark Maiden will awaken her full powers. Every 2 seconds, Dark Maiden releases a healing wave. Friendly units within a 18m radius regenerate 160 life points, up to 800 in total. Additionally, Life Stealer’s effectiveness is increased to 60%. Lasts for 20 seconds. Nightmare Our second unrevealed card is the Nightmare, a Tier 1 spell that summons a pair of riderless horses to wreak havoc on your foes. When these Night Terrors reach your enemies, they will explode on impact to terrify them and reduce the damage they deal. Design Notes: Shadow is the only T1 faction which is unable to meaningfully help its allies via either spells or global effects. With Nightmare, Shadow players can now summon two ghostly steeds which will blow themselves up to weaken enemies such that they deal less damage for a short time. This card should add much needed flexibility to Shadow T1, in both solo and multiplayer matches, by giving Shadow an indirect way to improve the survivability of its units. Bad Dreams Summon 2 Night Terrors capable of debilitating enemies. Night Terrors blow themselves up and cause all enemies in a 15m radius to deal 30% less damage for 20 seconds. Summoned units do not provide ground presence. Reusable every 30 seconds. • Season 3 Promo • We’re thrilled to announce that the promo card for Season 3 is the iconic Overlord! This classic unit has been reskinned to match the premium aesthetic of the promo Harvester, giving it a fresh, striking new look while keeping all the power and personality you know and love. You can unlock the Promo Overlord by reaching 900 points on the seasonal reward track. After the season has concluded, Promo Overlord will be purchasable in the Relic shop. • More New Cards • Alongside the seasonal reward cards, we’re excited to release two additional cards, which will now start appearing in boosters, giving everyone a chance to add them to their collection right away! Dark Mind Dark Mind was first revealed in our January 2026 Community Update, and we’re excited to release it so soon after its announcement. While its design is deceptively simple, its built-in Amok on attack makes it a potent crowd control tool for early-game Shadow decks. Bewitching Blast Every 5 seconds, the unit projects psychic energy at an enemy dealing 220 damage. Attacked units will be confused, which will make it impossible for them to distinguish between friend and foe. Lasts for 5 seconds. Phantom Stampede While Dark Mind was revealed just two months ago, the Phantom Stampede was first announced a full year ago, back in March 2025. This unique Lost Souls spell summons a phantom Juggernaut that smashes through enemies while shielding your allies before vanishing back to the void. Ghost Train Creates a stampeding Hulk that moves along a defined path of 35m dealing 750 damage to each enemy unit the Hulk passes through. Allied units along the path are granted Ice Shields which absorb up to 880 damage for 30 seconds. Reusable every 20 seconds. • Overview and Patch Notes • As we've had a lot to go over, we have also prepared a seasonal infographic for you, as well as a patch overview video. If you want even more details, head over to our patch notes to see all the changes the newest patch brings. And as a bonus, anybody who logs in during March will receive a free copy of the new Phantom Stampede card! • Deck Tags With this update, we are also releasing a new deck overview window. Even though Skylords Reborn is a game that encourages experimentation, the way to organize decks has been lacking. Hence we have made it possible to organize your decks better by tagging them. You can add up to 15 tags to a deck at a time and you can now filter your decks by searching for a specific tag. There are a lot of pre-defined tags, but you can also create your own custom ones to suit your needs. • Contribute to Skylords Reborn Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 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 have a look at our open positions! Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member. • 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! • Replay Old Events! Our event organiser Ultralord made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start. Read the details on how to replay old events here. Recent events: • FINISHED THE SOULTREE -> Ended 15th of February A challenge where you need to finish the first part of the map with only two cards. The more creative, the better. Congratulations to Krapper and Carofex for the win. You can watch the stream recording here. • FINISHED SR Winter Cup -> Ended 15th of February 2026 at 16:00 CET A 1v1 PvP event for everybody. Congratulations to Armatores for the win. You can watch the stream recording here. • FINISHED Skylords Reborn Grandmaster 2025 -> Between 15th of February and 29th of March A PvP Event where only the best of the best can participate. Congratulations to RadicalX for the win. You can watch the stream recording here. Upcoming events: • Skylords Reborn Grandmaster 2025 -> Starts 15.03.2026 16:00 CET A 2v2 PvP Tournament. Read the event details here. • Support the events The best support is to participate. But if you want to help even more, you can donate cards, boosters or BFP for future event prizes. Contact @Ultralord if you are interested. • Host your own tournament/ event Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. 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. • 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 Lost Souls booster: VOID-WHIS-PERS-COME This code is valid until April 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 February 2026
  3. 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! This month’s update is all about looking ahead. We have a reminder about the yearly feedback survey, along with an early look at some of the content we’re planning for 2026. On top of that, we’re excited to share what’s coming next in terms of seasonal content. Let’s take a look at what the future holds for Skylords Reborn! • Yearly Feedback Survey Ending 15th of February The Yearly Feedback Survey is still open — and your input truly matters. As a community-driven project, Skylords Reborn relies on your feedback to help guide development decisions and improve the overall game experience. If you haven’t had a chance to fill it out yet, we’d greatly appreciate you taking a few minutes to share your thoughts. The survey will remain open until February 15th, so there’s still time to make your voice heard. Thank you to everyone who has already participated — your feedback plays a vital role in shaping the future of Skylords Reborn. • Looking Ahead New Campaign Map As we slowly kick off 2026, let’s take a look at some of our plans for the year ahead. The work on new campaign maps continues at a steady pace, and we feel confident enough to show you a little glimpse into our upcoming map - The Shifting Temple. The map continues the story of the Church of the Twilight, previously introduced in Behind Enemy Lines. As we arrive at the mystical Shifting Temple, we find Twilight already attempting to breach its defenses, their purpose - unknown. We need to get inside the temple and keep the Twilight at bay while navigating one of four randomly chosen paths through the temple to prevent the Twilight from getting whatever they came for. The map took quite a while to design due to its unique nature. We especially had trouble creating new shadow art assets for the map, since we didn't want to simply retexture some already existing assets and call it a day. We think it's shaping up to be one of the most unique campaign maps in the game and we hope you will enjoy it, when the time comes. rPvE Changes In addition to seasons, new cards and campaign maps, you can be sure that rPvE will not be left behind. As you may know, individual faction presets in rPvE have often been a point of debate due to significant differences in difficulty. With this in mind, we’re planning rebalances to the Bandit rPvE presets to help smooth out the difficulty curve and create a more consistent experience. Seasons When we initially chose to delay the release of Season 3 to March 1st, it was our intention to leave February as a break month. After gathering feedback from the community in the yearly survey, we decided to reopen the non-repeatable and non-leaderboard challenges for Season 1 and Season 2. This will give players the opportunity to complete challenges they missed, to earn rewards from these previous seasons, and to increase their seasonal discount to make it easier to purchase the seasonal cosmetics and seasonal promo. However, these challenges will not be permanently reopened. Rather, we are discussing the possibility of reopening old seasonal content during regularly scheduled breaks between active seasons, and we would appreciate your feedback on if you think this is a good approach. Finally, there is one more thing we wanted to share with you... Shadows grow longer, and restless spirits whisper of what’s to come. It’s time to lift the veil and share what awaits in the upcoming season. We’re happy to announce that the next season will focus on Shadow and Lost Souls. These factions will take center stage in the upcoming season, bringing new challenges, strategies, and opportunities for experimentation. The next season - Whispers of the Void will begin on March 1st 2026. With plenty already in motion, 2026 is surely shaping up to be another productive year for the project. 🎉 • Updated Installation Experience Over the past months, we’ve been working on improving the installation process to make getting into Skylords Reborn as smooth as possible. New players no longer need to download multiple files from 3rd party hosting sites. All they need now is to download the new updater, run it, and let it do its thing. Getting into the game has never been easier! And of course, with an updated install process, there is an updated installation guide video. • Contribute to Skylords Reborn Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 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 have a look at our open positions! Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member. • 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! Current events: • Replay Old Events! Our event organiser Ultralord made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start. Read the details how to replay old events here. • THE SOULTREE -> From 30th of January till 15th of February A challenge where you need to finish the first part of the map with only two cards. The more creative the better. Read the event details here. Recent events: • FINISHED It's Christmas time! -> From 20th of December till 6th of January Play 1 match of any gamemode to get the Promo Santa card. The event will return again next year. • FINISHED Save Christmas! -> From 20th of December till 6th of January Win the featured community maps: Elfmaster, Christmas Fleet and Naughty Harvest on expert difficulty to get the Promo Frost Mage card. The event will return again next year. Upcoming events: • SR Winter Cup -> 15th of February 2026 at 16:00 CET A 1v1 PvP event for everybody. Read the event details here. • Skylords Reborn Grandmaster 2025 -> Between 15th of February and 29th of March A PvP Event where only the best of the best can participate. Read the event details here. • Support the events The best support is to participate. But if you want to help even more, you can donate cards, boosters or BFP for future event prizes. Contact @Ultralord if you are interested. • Host your own tournament/ event Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. 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. • 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: LOOK-INGA-HEAD-2026 This code is valid until March 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 January 2026
  4. 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! Happy New Year, Skylords! The yearly feedback survey is back, giving you the chance to share your thoughts on the current state of the game and help guide our development priorities. We’re also approaching the end of the Natural Selection season, after which we’ll be taking a short break between seasons to properly prepare for what comes next. On top of that, we have a brand-new card reveal to share, along with an update on the ongoing voice actor search. Let’s dive in and take a closer look at what’s happening in Skylords Reborn this month. • Yearly Feedback Survey Every year, Skylords Reborn invites the community to take part in our Feedback Survey. As a fully community-driven project, your opinions play a crucial role in shaping the future of the game. We want to better understand what you love, what could be improved, and where you’d like to see the project go next. Taking a few minutes to fill out the survey helps us refine existing features, set development priorities, and make Skylords Reborn more welcoming to both current players and newcomers alike. Your feedback truly makes a difference. As a small thank-you for your time, every player who completes the survey will receive two boosters. All responses are completely anonymous, so feel free to share your honest thoughts. • New Card Reveal: Dark Mind Dark Mind is a new Tier 2 Shadow flying unit that brings some additional crowd control options to the faction. With its confusion effect turning enemies against each other, it offers a powerful and faction-themed way to disrupt fights. The card has a very simplistic design, but helps fill some gaps in early-game Shadow decks. Let’s take a closer look at the card. Please note: We are still working on the card. While we are generally happy with it, numbers and effects might still change before release. Bewitching Blast Every 5 seconds, the unit projects psychic energy at an enemy dealing 220 damage. Attacked units will be confused, which will make it impossible for them to distinguish between friend and foe. Lasts for 5 seconds. Design notes: Dark Mind is a new T2 Shadow flying unit. It uses the Parasite Swarm model, scaled up to M-sized, and applies a confusion effect on application. This makes it a powerful unit as confusion is one of the strongest CC effects in the game as it turns units against their allies. Shadow has not had a new card added to it since the game rereleased. Over the years, we have steadily eroded the strength of Pure Shadow in PvP while adding cards to every other faction. This has left Shadow's T2 in PvP in an increasingly bad place as it keeps the same old tools while other factions again more flexibility. In terms of PvE, Shadow also lacks a more traditional flying unit and a way to manipulate enemies outside of Nether Warp. Dark Mind will therefore fill a gap in the faction in a way properly fitting to Shadow's identity. • A Break Between Seasons This month marks the final stretch of the Natural Selection season. the past few months have been pretty hectic for all of us - with lots of events, plenty behind-the-scenes work, and, of course - Christmas. Since we want to make sure that we deliver the best experience possible, we have decided to delay the release of the next season by a month. This means that once Natural Selection concludes, the next season will begin on March 1st 2026. Since the seasons began, we’ve been constantly gathering feedback from the community. With this in mind, we’re using the yearly feedback survey as an opportunity to hear from a wider audience and learn how you feel about seasons and potential breaks between them. • Voice Actors Search #3 - Evaluation Today marks the deadline for submitting recorded takes for our voice actor applications. All received submissions will now be passed along to the judges for evaluation, and we’ll be sure to keep the applicants informed as the process moves forward. Over the next few days, we’ll also be keeping an eye on our inbox in case any last-minute submissions find their way to us. Altogether, 35 people applied, including several applicants who aren’t even players of the game, which is a fantastic result! Thank you to everyone who took the time to apply and lend their voice to the project. • Contribute to Skylords Reborn Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 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 have a look at our open positions! Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member. • Events Throughout the year, we hosted multiple in-game events, giving players new challenges to tackle and fresh reasons to return. Here are a few fun facts about events in 2025: We had 3 special events - Q&A stream, Mega Quiz and Card Design Contest We hosted 8 PvE events with 650 replays submitted in and over 400 total participants We hosted 10 PvP events, bringing together 94 participants Together with the community, the Skylords Reborn project sponsored prizes worth a total of 1 200 000 BFP A big thank you to all the Skylords who took part in these events. Your enthusiasm keeps the community thriving - and rest assured, we’re already planning another year packed with activities just for you. ❤️ 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! Current events: • It's Christmas time! -> From 20th of December till 6th of January Play 1 match of any gamemode between 24th of December and the 6th of January to get the Promo Santa card. The reward can only be claimed once per account. • Save Christmas! -> From 20th of December till 6th of January Win the featured community maps: Elfmaster, Christmas Fleet and Naughty Harvest on expert difficulty between 24th of December and the 6th of January to get the Promo Frost Mage card. The reward can only be claimed once per account. Recent events: • FINISHED - TOME #4 - Reforged! -> Starting 14th of December A PvP event with TOME rules, where you can make a deck from random cards taken from boosters. Now with the option to reforge unwanted cards! You can watch the event recording here. • FINISHED - TEAM - Thrilling Epic Action Mission -> Ended 30.11.2025 An exciting 4-player event with an edited Behind Enemy Lines map. You can watch the event recording here. • Host your own tournament / event Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. 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. • 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: HAPP-YNEW-YEAR-2026 Please note: Filling out the feedback survey also rewards you with 2 boosters. This code is valid until February 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 December 2025
  5. The voice acting applications are now closed. For those who applied after 5.12. - the scripts will be sent out this evening, at around 19:00 CET. To re-iterate, the deadline to send-in your sound files is the 1st of January 2026. There was also a question about using special effects - Please, do not use any special effects on your audio files, we need un-edited recordings.. Looking forward to hearing from all of you.
  6. 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! This month, we have reached another major milestone in the Skylords Reborn journey, we are celebrating 5 years since the release! Join us for our first community-wide challenge in the game to get some boosters and a celebratory profile border! We wanted to do something different, it's been quite a while since we last gave you an insight into our map making efforts. As such, we have decided to give you a retrospective into the development process of our latest campaign map - Heart of Trouble. • Five Year Anniversary Happy Anniversary, Skylords! This December 18th marks the fifth year since the release of Skylords Reborn. It's been quite the journey these past five years, as we continued and built upon the legacy of the original BattleForge. We have introduced new features, like Reforging, profile cosmetics and free PvP decks. We released new campaign maps, cards and many balance changes, with even more yet to come. We also hosted a variety of tournaments and events, most of them with help from the amazing community. To celebrate this occasion, we are starting our first community-wide challenge in the game! Starting 1st of December 2025, there will be a counter on the world-map. Every win of a campaign map, featured community map, PvP or rPvE scenario will be added to the global counter and rewards will be unlocked at certain milestones for the whole community! At 10 000 wins, we will give away a General Booster At 20 000 wins, we will give away a Rebirth Booster At 30 000 wins, we will give away a unique profile border At 40 000 wins, we will give away 30 Seasonal Points Anybody who participates by winning at least one scenario will receive all the rewards unlocked by the community. Thank you for your support over the years, we couldn't have gone so far without you. 🎉 Now, go win some matches, Skylords! • Heart of Trouble Retrospective We wanted to try something new and give you some behind the scenes into campaign maps, both released, and in development. We will start off slow with our latest campaign addition - Heart of Trouble. The initial design came to life back in 2023 and was done by our map designer Hrdina Impéria. Here are his insights. • Initial Designs The initial design was made to be a very compact map, small in scope and short in playtime. The objective was to destroy all the spawners of all the enemy tribes while protecting the Ragged King. If the player took too long, Bandit Battleships would start spawning from the tribal areas, slowly advancing towards the fort. To allow having all the monuments in one centralized area, we opted to lock them behind destroying crystals in the tribal areas, thus ensuring correct map progression. However, since the Ragged King was not in any danger, the objective felt disjointed from what was actually happening on the map. You were protecting yourself, not the Ragged King. The spawning Bandit ships had a feeling of unfairness, as the player's run could be cut short at the last minute by the attacking Bandit Battleships. With the objective being "destroy all spawners" the map lacked some deeper tactical decision making and it came down to a complete map clear as an objective. The map size also proved to be a problem when aggro issues started popping up - defenders from several positions aggroed to the player at once, which led to more frustration. We attempted to fix these issues in the following iterations. • Early Stages By the end of 2023, we greenlit the map design and started iterating on it further. The first issue we needed to tackle was the small map size that prevented us from making any major changes. So we exported the map from 256x256 to a 512x512 map, which gave us much more room to work with. We then moved the Ragged King to the actual fort, and put him inside a Bandit Shanty building. Having the Ragged King as a unit could lead to him getting pulled outside of the fort by the enemy attackers and would frustrate the players (think Rogan on Encounters with Twilight). We also added the option to decide where the player wants to send the allied attack waves, giving him a feeling of control and a useful ally. But this ran into a problem with map progression. Since both tribes could be cleared with either T2 or T3, it meant that one of the tribes would be too easy once the player destroys one of the crystals. So we introduced a unique mechanic, where a tribe's defenders grow stronger as you clear more of the opposing tribe, leading to a more natural and balanced map progression. To alleviate the feeling of unfairness, we removed the spawning Bandit Battleships and instead introduced scaling attack waves, that got harder over time. While the player could still fall behind on the difficulty curve, it fixed the sudden, unexpected loss condition appearing 20+ minutes into the map. Now the most pressing issues were fixed, we needed to add some more tactical decision making into playing the map. This came in the form of changing the main objective, and adding some optional ones. • Final Stage Around the middle of 2024, we changed the main objective from destroying the spawners to killing the tribal leaders. And added the option to taunt the final boss to your fort, adding a risk vs. reward factor - you can meet the boss with the defenders advantage, but if you cannot kill him, you lose. We added an optional objective in the form of the enemy artilleries. These introduced a minor RNG element into the map and intensified the feeling of being under pressure and constant threat. You could capture the artilleries, but they kept randomly bombarding the area surrounding the fort, rarely hitting the enemies. As such, capturing them felt like a very small reward to actually interact with the mechanic, so we gave them the ability you know today. Giving the players a powerful, targetable ability, that could help with defending, and attacking. Up until this stage, the tribal attack waves came from a cave at the end of each tribal area. This however, was also disjointed from the events on the map. If the attacks are coming from those caves, why does destroying the spawners stop the attacks? It made little sense, so we made a custom spawning script, that allowed us to spawn parts of the wave from multiple locations and used the already existing spawners for spawning the attacks. Thus giving them another reason to exist, apart from being an obstacle in your way. While testing, we ran into an issue that the Black and Yellow tribes were too similar. Since they were practically identical, the decision which side to push was pretty much inconsequential. After a brief discussion, it was clear we needed to differentiate them heavily. Thus the Black tribe was given a strong ground presence with artilleries, but weak AA. The Yellow tribe, on the other hand, was composed of a lot of flying units and heavy AA, but was weak to long range siege. This gave each tribe a unique identity and introduced new deck building strategies. With the changed main objective, control of the allied waves, changes to the enemy wave spawning and tribal compositions, we introduced a lot of decision making into the map. The players could choose to use the allies to help them push the tribes, or help defend against the attacks from the other side. If the player is skilled enough, he can choose to leave the spawners alive and focus on killing the bosses quickly. Will he taunt the boss to fight on advantageous ground, or kill him in his own camp without risk. As you can see, developing maps is lengthy work, we could not share all the trials and errors we had to go through to find the final version of the map. While we are getting closer to better understanding the fundamentals of map design, we are far from perfect. Each new map introduces new and unexpected challenges to overcome, but we are making every effort to deliver you the best experience possible. This is all the information we could share in a community update; many more details and decisions happened, but writing about all of them would befit its own forum post. If you enjoyed this little dip into our map making efforts, and are interested in more behind the scenes of our maps, please let us know in the comments. Maybe next time we will share something not shown before. *wink* *wink* • New Seasonal Challenges As the new month dawns, new seasonal challenges have been unlocked. Let's take a closer look at them now. 4.1 - Win different campaign maps or featured community maps on advanced difficulty or higher. All units played must be S-units. All cards played must be Nature, Fire, or Twilight cards. These restrictions apply to all team members. 4.2 - Win the 1-player scenarios Oracle and Siege of Hope on standard difficulty or higher. All cards played must be Nature or Twilight cards. Additionally, all cards played T2 and above must be Twilight cards. 4.3 - Win the 4-player scenario Dwarven Riddle on advanced difficulty or higher. No Fire Altars may be activated. All cards played must be Nature, Twilight, or Neutral cards. These restrictions apply to all team members. 4.4 - Win the 2-player scenario Crusade and the 2-player featured community map Army of Darkness on advanced difficulty or higher. Only Nature, Twilight, and Neutral cards of uncommon rarity are allowed. These restrictions apply to all team members. The following nightmare challenges have also been unlocked. 6.1 - Be among the 100 fastest times at the end of the season on the 1-player scenario Behind Enemy Lines on advanced difficulty. All cards played T2 and above must be Twilight cards. 6.2 - Win 3 different campaign maps on advanced difficulty or higher. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. Completing the challenge with less cards in each team member's deck awards progressively more points. 6.3 - As a solo player, win the 4-player featured community map Spooky Giants on advanced difficulty or higher. No flying units are allowed. All cards played must be Nature or Twilight cards. 6.4 - Win a 4-player randomly generated PvE scenario Infected Map of the Week on Adv+ (5) difficulty or higher. Only cards of Tier 3 and below are allowed. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. Completing the challenge on higher difficulties awards progressively more points. As usual, the challenges remain available until the end of the season. • Nature Faction Overview Video We have been working tirelessly on new video content to help players explore the game. This month, our efforts came to fruition and we are proud to release our first faction deep dive video. We're starting with the Nature faction. Learn about the strengths and weaknesses of the faction throughout the tiers and get some tips for building your Nature decks, both for PvE, and PvP. • Event Shoutout - Tome #4 Reforged! Tome was a PvP game mode in the original BattleForge where players had to build their decks with cards from boosters. That means - random cards. We have revived this game mode with these events, as its random nature also gives beginners a chance to compete with stronger opponents. So join us for the last PvP event of the year! The event is split into two stages. Stage 1 is 4 Rounds of Swiss, which means you will play 4 matches, regardless of whether you win or lose. Stage 2 is a Single elimination for the Top 4 players from Stage 1 Every player who plays all four of his Swiss rounds will receive a Nature booster as a reward. In addition, for every won Swiss round, the player will receive 500 BFP! If you are interested, read the details of the event here. To sign-up, contact @Ultralord. The event starts on the 14th of December. Best of luck to all the participants! • Voice Actors Search #3 - Update Last month, we announced that we are looking for new voice actors. The search is going well, with quite the few applicants. This month, we will be concluding our search. If you are interested, you still have time to apply until the 8th of December. after that, we will close the applications. The trial scripts with instructions will be sent out to all applicants in the following days. so stay tuned and be sure to check the email you provided in the application form. • Contribute to Skylords Reborn Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 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 have a look at our open positions! Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member. • 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! Upcoming events: • NEW - It's Christmas time! -> Starting 20th of December till 6th of January Play 1 match of any gamemode between December 20th and January 6th to get the Promo Santa card. The reward can be claimed only once per account. • NEW - Save Christmas! -> Starting 20th of December till 6th of January Win the featured community maps Elfmaster, Christmas Fleet and Naughty Harvest on expert difficulty between December 20th and January 6th to get the Promo Frost Mage card. The reward can be claimed only once per account. • NEW - TOME #4 - Reforged! -> Starting 14th of December A PvP event with TOME rules, where you can make a deck from random cards taken from boosters. Now with the option to reforge unwanted cards! The event will happen on the 14th of December at 14:30 CET on Ultralord's Twitch Channel. Recent events: • FINISHED - Happy Halloween! -> Ended 4.11.2025 The achievement will be back next year for Halloween. • FINISHED - Frankenstein's Monster -> Ended 10.11.2025 The achievement will be back next year for Halloween. • FINISHED - Card Design Contest #2 -> Ended 16.11.2025 The card design contest has concluded with 97 cards submitted. Watch the stream recording here. • FINISHED - TEAM - Thrilling Epic Action Mission -> Ended 30.11.2025 An exciting 4 player event with edited Behind Enemy Lines map. The winner stream will happen on 5th of December. • FINISHED - Autumn Cup 2025 -> Ended 09.11.2025 An exciting evening filled with PvP action! Thanks to all the participants and congratulations to the winner! You can watch the event recording here. • Host your own tournament / event Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. 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. • 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: ANOT-HERF-IVEY-EARS This code is valid until January 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 November 2025
  7. @The Master We do not have separate voice actors for map outcries vs. unit voicelines. It depends on the voice actors, if they fit and want to do the role offered. But most of the work is in voicing the new units at this time 🙂
  8. @Lik hey, please write into our Technical Support Discord channel https://discord.com/channels/173414671678832640/594960603874066432 somebody will help you there 🙂 @fShark hey, have you already completed the achievement in the previous years? all the rewards can be claimed only once per account
  9. @Rankerz yes, the description in-game is incorrect, the challenge requires The Soultree campaign map 🙂 A fix has been introduced in a hotfix.
  10. 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! Another packed community update! This time, we will take a quick look at the newly unlocked seasonal challenges, changes to the relic shop prices and a new shadow card reveal. We are also looking for new voice actors, so if you have ever wanted to immortalize yourself in a game, now's your chance! Before we get to the meat and bones of this community update, allow me a quick introduction. • Something About Me Last month, we announced that our Community Updates have a new writer going forward. Let me properly introduce myself as your new Community Manager. I joined the Skylords Reborn team in 2021, after I read that without map developers, no new official maps would be made. I could not let that happen, and I joined as a Map Artist. That role slowly evolved into a Map Developer, and later also into an amateur Map Designer. I have worked to varying degrees on all released map content so far, and I actively work on new campaign maps and forge skins. I will keep my role in the map department in addition to this new title. So we can bring you new map content without any delays. Now, as a new community manager, it is my pleasure to celebrate this occasion by providing my first (mini)booster code for all of you! NEWS-HERI-FFIN-TOWN Trying to buy some goodwill right at the start, eh? The code is valid until the 1st of December. But enough about me, let's move on to more interesting things. • Changes to Seasonal Shop Prices Now that our second season has begun and the rewards from the previous season are now available in the relic shop, we have received some feedback about the relic costs. Some players only missed the Promo Sunderer, or other major rewards, by a few points, but they still need to pay full-cost for these cosmetics in the shop. This hardly seems fair, so we will be prorating the item prices in the shop. What this means is that every item in the shop connected to a season (including the Promo) will be discounted by a percentage proportional to the amount of progress a player made in the reward track of that season. This progress will be based on how close a particular player got to receiving the Promo reward. E.g. If you earned 60% of the points in the Fire Season that it would take to unlock the Promo Sunderer, all Fire Season cosmetics you missed will cost 60% less, forever. This discount caps at 70% for all cosmetics, except the final title and the top 100 border reward, which caps at a 50% discount. This change affects all the current and future items in the seasonal shop that were a part of the seasonal rewards - profile cosmetics, titles, forge skins and promos. Players who have already purchased items from the shop for full price will be reimbursed for the relic price difference. We will introduce these changes in a small patch in the coming days. • New Seasonal Challenges As the new month dawns, new seasonal challenges have been unlocked. Let's take a closer look at them now. 3.1 - Win different campaign maps or featured community maps on advanced difficulty or higher. No spell cards are allowed. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. 3.2 - Win the 1-player featured community maps Nyxia and Aeglos Fortress on advanced difficulty or higher. All cards played must be Nature cards. 3.3 - Win the 1-player scenario The Treasure Fleet and the 4-player scenario The Guns of Lyr on advanced difficulty or higher. All enemy buildings in the map must be destroyed. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. 3.4 - Win the 2-player scenarios Nightmare's Shard and Nightmare's End on standard difficulty or higher. Only cards of Tier 3 and below are allowed. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. 3.5 - Win the 4-player scenarios Titans and Raven's End on standard difficulty or higher. No towers, fortresses, or shrines may be played. All cards played must be Nature, Twilight, or Neutral cards. These restrictions apply to all team members. 3.6 - Win the 1-player campaign scenario The Soultree on advanced difficulty or higher. No T2 cards may be used. All cards played must be Nature or Twilight cards. As usual, the challenges remain available until the end of the season. • How Does It Work - Root Network Since this season's theme is Nature and Twilight, we thought it best to remind the players of a video explaining the root network - the unique and complex ability of the Nature faction. It can be tricky to understand and setup, but the pay-off is oftentimes very much worth it. • Yearly Halloween Event The season of Halloween is upon us! That means the yearly time-exclusive achievements are back on the menu! Win the featured community PvE map Spooky Giants on expert difficulty to get Promo Jorne! The achievement is available until the 10th of November. Win the featured community PvE map Spooky Encounters on expert difficulty to get the Halloween Pumpkin profile picture and a Lost Souls booster pack! The achievement is available until the 4th of November. Please note, the rewards can be collected only once per account. • New Card Reveal: Devourer Since we started releasing new cards in December 2021, every existing faction in the game has received at least one new addition to its roster with the exception of Shadow. This occurred mostly because other factions were in more dire need of new cards than Shadow, which was one of the most viable factions when the game was rereleased and which also had plentiful fodder for reworks like Plague, Altar of Nihil, and Infernal Chain. With the upcoming release of Devourer, the Shadow famine is at its end. Behold, the Devourer! Please note: We are still working on the card. While we are generally happy with it, numbers and effects might still change before release. Consume Consume one enemy unit in range. Devourer teleports to the target enemy unit’s location, instantly killing it. The consumed enemy is then resurrected as an own unit but dies after 30 seconds. Needs to have gathered 6000 life points from corpses first. Reusable every 40 seconds. Corpse Gathering Harvests energy from nearby corpses equal to their former maximum life points to enable the devouring of enemies. A maximum of 6000 life points can be stored at once. Mincemeat Allied units in a 20m radius around Devourer will explode as soon as they die, dealing 400 damage to hostile entities in a 15m radius, up to 600 in total. Effect can apply to a unit multiple times. Design notes: Devourer is a T4 pure XL unit. Pure Shadow's T4 is currently one of the least compelling options in the game and perhaps the weakest color combination right now. Other pure factions have major pay-off units in Forest Elder, Dreadnought, and Batariel, but Pure Shadow's own Shadow Worm is not on par with these options, and given its core design, it is not a good option to build a faction around. Enter Devourer. Devourer has synergy with two of Shadow's core mechanics, corpses and swarms. Once it has gathered enough life points, a Devourer can burrow through the ground and consume any non-boss enemy within a 30m range. That enemy is then resurrected as an allied unit for 30 seconds. Additionally, Devourer has a second mechanic where any allied unit that dies within a 20m radius will explode and deal damage to enemies. This directly synergizes with Consume and key Shadow support cards like Infect, Undead Army, and even Grim Bahir. With Devourer, players can destroy camps with combos like Infect + Frenetic Assault, then warp to a second camp where Devourer's Mincemeat mechanic will cause all the dying summons to explode and wipe the place out. We hope players will enjoy discovering all the combinations this upcoming addition to Shadow's T4 will enable. Devourer will release in an upcoming content patch, date to be announced. • Art Spotlight: Devourer The Devourer artwork was created by our talented artist Spirit Alpha, with Elkondo coming in to do some finishing touches and color correction. Sketching As usual, we have started with a rough sketch of the Devourer's pose and design. That sketch was slowly improved upon with more details, a small pose adjustment and was finalised into a black and white image with a detailed background. Coloring During the coloring stage, we decided that the castle in the background was muddying the silhouette too much and removed it. We then adjusted the horns to better reflect the in-game model and via some texturing magic, made the shell appear more like a polished carapace. In the end, we increased the contrast of the entire image so that it better resembled the original card artworks. Finalizing In the final piece, we only made some small adjustments - like the smaller eye and added a thin fog effect to convey depth. The artwork sure evokes the feeling of the original game, and we hope you are as excited for the upcoming shadow card as we are! • Voice Actors Search #3 Over the years, we've made several searches for new voice actors. While we have a stable roster of voice actors, we are looking to bring new blood into our fold and expand our range. If you are interested, please fill out this application form. We will send out a trial script with instructions to all the applicants within 4 - 6 weeks (depending on the number of applications), after which, our audio department will go through the submitted takes and decide on fitting candidates. • Team Changes Majora left his post as the Community Manager, with me (R4bitF00t) being the successor. He will still retain his position as the Project Coordinator. We want to thank Majora for his years of Community Updates and dedication to the project and wish him the best in his new job! Rue has joined as a Trial Discord Moderator and quickly became an active member of the moderation team. Last month we released him from the role of Trial Discord Moderator and made him a full on Global Moderator. Congratulations, and good luck on your moderation journey! • Contribute to Skylords Reborn Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 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 have a look at our open positions! [ Call for Help ] We are currently in need of more people to help us out with German translations. Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member. • Card Design Contest Winner Stream The popular Card Design Contest event has come to an end. We have had many great entries, and all that remains now is for the jury to review and rate all of the submissions. Be sure to join us on the 16th of November at 19:00 CET on Ultralord's Twitch Channel, where we will reveal the winning entries. • 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! Current events: • NEW - Happy Halloween! -> till 4.11.2025 Win the featured PvE community map Spooky Encounters on expert difficulty to get a themed profile picture and a Lost Souls booster pack! Reward is granted only once per account. • NEW - Frankenstein's Monster -> till 10.11.2025 Win the featured PvE community map Spooky Giants on expert difficulty to get the Promo Jorne card! Reward is granted only once per account. Upcoming events: • NEW - TEAM - Thrilling Epic Action Mission -> Start 14.11.2025 till 30.11.2025 Prepare yourself for an exciting 4 Player event - more information soon. • NEW - Autumn Cup 2025 -> Start 09.11.2025 An exciting evening filled with PvP action! Register until 09.11.2025 to compete in 1v1 PvP matches with double elimination. The event starts on 09.11. at 15:30 CET, and will be streamed on Ultralord's Twitch Channel. <Click here for more details.> Recent events: • FINISHED - Card Design Contest - Winner Reveal Stream on November 16th! For the second time, we have invited you to design your own cards and you sure delivered! Be sure to watch the event stream with the results on 16.11. at 19:00 CET on Ultralord's Twitch Channel. • FINISHED - Rookie Tournament - Ended 19.10.2025 You can check out the event recording here. • Host your own tournament / event Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. 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. • 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 Twilight booster: TWIL-IGHT-BOOS-TNOW This code is valid until December 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 October 2025
  11. Hey, so we have an official tutorial, the tutorial includes a chapter on setting up the scripting software, that includes pretty much all the script actions and conditions 🙂 alternatively, here is the newest script reference wiki with all the commands https://skylords-reborn.fandom.com/wiki/Script_Documentation For card IDs, I'd search the forums, or you can use the Skylords Reborn map making discord - https://discord.gg/RZQbJPdA to ask for card IDs 🙂 Somebody there probably has the file
  12. Thank you all for your kind comments, they mean a lot to me ^^ I'm already working out the second map's layout and mechanics, wish me luck 🤞
  13. Hello! Once you have completed your map, or at least got it to a functional state, you might want to publish the map to the community maps section of the campaign map. While BattleForge allows you to create almost any map you want, I just want to stress one thing - please make sure your map is playable without crashes, especially on loading. There is nothing that will discourage people more from trying your map, when it keeps crashing, or cannot even load properly. And just to make sure - please don't include anything offensive in your maps, be it vulgarisms or obscenities. With that out of the way, let's get to it! If you encounter any issues, don't hesitate to ask in Skylords Reborn Map Making Discord. • Content Publishing a Map Next Chapter • Publishing a Map To make the map publicly visible, we need to return to the map editor. In the Map Settings -> Edit Map Description window, you can notice a little Public Map checkbox at the top. Simply check that, save and PAK the map. Only do this if you are ready to send your map out into the world. Make sure your map is playable before publishing publicly! Then, navigate to the community maps section of the campaign map (User Generated Maps). In the next window, search for your map, I will search for my "playable area test" map. The map should have a blue folder icon to the left of it - symbolizing the map is present locally on your machine. As you can see, the minimap is the beautiful one, we've made in the previous topic. Now you can press the Upload Map button to upload your map to the server. Once you upload it, you should see it in the list without any icon. If you forgot to set your map as public and upload it, you will see a crossed over eye icon to the left of it. You can hover your mouse over it to see what it means. This is to prevent accidental publishing of maps, or for you to see how the published map looks like before making it public. In that case, you will need to wait for the map to be deleted after the 3 hours, and then upload the map again - setting the map as public and uploading again immediately doesn't work. In the future, if for some reason you want to delete your map from the server, you need to contact a GM. • Next Chapter Now you know how to publish your own map. I cannot wait to see what you come up with! I just hope you have read the scripting part of the tutorial if you don't know how, so the map actually does something 😁. So just in case, I will link you to the scripting part of the guide. For that, we will first need to set up a script editor. • Script Editors • Alternatively, return to the Map Editor Tutorial homepage here. • Map Editor Tutorial •
  14. Hello again! You've seen me mention before, that you should generally choose larger map size than what you think you will need. That's because you can always make the playable area smaller, but not larger. Let's look at how we can adjust the visible and playable areas, and create a nice looking minimap for our maps. If you encounter any issues, don't hesitate to ask in Skylords Reborn Map Making Discord. • Content Adjusting the Playable Area Creating a Basic Minimap Polishing the Minimap in Photopea Next Chapter • Adjusting the Playable Area As mentioned before, the standard map size in BF is 512x512. This size is ideal for most of the maps, as the map is not too big or empty - too large maps can feel like a drag to play. You also want to reserve some space for the map border, as having the skybox visible is not exactly visually appealing. Remember that the average playtime of a BF map is around 20-30 minutes and 512 map is usually ideal for that. With that out of the way, let's see how you can make the playable area smaller. You can adjust the playable and visible areas in the Map Settings -> Edit Map Settings on the top hotbar. A window will pop up that has the values we need. You can see the border of playable and visible areas on the edge of the map, delineated by the red and blue lines. Red line is the playable area Blue line is the visible area By default, you will only see the red playable area line, as it is drawn over the blue visible area line, I've moved the playable area a bit so you can see both of the areas. The playable area serves an important purpose - it limits the area where you are able to play out cards and move your camera in the game. If you make it too large, and forget to block out the areas that should not be available on the map, players will be able to summon useless units outside of the intended map area, or worse - find exploits by skipping parts of the map. The playable area should cover ALL PARTS OF THE MAP THAT ARE ACCESSIBLE TO UNITS and be sure to reserve some free space on the sides. The visible area influences the in-game minimap preview and positioning. If the visible area doesn't match the player area, you will get weird minimap behaviour, like this. So generally, the visible area should match the playable area. Now, for the adjusting of these areas, there is not much to tell, you will need to play around with the numbers to adjust the areas to fit your map. (Your map doesn't need to be centered but it is a good practice.) I've created this really quick preview for my map - the green texture is my map layout, the dirt around it is the map edge - area where I don't want the player to be able to play out units, and in most cases even move them over that area. You can see the playable and visible areas are way out on the actual map edges where the terrain ends, I have highlighted my intended playable area in the yellow square. So now I need to play around with the settings in the Edit Map Settings window to match my actual areas to my preview. As you can see, it is a bit different from the preview, as I've tried to make the area more squared. You might have the black map border enabled. You can enable/disable that in the View -> Map Border. • Creating a Basic Minimap When you think you have the areas correctly set up, you can check the minimap by using the Camera -> Create Minimap (experimental) option. Note that you need to have the map saved for this to be available. This will generate a very basic (and mostly ugly) minimap in the map's UI folder. If the visible area is roughly squared, you should be golden. While not perfect, this step is needed, as it gives us a great basis to continue working on our minimap in an image editing software. I personally recommend using Photopea - it is a free, browser-based image editing software, very similar to Photoshop. • Polishing the Minimap in Photopea To make our minimap making easier, here is an image of the basic background that denotes the unplayable area - we will carve our playable area out of that. Right-click the image, and save it as. Here's a rar file of all the generic map backgrounds I could find. MinimapBackgrounds.rar I will import my generated minimap and this image into Photopea, with the minimap on a lower layer, and the unplayable area on a higher layer. Next, I need to match the size of the blocking layer to the minimap, so it covers the visible part of the image. Select the Blocking layer and press "V". Nodes will appear around our blocking image, grab the corner nodes and scale the image so it covers the visible part of our minimap image. Note - I've made the blocking layer slightly transparent so you can get a glipmse of the minimap underneath it. I will do an easy setup to be able to smartly delete the blocking according to the map shape. For that, you will need to select the Blocking layer and click this icon at the bottom, which will add a mask to the selected layer - a white square image will appear next to the layer preview. Now, you can click on the white square image, pick a black color for your brush and paint it on the canvas, you should see the blocking image disappearing while you paint. Awesome! Now, we just need to paint the black onto the mask so that we mask our map shape. To re-paint the blocking back, use white color instead of black. You can use the X key to quickly switch between your two selected colors. This looks pretty rough, but with polishing the borders more, adding some layer effects and boosting the colors of the minimap, we can get a pretty decent result in a couple of minutes. To add effects to a layer - double-click the layer (click away from the layer name), it will open up a window with all the effects available. For the blocking layer, I use an Outer Glow with Multiply blend mode - to give it a semblance of depth, and a Bevel and Emboss effect. I've also added a Brightness/Contrast adjustment layer above the minimap layer, but below the blocking layer. An adjustment layer affects all the layers below it, so like this, it increases the brightness of the minimap, while leaving the blocking layer as-is. If you want an adjustment layer to only affect the first layer below it, right-click the adjustment layer and check Clipping Mask. Now, all that's left is to replace the minimap in the map's UI folder. The map can be in the .jpg / .png / .bmp format, but be sure to only have one minimap in the folder. One final gripe I have with this minimap is that some parts of it are too close to the edge of the image. To fix that, I would need to adjust the playable and visible areas to be larger so I have more free space around the map, but alas, sometimes these things are a bit of a trial and error 🙂 • Next Chapter Just remember, stick with square shaped areas and you should be fine. To better flesh out the playable area, you will need the Blocking Tool. While the minimap creation can be daunting for an inexperienced person, I think with these basic principles anybody can create it pretty quickly. You can also use other adjustment layers, such as Hue/Saturation to adjust the colors of your layers - if you have a snowy map, it might be nice to desaturate the blocking layer so it is gray-ish/white-ish instead of green. In the next chapter, I will go over how to finally publish your map to the community map section. • Publishing a Map • Alternatively, return to the Map Editor Tutorial homepage here. • Map Editor Tutorial •
  15. Hello once again! We are near the end of advanced scripting principles. Ifs and for loops are the last step between you and an official Skylords Reborn Advanced Scripting Degree! (jk) Let's look at them now, shall we? I will create two script files for this chapter, you can download them here. Don't forget to define the example.lua script in _scriptlist.lua! _globalvars.luaexample.lua If you encounter any issues, don't hesitate to ask in Skylords Reborn Map Making Discord. • Content If, Elseif, Else For Loops Using Ifs in BF Scripts Using Loops in BF Scripts Next Chapter • If, Elseif, Else First, I will use if, elseif and else conditions in a _globalvars.lua script. There, we can most easily see how to work with these conditions. In Lua, using the if condition is very simple. There are three basic keywords you need to know: if - starts the if condition block, is followed by the actual condition then - defines the actions that should happen if the condition is true end - closes the if condition block Let's look at the _globalvars.lua example above. I've declared a difficulty variable and used the GetDifficulty() function to get the difficulty we are playing the map on. The GetDifficulty() function returns the numbers 1, 2 or 3 based on the difficulty. 1 - standard difficulty 2 - advanced difficulty 3 - expert difficulty Then I use the if condition to check if the difficulty is equal to one of these numbers. To compare values, we use the following characters. == - checks if the value on the left is equal to the value on the right, be sure to use double = > - checks if the value on the left is bigger than the value on the right < - checks if the value on the left is smaller than the value on the right >= - checks if the value on the left is larger or equal to the value on the right <= - checks if the value on the left is smaller or equal to the value on the right As you can see, I've used the else keywords in the code. If you want to check another condition for the same if condition, use the following keywords. elseif - starts another if condition block, if the previous if conditions return false, is followed by the new condition to check needs the then keyword after the condition else - defines the actions that will happen if ALL the above ifs and elseifs return false, does not need then keyword In my example - if the difficulty is not standard, I use the ELSEIF condition to check if the difficulty is advanced. If the difficulty is not standard or advanced, then it must be expert, so I use the ELSE keyword - no further condition needed, as the ELSE actions get executed if all the other conditions fail. If you don't want to deal with the ELSE and ELSEIF keywords, you can separate the check into three separate IF conditions. Keep in mind that you then need to end every if condition with the end keyword. • For Loops I am going to show you how to declare for loops outside of BF scripts at first. For loops are used to execute code multiple times, until you reach the loop count you specify. If you were to use for loops in general Lua scripts, you would go about it like this. So these are the keywords you need to remember. for - declares the for loop, is followed by definition how many times the loop should run do - defines the actions that should happen for every run of the loop end - ends the for loop After the for, we need to declare a variable for that loop, that we will increase by one every time the loop finishes, and the range the variable should start and end at. Like this. i = 1,2 This tells the loop to define the i variable that starts at the value of 1, and the loop will stop once the i reaches a value of 2. So the loop will run two times. first time when the loop starts at i = 1 second time when i = 2 the loop will not start a third time, as the i has reached the specified value of 2 This for loop would do absolutely nothing, but if we were to add an equation into the for loop... With this loop, it would increase our difficulty variable by 1 every time the loop runs. So in the end, if we started the map on standard difficulty, the difficulty variable would return 3 - as if we were playing expert, and it would return 5 if we were actually playing on expert. (GetDifficulty() returns 1 on standard difficulty and 3 on expert difficulty, then we add 1 for every loop -> 1+1+1 = 3 or 3+1+1 = 5 ) For now, let's just declare a variable number_of_spawners in _globalvars.lua. • Using Ifs in BF Scripts To show you how to use ifs and loops in BF scripts, I am going to create an example.lua script. I want the game to give me an outcry that the script was successfully loaded, so I add a state (remember, every script needs at least one state) with a OnOneTimeEvent that sends out an outcry. Now if we define the example.lua into _scriptlist.lua, upon map start, we should get the outcry "EXAMPLE LOADED". To actually use the ifs and for loops in the script, we will need to define them OUTSIDE OF ANY STATE. The events we declare in ifs and for loops will be added to the next state after them. I've added an if difficulty == 3 condition above my INIT state. This condition will use the difficulty variable I've declared in _globalvars.lua and check if we are playing on expert difficulty. If the condition is true, it will add the declared OnOneTimeEvent to the INIT state below the if condition. You probably didn't notice this, but I've added something special to the MissionOutcry. A "..difficulty" after the outcry text. Believe it or not, but we can actually use the variables in BF actions and conditions. The double dot (..) tells the script to add whatever comes after the double dot to the text before it. In our case, it will add the difficulty variable to the outcry text, like this. Awesome! Also notice that the event will switch the script to the EXPERT state via the GotoState. Note that, it is important in the following topic. • Using Loops in BF Scripts I've prepared a little scenario to showcase the usage of for loops. I have two fire spawners, one tagged spawn_point1 and the other spawn_point2. I want to spawn a squad next to each of them on expert difficulty. To do that, I will add the EXPERT state, to which the if condition from before switches to. And above the EXPERT state, I will define my for loop. I have two spawners, and I want to spawn one squad next to each of them. So I will declare the i = 1,2. I use the SquadSpawn action to spawn the squad and in the TargetTag, I use the good old double dot (..) to spawn the squad next to each spawner. The SquadSpawn action takes the "spawn_point" tag we specified and the for loop adds the number of the i after it. So what this for loop does is, it adds two OnOneTimeEvents with the SquadSpawn action to the EXPERT state. And the TargetTag for the first event is spawn_point1 and for the second event it is spawn_point2. Now, the number of spawners I have on the map can change as I work further on the map, for easy access to the number of spawners, I have declared the number_of_spawners variable in _globalvars.lua. We can use that variable in our for loop, now we won't need to sift through all the scripts to adjust the number of spawners we have, we can only change the variable in _globalvars.lua. Let's check our script in game. When we start the map on standard or advanced difficulty, the squads will not spawn. The EXAMPLE LOADED outcry tells us that the script works as it should, we just didn't select the expert difficulty. But when we start the map on expert (remember - we switch to the EXPERT state in our event in the first if condition), we will get a squad of Sunstriders next to each spawner, alongside the DIFFICULTY 3 outcry. YAY! Before we leave thic topic behind us, I just want to reiterate that the contents of the ifs and for loops get added to the next state that comes after them. • Next Chapter I know this chapter was a bit... ify. But you successfully got through the advanced scripting principles. Don't worry, a bit of practice and some help from your fellow map making skylords will carry you a long way. In the next chapter, we will look at the very complex topic of Warfare Patterns. Using them can be really great and easy if you know what you're doing, but they include some weird behaviours that might confuse you. Don't dread, I will be there to guide you on your Warfare Pattern jouney to victory. • Warfare Patterns • (Coming Soon)
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