Also a special shout out to Ultralord who celebrated his 1 Year of Streaming on Twitch! 🥳
He spend the last 12 months with over 160 hours on 100 streams, showcasing 22 events, 120 replays and was joined by over 40 co-hosts. So go show him some love 🙂
So many adjustments again - thanks for the great work!
The biggest change for me is that hotkeys are activated when a player first presses a key. The game feels so much nicer and smoother now. It's a high-quality change, in my opinion.
Global Balance Changes
Random PvE Boss Leader Immunity:
- Added Steadfast to all rPvE bosses.
Ranged attack delays re-randomized:
- Towers and ranged units are now assigned a randomized 0.3-0.7 second delay on a per-attack basis instead of a standardized 0.5 second delay on spawn. This only modifies cards affected by the bug, many ranged units and towers will be unaffected by the change.
Last patch, we changed the randomized attack delay assigned on spawn from ranging between 0.1-1.1 seconds to a standardized delay of 0.5 seconds. While this successfully achieved our goal of making each unit and tower a player spawns equal, it introduced other problems. The chief concern reported by the playerbase was an aesthetic one. While previously battles in BattleForge felt very alive, with units and towers on each side attacking continuously, with the standardized delay combat started to feel more turn-based. Your units would attack, their units would attack, then your units would attack again. This also led to easy kiting of enemies, particularly NPC enemies, because you could play around the standard delay to unleash volleys of attacks then retreat until the next volley was ready. Given the widespread and consistent feedback we received that something unique to the BattleForge experience had been lost by this change, we decided to pursue a few alternative solutions that would fix both the old and the new problems. The solution we settled on was to re-add the attack delay with a smaller range and to make it apply on a per-attack instead of a per-spawn basis. This means each affected unit or tower will have a slightly different attack speed for each attack, but will on average have the same attack speed over a long enough period. The chaotic nature of combat should also return, with both sides continuously attacking instead of engaging in a semi turn-based encounter.
Revenant's Doom Costs Standardization:
- Standardize Revenant's Doom costs by tier, with an increasing discount as the tiers progress: T2: 75%, T3: 65%, T4: 50% of unit's normal power cost
NPC Building Power and Orb Cost Fix:
- All NPC buildings now have an assigned power and orb cost.
Similar to how we fixed the missing power and orb costs for NPC units several patches ago, we have now given each NPC building its own power and orb cost. One motivation for this change is to allow us to add new cards and card abilities that can be limited in terms of which buildings they can and cannot be taken over, which would otherwise not be possible. A second motivation is to create consistency between NPC buildings. Prior to this change, buildings added with Fire rPvE had properly assigned costs, which is also true of the new Nature rPvE buildings, while the original buildings did not. This created a major inconsistency between and within game modes in regard to Matter Mastery, making it difficult or impossible to know when to bring one or the other affinity. A third motivation was to create a real distinction between the two existing affinities of Matter Mastery. Previously, before this change, the nature affinity could overtake every building in the game, meaning there was no real reason to use the tainted affinity or for it to exist. At the same time, we do not want to strongly nerf the nature affinity, which we do not view as inherently problematic. As such, as part of this change, we are also changing the nature affinity of Matter Mastery to work on T3 buildings, up to a power cost of 140p. Below, we have listed each building affected by this change and what will be its new tier and power cost.
Tier 2 - 100p
Bandit Launcher, Stonekin Hurler, Twilight Infected Tower, Lost Launcher
Tier 3 - 140p
Bandit Sky Defender, Bandit Waystation, Bandit Wizard Tower, Stonekin Deepgorge, Stonekin Launcher, Stonekin Shatterer, Twilight Fleshbender, Twilight Hatecaster, Twilight Skyscorcher, Lost Banestone, Lost Converter, Lost Disruptor
Tier 4 - 200p
Bandit Artillery, Stonekin Hammerfall, Stonekin Shredder, Twilight Bombard, Twilight Willsapper
XL-unit Turn Speed Increase:
- Increased the turn speed of all player XL-units based on category.
Ground XL: 25% faster turn speed
Flying XL: 40% faster turn speed
Worm XL: 200% faster turn speed
Global Disenchant Hostile versus Friendly Root Distinction:
- Disenchant's immunity no longer prevents the application of the Immobile, Immobileroot is still prevented.
BattleForge has two types of root effects, one called Immobile and the other Immobileroot. The distinction between them is that Immobile is only applied by friendly effects, while Immobileroot is applied by hostile effects. This change makes it so that a friendly effect which causes a unit to be rooted in place is no longer prevented by Disenchant's immunity effect. The primary reason behind this change is that effects which self-root a unit or its allies are baked into the balancing considerations of a card and its effects. The ability to bypass this downside, which has become easier as we have added, and likely will continue to add, more ways to apply Disenchant, has therefore become a constant balance consideration for both upcoming and existing cards. We are forced to ask ourselves if we can really buff Forest's Vim if we have to account for a Razorleaf that can walk around at normal speed, attacking the entire time. As we work on campaign maps with longer T4 sequences, we have to consider that a player can summon a Dreadnought and have it permanently stay in its Pledge of the Giants mode while walking around, trivializing vast portions of the map with ease. In such cases, do we nerf the Dreadnought and the Razorleaf, or do we nerf the mechanic which is causing the issue? Our decision was to nerf the Disenchant interaction.
Squad Position Fix:
- Game now checks and updates the Squad position to the unit position if they are too far away from each other.
Any unit has two positions. A squad position and a unit position, which is equal to what we see on screen. This position tends to be close or equal to the units position itself but seems to behave slightly different for some actions. For example,. a Magma Hurler will shift his squad position slightly behind himself when attacking. This is not problematic. But some actions lead to only the unit position being updated while the squad position remained stationary. Prime candidates for this are hold position orders or rooting effects. The squad position can remain at the initial spot while the unit including its unit position can move to attack. Squad position is used by many abilities and spells to check if they should apply to the corresponding unit. Meaning, a unit with a squad position far away from its unit position would no longer be hit by things like CC or AoE attacks targeting the unit position. The fix going live now checks and updates the Squad position to the unit position if they are too far away from each other. Worms are not included here due to issues with worm movement.
PvE Balance Changes
While changes are split here between PvE and PvP sections, many of the changes have important consequences for both game modes. Our PvE and PvP balance teams work closely together to ensure that the impact of all changes are evaluated for both game modes. Below, we have listed both the changes and our reasoning behind them.
[ Tier 1 ]
Banner of Glory:
1. Life points: 500 ➜ 300
2. Void return percentage: 33% ➜ 40%
Higher percentage void return will allow more efficient cycling of lower tier units into real power. The life points were lowered to avoid situations in PvP where it becomes too strong, such as offensively inside an Aura of Corruption.
Decomposer:
1. Void return percentage: 50% ➜ 60%
Frost Mage:
1. Remove knock back from damage cone
2. Add non-damaging cone with reduced range, that applies knock back. A 33m knock back cone should result in Frost Mage consistently applying damage to squads she attacks, fixing the issue where units are knocked outside of her damage range, but she continues to attack them anyway.
Imperials:
1. Add passive, "Protected Rush:" While under the effect of an Ice Shield, the unit gains significantly increased movement speed.
A. Only works while Defensive Stance is active
B. Movement speed while shielded = 4.8 m/s
Improve Frost Sorceress and Ice Shield Tower synergy with Imperials.
Scorched Earth (p):
1. Tainted Deconstruction (p):
A. Damage debuff: 50% ➜ 75%
B. Remove “The erection of buildings that are presently under construction will be interrupted and it will not be possible to repair anything.” from functionally and description.
The increase of Scorched Earth(p)'s debuff allows it to become a semi-suppression of buildings in a large area (20m) and to protect your fragile Fire units in PvE. We removed the construction-suppression effect to reduce double-scorched usage in PvP, which also gives each affinity a role in either PvE or PvP.
Snapjaws:
1. Remove Splash Damage: 5 damage, up to 9 in total ➜ 7 damage
Snapjaws have an abysmal splash radius of only 3m. This is so small it effectively does not exist and only serves to reduce the unit's damage against squad units. We are removing the splash and changing the unit's damage to single-target. This increases the unit's single-target damage from 138 to 193 dp20, a +40% increase in total effective damage. This will change the damage of Satanael's Snapjaws from 414 dp20 to 579 dp20.
Tunnel:
1. Power cost: 40p ➜ 35p
2. Life points: 880 ➜ 600
Encourage Tunnel play by slightly lowering cost. HP reduction to prevent issues with an overly health efficient Tunnel.
Witchclaws:
1. Power cost: 65 ➜ 70
2. Damage: 630 ➜ 680
3. Add passive, "Corpse Gathering:" Harvests energy from nearby corpses equal to their former maximum life points to enable more powerful explosions. A maximum of 3000 life points can be stored at once.
4. Infiltration Rework:
A. Damage (both affinities): 330, up to 1650 in total damage + up to 600 damage per target, up to 5 targets in total based on the number of corpses gathered
B. Enable splash overflow fix for ability.
C. Both affinities now damage units and buildings.
D. Explosion radius: 20m ➜ 15m
E. Fire affinity: Additionally, when 3000 corpses have been gathered, Witchclaws deal 50% more damage after teleporting.
F. Shadow affinity ➜ Frost Affinity: Additionally, when 3000 corpses have been gathered, Witchclaws take 50% less damage after teleporting.
[ Tier 2 ]
Breeding Grounds:
1. Power cost: 70p ➜ 90p
Breeding Grounds is one of the stronger cards in the game and has some of the best scaling of any T2 card or building. At only 1 Nature orb and available as easy as T2, it grants a permanent -25% discount to all own and allied units. While the card is something of a third rail due to its popularity, now that we have significantly buffed nearly all parts of Nature, we believe it is time to give the card a minor nerf. When considering what to do with the card, we considered several options, such as making the discount scale upwards or downwards with tier (i.e. 15% discount if player is T2, 20% if T3, etc.) or just nerfing the -25% discount outright. In the end, we settled on a slap-on-the-wrist nerf, at least initially. The increased bound power will delay players initially in T2, but only cost them 2 extra permanent power if they destroy the building. At the same time, the increased bound power cost should encourage players to actually destroy Breeding Grounds made obsolete by map progression, and it will provide a much needed nerf in the PvP game mode as well.
Burrow Ritual:
1. Orb cost: 1 Nature, 1 Neutral (T2) ➜ 1 Nature (T1)
Reducing the card's tier should allow more synergy with Tunnel, allowing for more strategies to emerge and helping to better justify Burrow Ritual's inclusion in a deck.
Defenders:
1. Crossbow Attack damage: 9 per shot (540 dp20) → 10 per shot (600 dp20)
2. Life points: 810 → 750
Stat realignment to make Defenders more viable offensively and a more attractive option. Life points are worth less than damage when considering stat efficiency, particularly amongst ranged units in PvE.
Earthkeeper:
1. Fixed a bug which allowed Earthkeeper to make connected units immune to all damage while also not affecting Earthkeeper.
Lost Priest:
1. Exhaustion:
A. Cast range: 30➜ 40m
B. Total targets: 5 ➜ 10
C. Debuff Timer: 20 sec ➜ 30s
D. Jump speed increase
E. Debuff strength: 30% ➜ 40%
Improvements to Lost Priest's support capacity will help its viability in PvE, particularly in combination with other units such as Lost Shade and Lost Dancer.
Matter Mastery (g):
1. Gifted Takeover (g): maximum of 2 orbs and 100 power costs ➜ maximum of 3 orbs and 140 power costs
See Global Balance Changes above for more details. We are also considering more substantial changes to the tainted affinity in a future update.
Revenant's Blessing:
1. Charges: 8 ➜ 12
2. Radius: 20m ➜ 25m
3. Gifted Immortal healing: 15 ➜ 30 life points per second
4. Infused Immortal damage: 25% ➜ 30% more damage
5. Bugfix: Allow overlapping Revenant's Blessings to reapply the effect without requiring the unit to exit and re-enter the area.
We are working towards improving the current use case of Revenant's Doom through direct buffs to it and through improving its support tools. With this change, Lost Shades are usable without needing Viridya and the spell scales better into the higher tiers for those you want to use revenants. More support to the faction and to revenants in particular will come in the next patch when we finish the rest of the upcoming Lost Souls rework.
Root Nexus:
1. Orb cost: 1 Nature, 1 Neutral (T2) ➜ 1 Nature (T1)
2. Life points: 850 ➜ 650
Moving Root Nexus to T1 gives Treespirit a much-needed support card. Life points reduced to prevent too health efficient blocking options in T1.
Spikeroot:
1. Waves per root attack: 2.5 spike waves ➜ 2 spike waves
2. Damage per wave: 100, up to 150 in total ➜ 125, up to 190 in total (+25% increase)
Overall damage remains identical. Spikeroot now always deals the same damage at each point in its attack, instead of having high and low points.
Sunken Temple:
1. Added Mode-change, "Hibernate:" Pest Creepers enter a state of dormancy and are no longer summoned.
2. Pest Creepers now aggro against enemies in an area around the Temple.
The new mode change will allow the player to temporarily turn off Pest Creepers. This will be especially helpful when using a large number of Sunken Temples, which quickly fill up the unit population limit, and you want to summon new non-Creeper units. The other change will make it so that Pest Creepers no longer stand around waiting for enemies to either attack them or move within a short distance. They will now actively aggro on enemies that come within a moderate radius around the Temple which spawned them. Overall, these changes should make the card function much more fluidly.
Unholy Power:
1. Stored Strength (ammo): 2000 ➜ 3000
2. Ammo is refreshed whenever Unholy Power is recast on a unit already affected by another instance of Unholy Power.
3. Bugfix: Unholy Power no longer decays all remaining ammo when a previous instance of the spell expires.
Unholy Power is a highly inconsistent spell, and a lot of that regards bugs in its original implementation. By fixing the decay issue, new applications of Unholy Power existing concurrently with previous applications should no longer be removed by older instances expiring. Additionally, new applications, in addition to continuing to stack additively, now refresh the card's ammo pool back to full. On top of these important changes to the card's functioning, we also increased its total strength pool by 50% from 2000 to 3000 which should help it to scale better into T3. With all these changes, Unholy Power should become a significantly stronger and more consistent buff spell.
Viridya (normal and promo versions):
1. Viridya’s Blessing is now able to restore lost squad members
Wallbreaker:
1. Orb cost: 1 Fire, 1 Neutral (T2) ➜ 1 Fire (T1)
Opens up several early use cases for the card on Titans, Dwarven Riddle, and Sunbridge.
[ Tier 3 ]
Abyssal Warder:
1. New Active ability for large and medium-sized golems, "Reassemble:" Bond with two other Abyssal Warders of the same size in a 20m radius to reform into an Abyssal Warder of a larger size.
2. Frost affinity effect, Ice Shield duration: 15s ➜ 30 seconds
There is a large disparity between the usefulness of the two Abyssal Warder affinities in terms of effects. The fire affinity (r) provides a permanent buff, while the blessed affinity (b) only grants an Ice Shield for 15 seconds. In an attempt to partially remedy this issue, we have doubled the length of the smaller Warders' Ice Shields to 30 seconds. Additionally, we have finally been able to add a new effect to the small and medium sized Warders which will allow them to rebuild themselves into a larger Warder. Reassemble requires 3 Warders to work, meaning that it is not inherently efficient, though it provides another strong synergy with Promise of Life and builds on the buffs to Abyssal Warder last patch.
Blood Healing:
1. Charges 12 ➜ 16
Thornbark:
1. Melee damage: 1400 dp20 ➜ 1550 dp20
Mutating Frenzy:
1. Sacrifice cooldown: 15 sec ➜ 5 sec
Santa Claus:
1. Blue Gift, Red Gift, Christmas Peace cooldown: 60 seconds ➜ 40 seconds
Satanael:
1. Fealty (both affinities):
A. Cannot be activated if the player is at or above 125 population.
B. Summoned Snapjaws damage: 200% ➜ 120%
Removing all instances of infinite spawning in the game due to the attendant performance issues they cause. Buffing Snapjaws individually as compensation. Overall, the damage of each summoned Snapjaws squad is increased slightly.
Shrine of Martyrs:
1. Void return per frozen unit: 12% ➜ 18% of current void pool
2. Bugfix: Void return effect is no longer triggered multiple times per entity.
Regular users of Shrine of Martyrs know that the void return effect is often inconsistent. The same group of enemies could provide wildly different void return rates when frozen due to the fact that the effect would switch between applying once or multiple times per enemy. We fixed this inconsistency, but it left the shrine, which is likely already the weakest of the four standard options, even weaker. As such, we have given it a large +50% buff to its void return percentage in compensation for removing the existing bug. This change will allow players to develop an intuitive understanding of how much void is actually returned per frozen enemies. The percentage we chose is a bit of a guess and is subject to change based on the feedback we receive from player testing.
Shrine of War:
1. Orb cost: 1 Fire, 2 Neutral (T3) ➜ 2 Fire, 1 Neutral (T3)
When we first began nerfing cards, many people asked us when we were planning on touching Shrine of War. We previously delayed any changes to the card due to its importance to the rPvE game mode at all levels and because other factions, such as Frost and Nature, lacked sufficient methods of void return, an aspect we think is integral to the balance of all factions. Now that all factions have a viable method of void return, we have decided to give Shrine of War a nerf. We were between the two ideas of nerfing its void return percentage or increasing its orb restrictions. While Shrine of War has by far the most efficient void return when accounting for multiple players out of all the available options, we decided that we did not think its efficiency was outside the line of acceptability, but that the Shrine was too splashable compared to the other options. As such, we choose to leave Shrine of War as the best void return shrine in the game, but to require the player to invest into 2 Fire orbs to access it.
[ Tier 4 ]
Altar of Chaos:
1. Change Nether Bomb cast range to work like spells instead of like units & buildings. Still limited to own ground presence only.
This seemingly small change substantially increases the positioning capacities of the Nether Bomb and allows own units to be much farther away when placing bombs.
Battleship:
1. Barrage damage per shot: 550, up to 3300 in total ➜ 800, up to 2400 in total
Battleship's ability has a long range of 50m and can be used to snipe out enemies far into the enemy's backline while remaining safe itself. The ability has a very large amount of splash damage, able to fully damage up to 6 enemies in its target radius. At the same time, the target radius is only 12m making it very unlikely there are 6 enemies to damage. Additionally, despite its long animation and unleashing 5 shots, the single-target damage is not even able to destroy a large spawn building. We are reducing the total splash damage in favor of higher single-target damage, increasing the damage dealt to one target from 2750 to 4000 in total.
Cluster Explosion (p):
1. Tainted Burst radii per successive explosion: 25m / 20m / 15m / 10m / 5m ➜ 25m / 20m / 15m / 12m / 10m
Increased the radius of the explosion for the 3rd and 4th waves of Cluster Explosion (p). These radii were so small, they often failed to hit any enemies. By increasing them, we hope to give a slight buff to this affinity in ideal situations with a lot of closely clustered enemies.
Earthen Gift:
Earthen Gift Redesign
1. Charges: 4 ➜ 8
2. Infused Earth (r) ➜ Blessed Earth (b):
A. Damage buff: 30% ➜ 50%
3. Tainted Earth (p) ➜ Gifted Earth (g):
A. Affects Elemental units, not structures
B. Remove "Every hostile building in the current game will deal 50% less damage."
C. Damage buff: +50% more damage
D. Healing per second: 10% ➜ 5%
Earthen Gift is one of the worst cards in the entire game. Before Reforging, its normal price was 3 BFP despite being a Rare spell. As Stonekin's Pure T4 spell, it ought to be one of the reasons why a player goes 2 Nature and 2 Frost orbs, but right now it is a waste of a card slot. The card's existing identity is as a combined buff and healing card, but it is restricted to only work on structures. Even on structures it is not useful.
Instead of completely rejecting the card's initial design, we are attempting to improve on it for the one affinity by increasing the damage buff where it may prove useful upon the release of defensive rPvE. For the other affinity, we are swapping its effect from structures to elemental units, which includes all Stonekin units, and modifying its heal and damage buff accordingly. The idea is to potentially allow the spell to replace Regrowth while also giving Stonekin access to a minor damage buff for itself and any other friendly elemental units. Between this and the Grinder buff, Stonekin's T4 should feel significantly stronger.
Evil Eye:
1. Damage now ticks every 0.5 seconds instead of every 1 second. Rage still takes the same amount of time to activate.
2. Initial damage delay for Evil Eye's Searing Sight has been removed. Damage will now starts as soon as Evil Eye targets an enemy.
Grinder:
1. Harmony: Added a yellow bar akin to Mountaineer showing when the healing effect will next occur.
2. Provoke (both affinities): Single target ➜ All enemies in a 15m radius
A. Infused Provoke Buff: 50% more damage ➜ 75% more damage
Quality of life change to Grinder's harmony ability. Added some increased strength and flexibility to Grinder's taunt by allowing it to affect multiple targets in a small area. This will also allow Grinder (r) to taunt the empty air versus bosses, allowing it to still generate the personal damage buff, which has been increased to +75%, regards of whether or not any enemy units are actually taunted. Stonekin struggles against strong single target enemies such as bosses and this is one step in an attempt to remedy that without damaging the faction's existing identity.
Lost Evocation:
1. Charges: 4 ➜ 8
2. Cast time reduction: 2 seconds ➜ 0.8 seconds
3. Infused Revenant damage buff: 50% ➜ 100%
The charge increase allows Lost Souls to get access to its primary support spell without having to use two deck slots on Rifle Cultists + Offering. The cast time reduction prevents the use of both Evocations simultaneously, while the buff to the fire affinity (r)'s damage buff makes it a more compelling option for a faction whose main damage dealing occurs through units.
Shadow Worm:
1. Increase turn rate of disintegration turrets: 200 ➜ 260
Tempest:
1. Whirlwind splash radius: 5m ➜ 8m
Twilight Pestilence:
1. Damage: 44 ➜ 64 life points per second
2. Healing (both affinities): Both affinities now heal friendly Twilight units by equivalent damage as they deal to enemies.
3. Change Gifted Affinity (g) ➜ Infused Affinity (r)
A. Add +30% damage buff for friendly Twilight units
Improvements in nearly all aspects of Twilight's marquee spell. Previously, the blessed affinity (b) was the only one worth using due to the damage reduction it provides. We decided to roll the healing effect of the gifted affinity (g) into the base spell and create an alternative damage buff variant instead. The goal with this change is to allow Twilight Pestilence to be a more flexible spell, one able to provide a supportive effect while also clearing minor enemies and recovering chip damage to player units that might otherwise prompt the player to cast an additional healing spell.
Void Maw:
1. Void Shear ability cost: 75p ➜ 60p
[ Tower Changes ]
It is the general principle of the faction design team not to change abilities or introduce complex mechanics needlessly. Cards should generally perform a single function and perform that function well. A lot of the buildings in the game are already well-designed, but lack sufficient stats or possess too strict of requirements. As such, we have opted wherever possible to introduce simple changes to bring towers up to the appropriate power level. If you would like to learn more about our thought process behind the tower changes, please head to Skylords Reborn Documents to read our design Deep Dive on Towers, as well as other design documents.
Tower Targeting Fixes:
1. Changed the damage delay of the auto-attacks for a large range of towers to the standard delay of 0.1 sec. These towers should now have an easier time hitting moving targets, including swift units.
A. Affects the following towers, including both affinities when applicable: Artillery, Hammerfall, Defense Tower, Lifestealer, Northern Keep, Primal Defender, Twilight Bombard, Tower of Flames
Blaster Cannon:
1. Splash radius: 5m ➜ 8m
2. Tainted Magma: 15m ➜ 20m
Defense Tower:
1. Splash radius: 5m ➜ 8m
Howling Shrine:
1. Essence Bolts firing arc: 90 degrees ➜ 135 degrees
2. New passive, “Restoration:” Regenerate 30 life points every second.
To truly fulfill its role as a fortress and to provide a meaningful choice between itself and Razorleaf, Howling Shrine must be a self-sufficient defender able to justify the massive amount of space it occupies. The restoration effect will allow the tower to persist even absent player attention or when facing continuous attack waves that prevent repair. The increase to the firing arc of its main weapon is a much needed change. Prior to this, Howling Shrine could only target most enemies with one turret at a time and XL units with two turrets only if the tower was positioned perfectly with respect to the XL unit's path. The tower should now be able to target units of all sizes with two turrets in most cases.
Lifestealer:
1. Splash radius: 5m ➜ 8m
2. Still alive regeneration: 5 life points per second ➜ 8 life points per second
3. Sacrifice cooldown: 15 seconds ➜ 3 seconds
Lost Disruptor:
1. Damage: 300, up to 330 in total ➜ 300, up to 450 in total (3000 dp20)
2. Splash radius: 5m ➜ 10m
3. Disruption cost: 50p ➜ 20p
Increase Lost Disruptor's effectiveness against multiple enemies. Also, Lost Disruptor's ability is one of the better counters to Shrine of Memory in 2v2 PvP. By decreasing the cost, we better enable players to make use of the card simply for its ability effect.
Northern Keep:
1. Splash radius: 5m ➜ 8m
Primal Defender:
1. Earthstrike splash radius: 5m ➜ 8m
2. Cloudstrike:
A. Damage (add splash): 225 ➜ 250, up to 375 in total (2030 dp20)
B. Splash radius: 0m ➜ 8m
Buff to Primal Defender's anti-air capacity. This leaves it as a middle ground between a non-raged and a fully raged Blaster Cannon, and should hopefully allow the tower to better aid Nature T1 in dealing with anti-air threats, particularly those which can counter small and medium units.
Rocket Tower
1. Orb cost: 2 Fire ➜ 1 Fire, 1 Neutral
2. Power cost: 80p ➜ 70p
3. Life points: 2000 ➜ 1480
4. Rocket Barrage:
A. Total rockets: 3 / 4 / 5 / 6 ➜ 4 on all upgrade levels
B. Attack speed: Every 5 seconds ➜ every 4 seconds
C. Damage per rocket: 85 ➜ 90 (900 dp20)
Fire T2 currently lacks a splash tower, while Pure Fire T2 has 2 towers. We think Pyromaniac sufficiently fills the slot of T2 tower for Pure Fire, so we are transitioning Rocket Tower into a splash card. As part of this change, we will be cutting down on its large pool of life points while otherwise increasing the consistency of Rocket Tower, both in terms of knockback and damage dealing. Even with the cost decrease, this change will make Rocket Tower mildly less stat efficient against large groups in exchange for a lower start up cost and the ability to consistently knockback multiple enemies due to the fixed targeting and increased rate of fire. These changes should allow Rocket Tower to fulfill its role as a knockback-centric tower while its high damage allies provide the necessary fire power.
Skydefender:
1. Damage: 128 up to 192 in total ➜ 153 up to 230 (2300 dp20)
2. Life points: 1400 ➜ 1600
3. Range: 40m ➜ 50m
4. Splash Radius: 5m ➜ 8m
Substantial buff to Skydefender to give it more teeth against the T3 and T4 air threats it is designed to counter. The range increase will make it able to fight back against Raven Battleships, which are one of the most common flying enemies in the campaign.
Time Vortex (p):
1. Tainted Void Shock (p), attack speed increase void levels: Above 150, 300, 600, 1200 void ➜ Above 100, 200, 400, 800 void
Improve the efficiency of the tainted affinity (p) by decreasing the amount of void which is required to trigger each attack speed increase.
Volcano:
1. Power cost: 150p ➜ 200p
2. Damage: 581, up to 872 (3990 dp20) ➜ 766, up to 1149 (5270 dp20)
3. Life points: 4390 ➜ 5690
4. Infused Eruption (r) Rage:
A. Rage scaling: 100% 1st stage, 200% 2nd stage ➜ 75% 1st stage, 150% 2nd stage
B. Rage reset timer: 7 sec ➜ 10 seconds
5. Lava Sea:
A. Radius: 25m ➜ 30m
B. Bugfix - Lava Sea now works as described
C. Added a new visual effect
The goal is to make Volcano more "dense" by increasing its power cost and then adjusting its stats accordingly. Making each Volcano more powerful helps to mitigate the tower's large size and also makes it a better target for building buff effects such as those provided by Frost's Skyelves. Total damage when enraged is slightly increased despite the Rage nerf (12,000 dp20 ➜ 13175 dp20). Overall, Volcano loses a very small amount of total stat efficiency, but gains in total strength by having an ability that actually works. The old Lava Sea provided zero value to the tower because it did not work. The new Lava Sea, which functions as described on the card, turns this Fire fortress into a terrifying strongpoint capable of wiping out hordes of enemy units.
PvP Balance Changes
[ Tier 1 ]
Life Weaving:
1. No longer affects buildings.
Life Weaving changes are made to weaken its scaling potential into higher tiers considering most shadow splashes tend to be fairly strong at later game stages anyway. Buffed single unit attacks with straight well focus are very easy to execute and fairly annoying to play against when any damage on the target also increases the damage against your Power Well.
Sunstriders:
1. Suppression Fire ability cost: 25p ➜ 10p
In PvP, Suppression Fire's most relevant applications arise on higher tech levels, where a 50 energy investment for a fragile T1 unit is already enough of a restriction. As a result, there is room to buff the ability power cost for those niche cases.
[ Tier 2 ]
Bandit Launcher:
1. Power cost: 60p ➜ 50p
2. Firebug ability cost: 40/35/30/25p ➜ 40p on all upgrade levels
The addition of a weaker building with reduced construction time led to some rather unique T2 strategies, but the high bound power requirements restrict its relevance. This change should open up some more room for creative usage of Bandit Launcher and the Fire Bug ability.
Bandit Minefield:
1. Mine spawn speed reduced by 0.25 seconds per mine.
Bandit Minefield has been a fairly controversial topic. The spell was very powerful and played an important role in every game mode. Based on play rates and general feedback, our PvP faction overhaul succeeded in making Bandits more viable and fun to play, but there was a lot of frustration when playing against the faction due to an overly dominant Minefield. After recent tweaks, play rates have dropped by about 20% and Bandits seems to be in a very healthy position based on global faction popularity and high ELO presence ever since. However, the experience of playing against Minefield continued to be perceived as frustrating by many of our players. The intended goal of this set of changes is to keep the faction at a similar level of strength, but distribute its power more evenly across Bandit T2 cards and strategies.
Mine spawn speed will be reduced to enable counter play without removing its zoning power and damage potential upon being ignored. The design direction of allowing placement under units is absolutely intended, crucial for the faction viability, and differentiates the card from basic trap card design. Due to a lack of crowd control and building protection, Bandits needs a tool to defend vs melee unit well focus consistently. A major issue in PvP is that outside of its intended design direction (melee unit zoning and S unit denial), Minefield generates too much trading value as its damage is almost guaranteed. The spell tends to trade up against anything except for swift unit micro. This should be addressed.
In return, we will buff Commandos, Sniper, and Bandit Launcher in compensation. As Warriors Death came up to the discussion for compensations: The card design is not healthy for PvP due to a lack of counterplay, as such we will just leave the card as is since its mechanic is also powerful in end game PvE content.
Bandit Sniper:
1. Damage: 75 dmg per hit (750 dp20) ➜ 78 dmg per hit (780 dp20)
Slight damage increase to compensate for Bandit Minefield nerfs.
Commandos:
1. Power cost: 75p ➜ 65p
2. Concentrate ability cost: 10p ➜ 20p
After some testing, we think it is safe to make Commandos a little stronger, as long as the upfront cost of mode-switching remains the same. This should be beneficial for the card in all game modes.
Gravity Surge:
1. Cooldown: 20 seconds ➜ 15 seconds
Allow Gravity Surge to be more functional as a niche counter for air unit heavy strategies.
Lyrish Knight:
1. Damage: 400 dp20 ➜ 800 dp20
2. Life points: 980 ➜ 900
3. Surge of Strength:
A. No longer increases damage by 100%
B. Now increases damage dealt to frozen targets by 50%
While we had the intentions to give Lyrish Knight a more meaningful role in the game, finding a healthy buff for the card just by tweaking the stats has not proven easy. The extraordinarily high health ratio makes the unit very powerful when combined with health scaling mechanics like Nasty Surprise. Furthermore, the card is easily spammable and can take over games. As a result, we will allow the card to interact more with Frost's spell arsenal rather than just adding value through raw stats.
Mauler:
1. Power cost: 75p ➜ 70p
After Mountaineer fell out of the meta, Mauler lost its main purpose in PvP. A slight cost reduction should help him shine more in niche situations.
Mountain Rowdy:
1. Tainted Ice Block damage (p): 25 dmg/sec ➜ 20 dmg/sec
2. Blessed Ice Block (b):
A. Damage reduction: 25% ➜ 30%
B. Now affects friendly air units.
With the previous changes, Mountain Rowdy (p) played a strong role in pure Frost due to its high damage potential, which made it a little too effortless to shut down T2 aggression. While Frost should be strong at deflecting attacks around own structures, we want to give players a fair chance to punish the faction when a player acquires a strong tempo lead. Mountain Rowdy (b), on the other hand, has been rather underwhelming, so we will buff the damage reduction percentage a bit.
Shadow Mage:
1. Sacrifice range: 30m ➜ 40m
2. Foul Play:
A. Damage percentage: 300% ➜ 400%
B. Duration until explosion: 20 seconds ➜ 12 seconds
C. Cast range: 30m ➜ 40m
D. Now deals half damage to buildings
Despite her great stat efficiency, Shadow Mage's abilities have been rather underwhelming in relation to what the card is supposed to do with them. By adding a burst limit against structures, we open up a lot of room for Foul Play buffs in order to make this ability more rewarding in unit combat.
Spirit Hunter (p):
1. Tainted Bow Attack poison damage: 20 dmg per second ➜ 25 dmg per second
The current damage loss compared to the green affinity does not get compensated by the additional piercing damage. This change should grant Spirit Hunters purple some better niche uses.
Stone Shards (b):
1. Blessed Fury ➜ Shatter Ice
A. No longer deals increased damage to demons and undead
B. Now deals full damage to frozen targets
Stone Shards (b) are currently unused across all game modes. The affinity effect being effectively useless plays a big role here. This change is supposed to enable alternative strategies in Stonekin (Shards (b) + Spirit Hunters (p) + Coldsnap) without overbuffing the already powerful T2.
Stone Tempest:
1. Stone Rest healing: 20 life points per second ➜ 40 life points per second
This change is supposed to give the self-heal ability a more meaningful role given that the self-cc almost always outweighs the benefits of using this mechanic. As many of the factions received more tools to counter the unit (i.e. Burning Spears release), we think it is safe to enable more ways to use the card without directly strengthening patterns that have been perceived as oppressive in the past.
Twilight Curse:
1. Cooldown: 15 seconds ➜ 2 seconds
Allow Twilight Curse to scale into high energy T2s without increasing card efficiency.
Warlock (r):
1. Infused Witchcraft damage buff: 15% ➜ 25%
We agree that the previous buff reduction was unnecessary when we reduced unit power cost. This has now been reverted.
[ Tier 3 ]
Drones:
1. Life points: 1760 ➜ 1840
The recent changes for Drones did not help the card as much as we had hoped. Stat efficiency will be increased a bit further.
Nox Carrier:
1. New passive, "Push the Cart:" Increase movement speed to 6.4 m/s when at least 3 friendly units are within a 25m radius
Based on some previous suggestions by the community in the balancing discord, we will add a conditional movement speed increase to Nox Carrier in order to make sure it actually reaches its destination.
Sandstorm:
1. Charges: 8 ➜ 12
Shield Building:
1. Cooldown: 20 seconds ➜ 30 seconds
Shield building has been very powerful for a long time, and a card nerf has been requested by the community rather frequently. We agree. 100% uptime on a shield, strong enough to outlast XL unit focus, is too much value even if you invest a full deck slot for a purely defensive spell.
Timeshifter Spirit
1. Healing per jump: 275 / 220 / 165 / 110 / 55 life points ➜ 300 / 240 / 180 / 120 / 60
Tremor:
1. Ground Slam:
A. Ability cost: 30p ➜ 40p
B. Cooldown: 15 seconds ➜ 20 seconds
2. Tremor's walk speed (2.4 m/s) is now half of its normal speed (4.8m/s), instead of being identical.
Tremor is one of the most popular and most powerful siege units in T3. We will be making some minor changes to the ability in order to bring it more in line with other T3 options.
Unstable Demon
1. Demonic Rage:
A. Bonus movement speed: 25% ➜ 60%
B. Cooldown: 20 seconds ➜ 15 seconds
After the initial round of changes, Unstable Demon is not being used as much as we had hoped. As the card is very difficult to use, we will strengthen it to reward good unit management a little bit more.
Patch #400042 - Nature's Awakening
Welcome to our newest patch. This update contains our eighth balance patch for the game, a brand-new card, all kinds of quality of life features, and many other changes, enjoy!
Patch Preview
- One new card is now available! Jump in-game to collect Sleet Storm.
- Nature becomes the next faction to join the party in random PvE.
- The first half of our two-part gold rework for PvE game modes and card upgrade costs.
- The Community Map menu has been completely reworked to increase usability. Also, gold rewards and a new achievement have been added for community maps.
- Our third balance pass on towers, numerous buffs to well-designed but underperforming cards, and some of our first changes to NPC enemies.
- New quality of life features including a single-player pause feature, key down versus key up interactions, the ability to copy text from the in-game chat, the ability to immediately import a deck when a valid code is pasted in chat, and many more!
General Changes
The Community Map section has been completely revamped. Players can now better filter between maps, rank maps themselves, search for high-rated maps from other players, and receive overtime gold rewards while playing both featured and non-featured community maps. Cards played in featured community maps now also count towards daily quest rewards, and a new achievement to play and beat featured community maps will reward players with the Spring Forge skin. This rework will open up a lot of new content with which players can engage, and hopefully encourage more community members to bless their fellow Skylords with their map making talents. For more information, check out the February 2023 Community Update.
Players can now pause PvE matches when they are the only active player in the game, including situations where multiple players were previously active in the match but have since left. The game automatically pauses whenever you open the options menu, showing a pause message while darkening the screen, and automatically unpauses when you close the options menu. Players will still be able to earn progress towards quests and achievements when pausing, but any game where a pause occurred will be removed from the leaderboard. Pausing solo matches can be disabled in the config file by changing the "allow_pausing_solo_games" option under the "application" section to false.
The game now handles global key events on key down rather than on key up interactions. BattleForge is an outlier among modern games in that hotkeys are activated when a player releases a key, not when it is first pressed. By changing this, the game now feels much smoother and more responsive. Players can change back to using key up interactions by changing the line "global_key_events_on_key_down" in the config file to false.
Gold rewards for rPvE have been changed. Random PvE now rewards players with overtime gold rewards based on map difficulty and whether they are playing 1p, 2p, or 4p. Gold earned from a 4p level 9 match will be roughly identical, while the gold reward for most other levels has been increased. 1p and 2p rPvE matches now reward significantly more gold than previously. Additionally, all rPvE matches now reward 15% of the expected rewards on-loss.
The gold cost to purchase and apply upgrades has been restructured. Previously, the application cost accounted for 28% of the total gold cost; it has now been increased to 40% while the cost to purchase upgrades has been decreased proportionately. Additionally, common and uncommon cards now have higher gold costs, while rare and ultra-rare cards have lower gold costs. The total cost to purchase and apply all upgrades, approximately 5.7 million gold for all cards, remains unchanged. This change is intended to make higher rarity cards easier to upgrade for newer players, while making lower rarity upgrades more valuable. More changes to upgrades and their procurement will be coming in a follow-up patch when we rework and increase the rewards for playing campaign maps.
Card upgrade drop locations are now provided in-game. When upgrading a card, it will now tell players where they can find the other upgrades they are missing. Additionally, each map now has a "Show Upgrades" button where players can filter and search for what upgrades the map provides at each difficulty level. For more information, see the March 2023 Community Update.
All card upgrades have had their locations changed. Each map now has a roughly equal amount of commons, uncommons, rares, and ultra-rares. The 12p maps Passage to Darkness and Ascension are unchanged and will continue to only provide gold.
Players now have the ability to compare their profiles. Right now, this feature is limited to just comparing what achievements each player has completed, though it may be expanded to include more details in the future depending on community feedback. The feature is set to "Friends only" by default (meaning only people that you personally have added as a friend can see your profile), but it can be opened to the public or restricted completely in the settings.
Nature has been added as an enemy faction in rPvE. Face iconic Nature units, discover new bosses, battle through enemy root networks, and overcome the ultimate control faction in this newest addition to the random PvE game mode! For more information, and an interview with the designer, see the May 2023 Community Update.
Shaman users rejoice, gold chests are now openable in-combat!
Two new chat options have been added to the right-click context menu. Players can now copy messages directly from the chat and import decks from any message that contains a valid deck code automatically. Additionally, the context menu now only shows currently available actions instead of every possible action at all times.
Major changes have been made to the global effects system. More than 5 global effects are now shown at the top-left of the match window, with temporary effects, like Shrine of War, taking precedence over permanent effects, like Wheel of Gifts. Players should now be able to see all, or nearly all, global effects currently active in the game.
Twilight Transformation now counts as playing a card for the sake of achievements, meaning it can no longer be used to bypass achievement unit or card restrictions. Does not affect Not Even My Final Form.
New Cards
Sleet Storm - 60p T3 Frost
You will find the upgrades for this card on the map Defending Hope.
Two issues plague Frost in the higher tiers of PvE. The first is that the faction's only source of area CC is freeze. Given that a unit or building can only be frozen once, freeze application cards overlap in non-productive ways. The second issue is that while one orb of other factions gives the player powerful tools, the same is not true of one Frost orb. Most good Frost cards are locked behind 2 Frost orbs. We therefore wanted to address both issues at once by releasing a new Frost CC which was fully splashable. We made it an area Gravity Surge effect to synergize with Construct and to give other deck archetypes that lack anti-air easy access to it. For more information, check out the April 2023 Community Update.
It's time to announce the winners!
First, a big thanks to all involved in the contest, from the participants to the jurors and all in-between - the energy that emerged from the contest was great! Here is a link to the reveal stream, if you don't want to read that much and just want to check the top entries out:
Here are the winners of the Card Idea Contest:
PLATINUM TIER
The following entries have achieved platinum tier:
by Metagross31
by Ult
by Maze
by Kapo
GOLD+ TIER
The jurors decided to highlight five entries that outperform Gold tier, yet do not make it completely into platinum:
by Laze
by Jolares
by Styxious
by Weak1ings
by ElementG
GOLD TIER
There were so many excellent entries, re-formatting for presentation in the forums would be days and says of work, severely delaying the winner's announcement. So please click here to view them in a google docs:
CLICK HERE FOR THE GOLD TIER WINNERS
If you just want to check out if your entry landed in this tier, here is a shortlist of the Gold Tier winners:
Reminder: Even if your name comes up twice, you will only receive the prize of the highest achieved tier.
SILVER TIER
The following entries have achieved silver tier:
CLICK HERE FOR THE SILVER TIER WINNERS
If you just want to check out if you landed in this tier, here is a "shortlist" of the Silver Tier winners:
MEME TIER
Some entries aimed (hopefully intentionally) at meme-worthy content, so the jurors decided to split them off and select the best two of them in a Meme Tier:
by Damo
by WaterMelonLord
The prizes will be sent out within the next days. We all hope that you, even if you did not land in one of the top tiers, enjoyed this contest. This new encyclopedia of creative sparks will assist in the future development of cards for sure!
Best regards,
Skylords Reborn Team
Mock-up #1:
Name: Shadow Arrow
Tier & Orbs: T3, 2 Shadow & 1 Neutral
Type: Spell
Power: 80
Spell Effect:
Sacrifices a own unit to create a shadow arrow with a 20m range and dealing
8 times their power cost up to 2000 dmg in total. Reuseable every 20 seconds
Notes:
- I miss a more precise soulsplatter
- I think this spell should be T3 because in PvP it could be very OP (I dont play PvP but could well imagine it)
- I could imagine an affinity with bullet impact and with energy refund on enemy unit death
Mock-up #2:
Name: Eclipse
Tier & Orbs: T4, 2 Shadow & 2 Fire
Type: Spell
Power: 350
Spell Effect: Darkness
All enemy units in the game are restricted in their vision radius for 30 seconds.They can only see 5m away and take 15% more damage.
Buildings are not affected by this effect. Has a 60 second cooldown.
- I could visually imagine a change in brightness for the whole map
Mock-up #1:
Name: Shadow Arrow
Tier & Orbs: T3, 2 Shadow & 1 Neutral
Type: Spell
Power: 80
Spell Effect:
Sacrifices a own unit to create a shadow arrow with a 20m range and dealing
8 times their power cost up to 2000 dmg in total. Reuseable every 20 seconds
Notes:
- I miss a more precise soulsplatter
- I think this spell should be T3 because in PvP it could be very OP (I dont play PvP but could well imagine it)
- I could imagine an affinity with bullet impact and with energy refund on enemy unit death
Mock-up #2:
Name: Eclipse
Tier & Orbs: T4, 2 Shadow & 2 Fire
Type: Spell
Power: 350
Spell Effect: Darkness
All enemy units in the game are restricted in their vision radius for 30 seconds.They can only see 5m away and take 15% more damage.
Buildings are not affected by this effect. Has a 60 second cooldown.
- I could visually imagine a change in brightness for the whole map
Mock-up #1:
Name: Shadow Arrow
Tier & Orbs: T3, 2 Shadow & 1 Neutral
Type: Spell
Power: 80
Spell Effect:
Sacrifices a own unit to create a shadow arrow with a 20m range and dealing
8 times their power cost up to 2000 dmg in total. Reuseable every 20 seconds
Notes:
- I miss a more precise soulsplatter
- I think this spell should be T3 because in PvP it could be very OP (I dont play PvP but could well imagine it)
- I could imagine an affinity with bullet impact and with energy refund on enemy unit death
Mock-up #2:
Name: Eclipse
Tier & Orbs: T4, 2 Shadow & 2 Fire
Type: Spell
Power: 350
Spell Effect: Darkness
All enemy units in the game are restricted in their vision radius for 30 seconds.They can only see 5m away and take 15% more damage.
Buildings are not affected by this effect. Has a 60 second cooldown.
- I could visually imagine a change in brightness for the whole map
Mock-up #1:
Name: Shadow Arrow
Tier & Orbs: T3, 2 Shadow & 1 Neutral
Type: Spell
Power: 80
Spell Effect:
Sacrifices a own unit to create a shadow arrow with a 20m range and dealing
8 times their power cost up to 2000 dmg in total. Reuseable every 20 seconds
Notes:
- I miss a more precise soulsplatter
- I think this spell should be T3 because in PvP it could be very OP (I dont play PvP but could well imagine it)
- I could imagine an affinity with bullet impact and with energy refund on enemy unit death
Mock-up #2:
Name: Eclipse
Tier & Orbs: T4, 2 Shadow & 2 Fire
Type: Spell
Power: 350
Spell Effect: Darkness
All enemy units in the game are restricted in their vision radius for 30 seconds.They can only see 5m away and take 15% more damage.
Buildings are not affected by this effect. Has a 60 second cooldown.
- I could visually imagine a change in brightness for the whole map
Mock-up #1:
Name: Shadow Arrow
Tier & Orbs: T3, 2 Shadow & 1 Neutral
Type: Spell
Power: 80
Spell Effect:
Sacrifices a own unit to create a shadow arrow with a 20m range and dealing
8 times their power cost up to 2000 dmg in total. Reuseable every 20 seconds
Notes:
- I miss a more precise soulsplatter
- I think this spell should be T3 because in PvP it could be very OP (I dont play PvP but could well imagine it)
- I could imagine an affinity with bullet impact and with energy refund on enemy unit death
Mock-up #2:
Name: Eclipse
Tier & Orbs: T4, 2 Shadow & 2 Fire
Type: Spell
Power: 350
Spell Effect: Darkness
All enemy units in the game are restricted in their vision radius for 30 seconds.They can only see 5m away and take 15% more damage.
Buildings are not affected by this effect. Has a 60 second cooldown.
- I could visually imagine a change in brightness for the whole map