Civil War expansion when?
After Brannoc, Viridya and other major figures die there is a huge power vacuum and general disarray in the forge. It's become once again evident that nothing is untouchable and even primordial beings can be overthrown. That leads to several Skylords struggling for supremacy, with many of them going rogue. Breaking parts of the forge off and using it to erect kingdoms all over the land. The Skylords that remain in the forge are left to pick up the pieces and have to extinguish the flames of revolution and anarchy which ravage the land.
Under these circumstances you can make tons of maps where the players have to attack and defend against Skylords of various elements and other remnants of these chaotic times.
Interesting bit of statistics 🙂
I personally did not expect Stonekin to be so underrepresented.
I can also warmly recommend checking out the community map section. There are some real hidden gems in there, which also make use of the lesser represented factions.
For some while I pondered, which enemy factions are most common in BF campaigns, or more specifically, in general PVE. So, I decided the create that list.
Consider this as a bit of pointless info, OR as a possible motivation for future mapmakers as to whether to use some other factions than Twilight or Bandits in their creations *wink wink*.
Enemy factions ranked from most common to least (never) used:
Twilight – 14 campaigns – CAN appear in rPVE
(Encounters with Twilight; Siege of Hope; Defending Hope; The Soultree; Crusade; Sunbridge; The Treasure Fleet; Guns of Lyr; Nightmare Shard; Nightmare’s End; Ocean*; Slave Master; Insane God; Behind Enemy Lines) (not counting Introduction)
Bandits – 10 campaigns – CAN appear in rPVE
(Bad Harvest; The Dwarven Riddle; Passage of Darkness; Mo; Ocean; Slave Master; Convoy; Blight; Raven’s End; Oracle)
Stonekin – 7 campaigns – CAN appear in rPVE
(Bad Harvest; The Dwarven Riddle; King of the Giants; Convoy; Raven’s End; Ascension*; Empire*)
Fire – 3 campaigns – CAN appear in rPVE
(The Dwarven Riddle; Titans; Ascension*)
Lost Souls – 2 campaign – CAN appear in rPVE
(Empire, Passage of Darkness*)
Nature – 3 campaigns – CANNOT appear in rPVE
(Titans; Ascension; The Soultree*)
Shadow – 2 campaigns – CANOT appear in rPVE
(The Dwarven Riddle; Ascension*)
Frost – 0 campaigns - CANNOT appear in rPVE
Amii – 0 campaigns - CANNOT appear in rPVE (obviously, lack of units)
*minor appearances
There is high chance I missed some map and/or faction. Feel free to point out any mistakes.
Edit:
Some obvious insights:
Frost is not once used as an enemy, probably thanks to it's identity as an 'ally' faction within the campaigns. Amii is unusued as well, logically due to being the newest faction created shortly before the original BF shut down, so due to lack of units/cards. Most ignored actual faction seems to be Shadow, which is surprising, as it could provide lot of interesting enemies to fight.
Lost Souls also got pretty shafted, though I personally feel it is for the best (I am staunch believer that the LS NPC units quite the unbalanced mess).
Some interesting things to note:
- Shadow was apparently meant to be the enemy faction (or at least some part of it?) in early stages of development.
- Nature rPvE is being worked on
Always felt Shadow had a ton of potential as a cool enemy.
Interested in joining the team? Be sure to read this first. Below we go into detail about this specific position.
Discord Moderator
As a Discord Moderator, you are the direct representative of our team on Discord. Many things tie together in showing your professional side, ranging from how well you communicate with our players in public to consistency in your moderation actions. You need to be approachable for questions while maintaining a form of integrity. Furthermore, you are required to keep the discord clean of any spam, NSFW content and other rule-breaking practices.
Responsibilities
• Identifying issues in the Discord server and handle them accordingly.
• Understanding the opinions and interests of the community within the server.
• Being able to log any and all actions taken.
• Stay up-to-date with new updates to answer any questions that arise from the community.
Desired traits
• Being able to keep a cool head while handling tough situations.
• Able to balance professionalism with approachability
Bonus traits
• Previous experience moderating a Discord server or other kind of community.
Hey folks,
last time i ve played this game was in open-beta. Shadow-Nature was always my favorite combo, but i cant remember my deck anymore. I have to start over anyway, since the wipe already happened.
Do you guys have any recommendations? After all those patches im feeling like im "out of time" :D Im looking for a good allround shadow/nature deck, but i ll playing rPVE 9-10 mostly.
i want to start T1 as shadow. As far as i remember i started with this teleport tower, forsaken, motivate and this soul gathering tower. Is it still viable? Which cards are autoincludes? My t4 units were mainly Lost Ships. What has changed here?
Im really open for any tips. Mainly about the most important autoinclude cards for shadow/nature.
Ty in advance and have a nice day!
We are aware of this bug, its not something you can fix yourself, and its not something that is actively being worked on at this moment.
I assume you are aware we are all volunteers, and some of us only work on the project in the weekend. We try to reply to most questions. Saying it's ''not okay'' if you dont get a response within 4 days and reminding us of your issue every 4 days is not going to increase the speed we handle the bug, or the motivation to do so. And while the bug is annoying, its not gamebreaking or demanding of a fix in such a short amount of time.
Interested in joining the team? Be sure to read this first. Below we go into detail about this specific position.
Community Manager
As a community manager, you are responsible with aiding the communication to and from the community. You will work closely with the Project Coordinator to communicate staff and project decisions to the community through, for example, the Community Updates and self-written announcements. Furthermore, you will act as a contact person for the community to share project feedback and suggestions and are expected to keep the staff informed and be up-to-date with the state of the community.
Responsibilities
• Be in touch with the community, both ingame and on our social media.
• Stay up-to-date about current tasks and upcoming content and what has been shared with the community already.
• Write a Community Update every month (with help from the Project Coordinator).
• Work together with the Marketeer to interact with our community on social media.
Desired traits
• Good written communication skills in English.
• Demonstrable involvement as a prominent figure in a (game) community.
• Trustworthy, open-minded and caring for the community and project health.
• Basic involvement with the project and BattleForge.
Bonus traits
• Good verbal communication skills in English.
As a proofreader, you can greatly help us out with our written content. This could be checking the Community Updates (every 3 weeks), tournament posts and other written documents like Deep Dives for grammar errors or inconsistencies.
You will get a discord role and early access to this content to provide early feedback.
Tasks
• Read over texts (announcements, community updates, forum posts, deep dives, etc.).
• Point out grammar or spelling mistakes/inconsistencies or unclear sections.
Desired traits
• Fluent in English.
• Able to provide feedback within 24/48 hours.
As an Internal Tester, you will be testing and exploring in-game mechanics with additional information that is normally hidden from players. For this you will be playing the game in windowed mode, with a second window showing numbers, like how much actual damage a specific attack did, and other information. Your goal will be to explain these interactions to our (balance) developers and designers.
Your contribution will allow us to fix bugs and create new designs.
Responsibilities
• Test in-game mechanic interactions, mostly for our balance developers and designers.
• Reporting your findings about those interactions and mechanics.
• Optional: writing explanations on the Wiki, so others can benefit from your findings.
Desired traits
• Interested in learning how Skylords Reborn cards work behind the scenes.
• Willing (and able) to play the game in windowed-mode.
• Not being intimidated by the example image.
• Able to use a calculator or spreadsheet for your findings.
• Basic math skills: subtraction, multiplication, division. For example, you will need to be able to conclude that if a 1000 HP unit is left with 900 HP after getting hit with a 200-damage spell, there was a 50% damage reduction applied somewhere.
Bonus traits
• Being able to read simple code in C/C++ and/or Rust, so you can spot how EA or our developers created the formula.
• Higher math skills: being able to figure out the formula (or piece of pseudocode if it contains a loop) with the gathered results.
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Recent (and upcoming) Patch
On the 16h of July we released a small Quality of Life patch, containing some bugfixes, and updating the Free PvP decks to adjust to the new meta. You can check out the patch-notes here.
We are also working on a new content patch, which will bring more balance changes and two new cards into the game. We will share more information on this patch in the next community update, but we will reveal one of the new cards today!
• Survey
First things first: a massive thank you to everyone who filled in our Feedback Survey for 2022! You completely shattered our expectations with over 2000 responses!
Especially since this project is run completely on a voluntary basis with no profits (which 12% of you were not aware of by the way!) we couldn't be more proud of your praise for the state the game is currently in:
We will need some time to go over all the comments, but the data and individual responses are very helpful to us, and your kind words are a motivation to continue trying to make this project the best it can be!
We will share more insight in community feedback on a later date. Thank you for being part of this great community!
• Introducing: Hybrid Orbs
Before we reveal our new card, we have to talk about a new orb requirement coming to Skylords Reborn: Hybrid orbs.
A Hybrid orb allows you to meet its requirements with one of its two colors. For example, a card can be played with or .
Hybrid orbs are a nice in-between of heavy and loose orb restrictions. Restricting a Twilight card to require double Fire or double Nature, would cause it to be unplayable for half of the Twilight decks. Opening up the card by having the 3rd orb be a neutral orb, would however cause unintended synergies with other factions. For example; access to Nature's heal for a Bandit card, or Shadow's Motivate for a Twilight card. By going for a Hybrid orb, we reward playing a faction deck in tier 3, without locking the other color combination of that faction out.
We will use this new flexibility to make adjustments to some older cards. We are planning to make use of Hybrid orbs for Treefiend, Twilight Hag, Deepfang and our upcoming new Nightshade Plant design. While we could also make use of this for tier 2 and tier 4 cards in the future, we currently only have plans for using it on tier 3 cards. We won't use Hybrid orbs for Tier 1 cards either, one of the reasons being the first card played decides what orb you get, running into all kind of weird issues with hybrid T1 cards and orbs.
Hybrid orbs have been the topic of many conversations in the past, and we are very happy to finally introduce them into the game!
• New Card: Twilight Slayers
Our first new card to make use of Hybrid orbs is a card that has been requested quite a bit over the years: a new tier 3 archer unit: the Twilight Slayers! The card will be a common and come in two affinities, impacting the damage output towards certain factions. Let's break down the card.
Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, numbers and effects might still change before release.
Bow Attack
Every 2 seconds, unit fires arrows at enemies that deal 19 / 20 / 22 / 25 damage. Deals 50% reduced damage if a hostile unit is within an 8m radius, unless Twilight Slayers are mounted on a wall segment. Has a range of 30m.
Infused Fury
Deals 50% more damage against elemental units
Tainted Fury
Deals 50% more damage against Human and Ogre units.
Like all Twilight units, Twilight Slayers will come with the faction's ability "Transformation". While transforming Twilight Slayers does not trigger any additional effects, we are working on a shift towards more impactful transformation effects for other Twilight units, making transforming your units more worthwhile.
In our Force of Nature patch, we already changed the power cost reduction for Transform effects, and we will also make adjustments to the transformation speed in our next patch. On our balance discord, you can find out more about our future Twilight plans, such as our intention to change the card Nightshade Plant to be an exciting tier 3 Twilight pay-off card.
We hope you are looking forward to this new card and the changes coming to the Twilight faction.
• Artwork Spotlight
The artwork for Twilight Slayers has been created by SpiritedAlpha. As always, there were multiple iterations and feedback sessions to reach the final artwork. Here are some earlier versions, where you can notice a slightly different color scheme and background, alongside other ideas that were improved upon, adjusted, or removed to better fit the piece (sorry Twilight Negator!). A big thanks to SpiritAlpha and everyone who gave feedback during the process.
Twilight Slayers are a recreation of the original NPC enemy, but we found the artwork (especially for a playable card) below the standard we have set for our Skylords Reborn additions. Looking at the artwork side by side shows the drastic difference in quality between them.
2009 / 2022
• Adjustments to Reforging
It has now been 8 months since the advent of the Reforging system. Back in January, we gave the community an update on the health of the economy, and we would like to do the same again today.
Some important information on the data: When it says "Fire Pool" it includes every card in the game which includes a Fire Orb. The data was collected and presented in this manner because this is how Reforging works when it tells you that the output card has an X% chance of containing a Fire Orb. Additionally, all price information presented is an average of actual sales in the auction house over a given period. While some extreme outliers were removed from the data set, such as 5 bfp Harvesters and 400 bfp Northguards, in 99% of instances the data was accepted as-is without tampering from our side.
Data Set: (Click to pop-out and expand)
Updated Analysis of Data Set:
At first glance, you can quickly see that after the update the following changes occurred (Neutral Cards are excluded from the analysis as they are the control set):
The average, median, minimum, and maximum prices of Common cards increased across the board.
With two exceptions, the average, minimum, and median prices of Uncommon cards increased across the board, while the maximum decreased. The decrease in average Frost prices can be attributed to 3 outlier cards in the Frost Pool, (Coldsnap, Frost Mage, and Lost Spirit Ship) which pre-reforging were very expensive for Uncommon cards. The increase in maximum Uncommon prices in the Fire Pool is caused by Wasteland Terror, which as a new card is still quite expensive for its rarity. Wasteland Terror is in general causing an inflation of the maximum Uncommon card costs in the Fire, Shadow, and All Card Pools.
The same thing happened to Rare cards as happened to Uncommon cards.
Average, median, and max price of Ultra-rare cards decreased across the board while minimum price increased. The one exception is the Nature Pool, where the median price of Ultra-rare cards actually decreased. If you look closely, you can see that the median prices for cards in the Fire Pool and among All Cards are almost identical before and after Reforging. The average prices of All Cards is also only slightly negative and has been steadily trending upwards in recent months.
General booster worth increased from 378 bfp to 420 bfp. This means Reforging has made it more worthwhile to open boosters after the update than it was before. Promos have been excluded from the data set, making this even more true. On average, the daily discounted booster will profit a player 70 bfp post-update versus 28 bfp pre-update. The data is at this point fairly stable.
Reforging established a minimum base worth for all cards dependent on rarity that did not exist prior. This seems to have stabilized around:
Common: 5-6 bfp
Uncommon: 22-23 bfp
Rare: 100-102 bfp
Ultra-rare: 200-220 bfp
Fun Facts about Reforging:
- To date, 2.35 million cards have been Reforged. 64.4% of the cards were Common, 27.2% were Uncommon, 8.1% were Rare, and 1.3% were Ultra-rare.
- Only 0.87% of all Reforges produce Forge Shards (FYI, it usually is not worth it to produce Forge Shards)
Changes to Reforging:
The introduction of Reforging has accomplished many of our goals for the economy. At the same time, we have noticed the total amount of Reforges has steadily decreased as time has progressed, which is expected, but it has also come coupled with a slow increase in the prices of Ultra-rare cards. While prices for the most expensive Ultra-rare cards are down substantially, the average and median prices of Ultra-rare cards are steadily moving towards parity with the old prices. This is an issue, because the average price of all cards has risen due to Reforging, making it harder for new players to collect and charge cards. The introduction of many new beginner achievements last patch has helped to slightly alleviate this issue, but it still exists, even in reduced form. As such, we have made the following changes to incentivize Reforging and to make it easier for all players, not only those with large gold and card stockpiles, to interact with the system. We intend for these to be the last changes we make to Reforging.
Gold Cost to Reforge into the Following Rarities:
Common = 125 gold --> 50 gold
Uncommon = 300 gold --> 150 gold
Rare = 750 gold --> 400 gold
Ultra-rare = 1500 gold --> 800 gold
Reforging Rates:
We have made it easier to produce an Ultra-rare card when Reforging. For example, 4 identical Rare cards will now guarantee an Ultra-rare card.
The changes to Reforging have been implemented today, and are now live on the server.
• Tournaments / Events
Now that the Community Updates moved to a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events!
There are currently two gameplay events planned by Dutchy and Ultralord, which can be found on the calendar already. More info about them soon!
• NEW - CCC #7 - Contest-ception
A new CCC is now live: a contest to come up with... a contest! Share your wildest ideas and get rewarded for it! We hope to see many cool ideas that we might use in future contest, so be sure to brainstorm cool stuff and join the contest! More information.
• FINISHED - CCC #6 - Back to the Roots
Kapo hosted another successful Crappy Community Contest, this time on a very special map. This custom map is a copy of the Introduction map with a few new jumps and turns, where you play with a Shadow/Nature deck instead. As with all CCC, the more players attended, the better the prizes became, resulting in a free booster for the whole community! View the event and the code.
• FINISHED - Skylords Bounty Spring Forge
It has been a while since we have closed this bounty and players have been wondering what happened to the Spring Forge. While we had a clear winner (congratulations Wanky!), the entry was not fully ready for release yet, and working on it took more time from the team than we had anticipated for a community bounty. Since spring is long gone, we will move this Forge over to next year.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizers Hiko and/or Metagross to have your event prizes sponsored by us. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• Contribute to the Project
In our last Community Update, we went over various features that could be added to the game if we get the right people to work on them, please take a look if you haven't done so already.
We have also added a new contributor (non-staff) role: Internal Tester.
As an Internal Tester, you will be testing and exploring in-game mechanics with additional information that is normally hidden from players. Your contribution will allow us to fix bugs and create new designs.
As always, we hope you will consider helping out the project. Please take a look at all our open positions on how you can do so.
• In Conclusion
And that's it for this Community Update, thanks for reading!
As is tradition, this community update comes with a scratch code.
The code will reward you with a Twilight-booster: MORE-PLAY-WITH-ORBS
The code is valid until September 1st, when we will bring you another Community Update.
As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments!
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update #25
Have you tried using Mauler? In all seriousness my suggestion is too play Twilight (nature,fire,nature,fire) as it's fun and easy and not many people play it.