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Metagross31

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Posts posted by Metagross31

  1. 9 hours ago, kottadragon said:

    Coming back for the first time in a long while. It's been so long, I wasn't even sure if I had played after the game originally went down until the forum said my name was already taken. Does anybody have any tips and advice for a player who is more rust and a vague sense of nostalgia returning to an existing account?

    Best advice I can give is play the game and have fun 🙂

    If you haven't played since the release yet, you probably didn't do any of the quests and achievements yet. They will give you lots of cards and boosters early on to kickstart your collection.

    Also, most campaign maps are very well doable on advanced difficulty, especially if you played back in the day and know a bit how the game works. If you fail, you can still fall back to standard difficulty any time. Expert maps often require specific strategies and/or map knowledge, so its best to start off with advanced imo.

    As Halloween stated, there is currently the fire season going on, so you get multiple limited time challenges, mostly revolving around fire cards, which grant some extra rewards.

    Also, there are official and community events going on almost all the time. You can find out what is currently going on or coming up in the events subforum: https://forum.skylords.eu/index.php?/forum/66-events-and-tournaments/

  2. Bonus: If you want to defend against the Twilight spawn building with minimal effort, play a Juggernaut and move it right next to the spawner. If you time a Stampede to go off right as the Twilight Manifestations spawns, you can destroy it without it spawning a single unit. The manifestation will respawn, but it takes a long enough time to allow the Stampede to recharge, so you can repeat this method indefinitely (assuming you have enough power at this point).

    Watermelonseller likes this
  3. You can already make PvP-only decks, which helps a lot with organizing your decks.

    What Riviute says is a nice approach imo - make it possible to create more categories and allow players to open/close (or rather fold/unfold) them.

    GrubaSrb likes this
  4. On 6/7/2025 at 12:16 PM, This Is Halloween_2 said:

    I do disagree a bit on reserving promo just for the elite

    If I understood it right, it will be added to regular and fire boosters after the season ends, so after the market had some times to adjust, it will be as accessible as e.g. Firedancer and Juggernaut promo. The only thing that is reserved is the opportunity to play with the promo earlier than others and the option to sell the card for potentially a lot of BFP.

  5. I have tried the rpve in under 3 minutes a few times and this one is really tough. My best attempts were at the current Map of the Month, difficulty 1. It's a fire map, but a generous layout. One thing that bugs me with this challenge though, is that difficulty 1 maps can have bosses, so sometimes only at the very last camp you see that this run never had the potential to be fast enough. Luckily, the runs are short so a reset is not too punishing. Btw, I did not beat it in under 3 minutes yet.

    The ITJ solo Exp pure fire run has been done by a few people already, some might have shared their replays/decks already on Discord. I did not try it myself yet, but it is definitely possible (albeit very challenging, which I think is a good thing).

  6. 13 minutes ago, InnerSphere said:

    are those cards still obtainable?

    Yes, every booster you open now has a 1 in 200 chance of giving you a Promo card. Plus there are some Promos, which you get via achievements or special events, like Santa Claus and Easteregg

    13 minutes ago, InnerSphere said:

    will i find people in co op?

    Yes, especially in European timezones you should not have trouble finding people for 2p and 4p missions. 12p missions sometimes need a moment to find enough players, but are very much doable if you ask around in the /lfg (Looking for Group) chat.

    InnerSphere likes this
  7. 10 hours ago, Lipto said:

    Hi everyone ,

     

    i have follow all the topic and try and try again after reinstall os and wine 10.0 on debian 12, and dot net.

    the game run but is not normaly , its is a little bug but i don't know how to fix and how to search solution

    i have view this bug anything in a web for other application but its from the past and i don't remember.

    any help is apreciate

    Screenshot from 2025-04-04 00-27-22.png

     

     

    EDIT: i have retry and i follow this step

    install debian 12 cinnamon

    go to software & updates and add two case
    (contrib & nonfree)

    make you sudoers

    reboot

    sudo apt -y install gnupg2 software-properties-common

    wget -nc https://dl.winehq.org/wine-builds/winehq.key

    sudo apt-key add winehq.key

    sudo add-apt-repository 'deb https://dl.winehq.org/wine-builds/debian/ bookworm main'

    sudo dpkg --add-architecture i386

    sudo apt update

    sudo apt install --install-recommends winehq-stable

    winecfg
    (install mono)

    sudo apt-get install winetricks

    winetricks dotnet461 dotnet48
    (not sure what is needed)
    winetricks d3dcompiler_47 vkd3d

    winetricks vcrun2010 vcrun2012 vcrun2013 vcrun2015

    WINEPREFIX=~/.wine32 WINEARCH=win32 winecfg

    copy files to drive_c/Games/Skylord Reborn/

    WINEPREFIX=~/.wine32 winecfg
    ( add Battleforge.exe and SkylordsRebornUpdater.exe and choose win10)

    cd '~/.wine32/drive_c/Games/Skylords Reborn/'

    WINEPREFIX=~/.wine32 wine SkylordsRebornUpdater.exe -online

     

    and have the game still the screenshot

    Hey, what version of wine is installed on your system? You can find that out with the command `wine --version`.

    One possible fix to this could be to try and install dxvk. I have a short explanation on how to do that on youtube (https://youtu.be/DAQ1B06bYDc?feature=shared&t=650), maybe that will fix the screen issues. If not, feel free to report back.

     

  8. 17 hours ago, shaulani said:

    Why not? Do they use some non-open-source models and you don't have the editor? Or is it a x86 problem? Or something different? I'm just curious.

    We do not have the source code of the game (particularly of the BattleForge.exe), so it takes a lot of reverse engineering effort to learn how everything in the game works, like loading models and animations, and do changes to the game. The changes and additions that have been made so far, like adding new cards, are the product of years of work in that regard, but there is just so much we do not know (yet) about the game's inner workings, that some things just are currently impossible to implement.

  9. I can't wait to finally see Hellhound come to live ingame! I've been waiting for so long now 🙂

     

    In case you are interested in my initial thoughts when coming up with the card idea, here is the original text I wrote with the submission to the contest:

     

    Spoiler

    Hello card-creation-contest-jury,
    here is my suggestion for this contest, a new fire T3 unit named "Hellhound".
    I will explain my thoughts about this card below its effects.

    Name: Hellhound
    Model: Fiery retexturing of Forest Elder
    Tier & Orbs: T3, Pure fire
    Type: Unit
    Power: 170

    HP (size): 2400 (L)
    Dmg (type): 3200 (melee, special)

    Passive ability:
    Magma Armor:
        - While the unit is in combat, its skin hardens, making it less susceptible to ranged and magical attacks.
          For each ranged or magical attack the unit gets hit by, it will take less and less damage, up to a 70% damage reduction.
          When the unit is no longer being attacked, its armor gradually melts away, making it more susceptible to ranged and magical attacks again.
          The armor will have fully melted away after 5 seconds of not taking a ranged or magical hit.

    Active ability:
    Outburst:
        - Activate to shatter the Hellhound's fully hardened Magma Armor, damaging surrounding units.
          It will deal 666 damage to enemy units in a 15m radius (maximum of 2000).
          Knocks back small and medium units.
          Reusable every 20 seconds.

    Explanation:
    When designing this card, I had some PvE, as well as PvP considerations in my head.

    Let's start with PvE:
    In pure fire (in the following abbreviated with PF) T3, there are 9 different units to play (including affinities).
    Most of those don't see any form of play in PvE.
    Giant Slayer, Magma Spore, Sunreaver, Virtuoso and to a certain extend Vulcan, are very rare nieche picks at best.
    Spitfire is sometimes used to snipe buildings from far away or even for some cheesy tactics.
    Juggernaut is similarly mostly used to snipe away key buildings.
    This leaves Magma Hurlers (MHs) as by far the most popular option for a fighting unit.
    Since MHs are not tanky by nature, they are usually supplemented by Unity to artificially increase their tankyness to a solid level.
    Hellhound is supposed to fill three roles here.
    First of all, it gives another incentive, which is not designed towards building sniping, to go PF in T3 as supposed to splashing in a Nature or Shadow orb.
    Second, it gives PF T3 another (melee) unit, that is mainly designed towards fighting.
    Lastly, it give PF T3 a more dedicated tanking unit, which can also be linked to a backrow of MHs with Unity and is less of a power investment than a Juggernaut.
    Speaking of power, with a cost of ~170 it is supposed to fit in between the typical L and XL power levels (100~120 and 200+).
    The Magma Armor ability is supposed to work a bit like a Rage effect.
    The more it is in combat, there harder its anti magic shell gets (ideally per hit taken, if that is not possible to implement, per hit dealt or per time in combat would also work).
    This means, that it starts out rather squishy for its power cost, but it will get very tanky once in combat, until it becomes a sort of "budget Moloch" with an effective HP of 8000 vs ranged units.
    The Dmg and HP values have been tuned to be similar to existing fire units in terms of value/power.
    The Dmg/Power is around 18.8, which is even slightly below Magma Hurler (19.3) and Vulcan(20), but more than a Giant Slayer with 100% rage (17).
    The HP/Power is at around 14.1, which is around the same as Virtuoso, more than MH (12.7), Vulcan (10.7) and Giant Slayer (12.3), but less than Sunreaver (16.5) or Juggernaut (16.1).
    I thought this is appropriate, considering it will have more time to deal damage than other units due to its tankyness (dmg/power), and its effective HP against ranged units is gigantic (8000, slightly less than Spore Launcher (8300), ehp/power of 47.1).
    In total, the unit still has more Dmg than HP, which seems fitting to a fire card in my eyes.
    The active ability can be used in two ways.
    Either to finish off the remainder of a camp before going on to the next objective.
    Since the armor would run out between camps anyways, this can make it a bit more efficient.
    Alternatively, the ability can be used mid fight to maximize DPS midfight, risking to loose your Hellhound in the process, because it turns squishy again.
    Assuming the unit stays in combat, attacking constantly, and it has its ability ready every 20 seconds and it always casts it with full efficiency (dealing 2k damage flat), this would allow for a total DP20 of 5200.
    If this turns out to be too much, a cooldown increase to 30 seconds might be appropriate, allowing only for a total DP20 of ~4500.
    The damage has been designed to be around the same as a Backlash at ~500 void (465 to be precise).

    Now towards PvP:
    Here PF T3 faces a similar problem as in PvE.
    The only real incentive to go Fire in T3 is Juggernaut, which is mainly used to snipe bases and not to win fights.
    Oftentimes, it even ignores enemy units completely and just goes for a Charge against an orb to try and quickly win the game.
    In 2v2 there is also Spitfire, but I am not a good 2v2 player at all, so I cannot really judge that situation properly.
    The only unit, that is typically used for unit trades in 1v1 is (as far as I know) Giant Slayer.
    Hellhound is supposed to give PF players another option in T3 to go for a more combat focused playstyle.
    In open field trades, it is supposed to win against most ranged unit attacks by means of its Magma Armor.
    It is supposed to have two main weaknesses in a) getting nuked by strong ranged attacks, that take it down before its armor forms, and b) Melee attacks, that outperform it (mainly L counters).
    The first of those is rather a feature of PvE maps than PvP games.
    For the second, the most prominent example of this in T3 PvP scenarios is probably Silverwind Lancer, which Hellhound can knock back with its active ability to have a chance to fight back.
    If the Hellhound is left unchecked, it can also be very threatening to Orbs/Power Wells too, especially when supported with Ravage and Disenchant.
    In order to not make it too oppressive in that regard, I decided to not make the Outburst ability damage buildings.

    Finally, here are a few possible balance levers I thought of, that could be used to make the card stronger or weaker, depending on how it currently is.
    - Orb Requirements of Fire, Fire, Neutral - Gives Fire Frost and other fire splashes a new Tool in T3. Might be too strong when combined with nature though (heals, CC, transformation buffs...)
    - Power cost of 150~160. I would not change it too far to not mess with the units nieche as a medium cost unit.
    - Counter - I left the unit without a counter thus far, since it already has a rage-like effect and an additional way of attacking. It could get a counter (probably M (only Vulcan thus far) or L (Same as MH and Virtuoso)) to increase its fighting potential without making it too oppressive against buildings.
    - Tweaks in Dmg/HP efficiency - should be obvious.
    - Make Magma Armor slow the unit down gradually with Outburst restoring its full speed - this way it becomes more Moloch-like; and more kite-able.
    - Make Outburst deal damage/no damage against flying units - should be only a minor concern for PvP, but important for PvE. I would currently tend to make it hit flyers.
    - Make the unit more susceptible to ranged/magical damage after using Outburst. - Makes using the active ability more of a risk/reward calculation.
    - Speed of Magma Armors generation/degeneration - I was thinking about a similar build up rate to Rage effects, where it depends on the number of ranged/magical attacks taken. The 5 second meltdown phase was also taken to be the same as for some Rage effects (Giant Slayer, Rageclaws). Could also be set to 10 seconds (Fire Dragon) or something in between. Ideally, it would also display a yellow bar, similar to Mountaineer or Harvester, but I am not sure, if this is possible
    - Possible Affinities:
    - Infused Outburst:
        - Also damages buildings. - Either more efficient base clears in PvE or another thread against wells/orbs in PvP.

    - Tainted Outburst:
        - Additionally, the affected units will be set on fire, causing them to take 30 damage per second.
          75% of this damage can not be warded off with the help of damage reducing abilities because it is able to circumvent every buff or protective shield.
          Lasts for 15 seconds. - Even more DPS. Not quite enough to kill an Avatar of Frost though.

    - Blessed Outburst:
        - Additionally, the unit will become limber after shedding the armor, making it unaffected by unit collisions for 10 seconds. - Similar to the redesign of its bigger, greener cousin :). Makes it easier to get in and out of camps.

    - Gifted Outburst:
        - Additionally, the unit will be lighter without its armor, allowing it to move with higher movement speed for 10 seconds. - When the enemy spawns a lot of units to defend against your Hellhound -> Knock them Back and run away to the next base!

    Anyways, this concludes my """short""" description of the Hellhound card.
    I really hope you liked this design because let's be honest - its biggest trait is that it looks freaking awesome!
    Who wouldn't want such a model ingame (-:

     

  10. 16 hours ago, PAVEL999 said:

    I run into this error when I am trying to install the game on Linux via Lutris link:

     

     

     

    LUTRIS BUG.png

    What version of winetricks do you have installed? Can you run `winetricks --version` in your terminal and show the output?

    You can also just try updating winetricks to the latest version with the command `sudo winetricks --self-update` and then try the Lutris script again.

  11. 2 hours ago, gimpi said:

    sorry pretty late here but i can play the game with the trackpad and some shortcuts on all the buttons pretty good ... sure nott for pvp at least me but all pve maps runs great and i play it alot on steam deck. iirc you must change the resolution in an ini file so the trackpads and mouse cursor works fine 

     

    but since last patch the linux patcher will not work like it should after everey start game sayys itts the wrong launcher after i start the linux patccher it says evereything is fine ... but it wont start becaus of "wrong launcher" ^^ 

    Hey, check out the most recent few posts by mx2 and me in the Linux/MacOS support thread:

     

  12. 7 hours ago, Drake said:

    Could you help me with getting winbind on steam deck? I tried using pacman command, which I think is the same, however even after updating package list it would not find it.

    A quick google search lead me to the following way of installing it on Steam Deck:

    1. Locate which pacman package contains winbind by running `pacman -F winbind` (Without the quotes).
    2. Install the package via pacman -S <package name> with the package namejust displayed. For the post I found on the internet it was under extra/apparmor, so they had to write `pacman -S extra/apparmor` to get it installed.
    2 hours ago, Rytlock said:

    Metagross31,

    i still have the same Issues where i get the wierd Error code. Even after i did a clean installation

    Can you elaborate what error you get and what system you are on?

  13. For those of you, who use the method originally posted by Ultrakool to start the launcher, the most recent patch added some features to the launcher which need some additional setup.

    1. You need to use your package manager (for example apt-get on Debian based Linux distrbutions or brew on MacOS) to install winbind, e.g.:
    sudo apt-get install winbind

    2. You need to install .Net 4.8, vk3d3 and d3dcompiler_47 via winetricks. So if you WINEPREFIX is ~/.wine32 do:
    WINEPREFIX=~/.wine32/ winetricks dotnet48 d3dcompiler_47 vkd3d

    If you run into any trouble, feel free to ask for help 🙂

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