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Metagross31

Event Organizer
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  1. WindHunter liked a post in a topic by Metagross31 in Affinity System Changes   
    Probably a PvP balance thing. WIndhunter also costs 120 power compared to Skyfire Drake's 100. And they are commonly used in different decks and have different counters.
    Offering also takes up a slot, and you might need offering targets (e.g. rifle cultists at T4), so even more slots. The point about offering is, that it is one card by one faction, which can bypass charges (plus I think Evil Eye?), while double slotting spells can in principle be done by each faction.
  2. Metagross31 liked a post in a topic by WindHunter in Community Update - June 2026   
    We fixed up and released Random Wall Defense in about 3 weeks. As such we could not make any real structural changes. At the same time, later walls have more health than earlier walls, and we did not want players to be able to just sprint to the better walls and build them right away, so we put fairly weak enemies there to discourage that. These enemies should all be killable by units you would bring for defending anyway. 
  3. JohnSteel42 liked a post in a topic by Metagross31 in Community Update - June 2026   
    Sweet! I wonder how Aftershock will fare in PvP. Finally a cheaper siege option than Mountaineer and maybe an interesting alternative to Burrower.
  4. Riviute liked a post in a topic by Metagross31 in A couple of small suggestions.   
    - Regarding maps, I don't have much insight personally, but the team has thus far been very careful with bringing changes to existing maps, since they are quite iconic and we have speedrun rankings, which would change with most map changes.
    - Tower range indicator would be great! For effects, this is sometimes already there (e.g. Sylvan Gate/Root Nexus radius, Mortar Tower range), but I don't know how easy it would be to implement.
    - There was talk about Moloch reworks in the past in the balancing Discord, but none made it into the game. I think none were really satisfactory and if someone would come up with a great rework, it might make its way into the game. Feel free to join the Balance Discord and propose something 🙂
    - For Unholy Power, maybe an ammo bar like the one Mountaineer uses could work? But then what if Mountaineer gets buffed with UP?
    - Vilebloods mostly appear in Expert missions, which are difficult by design. Its often helpful if you already know where a Vileblood will attack so you can e.g. proactively root it and focus it down before its close to your wells. There might have even been some changes in the past, where early vilebloods have been switched for other units, but I am not 100% sure if I am remembering stuff correctly.
    - Power pickups are already a thing. If I'm not mistaking, in Dwarven Riddle for example you get a boost in power once the first bandit base is destroyed. They are also used in several (featured) community maps.
  5. Armatores liked a post in a topic by Metagross31 in Community Update - June 2026   
    Sweet! I wonder how Aftershock will fare in PvP. Finally a cheaper siege option than Mountaineer and maybe an interesting alternative to Burrower.
  6. Metagross31 liked a post in a topic by Majora in Matchmaking   
    To add to what Krapper already mentioned; we do have some PvP tournaments coming up, so be sure to keep your eyes on the event calender! 
  7. Metagross31 liked a post in a topic by Krapper in Matchmaking   
    Once you opened a lobby (and did not manually set it to private in the lobby UI) it will be visible to other players on the world map. Additionally you can use the /lfg channel to advertise your lobby. It is good practice to include any challenges/achievements you are going for in the lobby description or LFG message (also include difficulty there). Lobby description can be set during the same step where you select map difficulty, on the bottom right.
     
    The project is not allowed to spend any money on marketing or development. So while it is possible for the PvP scene to grow it is highly unlikely it would grow to such an extent. What you can do is tell your friends or any social media following you might have about the game and what makes it special for you.
  8. Metagross31 liked a post in a topic by Bini Inibitor in Community Update - June 2026   
    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!

    A variety of things to go over, so don't miss it!
    Whispers of the Void is still running, and all challenges have been unlocked, so no new challenges this time. With an additional break between seasons, this should give you plenty of time to complete all the challenges you wish to do! Additionally, after brooding for a long time, we have updated our stance regarding affinities on cards. Next, we will go through the history of creating The Shifting Temple and how it came to be. Random Wall Defense will also see some fresh wind; literally! And finally, we have a goodie for our fellow Stonekin enjoyers to show.
     
    • A break between seasons

    The fourth and final month of our current season, Whispers of the Void, has started, so you can complete all of the challenges without having to worry about new ones.
    After discussing it internally and considering your feedback, we have decided not to start the next season right after this one and introduce another month-long pause for July. What does this mean for you, the players?
    This means we will open up progression for previous seasons again, so you can progress and unlock the seasonal track for all three seasons (Primordial Fire, Natural Selection and Whispers of the Void) however you like.
    You can complete all non-repeatable challenges (any challenge that isn't 1.x) during the month of July. Even if you don't manage to unlock all rewards from a previous season, fear not, because all progress you make influences the costs of items you can buy from the season shop later by applying a discount.
    The next season is slated for release on August 1st.
     
    • Our stance on affinities of existing cards

    Ever since the inception of the project, we have been hands-off when it comes to adding or removing content from previous editions. The most we did as a team was altering it, like changes to campaign maps or reworking cards. This has also been the case for card affinities, and we've only considered affinities for new cards where we saw the potential of them adding gameplay value. Unfortunately, over time, we came across the challenge of changing existing cards with affinities to the degree where both versions have satisfactory and fitting use cases within their respective factions. As such, we are considering potentially adding or removing affinities from previously released cards where we see it necessary.
    Find out about everything you need to know and join the discussion regarding this topic here.
     
    • Development retrospective - The Shifting Temple

     
    The Shifting Temple was released only a month ago, but as it is with all newly released maps, it took us quite a while to get it to the state we deemed satisfactory for release. Follow us on a trip of how the map came to be.
    Originally, the map was created by Hrdina Impéria, who came up with the concept and created an incredibly solid base. R4bitF00t later took over and shaped the map to the version we can all now play today.
     
    Concept phase:

     

    "At the end of April 2023, I was invited to join the Mapmaking Team for Skylords Reborn, which I gladly accepted. I was given the basic information, some design directions and was left to my own musings as to what to create. I offered the idea of “The Shifting Temple”, which would continue the Rifle Cult storyline.
    Originally, the whole design was based on the name, which I found very dope and am very proud of. I imagined it as an old pyramid-style temple, located deep inside a great jungle. This is the reason why it always had a diamond-shaped base - in my mind, the temple is a pyramid-like structure.
    Mechanics-wise, I found two things lacking in the old BattleForge/Skylords Reborn game - a lack of maps presenting built-up environments (the closest thing is Defending Hope), as well as the lack of complex/varied structures for the maps, which could change each playthrough. So I created the basic concept of many rooms stitched together at random. The temple “Shifts”, hence the name, creating endless possibilities of paths to get to the center. Obviously, actual mechanical possibilities are much more limited in-game, but the core idea was set. Every time you would play the map, a random path would be chosen through the temple, with some rooms accessible and some not (indicated as yellow in my old MS Paint sketches)."
    - Hrdina Impéria

    "The first thing that had to be tackled was the actual layout of the temple, to allow multiple balanced roads to the main goal, while also being interesting and varied. Within the diamond shape, a lot of simpler or more complex shapes could be created, but I quickly found out that due to some mechanical limitations, a much more viable route would be creating fewer rooms, but with a bigger size The central octagonal room became the “goal”, from which I created a symmetric set of rooms, some different than others, but providing enough ground for fighting, or solving puzzles. ."
    - Hrdina Impéria

    "Now, it was time to create the rest of the map, as well as to solve some main design points: how many players ought the map accommodate? How big of a role should the actual “Shifting Temple” play? In the next picture is another MS mockup I delivered to the Project lead, showing off what I had in mind. 
    In the end, I settled on a 2-player scenario, with the original plan quickly fading in favour of a more simplified story - Twilight are trying to reach the Temple, we fight them off and delve into the temple ourselves, dealing with its Shadow inhabitants. The temple became the main focus, with its “shifting” paths, which used to provide 6 to 8 different paths throughout the structure."
    - Hrdina Impèria
     
    Creating a playable version:

     

    "Over time, I created a playable version, which is in many ways already similar to what we have currently: Lord Cyrian was the central boss from the start, there were 4 puzzle rooms (albeit most changed over time) and random paths through the temple. What got changed though was some extra paths/shortcuts into the southern part of the Temple, or a big T4 defense section, that would play out after beating the main boss in the center."
    - Hrdina Impéria
    As it can be extracted from the shots provided, Hrdina's first playable prototype of the map already delivered such a strong foundation for the map that the general layout and design stayed almost the exact same from start to finish.
     

    What the map didn't come with originally was the defense section near T2 and a final encounter you had to complete. The map finished after defeating Lord Cyrian. Additionally, it featured 6 different paths, which were considerably longer.
     
    Experimenting with map features:

     

    Throughout the iterations the southern part of the map near T2 had its defense section added, which was kept throughout map development. Initially it didn't feature the third avenue the Twilight would use to attack later on.

    A secondary path through the Twilight was added, allowing the player to access the temple with smaller units without having to breach the fortified positions first.

    A final encounter after Lord Cyrian in the form of a bigger defense section at the T4 location was introduced, featuring two angles from which the Twilight will attack from.
     
    R4bitf00t takes over:

     
    "At this point, the map became the target of actual testing by our maptesters, which over time showed a few things - mainly, that the end defense section was redundant and prolonged the map too much. As well as it being quite hard (to provide challenge) meant that it could easily wipe out 20-25 minutes of progress, and that was rarely fun."
    - Hrdina Impéria
    Hrdina's work on The Shifting Temple was done at this point and the project was transferred over to R4bitf00t to apply our core map principles and address the issues of the features the map was supposed to come with.
    One major thing that was apparent and couldn't be fixed during extensive testing sessions was the final defense part at the north.
    It introduced a sudden failure point for players at the very end of the match by introducing a large difficulty spike with a set time limit, which didn't correspond with the rest of the map's difficulty and could quickly negate 25 minutes of playtime at the very end, feeling unfair. It was subsequently removed.
    This change made the map end with the defeat of Lord Cyrian again. While maps do not necessarily need a big climax to end on, this felt very abrupt and unsatisfying in the case of The Shifting Temple.
    Also, the southern defense part felt underdeveloped, because the waves did not scale and the player never had to invest more resources into defending the area, leaving it as a forgettable aspect of the map.
    Scaling the waves up over time and introducing the third path the Twilight would attack from later on meant we could put much more emphasis on this defense section and use it as a map climax, because the player would naturally reinforce the perimeter over time and not be met with a final encounter coming out of nowhere.
    The alternative path into the temple was removed, too. Its intended purpose was too niche, led the player into enemy territory they had to clear first, didn't add meaningful alternative gameplay possibilities and left them in a worse position overall.
    Two of the potential paths were removed as well. The paths would overlap a lot, causing them to feel very similar with too little to make them uniquely stand out.
    We were aware of the feedback players had with our previously released campaign having time limits or fixed timeframes a player could lose a match. During development, The Shifting Temple also had a loose time limit that was changed to the current capacity-based system, which offered the possibility to affect the remaining time left by placing a Juice Tank or Resource Booster. 
    A big point of frustration map makers regularly face is carefully crafting situations only for players to actively seek ways to cheese them in a large capacity and not interacting with them in the intended way, rendering the work of the map maker useless. So, entity placement inside the temple was changed to the way it is now, only teleporting in when the previous room was completed. This also helped us minimize the issue while also work around the issue of pre-placed wells and monuments for potential path changes.
     
    Artistic challenges:


    "The biggest hurdle after figuring out the map design was the visuals. While we wanted to use shadow enemies, we had virtually 0 assets to work with. So with the help of our great artist Titan, we went to work and created a whole set of new shadow-themed assets. A lot of the assets used are simple reskins, but the map also features several unique assets created specifically for the map to decorate the inside of the temple, the most prominent one being the new walls and towers."
    - R4bitf00t


    While we were hard at work testing the map, we were also very curious how the map and shadow-themed architecture was supposed to look like eventually, considering that up until the final stretch all testers were looking at the usual Amii tiles without any detail and generic sunny weather.


    "We had some other model prototypes we wanted for the map, but in the end we made do with less new things, as our artist capacity is very limited. While we were generally happy with the shape of the walls, we quickly ran into the issue of texturing them so they would fit into the rest of BF assets. Most of the work on the walls actually went to adjusting the texturing to fit (hopefully) seamlessly into the game."
    - R4bitf00t


    "After the visuals were finished I also wanted to experiment a bit with the lighting capabilities. I created several light presets that I tested with the map visuals, and in the end we settled on the foggy weather, which lend the map a unique and mysterious feel."
    - R4bitf00t
     

     

    As you can see, from the very first playable version to the release candidate, very little has changed. Actually, most of the features we experimented with were scrapped at the end and only minor geometry work happened. The biggest change was balancing.
    A huge thanks to Hrdina Impéria and R4bitf00t for the impeccable work they put into this map to turn it into the piece we can all now play today.
    And of course, we share our gratitude to the map testers, who poured a lot of their time into the map.
     
    • Card reveal: Aftershock

    Season 4 is now a bit further away, but we have something prepared for you to look forward to. Another new addition to the roster of our rocky Stonekin friends. Behold: Aftershock!
    Please note: The card is still in development and subject to change. The information shown here can change until its release.

     
     
    Fault Zone: Activate to pull in up to 3 small, medium, and large enemies in a 20m radius and begin charging up. After 5 seconds, the unit releases the built-up force dealing 500 damage to enemy units in a 15m radius, up to 33% per target. For every 750 enemy life points within a 15m radius, the force is strengthened, increasing its damage by 250, up to 2000 damage in total when surrounded by 4500 enemy life points. Reusable every 30 seconds.
     
    Adamant Skin: The unit takes 15% less damage.
     
    Siege: Deals 50% more damage against structures.
     
    Aftershock is a T2 M-sized melee unit with an active ability. It comfortably nests itself within the lower cost spectrum - something Stonekin isn't particularly known for. Being a melee unit, it can't attack flying units normally, but Fault Zone is capable of targeting them, granting Aftershock means of disposing them.
    Video2.webm
     
    Design notes:

     
    "Stonekin has 6 existing units in T2, but the only one that sees significant play in PvE is Crystal Fiend, which is often just used with leftover T1 units such as Windweavers. We wanted to design a PvE-oriented unit which is easy to pilot and fitting for the faction's needs. With the invention of the new pull-in mechanic, we thought a pull-in plus charge-up damage effect fit Stonekin. The more life points that surround Aftershock, the more damage that the ability will do, functioning similarly to Grinder's healing ability. We hope this will add some dynamism to Stonekin's T2 arsenal and prove a fun to play addition to the faction's arsenal."
    - WindHunter

    Aftershock will release in a future content update.
     
    • Random Wall Defense - a new preset approaches!

    Our initial attempt at defensive rPvE turned out to be quite popular among you players. We've been patching it up here and there since its release in the Community Map section. While you've been able to fight Fire, Nature, as well as Shadow enemies, one primary faction has been absent for you to put through the meatgrinder: Frost!

    We are happy to announce that the map has been updated and now contains Frost as a potential enemy for you to fight against! Beware of those pesky War Eagles knocking your units off walls!
    Aside from future bug fixes, this concludes our support for this community map. We hope you enjoy the map for many games to come.
    Of course, we are still working hard to bring you an official version of defensive rPvE, but it will take time. Your feedback is very important to us, so please share your thoughts about Random Wall Defense; what you like and dislike. Your input can influence the outcome of the version we are working on!
     
    • Team changes

    After joining us for a while as a map tester and demonstrating his map-making capabilities for Random Wall Defense as well as a few other map touches, our team, which is a zoo at this point, received a frog also known as Krapper as a new specimen within the Map Making department.
    We are eager to work with him and are thankful for the time he dedicates to the team!

    After the Sunbridge has been cleansed of the Twilight taint, its shrine shines again in a new light. Its rays appear to have brought down a new companion from the sun to us. A warm welcome to Solarin, who is now among us as a client and server developer.
    Speaking of rays, the shrine is not the only entity emitting such. As rays tend to paint light into the dark, so does Ray Dezoir, who joined our art department within the team as a 2D and 3D artist back in January. Perhaps his rays may shine light onto something very fitting soon. 
     
    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
     

     
    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
    • Replay Old Events!
    Our event organiser Ultralord made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
    Read the details on how to replay old events here.
     
    Recent events:
    • FINISHED Skylords Reborn Spring Cup 2026
    New year, new Spring, new 1v1 PvP Spring Cup!
    Won by MrDanilov. You can watch the stream recording here.

    Upcoming events:
     
    • Battle of Tactics #11: Perfect Timing
    Finish a classic map with a twist in card play and coordination!
    Find out more, when the event goes live! 
     
    • TOME #5 - Look At My Fire PvP Tournament
    A new Tome tournament approaches to test your deck building abilities!
    Read the details here. Contact Ultralord to join.
     

    • Host your own tournament/ event
    Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us; we will gladly assist you.
     
    • In conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a General booster: AFTE-RSHO-CKAN-DRWD
    This code is valid until July 1st, when we will bring you another Community Update.
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us.
    We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.


    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update May 2026

  9. Metagross31 liked a post in a topic by LEBOVIN in Battleforge ost   
    https://skylords-reborn.fandom.com/wiki/Soundtrack
    The page is now restructured with a tab for each faction and also contains the remaining music tracks that are not faction related further below.
    If the wiki player (little play button in front of the name) is not working on your device click the link in the column "Download Link". This will open the native audio player of your browser and there the file can be downloaded aswell.
    Enjoy the awesome music 
     
  10. Metagross31 liked a post in a topic by Ultralord in TOME #5 - Look At My Fire - 21.06.2026 at 14:30 CEST   
    It is happening again !!! TOME ACTION
  11. Metagross31 liked a post in a topic by ben-en in Skylords Reborn on OSX/Linux via Wine!   
    This worked flawlessly for me on CachyOS. Lutris almost worked but would error out randomly.

    Thanks for doing the legwork!!
  12. Metagross31 liked a post in a topic by Lipto in Skylords Reborn on OSX/Linux via Wine!   
    test on bmax 8745hs with steam on archlinux cinnamon

    just add non steam game and select force compatibility proton experimental and play
    no need to write launch options
    direct x 11 is good on amd radeon
  13. Metagross31 liked a post in a topic by Ultralord in Forge Of Creation - Until 31.08.2026   
    Our duty as People of the Sky and residents of the Forge of Creation is to aid the People and creatures of Nyn.
    So let's do exactly that with your own creation!




    The event is quite simple - Create something connected to Skylords Reborn.
    It can be anything physical or digital, like: an Art piece, Music, a 3D Print, Food, a video, a cool moment in a match, etc.
    The only rules are:
    You must be the creator (no stealing) No AI-generated content The content must be safe to share with Skylords of all ages To participate, post your creation here in the forum thread.
    Each player who shared his work will receive a booster at the end of the event.
    You have time till 31.07.2026
    You have time till 31.08.2026

    We can't wait to see what the community will come up with ❤️ 
    If you want to host your own event, feel free to contact @Ultralord or @Metagross31
    See you in the Forge of Creation, fellow Skylords
    Ultralord 🎩
  14. Metagross31 liked a post in a topic by Riviute in Patch #400056 - 1 May 2026   
    Really grateful for the difficulty changes, thank you devteam! 
  15. Metagross31 liked a post in a topic by DDrazard in Patch #400056 - 1 May 2026   
    Awesome as always!
  16. Metagross31 liked a post in a topic by UltDragon in Patch #400056 - 1 May 2026   
    Hotfixes
    03 May 2026

    Fix map of the season preset not being properly displayed on challenges tooltip. Try fix season milestones not unlocking. If you have one that should be unlocked, it will be unlocked upon reaching next milestone. Update "Repair All" button sound.
      11 May 2026

    Fix challenge 6.3 progressing even when monuments are lost.
      16 May 2026

    Fix mismatched lobby description for open games when switching maps.
      08 June 2026

    Fix using "Repair All" crashing the game while the map modifier "Irreparable" is active.
      09 June 2026

    Add forced confirmation when bidding or buying out auctions with value of 1000 BFP or higher.
     
    01 July 2026

    Fix eligibility check not working for past seasons.
    Fix game crashing when starting a rPvE with Map of the Season enabled
  17. Metagross31 liked a post in a topic by WindHunter in Patch #400056 - 1 May 2026   
    Patch #400056 - The Shifting Temple
    Welcome to our newest patch. This update contains our 4th original Campaign Map, our 22nd balance patch, a new featured survival community map, balance changes to Unexpected Visitors and Heart of Trouble, and more. 

    Patch Preview
    A brand-new campaign map! The Shifting Temple is our third 2-player campaign map and our fourth new campaign map overall, accompanied by two seasonal challenges. New Defensive PvE Map. Random Wall Defense is a featured survival map where you defend against one of randomized three factions in hopes of surviving to the end.  Balance changes for Unexpected Visitors and Heart of Trouble. The lower difficulties of these maps have proven a bit too strong, so we are adjusting them accordingly. Several card balance changes, mostly to Stonekin and Frost cards.

    New Campaign Map
    The Shifting Temple, 2-player campaign map
    In The Shifting Temple, a pair of Skylords battle against both Twilight and Shadow forces in an attempt to unearth the secrets of the mysterious Shifting Temple. Upon entering the temple, one of four paths is unlocked, giving the map a unique labyrinthian feel. And what would any labyrinth be without its Minotaur?

     
    The Shifting Temple can be found on the world map after The Insane God:

    Storybook pages can be found at:
    Plot ➜ Twilight ➜ The Twilight Taint ➜ Page 17+

    New Featured Survival Map (Beta Release)
    Random Wall Defense, 4-player defensive random PvE map
    Random Wall Defense is a featured community survival map. This means that players earn gold based on how long they survive, not whether they win the map. This map is a rework of our original attempt at what has been called dPvE or defensive PvE, first announced approximately 5 years ago. We recently dusted it off the shelf and gave it a full overhaul. Players can enjoy fighting against randomly chosen enemies from 3 factions with up to 3 other players. Comes with standard, advanced, and expert difficulties.

     

    Map Changes
    Unexpected Visitors (advanced difficulty):
    1. Removed one unit from all incoming attack waves. 
    2. Increased the time before the Amii city siege automatically begins from 5 minutes ➜ 7 minutes.
    3. Rebalanced several Lost Souls camps in front of the Amii city and the northern Power Shrine.
    4. Removed the patrolling Mountaineer at the player's T2 location.
    Overall, these changes ought to make Unexpected Visitor's advanced difficulty more comparable to other official campaign maps and make it easier for players to overcome common failure points.
    Heart of Trouble (standard and advanced difficulty):
    Standard difficulty:
    1. Removed the mine traps from the northern camps and the hurricane traps from the southern camps.
    2. Reduced the life points of the Black and Yellow crystals from 2500 ➜ 1500 life points.
    3. Increased the respawn time of all camp defenders and patrols by 10 seconds.
    4. Increased the delay between cannon barrages by 10 seconds.
    Advanced difficulty:
    1. Increased the delay between cannon barrages by 5 seconds.
    Heart of Trouble was our first attempt at making a standard difficulty map and it proved a bit too difficult for our new players. 

    Game Balance Changes
    [ Player Card Changes ]
     Battleship:
    1. Barrage:
       A. Damage: 800, up to 2400 in total ➜ 1400, up to 3500 in total
       B. Now affects air units.
    Battleship is still lagging behind other T4 options, so we are giving its ability a buff-up to reward using it wisely. Upcoming changes to Architect's Call will indirectly buff Battleship by making it easier to keep it moving swiftly. 
     Defense Tower: 
    1. Frost Bolt attack speed: 2.86 seconds (683 dp20) ➜ 2.5 seconds (780 dp20)
    2. Life points: 1500 ➜ 1400
    Defense Tower has a wrong damage value due to a wrong attack speed. While we are not going to give it the 300 extra damage it claims to have, we will be adding another 100 damage in exchange for removing 100 life points, shifting the tower's power budget towards offense.
     Earthen Gift: 
    1. Blessed Earth (b):
       A. Life points per second: 10% of its maximum life points ➜ 6% of its maximum life points
       B. Healing cap: 4000 in total per structure ➜ 6000 in total per structure
    2. Gifted Earth (g):
       A. Life points per second: 5% of its maximum life points ➜ 3.5% of its maximum life points
       B. Healing cap: 4000 in total per unit (Unchanged)
    Adjusting the healing thresholds and percentages of the two affinities. The building affinity will heal less per second but more overall, this should make it a better compliment for Tectonic Shift strategies. The unit version is too strong right now, so we are moderately cutting down its healing per second while leaving the overall cap intact.
     Grinder: 
    1. Damage: 5000 ➜ 5500
    2. Life points: 4500 ➜ 5000
    3. Add XL-counter
    These changes should help Grinder to tank better and focus down extra-large threats that Stonekin can sometimes struggle against, including bosses.
     Makeshift Tower: 
    1. Grenade Launcher:
       A. Damage: 45 up to 65 in total (367 dp20) ➜ 54 up to 81 (450 dp20)
    Makeshift Tower never had a correct damage value, so we are correcting that. Even so, it will remain the weakest tower in the game.
     Primal Defender: 
    1. Power cost: 60p ➜ 70p
    2. Earthstrike damage: 130 up to 195 in total (975 dp20) ➜ 155 up to 233 in total (1175 dp20)
       A. Fix attack speed description to say every 3.3 seconds.
    3. Cloudstrike damage: 250, up to 375 in total (2030 dp20) ➜ 290, up to 435 in total (2355 dp20)
    4. Life points: 1300 ➜ 1515
    Primal Defender takes up more space than other comparable T1 towers, meaning that when placed behind a wall Nature T1 can fit less defensive towers than other factions. While a lower cost is often a benefit, when placed behind walls a wider but low cost tower is a hindrance because it has less stat density, which results in Nature T1 fitting less stats behind the wall overall. This is exasperated by most towers sight blocking each other, so you cannot simply place more towers in the back to make up for this. As such, we are increasing Primal Defender's cost and increasing its damage and health stats proportionally. These changes will allow the tower to be more stat dense and therefore better when placed in locations with limited space, while being power neutral in other situations.
     Shatter Ice: 
    1. Power cost: 100p ➜ 70p
     Tectonic Shift: 
    1. Ability range: 100m ➜ 150m
    2. Ability cooldown: 20 seconds ➜ 30 seconds
    We are increasing both the teleport distance and ability cooldown of Tectonic Shift by 50%. This should hopefully allow Stonekin lovers to better keep up with their fellow players in random PvE.
    [ NPC Changes ]
     Moloch (NPC): 
    1. Hardened Skin damage reduction: 90% ➜ 80% less damage from ranged and magical attacks
    With the introduction of Random Wall Defense, Moloch's current damage reduction level is excessive and makes it nearly unkillable for many archetypes.

    General Fixes
    Fixed worm movement causing desyncs. Movement might feel slightly different from before. Skydancer should no longer be classified as an elf unit. Added tooltip "Presets completed" to challenges 2.4, 2.8, and 6.4 to help players better keep track of their progress in challenges requiring MotS presets. Fixed several grammar and typographical errors in the English lore book.  Introduced various new Shadow units & buildings with the release of the Shifting Temple. 
  18. Metagross31 liked a post in a topic by Hrdina_Imperia in Community Update - May 2026   
    Wooooo. Long time in the making, I'm glad to see the map is out - and in such an awesome state. Lot's of hard work from many people. 
  19. Metagross31 liked a post in a topic by Nagrach in Community Update - May 2026   
    Thanks and keep up the good work!
    Highly interested in the new campaign map - but can´t find it on the worldmap?
  20. Metagross31 liked a post in a topic by Bini Inibitor in Community Update - May 2026   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

     
    This one is filled to the brim with new things!
    Whispers of the Void is reaching its final stretch, and as the final set of challenges unlock today. We will go over them in this Community Update.
    Also, we worked on some quality of life changes as well and showed off one of our initial attempts at designing defensive rPvE.
    And finally, as teased a few months ago, our new campaign map, The Shifting Temple, releases today with a challenge accompanying it! Read more to find out what you can broadly expect.
     
    New seasonal challenges 

    With the third month of our season, Whispers of the Void running, the final set of seasonal challenges unlocks.
    Let's take a closer look at them.
    General challenges:

    4.1 - Win different campaign maps or featured community maps on advanced difficulty or higher. All units played must be medium or large units. No flying units are allowed. Only Shadow cards are allowed. These restrictions apply to all team members.
     

    4.2 - Win the 1-player featured community maps, The Easter Tree and Town in Need on advanced difficulty or higher. Only Shadow, Lost Souls, or Neutral cards are allowed.

     

    4.3 - Win the 2-player scenario, The Shifting Temple on standard difficulty or higher. Only Shadow cards are allowed. These restrictions apply to all team members.

     

    4.4 - Win the 2-player scenario, The Shifting Temple on standard difficulty or higher. All cards in your deck must not contain more than one orb of each element. These restrictions apply to all team members.

     

    4.5 - Win the 2-player scenario, The Insane God and the 4-player scenario, Bad Harvest on advanced difficulty or higher. All enemy buildings on the map must be destroyed. Only Shadow or Lost Souls cards are allowed. These restrictions apply to all team members.
     
    4.6 - Kill enemies while playing the 4-player featured community map, Random Wall Defense on any difficulty. All cards except Enlightenment are allowed. These restrictions apply to all team members. Killing enemies on higher difficulties awards more mission progress.
     

    Nightmare challenges:
    6.1 - Be among the 100 fastest times at the end of the season on the 1-player scenario Heart of Trouble on advanced difficulty. Only Shadow or Lost Souls cards are allowed.
     
     
    6.2 - Win the 2-player scenario Nightmare Shard on standard difficulty or higher. No spells or flying units are allowed. Only Shadow or Lost Souls cards are allowed. These restrictions apply to all team members.
     
     
    6.3 - As a solo player, win the 4-player scenario Blight on standard difficulty or higher without losing a Monument. Only Shadow cards are allowed.
     
     
    6.4 - Win random PvE scenario Map of the Season presets against 5 different factions on Adv (4) difficulty or higher. All units played must be extra large. Cards from any faction are allowed. These restrictions apply to all team members. Completing the challenge on higher difficulties awards progressively more points.
     
    • New Campaign map - The Shifting Temple

     
    Today, after being teased in February's Community Update, we release our next two-player campaign map along with a seasonal challenge - The Shifting Temple. 

    Story Introduction

    "The Twilight have unearthed an ancient Shadow temple and even now fight to overwhelm its defenders. What the Twilight’s purpose is, or how they found the temple is unknown, but what is clear is that they must be stopped from gaining whatever they came to find."

    About the map:

    The map continues the story of the Church of the Twilight, previously introduced in Behind Enemy Lines. As we arrive at the mystical Shifting Temple, we find Twilight already attempting to breach its defenses, their purpose - unknown. We need to get inside the temple and keep the Twilight at bay while navigating one of four randomly chosen paths through the temple to prevent the Twilight from getting whatever they came for.
    Like Empire, Behind Enemy Lines left us with a similar taste. The Ragged King left the limelight just as fast as he was introduced in Empire all those years ago. We felt the need to expand upon his lore, along with the aftermath of defeating Blight's squadron.
    The Church of the Twilight is no different. The story surrounding this cult starts and ends in said map, and it felt incomplete with potential left on the table. Our idea was to continue this sub-plot and introduce the Church of the Twilight as a counterpart to the Church of the Rifle, the latter of which also has a lot of potential lore-wise.
    While we do not want to spoil anything, to give you an idea of what to expect: if you like the general structure of Crusade with some Dwarfen Riddle sprinkled in, you should feel right at home.
     

    We would also like to give a special thank-you to our map testers, who provided significant feedback and ensured the map will be an enjoyable experience for all skill levels. And of course a huge thank-you to Dreamlord and Vox once again who lended their voices as story narrator and Gaeron respectively!
     
    • Art spotlight: The Shifting Temple Loading Screen

    The artwork for the loading screen was created by our talented artist Spirit Alpha.
     
    Exploration and sketching
    Concept:


    "I was thinking there would be some kind of Shadow boss, and I thought Shadow having Ironclad made by the cult of rifle could be cool and plausible. Additionally, I wanted to show the contrast of Shadow having some sort of magic tech versus the Twilight attacking as a swarm."
    The sketch was already off to a great start, since the event depicted is something actually happening on the map. So the exploration stage concluded right away. However, a Shadow version of Ironclad is not present and, as such, had to be changed.
     
    Iterating on and refining the concept
    Refining the concept:


    The Ironclad has been changed to a Death Ray, laying waste to the Twilight. Additionally, the Hulk was made more prominent to further emphasise its imposing presence and Twilight's relentless attempt at attacking the temple.
     
    Locking in and working on the details
    Shading and putting the scene together:


    The scene comes along nicely, and some details have been added. The Stone of Torment has been exchanged for a certain individual.
    "The tower didn’t look very good when I started detailing it. I just didn’t like how it was turning out. Him standing there in the moonlight felt better."
     
    Challenges and finishing touches
    Representation and source material:

     

    In the current version the Hulk looked too humanoid and a reference from that angle was missing.
    Also, Ashbone Pyro's artwork depicts the Nightfire Jet as an orange-red flamethrower, whereas the in-game unit shows the stream in a gray-purple colour. It was decided to stay faithful to the original artwork.

    Applying the reference and adding more detail:


    Ashbone Pyro's stream was given its appropriate colour and Hulk became less humanoid.
    More entities were added and the whole fight is now a lot dirtier and more chaotic.
     
    Finishing touches and high resolution version:


    Lastly, some fog and finer details like debris on the impact of the Death Ray shot were added.
     
    • An update regarding defensive rPvE

    We think it's to nobody's surprise that announcing a defensive version of random PvE all those years ago was a grave mistake. Since then, we've been asked regularly what the progress is and when it will be released. It was answered in this Q&A Stream several months ago and long story short: we still have no release date. The mode in question is particularly difficult to design, because not only is defense challenging to design in a game like this but everybody has a different idea of how the game mode is supposed to look and play like.
     
    Our initial attempt:

    But after all this time we thought about showcasing our very first fleshed-out attempt at defensive rPvE, which is playable right now on the Community Map section called Random Wall Defense along with a seasonal challenge. It received some changes in order to be more playable and enjoyable. Feel free to give it a try!


     
    • Quality of Life changes

    Since our last Community Update, we have implemented some quality of life updates, which some of you players have already seen. But to those who haven't been active lately let us introduce you to the following:

    Updated Launcher with improved technical
    options and an integrated news tab:


    The Updater for the game has been equipped with additional features. Namely, an integrated news feed, so you can immediately see if there are any news like this very important Community Update and a new sub menu with technical options like resolution or what DirectX version you want to run this game on, which should make troubleshooting a bit easier. The Verify Files button has also been moved there.
    In addition to this, we added the SMJ.cards website for quick access as well - a nice website with neat tools provided by our great team member Maze!
     
    Repair all buttons:


    On some maps you will repair your buildings frequently. In certain cases, like Passage to Darkness, this can become tedious. There is a dedicated repair button below the minimap. However, this button didn't serve a practical purpose, because a player would rather click the respective building and repair it that way. So we repurposed the button to repair all damaged buildings with a single click instead. The default shortcut for this is CTRL + B.
     
    • Team changes

    After being part of the community for a while and regularly presenting herself in questionable lighting conditions, Min joined the team as a Trial Discord Moderator. Last month, we released her from the role of Trial Discord Moderator and made her a full-on Discord Moderator.  Congratulations, and good luck on your moderation journey!
    R4bitF00t decided to step down as a Community Manager, with me (Bini_Inibitor) being his successor. He will still retain his former position within the map-making team. We want to thank R4bitF00t for his contributions as such. May he still bless us with his map-making craftsmanship.
     
    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
     

     
    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
    • Replay Old Events!
    Our event organiser Ultralord made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
    Read the details on how to replay old events here.
     
    Recent events:

    • FINISHED Twilight Hunt
    The tradition of the faction hunt continues once again!
    You can watch the stream recording here.


    • FINISHED 1v1 PvP Rookie Tournament #3
    A 1v1 PvP tournament intended for lower-ranked players.
    You can watch the stream recording here.


    Upcoming events:
     
    • Skylords Reborn Spring Cup 2026 -> Starts 10th May 2026
    New year, new Spring, new 1v1 PvP Spring Cup!
    Read the details here. Sign up here.
     

    • Host your own tournament/ event
    Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us; we will gladly assist you.
     
    • In conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a General booster: TEMP-LEMA-PREL-EASE
    This code is valid until June 1st, when we will bring you another Community Update.
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us.
    We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.


    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update April 2026
  21. Metagross31 liked a post in a topic by Ultralord in The Twilight Hunt - Until 19.04.2026   
    What a cool event with 159 Players in 54 Teams
    Here you can find the Winner Stream Recording:
     
    Here all Replays:TW Hunt.zip
    And Here the ranking: Forum_Ranking.xlsx
    Ranking Prizes have been send out.
    Random Draws will be send in the next days.
     
    Hope to See you in the next PVE Event -> Battle of Tactics #11: Perfect Timing
    Ultralord 🎩
  22. Metagross31 liked a post in a topic by Lipto in Skylords Reborn on OSX/Linux via Wine!   
    now not needed to write launch options "proton_no_d3d10=1...d3d11=1"
     
    for pc desktop intel 12700k rtx3080ti archlinux cinnamon - open kernel drivers
    "direct x 11" is not good 
     
    for play normaly start one time the game and leave
    and choose in config tab of launcher  "direct x 9"
  23. Metagross31 liked a post in a topic by Cocofang in Suggestions to Improve Card Design Variety & Map Content   
    I mean, nobody would be opposed to every unit having its unique model but ... how?
    Reskins already take a lot of time and effort to make them look good. Adding new models and animations for everything on top of that is simply unfeasible with the resources we have.
    Maps are constantly in development. But they too take a lot of time, testing, reiterating.
    We would also love to add new color factions but the existing colors aren't even in perfect shape yet and Amii is still incomplete. Fixing up existing factions takes priority right now.
    Overall, we are working on everything you would like to see because we would like it as well. But it takes time and not only are our resources very limited, we can't even change many aspects of the game. A ton of new cards and bug fixes required somebody digging into the guts of the game and somehow finding out how to make it work basically from scratch. Many things we still don't know how they work or why they do what they do. And it's not for a lack of trying but because it's like searching for a needle in a haystack.
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