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Showing results for tags 'cards'.
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I Have talked about this with others, but I want to hear from the Community Members what do we think of this Idea that the Test Sever Can have more use then Testing just the upcoming Changes and cards we the players can make cards on the testing severs and play them in the community Maps or something Like that I would love to see that in 2023 or 2024 but hopefully This Idea can turn into a dream Imagine that us as players can add cards to the game then play them in the community Maps maybe even in the base game but still I would love to see this Dream come true and I hope the the other players and staff agree on this
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Here! is the link to the Imgur album as some images are too big to upload in terms of size. More obvious link: https://imgur.com/a/G9ont8m But I managed to get printed all 68 Shadow cards (No duplicates, No Promos, 1 Affinity per Shadow card) I wanted to create these for a memento. I had created the back of the card using images and a little Photoshop and the sides of the cards I've 'Extended' the Level indicators the purple stuff (All cards printed with level 3 but standard charges) Just a preference of mine. Each card was added manually to the background template and then saved into the card printer's guide. Hope you think its cool!
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Hello there. Right to the subject: Stonekins are limited in T4 units for people who like to play one " nation " decks. i´ve been thinking what cards could fit this class, not every card is suitable for it. For example infected Grimvine doesnt feel right, etc. In order not to overthink it i found some easy and suitable cards that can be turned into stonekin ones. Those are, as in the screenshot shown: Fire Dragon or Northland Drake, Shadow Worm or Fire Worm. OR Abyssal Warder! he is already made of stone anyway. If you look closely at those cards they have already some scars or how do you want to call it which could make the redesign easier as an infection by the Stonekin. Northland drake, also has blue eyes already and might fit well to it. Amii Phantom is a basic copy from a Nightguard too, they didnt even change the voice, since it was the last new card added i think back then. and people like the card anyway. There are more important things to do, but when the time comes, please revisit this post. Have a nice day.
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which card gives you the most nostalgia when you look at it or remember it. mine is either avatar of frost (it was the first "expensive" with high power level card i bought) or frost mage.
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Hi everyone, I would like to hear which decks you think are good for rPvE, something about level 9-10. Write which card you are using, and if you want, why you are using these cards. Thanks to you all for the information
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Hi Team, I tried to upgrade my cards after today's server restart, but the upgrade which i have already done are not visible in the upgrade option. Even though the cards are in the upgraded level, i am unable to upgrade further. I have attached the screenshot for your reference. I have tried re-login and restarting the application. I kindly request you to look into this issue.
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So I know its not gonna be soon that we are gonna see new cards but I do love the idea that there are gonna be new cards. So in that spirit I made a little homage to that. All CC welcome. Ability: Light Radiance Costs 70 Power. Activate to become immobile and heal other friendly units within 15 m radius for up to 400 in total per second. Cannot be disabled by spell blocking abilities. Lasts for 20 seconds or until interrupted. Reusable every 30 seconds. Ability: Stone skin Unit takes 15 % less damage Ability: Slow Slow movement
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Hello skylords/ladies. first of all, amazing job on the game, you are really doing a grate job! Secound. I'm getteing more and more frustrated over some changes over the last couple of days. Who the hell have added a 200 power restriction to the Twilight curse card? it's practically useless now in PVE. As shown in the links below, there where no such things, in the old days, nor in the game, as for what I have tested it. where did it come from?! Best regards, Nanks. http://www.battleforge.nm1.pl/cards/cardbase.php?i=results&page=44&card=8401&action=delete#8401 http://battleforge.wikia.com/wiki/Card:Twilight_Curse
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When i try to remove example for my Crystal fiend.. i wanna sell this card so i go to remove upgrade and i click to yes and it dosent work no error message.. need help pls
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Hello everybody. You know i never could understand what the Damage information was about, that one in the bottom left. First exempel Bae.. i mean Frost Mage. It says 360 S(with Bow icon) and it says that she deals 57 damage to each enemy unit every 4 seconds. 14.25*60 = 855 Damage per Minute Frost Mage Picture Second exempel Forsaken: It says 360 M(Bow) and text says every 2 seconds each units deals 6 damage. 3*5 = 15*60 = 900 Damage per Minute Forsaken So what does that nummber means... 360 and that S or M (maybe Range ?) and than the Bow which is probably means that its loong range but than we have this unit Green Dudes with a star as an attack Icon. So weird and confusing. Helpfull site for info https://allcards.skylords.eu/cards.html Thank you for Help
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The problem started today, I tried to change my deck since I got new cards from boosters. I can go to Edit Deck Mode, save it, it properly shows in my deck, but when I load into any map I can't summon/use any of the new cards I added. I click to summon, plays the sound of placing a card, but doesn't take any energy, only the card loses a charge. Then after I relog it changes my deck back to how it was, or if I make a new deck it just disappears. When I click ready on any map and I use a new deck, it changes to the Tutorial deck.
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The official Fansite-Kit Grabbed it just before the shutdown: https://www.file-upload.net/download-12290814/Fansite-Kit.zip.html All Cards First it contains the big image file from TBO. Based on this big file, I have created single files for every card, which are also part of this zip, you can download here: https://www.file-upload.net/download-12290813/Karten.zip.html Chronicles (German) Just before the end of the game I have created this PDF file and uploaded it on the offical board. I guess only a few people could obtain it, so I just reupload it here again. The whole chronicles as pdf: https://www.file-upload.net/download-12290789/Chronik.pdf.html The audio of the chronicles: https://www.file-upload.net/download-12290788/ChroniclesAudio.zip.html Loadingscreens+ (also German) This file contains the loadingscreens of every map and some other stuff, like the ingame map: https://www.file-upload.net/download-12290819/Ladescreens.zip.html I dont know which of this stuff was already posted, so sorry.
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Greetings, Skylords. I'm not sure if anyone else has noticed this, I only just noticed it myself, but there is another Battleforge-Like game currently on steam for your fix early if you're interested. It is in Early Access so the usual caveats apply (it isn't finished yet). However, what is there is solid so far. (Unit pathing can be a bit of a pain on tight corridors and over obstacles though) This game is called Golem Gates. Check it out if you're interested. I'm definitely having a lot of fun with it, even against just bots. That's all for now folks. -Voltoth
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Dear Skylords I opened this threat, because of the discussions concerning the PvP-Balance we allready have in this Forums. Because the discussions both deal with specific cards or specific ideas for balancing and i have the feeling that it is missleading at the moment (eg. talking about giving pure fire a Wareagle counter on the one hand and talking about OPness of (pure fire) Cliffdancing on the other hand). To get the balancing PvP discussion better organized i want to collect all (perceived) balancing issues in PvP here in this thread. The goal is to first make a list with all of those issues, then go down that list point for point to discuss it: Is this realy an issue, does it has to be changed, how could it be changed. As a conclusion we would have a list of REAL Issues that should be adressed (with ideas on how they could be adressed) and a list of only PERCEIVED Issues, that are no real ones and only come because people don't know how to play vs certain strategies or vs certain Decks. Please as a first step only post (in short words) which Balancing Issues YOU think are in Battelforge that need to be adressed. I am gonna collect all of those in a List here in the first post. After some time of collecting we can discuss each issue and see if it realy is a thing that needs a fix, or if it's not. After we have a list of REAL Balancing Issues we can start to discuss those in seperate threads again. I Hope this will lead to a more sophisticated Discussion about PvP balancing and will lead us in a direction so that we can start to balance or test balancing ideas when the server is up and running (maybe on a seperate testserver). I am gonna start that List with the issues that I think are problematic in BaFo PvP. I am gonna ad the name of the person who reports an issue in brackets behind it. Please be aware, that not everybody has to be your opinion, just post everything YOU THINK is a balancing Problem in PvP. You don't have to post any ideas how to solve this problem, lets first only collect, then discuss all the points. Perceived Balancing Issues in PvP: - Weakness of Bandit T2 and Shadow/Nature T2 (Nachtalb) - Shadow/Frost T3 is overpowered (Nachtalb) - Tree Spirits are problematic in Nature T1 (Nachtalb) - lack of a cheap t2 m/m counter in pure nature (LagOps) - phasetower is problematic against nature (and maybe frost?) t1 (LagOps) - lack of reliable wareagle counters for pure fire (LagOps) - bandits being underpowered vs frostsplash T2s (SunWu II.) - cursewell being overpowered in frostsplash T3s (SunWu II.) - shield building being overpowered (SunWu II.) - war eagle + stormsinger(ability) being overpowered vs pure fire and fire/nature T2 (SunWu II.) - firedancers over cliffs/walls being overpowered (SunWu II.) - the (bug ab)use of netherwarp (green) casted on shadow mages being overpowered (SunWu II.) - Brannoc's special ability being too strong (SunWu II.) - pure nature being slightly underpowered vs certain m-unit attacks in early T2 (SunWu II.) - lost grigori's special ability being slightly too strong (SunWu II.) - phasetower and mortar being slightly too strong (SunWu II.) - Grigori's taunt bug (Aragorn) - Razorshard knockback delay bug (Aragorn) - Nothern star bug (Aragorn) - Juggernaut and Mo's ability CC-Bug (Aragorn) - Brannoc : Ability too strong (Aragorn) - Nature t1 : Give them something to deal with structure (mortar and phase tower) (Aragorn) - Nature t2 : Give them a M/M. (Aragorn) - Additional energie (energy parasite, thugs, etc.): Bad Concept (Aragorn) - Mountainer: Shield ability OP (Aragorn) - Well curse OP in 2vs2 (Aragorn) - Lajesh unbalanced : Too much wall and cliff potential on nearly every well. (Aragorn) - Bandits UP (Aragorn) - PvP is balanced/there should be no discussions at the forums at this point (Anonymous, xHighTech)
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