Small patch this week, but with some critical fixes.
Feature Improvements:
Improved in-game store
Improved ordering of cards in the game
Lots of back-end server improvements - our servers now start up twice as quickly, and are significantly more reliable
Bug Fixes:
Fixed a critical bug where some new users got stuck on the loading screen
Fixed a bug where the leaderboard wouldn't show up
Patch 1.35.1 is now live!
We've re-vamped the Store, to make it more user-friendly (and add a few more options):
Cards you can buy for Credits
Bundles of Smart Packs and Drafts
The ability to buy Credits and NanoBots for Gems
More visibility into the Mega SmartPacks/Credits/Gems - you can see how long you have left, and can even re-buy them before the timer runs out (if there's less thna 14 days left, you can re-buy). The additional days will stack.
More purchase options visible
Some true special offer bundles, which are one-time purchases that unlock at various different levels (if you're already beyond that level, you'll see a bunch of them in quick succession, so you won't miss out)
Feature Improvements:
Lots of general polish & UX improvements
Relaxed the server timeout even more, to minimize false positives
Added audio in some obvious places
Improved performance of cardlist items on low-end machines
Improved display of Store objects
Bug Fixes:
"Random" effects now play their FX on the same unit that they affect
Less chance of cards being initialized with incorrect art
Losing a practice match in draft now no longer kicks you out of the draft
Quests now show the correct art
Patch 1.34.0 is now live!
We've made some fairly large changes to the first time user experience (FTUX) in this patch. When you start the game with a new account, you unlock the Tech starter. You'll play through the tutorial with this starter. Once you complete the tutorial, you'll start gaining quests to unlock the other four decks. Your fifth quest will unlock Draft mode and give you a free draft. After that, you'll be given one quest per day. The first four quests can be completed in Practice or Casual play. All later quests can only be completed in Casual play.
When you complete a quest, you'll see a timer showing you how long until your next quest unlocks (it unlocks at midnight PST/1am Pacific Daylight Savings Time)
Feature Improvements:
Daily Quests replace automatic logon rewards. You'll have a new daily quest automatically, and you get a new one at midnight server time (if you completed your previous one).
Server Time is now PST, not UTC.
Pack creation tables have been improved & pack creation data storage has been re-done. The first Basic, Smart, or Mega pack you open is now guaranteed to have a Legendary in it (and combined with the data storage change, the next pack you open will also be guaranteed a Legendary).
Prizes for casual play and draft have some variation now
Prizes for draft have been reworked to include NanoBots as part of the prize pool
The "Practice" button has been moved to the deck stats view (click the deck name in the top right). This allows you to practice directly from the deck builder. More importantly, it also allows you to play practice games with your draft deck (against regular AI decks)
Improved some Achievement rewards
Improved the behaviour of the zoomed hand a little more
The game can now connect over an ipv6 network.
The animation for gaining a new rank is now much more prominent (it's still not enough, but it's better!)
Bug Fixes:
Draft play will no longer auto-pair you against SARAH (but see above - you can now play practice games with your draft decks)
Trash display works better now
Lots of bug fixes to make sure that we can turn on Leagues in the future
When you steal a unit that the AI had decided not to attack with again, it clears the AI's "skipped" flag, so you can still attack with it.
About seven different deck renaming bugs fixed
About twelve different Achievement-related bugs & glitches fixed
Patch 1.33.4 now live
This week’s patch is a lot of card buffs, and some usability improvements around the trash and legal abilities.
Feature Improvements:
When you copy a card, the effects on that card are also copied. Biogenesis copies now have Regenerate; Reinforcements copies will retain any buffs the original had.
You can now see the last 5 cards to go to either player’s trash. Click the trash icon to see.
When you’re dragging an attack or activate arrow, if you mouse back over the initial card, or mouse up over the initial card, the attack will be cancelled. This is more in line with expected behaviour.
Players who will be affected by untargeted cards show up with a green glow (previously, only cards in the arena showed up this way)
Lots of clean up of abilities that go illegal at times (combat abilities at the end of combat, for example), and more quickly updating legal abilities after playing an ability
Bug Fixes:
Draft deck card lists no longer show numbers above 3 in red
Increased speed of achievements animations
No longer lose rating points for dropping from a draft
Draft wins & losses are displayed correctly
Fixed several bugs where draft cards would disappear when dragged
Deck screenshot panel shows draft decks correctly
Fixed a bug on the report bug panel
Fixed the “Clone” and “Delete” buttons in the play screen
Bombs now actually go away when they explode
Card Balance Changes:
We’ve changed a lot of cards this patch. There’s three main categories: Rarity shifts, subtypes, and buffs.
Rarity-wise, 10 Rares became Epic and 10 Epics became Legendary. If you already own the card, all your copies will be upgraded to its new rarity (and corresponding new scrap price).
We’ve aligned several subtypes so we can key off them now or in the future. There’s a new Soldier, and a couple of new Demons.
A fair number of Epics and Legendaries have been buffed in various ways. The buffed cards were seeing lighter play than we’d want, so this should enable a few more of them to show up in decks.
Arcane
Arcane Avatar: Now an Illusion. Rarity up from Rare to Epic
Bog Wisps: Now an Illusion
Deja Vu: Rarity up from Rare to Epic
Diquanomus: Now a 10/10 for 6 that gives all enemy units -5 strength
Eradicate: Rarity up from Epic to Legendary
Finger of Death: Now kills based on strength or health. Rarity up from Epic to Legendary.
Grand Magus: Buffed to 4/7
Grasping Horror: Now a Monster
Korgon of the Spires: Now costs 4 & is a 4/8
Levitation: Now costs 3, and only affects units in the arena.
Mind Control: Now steals units strength 9 or less
Plague of Weakness: Now affects units strength 7 or less
Rise from the Grave: Is now targeted - you can choose one of the strongest 3 units in your trash (the targets show up on the left hand side of the screen)
Specter: Now an Illusion
Thought Anomaly: Now an Illusion
Zombie Plague: Now costs 3
Tech
AI Hack: Rarity up from Rare to Epic
Armored Blockade: Now a 4/4
Assassinate: Now costs 6
Black Ops Team: Rarity up from Epic to Legendary
C-Rex: Now a 4-cost 6/6
For the Cause!: Now gives +4/+4 (was +3/+3)
Forcefield: Replace Mech Factory with a new card - Forcefield (your units gain 10 armor this turn)
General Boz: Now a 9/9
Hive Sniper: Becomes a soldier. Ability is now activated (1 cost)
Mechadragon: Now a 7-cost 13/9
Shield Bot: Now costs 6
Shieldcaster Mech: Now a Robot
Strike Mech: Now a Robot
System Operative: Replaced Contract Killer (Epic) with System Operative (Legendary) - a 2-cost 5/5 that lets all your units activate twice.
Tech Avatar: Rarity up from Rare to Epic
Divine
Archangel: Now a 7-cost 14/14
Blood Lord: Now a 7-cost 6/6 that gets +2/+2 for each time damage is dealt to any enemy
Deathmark Witch: Rarity up from Epic to Legendary
Demonic Contract: Now costs 2 (was 3)
Demonic Dragon: Now damages enemy blockers, instead of enemy units that dealt damage to you
Divine Avatar: Rarity up from Rare to Epic
Infection Demon: Now an 8-cost 11/11 that kills all damaged units when it's summoned and when units are damaged while it's in the arena.
Justice: Rarity up from Epic to Legendary
Lord of Heaven: Now has Double Block
Lord of Hell: Now gives itself +2/+2 for each unit it drains stats from; costs 3 to activate
Madness: The cards are now discarded, not put on top of the deck.
Mist Witch: Rarity up from Rare to Epic
Nightmare: Now a Demon
Painbringer: Renamed (was Hell Knight); now a Demon
Regal Unicorn: Now a 3-cost 5/4
Soul Swap: Now costs 8 (was 9)
Nature
Ancient Egg: Now has health 3 (was 5, but this is a buff...)
Boar Stampede: now a 7-cost 18/18
Center Root: Now summons the top unit in your deck (previously summoned the top card if it was a unit)
Feral Stalker: Now a Monster
Hydra: Now a Monster
Ice Dragon: Now costs 7
Leyline Druid: Rarity up from Epic to Legendary
Minotaur Guide: Rarity up from Rare to Epic
Nature Avatar: Rarity up from Rare to Epic
Primal Hunter: Now has Frenzy
Rebirth: Is now targeted - you can choose one of the strongest 3 units in your trash (the targets show up on the left hand side of the screen)
Shifting Ooze: Rarity up from Epic to Legendary
Zendak Wurm: Now a Monster
Chaos
Bomb Juggler: Now a 4/4
Boom Tinkerer: Now a 3/3
Call the Horde: Rarity up from Rare to Epic
Chaos Avatar: Rarity up from Rare to Epic
Clockwork Dragon: Now its ability costs 5, and deals 3 per construct
Coal Colossus: Rarity up from Epic to Legendary
Steamwing Scout: Now a Steamlord
Surprise Attack: Now gives you two random goblins instead of +strength. Surprise!
Timestop: Now stuns the other units, so they can't activate either
Walking Bomb: Rarity up from Epic to Legendary
Warboss Shika: Was 7/5, now 8/7
Warlord Grumax: Now a Minotaur
Weirdbolt: Replaced Steam Portal with Weirdbolt - a card that deals 1 damage to a random enemy, 2 to another random enemy, and so on until all enemies have been damaged.
Patch 1.33.1 now live
We've re-worked the tutorial, making it quicker and snappier (now only 3 games), and hosted it in the regular client, not a standalone screen. Also, a bunch of minor/major fixes.
Feature Improvements:
Legal decks are now 40-60 cards, not just 40. This will help new players build decks, and improve the UX of deck building for experienced players.
When playing untargeted powers, you'll see the cards to be affected highlighted in green. Note that the server doesn't quite understand how to do this for random selections, so gives misleading results there.
Targeting icons are smaller, and placed higher on the cards, so you can read the names of cards you're targeting
Can search for activated abilities in the deck builder. All these work: "1:", "1-4:", "2-:", "Activated", "Activated:2+"
Purify now HEALS the unit in addition to wiping all other conditions. This prevents the unintuitive case of killing units with purification.
Dead units animate to the trash (the trash icon is just for show; we've got a plan for showing you what you'll get with cards like Rise from the Grave)
New FX for targeting arrows
New FX for UI hints
New audio for all the new visual FX
Icon displayed showing units didn't attack or block
The arena UI is now mostly driven by "mouse up", which is closer to most player's expectation.
Added your current rank icon to the header bar
Bug Fixes:
Patch 1.32.0 is live!
We've revamped the chat and friends system from the ground up. It's a much more performant and reliable system now.
Chat changes:
The Friends system is far more robust. Friend requests and confirmations won't get lost any more. If you don't see a friend listed on your friend list, send them a new request.
You can cancel sent Friend requests
Online status is reported more accurately
You can see your block list, and unblock blocked users
There's now a Global Chat window, where you can chat with anyone who's currently online. You can reach this from the main menu.
As we grow, we'll monitor the size of Global Chat. If it gets too big, we'll split it into multiple channels.
Chat now shows timestamps, player avatars, etc!
Private chat stores your chat history (on your local machine)
You can Add Friends direct from global chat
If someone abuses their chat privileges in any way, there's a "Report" button that will send a report to Support. We'll review the report, and take appropriate action, up to and including terminating accounts.
Feature Improvements:
All data files are stored zipped, not in raw text. Saves 5-8x on download times for new data updates
Draft has a minor facelift, with improved/fixed animations
Bug Fixes:
If you start the game up with no internet connection, you'll get a more helpful error message
Prevented a bug where the game could progress to the main menu before all game data was loaded
Patch 1.30.3 is live
We've been making a lot of little fixes, to get us closer to a full Steam launch. If you've got an improvement you'd like to see, let us know in the comments!
Feature Improvements:
A major upgrade to our visual FX. You'll see a lot more FX playing now, and the FX that play are better designed.
We've changed the way blocking is displayed in combat. Now, blockers will "jump" in front of the attack, so it's much more clear that the blocker is blocking, rather than being attacked by the attacker.
When you're playing in "Zoomed Arena" mode, card names will float up the card so they're visible in your hand.
Game timer bar and initiative changes are much more visible
Improved the sorting of arena elements. Damage and ability notifications now play above FX, and some card sorting has been improved
Emotes now play above other items
Start game panel now animates the player portraits
There's now an "exit game" button in the Settings menu
The deck builder no longer hides cards you don't own. Instead, it sorts them to the bottom.
Bug Fixes:
Targeting yourself with Hospitaller now actually targets yourself.
Deja Vu no longer breaks the game. Again. Which is kind of appropriate for Deja Vu...
Escape no longer closes views it shouldn't close
AI Hack actually wears off properly
Removed a set of slow memory leaks
improved deck builder 2-touch so it flows better
Fixed crafting, so closing the crafting view always fires off the crafting command
Card dragging in the drafting screen works better now
So what's left before we hit full Steam launch? The big pieces are Steam achievements & trading cards, improvements to the Friend list system, and streamlining the tutorials. Plus, of course, more polish & bug fixes.
Patch 1.30.0 is live
Happy Valentine's Day!
We've made several foundational improvements here, mainly for playing cards and visual effects.
Feature Improvements:
New "played powers" animations - now they animate to a logical place above players' hands - this ensures they don't cover the health totals.
Many improvements to visual effects.
Added a "trail effects" system (which we'll populate with data over the next week)
Removed LOTS of logging; many areas will feel smoother now
Fixed flickers where a card is played & dies all at once
Daily rewards no longer reset if you miss a day
More optimizations of startup - the game should start much more quickly now
Bug Fixes:
Fixed many hand zoom bugs, experience should be much smoother now.
Retiring from drafts now is a more logical flow
Fixed a bug that prevented viewing which friends were online
Fixed a server bug that prevented inter-server reconnections
DEVOURER now correctly doesn't gain +1/+1 if it's not in the arena
Clicking cards in the deck builder quickly now works as intended, and doesn't leave the whole arena blurred
Build 1.29.1 now live!
Feature Improvements:
You can now use the "Escape" key to go back from any screen
The login screen can be navigated using only keyboard - Enter for forward, Esc for back.
We've moved the account signup from the start of the tutorial to the end of the tutorial
Improved loading assets at the start of the game. The game should now start up faster.
End game animations sped up
Pack & prize opening experience improved
Discarded cards show the skull icon
Upgraded the look and feel of the start game panel
Attack order is now displayed on attacking units
Improved card browser performance
Upgraded to Unity 5.5
Bug Fixes:
Game log scroll speed is no longer glacial
Last card in the deck now goes away when the deck's empty
Several flickering animations fixed
Build 1.28.5 now live
Happy New Year!
Time for a new build, with some new fancy features. The biggest change is that we've adjusted the resolution of cards slightly. Now, there's a slight gap between playing and resolving cards, and between multiple cards resolving. The net result is that playing a card now takes around 1s longer, but the end result is that it's much easier to understand who played what, and when.
Feature Improvements:
Card draws during the turn now play more quickly
"Pause" is now available in Practice mode (though not when you get an AI in Play mode)
A "report bug" button is added to the game; either on the end of game screen, or from the Settings menu. It'll upload your most recent game log, and the last portion of your player log file, so no more need to go chasing them. If you've got screenshots, you'll be able to upload them to ZenDesk once you get the confirmation email
Timer bars now count down left to right, which is what most people expected.
Lots of polish around card playing for both players
Bug Fixes:
Fixed the "offset row of rules text" bug. All rules text should now be correctly justified
Fixed "WRONG" price listings.
"Floating" modifier text now shows up above attack/block indicators
Fixed an Evade bug, where games could crash if units died from lethal damage