Author Topic: Patch Notes 0.98.5  (Read 5595 times)

Online schumisaurus

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Patch Notes 0.98.5
« on: August 20, 2014, 12:24:37 AM »
0.98.5 Patch Notes

Hey Everyone,

Here are today’s patch notes for patch 0.98.5. Lots of card fixes and a few card changes and a big change to how abilities resolve too.

Card Changes:

Aleta, the Immortal Traveller now checks against the legality of the game you are playing, before offering you your possible characters. No more Tribbles in ranked.

Demonize now correctly transforms cards like Interdimensional Phase Bot and Ju-Lin, Who Rewrites History.

Enyah now correctly checks against the premium type when determining the legality of a deck.

Evolving Parasite has had its effect slightly change to now proc if it would enter combat, and therefore now triggers when it fights characters like fleeting footman.

Evolving Parasite now correctly interacts with the following cards: Fight!, Splitter Robot and Fleeting Footman.

Gather Thoughts is now removed from play after activation.

The reason we are changing Gather Thoughts is the fact that it goes against one of our primary design choice, in that it allows for, under the right circumstances, infinite stall. This was the reason we added card draw to Recycle, and why we (instead of adding 3 card draws to Gather Thoughts) are making it a one use only card.

Hunted Dragon has had its text changed to more accurately describe what it does: At the end of the first turn Hunted Dragon is in play, your opponent gets a new card called "Hunt for the Dragon" which costs 1 with the ability “Kill target dragon on the Battlefield”.

Hunted Dragon in the command zone now only give one Hunt for the Dragon.

Ju-Lin, Who Rewrites History can no longer deal damage, and is correctly removed from the game when removed from the grave.

Rita, Shadow Priestess now correctly creates Worshippers at the end of the turn.

Splitter Robot has had its effect slightly changed to “When Splitter Robot dies while deployed, it creates two 5/5 Artificial Characters in the Support Zone.”

Suffering Verorian now correctly turns into a demon after triggering his ability.

Verore Kidnapper no longer bugs out when multiple Verore Kidnappers kidnap each other.


Card Bug Fixes (Admit it, this is probably the part you care most about, but keep reading anyways)

Agent Coyle, Hellbringer, now correctly discards a random card, not the rightmost card.

Agent Coyle, Hellbringer’s dragon form is now correctly a Demon Dragon, and Soulseller’s dragon is now just a Dragon.

Angel of Virtue now correctly buffs itself while ascended.

Cresill the Mad now does not trigger off transforming from Demonize.

Demon of Smog, now correctly stops Xi, Who Honors the Dead, as she now correctly recognizes untouchable cards in the graveyard.

Grave Rob now correctly lets you choose 5 cards to remove from the grave.

Humble has undergone a bit or reprogramming, improving its interactions with, but not limited to:

Protector of the Dead
Bromich, Field Commander
Pack Leader
Fleeting Footman
Agent Coyle, Alpha One
Sydern
Prophet Karani
Best Fiends
Ju-Lin Who Rewrites History

Hungry Devil’s consume no longer gives +4/+2 instead of the intended +2/+2

Low Orbit Ion Cannon has been fixed so that it is no longer is dark grey for half of the animation.

Resolve of the Dragon now resolves correctly, one less endless turn bug.

Undeath Wish no longer makes you take the morale damage for killing an opponent’s character.

Unending Drone no longer returns all Unending Drones in the grave.

Xi, Ascended can now use bonus resources from cards like Wealthy Noble, to create spirits.

Zombie Abomination now accurately calculates cost off of characters in graveyard.

Fixed a bug where sometimes characters would have their abilities go off, even if killed with priority.

Fixed a bug in Uncontrolled Rift that occasionally resulted in you being given yet to be released cards.

Fixed a bug with Controlled Temporal Anomaly that was sometimes not returning the characters to play correctly.

A bug has been fixed that would occasionally cause a de-sync when attempting to use a Raise Dead on a card that was Grave Robbed.

Killing a Paladin of the Flame Dawn with an Evolving Parasite will no longer cause a de-sync.


General Bug Fixes:

•   Ability cards now look subtly smoother when being played.
•   Academy missions now use the new tooltip visuals, previously only seen in the latest tutorial missions.
•   Buffs and debuffs no longer sometimes carry over when restarting an academy mission.
•   Buttons on the home screen can no longer be clicked while receiving other cards.
•   Cards received on the home screen no longer render behind the test of the homepage.
•   Changed the way cards calculated damage and stat reduction, this should stop some cards surviving when a stat reduction should otherwise kill it
•   Fix a bug that would sometimes make characters act as if they were still in play for the entire turn, even if they had been killed previously that turn.
•   Fixed a bug that would sometimes not display possible target to abilities that target the deck and graveyard.
•   Going from windowed to windowed fullscreen now reloads the scene, solving multiple small errors.
•   If you finish a game against AI, campaign or otherwise, while disconnected you will be prompted with a pop up, allowing you to reconnect.
•   The deck builder now correctly displays gold and gold foil in the collection viewer
•   The deck legality filter no longer appears under the top most purity symbol in the deck builder.
•   The Fortress image no longer sticks to the far right hand side of the screen during play.
•   The Friends list can now be opened and closed while trading.
•   The Friends button now works while in the match results screen.
•   The health bar now animates properly on the first turn.
•   The help button is now disabled while connecting to a game.
•   The initiative dot is now properly aligned on all resolutions.
•   The number of available cards is now updated when switching decks in the deck builder.
•   The tooltip for the resources in game has been realigned and now works as intended.
•   The visual effect for Ascending has been disabled, as it was causing visual bugs.
•   The zone graphics are now displayed on top of battlefields, to ensure that gameplay elements are never covered by graphics.
•   What used to be the 5th academy mission has now be re-added back to the Training page.
•   When you are invited to a game while on the Rift Run tab, the cards no longer display on top of the invite or deck selection.
•   When adding a card to your deck, the deck builder will automatically add the next valid premium type if the initial premium type has been used up.
•   When resolving actions from the trading post, the fortress image is no longer superimposed on top of the trading post image.
•   When opening a pack of cards, all pop-ups leave the screen when you begin to flip through cards if not closed beforehand.
•   You can now double click the drop down menu displaying the different premium types in the deck builder, to add them to your deck.
•   Fixed a bug that caused only the factionless default battlefield to appear when playing in the campaign.


Miscellaneous Things You Should Know:


•   Added a bar to the deckbuilder to easily sort your collection by faction.
•   In-Game pop-ups have undergone a visual redo to better fit the new visuals of Infinity Wars.
•   In Windows, the taskbar icon will now flash if you get a chat message, or enter a game, while tabbed out.
•   The collection window in the deckbuilder now shows how many cards are being displayed.
•   The default sounds settings are now 50 for music and 50 for sounds.
•   The diminishing return measures from this post: http://forum.lightmare.com.au/index.php?topic=62331.0 have been changed so now XP and IP are decreased, not just XP.
•   The trait down effects are temporarily disabled
•   The way that the cost is displayed at the top of a card has been modified, to draw more of a visual parallel between your resources and the cost of a card.
•   We’ve removed the Ranked Legal option from Normal queue. The intention of this option was to allow players to queue for Ranked Legal matches, while not having it affect their ranked rating. However, at the moment Ranked Legal decks are identical to Core legal decks, this option seemed superfluous and confused players. Once the two legalities diverge, we will look into putting this option back into Normal queue, with clearer explanation to players as to the purpose of the option.

Core Gameplay Changes (Not for the Faint of Heart!):

In this patch, we’ve taken a lot of time to clean up how abilities resolve.


First up is how Start of Turn abilities now resolve. Previously, many abilities that stated they triggered at the start of the turn actually did not resolve until normally in initiative order. Additionally, some abilities triggered during the Planning Phase, which was causing inconsistencies, as only planning actions should be taking place, and not game state changes. Ultimately this change had to be done to ensure consistency and allow certain types of cards to work correctly. The following cards are affected:

Ao Shun, Dragon of Wisdom - The card draw effect now happens at the end of the turn.

Avatar of Lingbao - Morale loss now happens at the start of the Resolution Phase (previously occurred at the start of the planning phase, which was incorrect.)

Extended Operation - Changed to now happen at the end of the turn. (In practical terms, the card plays exactly the same, as the end of the turn and the start of the planning phase are immediately after one another.)

Hidden by Clouds - Ability now happens at the start of the Resolution Phase.
Matriarch - Changed to now happen at the end of the turn. (In practical terms, the card plays exactly the same.)

Nysrugh - Ability now resolves at the start of the Resolution Phase.

Shield Generator - Ability now happens at the start of the Resolution Phase. (This change now allows Shield Generator to work properly regardless of initiative.)

Shikana, Who Demands Tribute - Ability now happens at the start of the Resolution Phase. (Like Bomb-Bot, this means Shikana cannot be destroyed prior to its ability resolving.)
Tech Knight - Changed to now happen at the end of the turn. (In practical terms, the card plays exactly the same.)

Unstable Bomb Bot - Ability now happens at the start of the Resolution Phase. (Previously this ability would occur in normal initiative order. While this unfortunately means Bomb-Bot can’t be killed before it goes off, we feel for the long term health of the game, it’s best for cards to work in a technically correct way.)

Vasir, the Demon Prince - Ability now happens at the start of the Resolution Phase.

We’ve cleaned up how preemptive, come-into-play, and start of turn abilities resolve as well. In preliminary patch notes released earlier, we stated that Preemptive abilities would resolve before abilities triggered by zone changes, however in testing we found that this caused several bugs and logical conflicts, and has been reverted before it went live. Ultimately, abilities that trigger by changing zones must happen when the zone change itself happens (which is at the start of the Resolution Phase, or when another effect changes the card). Allowing abilities such as preemptive to happen between the two creates logical inconsistencies. (For instance, if you were to play a Lucca, then use Controlled Temporal Anomaly on her, she wouldn’t ever be considered to come into play until the end of the turn, because when Lucca’s ability tries to resolve, she’s not in play! Madness.)

This changes how some abilities, notably preemptive ones, work. In many cases, this means that preemptive cards now have trumps and counterplay, because they happen after come-into-play effects. Previously, if an opponent attacked with a Hunted Dragon and played Deflect on it, there was no targeted removal in the game which could save you. Now, Verore Kidnapper is a legitimate answer to that strategy. While we understand that some previous counterplay that existed due to certain interactions of cards will no longer exist, new areas of counterplay have opened up instead. This will, in time, increase the flow of game resolution while simultaneously opening up more options for us as designers.

For any bug reports, please ensure you utilize the help menu with Submit a Bug, this is now the primary method of reporting all bugs and is monitored heavily.

For any account issues, please email support@lightmare.com.au with as much detail as possible.


See you on the battlefield!
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Online Benionin

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Re: Patch Notes 0.98.5
« Reply #1 on: August 20, 2014, 12:40:21 AM »
Yay for progress!
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Offline ORISOLVE

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Re: Patch Notes 0.98.5
« Reply #2 on: August 20, 2014, 01:03:41 AM »
Are these the exact same notes as the Preview, with Xi, *who* Changed?

I don't see Fill The Graves Fixed instead of removing 5 cards it has been removing 3.

Are we suppose to get surprising news?
Teremus: "Keep in mind there's a lot more communication about to happen. We've got a message from our CEO, we've got an announcement about our development direction, and an exceptionally exciting piece of news for everyone in Infinity Wars land about a couple things that are happening.

All that is coming up, but let's talk about the early patch notes first. "

Great Patch, I Hope!  ::)

« Last Edit: August 20, 2014, 01:06:33 AM by ORISOLVE »
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Online Vertu Honagan

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Re: Patch Notes 0.98.5
« Reply #3 on: August 20, 2014, 01:04:23 AM »
I have to say that I really love this change to resolution flow! Seriously, it was always stupid to me that something played by hand that had an on play ability, could be killed before it's ability went off. How can something that hasn't technically even come into play be killed and therefore not have it's come into play ability activate? It was madness!

Online JSlayerXero

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Re: Patch Notes 0.98.5
« Reply #4 on: August 20, 2014, 01:13:02 AM »
Are these the exact same notes as the Preview, with Xi, *who* Changed?

I don't see Fill The Graves Fixed instead of removing 5 cards it has been removing 3.

Recently? It actually does remove 5 cards from my experience, which includes a matter of hours ago. The issue comes from Fill the Graves being in the middle of the cards it mills instead of before or after. I can't remember if it's consistent or not, but it might have to do with the how the deck is loaded and card order. However, when checking my graveyard to confirm, it does remove 5 cards, it's just in the middle of them for no particular reason.

Online SDSakuragi

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Re: Patch Notes 0.98.5
« Reply #5 on: August 20, 2014, 01:16:04 AM »
So Matriarch has her ability now trigger at end of turn... So here's a brain teaser for everyone:

Matriarch, Shirazius, and Verorian Hydra, all in the Support zone -- What happens at the end of turn?

Offline ORISOLVE

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Re: Patch Notes 0.98.5
« Reply #6 on: August 20, 2014, 01:21:24 AM »
It can happen in any order, I think Hydra will still get buffed.

Maybe Shirazius's effect works first then Matriarch.  :'(
« Last Edit: August 20, 2014, 01:23:26 AM by ORISOLVE »
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Online JSlayerXero

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Re: Patch Notes 0.98.5
« Reply #7 on: August 20, 2014, 01:22:52 AM »
So Matriarch has her ability now trigger at end of turn... So here's a brain teaser for everyone:

Matriarch, Shirazius, and Verorian Hydra, all in the Support zone -- What happens at the end of turn?
Shirazius and Verorian Hydra have already been shown to be based on what order the cards are loaded into the deck. This means that any order of them resolving can happen depending on which card was loaded into the deck first. I'm not sure if this is based on position when the shuffled deck is loaded, or when the card is first added in the deck loader, but it's a weird gimmick to how the game loads cards. In theory, if you build your deck right, Shirazius will resolve first, then the Hydra, then the Matriarch, which would increase the overall Health and Power of the Hydra and not really hinder support that much. Alternatively, the worst could happen and it resolves in the opposite order depending on how the deck was built.

Offline ORISOLVE

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Re: Patch Notes 0.98.5
« Reply #8 on: August 20, 2014, 01:24:58 AM »
Maybe effects trigger from left to right. So put Shirazius first, then Matriarch. Command zone might trigger before anything else, therefore left to right.
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Online schumisaurus

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Re: Patch Notes 0.98.5
« Reply #9 on: August 20, 2014, 01:28:44 AM »
The Server Status page will let you know when we're back online: http://forum.lightmare.com.au/index.php?topic=62062

Also, I'll probably post a picture of my lunch.
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Offline ORISOLVE

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Re: Patch Notes 0.98.5
« Reply #10 on: August 20, 2014, 01:38:37 AM »
The Server Status page will let you know when we're back online: http://forum.lightmare.com.au/index.php?topic=62062

Also, I'll probably post a picture of my lunch.


Hopefully it's more cupcakes.
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Online SDSakuragi

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Re: Patch Notes 0.98.5
« Reply #11 on: August 20, 2014, 01:46:56 AM »
So Matriarch has her ability now trigger at end of turn... So here's a brain teaser for everyone:

Matriarch, Shirazius, and Verorian Hydra, all in the Support zone -- What happens at the end of turn?
Shirazius and Verorian Hydra have already been shown to be based on what order the cards are loaded into the deck. This means that any order of them resolving can happen depending on which card was loaded into the deck first. I'm not sure if this is based on position when the shuffled deck is loaded, or when the card is first added in the deck loader, but it's a weird gimmick to how the game loads cards. In theory, if you build your deck right, Shirazius will resolve first, then the Hydra, then the Matriarch, which would increase the overall Health and Power of the Hydra and not really hinder support that much. Alternatively, the worst could happen and it resolves in the opposite order depending on how the deck was built.

That's correct! Have a cookie.  ;D

Last time I tested it (before the new deckbuilder was put in place) it was based on which card you added to the deck first while building it. I may have to put this is the suggestion threads, but there really needs to be feature that allows you to pick the order that these timing based abilities go off when there's multiple ones on your side of the board. None of this would be intuitive for a new player, or even veteran players who don't go around testing cards compulsively.

Online Heart

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Re: Patch Notes 0.98.5
« Reply #12 on: August 20, 2014, 01:49:49 AM »
So Matriarch has her ability now trigger at end of turn... So here's a brain teaser for everyone:

Matriarch, Shirazius, and Verorian Hydra, all in the Support zone -- What happens at the end of turn?
Shirazius and Verorian Hydra have already been shown to be based on what order the cards are loaded into the deck. This means that any order of them resolving can happen depending on which card was loaded into the deck first. I'm not sure if this is based on position when the shuffled deck is loaded, or when the card is first added in the deck loader, but it's a weird gimmick to how the game loads cards. In theory, if you build your deck right, Shirazius will resolve first, then the Hydra, then the Matriarch, which would increase the overall Health and Power of the Hydra and not really hinder support that much. Alternatively, the worst could happen and it resolves in the opposite order depending on how the deck was built.

That's correct! Have a cookie.  ;D

Last time I tested it (before the new deckbuilder was put in place) it was based on which card you added to the deck first while building it. I may have to put this is the suggestion threads, but there really needs to be feature that allows you to pick the order that these timing based abilities go off when there's multiple ones on your side of the board. None of this would be intuitive for a new player, or even veteran players who don't go around testing cards compulsively.

At least now the information is known instead of being random , so that allows for more careful construction by people who want to take advantage of that.
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Online JSlayerXero

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Re: Patch Notes 0.98.5
« Reply #13 on: August 20, 2014, 02:00:34 AM »
I wonder if you can run Shirazius and Gowron in command to endlessly spawn tokens. I also wonder if that'll be possible in this upcoming patch... Hmm.... I don't have Gowron or Shirazius, though.

Online Vertu Honagan

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Re: Patch Notes 0.98.5
« Reply #14 on: August 20, 2014, 03:02:10 AM »
I wonder if you can run Shirazius and Gowron in command to endlessly spawn tokens. I also wonder if that'll be possible in this upcoming patch... Hmm.... I don't have Gowron or Shirazius, though.

I tried and no you can't. Gowron only counts when he is deployed. It was changed this way because of Diseased Zombie.