Wow, lots of new stuff in this build. As you will see from the news panel, we've swapped the three Crypt boards into ranked game rotation. To go along with them, there are three new undead adventurer figures in the costume store! On the feature front, we've got a new chat system that's separate from the battle log to help you see what your opponent is saying and doing in battle. If you don't like what they're saying, the block system should be working better now. If you've been disappointed by the value of Epic and Legendary treasures, you'll be pleased to see the prices the shops are now paying for them! There's a new rule on some cards that do bad things to you on a die roll. These cards now only trigger if you fail to roll high enough, meaning it's always good to roll high (and that Bad Luck is always bad to have attached). This only affects a small number of cards like Defensiveness and Unstable Bolt. Finally, on the balance front, Leadership got a bit of a nerf. Apologies to those taking advantage of its crazy deck cycling abilities. And, of course, lots and lots of bug-fixes as we roll towards release (coming real soon now)! Multiplayer Swapped the crypt boards into ranked MP rotation. Split battle log and chat into their own panes. Showing opponent in battle results, so players can friend/block/pm/report etc from there. Taller battle log/chat area. Boosting friend/block list limit. Starter pack characters are given random names. Disable internal word filter-based kick and ban functionality. Adventures Added illustrations for pre-adventure, pre-battle, win and defeat pages. Added fixed text for module page when defeated. Edited some module text to fit with illustrations. Replaced Citrine Demon Portal cover. Fixed Ommlet spelling. removed "left" from Alet Zhav's eye description. Very small edits to scenario text to fit pages and some typos. Beefed up some brief module page text Fixed Typo on War Monkeys module cover Tweaked Melvelous Adventure. Fixed War Monkeys cover Typo. Beefed up module intro text for Tutorial 3 World New dungeon location icons. Load SP party when transitioning from MP to SP (fixes adventure level shading not showing properly). Move Citrine Demon Portal adventure a little to the right to match description. Boards Added story-based doodads and added them to some SP boards. Updated Ruby Demon Portal boards. Added eggs to wyvern boards Fixed dead markers in Arena. Re-arranged Spawns in Woodhome Graveyard. Tweaked tiles on forest boards to be more easily read Added some more decals. Re-decorated Yellow Dragon boards. Fixed odd looking gap in Garnet portal board Updated Astral Song board Cards Changed trigger rolls to "saving rolls" for negative effect triggered cards (Unstable Bolt, etc). Some cards trigger effects which didn't show the card as they triggered now do. Leadership restricted to two cards for allies other than you. Fixed rarity bar on Hurled Dagger. Fixed thumbnail for Pickpocket Fixed a bunch of triggered card log tags. Rather than trying to hide cards after triggering, hide them when selecting move destinations. Should fix some remaining issues with Dodge, Reactive Teleport, etc staying on screen while moving. Zero damage displays on card (Touch of Death). Touch of Death rules text clarified. Extra damage traits (Squishy, Combustible, Vulnerable) only trigger when attached. Fixed Mind Leak not triggering from Bungled Bolt self-damage. Zero damage attacks trigger damage boosting (fixes Touch of Death not being boosted by Unholy Wellspring). Clarified that damage boosting cards only boost attacks that do damage. Clarified that various damage bonuses are applied when the card does damage (Anvil Strike, etc). Reworded "damage dealing" to "doing damage" on some cards. Violent Spin uses a new component and should no longer trigger blocks. Fixed crash when AI tries to use battlefield training. Cards that return to hand are always copied before attaching (fixes Duck not picking up AoE cards). Changed name of "minor Heals" card to "Twin Heals" Fixed leadership text. Fixed Teleport Self trigger text. Figures Release the undead adventurers figures! Replaced Bluk (hulk) figure with Goblin King figure Fixed gender discovery using new file format. Battle UI Fixed auto-targeting of dual color cards that aren't Attack/Assists, like Strong Chop. UI won't let you try to attach terrain overlays onto impassable terrain. Shops Treasures sell for a lot more now. Slot filter is static and just shows all slots. Prompts Warning prompt handles two buttons a bit better. Added a tutorial prompt about using MP items in SP. Stop the keep prompt from repeating. Better prompting when returning to MP lobby before first game. Moved Gary's prompt during blocking tutorial so it occurs at start of player's turn to prevent his attack card obscuring the blocking tile explanation. Board Editor Fixed bogus Melvin Doodad palette entries Re-organised Decal Doodads into categories in board editor, added more SP doodads. Internal Stuff Start of round attachment updates are all done through triggers now. Old update code path is gone. Fixes inconsistent ordering of start of round effects. Lots of cards are affected, but changes should be minimal. Remove the old leaderboard code from the server. Cap leaderboard results returned regardless of client request. Monsters Tweaked festering zombies deck and default move card. Fixed figure for Akon the Peeler. Fixed missing race on Door. Removed Demon Hide from Stench Demon decks. Items Replaced Weak Strike with Backbiting Strike in a bunch of items. Big pass on ordering of cards within items. Fixed missing item art for rolfs reliable platemail Added missing boot item art. Deck Builder Character sheets hide all items as character sheets are moved to the back. Fixes cards showing through from other decks. Party character sheets hide and re-display items and cards as they are moved to and from the front. Should improve performance. Added a left/right tab arrow for the character sheet stack. Quests Fixed one health quest restrictions. Story Changed Pools of slime map prompt text to be less precise. Changed Gary's Gnome Lords comment to make sense. Optimisation Streamlined optimised module cover streaming by way of a shared mask (~20% previous file size) Accounts Added unsubscribe from Card Hunter emails page. Hints Reword deck builder hint.
Let Crypt Season begin! Actually just observed some new, really strange behavior.. Here is an image of the battle log, to illustrate: http://i.imgur.com/ec8WaAI.png Opponent's dwarf played 'Dwarven Battlecry' Both of my dwarves tried to block the effect -- and succeeded! I thought the whole purpose of the racial cards was the double-edged sword that if your opponent has the same race, they can partake in the same benefits. This change (intended or otherwise) to make those racial cards automagically get blocked by opponents seems like a really big negative. Effectively, both of my dwarves _lost_ a card each there -- or 2 cards, net, if you consider they also didn't draw any as a result of successfully 'blocking' the effect!
"Fixed gender discovery using new file format." Back in my day we just looked down but i guess computers can do everything! also good call on leadership now to go back to all dwarfs
I believe this isn't a change: characters always try to block cards played by opponents. Provides a nice addidional use for Healing Pulse.
Prediction: Beta build 2.39 Too many changes didn't get enuff attention on test, cf leadership bug. Damn !
It's definitely a change, at least to the extent that it didn't work that way this morning, before the new build was pushed. As for whether it's intended, I have no idea.. Even goofier is the fact that if you fail to block it.. you draw a card like you would have before. Hah.
Definitely worked that way yesterday. Possibly this morning your dwarves were not facing the person casting it. I have been using healing pulse to draw out blocks for a while.
Before i took my break it worked this way and at that point dwarfs where massively over played so me and gabbek used to laught about how unplayable anything except parry was since it would net you -2 cards. So unless they fixed it and then broke it which is highly unlikely its working as it always has.
I'm surprised there wasn't an adjustment to Temple of Terror - Map 3. I spent way too long on that level, the difficulty curve was too great. Anyways... nice work on the new update! Looks like some good stuff going on. The treasure value is a big boost and much appreciated. Looking forward to release! Any idea when the next wipe will be, or will that be at full release?
I just played this module and I noticed that on the final two maps ("Chamber of Traps" and "Sanctum of Melvelous"), Melvelous doesn't have any cards in his deck at all. Each round he draws a single move card and nothing else. (I suspect it's the same on the first maps too but I didn't notice.) I'm not sure what tweaks you made, but this seems like a bug.
Hey Jon, Just FYI, I don't seem to have card art assets loading for Twin Heals right now (for example on Antioch's Figurine) -- kind of figure it relates to the name change but just throwing it out there.
I am loving the new splash art beneath the module description texts. And the new MP maps were very welcome.
I think this means trigger order of attachments should now work as intended, what's written in the help text.
Hello, Thanks, for the help. If your think is good, they need need bug report again, because they don't works correctly. Friendly, Platouf.