v2.90.2 - Legendary Leaderboards Bug Fixes
v2.90.2 Release Notes
Thanks everyone for your feedback on the Legendary Leaderboards update! Over 6000 players are participating so far in Season 5! I am so glad you are enjoying the competition and so grateful for all of your feedback and bug reports.
Below find a list of all the changes made recently in this patch and on the server. Special thanks to the first player(s) who initially reported the issues in-game via Menu -> Share Feedback and on our Discord server (https://discord.gg/d20studios)
v2.90.2 Client Fixes
- Fixed Bug where containing asterisks in your Steam persona name could result in AI sync errors when the asterisks pattern matches the AI's turn encoding pattern (Thanks
- *****66.47qk.cn)
- Fixed Bug where player could apply encoding sensitive characters to usernames or custom deck names, potentially breaking game functionality.
- Fixed Bug where bringing Birthday Boy to the prismatic realm was not counting the reward of Goblin Party satchel card as a bonus satchel.
- Fixed Bug where browsing the leaderboard list and refreshing could throw a touch list error. (Thanks Manchot_Royal)
- Fixed Bug where selling card could on rare occasion throw a null error exception. (Thanks Guest_358229)
- Fixed Bug where targeting controls could on rare occasion throw an exception on releasing the mouse when the targeted exceeded maximum equipment. (Thanks 么丨 Sloth)
- Fixed Bug where null exception could be thrown on rare occasion during touch screen movement. (Thanks Guest_360220)
- Fixed Bug where on rate occasion a blocked line of sight path could throw a null exception. (Thanks Guest_365342)
- Fixed Bug where a null exception could be thrown in the keyboard listener during a resolution change. (Thanks Arkın Kıran)
- Fixed Bug where a race condition with view renderer could result in an exception being through on the SummonerDetailsPrompt (Thanks Guest_366421 and ironmask)
- Fixed Bug where a race condition between when views update could throw an exception when attempting to display a tooltip connected to a button. (Thanks Trasd)
- Fixed Bug where an edge case DrawCardEffect could attempt to build a card without an action, resulting in a null exception. (Thanks Guest_366505)
- Fixed Bug where we could hit an invalid child index when disposing previous level on transition to next one. (Thanks Guest_359671)
- Fixed Bug where delayed animation callback could throw exception in the Tower unlock prompt. (Thanks Guest_364407)
- Fixed Bug where rare race condition could cause an exception in the GodRayTexture effect (Thanks abelfbunker)
- Fixed Bug where broken Call to Arms def during battle with U'lag'u was creating an ant warrior that never entered the board. Along with definition changes, fixed Call to Arms so it properly knocks back the approaching unit to make room for dropping ant soldier and animates them together in sequence so we see the knockback animation as the ant is falling.
- Fixed Bug where the player's summoner is defeated as a result of Three Point Palm, the explosion also defeats the enemy summoner but results in a Victory instead of a Defeat, allowing them to continue to the next wave without a summoner and generate more errors. (Thanks Guest_357953)
- Fixed Bug where casting Disintegrate with a Battle Mage could trigger a knockback into a cactus, resulting in the possibility for a ghost version of that unit to spawn after the battle is over. (Thanks Guest_348793)
- Fixed Bug where we could get rare edge case null exception when exploring (Thanks Guest_344331)
- Fixed Bug where a rare edge case could cause a null pointer exception when updating the grid z-value ordering. (Thanks Guest_206061)
- Fixed Bug where rare edge case could cause a null pointer exception on the unit status animation. (Thanks Diego)
- Fixed Bug where race/ordering condition could result in a null exception on the stat asset. (Thanks Guest_330454)
- Fixed Bug where Joystick could throw exception if not disposed properly while on the animation clock. (Thanks thatninja8)
- Fixed Bug where resize screen event could result in a invalid child index on the ChooseCardPrompt. (Thanks 88292)
- Fixed Bug where a resize triggered during a grid destruct could result in a null exception. (Thanks Guest_366421).
- Fixed Bug where player could select Descent difficulty in Fast Adventure mode, Traditional Playstyle.
- Fixed Bug where dragging a path so that movement ends on a pickup (card, gold, etc.) and then releasing to confirm movement and clicking (from there) a target to attack would result in the unit moving to the space just prior to reaching the pickup object instead of moving to the object, picking it up and attacking. This bug occurred exclusively on select Android devices, including Samsung A52, Samsung A56, and also reported on SHARP SHG04. (Thanks Manchot_Royal and Guest_8084)
- Fixed Bug where it was possible to change the contents of Choose Card prompts by opening "My Collection" and switching tabs. This could result in potentially broken combinations and cause later errors in the game. (Thanks ThoughtfulToffee)
- Fixed Bug where view/model desync race could cause a rare null pointer exception. (Thanks Guest_369420)
- Fixed Bug where edge case race condition could cause a range error on the character armature models. (Thanks 3082847399)
- Fixed Bug where very old versions of game save data within the tutorial could result in exception when trying to load the game state. (Thanks LiberTea, General Aladeen, somerset84 and BunPanda)
- Fixed Bug where race condition with Context3D could result in an error 3675 on the GodRay VFX. (Thanks Guest_368793)
- Fixed Bug where edge case behavior within doobering a card to hud could throw a null index if the sort filter is modified before the animation resolves. (Thanks Guest_366421)
- Fixed Bug where a UI race condition made it possible to Fast Travel during a battle, causing an AI sync error. (Thanks Guest_368811)
- Fixed Bug where player was able to hire a second instance of a Guardian as a loyal unit due to a game crash after paying to hire a mercenary. (Thanks DangerDre)
- Fixed Bug where recursion loop error could occur when player HD is full an unable to write save. (Thanks gse orca)
- Fixed Bug where edge case AI simulation path could result in a backworker error when moving and attacking with mindless units. (Thanks Maratin and Guest_170572)
- Fixed Bug where edge case prompt being acknowledged just as battle starts could generate a backworker error in the AI. (Thanks drio)
- Fixed Bug where a backworker error could occur as a result of attempting to deactivate a status effect during an AI simulation twice. (Thanks rustica and Guest_368041)
- Fixed Bug where a Fate Encounter battle (ex: Sandpit Arena) was delivering the incorrect par bonus. (Thanks Manchot_Royal)
- Fixed Bug where Inkadoo's shop (as well as Bleat the Beastmaster) were not gaining shop gold when purchasing a caged guardian. (Thanks Anotnio)
- Balance: The Juggernaut Rubiks now targets the target with highest remaining life, not the target with highest life capacity, as this is the interpretation most players have of the card text. (Thanks wmfrederick)
v2.90.2 Server Fixes
- Fixed Bug where an unranked player's division showed your position as if you were ranked against the entire world instead of using the correct unranked division rules.
- Fixed Bug where My Division misbehaved when you had not posted a score yet.
- Fixed Bug where My Division for an unranked player without a score showed a misleading slice of runs at the top; it now shows a more inviting view instead of odd partial-run scores floating to the top.
- Fixed Bug where a very high unranked score from an unfinished run could block tier promotions until you beat that number on a completed run; finishing a run now replaces that incomplete standout so promotions can work normally.
- Fixed Bug where Active Season Global Elite could return no results when the season had not yet reached the Diamond tier threshold, even though other players had scores worth showing.
- Fixed Bug where Top Summoners did not record a qualifying score unless it also beat your high on the signature-style personal board; Top Summoners highs now save when earned.
- Corrected saved Top Summoners data (and related tier fields) for players whose scores or tiers had not been stored correctly when the feature first went live, including follow-up repairs for tier assignment.
- Fixed Bug where Global Elite showed No scores found for players not in the Diamond tier, instead of still showing the elite list appropriately.
- Fixed Bug where Global Elite looked too empty; it now respects the elite cap while filling out fairly and still shows your global rank when it applies.
- Fixed Bug where updating the same run with a lower corrected score could leave your badge out of sync with the score on file; badges now demote when the stored score does (ex: as result of exploiting fate encounter rolls).
- Fixed Bug where some accounts had tier badges out of sync with their scores; existing rows were repaired, and the repair logic was adjusted so Diamond players were not wrongly demoted.
- Fixed Bug where Global Elite (active season) could show “No scores found” and rank 0 out of a full list at the same time when your account had no score posted for that mode.
- Fixed Bug where a Top Summoners run that qualified for the board but did not beat your signature personal high could miss its tier badge; the badge now reflects that run’s score threshold. (Thanks Manchot_Royal)
- Fixed Bug where Top Summoners could show the wrong tier order (for example Silver appearing above Gold) because older rows kept stale tiers copied from elsewhere; tiers are now based on each row’s own score.
- Fixed Bug where some Top Summoners scores were incorrectly marked deleted after a migration; earned highs were restored.
- Fixed Bug where Diamond tier promotions could fail in an edge case.
- Fixed Bug where Personal Journey runs were not being tracked as separate adventures for new players that had joined with the release of the Legendary Leaderboard update. Personal runs are now tracked correctly as separate rows in the Personal Journey.
Stay Tuned for More!
I've got an exciting announcement and a special event to celebrate rolling out later this week :)
Till then,
~Ross