July 14th Yomi 2 Patch Notes
[p]Yomi 2 digital update! This time, we’ve added “Asynchronous Online” mode, a few optimizations under the hood, and some bug fixes as usual.[/p][h2]July 14th, 2025 PATCH NOTES[/h2][h2]--------------------------------------------------[/h2][h2]NEW CONTENT[/h2][p]Asynchronous online games are here!
In an async game, you don't need to be online at the same time as your opponent. Instead, you can make your move whenever you're ready, then go offline and your opponent has up to 72 hours to make their move, and so on. Like play-by-mail games, async games give you the flexibility of playing multiple games in parallel, at your own pace, without needing to schedule things as tightly as for a live online game.[/p][p]If you happen to both be online at the same time, of course, the moves can happen much quicker, as in a live online game! The game handles both cases seamlessly, so play as slow or as fast as you like. The server will send you notification emails to let you know when it's your turn to play, unless you disable those.[/p][p]Async online games share the same ranking system as live online games, but have their own matchmaking queue. And in the same way as for live online games, you can directly send async friend match challenges, which won't count for ranking.[/p][p][/p][h2]Improvements[/h2][p]—Memory optimization: The game now requires less overall RAM than before, and starts up faster.[/p][p]—A new on-screen button in most menu screens lets you respond to online requests right away, even after the notification itself disappears from the screen. (During gameplay, it's still in the pause menu rather than on-screen.)[/p][p]—The sequence of events for Troq's Giant Growth is now clearer, as the opponent gains the edge visually immediately after the openers get revealed, before the combat animations occur.[/p][p][/p][h2]Bug Fixes[/h2][p]—Eight-Point Counter (Midori Z) now actually stays Ongoing while its honor stance effect is active, instead of getting immediately discarded.[/p][p]—Bare Your Soul no longer accidentally leaks information to the opponent if they look at their deck while you're moving their cards to the top or bottom of the deck.[/p][p]—Fixed the Combo Practice dummy accidentally winning against the player, when set to "always lose", if the player has Troq's Giant Growth active (which gives the edge to the dummy).[/p][p]—Fixed an annoying visual glitch where when playing with the mouse, the main phase buttons would sometimes incorrectly appear in a "mouse-overed big" scale despite not being moused over.[/p][p]—Fixed spectators incorrectly getting increased "time played with this character" in their profile for the watched player's character, after they choose the pause menu button "Stop Watching".[/p][p]—Fixed a few Alecto tweets that only make sense to trigger while at Golf Dragons, but that could still trigger while at Iron Claw Club. They're now restricted to trigger at Golf Dragons.
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In an async game, you don't need to be online at the same time as your opponent. Instead, you can make your move whenever you're ready, then go offline and your opponent has up to 72 hours to make their move, and so on. Like play-by-mail games, async games give you the flexibility of playing multiple games in parallel, at your own pace, without needing to schedule things as tightly as for a live online game.[/p][p]If you happen to both be online at the same time, of course, the moves can happen much quicker, as in a live online game! The game handles both cases seamlessly, so play as slow or as fast as you like. The server will send you notification emails to let you know when it's your turn to play, unless you disable those.[/p][p]Async online games share the same ranking system as live online games, but have their own matchmaking queue. And in the same way as for live online games, you can directly send async friend match challenges, which won't count for ranking.[/p][p][/p][h2]Improvements[/h2][p]—Memory optimization: The game now requires less overall RAM than before, and starts up faster.[/p][p]—A new on-screen button in most menu screens lets you respond to online requests right away, even after the notification itself disappears from the screen. (During gameplay, it's still in the pause menu rather than on-screen.)[/p][p]—The sequence of events for Troq's Giant Growth is now clearer, as the opponent gains the edge visually immediately after the openers get revealed, before the combat animations occur.[/p][p][/p][h2]Bug Fixes[/h2][p]—Eight-Point Counter (Midori Z) now actually stays Ongoing while its honor stance effect is active, instead of getting immediately discarded.[/p][p]—Bare Your Soul no longer accidentally leaks information to the opponent if they look at their deck while you're moving their cards to the top or bottom of the deck.[/p][p]—Fixed the Combo Practice dummy accidentally winning against the player, when set to "always lose", if the player has Troq's Giant Growth active (which gives the edge to the dummy).[/p][p]—Fixed an annoying visual glitch where when playing with the mouse, the main phase buttons would sometimes incorrectly appear in a "mouse-overed big" scale despite not being moused over.[/p][p]—Fixed spectators incorrectly getting increased "time played with this character" in their profile for the watched player's character, after they choose the pause menu button "Stop Watching".[/p][p]—Fixed a few Alecto tweets that only make sense to trigger while at Golf Dragons, but that could still trigger while at Iron Claw Club. They're now restricted to trigger at Golf Dragons.
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