Patch Notes v0.18.2

Patch 0.18.2 focuses on balance changes, gameplay and bug fixes, and continual iteration on the Alpha Tournament system. It also marks the fourth, and hopefully last, Beta Ranked Ladder season.
[h3]Features & Bug Fixes[/h3]
- Beta Ranked Ladder Season IV
- Overhaul of how privacy works. If you have the “profile privacy” set:
- Only people you’re following can see your match history, play time, coin cap, collection completion, etc. Known Issue: this requires that you’ve logged in at least once while the server is up, otherwise, they will see your profile as private.
- Only people you’re following can spectate or watch games in which you’re a player with some exceptions:
- If you started the game without profile privacy, the game is treated as public even if you later set yourself to private
- Tourney games are always viewable
- Ranked games are always replayable
- If you started the game without profile privacy, the game is treated as public even if you later set yourself to private
- Only people you’re following can see your match history, play time, coin cap, collection completion, etc. Known Issue: this requires that you’ve logged in at least once while the server is up, otherwise, they will see your profile as private.
- Turn timer is now visible while spectating
- Turn timer now turns green after hitting ‘end turn’ (helpful for 2v2)
- Skip going back to the main menu when requeuing from the combat scene
- Tournament rounds (swiss) now calculated as next integer log 2
- Players will now be dropped (no refund) from a tournament if they have two consecutive no shows
- Players will now get refunded their entry fee if dropped from a 2v2 tournament for not getting partnered
- In-game clock now shows remaining round time for tourney games
- Added export button to tournament deck viewer
- Finished tournaments now display the players list sorted by tiebreakers when players have the same match score. Note that in elimination tournaments, tiebreakers are not used to distinguish final rank
- Add two new deck styles for tournaments (constructed only)
- Conquest
- Each player must submit three decks built with the same card/path/power restrictions as if it were a single deck (ie. you may only have a total of 4 Freki Scouts among the 3 decks, split any way you choose)
- At the beginning of each game, players select the deck they want to use for that game
- The winner’s deck is disabled for the duration of the match
- If all of a player’s decks become disabled and a match is still ongoing (in a best of seven series), all of their decks are re-enabled.
- Each player must submit three decks built with the same card/path/power restrictions as if it were a single deck (ie. you may only have a total of 4 Freki Scouts among the 3 decks, split any way you choose)
- Last Standing
- Same deck building rules as Conquest
- At the beginning of the first game in the match, players select the deck they want to use for that game
- The loser’s deck is disabled for the duration of the match
- In the event of a tie, both players’ decks are disabled
- Winners start the next game using the same deck as they used in the previous game
- Losers (and players that tied) select another deck from their eligible choices
- If all of a player’s decks become disabled and a match is ongoing, all of their decks are re-enabled
- Same deck building rules as Conquest
- Conquest
- Social panel should properly tell you if a friend is in a tournament game
- Auto prestige update for decks no longer changes the deck’s last modified time
- Fixed a bug where just changing a deck’s name/card back/board/art may not save the deck with those changes
- Fixed a bug where actions after death blow were being disallowed
- Fixed a bug where exiting out of watching a game would show an “invalid state” dialog
- Fixed a bug where damage clamp doesn’t apply properly to minions with damage immunity to type (ex. Scion of Pride on Waystone Garden)
- Fixed damage calculation error for Extract Life that has been affected by casting cost modifiers
- Note: because casting cost cannot be reduced below zero, Extract Life under the effect of a casting cost reducing effect such as War Fan does no extra damage. However an Extract Life affected by Mind Freak will do 3 less damage than normal
- Note: because casting cost cannot be reduced below zero, Extract Life under the effect of a casting cost reducing effect such as War Fan does no extra damage. However an Extract Life affected by Mind Freak will do 3 less damage than normal
- Fixed a bug where Defy Death would end your turn in 2v2.
- Fixed a bug where Defy Death wouldn’t save you from certain chained effects.
- Fixed a visual bug where stacks from Whitemoon Arena could display on separate lines
- Fixed stats of Tong Foot Soldiers and Lavish Proxy in puzzles
- Fixed a visual bug where some ability icons would continue to appear on a minion after being suppressed
- Fixed a visual bug where a card’s playable highlight might not be updated properly after canceling a play action
- Fixed a bug where a pod’s draft progress would hang if another pod finished before it
- Fixed a bug where path / power selection for a tournament deck would allow selection of banned cards
- Fixed a bug with the tournament deck viewer on mobile
- Fixed a bug where sign in warnings would occur long before sign in
- Fixed a bug where tournament prize tables was not allocating prizes for ties correctly
- Fixed a bug in tiebreaker tooltip values
- Fixed bug preventing modification of tournament announcement after start
- Fixed bug preventing edits to draft decks after start
- Fixed various places with string errors
- Improved tournament messaging with regards withdrawals, forfeits, etc
- Disabled non-functional context menus to spectate/replay puzzles
- Guilds are NYI
With Norden dominating a lot of constructed and draft play, one of our primary objectives is getting it under control, ideally without swinging SO hard that Blue suddenly becomes weak; it HAS been nice to see other playstyles in Blue and Purple giving the aggression of Red and Orange or the control of Yellow and Green a hard time for once. This suite of changes is intentionally smaller and more surgical when compared to some past balance patches, but we still tried to find room for a few outliers and problem cards...
Alkonost
- 6[G]GG → 6[G]G
- (2) → ▽: Give another minion Sacrifice at the end of its turn unless it attacked or was just created
Barbed Bolts
- 2[R]R → 2[R]
Boneyard Abomination
- Has strength and health equal to the number of minions in all boneyards → double the number of minions in your boneyard
Bridgeway Troll
- Regen 1 → Removed
Dashing Ringmaster
- Other friendly minions that are created with 4 or less strength get Rush → with 4 or less strength have Rush
Dire Benediction
- 3[O] → 2[O]O
- Cast on a minion to deal damage to its opposing player equal to its strength → with at least 1 strength to deal 4 damage to the player opposing it, then lock its strength to zero.
Godsblud Transfusion
- Give a minion +3/+3 → +2/+2 and Regen 2
Gemhold Dwarf
- ▼ → ▽: Refresh your gems
Harvester
- Demise: Add a 0/3 Maze of Iyatiku to your hand → Create a 0/3 Maze of Iyatiku here
Herald of Conquest
- 7/6 → 7/7
Honed Edge
- Give a minion +2/+2 → +1/+2
House Elf
- 2/1 → 1/3
Ingrid Stormdottir
- 5(B)BB → 6(B)BB
- Awaken: Return all → up to three Valkyrie cards in your boneyard to your hand and make them Ephemeral
Isle of Buyan
- 3[G]G → 3[G]
Loki’s Veil
- 3(B) → 2(B)
Mavka
- 2[G]G → 2[G]
Nine-Tailed Vixen
- 4[P]P → 4[P]
Ourania Muse
- 3[R] → 2[R]R
Parsa Divinity Cannon
- 2/5 → 2/6
- GGG → GG: Give another minion -3/-0 → -2/-0 until your next turn
Terragon
- 5[P] → 5[P]P
Vodnik Informant
- 1/3 → 2/2
Wonder Drug
- Gain 4 life and draw a card → 5 life
- If you have 8 → 9 or less life, double this effect to 8 life and 2 cards → 10 life and draw a card