Patch Notes v 0.18.4
The highlights for Patch 0.18.4.x include: a minor (but it feels very significant!) change to a small number of combat keywords, major bug fixes to how the 2v2 rules are implemented, a fix to an extremely annoying bug that got introduced last patch when we rewired the deck editor, and a large batch of tuning changes to Rings of Immortality cards (as well as six new cards added based on feedback from the testers.
I really want to give my heartfelt thanks to the Q-mode testers for their diligent testing and bug reporting. We’ve made a massive number of improvements and tweaks in the last few weeks, and with their help, I’m feeling better and better about the quality bar that we’ll hit when we release the expansion. More than that, it’s been very fun interacting with you all on such a close basis. Thank you, thank you, thank you!
[h3]Features & Bug Fixes[/h3]
Cloud Pilar Peak
Context: This change only impacts 2v2. Now that the 2v2 rules are working better, it reverts the “throne” cycle of enchantments to encourage middle-lane contests.
The Invisible City
Context: See Cloud Pilar Peak
Notarize Reality
Context: see Cloud Pilar Peak
Sacrificial Altar
Context: See Cloud Pilar Peak
Spirit Stones
Context: It wasn’t clear whether the minion first lost Ephemeral because Spirit Stones was unoccupied or was returned to the owner’s hand before Ephemeral was removed.
Temple at Delphi
Context: See Cloud Pilar Peak
Treasury of Petra
Context: See Cloud Pilar Peak
[h3]Q-mode Cards/Tuning[/h3]
Coliseum of Strife
I really want to give my heartfelt thanks to the Q-mode testers for their diligent testing and bug reporting. We’ve made a massive number of improvements and tweaks in the last few weeks, and with their help, I’m feeling better and better about the quality bar that we’ll hit when we release the expansion. More than that, it’s been very fun interacting with you all on such a close basis. Thank you, thank you, thank you!
[h3]Features & Bug Fixes[/h3]
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Changed certain details of how Focused, Slayer, and Fragile work: see https://www.mythgardgame.com/blog/permalink/patch-0-18-4-and-keyword-changes
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Fixed broken puzzles
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Fixed some deck editor bugs with respect to combined view mode
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Fixed a bug that could sometimes leave “ghost” minions stuck on the board
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Improved font rendering for card overflow text (in the tooltip)
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Added system for making certain kinds of balance and bug fixes without requiring a full patch
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Fixed a bug where cue indicators would stay on level / maat / achievement tabs after claiming
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Fixed a bug with ephemeral minions not triggering for Root of the World
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Fixed Parsa Clarion triggering when minions change control from Temptation or Traitorous Murmur.
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Fixed a bug with Defy Death where after activation, the player would be immune to non-combat damage
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Updated rules engine to be able to correctly handle 2v2 middle-lane behavior for many cards including: Bela, Witch Queen, Cloud Pilar Peak, Blood Moon, Digital Golem, Isle of Buyan, Night Market, Nine-Tailed Vixen, Oil Field, Ollama Ring, Parsa Clarion, Parsa Regulars, Reckless Vulcanist, Road Queen, Sablewing Zira, Sacrificial Altar, Serpentine Empress, Singing Stone, Spear of Destiny, Storied Martyr, Strigoi Familiar, Tangleskein, The Oak of Dodona, Turn of Seasons, Verdant Jungle, and Xelhua the Builder (Core) as well as Borealis Bridge, Geothermal Furnace, Hammam Retreat, Kharan Portcullis, Nameless Poet, Plasma Station, Ring of Birth, and Wailing Yokai (RoI).
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Cards which create a minion from your boneyard (Hopeless Necromantic, Junkyard Valhalla) will now take cards from either partner’s boneyard (if there are no applicable targets in yours) when placed in the middle lane in 2v2.
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Various bug, card text and tooltip fixes for RoI
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Added Locked In Ice, Hunter of Man, Gorgon Elly, Anhelli, A Mind of its Own, and Risen from the Deep to the Rings of Immortality q-mode set
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Added more Rings of Immortality assets (set symbol for cards, vfx, sfx, etc)
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Chat is NYI
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Guilds are NYI
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Minor combat calculation difference for fragile vs. what is intended (see blog post linked above)
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Junkyard Valhalla can miscalculate the dredge restriction in 2v2 and / or if there are more than one Junkyard Valhalla in play
Attackers with zero or less strength can benefit from slayer and/or fragile (we just found this five minutes before patch, sorry)
Browser may experience a hopefully rare crash when looking at missions tab
Cloud Pilar Peak
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While occupied, friendly players draw an extra card each turn → you
Context: This change only impacts 2v2. Now that the 2v2 rules are working better, it reverts the “throne” cycle of enchantments to encourage middle-lane contests.
The Invisible City
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While occupied, friendly players draw an extra card each turn → you
Context: See Cloud Pilar Peak
Notarize Reality
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Give the top 4 cards of a friendly deck … if they are minions → Give the top 4 minions …
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While occupied, friendly players draw an extra card each turn → you
Context: see Cloud Pilar Peak
Sacrificial Altar
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While occupied, friendly players draw an extra card each turn → you
Context: See Cloud Pilar Peak
Spirit Stones
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When occupying minion dies, deal 1 damage to your opponent. If the minion was a Spirit, return an enemy minion in the opposing lane to owner’s hand → banish the enemy minion in the opposing lane.
Context: It wasn’t clear whether the minion first lost Ephemeral because Spirit Stones was unoccupied or was returned to the owner’s hand before Ephemeral was removed.
Temple at Delphi
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While occupied, friendly players draw an extra card each turn → you
Context: See Cloud Pilar Peak
Treasury of Petra
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While occupied, friendly players draw an extra card each turn → you
Context: See Cloud Pilar Peak
[h3]Q-mode Cards/Tuning[/h3]
Coliseum of Strife
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Ought to be testable now
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Removed slayer
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permanently
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Changed energy gain, added blight ability
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Changed amount of extra non-combat damage dealt
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Changed cost to 4[O]O and durability to 6
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Lowered activated ability cost by (1)
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Removed agile, added overrun
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Replaced extra +0/+1 when cast on forged minions with gain (2) temporary mana
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Removed life loss on return to hand, changed statline
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Start with 1 energy, added 1 to durability
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Bonus to created minions is now by default, forging makes it permanent
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Changed cost to 3[P]P, starts with 3 energy
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Removed +1 health
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+0/+1, area reduced to this and adjacent lanes
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Changed forge ability
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Base bonus is now +2/+0, forge increases to +2/+1. changed peek & draw ability to divination with bonus from forge
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Changed cost to 3[G]
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+0/+2, Focus 1
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Removed created last turn restriction
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6/3
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+2/+2 → +2/+1
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Changed statline and forged effect
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… is shuffled into the top 4 cards of your deck
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Removed blight check, see Virulent Strain
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Changed health to strength
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Removed requirement that you need a burn action to use its ability
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Limit ephemeral duration
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Default bonus is now +1/+1, added Armor 2 to awaken bonus, forge now extends effect to top 5 minions in your deck instead
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5/2 → 5/3
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2/5 → 2/4, added (2) mana cost to activated ability
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5/5 → 5/6
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3/3 → 2/3
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Changed to 1 damage
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1/2 → 2/2
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2/2 → 3/2, forge effect is Slayer 2
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2[G]G
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Changed life loss and added ability
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Changed damage ability to be based on number of threatening minions
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Now applies to minions created up to the point of expiry
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Reverted duration of its effect if it triggers to permanent