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Patch Notes v0.17.6

[h2]Features & Bug Fixes[/h2]
  • Added in-game Support request form
  • Updated combat UI (End Turn button is still a work in progress)
  • Players may now play 2v2 with AIs as an ally or as opponents
  • AI is less prone to overburn their hand
  • A deck overview has been added (see ‘View’ button added in deck editor)
  • The Maat button is now clickable during rewards display
  • Prospective fix to safe area calculations for iPhone XS Max
  • Increased hit box for Main menu buttons for some mobile devices
  • Fixed bug where certain screen resolutions weren’t being properly reported to the resolution picker
  • Fixed bug where double-click wasn’t showing known cards in deck
  • Fixed bug where text for cards returned to owner’s hand wasn’t being updated properly
  • Fixed bug where Seal of Exile’s effect was being applied to the target’s controller instead of owner
  • Fixed bug where cards with variable strength / health (Leshy Greene, Boneyard Abomination, Avenging Alpha, Back Alley Ronin) weren’t showing expected stats when viewed in the deck
  • Fixed bug where Dora’s mill ability wasn’t updating known cards in deck
  • Fixed bug where minions in deck affected by Grandma Meng’s Tea House would be revealed.
  • Fixed bug where revealing a minion in stealth wouldn’t update the minion’s energy (eg. Spiteful Mimic)


[h2]Known Issues[/h2]
  • Minmaxer’s Challenge is currently unsolvable.


[h2]Cards/Tuning[/h2]
Alacrity
  • 4[R]R → 3[R]R


Allfather’s Horn
  • Banish this spell → all your copies of this spell after casting


Ankle Biter
  • 1/2 → 2/2
  • Breach: Gets +2/+0 → +1/+1

Brainstorm
  • 3B → 3


Calliope Muse
  • 3/2 → 3/3


Cornered Wildcat
  • 3/3 → 4/4
  • After defending in combat, the attacking minion takes an additional 3 → 4 damage


Decoy
  • 0/2 → 1/2
  • → Defender
  • → Deadly
  • When a minion attacks this, draw a card → While in Stealth, when a friendly minion is attacked, swap positions with it before combat


Foresight (power)
  • Once per turn, look at the top 3 cards of another player's deck or Divination 2 → 3 your own


Garden of Iriy
  • 2[G]G → 2[G]


Gigantomachia
  • 5[R]R → 6[R]R


Godsblud Transfusion
  • Give a minion +2/+2 → +3/+3 and Regen 2


Grinning Kolobok
  • 1/1 → 0/1


Hacker’s Intuition
  • 2[G] → 1[G]


Honed Edge
  • Give a minion +2/+1 → +2/+2


House Elf
  • 1/2 → 2/1


Hysterical Strength
  • Give a minion +2/+2 → +3/+3 until end of turn


Iku-Turso
  • 10/10 → 9/9


Ingrid Stormdottir
  • 7BB → 5BB
  • 5/5 → 4/3


Ironbelly Wyvern
  • 3/2 → 3/3
  • Rush → Swift


Jorthsong
  • Return an enchantment to its owner's hand and draw a card → OR Return an enchantment from your boneyard to your hand


Jotun Shatterfist
  • Gets +2/+0 → +3/+0 after each time it takes damage


Lavish Proxy
  • 4/9 → 2/9


Magpyre Enforcer
  • 2/2 → 3/3


Mothmara
  • 1/2 → 2/1


Pack Mentality
  • 2[Y]Y → 2[Y]


Ravine Guardian
  • 1/3 → 1/4
  • Gets +3/+0 → +2/+0 and [Defender] during your opponent's turn


Reckless Vulcanist
  • 2/1 → 3/2
  • Demise: Deals 1 damage to all minions and players → 2 damage to you and your opponent


Sablewing Zira
  • → Your spells have their mana cost reduced by (1)
The ensorcelled spirit of Bald Mountain claws its way back from the abyss!

Sand Scout
  • → Swift
  • Has Swift and Does not take retaliatory damage when attacking while occupying a Desert enchantment


Sea Lord’s Trident
  • (3) → (2): Create a 4/2 Fel Kraken if you don't control one already


Serapis, False Apostle
  • ▽: +1🗲 and deal 1 damage to you and → drain 1 life from your opponent


Shopworn Bull
  • 3[R]R → 4[R]R


Stray Panacea
  • 0/2 → 0/1
  • Demise: Gain 6 → 4 life and draw a card


To Heaven and Back
  • When an occupying non-Angel minion dies, return it to its owner's hand. It is now an Angel with +1/+1 Agile and its mana cost reduced by (2) permanently


Triassic Kraken
  • 6/6 → 7/7


Vodnik Informant
  • 1/2 → 1/3


Vulcan Brand
  • Give a minion Piercing and 'Demise: Deal 3 damage to → you, your opponent, and minions in the opposing three lanes'


Wings of Abaddon
  • → (1): Sacrifice one of your other minions to get Immortal until end of turn


Xerxian Recruiter
  • 2/3 → 2/2


[h2]Art/VFX[/h2]
  • Card art updated for Nine-Tailed Vixen

An update on tournaments

The Alpha release of our tournament system is almost here! It just needs a bit more polish before we let you guys start running in-game events. As we add the finishing touches, we wanted to give you a sneak peek:


Customizable tournament settings, including format, structure, and deck restrictions.


Event calendar to keep track of your tournaments.


Tournament management and brackets.


Live simultaneous drafting against other players!


Draft pod support for large draft events.

We’re sorry that it’s taking so long to finish, but we wanted to deliver a system that is up to Rhino standards.

Thank you for all your patience. We hope that everyone is as excited as we are for tournaments, and we can’t wait to see you guys try out simultaneous drafting!

The Rhino Team

Dev Insights: Seven Ring Ritual

[h2]Origins:[/h2]
Seven Ring Ritual initially arose from a sort of side aspect of the lore that doesn’t usually have a reason to interact with a lot of the more resonant and pressing powers colliding in Mythgard. Early red ideation contained a subfaction themed around Greek metal that was very roughly inspired by Brutal Legend, and it REALLY was not coming together or resonating with the team at the time.
There was something interesting lurking in the themes of performance as ritual and audience attention as power though, so the pivot wound up being the Circus Diavolos, a carny-themed group that would offer up far more opportunities to lean into red’s hedonistic intentions and stand out visually from a lot of the other work going on at the time.

[h2]Story:[/h2]
This demonic circus may ironically avoid the lore limelight in a lot of cases, but here’s a one of Xeneth’s old bits of “tone microfiction” on the subject:

“A seven ring sigil was incorporated into the main stage of the Circus Diavolos show. Little did the vacant crowds know that earlier that evening, when the big top was packed with spectators, their collective energy was being gathered. Through the attention and focus of a rapt audience, the symbols were charged and primed for this moment; The darkened tent would now serve as a stage for a very different kind of production.
Sinister grins split the lesser demons pale, eyeless heads as they emerged into our world from a place with no light. The ritual was complete.”

Much ado has been made out of some of the supposed crimes and kidnappings hinted at in various Oberos lore boxes, but it’s interesting that even at this early creative stage there’s hints of restraint baked into the landscape of entertainment-as-demonic-ritual. Running away to join the circus is an old but valid fantasy and we shouldn’t leap to conclusions!

Fans have no idea what their rapt attention allows the Circus Diavolos to summon after the show.
Where they come from, eyes are a liability.

Early drafts of the single player story had much more focus than there currently is on the structure of a “post-ragnarok hades” and the details of Percy’s escape from it. A lot of this speculative detail is bound to be muddled or lost to time given the need to jump-start a journey without getting mired in such things, but Seven Ring Ritual still bears some of the reference marks of these potentially outdated or less useful ideas:

Hades’ (the place) “pilot light” eventually going out after Hades’ (the god) failure to return.
A slightly colder and darker hades becoming attractive to the kind of more cosmic horror inspired demons than would ordinarily be there.
Demon-touched people performing summoning rituals on mortal planes.
Them breaking in and being called somehow weakening the system that Percy would need to circumvent to break out.

[h2]Initial Design:[/h2]
Summoning rituals being a natural fit where demons are concerned, and long before design roundtables might have raised the question of whether or not mass minion creation was slated to be an Oberos strength, (bah, Mythic designs bend archetypical rules all the time!) the original Seven Ring Ritual looked like:

7[R]RR Mythic, Carny Spell
Create 3/2 Imps in all of your unoccupied lanes.

It’s a touch stronger and more cost restrictive than its modern incarnation, but that’s actually very close to the current implementation!

[h2]Art:[/h2]
The commission was assigned to James Zapata for his mastery of ethereal and otherworldly compositions! Here’s a relatively early sketch:



Art Director Hoon worried that the spell would look too blue and not red enough, so later iterations got much more dire crimson pumped into them…



Interestingly, as the atmosphere and arcane power of the piece amped up and took over, one detail receded; Almost no one today notices the striped roof of the big top in the background…



[h2]Wrapping Up:[/h2]
So, as the demons summoned by the Sovereign Architect visually and mechanically gained the power of flight, they also stole away the Imp name and forced these little guys to become called Hellions. Plans to make additional demons in the game visibly sightless also changed, because as it turns out, eyes are a very useful artistic focal point; note how these guys’ grins can be freely interpreted as either predatory OR joyful without eyes for context.

That sea of 3/2 Hellions proved to be too difficult to deal with, and dropping them to 3/1 helped open up some counterplay in the range of things that could kill off a lot of them. This eventually revitalized an interesting two-pronged debate that had been occurring both externally and internally; that it would be thematically cute if the abbreviated casting cost of 7[R]R better aligned with the card’s name.

State of the Patch

Evaluating the state of the patch at the moment, we've decided to postpone it to next week. Progress has been slowed as the entire office has transitioned to remote. Sorry for the delay, thanks for your patience, and take care of yourselves everyone.

Dev Blog: March Update

Hey Everyone!

The team has been busy improving Mythgard, and we wanted to share what we have been working on behind the scenes. Here is a little sneak peek into what we have been working on for next week’s patch.


[h2]User Interface[/h2]
We are in the process of taking another pass at Mythgard’s UI to make sure everything is easily readable and flows smoothly. While not all of our planned improvements will be in this next patch, it will include fixes to various UI related issues, a further optimized mobile UI, and a new deck summary page


This new overview page should help players evaluate their deck as a whole while also providing an easy way for deck builders to share their creations/jank/brew.


[h2]Art[/h2]
On the art front, this patch will also bring the finished Nine-tailed Vixen which was done by the incredibly talented Yan Kyohara



www.artstation.com/yankyohara


[h2]Balance[/h2]
Our mid-season balance changes are aimed at shaking up the meta. This patch will continue our efforts to create better color parity through smaller, more impactful changes. We will explain our thoughts and reasoning on the balance changes once all changes have been finalized in a future blog post.


[h2]Tournaments[/h2]
The long-awaited tournaments system is starting to really come together, and we very much hope to release the Alpha version in this patch. We’ll release more information in the coming days, including a screenshot of the synchronous draft mode!


[h2]Other News[/h2]
As we’re sure you’re all aware, the novel coronavirus (Covid-19) is starting to take hold in the United States. The SF Bay Area, where our offices are located, has seen many cases already, and one of our team members is in isolation. We’re trying to work around it as best as we can - please send us your energy!


[h2]Finally[/h2]
We have a bunch of blog posts planned for the next several days with updates on our progress, as well as deep dives into the whole development thing, so please stay tuned to our blog and/or follow our socials!



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