You seem most likely to know. Have they announced how they plan to handle block rotation? My buddy wants to bump in but is trying to decide whether to invest in vamp kings or wait for them to rotate out.
You seem most likely to know. Have they announced how they plan to handle block rotation? My buddy wants to bump in but is trying to decide whether to invest in vamp kings or wait for them to rotate out.
It's all vague, but I think it's max of 8 sets, sets rotate out 4 at a time? So the friend would need to wait for 5 more sets to jump in.
Less than 15 months if they ever start hitting their goals, 3 years if the current pace continues.
He's not waiting to jump in, he's just deciding whether to buy vamp kings.
I thought it was going to be two blocks of three, but I guess it's currently two blocks of two with no known rotation out? You're the first I've heard say 8 is the number that rotates out four.
It seems like an important thing for them to have decided.
He's not waiting to jump in, he's just deciding whether to buy vamp kings.
I thought it was going to be two blocks of three, but I guess it's currently two blocks of two with no known rotation out? You're the first I've heard say 8 is the number that rotates out four.
It seems like an important thing for them to have decided.
Considering we currently have a block of four, I think blocks of three are right out
He's not waiting to jump in, he's just deciding whether to buy vamp kings.
I thought it was going to be two blocks of three, but I guess it's currently two blocks of two with no known rotation out? You're the first I've heard say 8 is the number that rotates out four.
It seems like an important thing for them to have decided.
Considering we currently have a block of four, I think blocks of three are right out
I'm not sure if we have a block of four, or two blocks of two.
He's not waiting to jump in, he's just deciding whether to buy vamp kings.
I thought it was going to be two blocks of three, but I guess it's currently two blocks of two with no known rotation out? You're the first I've heard say 8 is the number that rotates out four.
It seems like an important thing for them to have decided.
Considering we currently have a block of four, I think blocks of three are right out
I'm not sure if we have a block of four, or two blocks of two.
Thanks, Incindium.
I was going based on the number on the PvE cards in the chests, but that might be Chapter number?
It's all very confusing and I really hate that they ditched the set symbols.
I think I more hate that they have apparently not announced (maybe decided) how they're going to rotate sets. That's core to competitive collection values.
Like, my buddy is going to buy in, but vamp kings ain't cheap, so it'd be good to be positive whether they still have X months in constructed.
I have, probably wrongly, just kind of assumed they aren't necessarily doing the same block rotation thing. Hearthstone only very recently introduced something like that. Given that Hex sets are somewhat slower at the moment, it seems unlikely there will be a rotation anytime soon. Plus, if they rotate out set 1, the hell am I supposed to do with all these set 1 cards? In magic I can play Modern or Commander or any of those variants with my older cards.
If they just say "No, you can't use Vampire Kings" anymore, my collection will be not only be worth way less, but I'll have a much lower incentive to keep playing honestly. I hate having to play the AH so I can enjoy a competitive game without spending huge amounts of money. I kickstarted this thing with the goal of having a collection I could build from and trade with to keep current, which so far, has worked really well!
Set rotation also splits the playerbase between the new sets and the old sets, which for a game of Hex's numbers, is probably a really bad idea.
I have, probably wrongly, just kind of assumed they aren't necessarily doing the same block rotation thing. Hearthstone only very recently introduced something like that. Given that Hex sets are somewhat slower at the moment, it seems unlikely there will be a rotation anytime soon. Plus, if they rotate out set 1, the hell am I supposed to do with all these set 1 cards? In magic I can play Modern or Commander or any of those variants with my older cards.
If they just say "No, you can't use Vampire Kings" anymore, my collection will be not only be worth way less, but I'll have a much lower incentive to keep playing honestly. I hate having to play the AH so I can enjoy a competitive game without spending huge amounts of money. I kickstarted this thing with the goal of having a collection I could build from and trade with to keep current, which so far, has worked really well!
Set rotation also splits the playerbase between the new sets and the old sets, which for a game of Hex's numbers, is probably a really bad idea.
I was, perhaps wrongly, assuming they were going to follow the same model as magic, considering how closely they adhered to other play formats. If they don't ever rotate blocks out, the competitive constructed meta will become untenable pretty quickly.
I just figure they'll introduce a legacy format at the same time, and PvE will always be everything.
So, I think there is a 0% chance they don't rotate out sets 1 and 2 within the next 24 months. I just want to know when and how.
I have, probably wrongly, just kind of assumed they aren't necessarily doing the same block rotation thing. Hearthstone only very recently introduced something like that. Given that Hex sets are somewhat slower at the moment, it seems unlikely there will be a rotation anytime soon. Plus, if they rotate out set 1, the hell am I supposed to do with all these set 1 cards? In magic I can play Modern or Commander or any of those variants with my older cards.
If they just say "No, you can't use Vampire Kings" anymore, my collection will be not only be worth way less, but I'll have a much lower incentive to keep playing honestly. I hate having to play the AH so I can enjoy a competitive game without spending huge amounts of money. I kickstarted this thing with the goal of having a collection I could build from and trade with to keep current, which so far, has worked really well!
Set rotation also splits the playerbase between the new sets and the old sets, which for a game of Hex's numbers, is probably a really bad idea.
They've always billed this as a physical card game in digital form. I don't always agree with the results of that philosophy, but set rotation has been on the table from the very beginning.
You're also assuming they won't create a new format when they rotate sets.
I went digging and at one point they DID say that sets 1+2 and sets 3+4 was not the norm, and that it'd be three sets per in the future. But they may have changed their mind.
If they DIDN'T change their mind, 1+2 could potentially be rotating out as soon as set 5. Seems like something you'd really want to know.
I went digging and at one point they DID say that sets 1+2 and sets 3+4 was not the norm, and that it'd be three sets per in the future. But they may have changed their mind.
If they DIDN'T change their mind, 1+2 could potentially be rotating out as soon as set 5. Seems like something you'd really want to know.
That's where I got my four set blocks idea from. I got the impression they were rolling 1-4 together for rotation purposes to keep sets from going away too early.
Yeah. Unfortunately, they all make sense; it's up to crypto to clarify. I just know my buddy will never trust my word on anything if he buys a set of vamp kings and they rotate out 3-6 months from now, lol.
As far as I can tell, the last "OFFICIAL" statement was that chapter 3 will be set 5, 6, 7, and therefore the release of set 5 will phase out Sets 1 + 2.
People seem very confident that that is no longer the case, but there has never been an official statement otherwise.
Darkewolfe on
What is this I don't even.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
According to the hex forums, no constructed cards are going to have any value once ladder comes out because they are printing infinite free packs, and everyone will top the ladder in a couple of
I have, probably wrongly, just kind of assumed they aren't necessarily doing the same block rotation thing. Hearthstone only very recently introduced something like that. Given that Hex sets are somewhat slower at the moment, it seems unlikely there will be a rotation anytime soon. Plus, if they rotate out set 1, the hell am I supposed to do with all these set 1 cards? In magic I can play Modern or Commander or any of those variants with my older cards.
If they just say "No, you can't use Vampire Kings" anymore, my collection will be not only be worth way less, but I'll have a much lower incentive to keep playing honestly. I hate having to play the AH so I can enjoy a competitive game without spending huge amounts of money. I kickstarted this thing with the goal of having a collection I could build from and trade with to keep current, which so far, has worked really well!
Set rotation also splits the playerbase between the new sets and the old sets, which for a game of Hex's numbers, is probably a really bad idea.
They've always billed this as a physical card game in digital form. I don't always agree with the results of that philosophy, but set rotation has been on the table from the very beginning.
You're also assuming they won't create a new format when they rotate sets.
I don't know, they would need to have a lot larger player base to run more formats. They seem like they are nixing as many queues as possible to get people to play together.
I am having trouble wrapping my head around exactly how worthless gold is going to be.
Not at all? 78000g is a drop in the bucket.
It probably isn't even enough to spin the 14 chests you'd get from the packs.
I think this is 38th's thing.
I agree that 78k isn't much, buy I buy cards and use gold only for spinning. But for a totally free player trying to fund their collection with gold card buys, it's a lot of grinding.
There's been some minor updates to the collusion rules in preparation for the ladder. They're all blatantly obvious, but just in case:
You can only offer a split in the final round of tournament.
The round before a Top X playoff is NOT the final round
If you split and the other guy doesn't send you the stuff? Too bad, deal with it.
Offering compensation not included in the final prizes is not a split, it's a bribe. And a great way to get banned.
Splitting a constructed ladder or sealed gauntlet game is better known as win-trading. Better hope Hex is in a good mode.
Coordinating a draft with another player has an alternate name - cheating.
If you have two accounts (Kickstarter backer with multiple tiers only) playing in the same tournament or ladder with both accounts simultaneously is banned SO HARD.
If you get paired against yourself, you're in even more trouble
Where did those rule changes originate? Can you post a link?
Playing in the same tournament or ladder in both accounts is banned
What does that mean play in the same ladder. You can't help but play in the limited ladder if you play limited. Does that mean I can't play the constructed ladder for two separate accounts even only playing one at a time?
Where did those rule changes originate? Can you post a link?
Playing in the same tournament or ladder in both accounts is banned
What does that mean play in the same ladder. You can't help but play in the limited ladder if you play limited. Does that mean I can't play the constructed ladder for two separate accounts even only playing one at a time?
I really liked the colors on the lotus garden sleeves. They were fairly unique. The new one is alright, but it's not as many of my favorite colors.
Darkewolfe on
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
They heavily nerfed several campaign encounters looks like.
LADDER UPDATE – 07/05/16
Patch v1.0.2.032
NEW FEATURES
Compete for glory and climb the ranks for prizes in the limited and constructed ladders
Please go here for the complete details on the ladder
Check out our brand new landing page!
Pass Priority buttons have been updated to improve legibility and prevent accidental turn passing
LANDING PAGE REDESIGN
Complete redesign of the look and feel of the landing page
Practice has been moved to the Card Collection next to Test Draw
New question mark icon has been added for Help
Here you can access the tutorial, forums, and disable hints
Play Random Opponent has been added to the Tournament page and renamed to Unranked Constructed
Icons for the Store, Auction House, and Stash have been moved from the right to the left side of the navigation bar
The icon for mail has been moved to be with chat
An option has been added to choose between using your system browser and the in game browser
NEW TOURNAMENT SCENE
The Ladder system is integrated into the tournament screen
Standard tournaments include: Ranked Constructed, Unranked Constructed, Evolving Sealed Gauntlet, Sealed Gauntlet, and Competitive Draft
Swiss Draft, Constructed Gauntlet, Head to Head, and Scheduled Dailies are no longer available
Special tournaments are any formats specified by time or not listed above
Completed tournaments will display the last 10 tournaments that have ended
Icons with tooltips have been added to each tournament entry to denote its cost, number of packs used, and whether it will affect your ladder ranking
A ladder information panel that shows the tiers and rewards has been added to the bottom of the tournament screen and can be opened by clicking on it
“Play a Game” along with “Wins and Losses” for Gauntlets now display at the bottom of the deck builder
BATTLE UI
Coin flip notification dialog has been rewritten to be more clear and its visuals updated
The Replace Hand dialog box has been updated
All pass priority buttons have been made larger, font updated, and the flame border removed
Text on pass priority buttons are now more explicit
Button will state when you are passing on an opponent’s turn
Button to resolve cards on the chain has been moved to appear next to the card and includes an arrow point to the exact card you are resolving
Icons for attacking, skipping combat, and blocking are now attached to corresponding buttons to make the actions more clear
Declare Attackers message includes minor hint text
By default you cannot hit the spacebar to move through combat in order to prevent players from accidentally skipping the phase
If you try to use the spacebar to skip your combat then a dialog box will appear asking if you would like to bind the space bar to that action in the future
The button for skipping your combat has been made much smaller to avoid accidentally clicking through repetition
Cancel button has been added for when you are making selections for actions
Hitting escape while declaring blockers will now cancel the click instead of bringing up the concede menu
In game messaging for offline opponents now displays correctly
Hovering on a card in play that has been modified will now give a tool tip describing modification and how it was received
GENERAL
Inventory Stash pagination has been updated
Equipment page for posting auctions has been improved
Auction House button has been added to the Store screen
“Cheapest Only” filter has been added to the Auction House
Mail and Auction House filters are now updated to reflect Card Collection
COD UI while composing mail has been improved
Shaders behind finding player UI has been removed
Unread mail is now highlighted while in your inbox
The Confirm Purchase dialog when purchasing packs has been removed
Instructions on the pack opening has been visually improved for legibility
Escape now behaves as the back button when navigating the client, will still open the options menu while in a match or on the home screen
“Standard art” filter has been added to Card Collection
A warning prompt now appears if you attempt to save a deck without gemming your socketable troops
Deck Validation now checks equipment
Message will display when you could be playing an equipment for a card
Message will display when you are playing an equipment but not the card
Server Status messaging will now display if you attempt to login during downtime
Items no longer refresh after opening or spinning a chest
Using filters in Card Collection has been greatly sped up
Added ability to choose a default sleeve in the sleeve selection interface
Closing the Select Sleeve window is now done with the top right red X to be consistent with our pop-up windows
Scrolling with the mouse wheel now works properly in the deck portion of the Card Collection
Campaign Card Collection and Talent icons have been changed and moved off of your champion icon to the navigation bar
Leaving the campaign ends on the Champion Selection scene instead of the landing page
GAMEPLAY
Improved the usability of drag and drop to play a card
Text for Socketable Minor and Socketable Major no longer appear on the card when the socket is in use
Modified cards now include a tooltip for the source of the modification
In game messaging for “Shift” has been updated
Arena challenges now display correctly
Challenge reward buffs will now always trigger properly at the start of Arena boss battles
The resource Arena challenge reward now works as intended
Positioning of cards in opposing hands can no longer be tracked
Choice prompts can now be hidden temporarily to evaluate board states by holding down left shift
A warning now appears when 0 targets are selected for a power
Troops no longer incorrectly remain highlighted after selecting to attack
Previously played empower cards can no longer be seen by opponents when returned to your hand or deck
X cost cards with “May play for free” now correctly allows to pay value for X
Fixed a bug where damage prevention powers were preventing damage from the first troop selected by the attacker rather than the oldest troop in play
Several encounters in Crayburn Castle have been scaled back in difficulty based on their win percentages:
Whispering Breeze
Scrap Welder
Nerissa
Buccaneer
Gareth Kay
Ridge Raider
Rune Ear Elite
Nori
Ushuul
Moqui
Xilth
Sora
Several Champions in the first Adventure Zone have been modified:
Chained Goliath‘s charge power now reads: “Pulling at the Chains – At the start of your turn, gain <1> and a charge. Then, the Goliath pulls at the chains, dealing 1 to 3 damage to itself.”
Savage Lord’s charge power now reads: “Savage Summons – : [5] Put the next Dinosaur troop in your deck into play.
Comet Strike modification has been removed from this encounter
The Killipede’s passive power now reads: “Opposing troops in all zones have -1/0.”
Fae Trickster’s charge power now reads: “Crazed Chicanery – : [2] Each opposing champion reveals a random card from their hand and transforms the revealed card into a random card of the same shards.”
The Blood Sapphire Sister Midnight’s charge power now reads: “Consuming Madness – : [3] Bury the top card of target opposing champion’s deck. If you buried a resource this way, create a Spiderling and put it into play.
Ambling Bluff‘s charge power now reads: “Fox on Some Rocks – : [4] Create a Fennec Fox and put it into play.”
Sandstone Rumbler and the player no longer start the encounter with 5 charges
The following decks in the first Adventure Zone have been scaled back in difficulty based on their win percentages:
Sea Hag
Mind Controlled Manti
Sapphire Wild Sister Midnight
Red Thunder
Each Wormoid in the Eastern Desert
CARDS AND EQUIPMENT
Fixed a bug with Immortality game text, it has returned to “If you would lose the game this turn, your health becomes 10 instead.”
Symeon’s Bounty now correctly randomizes its effects
Prodigy of Volosolov no longer incorrectly has “Volosolov’s Resonance” in its game text
Gemsoul Deathblade correctly gains flight when using its ability
Flickering Gobbler no longer incorrectly behaves as an action if given Quick
Circle of Preservation can now target cards on the chain
Augur of Sirion now works correctly with Banes on top of your deck
Rose Lion now reads: “At the start of your turn, this gets +1/+1. When this attacks or blocks, it loses these powers.”
Oath of Valor now reads: “When this enters play, choose a name among troops you control. Each troop you control with the chosen name has +2/+2.”
Cosmic Totem now reads: “, Void this Put target champion’s crypt into any target champion’s deck.”
Inquisitor Thist correctly buries cards when it attacks
Totem Crush Maul now properly modifies Empowered Mesa Totemist
The White Heart now properly modifies Diamond Aura
Deadeye Long Lancer now properly modifies Deadeye Enforcer
Illuminated Disc now properly modifies Coins of Kismet
Splintered Cudgel now properly modifies Splinterslam
Blue Fanged Ring now properly modifies Azure Fang Hierarch
Recruiter’s Ring now reads: “Your Underworld Recruiters have, When another Underworld troop enters play under your control, this gets +1/+1.”
Ardent Chestplate now reads: “Your Ardent Recruiters have, “When another Ardent troop enters play under your control, this gets +1/+1.””
Conflagrate now reads: “Add a burning counter to target champion. Deal 1 damage to each troop that champion controls for each burning counter on opposing champions.”
Arcanobot now reads “This has +1/+1 in all zones for each action in your crypt.” and now has 0 and 0
Technografters Boots now reads “Your Arcanobots have, “When this deals damage to an opposing champion, play target action in your crypt for free.””
Kensei’s Curved Blade now reads “Your Soulblade Samurai have, “When this dies, void this. Then, put three random Shin’hare from your crypt into play.””
Posts
You seem most likely to know. Have they announced how they plan to handle block rotation? My buddy wants to bump in but is trying to decide whether to invest in vamp kings or wait for them to rotate out.
It's all vague, but I think it's max of 8 sets, sets rotate out 4 at a time? So the friend would need to wait for 5 more sets to jump in.
Less than 15 months if they ever start hitting their goals, 3 years if the current pace continues.
I thought it was going to be two blocks of three, but I guess it's currently two blocks of two with no known rotation out? You're the first I've heard say 8 is the number that rotates out four.
It seems like an important thing for them to have decided.
Considering we currently have a block of four, I think blocks of three are right out
That post by Colin is the best info we have currently about block rotation.
Nintendo ID: Incindium
PSN: IncindiumX
I'm not sure if we have a block of four, or two blocks of two.
Thanks, Incindium.
It's all very confusing and I really hate that they ditched the set symbols.
Like, my buddy is going to buy in, but vamp kings ain't cheap, so it'd be good to be positive whether they still have X months in constructed.
If they just say "No, you can't use Vampire Kings" anymore, my collection will be not only be worth way less, but I'll have a much lower incentive to keep playing honestly. I hate having to play the AH so I can enjoy a competitive game without spending huge amounts of money. I kickstarted this thing with the goal of having a collection I could build from and trade with to keep current, which so far, has worked really well!
Set rotation also splits the playerbase between the new sets and the old sets, which for a game of Hex's numbers, is probably a really bad idea.
I was, perhaps wrongly, assuming they were going to follow the same model as magic, considering how closely they adhered to other play formats. If they don't ever rotate blocks out, the competitive constructed meta will become untenable pretty quickly.
I just figure they'll introduce a legacy format at the same time, and PvE will always be everything.
So, I think there is a 0% chance they don't rotate out sets 1 and 2 within the next 24 months. I just want to know when and how.
You're also assuming they won't create a new format when they rotate sets.
If they DIDN'T change their mind, 1+2 could potentially be rotating out as soon as set 5. Seems like something you'd really want to know.
That's where I got my four set blocks idea from. I got the impression they were rolling 1-4 together for rotation purposes to keep sets from going away too early.
People seem very confident that that is no longer the case, but there has never been an official statement otherwise.
I don't know, they would need to have a lot larger player base to run more formats. They seem like they are nixing as many queues as possible to get people to play together.
Reaching Cosmic gets you:
39000g
7 Primal Dawn Boosters
2 Arcane Focus AA
2 Scorch AA
Cosmic Dingler Sleeves
Just test. It's also worth pointing out that total is just for one ladder, so you can get double that.
It probably isn't even enough to spin the 14 chests you'd get from the packs.
/jealous
I think this is 38th's thing.
I agree that 78k isn't much, buy I buy cards and use gold only for spinning. But for a totally free player trying to fund their collection with gold card buys, it's a lot of grinding.
Draft collusion, for example, is almost unenforceable. Better to think of ways to make the system prevent it somehow.
What I wish they'd ban is posting your Sealed Gauntlet Pool and asking for deck building advice.
What does that mean play in the same ladder. You can't help but play in the limited ladder if you play limited. Does that mean I can't play the constructed ladder for two separate accounts even only playing one at a time?
Nintendo ID: Incindium
PSN: IncindiumX
You can only be queued on one account at a time, but can play on either account. Added a word to my description to clarify.
They thought Black Tiger was boring, so they changed it.
I really liked the colors on the lotus garden sleeves. They were fairly unique. The new one is alright, but it's not as many of my favorite colors.
LADDER UPDATE – 07/05/16
Patch v1.0.2.032
Compete for glory and climb the ranks for prizes in the limited and constructed ladders
Please go here for the complete details on the ladder
Check out our brand new landing page!
Pass Priority buttons have been updated to improve legibility and prevent accidental turn passing
LANDING PAGE REDESIGN
Complete redesign of the look and feel of the landing page
Practice has been moved to the Card Collection next to Test Draw
New question mark icon has been added for Help
Here you can access the tutorial, forums, and disable hints
Play Random Opponent has been added to the Tournament page and renamed to Unranked Constructed
Icons for the Store, Auction House, and Stash have been moved from the right to the left side of the navigation bar
The icon for mail has been moved to be with chat
An option has been added to choose between using your system browser and the in game browser
NEW TOURNAMENT SCENE
The Ladder system is integrated into the tournament screen
Standard tournaments include: Ranked Constructed, Unranked Constructed, Evolving Sealed Gauntlet, Sealed Gauntlet, and Competitive Draft
Swiss Draft, Constructed Gauntlet, Head to Head, and Scheduled Dailies are no longer available
Special tournaments are any formats specified by time or not listed above
Completed tournaments will display the last 10 tournaments that have ended
Icons with tooltips have been added to each tournament entry to denote its cost, number of packs used, and whether it will affect your ladder ranking
A ladder information panel that shows the tiers and rewards has been added to the bottom of the tournament screen and can be opened by clicking on it
“Play a Game” along with “Wins and Losses” for Gauntlets now display at the bottom of the deck builder
BATTLE UI
Coin flip notification dialog has been rewritten to be more clear and its visuals updated
The Replace Hand dialog box has been updated
All pass priority buttons have been made larger, font updated, and the flame border removed
Text on pass priority buttons are now more explicit
Button will state when you are passing on an opponent’s turn
Button to resolve cards on the chain has been moved to appear next to the card and includes an arrow point to the exact card you are resolving
Icons for attacking, skipping combat, and blocking are now attached to corresponding buttons to make the actions more clear
Declare Attackers message includes minor hint text
By default you cannot hit the spacebar to move through combat in order to prevent players from accidentally skipping the phase
If you try to use the spacebar to skip your combat then a dialog box will appear asking if you would like to bind the space bar to that action in the future
The button for skipping your combat has been made much smaller to avoid accidentally clicking through repetition
Cancel button has been added for when you are making selections for actions
Hitting escape while declaring blockers will now cancel the click instead of bringing up the concede menu
In game messaging for offline opponents now displays correctly
Hovering on a card in play that has been modified will now give a tool tip describing modification and how it was received
GENERAL
Inventory Stash pagination has been updated
Equipment page for posting auctions has been improved
Auction House button has been added to the Store screen
“Cheapest Only” filter has been added to the Auction House
Mail and Auction House filters are now updated to reflect Card Collection
COD UI while composing mail has been improved
Shaders behind finding player UI has been removed
Unread mail is now highlighted while in your inbox
The Confirm Purchase dialog when purchasing packs has been removed
Instructions on the pack opening has been visually improved for legibility
Escape now behaves as the back button when navigating the client, will still open the options menu while in a match or on the home screen
“Standard art” filter has been added to Card Collection
A warning prompt now appears if you attempt to save a deck without gemming your socketable troops
Deck Validation now checks equipment
Message will display when you could be playing an equipment for a card
Message will display when you are playing an equipment but not the card
Server Status messaging will now display if you attempt to login during downtime
Items no longer refresh after opening or spinning a chest
Using filters in Card Collection has been greatly sped up
Added ability to choose a default sleeve in the sleeve selection interface
Closing the Select Sleeve window is now done with the top right red X to be consistent with our pop-up windows
Scrolling with the mouse wheel now works properly in the deck portion of the Card Collection
Campaign Card Collection and Talent icons have been changed and moved off of your champion icon to the navigation bar
Leaving the campaign ends on the Champion Selection scene instead of the landing page
GAMEPLAY
Improved the usability of drag and drop to play a card
Text for Socketable Minor and Socketable Major no longer appear on the card when the socket is in use
Modified cards now include a tooltip for the source of the modification
In game messaging for “Shift” has been updated
Arena challenges now display correctly
Challenge reward buffs will now always trigger properly at the start of Arena boss battles
The resource Arena challenge reward now works as intended
Positioning of cards in opposing hands can no longer be tracked
Choice prompts can now be hidden temporarily to evaluate board states by holding down left shift
A warning now appears when 0 targets are selected for a power
Troops no longer incorrectly remain highlighted after selecting to attack
Previously played empower cards can no longer be seen by opponents when returned to your hand or deck
X cost cards with “May play for free” now correctly allows to pay value for X
Fixed a bug where damage prevention powers were preventing damage from the first troop selected by the attacker rather than the oldest troop in play
Several encounters in Crayburn Castle have been scaled back in difficulty based on their win percentages:
Whispering Breeze
Scrap Welder
Nerissa
Buccaneer
Gareth Kay
Ridge Raider
Rune Ear Elite
Nori
Ushuul
Moqui
Xilth
Sora
Several Champions in the first Adventure Zone have been modified:
Chained Goliath‘s charge power now reads: “Pulling at the Chains – At the start of your turn, gain <1> and a charge. Then, the Goliath pulls at the chains, dealing 1 to 3 damage to itself.”
Savage Lord’s charge power now reads: “Savage Summons – : [5] Put the next Dinosaur troop in your deck into play.
Comet Strike modification has been removed from this encounter
The Killipede’s passive power now reads: “Opposing troops in all zones have -1/0.”
Fae Trickster’s charge power now reads: “Crazed Chicanery – : [2] Each opposing champion reveals a random card from their hand and transforms the revealed card into a random card of the same shards.”
The Blood Sapphire Sister Midnight’s charge power now reads: “Consuming Madness – : [3] Bury the top card of target opposing champion’s deck. If you buried a resource this way, create a Spiderling and put it into play.
Ambling Bluff‘s charge power now reads: “Fox on Some Rocks – : [4] Create a Fennec Fox and put it into play.”
Sandstone Rumbler and the player no longer start the encounter with 5 charges
The following decks in the first Adventure Zone have been scaled back in difficulty based on their win percentages:
Sea Hag
Mind Controlled Manti
Sapphire Wild Sister Midnight
Red Thunder
Each Wormoid in the Eastern Desert
CARDS AND EQUIPMENT
Fixed a bug with Immortality game text, it has returned to “If you would lose the game this turn, your health becomes 10 instead.”
Symeon’s Bounty now correctly randomizes its effects
Prodigy of Volosolov no longer incorrectly has “Volosolov’s Resonance” in its game text
Gemsoul Deathblade correctly gains flight when using its ability
Flickering Gobbler no longer incorrectly behaves as an action if given Quick
Circle of Preservation can now target cards on the chain
Augur of Sirion now works correctly with Banes on top of your deck
Rose Lion now reads: “At the start of your turn, this gets +1/+1. When this attacks or blocks, it loses these powers.”
Oath of Valor now reads: “When this enters play, choose a name among troops you control. Each troop you control with the chosen name has +2/+2.”
Cosmic Totem now reads: “, Void this Put target champion’s crypt into any target champion’s deck.”
Inquisitor Thist correctly buries cards when it attacks
Totem Crush Maul now properly modifies Empowered Mesa Totemist
The White Heart now properly modifies Diamond Aura
Deadeye Long Lancer now properly modifies Deadeye Enforcer
Illuminated Disc now properly modifies Coins of Kismet
Splintered Cudgel now properly modifies Splinterslam
Blue Fanged Ring now properly modifies Azure Fang Hierarch
Recruiter’s Ring now reads: “Your Underworld Recruiters have, When another Underworld troop enters play under your control, this gets +1/+1.”
Ardent Chestplate now reads: “Your Ardent Recruiters have, “When another Ardent troop enters play under your control, this gets +1/+1.””
Conflagrate now reads: “Add a burning counter to target champion. Deal 1 damage to each troop that champion controls for each burning counter on opposing champions.”
Arcanobot now reads “This has +1/+1 in all zones for each action in your crypt.” and now has 0 and 0
Technografters Boots now reads “Your Arcanobots have, “When this deals damage to an opposing champion, play target action in your crypt for free.””
Kensei’s Curved Blade now reads “Your Soulblade Samurai have, “When this dies, void this. Then, put three random Shin’hare from your crypt into play.””
Spectral Oaks are in too.
Makes a big difference when 2/3rds the troops in your deck don't just die immediately upon being played.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Conceptually I liked it, since it meant you had to tweak your deck. But in practice having to pull out a bunch of troops was frustrating.