Legends:Patches: Unterschied zwischen den Versionen

Keine Bearbeitungszusammenfassung
(update)
Zeile 32: Zeile 32:
* New end of game flow
* New end of game flow
* Audio continues while the game is inactive in the background
* Audio continues while the game is inactive in the background
== 1.57.2.2284 ==
''26.07.2016''
'''Bugs Fixed'''
* Solo Arena pick list updated
* Fixed issue with players seeing broken pack tutorial after account reset
* Fixed issue with players not being properly presented their first quest
== 1.57.2.2261 ==
''20.07.2016''
'''Feature Work:'''
* Introduced Friends/Social system
* Implemented Campaign movies
'''Bug Fixes:'''
* Numerous bug fixes throughout the game
* Thorn Histmage changed from 4/5 to 2/5 and gained Guard (Thorn Histmage defending you while you ramp to big exciting plays is a better fit than its previously more attack-oriented stats)
* Shocking Wamasu changed back to being able to deal damage to the enemy player (Wamasu wasn't part of the problem with general burstiness, and for 8 magicka he deserves to deliver the finishing blow from time to time.)
* Abecean Navigator changed from 3/2 to 3/1 (This already took place in the previous patch, but we missed it in the notes. Playing against an Intelligence deck, it can feel like they have a constant stream of cards in their hand from cards such as Crown Quartermaster, Telvanni Arcanist, and the Navigator. This change gives Intelligence opponents an opportunity to equalize some of that disparity, by enabling cards that gain an advantage when destroying a one health creature.)
* Soulrest Marshal now makes any 6 or less cost card free instead of just creatures (This will open up deckbuilding choices in a deck with Soulrest Marshal and increase its diversity of play.)
* Artaeum Savant changed from 2/4 to 1/4 (Tuned to increase counterplay and prevent future issues when the arrival of new Action cards increase options for this deck.)
* Dwarven Centurion now draws the Dwarven Spider instead of randomly summoning it to a lane (This gives players more reliable defense while Dwarven Centurion decimates their enemy's forces.)
* Brilliant Experiment change to only be able to copy friendly creatures (This better supports building fun combos by removing the incentive to simply match your opponent's best creature.)
* Rampaging Minotaur change from 4/2 Charge to 3/2 Breakthrough, Charge (We want to preserve the identity of Strength decks being aggressive and fast, but also expand the experience of playing with and against the archetype, through tuning cards that often function as uninteractable damage.)
* Bone Bow change from 3 cost +1/+1 to 2 cost +1/+0 (To spread out the magicka cost of items.)
* Fifth Legion Trainer change from 1/4 to 1/3 (This will give opponents more of an opportunity to deal with Fifth Legion Trainer before he teaches all the Grunts to put down their rocks and pick up swords.)
* Orc Clan Shaman now only gives Breakthrough to cards in his own lane (A more natural counterpart to Orc Clan Captain, this change also reins in the combo with the next card.)
* Stampeding Mammoth changes from 3/6 that gets +3/+0 for each other Breakthrough creature to a 4/6 that gets +2/+0 (The stat output change is for the aforementioned Orc Clan Shaman, while also making the baseline size of Mammoth larger, to encourage its inclusion in decks with a medium amount of Breakthrough.)
* Heirloom Greatsword changed from 5 cost to 6 (Part of the general tuning of cards that deliver big chunks of damage to the enemy player.)
* These cards have swapped rarities to more evenly distribute Legendaries among deck archetypes:
* Relentless Raider has changed from Epic to Legendary
* Wood Orc Headhunter has changed from Epic to Legendary
* Burn and Pillage has changed from Legendary to Epic
* Wrothgar Forge has changed from Legendary to Epic
* Descendant of Alkosh has changed from Epic to Legendary
* Haafinger Marauder has changed from Epic to Legendary
* Pillaging Tribune has changed from Legendary to Epic
* Mantikora has changed from Legendary to Epic
* Thieves' Den has changed from Epic to Legendary
* Spider Lair has changed from Legendary to Epic
* Wabbajack changed from Intelligence to Colorless (This change makes a fun, wacky card available to more decks.)
* Staff of Sparks becomes Intellience and changes from Epic to Legendary (The combo with Lethal creatures can feel oppressive, and this change reduces how many different decks have access to it.)
* Dragon Priest changed his name to Nahkriin, Dragon Priest and became Unique (Making Dragon Priest Unique still allows for incredibly powerful interactions, some of which would be dangerous if they happened game after game.)
* Tome of Alteration has changed from 3 cost to 4 (In the same category as Abacean Navigator, this is part of an overall nerf to card draw in Intelligence).
'''Known Issues'''
* Users that play and exit the game before completing chapter 7, will be forced into a pack-opening tutorial with no text and no VO the next time they login.
== 1.57.1.2209 ==
''11.07.2016''
'''Bug Fixes:'''
* Soul Trapping prevented until after Chapter 8
* Arena card selections now have consistent rarity
* Corrected Quest Rewards
'''Card Changes:'''
* Dragon Priest to 5/5 (Stat change to give Intelligence more of a range of stats at high rarity.)
* Flesh Atronach to 6 cost (Now that Flesh Atronach only counts your discard pile, it’s no longer the feared finisher it used to be. This cost reduction will make it more playable and let players feel rewarded for building decks around it.)
* Night Patrol, Night’s Shadow, and Night Predator to +1 cost, +1/+1. (These are moving to 6 cost to spread out costs more.)
* Skywatch Vindicator to 6 cost (The stats to cost ratio for Vindicator was too efficient.)
* Vicious Dreugh to 3/4 (Having good support kill leads to a healthy and interactive environment, so making Vicious Dreugh slightly better will push more in that direction.)
* Lion Guard Strategist to 2/3 (Slight buff to make Strategist more appealing.)
* Hackwing Feather to +1/+3
* Lowland Troll to 4/8 (The change to Regenerate (happens only at start of your turn) made these cards weaker than intended, so we are increasing their health.)
* Red Bramman to 9 cost
* Tree Minder to 1/1 Guard (These buffs will help bring Argonians in line with some of the other player races, which is desirable.)
* Orc Clan Shaman to 3/2 that grants all Orcs Breakthrough
* Wrothgar Artisan to 2/2
* Wrothgar Kingpin to 2 cost
* Militant Chieftain to 5 cost (We’ve found Orcs to be a very strong deck, based on playtesting and player feedback, and a large part of that is the magicka advantage gained via Orc Clan Shaman. Games where the Orcs player draws one or two Shamans are substantially different than other games, and gives Orcs starts that outpace every other deck. This change to Shaman will still leave Orcs as a deck with a strong mid/late game, but will reduce the unfair draws where it plays 6-8 magicka worth of creatures on turn three or four. The changes to Wrothgar Artisan, Wrothgar Kingpin, and Militant Chieftain are further efforts to reduce the rate at which Orcs build an enormous board presence in early turns.)
* Triumphant Jarl to 6 cost
* Firebolt deals damage to creatures only
* Shocking Wamasu deals damage to creatures only
* Afflicted Alit deals 2 damage to each player
* Sentinel Battlemace (formerly Rihadi Battlemace) lost Breakthrough (Triumphant Jarl is increasing in cost by one to give opposing decks one more turn to mount a comeback against aggressive Strength decks. We’re concerned about how frequently players at high health totals are getting killed by burst damage. We’re tuning some damage cards to reduce how often this occurs.)
* Golden Saint to 6-cost 4/4 (Golden Saint was lagging behind other cards in this cycle, and we’ve found the play pattern they promote to be very fun. Buffing it gets it closer to their counterparts.)
* Blackrose Herbalist to heal at start of your turn instead of end of your turn (This change lines up Herbalist with the previous change to Regenerate timing.)
* Elixir of Vigor to 2-cost that grants +0/+1 (Moving Elixir down in cost/ability to give support decks a 2-cost support and make this feel more different from Bruma Armorer and Chieftain’s Banner.)
* Daring Cutpurse to gain Prophecy (Pilfer decks felt like they fell behind too easily, and adding an aggressive Prophecy cards will help them play better when they are being attacked.)
* Dark Rift: Instead of “Last Gasp: Summon a Storm Atronach”, new text of “Activate: Deal 1 damage. If Dark Rift has dealt 5 damage, sacrifice it to summon a Storm Atronach”. (Removing Last Gasp from Dark Rift makes it interactable with support kill, which lines up with player expectations.)
* Leaflurker to 4/3 (While an essential card in Agility and Strength’s wounding theme, Leaflurker was just a little stronger than we want it to be.)
* Imprison now requires four Willpower creatures to destroy an enemy creature (Both a more natural design with four-wide lanes, and function better as a heavy Willpower incentive.)
* Hero of Anvil to 5 cost
* Warcry to 4 cost (Two more changes to lower the overall rate at which decks can build an enormous board presence or burst you out from high health totals.)
* Stone Throw to 3 cost (Super powerful in Orcs, Stone Throw was generally too punishing to players using creatures to defend themselves against Strength decks.)
== 1.56.2.2184 ==
''29.06.2016''
'''New Features'''
* Quest choices are now always from different guilds to increase quest diversity.
* Players now gain XP on losses.
* Turn timers have changed to 80 seconds (55 seconds plus a 25 second visualized countdown).
* Text boxes now size dynamically based on the amount of text.
* Iterated on Legendary frames based on feedback.
* Glossary updates.
* Continued balancing the economy.
'''Bug Fixes'''
* Arena “Feature Matches” now have appropriate avatars.
* Profile Titles updated for accuracy.
* Various UI/UX issues have been addressed throughout the game.
* Various SFX issues have been addressed throughout the game.
* Numerous other bugs have been squashed.
== 1.56.0.2111 ==
''Unbekannt''
'''New Features.'''
* Regenerate rules change: Units with Regenerate now heal at the start of their owner’s turn. Based on user feedback, we are changing Regenerate to only heal at the start of the owner’s turn, giving the enemy player the opportunity to finish the Regenerate creature off on their turn. This reduces the risk of hopeless situations, and will lead to a better play pattern.
* Fonts have been updated for greater readability. (Indeed, there were a lot of complaints for readability, before.)
* Legendary cards now have new card frames. (Now such cards have received a more expressive appearance, but this design likes far not the all players.)
* Ranked Constellation Scene has been updated.
* Implemented a more easily-recognizable guard border.
* Quest presentation has been redesigned.
* Players are no longer matched consecutively.
* Players will be matched with players of similar ELO.
* Sped up inter-scene progression.
'''Bug Fixes:'''
* Lucien Lachance now has correct game text.
* Silence “X” is present on silenced cards.
* Legendary cards can be soul summoned.
* Skilled Blacksmith and Orc Clan Shaman cost reduction ends when they are killed.
* Rarity symbols on cards in Deck Builder are no longer covered by “Unowned” tags.
* Players who have not unlocked Arena are no longer gated at the Store.
* Updated text so that the voiceover and audio for emotes match.


[[Kategorie: Spielinhalte (Legends)]]
[[Kategorie: Spielinhalte (Legends)]]

Version vom 11. September 2016, 11:26 Uhr

Nachfolgend eine Übersicht über die Versionshistorie und Patches von The Elder Scrolls: Legends.

1.58.1.2420

01.09.2016

Bugs Fixed

  • Fixed exploit in Ranked: Battle: Players at the Legend rank can concede and not lose ELO or rank prior to turn 4
  • Fixed exploit where player is able to reset the prophecy timer by attempting to play a prophesied creature into a full lane and canceling
  • Fixed exploit where player is able to spam click the pack purchase with gold
  • Fixed issue with Beta Agreement/EULA was re-presenting every time a player logged into the game

1.58.1.2367

24.08.2016

Bugs Fixed

  • Support for Smuggler's Haul, the monthly card for August
  • No mechanically identical quests from different guilds will be presented at same time
  • Various fixes to AI
  • Various fixes to Social
  • Various fixes to Localization
  • Improved matchmaking in Ranked Versus

1.58.0.2321

03.08.2016

Bugs Fixed

  • Various Minor Bug Fixes

New Features

  • Opponent avatar hitbox contextually grows to help targeting
  • Longer 30 card game history
  • New end of game flow
  • Audio continues while the game is inactive in the background

1.57.2.2284

26.07.2016

Bugs Fixed

  • Solo Arena pick list updated
  • Fixed issue with players seeing broken pack tutorial after account reset
  • Fixed issue with players not being properly presented their first quest

1.57.2.2261

20.07.2016

Feature Work:

  • Introduced Friends/Social system
  • Implemented Campaign movies

Bug Fixes:

  • Numerous bug fixes throughout the game
  • Thorn Histmage changed from 4/5 to 2/5 and gained Guard (Thorn Histmage defending you while you ramp to big exciting plays is a better fit than its previously more attack-oriented stats)
  • Shocking Wamasu changed back to being able to deal damage to the enemy player (Wamasu wasn't part of the problem with general burstiness, and for 8 magicka he deserves to deliver the finishing blow from time to time.)
  • Abecean Navigator changed from 3/2 to 3/1 (This already took place in the previous patch, but we missed it in the notes. Playing against an Intelligence deck, it can feel like they have a constant stream of cards in their hand from cards such as Crown Quartermaster, Telvanni Arcanist, and the Navigator. This change gives Intelligence opponents an opportunity to equalize some of that disparity, by enabling cards that gain an advantage when destroying a one health creature.)
  • Soulrest Marshal now makes any 6 or less cost card free instead of just creatures (This will open up deckbuilding choices in a deck with Soulrest Marshal and increase its diversity of play.)
  • Artaeum Savant changed from 2/4 to 1/4 (Tuned to increase counterplay and prevent future issues when the arrival of new Action cards increase options for this deck.)
  • Dwarven Centurion now draws the Dwarven Spider instead of randomly summoning it to a lane (This gives players more reliable defense while Dwarven Centurion decimates their enemy's forces.)
  • Brilliant Experiment change to only be able to copy friendly creatures (This better supports building fun combos by removing the incentive to simply match your opponent's best creature.)
  • Rampaging Minotaur change from 4/2 Charge to 3/2 Breakthrough, Charge (We want to preserve the identity of Strength decks being aggressive and fast, but also expand the experience of playing with and against the archetype, through tuning cards that often function as uninteractable damage.)
  • Bone Bow change from 3 cost +1/+1 to 2 cost +1/+0 (To spread out the magicka cost of items.)
  • Fifth Legion Trainer change from 1/4 to 1/3 (This will give opponents more of an opportunity to deal with Fifth Legion Trainer before he teaches all the Grunts to put down their rocks and pick up swords.)
  • Orc Clan Shaman now only gives Breakthrough to cards in his own lane (A more natural counterpart to Orc Clan Captain, this change also reins in the combo with the next card.)
  • Stampeding Mammoth changes from 3/6 that gets +3/+0 for each other Breakthrough creature to a 4/6 that gets +2/+0 (The stat output change is for the aforementioned Orc Clan Shaman, while also making the baseline size of Mammoth larger, to encourage its inclusion in decks with a medium amount of Breakthrough.)
  • Heirloom Greatsword changed from 5 cost to 6 (Part of the general tuning of cards that deliver big chunks of damage to the enemy player.)
  • These cards have swapped rarities to more evenly distribute Legendaries among deck archetypes:
  • Relentless Raider has changed from Epic to Legendary
  • Wood Orc Headhunter has changed from Epic to Legendary
  • Burn and Pillage has changed from Legendary to Epic
  • Wrothgar Forge has changed from Legendary to Epic
  • Descendant of Alkosh has changed from Epic to Legendary
  • Haafinger Marauder has changed from Epic to Legendary
  • Pillaging Tribune has changed from Legendary to Epic
  • Mantikora has changed from Legendary to Epic
  • Thieves' Den has changed from Epic to Legendary
  • Spider Lair has changed from Legendary to Epic
  • Wabbajack changed from Intelligence to Colorless (This change makes a fun, wacky card available to more decks.)
  • Staff of Sparks becomes Intellience and changes from Epic to Legendary (The combo with Lethal creatures can feel oppressive, and this change reduces how many different decks have access to it.)
  • Dragon Priest changed his name to Nahkriin, Dragon Priest and became Unique (Making Dragon Priest Unique still allows for incredibly powerful interactions, some of which would be dangerous if they happened game after game.)
  • Tome of Alteration has changed from 3 cost to 4 (In the same category as Abacean Navigator, this is part of an overall nerf to card draw in Intelligence).

Known Issues

  • Users that play and exit the game before completing chapter 7, will be forced into a pack-opening tutorial with no text and no VO the next time they login.

1.57.1.2209

11.07.2016

Bug Fixes:

  • Soul Trapping prevented until after Chapter 8
  • Arena card selections now have consistent rarity
  • Corrected Quest Rewards

Card Changes:

  • Dragon Priest to 5/5 (Stat change to give Intelligence more of a range of stats at high rarity.)
  • Flesh Atronach to 6 cost (Now that Flesh Atronach only counts your discard pile, it’s no longer the feared finisher it used to be. This cost reduction will make it more playable and let players feel rewarded for building decks around it.)
  • Night Patrol, Night’s Shadow, and Night Predator to +1 cost, +1/+1. (These are moving to 6 cost to spread out costs more.)
  • Skywatch Vindicator to 6 cost (The stats to cost ratio for Vindicator was too efficient.)
  • Vicious Dreugh to 3/4 (Having good support kill leads to a healthy and interactive environment, so making Vicious Dreugh slightly better will push more in that direction.)
  • Lion Guard Strategist to 2/3 (Slight buff to make Strategist more appealing.)
  • Hackwing Feather to +1/+3
  • Lowland Troll to 4/8 (The change to Regenerate (happens only at start of your turn) made these cards weaker than intended, so we are increasing their health.)
  • Red Bramman to 9 cost
  • Tree Minder to 1/1 Guard (These buffs will help bring Argonians in line with some of the other player races, which is desirable.)
  • Orc Clan Shaman to 3/2 that grants all Orcs Breakthrough
  • Wrothgar Artisan to 2/2
  • Wrothgar Kingpin to 2 cost
  • Militant Chieftain to 5 cost (We’ve found Orcs to be a very strong deck, based on playtesting and player feedback, and a large part of that is the magicka advantage gained via Orc Clan Shaman. Games where the Orcs player draws one or two Shamans are substantially different than other games, and gives Orcs starts that outpace every other deck. This change to Shaman will still leave Orcs as a deck with a strong mid/late game, but will reduce the unfair draws where it plays 6-8 magicka worth of creatures on turn three or four. The changes to Wrothgar Artisan, Wrothgar Kingpin, and Militant Chieftain are further efforts to reduce the rate at which Orcs build an enormous board presence in early turns.)
  • Triumphant Jarl to 6 cost
  • Firebolt deals damage to creatures only
  • Shocking Wamasu deals damage to creatures only
  • Afflicted Alit deals 2 damage to each player
  • Sentinel Battlemace (formerly Rihadi Battlemace) lost Breakthrough (Triumphant Jarl is increasing in cost by one to give opposing decks one more turn to mount a comeback against aggressive Strength decks. We’re concerned about how frequently players at high health totals are getting killed by burst damage. We’re tuning some damage cards to reduce how often this occurs.)
  • Golden Saint to 6-cost 4/4 (Golden Saint was lagging behind other cards in this cycle, and we’ve found the play pattern they promote to be very fun. Buffing it gets it closer to their counterparts.)
  • Blackrose Herbalist to heal at start of your turn instead of end of your turn (This change lines up Herbalist with the previous change to Regenerate timing.)
  • Elixir of Vigor to 2-cost that grants +0/+1 (Moving Elixir down in cost/ability to give support decks a 2-cost support and make this feel more different from Bruma Armorer and Chieftain’s Banner.)
  • Daring Cutpurse to gain Prophecy (Pilfer decks felt like they fell behind too easily, and adding an aggressive Prophecy cards will help them play better when they are being attacked.)
  • Dark Rift: Instead of “Last Gasp: Summon a Storm Atronach”, new text of “Activate: Deal 1 damage. If Dark Rift has dealt 5 damage, sacrifice it to summon a Storm Atronach”. (Removing Last Gasp from Dark Rift makes it interactable with support kill, which lines up with player expectations.)
  • Leaflurker to 4/3 (While an essential card in Agility and Strength’s wounding theme, Leaflurker was just a little stronger than we want it to be.)
  • Imprison now requires four Willpower creatures to destroy an enemy creature (Both a more natural design with four-wide lanes, and function better as a heavy Willpower incentive.)
  • Hero of Anvil to 5 cost
  • Warcry to 4 cost (Two more changes to lower the overall rate at which decks can build an enormous board presence or burst you out from high health totals.)
  • Stone Throw to 3 cost (Super powerful in Orcs, Stone Throw was generally too punishing to players using creatures to defend themselves against Strength decks.)

1.56.2.2184

29.06.2016

New Features

  • Quest choices are now always from different guilds to increase quest diversity.
  • Players now gain XP on losses.
  • Turn timers have changed to 80 seconds (55 seconds plus a 25 second visualized countdown).
  • Text boxes now size dynamically based on the amount of text.
  • Iterated on Legendary frames based on feedback.
  • Glossary updates.
  • Continued balancing the economy.

Bug Fixes

  • Arena “Feature Matches” now have appropriate avatars.
  • Profile Titles updated for accuracy.
  • Various UI/UX issues have been addressed throughout the game.
  • Various SFX issues have been addressed throughout the game.
  • Numerous other bugs have been squashed.

1.56.0.2111

Unbekannt

New Features.

  • Regenerate rules change: Units with Regenerate now heal at the start of their owner’s turn. Based on user feedback, we are changing Regenerate to only heal at the start of the owner’s turn, giving the enemy player the opportunity to finish the Regenerate creature off on their turn. This reduces the risk of hopeless situations, and will lead to a better play pattern.
  • Fonts have been updated for greater readability. (Indeed, there were a lot of complaints for readability, before.)
  • Legendary cards now have new card frames. (Now such cards have received a more expressive appearance, but this design likes far not the all players.)
  • Ranked Constellation Scene has been updated.
  • Implemented a more easily-recognizable guard border.
  • Quest presentation has been redesigned.
  • Players are no longer matched consecutively.
  • Players will be matched with players of similar ELO.
  • Sped up inter-scene progression.

Bug Fixes:

  • Lucien Lachance now has correct game text.
  • Silence “X” is present on silenced cards.
  • Legendary cards can be soul summoned.
  • Skilled Blacksmith and Orc Clan Shaman cost reduction ends when they are killed.
  • Rarity symbols on cards in Deck Builder are no longer covered by “Unowned” tags.
  • Players who have not unlocked Arena are no longer gated at the Store.
  • Updated text so that the voiceover and audio for emotes match.