Originally posted by Spiritwalk (Source)
New Art
  • Shockblade Smuggler now has art!

Card Changes
  • Ascension
    • Cost increased to 1, up from 0.
  • Blight Lasher
    • Health increased to 8, up from 7.
  • Cannoneer
    • Health increased to 5, up from 4.
  • Ghost Blade
    • Health increased to 4, up from 3.
  • Grand Defender
    • Attack increased to 3, up from 2.
  • Queensguard
    • Base Health increased to 5, up from 4.
    • Melee transform reduced to +1/+1, down from +1/+2.
  • Officer Showoff
    • Health increased to 4, up from 3.
  • Hungry Gnarbek
    • Attack increased to 5, up from 4.
  • Menagerie
    • Now summons five spirit primals, up from four.
  • Osprey Deadeye
    • Health increased to 4, up from 3.
  • Plague Starter
    • Health increased to 6, up from 5.
    • Rat stats increased to 2/2, up from 1/1.
  • The Prodigy
    • Warcry effect now transforms a minion into another minion that costs 2 more, up from 1 more
  • Snarling Mastiff
    • Health increased to 6, up from 5.
  • Slow Reflexes
    • Now requires line of sight.
  • Snap Dragon Cadet
    • Health increased to 4, up from 3.
  • Spearmaiden
    • Card text changed to “Warcry and Deathhowl: Add a Throwing Spear to your hand.”
  • Tracker Primal
    • Now draws a card for each injured enemy, instead of only for minions specifically.
  • Warp Specialist
    • No longer exiles itself.
  • Weavebreaker
    • Cost reduced to 4, down from 5.
    • Health reduced to 4, down from 5.

HUD
Developer Note: Time bank is ready for testing! This feature is designed both to encourage people to take faster turns where possible, while also providing more total time when needed for those particularly complex late game board states. Please note that the UI for this feature is temporary, as we wanted to get it into testing as quickly as possible. Let us know what you think!
New Feature - Time Bank!
  • Max turn time reduced to 75 seconds, down from 90.
  • Critical turn time now begins at 25 seconds, down from 30.
  • Ending your turn while you have more than 25 seconds left will bank time, with more time being banked the more available time you have when you end your turn.
  • A maximum of 5 seconds can be banked per turn.
  • The bank can store a maximum of up to 30 seconds at a time.
  • If you have any time available in your bank when your turn time reaches zero, it will begin to drain the your time bank instead of ending your turn.

UI
  • Bot games no longer count for wins in the user profile.

Bug Fixes
  • Fixed a bug that could cause some friends in the social panel to not be sorted correctly.
  • [In a hotfix since last patch] Fixed a network stall when reconnecting to a game under certain network conditions.

Originally posted by Spiritwalk (Source)
Patch Notes #47 - Balance!

Card Changes
  • Rankbreaker
    • Health reduced to 4, down from 5.

  • Queensguard
    • Melee transform reduced to +1/+2, down from +2/+3.

  • Outlaw Class Mech
    • Base Health reduced to 3, down from 4.
    • Upgrade (1): Now also provides +1 Health to counteract the base Health reduction.

  • Static Discharge
    • Cost increased to 6, up from 5.

  • Medframe Tech
    • Health increased to 4, up from 3.

  • Storm Class Mech
    • Base Health increased to 8, up from 5.

  • Ascension
    • Cost reduced to 0, down from 2.

  • Absolver
    • Health increased to 4, up from 2.

  • Ardent Inquisitor
    • Cost increased to 5, up from 4.
    • Health increased to 6, up from 4.
    • Proc damage increased to 3, up from 2.

  • Reckoning
    • Cost reduced to 5, down from 6.

  • Life Lash
    • Cost increased to 6, up from 5.
    • Damage and Healing increased to 3, up from 2.

  • Kindle
    • Stat gain increased to +2/+2, up from +2/+1.

  • Plainsguard
    • Health increased to 6, up from 4.

  • Soultaker
    • Health increased to 4, up from 3.

  • Ancient Caller
    • Health increased to 3, up from 2.

  • Balos Ambusher
    • Cost reduced to 3, down from 4.
    • Attack reduced to 3, down from 4.

HUD
  • The End Turn button’s underlying timer has been improved to measure the latency between the client and server, providing a more accurate timer with slower connections.

UI
  • The quantity text is now automatically selected when clicking the Change Quantity button in the store to make typing in a new number easier.

Bug Fixes
  • Fixed some fallout from last week’s uncontrollable change that caused an issue when uncontrollable units wouldn’t attack adjacent targets in some circumstances.
  • Fixed a bug where Crystal Queen wouldn’t transform targets she killed with her attack.
  • Boxes earned while in the Treasury (via achievements, for example) now update the UI.
  • Fixed a rare crash on startup when the client is unable to initialize the Steam SDK.

Originally posted by Spiritwalk (Source)
Patch Notes #46 - Core Tech, UI QoL!

Card Changes
  • Crystal Queen’s transform effect will now occur simultaneously when attacking another Crystal Queen (both attackers are transformed).
  • All placeholder-model Primals will now have the Primal mark attached to them.

Map Changes
  • Mana crystals will no longer spawn on tiles that are within the default movement range of the enemy’s summoning region.
  • Mana crystals will no longer spawn within one or two tiles of the hero’s starting tile.

Overworld
  • Restored shadows in the Overworld level.

HUD
  • Turn History
    • Hungry Gnarbek’s deploy tooltip now shows the card that was discarded.
    • Stone Prison’s deploy tooltop now shows the target that was encased in stone.
    • Stellar Replica’s deploy tooltip now shows the target that was copied.
    • Requisitions Order’s deploy tooltip now shows the selection that was chosen.
    • When Vardan’s ability has the Disciple of Almast buff, the ability tooltip now shows the card that was chosen.
    • If Harbinger deals damage as a result of moving, a turn history element will appear for the movement that displays the damaged targets.
  • After collecting additional mana for the turn from a crystal, the UI will display the current mana value as greater than total mana (ie. 2/1 instead of 2/2).
  • Duplicate cards in the Graveyard UI will now be collapsed into one visual card with a count.

Core Tech
  • Steam SDK
    • Shardbound will now make multiple attempts to initialize the Steam SDK if it fails.
    • The error dialog that is displayed when the Steam SDK fails to initialize has been updated to point to the Shardbound.com/help page.
  • Steam Store
    • Errors reported from Steam when initiating a purchase are now presented to the user in a dialog box, instead of failing silently.
    • When a Steam purchase is in progress, the client will check to make sure the Steam overlay opens. If it does not, it will present the user with a dialog box explaining how to fix the problem.
    • Disallow the user from clicking the purchase button multiple times. This was resulting in the user getting rate limited by the Steam API, causing the purchase to fail.
  • In-Match Reconnect
    • The client will remain in-game attempting to reconnect for 220 seconds before abandoning the game. This replaces the previous behavior which would return you to the Overworld after 40 seconds and then relied on you to manually reconnect.
    • The amount of latency you need to be considered disconnected has been increased from 1.5 seconds to 2.

UI
  • When returning from being AFK, taking an action will now cancel out of extremely short turn-length and return the user back to their normal turn time.
  • If you have remaining actions when your turn time hits 0, you will now be given a very short window in which to complete those actions before your turn ends.

Bug Fixes
  • Removed the Primal keyword explanation from Osprey Soldier, Deadeye and Captain.
  • Uncontrollable cards now target cards based on route distance, not raw distance. Fixes a few rare cases where enemies blocked by walls were chosen instead of a closer choice.
  • Fixed draws not reporting rank changes to the client.
  • Fixed a rare null reference crash that could occur during the mulligan phase.

Originally posted by Spiritwalk (Source)
Patch Notes #45 - Mana Crystals & Valor Adjustments, card tunings, and Duskblade art!

New Feature: Mana Crystals
We’re excited to add a new experimental gameplay change to the game this week. Players will now be able to collect Mana Crystals during the start of the match, as follows:
  • Player 1 will have a Mana Crystal spawn somewhere within their hero’s movement range.
  • If a friendly unit ends their movement on this tile, the crystal is consumed and the player receives an additional mana for that turn. Deploying a unit on the tile also consumes it.
  • The crystal can be used on Turn 1 or saved for a future turn.
  • If an enemy ends their movement on one of your Mana Crystals, it is destroyed!
  • Destroying an enemy Mana Crystal denies your opponent of bonus mana, but generates NO mana for you.
  • Player 2 receives TWO mana crystals on their first turn, one appearing within movement range of their hero, and a second crystal elsewhere in their deploy zone.
These three mana crystals are the only ones to spawn for the entire game, but have a dramatic impact on mana usage and positioning for the first few turns of the game. We’re looking forward to your feedback!

New Art
  • Duskblade now has art!

Hero Changes
  • Build Gizmo (Petra’s Ability)
    • Floating Gizmos (Flying) have been removed from the possible pool of Modular Gizmo upgrades.

Card Changes
  • Ascension
    • No longer draws a card.
  • Bless the Meek
    • No longer grants +1 Attack to the drawn cards.
  • Stellar Replicas
    • Now additionally draws a card.
  • Osprey Soldier, Osprey Deadeye and Osprey Captain
    • These cards may now be deployed to your normal deploy region AND next to your hero.
  • Brave Scryer
    • Attack increased to 3, up from 2.
  • Dancer
    • Attack reduced to 2, down from 3.
  • Duskblade
    • Attack reduced to 1, down from 2.
  • Efficiency Expert
    • Attack reduced to 2, down from 3.
  • Rebounder
    • Health increased to 5, up from 4.
  • Rift Trickster
    • Ability cost reduced to 1, down from 2.
  • Shade
    • Health reduced to 2, down from 3.
  • Skywatch Dragoon
    • Health reduced to 7, down from 8.
  • Venerated Champion
    • Stats increased to 6/5, up from 5/4.
  • Wraith
    • Health reduced to 3, down from 4.
  • Menagerie
    • Cost reduced to 5, down from 6.
  • Root now correctly prevents self-initiated movement effects (was true for some characters, not all. Namely Rift Trickster, Narciso, Personal Portal Device). Now has a unique warning message when attempting to use a card or ability blocked by Root.
  • Canal now resolves more quickly when Canaling units across longer distances.

Ranked
Developer’s Note: We are making some tweaks to the formulae used in Ranked play’s Valor calculations. The intention of these changes is to more accurately reflect the relative skill of the two players, while reducing how punishing it is to be matched with players significantly under your skill.
  • Valor adjustments are now based on a continuous function rather than having the 2x multiplier. The multiplier functionality has been removed.
  • Valor adjustment have been tuned to reduce the spread between the highest and lowest change to approximately 10-40, from approximately 10-60.
  • Win streaks have been added if you have won 3 games in a row. Points awarded will vary based on rank, phasing out after Gold rank.
  • Added a replacement string for “No Valor Change” instead of “+0 Valor”.

Map Changes
  • A number of lights have been updated to use static lighting which will result in a minor performance improvement for users at Medium and High settings.

Options Menu
  • Added a new graphics quality setting for Resolution Scaling. This was previously set automatically based on the Quality setting, and is now able to be set manually. Users on older hardware can see very significant framerate improvement by scaling this down, at the expense of visual quality.

Core Tech
  • In-match reconnect
    • The visual indicator for reconnect will now appear earlier.
    • Triggering a reconnect is now more aggressive when you are interacting with the game than when you are idle.
    • Telemetry has been added to collect reconnect information. This will be used to tune how aggressively the game will reconnect, with the goal being to balance reconnecting as fast as possible with minimizing disruptions.
    • Fixed an issue where you could get stuck on the “confirm mulligan” screen until the timeout if disconnected right when clicking that button.

UI
  • Recipients of a duel request can now see the selected map, turn time and start order.
  • The character limit for deck names has been increased to 26, up from 15.
  • The card bar item for decklists now has icons for artifact and spell cards.

Bug Fixes
  • Fixed a graphics device crash that occurred on some older video cards when loading into Reaver’s Mire or Embassy Gardens (the Prologue mission level). Specifically, this addressed a crash that occurred while using a Radeon HD 6450.
  • Fixed a bug causing a right-click when moused over the ability icon under a unit to commit the action instead of cancelling it when using drag controls.
  • Fix for orphaned UI elements and models when transitioning into Profile screen from other screens.
  • Fixed some cases of transparency popping in the overworld and Reaver’s Mire.

Originally posted by Spiritwalk (Source)
Patch Notes #44- Reconnect improvements & Valor rank icons update

Ranked Play
  • Noble players will now have their Leaderboard rank displayed on the Overworld menu instead of their Valor value.

Player Profile
  • Added Right-Click context menu to access player profiles from the Match History and Leaderboards.

VO
  • Petra now has unique lines for Requisitions Order.
  • Trauma Guard now has unique voice lines when played on a full health or very low health hero.

Core Tech
  • In-match reconnect is now much more reliable!
    • Added a visual indicator when the client is attempting to reconnect.
    • If an action is primed when a disconnect occurs, that state is now maintained and the action is able to be completed upon reconnect.
    • In rare cases where an in-match reconnect is not possible, a full game reload and reconnect will trigger automatically.
  • Greatly improved the ability to collect and process match data to support ongoing tuning and balance efforts.

UI
  • Valor rank icons have been updated with more distinct colors.
  • Many bug fixes to text alignment and small visual polish items.

Bug Fixes
  • Fixed a rounding error that could cause your displayed Valor points to be off by one on the Profile and Shardfall screens.
  • Fixed a bug with Visefang Primal that would cause it to remain incorrectly unbuffed after injured enemies unburrow.
  • Vengeful Veteran’s rarity has been set to Basic to match the Novice Knight.
  • Fixed tile lighting in Reaver's Mire at Low quality to not have a strong yellow tint.
  • Fixed an issue where lighting in Embassy Gardens could be broken by switching the quality setting.
  • Fixed an issue where Bot games could impact your matchmaking rating.
  • Fixing an issue where it was too easy to set an incorrect value in the Max FPS option.
  • Fixed an issue where models and effects could be orphaned while leaving the Store.
  • Enabled a proper transition directly to the Player Profile from the vault opening screen.

Originally posted by Spiritwalk (Source)
Hey there, Rangers!

We’ve got our fingers in a lot of pies here at Spiritwalk this week, so buckle in for a whirlwind storm of short topics from around the Studio!

Mac Version Work

Work has been progressing nicely on the Mac Version of Shardbound, which has been pulled forward in development thanks to our stalwart Kickstarter backers. We’re hopeful that we should have it up and running soon, and need your help:

If you’re able and willing to help us with initial testing of the Mac version, please reach out to us at contact@spiritwalkgames.com!

Player 2 Balance Experiments

Running our “Player 2 Starts with 2 Mana” experiment a few weeks ago proved very helpful in giving us the data required to narrow in on a design for systemically improving Player 2’s Win Rate. We’re in the final internal testing stages for this change and are currently planning to release it for wider testing next week. We hope to give you guys a glimpse on our Weekly Dev Stream at 4PDT on Thursday.

Priming the Art Pump

If you’ve been following Shardbound for a while, you’re familiar with our current cadence of (generally) releasing full art for one new character in each patch. That cadence is in the midst of being jostled from time-to-time as we undergo some long term planning exercises for art production. On the other end of this planning, you should expect the volume of art going into the game to increase dramatically. We’ll keep you posted on what to expect!

Reconnect Improvements

We know how important stability is for competitive games when your Rank is on the line. In the event of a crash or internet connection disruption, though, we like to ensure our Reconnect feature is there for you. We’ve done work to improve the ability to Reconnect to an in-progress match from the overworld - the game should do a much better job of getting into exactly the same state you were in when your match was interrupted. We’ve also drastically improved the game’s automatic process of attempting to reconnect you within the match in the event of a connection issue. Expect these changes in the Tuesday patch!

And More...
  • We’ve heard the feedback that our Ranked Play badge icons aren’t quite different from one another, so we’re doing work to improve their visual clarity.
  • Design work continues on Cooperative House Play.
  • Expect a Poisonous Ally to receive the full art treatment next week!

Have a good week, and we’ll see you in Shardbound!

-Your Friends at Spiritwalk