Originally posted by Spiritwalk (Source)
We've got a really big patch coming up, and we hope you'll join us for a sneak peak at some of the new additions and changes we've made to the game. Zalgus will be Livestreaming tomorrow, Thursday the 9th, from 3-6 PM PST, demoing the new build, answering your questions, and addressing some of the interesting conversations that have been happening over on our subreddit. Hope to see you there!   

To wet your appetite, we wanted to share this weeks newly arted unit with you guys, the Skyborne Crusader!  He's been in the works for a while now, but all of the pieces have finally come together and he's ready to take flight!   


The Skyborne Crusader was designed by Mads Ahm, and modeled and textured by Blair Armitage.  Take him for a spin in Sketchfab!

https://sketchfab.com/models/5bbed8eba9e34197ac9fdb34a8f1282a

Here are a few of Mads' early designs for this fine fellow.


We really wanted to make sure that the transformation into his flying state was dynamic and exciting. We fell in love with the idea of him having these relics that hovered behind him that would harness his power into radiant wings when he gained supremacy. The Skyborne Crusader is a great example of Design, Animation, and VFX all coming together to make the gameplay feel really fun and powerful.

Here's Mads' final concept that was put into production.



And here's turns of Blair's amazing translation of the design into 3D.


Look for the Skyborne Crusader in this weeks patch!

As always, we thank you so much for your support, and don't forget to keep up with Shardbound! 

Patch Notes for this week are out, with a lot of the changes being put in previously mentioned in the Dibs and Zalgus Q&A devstream from last week, along with the Legendary Cards mentioned on Dibs stream from the other night. As always, the site will be updated as soon as possible after the patch is live. Enjoy!

Originally posted by Spiritwalk (Source)
Patch Notes - Week 31

New Art
  • Buccaneer now has a model!
  • Wynn now has a model (Ancient buddy coming soon)!
  • Spellfist Cadet’s effects have been recolored to better match her gloves.

Hero Changes
  • Wynn’s ability has been replaced with a new one: “Give a friendly minion +1 Attack this turn.”

New Cards

  • Zieger-1
    • Red Melee 9/8 Legendary
    • Deathhowl: Summon Vaast, the Last Pilot in its place.
  • Vaast, the Last Pilot
    • Red Ranged 1/3 Legendary
    • Charge.
    • After two rounds, transform into Zieger-1.
  • Moya Primal
    • Yellow Melee 3/5 Legendary
    • Ability (0): Grab a minion within three tiles and teleport it up to three tiles away from where it was.
  • Narciso, Sarcone Assassin
    • Purple Melee 3/6 Legendary
    • Ability (0): Teleport next to a minion with 1 Health, then destroy it.
  • Reducto
    • Neutral Ranged 1/4 Legendary
    • After this minion deals damage, transform its target into a random minion that costs 1 less.
  • Become Dust
    • Orange Legendary Spell
    • Split a friendly minion’s Attack and Health randomly amongst your other minions, then Exile it.
  • Super Time Skip
    • Blue Legendary Spell
    • Your hero ability becomes Super Time Skip.
  • Super Time Skip
    • Teleport a minion in line of sight up to two tiles. Summon a Mini-Anomaly where it was.
  • Mini-Anomaly
    • Blue Melee 2/1
Card Renames
Over the next few weeks, we will be updating the names of many cards for improved clarity, lore appropriateness, and to match their future visuals.

  • Displacer → Soul Shifter
  • Binder → Spirit Binder
  • Soul Lasher → Weavebreaker
  • Patent Thief → Pawnbroker
  • Shard Lasher → Blight Lasher
  • Frenzied Ragehorn → Frenzied Rageclaw
  • Spellfist Cadet → Spellboxer
  • Storm Elemental → Sparktreader
  • Dragoon → Skywatch Dragoon
  • Rain Bringer → Voice of the Squall
  • Stonewaker Seedling → Stonecall Seedling (and Angry Pebble → Angry Stone)
  • Seedling Whisperer → Seedsinger
  • Little Scholar → Timesmith
  • Stop Time → Chronoslap
  • Time Scryer → Brave Scryer
  • Insight → Spark of Genius
  • Rift Opener → Rebounder
  • Sever Ties → Timeslip
  • Split Time → Stellar Replicas
  • Freeze Time → Spatial Fetters
  • Alternate Timeline → Alternate Reality
  • Astral Wanderer → Temporal Drifter
  • Gravity → Gravity Surge
  • Dark Pact → Deadly Gift
  • Transmute Blood → Grim Inspiration
  • Death’s Breath → Call of Servitude
  • Patient Cultist → Prestari Cultist
  • Death Warden → Bloodguard
  • Parasite Monger → Progenitor
  • Plague Shrine → Plague Spore
  • Skull Shrine → Swarm Spore
  • Living Horror → Grave Lotus
  • Altar Boy → Shining Disciple
  • Light Ward → Path’s Favor
  • Lightspear Initiate → Luminator Initiate
  • Luminator Recruit → Absolver
  • Unstable Magic → Chaotic Surge
  • Being of Light → Echo of Light
  • Bless the Weak → Bless the Meek
  • Divine Lance → Radiant Lance
  • Meteor Knight → Starfall Templar
  • Denial Pillar → Pillar of Judgment
  • From on High → Reckoning
  • Radiant Dominator → High Luminator Cerys

Card Changes
  • Cannibal can no longer benefit from giftable deploys (Admiral Florian, Cytoplast, etc), which were allowing it to circumvent its Bloodtoll.
  • Officer Showoff’s damage is now dealt simultaneously to both targets.
  • The Prodigy will no longer exile its target if there are no possible 1-mana higher minions to choose from (now just fizzles).
  • Grand Wyrm Primal now exiles its target.
  • Raven’s Messenger’s Warcry now reads: “Give a minion Flying. It can’t act this turn.”
  • Alternate Timeline and (new) Raven’s Messenger now enforce the “It can’t act this turn” portion of their card text, even when the target has Charge.
  • Pack Lord now spawns a Spirit Primal next to its target, instead of drawing Lesser Beast Primals.
  • Menagerie now spawns 4 Spirit Primals instead of 3 random Lesser Beast Primals.
  • Mimic health has been reduced to 3 from 4.
  • Pile of tomes is now a -/3 for 4, changed from -/4 for 3.
  • Harbinger health reduced to 3 from 4.
  • Flesh Pile’s attack reduced to 0 from 1.
  • Skyborne Crusader now a 5/5 for 4, from 5/4 for 3.

Card Removal
  • Creation Engine
  • Bully
  • Otter Primal
  • First Light
  • Spell Sprite
  • Undying Servant

Shardfall Changes
  • Players who matchmake into a game through a Twitch event on their own house’s Shardfall will now be eligible to activate the Pylons on that Shardfall and generate power for the Vault.
  • Progress notifications about Pylon activations have been consolidated. There is now 1 notification per player per game that displays the total amount of power generated for the Vault.
  • Progress notifications for Twitch events are now only displayed to the owner of that Twitch event.
  • The Twitch Event for viewers playing with a streamer deck has had its requirements reduced to 2 viewers, down from 5.

Options Menu
  • A new gameplay option has been added that allows you to disable the click and drag functionality for selecting units.

Core Tech
  • If the game crashes, crash reports will be generated automatically with information to help us diagnose the problem, and a crash dialog will be presented. If you see this, please provide details about what was happening at the time of the crash and send us the report. All information included will be treated as confidential and used only to help us fix the issue, but you may still opt-out if you wish.
  • Some non-player facing backend changes have been made to the expedition system, requiring that expeditions will be reset with this patch.

UI
  • The Observatory will no longer display an error message if you already have a Shardfall and will instead zoom you out in that case.
  • There is now a confirmation dialog when you choose “Remove Friend” from the Friend List context menu.
  • Player Profiles no longer display the number of quests completed, as that was referencing the old system that no longer exists.
  • An indicator for how many cards you currently have in your hand has been added to the in-game HUD.

Bug Fixes
  • Fixed a rare bug with uncontrollable units where they could be controlled for 1 turn.
  • Fixed a bug where Binder wouldn’t unbind when it or its target was removed from the game temporarily (such as Encase In Stone).
  • Fixed a bug where Splash didn’t work on Officer Showoff.
  • Feral Rush can no longer be used while rooted.
  • Fixed a bug where The Mountain couldn’t benefit from damage shields.
  • Fixed a bug where two Hadriens standing next to each other taking simultaneous damage would kill each other.
  • Sharpshooter will no longer slide in her animation when moving from low ground to high ground.
  • Rankbreaker’s sparkles no longer draw through the world.
  • Auras (such as Inspiring Banner) now correctly re-apply to units who have left the battlefield temporarily (such as through Canal).
  • Cards “put” or “added” to hand will no longer trigger On-Draw effects.
  • Fixed a bug where units removed from the graveyard no longer benefitted from in-hand auras such as Cytoplast or Snarling Mastiff.
  • Fixed a bug where Officer Showoff would inappropriately bounce if the first shot dealt no damage.
  • Fixed a bug where copying a Weave Eater with Being of Light or Puppeteer would cause errors.
  • Fixed a bug where a unit who was Stone Prison’ed was given charge and copied versions of it would get it as well.
  • A few bugs with Raven’s Messenger are no longer valid due to the change to its design.
  • Fixed a bug where minions borrowing the Inspiring Banner model would sometimes pop to the ground when dying, instead of playing their death animation.
  • Fixed a bug causing the “Remember Me” checkbox setting to not get saved.
  • Fixed a bug where if a player had a ‘:’ in their display name, other users in the same house would be unable to log in. (The ‘:’ character is no longer allowed in display names. RIP)
  • Fixed a bug where the Pylon quest that rewards a large amount of power for winning in a low number of rounds was using the tuning from the moderate power version of the same objective.
  • Fixed a bug where you incorrectly could not query an enemy’s threat range in the tutorial prologue missions 2, 3, and 4.
  • Fixed a bug where associated cards for abilities would sometimes get incorrect faction colorization.
  • Fixed a bug where associated cards for abilities would sometimes incorrectly show their mana cost as 0.
  • Fixed a bug that would cause the mulligan UI to get stuck between states if the Confirm button was clicked before card animations finished.

Originally posted by Spiritwalk (Source)
Hello friends! Welcome back to another Dibs Den! I'm sorry my posting is a little erratic right now, but we're cookin' so many things at once right now I missed last week. I'm sorry!

This week we're talkin' about, you may have guessed it, Faction Legendaries! Recently we decided to make a change to the makeup of Legendaries with regards to Neutral-to-Faction balance - specifically we want to have two legendary cards in each faction, where previously we were considering only one. This means we need to come up with some new ones! That's where you can come in!

Last Saturday I streamed some creation of some Legendaries (you can check out the vod here), but we didn't get through them all. And, of course, every Legendary I made there has a good chance of not being the final design - many may get changed or removed based on feedback from you!

Ok - we've had a Dibs Den about legendaries before! I'm going to pull some tips about designing a good Legendary from that one and put them here, then some notes for designing a good faction Legendary.

Pulled from Dibs Den #1: Neutral Legendaries

Good Legendary Traits

  • Tactics First! A legendary that performs a unique action at the tactics-layer of the game are the most fun and interesting! Sure a badass stat-stick style Legendary is effective but rarely is it as interesting. The board, unit positioning, tile effects are all great tools!
  • Use Me! Legendaries should be a force to be reckoned with, not a bone to bury in the back yard. Legendaries who have passives that provide constant effects in the form of auras or turn-by-turn effects are often hidden away for safety. This is boring!
  • Inspire Me! Legendaries should inspire interesting and unique decks, but should not dominate them. Neutral Legendaries should not favor a single Faction, though synergies with some Factions over others is fine.

But when designing Faction Legendaries there are, of course, more things to consider!
  • Consider the existing Legendary! - If we only have 2 Legendaries in a faction, it's important that they overlap as little as possible in flavor and purpose. If Red's Legendary is a giant robot, the other legendary probably shouldn't be one. If Orange has Radiant Dominator, its other Legendary shouldn't be another huge ranged minion.
  • Careful about playstyle! - Factions often have multiple ways to be played, and having a Legendary that only caters to one in the launch card set is a no-no. They can favor a playstyle, but probably shouldn't completely exclude one (a la Death Emperor).
  • Spells! - A unique aspect of Faction Legendaries is that spells are A-OK! Be careful when designing direct damage Legendary spells, but other than that go wild!

Even though some Factions will have 2 Legendaries this week, please don't hold back on ideas for those factions - like I said above, there's a high likelihood those designs will need to change or be removed. Give me everything you got!

Ok! That's it! If you have feedback about this post or other Dibs Dens, please let me know!

It seems that Dibs has taken the crown of the Leak King from Gasty. Last night as Dibs was streaming he let his viewers in on some new Legendary cards in development, did some debugging, and showed off the in-client Barracks card pages that Gasty has been working hard on! Ravagore compiled all these cards into a nice summarized post on reddit along with screenshots from ExiRo:

New Legendary Cards discussion! Info pulled from dibs stream(ty for ExiRo for the Picture!)
Dibs had a nice stream last night about some debugging and new cards! ExiRo provided us with a nice picture in the discord but only after i finished typing this up so i figured i'd put it in the description!


Here they are for those without links or incase the link doesn't work right away.

LEGENDARY CARDS!

Narciso, Sarcone Assassin. - Purple - (4) mana 3/6 Legendary Melee Minion. Ability (2): Teleport next to a minion with 1 health, then destroy it.

Note - Narsico can teleport to ANY minion with 1 hp, destroying it upon arrival. This is especially useful in thrall decks and can get Narciso from one side of the map to the other instantly!

Super Time Skip - Blue - (3?) mana Legendary Spell - Changes your Hero Ability into Super Time Skip - Ability (2): Teleport a minion in line of sight up to 2 tiles. Spawn a Mini-Anomaly on the departure tile.

Note - This changes her ability to be able to teleport ANY minion, even your own minion 2 spaces as long as its in line of sight. This is huge because it allows for 5 tile plays and lots of fun over-boulder attacks that you opponent may not be expecting!

Second Note - An Anomaly is the 3/3 melee minion that is left behind when Mori uses Warpgate(2 cost spell - Teleport your hero to any tile, leaving a 3/3 Anomaly at the departure tile.) A Mini-Anomaly will likely be a 2/2 melee minion.

Third Note - This card may not cost the same or even be named Super Time Skip when released. Lots of things are up in the air but the idea behind the card is solid.

Zeiger-1 - Red - (7) mana 9/8 Legendary Melee Minion - Deathhowl: Spawn Vaast, the Last Pilot.
Vaast, the Last Pilot - (2) cost 1/3 Legendary Ranged Minion - Charge. After 2 rounds, transform into Zeiger-1.

Note - So this is a big mech that when it dies it spawns the pilot on its death tile. Then if it survives 2 turns he can resummon the mech. A very interesting concept that will see play in LOTS of red deck. Super excited about this one.

Second Note - Despite Vaast not having to be played from hand, its worth noting that his (2) mana cost will make him vulnerable to Thundering Giant and that's his cost should he get bounced to your hand.

Reducto - Neutral - (4) cost 1/4 Legendary Ranged Minion - On dealing damage to a minion, transform it into a random minion that costs 1 less.

Note - This is basically a backwards Prodigy, replacing the enemy minion with one that costs 1 less mana at random. Pretty neat and should cause many fun and unique interactions! The new minion would still be under your enemies control.

Become Dust - Orange - (4) cost Legendary Spell - Split a friendly minion's attack and health randomly amongst your other minions, then Exile it.

Note - High potential for awesome plays since the fewer minions you have on the board, the higher the received stats on a single minion will be. I'm very excited to try this one out.

Moya Primal - Yellow - (3) cost 3/5 Legendary Melee Minion - Ability (2): - Teleport another minion within 3 tiles to another tile within 3 tiles of them. Moya Primal lands in a random adjacent tile.

Note - This will basically move a target within 3 tiles up to 3 tiles away from where it currently is. Moya Primal dashes to the target(should overlap on a single tile), moves the target to the destination tile and lands in a random empty adjacent tile. With out an empty space next to the destination tile this should fizzle.
Its a bit confusing at first but it should function well enough in game

Second Note - The card name and the ability text will likely be changed and cleaned up in some fashion.

Do keep in mind the number of cards is set so cards will be removed to make room for these new cards. Others may know what cards will be removed but i don't have any more time right now, bye!!


If you want to check out the VoD of the stream for yourself here is a link to last nights stream from Dibs!

Backers have just put Spiritwalk over the 100K mark with the Shardbound Kickstarter!

This means the first stretch goal for a tournament spectator mode has been met for any future (and ongoing!) tournaments!

Next up: 125K for Mori and Juro to join the PvE campaign mission. With 21 days to go, it should be a piece of cake to hit that next target thanks to the fabulous and generous community. So keep on spreading the news about Shardbound to your friends!

Update: A new stretch goal has been released for 150K - Mac Client support and enhanced camera controls!



Gasty posted this update in the discord about an hour ago:

Originally posted by Spiritwalk (Source)
Gameplay experiment update: we're going to be reverting the Health changes back to 25, but we're going to be keeping the mana and extra card changes.

This reversion will take place shortly, it'll happen automatically and no patch will be needed.