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Patch-notes/0.9.40: Difference between revisions

From Overrealms
Created page with "{{Patch-notes |version = 0.9.40 |date = 02-17-2026 |type = Alpha |summary = This build contains a lot of updates that have been in the pipeline for a while including further improvements to deckbuilding, gameplay, performance improvements for all platforms, and bugfixes. |features = * Connection to the game server should now be more consistent in networks behind many firewalls and routers. * Various consistency improvements have been made across the board for..."
 
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* Tiles have been cosmetically updated for board generation testing (its not much but its better than placeholder cubes)
* Tiles have been cosmetically updated for board generation testing (its not much but its better than placeholder cubes)
| fixes =  
| fixes =  
* Fixed a bug where the server would desync its state for the shop currency
* Fixed a bug where the description for condemnation didnt match its new card effect
* Fixed a bug where the description for damnation didnt match its new card effect
* Fixed a server crash that would occur when loading invalid decks in a players inventory
* Fixed a bug where deck codes failed to generate for new decks
* Fixed a bug where decks would appear as empty and/or null on the server side
* Fixed a bug where the client would fail to deserialize its deck inventory from the server
* Fixed a bug where deck names would not save properly for a deck
* Fixed a bug where you couldn't make a deck after logging in with decks in your inventory
* Fixed a bug where the deck names weren't capped to 16 characters
* Fixed a bug where you were unable to reopen decks that you previously had created*
* Fixed a bug where latent deck creation data appeared when trying to create a new deck after making another one previously in the session
* Fixed a bug where the name of a deck would fail to deserialize on the server-side
* Fixed a problem where batching would fail on the deckbuilding pane causing 8 erroneous draw calls
* Fixed a bug where duplicate cards would appear during core opening
* Fixed a bug where reward cards no longer move out of position for empty cards when there are no more cards left to reveal
* Fixed a problem where batching would fail for the trees in a forest
}}


}}
== General Changes ==
* Changed the letter-akin symbol for Glyphs (in-game-currency) to a new symbol that is easier to read from afar
* Overrealms now has enabled dynamic resolution to provide an extra buffer performance wise in mixed reality. All quests start at 120% RS and can go up to 130% on Quest 2/Pro and up to 160% on Q3/3S respectively
* All player made decks were wiped for testing
* Overrealms now targets Android 14 (API level 34)
* Restarts are no longer required for updating rune totals after being granted them by playtest team.
* Restarts are no longer required for updating core totals after being granted cores by playtest team.
 
== Deckbuilding Changes ==
* The save button on the deck builder has been greyed out and put next to a warning icon that you can hover over for information regarding why you cannot save the deck.
* Added name filtering on deck names to prevent players from having profane deck names
* Refreshed the designs for the icons on the search window
* You can now show/hide the share code listed on the deckbuilding pane for a deck!
 
== Shop Changes ==
* Updated icons on shop menu to reflect new Glyph symbol
 
== Core Changes ==
* Cores no longer attempt to auto open the cards after waiting for a time


== Deckbuilding Menu ==
== Gameplay Changes ==
* The icons for the archetypes have been updated to better reflect the cards
* The gameboard can now be repositioned after its been setup by using two hands to grab it and move it. It is quite heavy after all...
* The icons for affinities have been updated for quality and clarity purposes
* A debug menu for requesting board generation has been added over the gameboard to help facilitate our playtest today.
* Board placement/setup has been implemented!
* Implemented a new tile model for forests!
* Implemented a new tile model for mountains!
* Added fringes for Fire and Water tiles to interface with the new forest and mountain tiles
* Board generation biases are now imported from a game mode's ruleset
* Forest fringe decorations should no longer clip season tiles
* The fire tile's scrolling texture should no longer have hard conflicting edges and be just 1 seamless surface now.
* All unit models have been replaced with cubes for the time being
* A giant axe has been added for the "deforestation" card to help test VFX

Latest revision as of 20:58, 22 February 2026

Version
0.9.40
Date
02-17-2026
Type
Alpha

Summary

This build contains a lot of updates that have been in the pipeline for a while including further improvements to deckbuilding, gameplay, performance improvements for all platforms, and bugfixes.


New features

  • Connection to the game server should now be more consistent in networks behind many firewalls and routers.
  • Various consistency improvements have been made across the board for both Overrealms game servers and Moot services
  • Gameboards can now be placed and interacted with from the play menu
  • Various improvements have been made to the deckbuilding process to help players make decks that adhere to game mode rulesets
  • Tiles have been cosmetically updated for board generation testing (its not much but its better than placeholder cubes)

Bug fixes

  • Fixed a bug where the server would desync its state for the shop currency
  • Fixed a bug where the description for condemnation didnt match its new card effect
  • Fixed a bug where the description for damnation didnt match its new card effect
  • Fixed a server crash that would occur when loading invalid decks in a players inventory
  • Fixed a bug where deck codes failed to generate for new decks
  • Fixed a bug where decks would appear as empty and/or null on the server side
  • Fixed a bug where the client would fail to deserialize its deck inventory from the server
  • Fixed a bug where deck names would not save properly for a deck
  • Fixed a bug where you couldn't make a deck after logging in with decks in your inventory
  • Fixed a bug where the deck names weren't capped to 16 characters
  • Fixed a bug where you were unable to reopen decks that you previously had created*
  • Fixed a bug where latent deck creation data appeared when trying to create a new deck after making another one previously in the session
  • Fixed a bug where the name of a deck would fail to deserialize on the server-side
  • Fixed a problem where batching would fail on the deckbuilding pane causing 8 erroneous draw calls
  • Fixed a bug where duplicate cards would appear during core opening
  • Fixed a bug where reward cards no longer move out of position for empty cards when there are no more cards left to reveal
  • Fixed a problem where batching would fail for the trees in a forest



General Changes

  • Changed the letter-akin symbol for Glyphs (in-game-currency) to a new symbol that is easier to read from afar
  • Overrealms now has enabled dynamic resolution to provide an extra buffer performance wise in mixed reality. All quests start at 120% RS and can go up to 130% on Quest 2/Pro and up to 160% on Q3/3S respectively
  • All player made decks were wiped for testing
  • Overrealms now targets Android 14 (API level 34)
  • Restarts are no longer required for updating rune totals after being granted them by playtest team.
  • Restarts are no longer required for updating core totals after being granted cores by playtest team.

Deckbuilding Changes

  • The save button on the deck builder has been greyed out and put next to a warning icon that you can hover over for information regarding why you cannot save the deck.
  • Added name filtering on deck names to prevent players from having profane deck names
  • Refreshed the designs for the icons on the search window
  • You can now show/hide the share code listed on the deckbuilding pane for a deck!

Shop Changes

  • Updated icons on shop menu to reflect new Glyph symbol

Core Changes

  • Cores no longer attempt to auto open the cards after waiting for a time

Gameplay Changes

  • The gameboard can now be repositioned after its been setup by using two hands to grab it and move it. It is quite heavy after all...
  • A debug menu for requesting board generation has been added over the gameboard to help facilitate our playtest today.
  • Board placement/setup has been implemented!
  • Implemented a new tile model for forests!
  • Implemented a new tile model for mountains!
  • Added fringes for Fire and Water tiles to interface with the new forest and mountain tiles
  • Board generation biases are now imported from a game mode's ruleset
  • Forest fringe decorations should no longer clip season tiles
  • The fire tile's scrolling texture should no longer have hard conflicting edges and be just 1 seamless surface now.
  • All unit models have been replaced with cubes for the time being
  • A giant axe has been added for the "deforestation" card to help test VFX