Patch-notes/0.9.40: Difference between revisions
From Overrealms
More actions
Nickrocky213 (talk | contribs) No edit summary |
Nickrocky213 (talk | contribs) No edit summary |
||
| (2 intermediate revisions by the same user not shown) | |||
| Line 11: | Line 11: | ||
* 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 condemnation didnt match its new card effect | ||
* Fixed a bug where the description for damnation didnt match its new card effect | * Fixed a bug where the description for damnation didnt match its new card effect | ||
| Line 21: | Line 22: | ||
* Fixed a bug where the deck names weren't capped to 16 characters | * 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 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 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 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 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 duplicate cards would appear during core opening | ||
| Line 40: | Line 41: | ||
* 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. | * 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 | * Added name filtering on deck names to prevent players from having profane deck names | ||
* Refreshed the designs for the icons on the search window | * 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! | * You can now show/hide the share code listed on the deckbuilding pane for a deck! | ||
| Line 52: | Line 51: | ||
== Gameplay Changes == | == 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 forests! | ||
* Implemented a new tile model for mountains! | * Implemented a new tile model for mountains! | ||
* Added fringes for Fire and Water tiles to interface with the new forest and mountain tiles | * 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 | * Board generation biases are now imported from a game mode's ruleset | ||
* Forest fringe decorations should no longer clip season tiles | * 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. | * 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 | * 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 | * 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