Patch-notes/0.9.40: Difference between revisions
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Nickrocky213 (talk | contribs) 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 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 serverside* | |||
* 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 | |||
}} | }} | ||
== Deckbuilding | == General Changes == | ||
* The | * Changed the letter-akin symbol for Glyphs (in-game-currency) to a new symbol that is easier to read from afar | ||
* The | * 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 | |||
* Added a feature allowing you to hover over a card to see the count of the card you have* | |||
* Added a feature allowing you to hover over a card and increase its size for readability in the deckbuilding screen* | |||
* 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 == | |||
* 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* | |||
* Upon hovering a unit or card over a tile a semi-transparent indicator for the tile's type will appear* | |||
* Upon hovering a unit or card over a tile a red/green line will appear to indicate where a given card can be played or unit moved* | |||
* Upon entering any gameplay areas (including practice range) you will now need to preview and place a board prior to being able to enter a queue/enter practice range* | |||
* Out of scope banners have been added to all game modes spare Practice Range and Quickplay* | |||
* Upon entering a match you will now see a mana counter on your wrist (when looking at cards during a turn a very slight dimmer will be placed on cards that are currently not playable)* | |||
* Upon entering a match a floating card holder will appear allowing you to position your cards in your "hand" | |||
* A giant axe has been added for the "deforestation" card to help test VFX | |||
Revision as of 01:48, 18 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 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 serverside*
- 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
- Added a feature allowing you to hover over a card to see the count of the card you have*
- Added a feature allowing you to hover over a card and increase its size for readability in the deckbuilding screen*
- 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
- 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*
- Upon hovering a unit or card over a tile a semi-transparent indicator for the tile's type will appear*
- Upon hovering a unit or card over a tile a red/green line will appear to indicate where a given card can be played or unit moved*
- Upon entering any gameplay areas (including practice range) you will now need to preview and place a board prior to being able to enter a queue/enter practice range*
- Out of scope banners have been added to all game modes spare Practice Range and Quickplay*
- Upon entering a match you will now see a mana counter on your wrist (when looking at cards during a turn a very slight dimmer will be placed on cards that are currently not playable)*
- Upon entering a match a floating card holder will appear allowing you to position your cards in your "hand"
- A giant axe has been added for the "deforestation" card to help test VFX