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Patch-notes/0.9.40

From Overrealms
Revision as of 03:47, 18 February 2026 by Nickrocky213 (talk | contribs)
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
  • 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