[Notice] Halloween event cessation due to the national memorial period Hello, this is GM Triple. A tragic accident occurred on October 29th in South Korea. Firstly we send our deepest sympathy to the victims of the Itaewon tragedy. We express our condolences for people who have passed away due to the accident and wish for the recovery of the injured. To participate in the national memorial period from November 5th to 24th, all the contents related to Halloween will end earlier than the planned schedule. [Halloween event cessation] â Period: October 31 morning â Details: - All Halloween events will end. 1. Jack-O'-Lantern package sale 2. The Night of Halloween card back 3. Event dungeons 4. World map theme 5. Event card 'Medusa' If there are other changes made, we will post an additional notice. Once again we send our deepest condolences for the victims and long for the recovery of the injured. Rest in peace. Thank you.
We have prepared a special event for the upcoming Halloween!
â Halloween Event Dungeon -The Halloween Event Dungeon will open to celebrate Halloween in Triple Fantasy. Clear the Event Dungeon and obtain Limited Period Halloween Cards! â¶ Dungeon open period: October 24 00:00 ~ November 3 00:00 (UTC+0)
[Event Dungeon 1. Carnival of Blood] This is the Carnival of Blood Dungeon where Dracula is staying. You can obtain Dracula, Zombie, and Bat card shards in this Dungeon. â» Obtainable Card shards depending on the Carnival of Blood difficulty Beginner - Bat card shard Intermediate - Zombie card shard Advanced and above - Dracula card shard
[Event Dungeon 2. Song of Death] This is the Song of Death Dungeon where the Nine-tailed Fox is staying. You can obtain Nine-tailed Fox, Zombie, and Jiangshi card shards in this Dungeon. â» Obtainable Card shards depending on the Song of Death difficulty Beginner - Zombie card shard Intermediate - Jiangshi card shard Advanced and above - Nine-tailed Fox card shard
[Event Dungeon 3. Ghost Tempest] This is the Ghost Tempest Dungeon where ghosts are staying. You can obtain The Little Ghost, Bunny Teeth Ghost, Fatty Ghost, and Lanky Ghost card shards in this Dungeon. â» Obtainable Card shards depending on the Ghost Tempest difficulty Beginner - Bunny Teeth Ghost Intermediate - Fatty Ghost Advanced - Lanky Ghost Hell and above - The Little Ghost
â» Dungeon event notes - The monster dungeon will not appear during the Halloween event period. - The Halloween event dungeon can be entered from user level 2. â Halloween Limited Card Summon Event - The Halloween Medusa card will appear in the premium summon during the event period. â¶ Summon event period: October 24 00:00 ~ November 3 00:00 (UTC+0)
â» Summon event notes - The Halloween Medusa card can be summoned in the premium summon and can also be obtained by collecting card shards. - The Halloween Medusa card shard will be guaranteed to be given when obtaining an epic card in the premium summon.
â Event card Limit-break release - The limit-break of the Halloween Medusa will be released. â¶ Release schedule: After October 24 00:00 (UTC+0) â» Halloween Medusa Limit-break notes - The number of cards needed for limit-breaking the Halloween Medusa card is 1/2/3/4/5/6 for each stage.
â World Map change -The World Map and the login roll book will be changed into the Halloween vibe during the event period. â¶ World map & Login skin change period: October 24 00:00 ~ November 3 00:00
â Halloween Skin -The Halloween Skin will appear during the event period. The Skin can be used for free during the skin release period, and it can be used permanently by purchasing the skin. The Arachne Card Back is included in the Halloween skin. â¶ Skin release period: October 24 00:00 ~ November 3 00:00
â Mileage Product added -The Medusa card shard will be added in the Mileage shop during the event period. â¶ Milage product sale period: October 24 00:00 ~ November 4 00:00
â Event Product -The product below will be added during the event period. [Jack-O-Lanternâs Special Card Back Package]: Jack-O-Lantern Card Back + Diamond x130 + Magic Gem x180 â¶ Event product sale period: October 24 00:00 ~ November 3 00:00
â Event notes - You can check your purchased product by going to the âMailboxâ tab. The keeping period is within 365 days. - The above products' effect will be applied immediately upon receiving the item.â - After the selling period ends, the product can reappear in future events, and the product component can be changed on reappearances. - Cards and currencies that can be obtained from the products may appear in other products and events in the future. - If you did not receive the purchased product, please try restarting the game. - The already possessed card back will not show in the store. If there are any questions regarding the event, please contact us through 1:1 inquiry in the game. Thank you.
Sensei and Gutsu have made their way up the mountain!
You can find Sensei in the dojo, staring into the void meditating peacefully, giving all sorts of advice for new ninjas. Gutsu has also finally managed to catch up to his cart. He's keen to meet new ninjas in training, likely hoping he can make some starfruit off them.
Improved Discoverability
The game modes around the world have been notoriously elusive for some newer ninjas, but no more! Each gameplay area has been highlighted to allow all ninjas to quickly find what they want to play the most.
New Intro
After being a simple loading indicator for so long, the intro screen has finally had a major overhaul. New players will be treated to an overview of the game and world, while our returning players will be treated to a nicer start screen when they launch the game.
Before,to enter in the levels,there were the doors, now there are dimensional teleportation portals, like this the the dimensional travel of the cat are better represented
In this DevLog weâll talk about the game design of Ringlorn Saga. Please keep in mind that this post will share some information about the inner workings of this game, so if you want to go in blind, consider reading this post after playing the game.
Initial Game Design
When we started the project, we already had several constants in place: Action RPG, open world, and real-time bump combat. The number of character attributes was also decidedly limited to just three: Health, Strength, and Defence.
This leads to a simple, generic premise: you explore an open world and fight enemies by bumping into them. Your strength determines the power of your attacks, your defence determines the damage reduction of enemy attacks.
Here comes the first challenge: how to make an interesting game out of this?
Combat System
First, weâve added a switch between the Attack/Defence mode. In Attack mode, you attack at full strength but your defence is halved, and in Defence mode, your strength is halved, but your defence is full.
The next step was to prevent the player from attacking mindlessly. Weâve added a power bar that gets depleted with each attack and recharges over time, which enforced more tactical play: find a moment to land a strong attack or overwhelm the enemy with quick attacks. The recharging speed depends on the percentage of the playerâs Health: the lower it is, the faster your power will recharge.
Damage types were added later and the combat system was adjusted toward finding ways to kill enemies faster and exploiting this knowledge. For example, bashing attacks will make Skeletons go down faster, but they will be ineffective against Slimes.
Directional damage was added to reward players for sneaking up on enemies, and retaliation/blocking was added to punish them for mindless frontal attacks.
Additional nuances and details were added along the way to spice up the combat system, but these details are learned best while playing.
Magic System
The ability to use magic was planned since the beginning but only came into the picture later, once the combat system solidified. The magic system was designed to expand playersâ options while keeping melee combat the primary focus.
Weâve decided to limit the playerâs spellbook to a handful of AoE and support spells, such as stunning all enemies on the screen for a short time or healing the player characterâs wounds faster. Even with these limitations, it added more options to get out of a tough situation alive.
The magic bar also depletes after casting a spell and recharges over time, depending on the last spell cast by the player â certain spells can block spellcasting for up to 4 minutes. This is quite a lot, so to prevent magic from feeling âtoo little, too rareâ the magic bar gets a small bump whenever the player kills an enemy.
In the next DevLog, weâll continue talking about game design. If thereâs anything specific you want to see in the next entry, please let us know.
This week, weâre introducing the second phase of our armor changes and improvements, addressing durability and resistance and how armors are dealt damage alongside characters. Our goal here has been to simplify and structure this system in a way that allows for scalability, and better âtieringâ of armors and more situations to use them in.
Weâve also gone through our top 250 tickets with some community members, and addressed a few that were quick and important wins for the game. At the bottom, we have also included the briefing for your new mission, SPELUNKING: ASSISTED STOCKPILE, and a Q&A for the upcoming Open World game mode.
Armor Durability Changes
This week we wanted to tackle some issues we had with Armor balance.
In the original implementation, we only processed durability loss based on how much damage the armor absorbed. The higher tier armors (which naturally resist more) ended up taking significantly more durability damage because of this, and the resulting perception was that Cloth armor appeared more durable than than Composite Armor.
For example, if a bear delivered 100 damage and your armor provided 50% resistance, 50 damage would go to your character's health and the other 50 would be applied to the armor. However, if you had 25% resistance on your armor, only 25 damage would be dealt to the armor and 75 to your character. This meant armor with more resistance would lose durability considerably faster.
In addition, this also meant that damage which wasn't resisted at all resulted in no durability loss being dealt to the armor. This limited our ability to provide new situations/scenarios where players will need to factor in their armor set before proceeding, making their armor choices and access to better armor more important to general gameplay.
To rectify this, and make it simpler to balance armor sets compared with one another, we've changed this to no longer take into consideration how much damage was resisted, rather, simply how much damage was dealt at the source before any resistance was applied.
In the new format, the bear would deliver 100 damage to the armor and 50 damage to the player with a 50% resistance higher tier armor set. With a lower tier 25% resistance set, it would deliver 100 to the armor and 75 damage to the player.
This means that we no longer need to give higher tier armor excessive durability values in order to be perceived as comparatively "strong" gear. This is an important factor with the addition of new sources of durability damage, albeit typically low values such as storm damage, that would have been of no significance otherwise.
We'll be sure to keep an eye on community feedback with these changes but the hope is that these changes result in armor quality being a more important factor for players. This should reward players who keep their gear maintained, and make investing in higher tier armors feel more worthwhile. Ultimately, this means we can find opportunities to introduce new gameplay mechanics to take this even further.
Changes from Top 250 Feature Upvote Tickets
Weâve been working with some of our Discord community members on sorting through our top 250 Feature Upvote tickets and choosing some quick wins and larger tasks, which may have flown under the radar, to roll out this week. A big thanks to Twist and Derkatron for your time and support, youâre both integral to this game. With their help we were also able to remove outstanding suggestions which had already been fixed in the past but remained on the board.
Weâve fixed a couple of issues preventing progress in PAYDAY and VOYAGER (restarting the prospect wonât be needed for these fixes)
New Mission - SPELUNKING: ASSISTED STOCKPILE
Weâve added a new mission for you to tie off week forty-six, requiring you to explore Icarusâ caves and hidden crevasses.
Designed for rookie prospectors, this mission provides some workshop gear to even the playing field, so get out there, get some ore and look out for those worms! Your briefing for SPELUNKING: ASSISTED STOCKPILE is as follows:
// OPERATOR: UDA // BIOME: Forest, Olympus // BACKGROUND: Workshop personnel request additional supplies from the surface. // MISSION: Supply pod with requested ore samples. // TERMS: Prospector will be provided pre-fabricated workshop gear, courtesy of Shengong.
Open World Mode Q&A
With Open World very close to being added to Icarus, we wanted to cover a few pressing questions the community has had since we originally announced it.
Will I be able to leave in my dropship and come back?
Yes. You can leave and return to your Open World session at any time.
Can I have multiple active Open World sessions?
Yes. You can have multiple active Open World sessions going at any time, and multiple sessions of the same map.
What is happening with my existing Olympus Outpost?
Donât worry, your existing Olympus Outposts will convert over to an Open World session when the update goes through.
Can I personalize the difficulty settings for my Open World prospect?
You can set your difficulty just as you have been in Outposts up to this point. In the future, you will be able to adjust difficulty on the go.
Will resources regenerate?
Resources in Open World will not regenerate at this time. However, this isnât set in stone and expect this in future in a different format than Outposts currently do.
Are their World Bosses in Open World?
Yes, and they will respawn as well.
Is it possible to leave and return with a different workshop loadout to and from my Open World prospect?
Yes, this is possible.
Can I earn exotics in Open World?
No, exotics will not spawn in Open World currently.
Are Open World sessions stored locally?
Open World sessions are saved locally on your PCâs harddrive.
Can a prospector who joined my Open World host it themselves later?
No, the Open World session will stay with the original host.
Can you choose your landing zone in Open World?
Yes, you will be able to choose from an array of available landing zones when dropping in, so you donât have as far to travel to your chosen building location. Any multiplayer team members will have to follow your landing zone selection, rather than selecting their own.
Can you choose a different landing zone when you return to the map or are you locked to one?
No, you will be locked into the landing zone you choose on your first descent.
Why didnât you leave Olympus as an Outpost?
We want outposts to be a controlled sandbox environment, with respawning resources where players can test and create builds. We felt that the Olympus Outpost was leaning more towards the future of Open World than our vision for Outposts, and belonged in that part of the game. Expect more updates to this more to reflect this intention.
How are Open World and Missions related and are there plans for it?
Currently, Open World and instanced Missions are separate, but you character can switch between the two. For now, if you run a Mission on a map, you wonât see any buildings from your Open World session - that might give you an unfair advantage in some missions. However, in future we have plans to tie these modes more closely together, allowing a seamless experience between the two.
Changelog v1.2.21.102850
New Content
Updating Armor Damage Equation so the Damage Dealt to armor is no longer tied to the amount resisted but instead directly off raw damage. This means that all armors will now take damage even if they dont have a specific resistance for that type (Something that resists only fire will be damaged by anything). It also means that resistance & armor durability is no longer inherintly linked and therefore better balancing can occur, both Durability and Resistances can be scaled independantly
Adding GameplayConfig datatable for default values for various gameplay constants
Updating Armor Damage Equation so armor accually takes damages
Reduced all armor durability values by 50% as part of armor damage mitigation refactor
SPELUNKING: Enabled Mission.
SPELUNKING: Moved supply crate to be closer to first objective, rather than close to dropship
Update quest queries to resolve build validation.
SPELUNKING: Update quest steps to better guide players to cave entrances
SPELUNKING: Fixed quest completion not being granted on prospect completion.
SPELUNKING: Added Aluminium to quest objectives
Fixed
Tweaked chatbox for readability
Modified DefaultScalability config to improve view distance settings. Default settings were too aggressive resulting in extremely short view distances which offered little to no performance gain, as distant objects are well optimized and don't cause a huge performance hit
Deleted some old unused StaticMeshFoliage assets
Improved Culling Distance settings on various StaticMeshFoliage assets to draw at more appropriate distances (some way too far, some way too short)
Added Dithered LOD Transition support to MA_ITM shader as many foliage assets use this shader and without it, culling doesn't work properly
Modified DefaultScalability config to improve view distance settings. Default settings were too aggressive resulting in extremely short view distances which offered little to no performance gain, as distant objects are well optimized and don't cause a huge performance hit
Deleted some old unused StaticMeshFoliage assets
Improved Culling Distance settings on various StaticMeshFoliage assets to draw at more appropriate distances (some way too far, some way too short)
Added Dithered LOD Transition support to MA_ITM shader as many foliage assets use this shader and without it, culling doesn't work properly
submitting all dead prospectors with aging variations BPs, textures, and materials
Clean out 15GB worth of unused assets in the Megascans folder
Added DataTable validation for D_MapIcons to prevent invisible icons due to invalid colour
Clean up a ton of unused assets. Lots of triplicate unused Material Functions and shaders/materials. More removal of unused Substance and Megascans assets
Fixed cave worm spawn on reload, if a player saves and reloads inside a cave then caveworms previously killed do not immediately respawn on load
Crafting jobs are now aborted if output storage becomes full, instead of the previous behaviour where each item was dropped into the world
Fix divide by zero assert seen in PIE
Update HideUI function to work while Mounted
Permit UI to be hidden when mounted
Gate attempts to open Inventory/Crafting/TechTree/Map/Menu Toggle when UI is hidden
Fixed an issue where the player would try to attack an arrow embedded creature/object with a melee weapon, the arrows would block the hit and the intended object would be unharmed
PAYDAY: Updated quest step to factor placed extractors, preventing issues where you could find the exotic deposit but not progress the mission. - PAYDAY: Updated Prospect view tooltip to indicate that it unlocks the workshop radar and extractor
Update HideUI function to work while Mounted and Photo Mode
Permit UI to be hidden when mounted
Permit UI to be hidden when in camera mode
Gate attempts to open Inventory/Crafting/TechTree/Map/Menu Toggle when UI is hidden
Gate attempts to open containers and context menus when UI is hidden
Unhide UI on death
Unhide UI on ESC
This means that the game is playable to a large degree when the UI is hidden
Fixed a bug where if you had too many stamina debuffs your stamina would drop so low that you wouldn't be able to jump and would get stuck if you fall into any hole/crevice
Prevent cave worm spawn on reload, save respawn timeouts for cave worms, this means that if a player saves and reloads inside a cave then caveworms previously killed do not immediately respawn on load
VOYAGER: Fixed a progress blocker when the ship launches earlier in the quest.
VOYAGER: Fixed typo in quest description
Fixed bug where player couldn't remove last item from crafting queue
Fixed bug where on-player crafting would not start if there were no backpack inventory slots available
Crafting jobs that run out of storage space now leave the paused crafting job in queue for visibility
Future Content
Added 4 variants of LC_Sapling_A to the project. Created foliage types, blueprints, and added to the Flod Data table
Spawning TU & AC Foliage on Blue/Green Quad, DLC Map
SW Impassables - fixes to 11 and 14, added 15-17, plus GL and TU variants
Finished first pass macro replacement with impassables, green quad
Spawning SW Trees, Ground Foliage & CleanUp on Blue Quad, DLC Map
Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
Fix geothermal material disabling sulfur on medium/low
Removed VertexPainting from Ice Shader, added RVT Points shader functionality and BPs
Added new Crossbow Bolts, Explosive, Scatter, Bleed and Tazer
Decal painting, landscape painting and foliage manual painting in arctic biome and underwater dressing, Green Quand, DLC
Submitting dead prospector sinotai with aging variations BP's - test
SM_Breakable_Scoria all variations mesh, material, blueprint and textures update
Added version 2 of HRB_Crop_Tomatoes with colour adjusted to fit the grasslands biome and optimised mesh. Added 5 growth stages, a dead variant, and a wild variant. Created a blueprint and foliage type for the wild variant
Removed unused BlueprintNativeEvent specifier on TerrainAnchor GetAnchorBounds to solve crashing when playing in editor
Added Tomatoes to GL_Foliage PFS
Added TU_Dirt to SnowLite Trees foliage
Removing large lava biome rocks from the interactable list because they are way too big to be used as minable voxels
Changed Shader on IcePillars/Icicles/GlacialCliff to MA_SnowIce and added Thickness mask option to shader
Changed DF Self Shadowing bias on Assets using Serac Shader to fix weird shadows, also enable mesh distance field to ice cave floors
Disable Pixel Offset on Frozen Lake Shader fix collision issues
Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
Spawning SW Trees, Ground Foliage & CleanUp on Blue Quad, DLC Map
Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
Adding new Crafting Recipe for T2 mission communication device
Delete CF_Fern_01 FLOD row to fix build validation
Adding Mega Tree on Blue Quad, DLC Map
Test for Shared quad landscape painting and foliage spawning, Green and Purple Quad, DLC
Reduced spawn rate of general resources on DLC1 Spawner
Fix Shader on old ice stalagmites and self shadowing issues with ice cave entrances
Add simple collision and physical materials to swamp plants, update collision settings, and update audio tags in FLOD table
Added SW_ReedA with 5 variants, including updating the foliage types
Reduce spawn rate of large rocks on GL
Add ability to apply surface type and water depth parameters to felled tree impact sounds, specifically so that we can handle swamp trees landing in shallow water
Submitting Deer variant, including carcass, fur and winter variation
Spawning SW Trees, Ground Foliage, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
Exotic Delivery Radio - Static+Destructible mesh, textures, materials added
Exotic Delivery Radio - textures missed in last commit
Resave D_TreeAudioData to prevent validation error
Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
Removed some meshes from Terrain 019 that are meant for voxels
Removed large swamp meshes from the voxel table because they're too big
Fixed lava lakes/rivers in Terrain 019 not displaying properly after generation
Adding Transport Pod Base Class, Exotic Delivery and Supply Pod Inherit from this, allows for common functions in each class
Adding Dynamic Travel Quest which allows a variable location rather than a hard set one
Added new Exotic Delivery Interface Item which can call down an exotic delivery ship
Adding new Quest Steps for Promethus Missions
Adding a base class for retrieve item, renaming quest retrieve item class to reflect its operations (it also spawns a crate)
Added new Quest Functionaility for Retrieving items
Adding all base implementation setup for the Bat Dog, all data table entries and base montage, blueprint and animation setups
Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
Spawning Ground Foliage, Reeds to Swamp, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
Manual Foliage Placement in the Volcanic Biome, Purple Quad, Prometheus
Adding Promethus Terrain Selection to Development Builds
Connecting Faction Missions to Talent Graph for Prometheus
Committed Completed Quest Objective Structure
Adding Cheat functions for setting / getting account flags
Adding new Map Icons for Various Transport Pods
Adding New Texture tweaks for various drop pods
Adding Basic Mission Structure in for two Prometheus Missions
Swapping Contaminated Bear Creature to be Bat dog in Prometheus Intro Mission
Adding in all base Needler setup, still needs ranged attack implementation and burrowing, but mimics the crocodile at the moment, physics asset setup to come, data table, blue print, montage and anim setup in
Fix issue where sometimes neither water splash nor jump landing sounds would play when player jumped in shallow water
Riverbanks LOD roughness fix
Moved Avalanched Meshes to Red Quad from Blue Quad, DLC Map
Basic audio setup for swamp cypress tree, including rough implementation of water trunk land sound
Macro Tops - Trimmed down versions of SW macros for use in map as flat rock shelves/pieces. SW, TU, GL variants
First pass of resource node audio setup for swamp foliage
Increased Flat Fade Distance on Reeds to fix view distance
Adding attack, Idle close and Idle distance audio and events for Striker
Adding in alien fossil cave temp
First pass on Glacier mesh and materials (red quad)
Adding base Predator bird setup and new swoop animations, still missing the corpse behavior and dive bomb logic
Missing dive bomb and swoop animations from last Predator bird commit
Added UMG_AreaSelect for open world mode
Added generic triplanar material for Avalanche on DLC1 Map
Decal painting, landscape painting and foliage manual painting in GL biome, Green Quand, DLC
Added Macro Tops, Reeds to Swamp, Added Riverbanks to Deepwater Swamp & CleanUp on Blue Quad, DLC Map
Manual Foliage Placement in the Swamp and Volcanic Biome, Purple Quad, Prometheus
Added potato foliage assets. Created blueprints, foliage types and added to FLOD data table
Adding Tech for providing prebuilt bases for use on terrains and missions
Adding some prebuilt bases for missions
Finishing up Another quest for Prometheus
Adding Various quest markers and quests to the Prometheus Map
Adding new Swamp and Volcanic Atmosphere types
Adding in P Bird sweep audio and event and adding to animation
Adding in full base setup for deer variant, D_AIsetup character and corpse blueprints, missing corpse description text and custom skeleton mesh
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.73.4.
Missing Items or Rewards
We will be looking into missing items and remaining kickstarter rewards next week, if you believe you have been effected by this, be sure to let us known on Discord.
Patch Notes
Major Updates
Stability Fixes
A huge number of bug fixes have been applied in preparation of the tournament this week. Thanks to everyone who helped submit bug reports recently.
Halloween Bundle
A new alternate art themed bundle has been released. All cards included are gold bordered and non tradable.
Alt Art Yagron
Alt Art Rita
Fear
Defiant Trickster
Demon of Dark Bargains
Hungry Abomination
Improved Cost Display
Cards that are unable to be afforded this turn will now have a red cost visual to help make it clearer what is able to be played that turn.
Balance Changes
Ruins of an Ancient Civilization: End of Combat trigger changed to end of turn trigger Helps prevent some infinite resolution loops in the game, we'll be adding a more permanent solution to infinite loops in the future however.
Bugfixes
Fixed Rita sacrifice not working correctly.
Fixed Tokens getting created at the front of the zone.
Fixed Winds of war moving incorrectly.
Fixed Rabid Rabbit transform.
Fixed Blightmaker's enter the deployed ability.
Fixed Undo Turn Requests not working when the opponent is still resolving the previous turn, so that players can still undo their turn if the opponent is still running the previous turn.
Fixed CTRL+V deckbuilder import bugs when used on menus it wasn't designed for.
Fixed deck importing failing to find the associated card if you are using a custom title for that card.
Fixed the deck builder sometimes not closing, causing you to get stuck in the main menu screen with the deck builder open.
Fixed a number of alt art animations.
Fixed Splat not correctly working when various targets become invalid.
Fixed fight not being counted as noncombat damage.
Improved the External Passive system to more correctly calculate all valid targets to affect, which fixed cost reduction External Passives from flickering between the values when multiple external passives of that type is also in play.
Fixed dealing damage when its controller lost morale.
Fixed Redirect command zone targeting.
Fixed Divine demonic failing to discard abilities.
Fixed Divine demonic transformed version.
Fixed Crystal of Madness working from the graveyard or removed zone.
Fixed End of Turn triggers being doubled in some instances.
Fixed Enyah counting commanders as in your deck for her ability.
Fixed Mysterious Box of Wonder not sacrificing itself if it has an invalid target.
Fixed Covert Battlesuit interaction with the fortress.
Fixed Gorgon Beam not doing any damage unless the target has 12 or less HP.
Fixed Siege Engineers targetting.
Fixed Undeath Wish interaction with multi lives.
Fixed Last Sleeper wording to be clearer.
Fixed Spirit of Vengeance interaction with Deadly.
Fixed Denial of Reason countering opponent ability cards played that turn.
Fixed Denial of Magic countering your own ability cards.
Fixed Maria working after death.
Fixed The Great Fortress of XiaHan interaction with other locations.
Fixed The Strength of Unity buff.
Fixed Overcharged Bot overcharge.
Fixed Ancient Egg giving too many stats.
Fixed Bek and Demon of Dark Bargain not reducing the cost of characters in your deck.
Fixed Ancient Egg sacrifice.
Fixed Never Forget the Fallen not working against calamity.
Fixed activated abilities being able to be stolen.