Version 0.250 is another update where parts and advanced part options are focused on polishing vehicles even more. We'll break down the full changelist and go over some of the elements/changes in more detail.
PHYSICS TWEAKING AND CONTROL Added new part: Rotation Sensor (logic) - Senses rotation around an axis (or overall speed) Added new part: Physics Modifier (flight) - Adjust some physics properties of the attached rigidbody (velocity damping, gravity, center of mass, inertia tensor)
There are two all-new parts in this update focused on giving more precise control over physics/controls. The Rotation sensor measures the rotation speed (in radians/sec) of the rigidbody it's attached to, and outputs 1 or 2 values based on the rotation. In ANY mode, it measures the total rotation speed regardless of axis/direction. In the other 3 single-axis modes (X/Y/Z), it measures how fast the rigidbody is rotating *relative to the Rotation Sensor's orientation*. In single-axis mode, it can use dual outputs, so rotation in one direction or another can be measured separately.
The second part is the Physics Modifier. This one lets you adjust the physics of the attached rigidbody more directly. The 1st two settings (Move/Spin Dampen) are the same as those in the Gyroscope but with a higher max value. They essentially act as additional drag for rotation/movement. Bonus Solver makes the physics run more sub-steps, and is only recommended for stabilizing joints (reinforcing a joint is recommended before using this, and combining them does result in stiffer/more stable joints). This setting "spreads" to other rigidbodies more than the other settings due to how physics work under the hood.
The next settings are Bonus Gravity and CoM Y-Offset. Bonus Gravity is a bonus multiplier on top of the normal gravity settings (if the Sandbox gravity is 0, this does nothing). CoM means Center of Mass, and it moves the center of mass down, relative to how the rigidbody starts in the world. Both of these values are often used to make cars drive better in games. The final settings are Tensor X/Y/Z. These adjust how much the rigidbody resists rotation in those directions. The higher the values, the more rotational inertia the body will appear to have in those specific axes.
COLOR SLOTS Increased vehicle color slots to 8
Just a quick mention here: If anything is going to have a bad bug in this update, it's probably this. It appears to be fully working though, and combines nicely with other recent updates that added more colors and made it possible to select all parts of the same color (Shift+click on a color). I expect some people will use the additional colors as essentially "selection groups" rather than colors, as you can set all the slots to the same color. This is probably the last significant vehicle color-related update until a custom color editor is added (not sure if that'll be before or after 1.0).
GENERAL/PHYSICS TWEAKING Added damper mod setting to suspension parts Added TREAD COLLIDER as a material override (collides with treads and other tread colliders, but not other player parts) Added advanced option to reduce structure damage from attacher Changed Slippery material override to do significantly reduced damage to structures Changed ropes to do a lot less damage to structures Changed one end of resizing rope to have a better joint anchor position (less awkward skewing) Increased max starting position to 50 (from 12) for Winch
The first two changes were requests that made sense, and let you do more customization with suspensions and treads. The rest are about improving the Winch/Hook Launcher/Attacher, though they also affect ropes. Structures were taking too much damage from ropes of all sorts, and the Attacher damage to structures is now adjustable. So doing structure-climbing vehicles/machines is a lot easier now, and the Hook Launcher fails to stay attached a lot less often.
CAR-FIGHTING VEHICLES Tweaked explosion damage/force vs. entities Tweaked damage/explosions vs. plants Tweaked blaster force to be more upward Increased damage/force to automobiles from collisions at high speeds
These changes make vehicles that battles against the car objects/AI more fun. Also trying to make explosions/etc more consistent.
TWEAKING STUFF Added depth offset to flex panel/triangle/light Added Shift+click (left of slider) - Select all flex connections on current linkage - Also works for Motor Linkage on powered pivots and Channel on Prox Sensor Added an inner glow for thrusters Added some inherited velocity to some particles (blaster, weapon fire, and thrusters)
Flex Panels/Lights/Triangles become a bit easier to use in awkward locations with a depth offset. Flex Connections (and a couple other things) with the same linkage can be selected with Shift+click. The other two are just minor visual tweaks.
OTHER FIXES Fixed reinforced joints getting double (or more) mass on 1st spawn (fixes most 1st-spawn issues I think) Fixed reflection probes going black far too soon (reflection probe bounds 6x bigger, this is the weird graphical issue if you drove far on Desert Test) Fixed flex arc having terrible collision for build mode Fixed copy-paste (and other functions) on combo wheels Made loading a vehicle remove inputs/outputs for parts that shouldn't have them Fixed letting you assign to an invalid input (for 2-input parts) Fixed mirror-duplicate not aligning flex triangles (and connectors not updating immediately) Fixed direction sensor Motion Direction making no sound Fixed Flex connection drawing still linking to deleted parts
Just some more bug fixes, with the more important/critical ones towards the top.
Version 0.250 isn't really anything special, but the amount of polish and control that is now possible with vehicles (and controls) means the quality of the built-in vehicles for the campaign will that much higher. I've been polishing vehicles and figuring out exactly what kinds of missions/maps will work best for the campaign. I'll be starting on some of those soon, though I always seem to find more things to fix/tweak as I'm making the vehicles.
As with 0.245, I don't *expect* to make any further updates for a while, but I've wrong about that so many times that I should stop predicting things like that.
The Mageseeker: A League of Legends Story™ - RiotBean
STEAM POINTS AND TRADING CARDS DELAY Due to unforeseen circumstances, Steam points and trading cards will not be available at the launch of The Mageseeker: A League of Legends Story. We expect they will become available shortly and will update you as we get closer to them becoming available. Thank you for your understanding and patience!
ACHIEVEMENT DELAY We are aware of an issue impacting the "The Unshackled" achievement, and we are currently working on a fix.
-Fixed a bug in level 3 causes hounds stuck on door and make it impossible to enter the room. -Fixed a bug causes the faceling in level 4 bugging in doors.
This is our second major patch since Knights of Honor II: Sovereign’s exciting release, so strap in! We focused here mostly on responding to player feedback and providing a few new, fun ways to play the game.
First up, we’ve been able to greatly improve the zoom functionality, both in World View as well as Battle View. Players with good enough hardware can enable “Extra Zoom” in the options menu and get further zoom-out levels throughout the game! We also added a seamless transition from World View to the Political View when you hit the zoom-out threshold, making it easier than ever to move around the map. This was a highly requested feature that took a bit of technical work and optimization, but should really enhance everyone’s experience.
Many in the community were also requesting the ability to add waypoints when managing their armies in World View, and we’re here to deliver. You can now hold SHIFT and RMB click to set army waypoints to better help them navigate to their destination, maybe to avoid pesky rivers or neutral territories, or even just control how they move from point A to point B.
The next major change is a new way of playing KoH2:S – Shattered World! Configurable in the “Kingdom Size” rule when setting up a campaign, Shattered World changes the starting size of all kingdoms in the world, configurable by the player, giving each kingdom an even playing field at the beginning. Things like trade centers, vassalages, and more are all removed to create the most balanced, fresh world setup possible, and giving players all new challenges when starting out. This is also available for multiplayer games as well, of course! The concept was highly recommended by the community, and we feel it is a fun, new way to experience KoH2:S’s game experience.
Combine all of this with a bunch of bug fixes, AI improvements, balance tweaks, network stability improvements, and so much more, we feel 1.3.0 has turned out to be a solid patch that we truly hope you enjoy. We’re already hard at work on the next major patch, so stay tuned for future improvements!
Thanks again to all of you for supporting us, and we hope you have a fantastic time with the patch.
General
• Added the possibility to set waypoints for armies in World view by RMB clicking while holding SHIFT. • Teammates can now see each other’s towns’ buildings and stationed armies. • Major improvements in multiplayer libraries, preventing some hosting issues, disconnects and crashes.
Camera controls
• Further zoom out in World view. • Further zoom out in Battle view (Tactical battles). • “Extra zoom” option added in the game’s settings to protect the players with low-end hardware from performance issues due to the additional zoom out. • Transition between Political view and World view through scrolling. • Camera smoothing on edge/keyboard scrolling. • Camera smoothing on zoom in/out.
Campaign settings
• Kingdom standings: Players can now choose from one of five starting limitation modes for players’ kingdoms – without trade centers (this limitation was obligatory by now), with or without autocephalies and caliphates (this option was present already), without being/having vassals, without all the above (“Balanced” start) and “Historical” with all of the above being possible for players’ kingdoms.
• Shattered world: Players can now choose starting kingdom sizes to apply not only to players’ but to all kingdoms instead, resulting in a very fragmented and balanced starting world. Autocephalous church, caliphate standing, trade centers and vassalage are removed for all kingdoms (regardless the “Kingdom standings” option). Shattered world can be activated from the “Kingdom size” campaign rule.
Battles
Improvements
• Disorganized penalty can now also trigger when troops shoot, making stacking ranged units an inefficient strategy. • Squads positioning logic improved, so that chasing enemies is now more efficient. • AI: areas where archers are currently shooting are considered more dangerous; archers that are currently fighting in melee or have run out of salvos are treated as melee squads for the purposes of their enemy calculating threat. • AI: Noblemen cavalry is much more reluctant to attack a squad where the enemy side threat would be greater than the marshals’ side threat. • AI: improved logic and timing when choosing retreat positions. • AI: maintain formation logic improved to prevent troops entering dangerous positions in the middle of a fight. • AI: nobles weren't retreating when their side was winning overwhelmingly – now this is possible. • AI: It was possible for the battle AI retreat command to work even at 0 priority (if without a reason if there were no other preferred options). Now this is disabled. • AI: defending own ranged squads is now more probable. • AI: choosing not to attack, but to move towards a capture point is now less likely. • Additional morale factors are now shown in tooltips.
Balance
• Noblemen cavalry gets 25% defense boost against ranged attacks, but -4 to attack (-12.5%). • Disorganized penalty to attack increased from 50% to 60%. • Base friendly fire of ranged units increased from 50% to 80%. • Light and Heavy desert and standard spearmen defense (melee and ranged) slightly reduced, in most cases melee defense reduced by 10 and ranged – accordingly. Fixes • Bugfixes related to the AI choosing to retreat. • Fixed an issue, causing damage on retreat to be dealt only by the main enemy army, not the supporting one, nor the garrison. • Overkilling during retreat now fixed – attacking units will always pick a retreating unit that's still alive. • Siege equipment’s morale/resilience/manpower stats/bonuses hidden from tooltips, as these do not affect siege equipment. • Morale tooltip fixes. • Fix interaction blockers for battleview. • Fixed retreat button being available if you have no armies in the battle. • Fixed a bug in garrison manpower calculations leading to doubled manpower being displayed in the province overview window during sieges.
Modding
Improvements
• UI now supports adding extra slots in royal court. • UI now supports adding more building slots in towns (the buildings are initially resized to fit, then the container becomes scrollable if buildings slots are still too many). • Disabled resizing of mod upload tool window. • Removed warnings if you're currently running mods that are compatible with a save's mods. • If there are mods with the same workshop_id inside both local mods and workshop mods, the one from workshop mods are now hidden. • Jpg, jpeg and gif files for mod preview in ModUploadTool are now properly working. • Added a warning message at game load, if there are broken system files (for example .def files). • Added an option to upload a mod with "Unlisted" visibility. • Added a new system variable “population_growth_from_surplus_food”, so that modders can now tweak population growth rate as a function of food supply.
Fixes
• Miscellaneous modding errors fixes. • Fixed ModUploadTool bugs, happening when trying to change the current preview image. • Fixed parsing bugs related to different directory separators being used in different places. • Fixed settings window being broken after a mod de/activation. • Fixed a crash when trying to change the mod preview image. • Fixed the mod and image paths not displaying fully when too long. • Fixed the "Publish" button not being reenabled sometimes. • Fixed a bug, where the Settings window transitions to the Gameplay tab after enabling or disabling a mod.
UX / MISC
• Audio improvements and fixes: new sound effects on changing campaign rules and countdown when starting a campaign; on mercenary selection and hire; new siege process sound effects; new SFX and ambience on victory & defeat screens and others. • Extended “exile knight” action tooltip to show the knights’ wages decreases. • Add visual indication for the timeout of the chosen emperor in the EoW screen. • Edited realm feature presets concerning provinces with 3 monasteries, so that the guaranteed realms for the given preset are always picked. Previously, there was a chance for them to not be picked, due to randomness and weights. • Changed prison logic so that any prisoners which are part of the special royal court (own rebels) will be removed from it after escaping from the dungeon. • Religious requirements added in unit tooltips.
Other fixes
General
• Changed books income logic so Base book bonus will now remain, after getting book income greater than zero. • Fixed population majority resetting itself to starting values, when loading a game in which it had reached 100%. • Fixed a case where trade centers could start too close to each other. • Fixed an issue caused by saves within under a second after loading, causing bugs like having resurrected characters and two kings at once. • Fixed crusade province capture outcomes that sometimes ended up giving the province back to its owner. • Fixed dead marshals still leading armies. • Fix for kingdoms that are vassals of themselves. • Prevented Disorder Rule from activating when the population majority kingdom is destroyed. • Fixed a visual bug with kingdom offers icon duplication when you have a Marshal selected and save/load the game. • Fixed a bug where knights were not properly selected after quicksaving/quick-loading the game. • Fixed an issue where the clients were seeing a kicked player as still in lobby. Fixed an issue where there was still a network connection being wrongly maintained if a player was kicked from an already started campaign. Fixed an issue where the player’s name coloration was wrong for kicked players (which too was leading to players appearing as in lobby). • Fixed a bug, where selecting a kingdom through coat of arms in the Kingdom Selection phase results in internal game errors. • Fixed: players weren’t receiving bonus gold from the Iron Fist skill for defeating rebels if those rebels were currently plundering a settlement and players were defending it. Defeating a rebel/rebellion will now also provide gold, calculated for the participating knight with highest “gold from rebels” bonuses, regardless of his role (leader/supporter). • Fixed a bug, where the “Let fate decide” option from the “Prince is now grown up” message did not add any random skill to a Prince. • Fixed a bug causing messages for newborn prince to not be recreated on game load. • Fixed a bug preventing proper Papal states restoration when using the "Restore Papacy action" in a multiplayer game. • Fixed a bug causing pope action outcome messages to be sent to all players, even if the pope is not in their court. • Fixed a bug, due to which the selected class for princes was automatically changed to Marshal on the client in a multiplayer game. • Creating a new SP campaign from save now properly disables the "Minor Victory" setting (there was a visual bug). • Fixed a visual bug, where the manpower in the "Kingdom overview" window will only show the manpower from the garrison during sieges. • Fixed a visual bug, where some buildings appear offscreen when selected from the buildings tab. Misc. • Adjusted goods legend text (for already produced in province) to be less misleading. • Minor text improvements:
o Morale factor texts reworded to be valid from third-party + other inconsistencies fixed. o Reworded a misleading defense bonus stat from jihad. o Army penalties due to disembarking in world view are now noted as "disembarked" in unit tooltips, instead of "disorganized", to not confuse them with the effect with the same name in tactical battles. o Tweaked the prisoner escaped message, to fit better when the escapee was a rebel in your court. o Minor text fixes to loading screen tips. o Others…
• Fixed errors when changing Settings while in an active campaign. • Fixed errors on victory screen. • Fix some procedures being incorrectly called twice on a game load. • Fixed a visual issue with Marshal status icons during pillages. • Fixed issues with pyramids flickering with certain antialiasing methods (all except TAA). • Fixed Nile clipping with the world’s edge, down south. • Fixed a bug with the clickable links to Royal Library for Japanese and Chinese languages. • Fixed a rare bug where dead king's portrait was shown in the "Great Powers and Rankings" window. • Fixed a bug where messages for new opportunities and prince growth related events were not recreated on game load. • Fixed an issue, where the "Back to Court" status icon remains displayed on the king or prince's portrait at the end of the action. • Fixed a graphical artefact causing a rare transparent cube to be visible in the east part of Venice, in the ocean. • Fixed disappearing battle nameplates on siege interruption.
With the Construction Simulator – JCB Pack we are happy to provide the second vehicle expansion for Construction Simulator. The new DLC is now available in digital stores and brings no less than six new vehicles from the globally popular manufacturer JCB into the game!
Thanks to the partnership with the British manufacturer JCB, you can now look forward to 6 brand-new, officially licensed and lovingly modeled vehicles for the simulation game. The Construction Simulator – JCB Pack expands the main game with the following machines:
JCB 1CXT (Backhoe Loader): The 1CXT is a versatile backhoe loader with excellent material handling and excavation capabilities. The compact tracked loader is particularly notable for its small size and maneuverability.
JCB 4CX (Backhoe Loader): The large, four-wheel drive 4CX backhoe loader combines tremendous power, comfort, and efficiency – this machine can handle loading operations like no other.
JCB 220X (Tracked Excavator): With an operating weight of more than 21 tons, the 220X is a machine that doesn’t just look strong – it is strong. Of course, maximum driving comfort, low noise levels and sensitive controls are not to be missed here either.
JCB 457 (Wheel Loader): Fully productive, fully powered. This powerful and flexible wheel loader lives up to this motto!
JCB 540-180 HI-VIZ (Telescopic Handler): The JCB 540-180 HI-VIZ offers excellent visibility for the operator and thus also high productivity – both when stacking and loading as well as when placing!
JCB 6T-2 (Site Dumper): The JCB 6T-2 is the smallest and most maneuverable dump truck in the game so far – small and agile but also extremely powerful and productive.
The Construction Simulator – JCB Pack is now available as a digital download at a price of 9.99 EUR (SRP). Alternatively, the vehicle pack can be purchased in a bundle with further DLCs as part of the Construction Simulator – Year 1 Season Pass, which is available for 32.99 EUR (SRP).
Weekly Spotlight: When a new Series 5 card is released, it will be immediately featured in its own section for its first week in MARVEL SNAP. Once you buy the Weekly Spotlight card, this section will be hidden until the next new card is released. If you want the newest cards at release, here’s what you’ve been waiting for!
Ultimate Variants are some of the most epic variants in the game. We felt they deserved their own section too! We’re moving Ultimate Variants out of the way of seeing Series 4 and 5 cards and into their own rotation for those of you who want to make your decks that much cooler.
Series 4 & Series 5: This section functions nearly the same as previously, but only features Series 4 and Series 5 cards. This section will feature a card you don’t own from all currently available Series 4/5 cards and rotates every 8 hours. Series 5 cards will be added to this section once they leave the Weekly Spotlight.
Game Board Update
We made some updates to our game board! Check out the new art and FX!
Seasonal Series Drop: Some cards have dropped down to a lower series!
Cards dropping from Series 5 to Series 4:
Ghost
Stature
M.O.D.O.K.
Series 4 to 3:
Shuri
Bast
Valkyrie
Super Skrull
Black Panther
GENERAL UPDATES
Players that reach Infinite Rank will only match against other Infinite Rank players.
When you tap on a card for more details in the Shop or Collection, the Card Detail screen now features Artist Credits, Card Series Label (ex: Series 3, Series 4, or Series 5), and Variant Rarity Label (ex: Rare, Super Rare or Ultimate).
When inspecting cards in-game, you can now “flip” them to see the Card Back in full detail. We’ve also updated other areas of viewing Card Backs to show their 3D details.
After roughly 10 hours of gameplay in a day, players will stop earning Season Pass XP from gameplay for the remainder of the day.
Collection Level Track has been extended.
AUDIO
New card sounds for Squirrel Girl (Drag)
New Location Sounds for Camp Lehigh
Added VO support for Thai and Indonesian
BALANCE UPDATES
In the wake of our last balance change, we saw the metagame settle into a much healthier shape than it had been before. However, we were too shallow with our adjustments to the Shuri-Taskmaster decks, and Lockjaw-Leech shells (both with and without Thanos) have remained solid contenders. Today’s changes aim to push both of those decks off their clear top spots. Outside of Shuri-Taskmaster, the metagame is looking healthy on our internal metrics.
CARD UPDATES
Shuri:
[Previous] 4/2 - On Reveal: Double the Power of the next card you play.
[Update] 4/2 - On Reveal: If you play your next card here, double its Power.
Developer Comments: We considered a number of changes to Shuri, but they all tended to ruin her current decks. Some even theoretically risked making a new monster with different parts–that’s not a great risk to run when balancing a problematically strong card. The change we’re making today may seem small and subtle, but we expect it to be impactful and retain the same flow of play for her existing decks, which is a consistent goal in our balance philosophy. This nerf removes Cosmo’s protective capacity for her target, makes single-card answers like Valkyrie easier to aim, and indirectly buffs lane control elements like Professor X. We’re taking a risk here in that this nerf could leave Shuri still a strength outlier–if so, we’ll react quickly.
Leech:
[Previous] 5/3 - On Reveal: Remove the abilities from all cards in your opponent's hand.
[Update] 5/3 - At the start of turn 6, remove all abilities from cards in your opponent’s hand.
Developer Comments: It’s never been our goal for Leech to be a heavily-played card, and we understand that’s been a frustration lately. When it’s happening, it usually means a finisher is generically strong against pure Power (like Leech-Leader) and/or a deck can play Leech earlier than turn 5 too often (like Lockjaw-Thanos). We’ve tried in the past to weaken the stronger cards in those decks, but it’s been a balance and design obstacle. Thus, we’ve decided to remove the “early Leech” from the equation. Leech is designed to counter some powerful endgame cards and combinations from a unique angle without any setup, which is important to have around in the event those decks begin to overperform. This change should let him fulfill that role when necessary without ever making him a foundational piece of the metagame.
Lockjaw:
[Previous] 3/2 - After you play a card here, swap it with a card in your deck.
[Update] 3/2 - After you play a card here, swap it with a card in your deck. (once per turn)
Developer Comments: Lockjaw’s a fun and exciting card, but each trigger of this good boy basically draws a card and “generates” up to 6 Energy at random. That’s a lot of variance to have in multiple competitive decks! As we add cards, new and improved ways to sidestep Lockjaw’s risks will also become available. Since we believe the most powerful and frustrating use of Lockjaw is triggering him multiple times in a turn, often with a snap along the way, we’re changing that. Limiting Lockjaw to one swap each turn forces the player to develop their board without letting them sprint ahead or spring a late surprise. This will make Lockjaw simpler to play against and less potent in decks incidentally playing lots of cheap cards, like Thanos.
America Chavez:
[Previous] 6/9 - You always draw this card on turn 6, and not before
[Update] 6/9 - Starts on the bottom of your deck. Draw this on turn 6.
Developer Comments: Previously, if you were about to draw America Chavez, you would just draw your next card instead. This means that over the course of the game, she’s a lot more likely to be the top card of your deck. Thus far this has been largely unimportant outside of Yondu, but it does restrict our ability to print cards that interact with the top of your deck. We expect this update to have little impact on America Chavez’s functionality overall.
Jubilee:
[Previous] 4/1 - On Reveal: Add a card from your deck to this location.
[Update] 4/1 - On Reveal: Add the top card of your deck to this location.
Developer Comments: Some of our players may remember a time where Jubilee had this ability! Back then, Jubilee would often be a 4/10 as she’d pull America Chavez very consistently. We decided at the time to change Jubilee’s effect instead of America Chavez’s, as the former was a much simpler change to communicate. However, we’re looking to design cards that interact with the top of your deck in the future, so we’re bringing this design back too! We expect this update to have little impact on Jubilee for the time being.
Leader:
[Previous] 6/7 - On Reveal: Copy all cards your opponent played to the location right of here, but on your side.
[Update] 6/2 - On Reveal: Copy the enemy card(s) with the highest Power played this turn, but on your side.
Developer Comments: We were clearly too harsh on Leader with his previous nerf, and we’re dismayed that action became a go-to example for how ruinous a nerf can be. Our balance philosophy is to preserve as much playability as we reasonably can when weakening cards, and we didn’t succeed here previously. With this change, we’re aiming to bring his strength back up to a playable spot for a 6-Cost card, but still avoid the oppressive impact his original form had. We have erred on the cautious side with his Power for now because some previous defenses against the original Leader, such as playing weaker cards before a strong one, no longer apply.
BUG FIXES
The game no longer crashes on some Android devices when switching languages.
There is no longer an infinite loop if Morph spawns randomly (eg: via X-Mansion) and copies Kang.
The Series 3 Token Shop should now display properly when you have collected all Series 3 cards.
Tapping duplicate Kang’s in play while the turn is rewinding should no longer cause that card to disappear.
Spotlight cards in the Season Pass UI can now be focused by tapping anywhere on the card.
Credit/Gold deep linking should now navigate to the shop from the Reward/Mission detail view.
UI elements such as the avatar menu and emojis should no longer be clickable when viewing a card’s details in-game.
Moving a card in the details view and releasing should no longer close the details view.
Fixed an issue that could cause games to Aw Snap when certain card/location combinations were played with Galactus.
Fixed an issue that allowed you to use characters in deck names that should be blocked.
Fixed some issues that would cause Sandman’s VFX to play in situations where it should not.
Cards added to hand by Camp Lehigh no longer overlap other cards in-hand.
The Navigation bar doesn’t stay up when going to News items and then back to the main game.
Kang should no longer cause the in-game music to be caught in a loop
Snapping after Kang’s been played should no longer result in overlapping UI
Claiming Collectors Reserve after upgrading a card should no longer fail
Variant cards in the shop should no longer display the wrong card art when the shop refreshes
The Raft’s VFX should no longer be missing when your opponent triggers the effect
Sort and Filter UI elements should no longer remain open in the Collection tab when navigating to other screens
Non-functional full-screen option should no longer be visible for iOS
Fixed Camp Lehigh’s VFX
[PC] UI elements should be properly anti-aliased on high settings
[PC] Limbo should now display properly
KNOWN ISSUES LIST
It can be difficult to interact with the emotes in-match on some devices.
The Season Pass spotlight card text is too large in some languages.
The Season Pass does not include 1 Mystery Variant in the Free track.
Set as Favorite icon overlaps with the text icon in some languages.
If you have the Series 3 card focused when the shop rolls, the screen will be blank for a moment.
Banner VFX displays the wrong turn timer when Kang rewinds time.
It can be hard to add or delete letters in the deck name on Android.
Reconnecting text doesn’t show all the time when Reconnecting to a Friendly battle.
Two players snapping on the same turn can cause the displayed energy pips to be incorrect.
Sandman and Electro may not visually show the power on a location if the location is locked down.
Retreating while Kang is rewinding can cause an Aw Snap error.
After the shop rolls over, some assets might be missing (should be resolved after playing a match).
The new player flow can be bypassed in some situations and cause the client to break until restarting.
Quake’s shuffling of locations can prevent Shuri’s buff from being applied.
Spamming the Pin button on items in the Token Shop may cause an Aw Snap error.
Scrolling through the Shop can conflict with the newly added horizontal scrolling of the Token Shop.
Claimed Series 3 Cards in the Token Shop can appear to remain claimable until you’ve exited and returned to the shop.
Mission reward icons may be missing.
“Rare” and “Super Rare” labels on cards are not always translated.
Ongoing abilities delay the merge VFX for Klyntar.
Mysterio’s token doesn’t update appropriately in all views when a using a variant.
Cards that changed abilities such as Mystique may not show the updated ability text if returned to hand.
Spectrum’s VFX for indicating which cards will be impacted by her ability aren’t always displaying
When played on Sinister London, Omega Red’s copy plays its VFX multiple times.
Cards in the Fast Upgrade section occasionally show the incorrect art.
Quantum Realm doesn't reduce the power of cards that have their cost and power swapped.
Some item names in bundles have too-small fonts or can be cut off in some languages.
Series 3 Token shop may show duplicate items before it’s rolled through each card..
New Release cards don’t show your available tokens in the Shop UI.
Token Shop doesn’t snap to the currently-focused card.
Several currency/cache icons do not display in front of the UI/background when focused.
Some variants have artist/variant name text that clips out of the nameplate.
There can be a visual blip in the shop page.
Time Stone doesn’t visually grant energy on the orb.
[PC] The Carousel can be hard to scroll.
[PC] Switching languages after switching between Windowed and Windowed Fullscreen can cause text elements to disappear in the UI.
[PC] Playing Sentry can cause an Aw Snap error.
[PC] Certain SFX continue to play when the game is no longer in focus.