Cards of Ethernity 0.4.0 Patch Notes
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Cards of Ethernity 0.4.0 Patch Notes

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Cards of Ethernity 0.4.0 Patch Notes

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Overview

As with many things during Early Access we’re still ironing out some of these interactions, but many of you noted that meta changed and as a whole felt different, and not necessarily in a good way. We’ve looked into this and are pleased to be pushing out this hotfix to help improve the midrange decks experience as quickly as possible.

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Bug Fixes

  • An issue has been fixed where some creatures such as Hollow Witch, Dread Stalker, and others had an incorrect race assigned within the game. This caused racial synergy mechanics to not work properly.
  • Fixed an issue where tooltips for Ethernals and adventurers were getting stuck in the deckbuilder.
  • The animation of applying the attack reduction effect to multiple creatures at once has been accelerated.
  • Reflect will no longer work on creatures summoned after the death of a creature with Reflect.
  • Fixed a critical error with the tutorial where instead of showing the correct texts, a black screen was displayed.
  • Fixed an error in the description that stated Thunderstorm deals 4 damage when in reality it deals 3 damage.
  • The issue with the Solace mechanic has been fixed: now, if the source that granted Solace (such as Frost Raptor or Death Maiden) dies, the effect will disappear at the end of the turn, as it was intended according to the description, rather than persisting indefinitely.
  • The issue has been fixed where the VFX of the fire breath dragon for Inferno and Blood Tribute cards would trigger twice. Now it will only trigger once.

Known Issues

  • There have been reported instances of issues with the Sunder card in various forms, where the ability does not trigger correctly.
  • If a player reduces their health to 0 while using Inferno/Blood Tribute, they will not lose the game and can continue playing until they take any additional damage, even just 1 point, which will result in their defeat.
  • Bow of Punishment has an issue with displaying the VFX, as the arrow is not shown.
  • Posera has a broken ultimate ability animation that does not appear in the game.
  • A number of card animations in the deck builder, such as Demigod, appear slightly distorted and blurry from how they should be. This issue is known, and we are working to address it.

New Features

  • The event quest "Play 10 Ranked Matches to Get 400 AC" has been extended for an additional month, until the end of the current tournament. Enjoy! :)
  • The Ranked ladder now consists of 5 leagues (Bronze, Silver, Gold, Platinum, and Diamond), and a prestigious Immortal league above all others. Each league from Bronze to Diamond is divided into five divisions, depicted by a roman numeral starting from V (5 being the lowest) to I (1 being the highest).
  • We are introducing a new title in the game - Immortal, which comes right after Diamond. However, there is one important condition... There can only be ONE Immortal for now! Only the Top-1 player can hold the title of Immortal. To become an Immortal, a player must achieve at least 3200 MMR and remain the Top 1 player at the end of the tournament.Of course, you may be wondering, what does the Immortal receive? In addition to the cash prizes that are awarded to him as the winner and top-ranked player, Immortal receives an exclusive Discord role and an exclusive Emote. The Discord role is not just a role, it means that the player has qualified for an exclusive tournament that will be a single-elimination tournament as soon as we have gathered 7 Immortals. The prize for this exclusive tournament will be a unique chest, from which an exclusive recolor of any Ethernal that is currently in the game will randomly drop. Obtaining Ethernal recolors will not be possible through any other means. It will be a highly limited version of exclusivity through Immortal tournaments. The Ethernal will have a different unique color, a new unique VFX, but in terms of gameplay, it will have the same ability as its original counterpart.
    In the future, exclusive rewards will continue to be added to the Immortals tournament.
    Please note that the number of Immortals may be expanded in the future, for example, up to the top 3 players as the game grows and population is increased. If we feel the need to acquire more Immortals in a short period and launch the exclusive tournaments faster.
  • A highly requested feature - Graveyard! Now by clicking on the Graveyard, you can see inside.
  • For completing the Tutorial for the first time, you will now receive 350 Aether Coins. Even if you have completed the Tutorial before, you can play through it again to earn the Aether Coins.
  • Tweaked the matchmaking algorithm to make matches more evenly matched. We will continue moving in this direction so that players with higher MMR don't get matched with newcomers so frequently.Due to the changes made to the matchmaking rating (MMR), your matchmaking wait times may increase, as we are spending more time to create a more quality and fair match. However, a strong player can still be matched with a weaker player if there were no suitable players for them in the matchmaking queue for a long time. This is done as a necessary measure due to low online player numbers.
    Starting from this patch, players with high MMR will receive significantly lower rewards when playing against players with low MMR and will lose a lot of MMR when they lose. On the other hand, players with low MMR will lose very little MMR when they lose against players with high MMR.
  • The keywords has received a new unique visual effects:Updated VFX for Final Favor
    Updated VFX for Blink
    Updated VFX for Reincarnation
    Updated VFX for Fortitude
  • The "Duel with a Friend" feature by username has been removed from the game. Now you can only invite a friend to battle using a code.
  • Players are no longer able to use more than one ACTIVE relic per turn. You can spend a relic, equip a new one, but you won't be able to use it again for the second time.
  • Rarity has been added to all Adventurers and Ethernals in the shop. This means that their drop rate is no longer random, but has a percentage ratio, where legendary will drop the least frequently, and common will drop the most frequently. Since Ethernals have no rarity below Uncommon, Gold Tergy are currently considered the most frequently dropping.

Adventurer Changes

Dona Camille

  • OLD: At the end of your turn, heal all of your damaged creatures and yourself for the amount of unspent aether. If you spend all aether this turn, Draw 1 card.
  • NEW: At the end of your turn, heal all of your damaged creatures and yourself, except for Demons and Dragons, for the amount of unspent aether up to a maximum of 4. If you spend all aether this turn, draw 1 card.

Andre Bonaventure

  • OLD: When attacked, deal 1 damage to the attacker. Upgrades every 3 max. Aether. 1st upgrade: lightning strikes the attacker, then bounces to a random opponent's creature once. 2nd upgrade: bounces twice. 3rd upgrade: bounces 3 times.
  • NEW: When attacked, deal 1 damage to the attacker. Upgrades every 2 max. Aether. 1st upgrade: lightning strikes the attacker, then bounces to a random opponent's creature once. 2nd upgrade: bounces twice. 3rd upgrade: bounces 3 times.

We believe that there is a chance for Andre to become a counter-aggressive character in his current state. However, if we do not see a response from Players on this Adventurer after the current patch, his mechanic will likely be reworked into something completely new and unique. This also implies that for the next 1.5-2 months, he will likely be unusable. Save Andre if you don't want him to have a bad fate! Try him out, try new decks with him. It's all in your hands.

Revenger

  • OLD: Starting from the 3rd turn, at the end of your turn deal 1 damage to your opponent for each Aether you didn't spend, up to a maximum of 4.
  • NEW: Starting from the 2nd turn, at the end of your turn deal 1 damage to your opponent for each Aether you didn't spend, up to a maximum of 5.

Ethernal Changes

Gold Tergy

  • Rarity decreased from Rare to Uncommon
  • OLD: Summons a blazing wall to burn 3 of your chosen creatures, except those that cost 1 aether by default or have 1 health. Opponent discards 3 random cards.
  • NEW: Summons a blazing wall to burn 2 of your chosen creatures, except those that cost 1 aether. Opponent discards 3 random cards.

Card Changes

Frost Raptor

  • Attack decreased from 2 to 1.

Headless Vanguard

  • Aether Cost decreased from 3 to 2.

Nature's Masterpiece

  • Aether Cost decreased from 4 to 3.

Nightmare

  • Attack & Health increased from 3 to 4.

Tormented Soul

  • Attack decreased from 4 to 3.

Night Terror

  • Attack decreased from 3 to 2

Death’s Dealing

  • Durability increased from 2 to 4.
  • Aether Cost increased from 4 to 5.

Risen Tide

  • Aether Cost increased from 2 to 3.

We have decided to change the cost of Risen Tide as a temporary solution, as it can create particularly unbeatable combinations with the Twilight Cloak. Solution of which is Disarming Winds/Black Tergy/Posera. We see this as a certain threat to the meta and will carefully monitor the results. We may add a new mechanic in the future where casting the Inquisitor's Dome will remove the Twilight Cloak, similar to how using Guardian on a target with Twilight Cloak currently works. Therefore, this nerf may be reverted at some point in the future.

Lullaby

  • OLD: Weapon. Give your Adventurer Supremacy. With each attack you now apply Silence
  • NEW: Weapon. With each attack you now apply Silence

Currently, Lullaby has become a universal card as a very cheap alternative to Silence Spells/Creatures, without any penalty due to the Supremacy effect we added before the major patch. We are reverting our buff, but not its cost. Now it will no longer be universal but a good alternative for casting Silence.

Wrath of Ice

  • Attack increased from 1 to 4.
  • Health decreased from 3 to 2.

The Wrath of Ice has been struggling to find its place in the meta without disrupting balance too much. Currently, it's a very powerful card that's difficult to deal with early on, especially if you don't have Ice Bolt and because of more expensive board clears. We're tweaking its stats a bit to give opponents more diverse options to kill it and gain initiative on the board.

Lady Agony

  • Attack and Health increased from 4 to 5.

After Lady Agony received a restriction in the form of certain races that she cannot destroy, she took a weaker place in the meta. Therefore, we believe it is appropriate to revert her stats to their pre-nerf state.

Infernal Sovereign

  • OLD: Debut: summon 2 Abomination. End of your turn: Heal your Adventurer by 4.
  • NEW: Debut: summon 3 Abomination. End of your turn: Heal your Adventurer by 5.

Obsidian Shine

  • OLD: Start of your turn: Destroy All creatures except for himself every turn.
  • NEW: Guardian. End of your turn: Destroy All creatures except for himself every turn.
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