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Steam News8 September 20178y ago

Patch 14 Now Available

Patch 14 This week's patch focused on some behind-the-scenes improvements and bug-fixing. We also added some new cards to bolster existing themes and provide some new options. This brings our card count up to 238 cards.

Full notes

Full Longsword - Tabletop Tactics update

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What changed

1 fix0 additions0 changes0 removals
  • Gameplay
fixedPatch 14 This week's patch focused on some behind-the-scenes improvements and bug-fixing. We also added some new cards to bolster existing themes and provide some new options. This brings our card count up to 238 cards. Progress was a bit slower this week because I got horrible food poisoning / Norovirus / something nasty like that. Next week will be better! We're well on our way to getting an official launch set together. We've still got a long road ahead of us, but we're getting there one day at a time! Notes: - Updates to tile and decor pooling for faster loading. We'll trade a little bit extra up-front loading from disk for much faster loads once the game is up and running - Fixed bug with reclaimer obelisk not working properly when attacked by an enemy - Fixed issue where units could become stuck on damaging fire tiles - Fixed pack hunter to work properly - Fixed an issue with the chat getting all bunched up on the main social lounge after returning from a game - Fixed some issues with knockback that could have knocked-back units moved to otherwise inaccessible spaces - Added a screen to inform MP players that their opponent is still loading the game, if they load in quicker - Fixed a bug where the turn timer would begin running before both players entered the game - Fixed the Mana Trap spell so that casting it directly on a champion won't cause the effect to trigger - Fixed an issue where a Polymorphed unit would not be un-polymorphed at the end of a story battle. (So no more frogs going into your campaign decks) - Fixed an issue that would allow you to activate certain skills, like Charge or Testudo, when it is not your turn. Besides being wrong, I think the accidental trigger of these skills could lead to a number of other game-breaking bugs. Hopefully this resolves the issue. - Fixed a bug with the "Hidden" condition that would count AP used before you entered stealth against the AP move per turn limit - Added the "Semi-Stable Portal" structure - Added "Cursed Mail" equipment - Added "Vile Coffin" Structure - Added "Entropic Spear" equipment - Added "Holy Tome" equipment - Added "Mask of Corruption" equipment - Added "Corrupted Totem" structure - Added "Dark Gift" spell - Added "Turn to Mist" spell

Patch 14 This week's patch focused on some behind-the-scenes improvements and bug-fixing. We also added some new cards to bolster existing themes and provide some new options. This brings our card count up to 238 cards. Progress was a bit slower this week because I got horrible food poisoning / Norovirus / something nasty like that. Next week will be better! We're well on our way to getting an official launch set together. We've still got a long road ahead of us, but we're getting there one day at a time! Notes: - Updates to tile and decor pooling for faster loading. We'll trade a little bit extra up-front loading from disk for much faster loads once the game is up and running - Fixed bug with reclaimer obelisk not working properly when attacked by an enemy - Fixed issue where units could become stuck on damaging fire tiles - Fixed pack hunter to work properly - Fixed an issue with the chat getting all bunched up on the main social lounge after returning from a game - Fixed some issues with knockback that could have knocked-back units moved to otherwise inaccessible spaces - Added a screen to inform MP players that their opponent is still loading the game, if they load in quicker - Fixed a bug where the turn timer would begin running before both players entered the game - Fixed the Mana Trap spell so that casting it directly on a champion won't cause the effect to trigger - Fixed an issue where a Polymorphed unit would not be un-polymorphed at the end of a story battle. (So no more frogs going into your campaign decks) - Fixed an issue that would allow you to activate certain skills, like Charge or Testudo, when it is not your turn. Besides being wrong, I think the accidental trigger of these skills could lead to a number of other game-breaking bugs. Hopefully this resolves the issue. - Fixed a bug with the "Hidden" condition that would count AP used before you entered stealth against the AP move per turn limit - Added the "Semi-Stable Portal" structure - Added "Cursed Mail" equipment - Added "Vile Coffin" Structure - Added "Entropic Spear" equipment - Added "Holy Tome" equipment - Added "Mask of Corruption" equipment - Added "Corrupted Totem" structure - Added "Dark Gift" spell - Added "Turn to Mist" spell

Source

Steam News / 8 September 2017

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