Full notes
Full Wyldernook update
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What changed
- Workshop
- Gameplay
- Balance
- Server
- Fixes
This is our first patch after Early Access launch! Overall launch has been very smooth, and we're very excited about all the positive feedback! It's been heart-warming to see the glowing Steam reviews, and we look forward to seeing this community grow.
This patch addresses a couple of issues that players have had with connecting to matchmaking while already in a game, as well as some other minor fixes. This patch also brings our first nerf-hammer: Barbed Avenger.
Card Changes
Barbed Avenger now has a devotion cost of 2.
Barbed Avenger now costs 4 resources.
Barbed Avenger's base power is now 0.
Barbed Avenger's power level has quickly proven to be way off the mark, especially in combination with Tappy, which can lead to an easy one-turn kill out of nowhere. Barbed Avenger’s cost is going to 4, so that it’s not possible to play two Barbed Avengers and Tappy in the same turn (making the OTK trivially easy with a good draw). The base power is dropping to 0, to lower the damage of the card a little.
Additionally, the devotion cost is being raised to 2, so that the combination isn’t so non-committal to throw into every Fae deck. Ideally, we’d prefer to avoid changing a card’s devotion requirements, as it makes people’s existing decks invalid, but in Barbed Avenger’s case we feel it’s the most appropriate change for the card to end up in a healthy state.
Even with all these nerfs, we still expect this to be a strong card. In the end all these changes don’t stop what the card does, which one shots opponents in the late game in an ability-focused deck.
Barbed Avenger is a strange case. It wasn’t until late in development that we had the ability to see text on the card that showed exactly how bigger it would get when played. Before that text was added, Barbed Avenger was completely underrated, as playtesters had to guess how much it would hit for. Now that we can see exactly when it'll kill the opponent, its launch version proved to be game warpingly strong.
General Changes
The timeout period at the start of a match when not all players can connect has been reduced to 30 seconds, down from 60 seconds.
Bug Fixes
Fixed a bug where having a card counterspelled could cause the server to think a player didn't have enough resources to play later cards that turn, and reject them.
Fixed a bug where players couldn't enter a matchmade game while already in a game vs AI.
Pressing Esc or Backspace in chat will no longer prompt to delete the card in the Card Highligher.
Fixed the Send button not appearing in Private chats.
Fixed an issue with official Kejami accounts not triggering Game Chat notifications.
Fixed an issue where private chats with official Kejami accounts wouldn't repopulate when the window was reopened.
Tribal Warrior is no longer a hippopotamus for some reason, it's clearly a bison.
Spelling Fixes
Fixed a grammatical error in Baijin's text.
Fixed a spelling error in the Matched Court play option.
Fixed a spelling mistake on Barbed Avenger's text.
Source
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