Every battle you have fought, saved and ready to scrub through.
This patch rebuilds how you look back at your battles. The Recent Battles list
on /play is now a proper flight log, with a result filter, opponent profile
links, and ruleset icons. There is also a new Open Alliance ruleset, a tidier
season-end tournament panel, and a handful of combat and replay fixes.
Your recent games got a full redesign. The Recent Battles list on /play is
now a proper flight log: a clean timeline where every row shows your
opponent, the result, your rating and WARPATH changes, and the rulesets
that were in play. You can filter by All, Won, or Lost, click an opponent
to open their profile, and load older battles without the page jumping
around. A brand new account with no games yet sees a friendly standby entry
instead of an empty box, and the whole panel is now fully keyboard and
screen-reader friendly.
The season-end tournament panel on your Ranked screen can now fold shut.
Once you have saved your league picks it starts collapsed to keep things
tidy, and it stays collapsed when you come back. It opens itself back up
if you still need to make a pick, or if a save did not go through, so you
never miss the prompt.
When a team was wiped out in the middle of a round, the replay could keep
playing one last stray heal or cleanup from a slower fighter before it
finally showed the win. That looked like the replay had stalled. Now the
round ends the instant a team is down, so the victory shows right away.
The winner and the length of the match are exactly the same as before,
only the trailing beats are gone.
The Last Word ruleset is meant to reward a fighter for stepping up into
the front line. It was handing out its plus one attack and plus one speed
on any death, even a back-row one that changed nothing up front. Now it
only triggers when a fighter actually moves into the front line, so the
bonus goes to the fighter who earned it.
In a replay, a fighter weakened by an attack-lowering aura like Demoralize
would keep showing the lowered attack number on its card even after the
enemy casting it was gone. The number now snaps back to normal the moment
that source dies. This was only the on-card display catching up, the
damage in the actual fight was always correct.
Once you pass the top of the WARPATH track, every extra level pays out
potions. That payout was not consistent: some passes gave five Mythic
Potions and five Legendary Shards per level while others gave one of each.
Every pass now pays one Mythic Potion and one Legendary Shard per level,
so the overlevel reward is a steady, predictable drip rather than a
jackpot on some passes and a trickle on others.
A new ruleset joins the pool. Under Open Alliance your commander stops
locking your team to a single affinity, so you can bring fighters from any
affinity the match still allows. Affinity bans still apply, so it widens
your options without throwing out the rest of the match rules. It can turn
up in ranked, unranked, and Ghost play like any other ruleset.
More /play polish is on the way. Thanks for playing the alpha and sending us
your replays, they are how these fixes get found.
Read the full illustrated patch notes -> https://stellarch.io/en/changelog/v0.40.10
Stellarch is a deterministic trading-card game on Hive, draft a 7-card team, outplay your opponent, climb the ranked ladder. Browse the cards · Read the docs · See the leaderboard