The taunt walls stand their ground, and the command deck gets easier to read.
This patch is about the front line. Six Draw-Fire walls that folded too early
get the health to actually hold, and Reckless finally splashes even in
low-power fights. Around that, your command deck picks up a Void Chest history
log, a ranked modal that opens to your league, and a picker that greys out
ineligible Fighters instead of hiding them.
Your daily Void Chest now keeps a record. Open the new history view from
/play to look back at what your recent chests dropped, so you can see your
run of luck at a glance without digging through your whole collection.
The ranked leaderboard modal now drops you onto your highest league instead
of the top of the ladder, so you land where you actually stand. It also
carries a season dropdown, so you can check any past season's final standings
without leaving the modal.
When a ruleset or your ban rules leave some Fighters off the table, the
picker used to just hide them, which made your collection look like it had
holes. Now those Fighters stay in place but greyed out, so you can see your
whole roster and understand exactly why a card cannot be picked this match.
After a Void Chest opening, the DONE button was sitting off-center compared
to pack opening. It is centered now, so the ceremony closes out cleanly and
matches how a pack finishes.
Taunt walls promise to pull the whole enemy team onto themselves, but six of
our Draw-Fire walls were folding before that promise paid off. Each one gains
health at max level, not armor, because a taunt wall soaks the entire enemy
team including magic, and magic sails straight past armor. Mana and armor are
untouched, so these walls hold longer without warping their cost.
Maelor, the Standing Tide (buff)
Maelor is a legendary water wall built to stand up front and eat the enemy
turn, but at 11 health it was getting deleted before the tide it holds ever
mattered. Two more points at max level let it survive the volley its taunt
invites and hold the line it promises.
Bulkhead-Frame Custodian (buff)
Bulkhead is a wind bulwark whose whole job is to plant in front and soak,
but 9 health cracked a beat too soon against a focused team. The extra
health lets it hold through the opening exchange instead of breaking right
as the fight starts.
Pride-Oath Bulwark (buff)
Pride-Oath is Light's answer to having plenty of sustain and little worth
healing: a taunt wall that eats the enemy turn. At 7 health it died before
that sustain mattered. The extra health keeps it standing long enough for
the heals behind it to do their work.
Reef-Bastion Warden (buff)
Reef-Bastion is a water breakwater meant to plate up and hold, but a taunt
wall soaks the entire enemy team including the magic that sails past armor.
Two more points of health shore up the side its plating cannot cover, so
the breakwater actually breaks the wave.
Yrren, the Mossbearer (buff)
Yrren is a legendary earth wall that pulls fire onto itself up front, and
at 11 health it folded a hit too early to justify the tempo it costs. The
health bump lets it eat one more swing, which is the entire point of
taunting in the first place.
Bulwark-Bloom Sentinel (buff)
Bulwark-Bloom is an earthen taunt wall that trades offense for holding
power, but 7 health did not back up the promise. Raising it to 9 lets it
soak the team it draws fire from instead of popping on the opening
exchange.
Reckless deals half of any damage its bearer takes to an adjacent ally. In
low-power matches almost every hit lands for 1 damage, and half of 1 rounded
down is 0, so Reckless quietly did nothing in exactly the games where it
should have mattered. It now always splashes at least 1 on any hit that draws
real health, so the drawback stays consistent instead of vanishing on small
hits. Larger hits are unchanged.
More front-line and ranked polish is on the way. Thanks for playing the alpha
and sending us the walls that would not hold.
Read the full illustrated patch notes -> https://stellarch.io/en/changelog/v0.40.13
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