Every screen you use to read the fight got rebuilt to tell you more at a glance.
This patch rebuilds the screens you use to read your season. Your league standings, your battle pass, the leaderboard, your match history and your Void Chest log were all redrawn to show more at a glance and to stop jumping around while they load. Around the redesigns, brawl drafting now follows the same affinity rules as ranked, top-tier rating stops leaking off bot matches, and a few reward tables got retuned.
Your Void Chest history is now a Salvage Timeline. Instead of one flat list, your opens are grouped by the day you salvaged, then by the batch you opened, then by each reward, with batches you can expand only when you want the detail. Every batch shows its exact SGC accounting, tier filtering still works, and the eight-per-page paging and the public replay links are all still there.
The League Overview on your command deck is now the Command Table. A briefing header sits above a rail of family tabs that stay put as you switch between them, one clear five-tier comparison field, a shared season-reset band, and a pinned footer so the controls that matter never scroll away. The old panel used to spill past its own frame by a hair and scroll oddly, and that is gone.
Opening the details on your WARPATH pass now shows the Command Panorama: one continuous reward road you scroll sideways. Levels 1 to 50 sit in five art-backed chapters, then a rolling Beyond the Summit window shows your current overlevel and the next four. A summary lockup keeps your current level, payout, unclaimed count and the terminus in view, and you can claim any single level or claim everything at once.
The leaderboard on your command deck stopped jumping around. Your standing box is always shown now, with a quiet dash when you do not have a rank yet, and the side rail no longer shifts when the rest of the board finishes loading behind it. Switching season now re-picks the family you rank highest in, and loading skeletons fill the rail while it fetches.
Your match history, the Flight Recorder, got tidied up. All, Won and Lost are now one segmented selector instead of separate controls, and the split two-tone background became one continuous surface. Filtering between Ranked, Ghost Ranked and Custom works exactly as before.
Guild ranks now carry a Join brawl frays permission that decides who can claim a seat in a brawl, and it is finally enforced on the server, not just hidden in the interface. We also cleared out eight rank permissions that never did anything and the unused Crown treasury group from the settings matrix. Your existing guild keeps its setup with nothing to redo.
Guild Brawl used to let you build a team that mixed every affinity, which did not match how ranked works. A non-neutral commander now correctly locks your brawl team to its one affinity, with neutral always allowed, an Open Alliance ruleset still lifting the lock, and a Divine commander still keeping Divine plus neutral. Off-affinity Fighters are greyed out in the picker and rejected on submit, so a brawl team is built by the same rules as a ranked one.
Fixed a case where an open panel on your command deck could lose its grip on the page and let the background scroll behind it after you closed a second panel stacked on top. The page now stays locked until the last open panel is closed.
Once you pass level 50 on the WARPATH pass, each overlevel now grants a single reward that alternates, a Legendary Shard, then a Mythic Potion, then a Shard again, and on down the line. It used to hand out both on every overlevel. Doubling every level of the endless tail made it worth far more than the designed track leading up to it, so the alternation keeps overlevels rewarding without letting a long grind outshine the real pass.
Once your rating in a family reaches Tier I, at 1200 and above, a match against the AI Trainer moves your rating by at most 5 points instead of the usual 20. Below Tier I nothing changes, player-versus-player rating is untouched, and Ghost Ranked is not affected. At the very top of the ladder a flat swing per bot match let a player pad their rating against the AI Trainer while out of energy, so capping it keeps the peak of the ladder earned against real opponents.
The end-of-season tournament reward table got a pass. The SGC prize pools now step up cleanly by league, the champion-promo card ladder was re-tuned so first place is clearly the best prize and the very bottom of the bracket no longer earns one, and the Season Finalist title is now second place only. The prize list also shows one row per rank instead of grouping several ranks into a range, so you can read exactly what each finishing place earns.
The command deck is where you will spend a lot of your time, so we will keep sharpening these screens as you use them. Thanks for playing the alpha and sending us your replays.
Read the full illustrated patch notes -> https://stellarch.io/en/changelog/v0.41.0
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