Lots of bug fixes in here!
- Challenge and new message icons will clear correctly
- SARAH will now play curses and bombs
- Qualifier Points now display correctly if you have over 100
- Cancelling game requests will no longer cause glitches
- Season prizes are now displayed correctly at the end of each month
- Deck editor updates deck name when renaming in the deck editor panel
- Duplicate music track bug squashed
- Scrolling panels work more consistently, and are smoother for both mouse and trackpad
- Purify no longer steals units, or adds text to units without text
- Zirell no longer gives crazy-huge stat bonuses with Mutate
- Many more minor bugs fixed
- More in-game achievements are available
- Un-earned achievements now show the achievement name
Lots of bug fixes in here!
- Challenge and new message icons will clear correctly
- SARAH will now play curses and bombs
- Qualifier Points now display correctly if you have over 100
- Cancelling game requests will no longer cause glitches
- Season prizes are now displayed correctly at the end of each month
- Deck editor updates deck name when renaming in the deck editor panel
- Duplicate music track bug squashed
- Scrolling panels work more consistently, and are smoother for both mouse and trackpad
- Purify no longer steals units, or adds text to units without text
- Zirell no longer gives crazy-huge stat bonuses with Mutate
- Many more minor bugs fixed
- More in-game achievements are available
- Un-earned achievements now show the achievement name
One of our Kickstarter pledges was "a full trading card economy". We haven't forgotten that pledge; on the contrary, we believe it's one of the biggest things that's missing from the current batch of digital card games. We've been working to figure out how to deliver that economy for a while. The answer is to build it on the blockchain. So we're upgrading Nova Blitz from a collectible game to a full trading card game, using Nova Tokens on the Ethereum blockchain. You'l be able to buy Tokens in-game on Steam, and use them to buy and trade cards. You can also use them to enter tournaments & win prizes. Most importantly, you can earn copies of new cards just by owning Nova Tokens (through a mechanism called Proof of Stake).
- The more Nova Tokens you own, the more copies of each new card you'll receive. For free. On the same day the card's released!
- You own these cards 100%. You can sell them in game, or on a 3rd party marketplace.
- The in-game marketplace will help you sell cards quickly and easily.
- If you've already spent money on Steam, or on Kickstarter, we'll be granting you a bunch of bonus Nova Tokens, so you'll have a leg up on the competition (only money spent before this post counts).
One of our Kickstarter pledges was "a full trading card economy". We haven't forgotten that pledge; on the contrary, we believe it's one of the biggest things that's missing from the current batch of digital card games. We've been working to figure out how to deliver that economy for a while. The answer is to build it on the blockchain. So we're upgrading Nova Blitz from a collectible game to a full trading card game, using Nova Tokens on the Ethereum blockchain. You'l be able to buy Tokens in-game on Steam, and use them to buy and trade cards. You can also use them to enter tournaments & win prizes. Most importantly, you can earn copies of new cards just by owning Nova Tokens (through a mechanism called Proof of Stake).
- The more Nova Tokens you own, the more copies of each new card you'll receive. For free. On the same day the card's released!
- You own these cards 100%. You can sell them in game, or on a 3rd party marketplace.
- The in-game marketplace will help you sell cards quickly and easily.
- If you've already spent money on Steam, or on Kickstarter, we'll be granting you a bunch of bonus Nova Tokens, so you'll have a leg up on the competition (only money spent before this post counts).
This is a giant update (download size wise), but will ensure smaller update sizes in the future. We've rebuilt our asset bundling and storage to ensure future updates will "just work" across Steam and mobile platforms (our previous system was pushing the limits of what could be handled with a cross-platform game). In addition, all currently reported bugs have been fixed, so there are no known outstanding bugs. If you encounter a bug, please report it using the in-game bug reporting tool.
This is a giant update (download size wise), but will ensure smaller update sizes in the future. We've rebuilt our asset bundling and storage to ensure future updates will "just work" across Steam and mobile platforms (our previous system was pushing the limits of what could be handled with a cross-platform game). In addition, all currently reported bugs have been fixed, so there are no known outstanding bugs. If you encounter a bug, please report it using the in-game bug reporting tool.
This is an all-fixes patch, fixing all the major bugs that have been encountered in the last 2 weeks. Enjoy!
Bug Fixes:
- Fix a "show targets" glow bug that could create an orphan card
- Boom Tinker can find bombs on the live server again
- FX no longer hang around after the game
- Several minor UX bugs fixed
Functional Changes:
- Anseriform now permanently transforms the target into a duck. Once you're ducked, you stay ducked forever.
- Header bar "settings" and "back" buttons are now larger
- Glows appear more quickly on prizes
- Game logic improvements to support future card development
This is an all-fixes patch, fixing all the major bugs that have been encountered in the last 2 weeks. Enjoy!
Bug Fixes:
- Fix a "show targets" glow bug that could create an orphan card
- Boom Tinker can find bombs on the live server again
- FX no longer hang around after the game
- Several minor UX bugs fixed
Functional Changes:
- Anseriform now permanently transforms the target into a duck. Once you're ducked, you stay ducked forever.
- Header bar "settings" and "back" buttons are now larger
- Glows appear more quickly on prizes
- Game logic improvements to support future card development
We've pushed a round of balance changes to the servers, mainly to address balance issues in draft. This is mostly buffs, with a few key nerfs. Overall, Chaos was very weak, Tech was weaker than desired, and Arcane control and Nature Regenerate strategies were too strong.
Nerfs:
- Biogenesis: Now costs 3.
- Diquanomus: Now gives the -5 penalty on summon and last breath, until end of turn.
- Ghost Ship: Now a 5/7, down from 5/10.
- Grasping Horror: Now costs 7.
- Rock Guardian: Loses Regenerate, becomes 4/9.
Tech Buffs:
- Aegis Elite: Now a 5/5.
- Armored Blockade: Becomes 5/5.
- Assassinate: Now kills units that cost 6 or less.
- Black Ops Team: Becomes 7/7.
- Elite Hacker: Becomes 5/5.
- Field Medic: Now fully heals your most damaged unit.
- Hive Sniper: Becomes 6/6 First Strike.
- Kestrel Ninja: Now a 4/4.
- Militia Guard: Now gets +4 strength when blocking.
- Octoborg: Now has Armor 3.
- Resupply: Now draws you a unit, not just any card.
- Shield Force: Now a 12/10.
- Support Bot: Now gives +7 strength, but only for this turn..
- Suppression Gel: Now sets strength to 3.
Nature Buffs:
- Brawl: Now costs 4, down from 5.
- Leyline Druid: Gains Evade.
- Merfolk Healer: Now heals the target for 5.
- Supersize: Now costs 3, down from 4.
Chaos Buffs:
- Boom Tinkerer: Now a 3/4.
- Chaos Avatar: Now a 7/7.
- Clockwork Dragon: Now is a 15/15, and costs 4 to activate.
- Fayd: Down from 3 to 2 cost, now a 5/4.
- Goblin Rabble: Now a 2/2.
- Goblin Warband: Now a 4/3.
- Krag Warband: Now a 10/4.
- MegaZeppelin: Becomes 6/6.
- Orc Captain: Now a 4/4.
- Raging Goblin: Now a 4/4.
- Rhinosaur: Now a 10/9 for 6 that deals 3 to each enemy.
- Rifle Dwarf: Now affects the most damaged enemy.
- Rocket Sled: Now a 4/4 that gets +3/+0 with Initiative.
- Steamwing Scout: Now a 4/2.
- Taunt: Now deals 3 damage.
- Tinsnipper: Now 8/7.
- Warboss Shika: Now an 8/8.
- Weirdbolt: Damage now starts at 2, rather than 1, and goes up from there.
- Worldcrush Giant: Now costs 8.
We've pushed a round of balance changes to the servers, mainly to address balance issues in draft. This is mostly buffs, with a few key nerfs. Overall, Chaos was very weak, Tech was weaker than desired, and Arcane control and Nature Regenerate strategies were too strong.
Nerfs:
- Biogenesis: Now costs 3.
- Diquanomus: Now gives the -5 penalty on summon and last breath, until end of turn.
- Ghost Ship: Now a 5/7, down from 5/10.
- Grasping Horror: Now costs 7.
- Rock Guardian: Loses Regenerate, becomes 4/9.
Tech Buffs:
- Aegis Elite: Now a 5/5.
- Armored Blockade: Becomes 5/5.
- Assassinate: Now kills units that cost 6 or less.
- Black Ops Team: Becomes 7/7.
- Elite Hacker: Becomes 5/5.
- Field Medic: Now fully heals your most damaged unit.
- Hive Sniper: Becomes 6/6 First Strike.
- Kestrel Ninja: Now a 4/4.
- Militia Guard: Now gets +4 strength when blocking.
- Octoborg: Now has Armor 3.
- Resupply: Now draws you a unit, not just any card.
- Shield Force: Now a 12/10.
- Support Bot: Now gives +7 strength, but only for this turn..
- Suppression Gel: Now sets strength to 3.
Nature Buffs:
- Brawl: Now costs 4, down from 5.
- Leyline Druid: Gains Evade.
- Merfolk Healer: Now heals the target for 5.
- Supersize: Now costs 3, down from 4.
Chaos Buffs:
- Boom Tinkerer: Now a 3/4.
- Chaos Avatar: Now a 7/7.
- Clockwork Dragon: Now is a 15/15, and costs 4 to activate.
- Fayd: Down from 3 to 2 cost, now a 5/4.
- Goblin Rabble: Now a 2/2.
- Goblin Warband: Now a 4/3.
- Krag Warband: Now a 10/4.
- MegaZeppelin: Becomes 6/6.
- Orc Captain: Now a 4/4.
- Raging Goblin: Now a 4/4.
- Rhinosaur: Now a 10/9 for 6 that deals 3 to each enemy.
- Rifle Dwarf: Now affects the most damaged enemy.
- Rocket Sled: Now a 4/4 that gets +3/+0 with Initiative.
- Steamwing Scout: Now a 4/2.
- Taunt: Now deals 3 damage.
- Tinsnipper: Now 8/7.
- Warboss Shika: Now an 8/8.
- Weirdbolt: Damage now starts at 2, rather than 1, and goes up from there.
- Worldcrush Giant: Now costs 8.
We'll be releasing a balance patch tomorrow (assuming all goes well with final tests on it). There will be more buffs than nerfs. And yes, Diquanomus will be adjusted. We'll share a full set of change notes tomorrow.
We'll be releasing a balance patch tomorrow (assuming all goes well with final tests on it). There will be more buffs than nerfs. And yes, Diquanomus will be adjusted. We'll share a full set of change notes tomorrow.
There's a Nova Blitz Community Discord Server that you can join! This isn't hosted by DragonFoundry, so normal disclaimers apply. It is run by some awesome people, and you can sometimes find us hanging out there, so go sign up!
There's a Nova Blitz Community Discord Server that you can join! This isn't hosted by DragonFoundry, so normal disclaimers apply. It is run by some awesome people, and you can sometimes find us hanging out there, so go sign up!
We're live! (and now the real work starts...) Thanks for all your support during Early Access. We're looking forward to taking Nova Blitz even further in the coming months and years!
You'll see a lot more people in game now, so jump in and duel/challenge/draft your friends and everyone else. And the servers are holding up nicely so far, so no worries there.
We'll be pushing bug fixes more often over the next couple of weeks, so if you run into something, let us know! We also implemented some automatic bug reporting, which lets us know about more bugs, even ones you might not notice in game... and also helps us fix more bugs!
In that vein, here's today's bug fixes:
- Fixed a game start view bug
- Fixed a bug where the "done" button wouldn't come up if you won more than 5 prizes at once
- Fixed a prize view bug where prizes weren't showing
- Fixed a bug that stopped the bug reporter from coming up
- Fixed a bug where a card could get "stuck" in your hand during game play
We're live! (and now the real work starts...) Thanks for all your support during Early Access. We're looking forward to taking Nova Blitz even further in the coming months and years!
You'll see a lot more people in game now, so jump in and duel/challenge/draft your friends and everyone else. And the servers are holding up nicely so far, so no worries there.
We'll be pushing bug fixes more often over the next couple of weeks, so if you run into something, let us know! We also implemented some automatic bug reporting, which lets us know about more bugs, even ones you might not notice in game... and also helps us fix more bugs!
In that vein, here's today's bug fixes:
- Fixed a game start view bug
- Fixed a bug where the "done" button wouldn't come up if you won more than 5 prizes at once
- Fixed a prize view bug where prizes weren't showing
- Fixed a bug that stopped the bug reporter from coming up
- Fixed a bug where a card could get "stuck" in your hand during game play
As we prep for full Steam Release (July 11th - less than 2 weeks away!), we're cleaning up old bugs.
Feature Improvements:
- Better logging for tracking down in-game bugs
- Higher resolution card artwork
- New players will face easier versions of the AI decks. The decks will get harder to beat as players progress
- New "opening sequence" on account creation
Bug Fixes:
- Fixed a really stupid combat timer bug that gave players way less time than expected.
- Re-logging in after disconnecting during a game no longer hangs the client.
- Music loads correctly after re-logging in
- "Undo" on crafting now works correctly, even if you don't have enough NanoBots to craft the item.
- Fixed a tutorial hang/timeout bug
As we prep for full Steam Release (July 11th - less than 2 weeks away!), we're cleaning up old bugs.
Feature Improvements:
- Better logging for tracking down in-game bugs
- Higher resolution card artwork
- New players will face easier versions of the AI decks. The decks will get harder to beat as players progress
- New "opening sequence" on account creation
Bug Fixes:
- Fixed a really stupid combat timer bug that gave players way less time than expected.
- Re-logging in after disconnecting during a game no longer hangs the client.
- Music loads correctly after re-logging in
- "Undo" on crafting now works correctly, even if you don't have enough NanoBots to craft the item.
- Fixed a tutorial hang/timeout bug
Small patch this week, but with some critical fixes.
Feature Improvements:
- Improved in-game store
- Improved ordering of cards in the game
- Lots of back-end server improvements - our servers now start up twice as quickly, and are significantly more reliable
Bug Fixes:
- Fixed a critical bug where some new users got stuck on the loading screen
- Fixed a bug where the leaderboard wouldn't show up
We've re-vamped the Store, to make it more user-friendly (and add a few more options):
- Cards you can buy for Credits
- Bundles of Smart Packs and Drafts
- The ability to buy Credits and NanoBots for Gems
- More visibility into the Mega SmartPacks/Credits/Gems - you can see how long you have left, and can even re-buy them before the timer runs out (if there's less thna 14 days left, you can re-buy). The additional days will stack.
- More purchase options visible
- Some true special offer bundles, which are one-time purchases that unlock at various different levels (if you're already beyond that level, you'll see a bunch of them in quick succession, so you won't miss out)
Feature Improvements:
- Lots of general polish & UX improvements
- Relaxed the server timeout even more, to minimize false positives
- Added audio in some obvious places
- Improved performance of cardlist items on low-end machines
- Improved display of Store objects
Bug Fixes:
- "Random" effects now play their FX on the same unit that they affect
- Less chance of cards being initialized with incorrect art
- Losing a practice match in draft now no longer kicks you out of the draft
- Quests now show the correct art
We've made some fairly large changes to the first time user experience (FTUX) in this patch. When you start the game with a new account, you unlock the Tech starter. You'll play through the tutorial with this starter. Once you complete the tutorial, you'll start gaining quests to unlock the other four decks. Your fifth quest will unlock Draft mode and give you a free draft. After that, you'll be given one quest per day. The first four quests can be completed in Practice or Casual play. All later quests can only be completed in Casual play. When you complete a quest, you'll see a timer showing you how long until your next quest unlocks (it unlocks at midnight PST/1am Pacific Daylight Savings Time)
Feature Improvements:
- Daily Quests replace automatic logon rewards. You'll have a new daily quest automatically, and you get a new one at midnight server time (if you completed your previous one).
- Server Time is now PST, not UTC.
- Pack creation tables have been improved & pack creation data storage has been re-done. The first Basic, Smart, or Mega pack you open is now guaranteed to have a Legendary in it (and combined with the data storage change, the next pack you open will also be guaranteed a Legendary).
- Prizes for casual play and draft have some variation now
- Prizes for draft have been reworked to include NanoBots as part of the prize pool
- The "Practice" button has been moved to the deck stats view (click the deck name in the top right). This allows you to practice directly from the deck builder. More importantly, it also allows you to play practice games with your draft deck (against regular AI decks)
- Improved some Achievement rewards
- Improved the behaviour of the zoomed hand a little more
- The game can now connect over an ipv6 network.
- The animation for gaining a new rank is now much more prominent (it's still not enough, but it's better!)
Bug Fixes:
- Draft play will no longer auto-pair you against SARAH (but see above - you can now play practice games with your draft decks)
- Trash display works better now
- Lots of bug fixes to make sure that we can turn on Leagues in the future
- When you steal a unit that the AI had decided not to attack with again, it clears the AI's "skipped" flag, so you can still attack with it.
- About seven different deck renaming bugs fixed
- About twelve different Achievement-related bugs & glitches fixed
This week’s patch is a lot of card buffs, and some usability improvements around the trash and legal abilities.
Feature Improvements:
- When you copy a card, the effects on that card are also copied. Biogenesis copies now have Regenerate; Reinforcements copies will retain any buffs the original had.
- You can now see the last 5 cards to go to either player’s trash. Click the trash icon to see.
- When you’re dragging an attack or activate arrow, if you mouse back over the initial card, or mouse up over the initial card, the attack will be cancelled. This is more in line with expected behaviour.
- Players who will be affected by untargeted cards show up with a green glow (previously, only cards in the arena showed up this way)
- Lots of clean up of abilities that go illegal at times (combat abilities at the end of combat, for example), and more quickly updating legal abilities after playing an ability
Bug Fixes:
- Draft deck card lists no longer show numbers above 3 in red
- Increased speed of achievements animations
- No longer lose rating points for dropping from a draft
- Draft wins & losses are displayed correctly
- Fixed several bugs where draft cards would disappear when dragged
- Deck screenshot panel shows draft decks correctly
- Fixed a bug on the report bug panel
- Fixed the “Clone” and “Delete” buttons in the play screen
- Bombs now actually go away when they explode
Card Balance Changes:
We’ve changed a lot of cards this patch. There’s three main categories: Rarity shifts, subtypes, and buffs. [olist]
- Arcane Avatar: Now an Illusion. Rarity up from Rare to Epic
- Bog Wisps: Now an Illusion
- Deja Vu: Rarity up from Rare to Epic
- Diquanomus: Now a 10/10 for 6 that gives all enemy units -5 strength
- Eradicate: Rarity up from Epic to Legendary
- Finger of Death: Now kills based on strength or health. Rarity up from Epic to Legendary.
- Grand Magus: Buffed to 4/7
- Grasping Horror: Now a Monster
- Korgon of the Spires: Now costs 4 & is a 4/8
- Levitation: Now costs 3, and only affects units in the arena.
- Mind Control: Now steals units strength 9 or less
- Plague of Weakness: Now affects units strength 7 or less
- Rise from the Grave: Is now targeted - you can choose one of the strongest 3 units in your trash (the targets show up on the left hand side of the screen)
- Specter: Now an Illusion
- Thought Anomaly: Now an Illusion
- Zombie Plague: Now costs 3
- AI Hack: Rarity up from Rare to Epic
- Armored Blockade: Now a 4/4
- Assassinate: Now costs 6
- Black Ops Team: Rarity up from Epic to Legendary
- C-Rex: Now a 4-cost 6/6
- For the Cause!: Now gives +4/+4 (was +3/+3)
- Forcefield: Replace Mech Factory with a new card - Forcefield (your units gain 10 armor this turn)
- General Boz: Now a 9/9
- Hive Sniper: Becomes a soldier. Ability is now activated (1 cost)
- Mechadragon: Now a 7-cost 13/9
- Shield Bot: Now costs 6
- Shieldcaster Mech: Now a Robot
- Strike Mech: Now a Robot
- System Operative: Replaced Contract Killer (Epic) with System Operative (Legendary) - a 2-cost 5/5 that lets all your units activate twice.
- Tech Avatar: Rarity up from Rare to Epic
- Archangel: Now a 7-cost 14/14
- Blood Lord: Now a 7-cost 6/6 that gets +2/+2 for each time damage is dealt to any enemy
- Deathmark Witch: Rarity up from Epic to Legendary
- Demonic Contract: Now costs 2 (was 3)
- Demonic Dragon: Now damages enemy blockers, instead of enemy units that dealt damage to you
- Divine Avatar: Rarity up from Rare to Epic
- Infection Demon: Now an 8-cost 11/11 that kills all damaged units when it's summoned and when units are damaged while it's in the arena.
- Justice: Rarity up from Epic to Legendary
- Lord of Heaven: Now has Double Block
- Lord of Hell: Now gives itself +2/+2 for each unit it drains stats from; costs 3 to activate
- Madness: The cards are now discarded, not put on top of the deck.
- Mist Witch: Rarity up from Rare to Epic
- Nightmare: Now a Demon
- Painbringer: Renamed (was Hell Knight); now a Demon
- Regal Unicorn: Now a 3-cost 5/4
- Soul Swap: Now costs 8 (was 9)
- Ancient Egg: Now has health 3 (was 5, but this is a buff...)
- Boar Stampede: now a 7-cost 18/18
- Center Root: Now summons the top unit in your deck (previously summoned the top card if it was a unit)
- Feral Stalker: Now a Monster
- Hydra: Now a Monster
- Ice Dragon: Now costs 7
- Leyline Druid: Rarity up from Epic to Legendary
- Minotaur Guide: Rarity up from Rare to Epic
- Nature Avatar: Rarity up from Rare to Epic
- Primal Hunter: Now has Frenzy
- Rebirth: Is now targeted - you can choose one of the strongest 3 units in your trash (the targets show up on the left hand side of the screen)
- Shifting Ooze: Rarity up from Epic to Legendary
- Zendak Wurm: Now a Monster
- Bomb Juggler: Now a 4/4
- Boom Tinkerer: Now a 3/3
- Call the Horde: Rarity up from Rare to Epic
- Chaos Avatar: Rarity up from Rare to Epic
- Clockwork Dragon: Now its ability costs 5, and deals 3 per construct
- Coal Colossus: Rarity up from Epic to Legendary
- Steamwing Scout: Now a Steamlord
- Surprise Attack: Now gives you two random goblins instead of +strength. Surprise!
- Timestop: Now stuns the other units, so they can't activate either
- Walking Bomb: Rarity up from Epic to Legendary
- Warboss Shika: Was 7/5, now 8/7
- Warlord Grumax: Now a Minotaur
- Weirdbolt: Replaced Steam Portal with Weirdbolt - a card that deals 1 damage to a random enemy, 2 to another random enemy, and so on until all enemies have been damaged.
We've re-worked the tutorial, making it quicker and snappier (now only 3 games), and hosted it in the regular client, not a standalone screen. Also, a bunch of minor/major fixes.
Feature Improvements:
- Legal decks are now 40-60 cards, not just 40. This will help new players build decks, and improve the UX of deck building for experienced players.
- When playing untargeted powers, you'll see the cards to be affected highlighted in green. Note that the server doesn't quite understand how to do this for random selections, so gives misleading results there.
- Targeting icons are smaller, and placed higher on the cards, so you can read the names of cards you're targeting
- Can search for activated abilities in the deck builder. All these work: "1:", "1-4:", "2-:", "Activated", "Activated:2+"
- Purify now HEALS the unit in addition to wiping all other conditions. This prevents the unintuitive case of killing units with purification.
- Dead units animate to the trash (the trash icon is just for show; we've got a plan for showing you what you'll get with cards like Rise from the Grave)
- New FX for targeting arrows
- New FX for UI hints
- New audio for all the new visual FX
- Icon displayed showing units didn't attack or block
- The arena UI is now mostly driven by "mouse up", which is closer to most player's expectation.
- Added your current rank icon to the header bar
Bug Fixes:
- global chat now works even if you have an empty friends list
- Fixed a global chat messaging bug
- Re-enabled targeting glows on players, so it's more clear when players can be targeted.
- When you're dragging a target arrow and new units are created, they're shown as legal targets correctly
- Blocking arrows are cleaned up correctly when units die
- Improved display of glows on prizes
- Login dialog no longer breaks when you click the "back" button on it.
[/list
We've revamped the chat and friends system from the ground up. It's a much more performant and reliable system now.
Chat changes:
- The Friends system is far more robust. Friend requests and confirmations won't get lost any more. If you don't see a friend listed on your friend list, send them a new request.
- You can cancel sent Friend requests
- Online status is reported more accurately
- You can see your block list, and unblock blocked users
- There's now a Global Chat window, where you can chat with anyone who's currently online. You can reach this from the main menu.
- As we grow, we'll monitor the size of Global Chat. If it gets too big, we'll split it into multiple channels.
- Chat now shows timestamps, player avatars, etc!
- Private chat stores your chat history (on your local machine)
- You can Add Friends direct from global chat
- If someone abuses their chat privileges in any way, there's a "Report" button that will send a report to Support. We'll review the report, and take appropriate action, up to and including terminating accounts.
Feature Improvements:
- All data files are stored zipped, not in raw text. Saves 5-8x on download times for new data updates
- Draft has a minor facelift, with improved/fixed animations
Bug Fixes:
- If you start the game up with no internet connection, you'll get a more helpful error message
- Prevented a bug where the game could progress to the main menu before all game data was loaded
We've been making a lot of little fixes, to get us closer to a full Steam launch. If you've got an improvement you'd like to see, let us know in the comments!
Feature Improvements:
- A major upgrade to our visual FX. You'll see a lot more FX playing now, and the FX that play are better designed.
- We've changed the way blocking is displayed in combat. Now, blockers will "jump" in front of the attack, so it's much more clear that the blocker is blocking, rather than being attacked by the attacker.
- When you're playing in "Zoomed Arena" mode, card names will float up the card so they're visible in your hand.
- Game timer bar and initiative changes are much more visible
- Improved the sorting of arena elements. Damage and ability notifications now play above FX, and some card sorting has been improved
- Emotes now play above other items
- Start game panel now animates the player portraits
- There's now an "exit game" button in the Settings menu
- The deck builder no longer hides cards you don't own. Instead, it sorts them to the bottom.
Bug Fixes:
- Targeting yourself with Hospitaller now actually targets yourself.
- Deja Vu no longer breaks the game. Again. Which is kind of appropriate for Deja Vu...
- Escape no longer closes views it shouldn't close
- AI Hack actually wears off properly
- Removed a set of slow memory leaks
- improved deck builder 2-touch so it flows better
- Fixed crafting, so closing the crafting view always fires off the crafting command
- Card dragging in the drafting screen works better now
Happy Valentine's Day! We've made several foundational improvements here, mainly for playing cards and visual effects.
Feature Improvements:
- New "played powers" animations - now they animate to a logical place above players' hands - this ensures they don't cover the health totals.
- Many improvements to visual effects.
- Added a "trail effects" system (which we'll populate with data over the next week)
- Removed LOTS of logging; many areas will feel smoother now
- Fixed flickers where a card is played & dies all at once
- Daily rewards no longer reset if you miss a day
- More optimizations of startup - the game should start much more quickly now
Bug Fixes:
- Fixed many hand zoom bugs, experience should be much smoother now.
- Retiring from drafts now is a more logical flow
- Fixed a bug that prevented viewing which friends were online
- Fixed a server bug that prevented inter-server reconnections
- DEVOURER now correctly doesn't gain +1/+1 if it's not in the arena
- Clicking cards in the deck builder quickly now works as intended, and doesn't leave the whole arena blurred
Feature Improvements:
- You can now use the "Escape" key to go back from any screen
- The login screen can be navigated using only keyboard - Enter for forward, Esc for back.
- We've moved the account signup from the start of the tutorial to the end of the tutorial
- Improved loading assets at the start of the game. The game should now start up faster.
- End game animations sped up
- Pack & prize opening experience improved
- Discarded cards show the skull icon
- Upgraded the look and feel of the start game panel
- Attack order is now displayed on attacking units
- Improved card browser performance
- Upgraded to Unity 5.5
Bug Fixes:
- Game log scroll speed is no longer glacial
- Last card in the deck now goes away when the deck's empty
- Several flickering animations fixed
Happy New Year! Time for a new build, with some new fancy features. The biggest change is that we've adjusted the resolution of cards slightly. Now, there's a slight gap between playing and resolving cards, and between multiple cards resolving. The net result is that playing a card now takes around 1s longer, but the end result is that it's much easier to understand who played what, and when.
Feature Improvements:
- Card draws during the turn now play more quickly
- "Pause" is now available in Practice mode (though not when you get an AI in Play mode)
- A "report bug" button is added to the game; either on the end of game screen, or from the Settings menu. It'll upload your most recent game log, and the last portion of your player log file, so no more need to go chasing them. If you've got screenshots, you'll be able to upload them to ZenDesk once you get the confirmation email
- Timer bars now count down left to right, which is what most people expected.
- Lots of polish around card playing for both players
Bug Fixes:
- Fixed the "offset row of rules text" bug. All rules text should now be correctly justified
- Fixed "WRONG" price listings.
- "Floating" modifier text now shows up above attack/block indicators
- Fixed an Evade bug, where games could crash if units died from lethal damage
Card Balance Changes:
- No changes
Another build packed with features.
Highlights:
[olist]
Feature Improvements
- Client defaults to the "desktop" arena display.
- Powers stick around longer now, so you've got more time to read them
- Rank required to unlock draft lowered to 28 (from 25)
- Free draft granted when you unlock draft (if you're already above rank 28, you'll get the free draft too)
- Targeting arrows stick around a little longer, and fade out smoothly
- Dead cards now indicate that they're dead
- Month of Packs/Credits/NanoBots now tells you what day you're on when you collect it.
- Tutorial rewards are now granted after each tutorial game
- You now get your first daily login reward at the end of the last tutorial
- "Trash" button added to deck list decks, for easier list management
- Achievements now give you 10 credits per level gained, if they don't give any other rewards.
- Keywords have less chance of overlapping the card you're looking at in the arena
- Servers can now refresh game data without a restart; lets us patch cards or text with 0 downtime.
- Matchmaker server now automatically stands itself back up if it falls over
Bug fixes
- Lots of flickering removed from UI panel animations
- Tutorial cards no longer become unplayable after waiting a long time
- Removed some menu hints that weren't playing well with the UI
- Primal Hunter no longer loses Evade when it fights something else.
- Ethereal Devourer now actually has unblockable
- when a bomb explodes in your hand, it can't leave an insert hovered.
- Queen Ordelia can no longer crash the game by running you out of Arena inserts
Known Issues:
- If you get "Client Out of Date. Please Update", you'll need to restart your Steam client to force it to download the update.
- There's still some failure states with Friends that we haven't tracked down. If you find a Friends bug, let us know, please!
This is a big one. You'll need to make sure you've got the latest build - previous builds cannot connect to the new server.
Major changes:
[olist]
Bug fixes:
- Keyword popups less likely to come up over other cards
- Chat, challenge, and new friend notifications are shown after a game, if they came in during a game.
- Deck builder missing rows bug is fixed
- Card Art Asset manager crash fixed
- Targeting a card with a legal activated ability no longer selects the activated ability as well
- Player portraits can be targeted by clicking, as well as dragging
- Judgement/Ordeila and Assembler Anton bugs fixed
- Earth Elemental bug fixed
- Zombie Plague et al now send their created units to the correct positions
- Basic packs now give the correct cards.
Improvements:
- Resolution of effects more closely matches what the server's actually doing (your resolutions and your opponent's resolutions and initiative changes should now all match)
- Larger text on card list items
- Cost & Aspect filters now show their filtered state on the menu bar
- "Friends" moves up to the header; a Leaderboard link replaces it in the footer
- "Open Pack" button can't be accidentally clicked twice in a row
- Several onboarding hints removed, as they weren't helping
- When you get a new card in a pack, text will tell you it's new
- Reduced data transfer during games by 4x
- The arena resizes more intelligently for different window sizes
- The new scalable server architecture is up & running
- Improvements to game startup speed
- Back-end improvements to let us update the game more easily
We're making changes to a number of cards this week. Many of them are buffs, a few are nerfs, and a very few are redesigns. We had two goals. [olist]
Arcane changes:
Tech changes:
Divine changes:
Chaos changes:
Nature changes:
Bug Fixes:
- CRITICAL FIX - the hint for deck building no longer prevents progress in the game.
- Deck list left-hand side no longer slinks off screen at the wrong time
- Crafting/scrapping can't be dismissed while animations are playing (dismissing it would cause it to end up in an unusable state)
Feature Improvements:
- Deck stats now show unit & power counts
- Clients will now connect over IPv6 networks if you're (un)lucky enough to be stuck on an IPv6 only network.
Bug Fixes:
- "Cancel" button behaves far better now - cancelling matchmaking will fail (and you'll end up playing your game) if the server's already found you a match, and cancelling won't let you get stuck with a starting hand screen without cards.
- Deck builder no longer jumps to the top after adding cards of your second aspect
- Preventing the screen from remaining blurred if certain views are opened multiple times
- Fixed several friends list bugs where Steam friends wouldn't interact sensibly
- Fixed several bugs related to cards being "stuck" in players' hands after being discarded
- Fixed a bug with Soul Swap
- Fixed a bug where your deck name might be displayed as "Draft Deck" after returning from a game
Feature Improvements:
- Improved display of energy bars when gaining/losing energy
- Added a "keepalive" to the server connection, to prevent frequent disconnects for some users.
- Sped up animations for cards being created and entering players hands
- Performance improvements in the main UI
- Avatars and card backs can now be bought using Gems as well as Credits
Bug Fixes:
- Targeted powers won't lock up the game when moving to combat
- When the user exits the deckbuilder with keywords visible they now hide
- Activated abilities can no longer be activated while stunned
- Fonts now include all common EU accented characters
- Improved sprite atlas performance; seems to have reduced the chance of the "white cards" bug reoccurring
Feature Improvements:
- "Daily Rewards" feature added -
- Most rewards (including daily rewards and Mega Packs/Credits/NanoBots) are now on a cycle beginning every day at 00:00 UTC. This will make it much easier to ensure you collect those rewards. Daily wins still reset on a 24-hour cycle per player. Kickstarter rewards are set to weekly, with a week starting on Monday 00:00 UTC.
- Rewards per win are now reduced after your first 30 wins in a 24-hour period.
- Deck count is visible on mouseover of decks
- Pack opener is less naggy now
Bug Fixes:
- Bombs and Curses work properly
- Hand hovering bugs have been reduced
Feature Improvements:
- Text search is much improved (see below)
- Performance of keyword popups is improved
New Text Search:
We've added some text search keywords you can use to search for cards. You can search on:
- Numeric values for cost, strength, health, card ownership. "[field]:3" finds all threes. "[field]:3-" finds three or less. "[field]:3+" finds all three or greater. "[field]:3-6" finds three, four, five, and six.
- Energy cost, using "energy:3", "mana:3", "cost:3"
- Strength, using "strength:3", or "attack:3"
- Health, using "health:3"
- Owned cards, using "owned:4+" (or "extra:" to find all cards you have 4+ of - you need the colon after "extra" for this one to work)
- Artist credits, using "artist:Jack"
- Abbreviations of the above work. So "c:4" finds all cards that cost 4. The colon ":" in all of these is important...
- Card types (power), and subtypes (goblin)
- Rarities (common, rare, epic, legendary)
- Aspects (arcane, tech, divine, nature, chaos)
- Multiple words, so "damage target" will find all cards with "damage" and "target" anywhere in their name.
Bug Fixes:
- Hand hovers more reliably
- "Giant Card" bug with Deja Vu is fixed
- Players gain time correctly on opponent play
- Bound Abomination card text fixed
- Disconnecting from a game now correctly credits you with a loss.
- The game no longer hangs if you try to log in on a machine with a different steam account (it'll unlink your primary Steam account and link the new one; this process can be reversed by logging in with your main Steam account)
Feature Improvements:
- The end of game screen is now animated
- Particle system improvements
- Minor deck builder improvements
Card Balance Changes:
- Shieldcaster Mech no longer grants itself Armor
- Singularity now costs 6, and Ultrabots now cost 3
- Resupply no longer reduces costs.
Bug fixes: [olist]
Several bugfixes here, including: [olist]
We've pushed a new build that's fixed today's major bugs: 1. "Disappearing arena" 2. "Left card unplayable" 3. "Test language data" 4. Many small bugs If you run into another bug, please let us know - post on the discussion group, or send your log file to support@dragonfoundry.com: To find log files on Windows: 1. Right click on Nova Blitz from your Steam Library 2. Select Properties from the drop down menu 3. Select Local Files tab and click on "Browse Local Files..." 4. Open the NovaBlitz_Data folder and locate the text file called "output_log.txt To find log files on Mac: 1. Open a Finder window 2. On the Menu bar, go to Go > Go to Folder 3. In the dialog that comes up, put in "~/Library/Logs/Unity/" and click Go 4. Locate the "Player.log" file in that folder
We're working on a fix to the "disappearing arena" bug. If you run into it, please send your log file (https://puu.sh/rUwnl/7bdd072d4e.png) to support@dragonfoundry.com
Nova Blitz
Dragon Foundry
Dragon Foundry
2017-07-11
Indie Strategy F2P MMO Singleplayer Multiplayer
Game News Posts 42
🎹🖱️Keyboard + Mouse
Mostly Positive
(162 reviews)
http://www.NovaBlitz.com
https://store.steampowered.com/app/388370 
The Game includes VR Support
Nova Blitz Depot - Linux Universal [443.07 M]
Nova Blitz Steam Pack
Summon units, play powers, and duel in real time. Turns are simultaneous, with both players playing at once, and in combat, hidden attack and block orders let you bluff and counter-bluff your opponent.
-
- No Waiting: Games are played simultaneously in real time
- Quick Games: Each game takes less than 5 minutes
- Smart Packs: Your packs contain cards you need
- On-Demand Drafts: Never wait for other players
- Rankings: Climb the leaderboard each month in search of the top prizes
- Cross-Platform Play: One account across Mac, PC, iPad, & Android
- OS: Ubuntu 16.04
- Processor: Dual core Intel/AMD 1.8 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD 3000
- Storage: 1 GB available space
[ 5950 ]
[ 1903 ]