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Patch 0.30.2: Straight Answers Patch-Heldengrafik
v0.30.2

Patch 0.30.2: Straight Answers

The replay stops guessing at its own vocabulary and starts showing you exactly what happened.

This one is about the game telling you the truth. Status badges and word-mark floats in a replay now use the real ability and ruleset names the rest of the game uses, the Overdrive Cascade ruleset stops handing out phantom armor and actually shows its per-round buff, and a burning Fighter's health bar now ticks down as Plasma Burn eats it.

Card filters also got smarter: they now resolve every card at your current league level, so a filter shows you what you can actually field. Plus a batch of pack and Ghost Ranked reliability fixes.

Verbessert

Card filters now match your league level

Card filters across the picker, the Cards page and your collection now resolve each Fighter at your current league's capped level, instead of always at absolute max level. A filter for a stat or an ability that a Fighter only reaches above your cap no longer shows that Fighter, so the results are the ones you can actually field right now. This fixes the report of high-tier abilities showing up while you were still in a lower league.

Reflect hits now name the ability that fired

When a reflect triggers in a replay, the floating word-mark now shows the name of the ability that caused it, so you can read at a glance what just bounced back. The retaliate badge was also renamed to match the term the cards use.

Behoben

Replay copy now uses the real ability and ruleset names

Status badges and the combat ticker in a replay used to name a batch of abilities and rulesets by terms that no longer exist anywhere else in the game. Eighty-eight all-caps word-marks, the status-badge copy, and the ticker fallbacks now all match what the cards and the rules screens say, so the same thing is called the same name everywhere.

German copy was already correct and is unchanged.

Plasma Burn now drains the health bar in the replay

A Fighter taking Plasma Burn damage between turns had its health pill and bar frozen at the pre-burn value, even though the engine was correctly lowering its health. The bar now follows each burn tick down, so a burning Fighter looks as hurt as it actually is.

Duel-slot Fighters stop flashing a loading state

When a Fighter was promoted into a duel slot mid-replay, its cloned card image briefly flashed a loading placeholder. The clone now carries its art straight across, so the promotion reads cleanly.

Ghost Ranked rating changes now stick

Hardened how Ghost Ranked writes your rating after a match, so a rating change lands reliably and the record of the transition is kept. Your Ghost Ranked standing no longer risks a dropped update at the end of a game.

Genesis Cache and pack opens fail cleanly

Opening a Genesis Cache against an empty reward pool used to answer with a service error, which reads as the game being down rather than the pool simply not being stocked yet. The pack now shows a disabled COMING SOON control instead of a button that can only fail, and the reward pool is reconciled automatically on every deploy.

Separately, every other way a pack open can fail now lands on a real failure state in the reveal ceremony instead of leaving you on a spinner.

Two overlapping rulesets no longer roll together

Boarding Action and Infiltration Doctrine do largely the same thing, so drawing both on one match added no real variety. They are now banned as a pair, so a match rolls two rulesets that actually change how you build.

Waitlist checks your email as you type it

The closed-alpha waitlist form now checks your address against the server the moment you leave the email field, so you find out immediately if it is already on the list instead of after you submit.

WARPATH disclaimer names the current pass

The WARPATH exclusives disclaimer now reads the live pass name instead of a hard-coded one, so it always refers to the pass you are actually looking at.

Balance

Overdrive Cascade: no more armor stalemates

Overdrive Cascade grants every Fighter a growing per-round stat bump. The armor part of that bump was the problem: +1 armor every round regenerated faster than most attacks could strip it, so matches under this ruleset stalled out. On the apex they averaged 6.81 rounds with a 6.5% draw rate, against 4.38 rounds and 0.36% draws everywhere else.

Armor is now out of the bump. The attack, health and speed increases stay, so the ruleset still ramps into a big finish, it just no longer locks both sides behind walls of regenerating armor. This is a deliberate fork from the Splinterlands version, logged in our balance record.

We also fixed five separate replay bugs that were hiding this ruleset's per-round buff: the stat pills were frozen at +1, a float mislabeled a four-stat buff as SPEED +1, and the round counter on the badge never advanced. The +1-per-round growth is now actually visible and correct in the replay.

Small patch, all of it polish on the things you look at every match. Keep sending us the replays and the screenshots, they are how most of this gets found.