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Patch 0.21.0: Hands on the Console patch hero art
v0.21.0

Patch 0.21.0: Hands on the Console

Every dial you actually reach for got rebuilt, and the ones that jammed now turn.

This patch is about the surfaces you touch between fights. The sound page is now a proper deck with a master dial, the /play leaderboard modal got a real ladder layout, and the replay transport finally stopped showing you two buttons for one job. Alongside that, a long list of things that quietly jammed got unjammed: a queue that could strand you forever, a permission grid that threw away half your edits, and a rules gate that locked small phones out of the game entirely.

Improved

SOUND DECK: One Dial, Four Channels

The sound settings page was five stacked slider rows that scrolled off a 1440x900 screen. It is now the SOUND DECK: a master dial you drag by angle on the left, the four channel faders (music, effects, interface, alerts) compact on the right, and the message chime strip along the bottom. Everything fits on one screen, and the whole deck reads as a console instead of a form.

The Ladder Modal Reads Like a Ladder

The leaderboard modal on /play used to borrow the compact chip and table layout from the full leaderboard page, which is fine for a glance and wrong for a fifty row ladder. It now splits: the ladder on one side, your own standing pinned where you can always see it, and clear loading and empty states instead of a blank box while the rows are on their way. Ordering and identity come from the same server data as before, nothing about who ranks where changed.

One Button for Play and Pause

The replay transport bar rendered two separate primary buttons, PLAY and PAUSE, and hid whichever one did not apply. There is now one button that repaints its glyph and its label as the replay runs, which is how the mute control in the sound deck has always worked. Screen readers get the state on the same button instead of chasing a second one that appears and disappears.

Fixed

The GAUNTLET Tab Is No Longer Empty

The achievements tab on your profile rendered its header and its sort rail above nothing at all: no cards, no message, just blank space. The achievement catalog itself was never being loaded onto the live site, so the tab had nothing to draw. The catalog now ships with every deploy, so the full set is there including the ones you have not earned yet, and if a catalog is ever genuinely missing the tab says so instead of showing you a hole.

Guild Permissions Save All at Once

The guild permission grid was secretly one form per rank column. If you ticked boxes across several ranks and pressed Save, only the column belonging to that button was written and every other edit was silently thrown away, then the page reloaded looking like the whole grid had reset. That is losing your work, not a rough edge. There is now one Save for the entire grid, it validates the whole thing before writing anything, and the page tells you when you have unsaved changes.

Guild Cards Line Up

On the guilds list, a card with a motto stood taller than its neighbours, so the stat strips along each row did not line up and the grid looked ragged. Every guild card now renders at the same height, in every row, at every screen width.

Small Phones Can Accept the Rules Again

On a short phone screen, the three acknowledgement boxes on the player agreement could never be enabled. The banner and the pillars above the rules grew tall enough to squeeze the scrolling rules panel down to nothing, and the gate waits for you to scroll to the bottom of a panel that was no longer there, so it waited forever. The gate is non dismissable, which means an affected player was locked out of the entire product with no way through. Fixed, and it is not specific to one browser: an iPhone SE sized screen was inside the trap.

The Queue No Longer Strands You

A player alone in matchmaking could sit there indefinitely: the queue counted them as waiting, but their ticket had gone stale, so they could never be paired and never converted to a practice match either. Queue upkeep now runs on its own instead of riding along with the bot fallback, it covers every queue format rather than one of three, and when a dead ticket is cleared your browser is told about it instead of leaving you staring at a timer.

The Results Overlay Stopped Eating the Menus

After a replay finished, the results overlay was painting over the site header and swallowing clicks aimed at the navigation dropdowns, and the dead zone sat exactly where those panels open. Every dropdown was unusable while a results screen was up. The overlay now stays inside the replay shell, the same place the pre battle start screen has always lived, so it layers under the nav instead of over it.

Replay Battle Log Speaks Its Own Language Again

The battle log in replays was showing a raw placeholder where a list of targets should have been. The visible glitch was one symptom of a wider break: the log's whole translation layer was failing to resolve, so German replays quietly fell back to English and the header counter used its hard coded wording. Lookups resolve again, so the log reads correctly in both languages.

The WARPATH Pass Shows Its Real End Date

A WARPATH pass runs across two ranked seasons, but the info modal was advertising the CURRENT season's end date, and the purchase gate enforced that same wrong instant. Both were a full week early, which meant the pass looked like it expired sooner than it does and could refuse a late purchase that was actually still in window. Both now read the pass's real end, and the copy no longer calls it the ranked season.

Cosmetic Items Open Their Own Detail Page

Opening the detail page for a cosmetic you own returned an error instead of the item. The page assumed everything in your collection was a Fighter card, and a cosmetic is not one. It now handles both, so avatars, banners and titles open like anything else you own.

Removing Your Commander Works on Mobile

On a phone sized screen the draft picker gave you no way to take your commander back out. The Remove button was hidden on touch on the reasoning that dragging to the trash covers it, which is true for a Fighter and false for the commander, because the commander bay is not draggable. The Remove button is back where touch players can reach it.

The Locked In Team Sits in the Middle

After you submitted your team, the waiting screen rendered noticeably off centre on desktop: the heading, the locked team and the waiting line all sat shifted to one side of the page, under a top strip that was correctly centred. It is centred now.

Restaking Your Rewards Actually Restakes Them

The staking panel offered you a Restake button with a 5% bonus and then answered "You have no active stake", which was wrong for anyone holding a locked STEL grant, and a locked grant is what nearly every staker has. Restake now accepts exactly the rewards Claim already accepted: your pending STEL compounds with its bonus into a flexible stake you can pull back out whenever you like, and the locked grant it came from keeps its own principal and its own unlock date untouched. Nightly auto compounding was quietly failing for the same reason and now runs for everyone who has it switched on.

Balance

The Daily Warp Gate Pays Premium Double

Every player used to draw the same points from the daily wheel whether or not they held the premium pass, which left the pass with nothing to say about the one thing you do every single day. Premium now pays double on the daily spin: a pass holder keeps the payout the wheel has always paid, and a player without the pass draws half of it. The wheel shows YOUR numbers and states the split in plain words underneath, so it is not something you have to work out by comparing notes with a friend, and the buy screen says the same thing. The daily spin chip on /play also glows now while your spin is still unspent, so you stop losing it to a day you forgot.

More of the WARPATH track and the guild layer are landing next. Keep sending us the reports, the mobile picker and the terms gate in this patch both came straight from players telling us they were stuck.