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Patch 0.24.1: Twelve Armor patch hero art
v0.24.1

Patch 0.24.1: Twelve Armor

One commander was handing out six shields where the card promised one.

Prime Coherence was quietly giving every Fighter on your team twelve armor instead of the two its ability describes, and that is now fixed at the source rather than patched over. The other half of this patch is the searching screen on /play, which could leave you watching a spinner while a match you had already been put into ran down its pick timer without you.

Fixed

The Searching Screen Stops Lying To You

A pilot joined the ranked queue, watched the searching overlay spin for about four minutes, gave up and refreshed the page, and found they had already been in a live match against the AI Trainer for most of that wait, with sixteen seconds left on the clock to pick a team. The signal that should have pulled them into the draft was sent once and lost, and nothing on the page ever noticed or corrected itself. Without that refresh it would have resolved as a rated loss with the energy already spent.
While you are queued, the overlay now asks the server where it stands on a short loop instead of waiting to be told. A dropped signal costs you a few seconds rather than the whole match, and if a game has already started for you, you get taken into it. Nothing else about queueing or pairing changed.

Balance

Prime Coherence Gives What It Says It Gives

A player posted a screenshot of three different Fighters all sitting at exactly twelve armor behind a Prime Coherence, and asked, reasonably, why a card that grants Bulwark was handing out six times what Bulwark is worth.
They were right. A commander that grants an ability gives it to every Fighter on your side, and Bulwark buffs your whole team when it fires, so six Fighters carrying Bulwark meant six separate team-wide buffs landing on everyone. That is plus twelve armor from a card priced for plus two. The extra ten was never paid for and was never intended.
The grant is gone. Prime Coherence now carries the defensive aura directly as a commander effect, which lands once per side and cannot multiply with the size of your team.

Prime Coherence

Prime Coherence

Nerf
  • Granted ability Bulwark None
  • Friendly armor +2 per Fighter, stacking to +12 +3
  • Enemy magic attack -1 -1
  • Friendly health +1 +1

Prime Coherence is meant to be the Light Legendary that makes your line hard to break while enemy casters hit softer, and at plus twelve armor across the board it was not doing that, it was ending games before the enemy draft mattered. The fix is not a number tweak, it is removing the multiplication: the armor is now part of the commander's own effect, so it lands once no matter how many Fighters you brought. We landed it at plus three rather than the plus two the grant nominally promised, because the defensive radiance is the card's identity and a Legendary should pay for something you can feel. The anti-magic aura and the health buff are untouched.

Both of these arrived from players: one as a screenshot on Discord, one as a refresh out of frustration that turned out to be the only reason the match got played at all. That is exactly how we want to hear about this stuff.