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Hearthstone Patch 2.2.0.7835

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A small Hearthstone patch was deployed today, including the February card back graphic, minor bug fixes, and the much-anticipated improvements to Spectator Mode.

 

GENERAL

 

  • The following card back has been added to Hearthstone:
    • Lunar Card Back: Acquired by reaching Rank 20 or higher in Ranked Play mode during the month of February.
  • When a match you are spectating ends, your client will be put into a waiting state until your friend joins another match. You’ll automatically connect to their next match without having to re-enable Spectator Mode. How convenient!
  • Mimiron’s Head has an AWESOME new play animation. Go ahead, push the big red button!
  • [iPad/Android] You should no longer see the “You have been disconnected” message when you start up the game.
  • [iPad/Android] The in-game friend’s list should now open much faster.

 

BUG FIXES

 

  • Players will now continue to spectate a match even after 30 minutes of
  • inactivity.
  • Cogmaster has taken a break from constructing mechanical menaces and has given himself a tune-up! His attack will now properly increase when a Mech is in play, even after his Attack and Health stats have been swapped.

 

 

Blizzard's original post can be found here.

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      Gameplay Engineer Josh Durica discusses a couple of upcoming changes to game mechanics.
      These mechanics changes address some rare interactions (Disguised Toast has presented a lot of them in his videos), but they are still substantial changes in Hearthstone's core systems.
      The first one is that "After" effects will only activate if they were present for the original action. The example presented in the video is that if you pull a Wild Pyromancer from your opponent with Shadow Visions, the Pyromancer won't trigger from the Shadow Visions.
      The second change involves the sequence of triggers. Currently, the game checks for triggers first on the board, then on your hand and then in your deck (and with the same order for the second player). Now the game will simultaneously check for triggers in all three zones. This will prevent cards like Bolvar Fordragon to trigger off themselves.
      A more in-depth explanation with various other examples and a glossary of terms can be found below:
      Daxxarri
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      In the upcoming patch, we’re making some changes in pursuit of that goal. We want Hearthstone to continue to be strategically deep: a game of careful choices, calculated risks, and exciting events. So we want to be extra clear that this update isn’t a change in depth; instead it’s one step in an ongoing effort improve Hearthstone’s mechanics.

      Hearthstone’s core gameplay won't change, but what will change are some rare edge-cases. 

      Please be aware: what follows is a detailed look at Hearthstone’s mechanics by Hearthstone Gameplay Engineer Josh Durica. If you want to delve into the nitty-gritty details regarding how this change will work, read on.

      First, A Glossary
      Event
      Events are interactions that occur throughout gameplay that can cause triggers to activate when they happen. 

      Example Events: Whenever a Card is Played After a Card is Played Deathrattle (When this minion dies) Whenever a Minion Takes Damage At the End of Your Turn

      Trigger
      A trigger has two parts: an event (usually starts with “Whenever”, “After”, or “At”), and an effect. Sometimes triggers can also have a condition (usually noted with “if” or “while”, but sometimes noted by qualifiers like “your”).

      Example triggers: Whenever you cast a spell, gain +1 Attack. After you cast a spell, deal 1 damage to ALL minions. At the end of your turn, give another random friendly minion +1 Health. If you control a Secret at the end of your turn, gain +2/+2.

      Zone
      In Hearthstone, there are three zones where triggers can happen, and they happen in order: First, any triggers in the Battlefield, then those that occur in a player’s Hand, and finally those that belong to cards in a player’s Deck. 

      Sequence
      Whenever an action is taken, Hearthstone executes a sequence of steps to resolve what happens. 

      Here’s a simplified example sequence:
        ACTION: A card is played (this begins the sequence) EVENT: Whenever A Card is Played o Whenever A Card is Played triggers resolve
      Card ability activates EVENT: After a Card is Played event occurs o After a Card is Played triggers resolve

      Here’s what that sequence would look like using actual cards, if you had a Questing Adventurer and a Flamewaker on the board, and then played Frostbolt:
        ACTION: Frostbolt is played (this begins the sequence) EVENT: Whenever a Card is Played triggers resolve o Questing Adventurer gains +1/+1 
      Frostbolt’s text resolves: Deal 3 damage and freeze EVENT: After a Card is Played triggers resolve o Flamewaker shoots two missiles

      This is a simple example, but a sequence can incorporate many events and triggers.

      Keep in mind that dealing damage, destroying a minion, and other things can interrupt sequences with new sequences, like in this more detailed example:
        ACTION: Frostbolt is played (this begins the sequence) EVENT: Whenever a Card is Played triggers resolve o Questing Adventurer gains +1/+1 
      Frostbolt’s text resolves: Deal 3 damage and freeze o NEW SEQUENCE: Damage dealt
      o EVENT: Whenever a Minion Takes Damage triggers resolve
      EVENT: After a Card is Played triggers resolve o Flamewaker shoots 1 missile
      NEW SEQUENCE: Damage dealt EVENT: Whenever a Card Takes Damage triggers resolve o Flamewaker shoots another missile
      NEW SEQUENCE: Damage dealt EVENT: Whenever a Card Takes Damage triggers resolve

      In Pursuit of the Goal
      If you watched the video in our recent blog post, then you saw two different examples of cards triggering in counter-intuitive ways because they weren’t present when the sequence that activated them took place. That sets the stage for the primary goal we wanted to accomplish with these changes:

      If you want to trigger off something, you need to be present and valid when that something first happens.

      A more technical way to say this is: In order for a trigger to activate from a sequence, it needs to be present and valid at the time the sequence began.

      This means any card featuring a trigger that appears in the middle of a sequence can’t activate during that sequence. So, when you play a card (or when a card is destroyed, or an attack occurs, etc.) you only need to consider what is currently on the board instead of guessing what the board state might be in the middle of the sequence. The Mindgames + Wild Pyromancer interaction showcased in the video is an example of an interaction improved by this change.

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      3) Validate Player 1 Deck triggers and then activate those that are valid.
      4) Validate Player 2 Battlefield triggers and then activate those that are valid.
      5) Validate Player 2 Hand triggers and then activate those that are valid.
      6) Validate Player 2 Deck triggers and then activate those that are valid.

      That approach meant new triggers could appear in the middle of a sequence and still be activated, and a trigger’s validation could even be affected by previous triggers’ activations. The Bolvar Fordragon/Spirit Echo interaction detailed in the video was an example of a weird interaction caused by this.

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      2) Validate all Hand triggers
      3) Validate all Deck triggers
      4) Activate Player 1 valid Battlefield triggers
      5) Activate Player 1 valid Hand triggers
      6) Activate Player 1 valid Deck triggers
      7) Activate Player 2 valid Battlefield triggers
      8) Activate Player 2 valid Hand triggers
      9) Activate Player 2 valid Deck triggers

      This means all triggers are validated before any trigger is allowed to activate. Since all triggers are validated using the same game state, then triggers that appear in the middle aren’t allowed to fire. It’s important to note that the order in which triggers are activated is unchanged. 

      Here are some more examples of sequences and their results before and after the mechanics update:

      Card Played
      Example Interaction:
      Player 1 has a Mad Scientist on the board, and a Mirror Entity in their deck.
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      1) Stampeding Kodo kills Mad Scientist.
      2) Mad Scientist pulls Mirror Entity into play.
      3) Mirror Entity triggers, copying Stampeding Kodo.
      After Update
      1) Stampeding Kodo kills Mad Scientist.
      2) Mad Scientist pulls Mirror Entity into play.
      3) Mirror Entity does NOT trigger, because it did not exist when Stampeding Kodo was played.

      Minion Destroyed
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      Player 1 has a Piloted Sky Golem and a Wisp on the board (played in that order).
      Player 1 plays Deathwing.
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      After Update:
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      Summon Minion
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      Player 1 also has a Flame Leviathan on top of their deck.
      Player 1 plays Savannah Highmane.
      Starving Buzzard triggers off of Savannah Highmane, causing Player 1 to draw Flame Leviathan.
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      Rotface triggers off the damage and summons Spiritsinger Umbra.
      Before Update:
      Spirit Singer Umbra triggers off the Savannah Highmane and summons two hyenas.
      After Update:
      Spiritsinger Umbra does not trigger off the Savannah Highmane, because she was not present when Savannah Highmane was played.

      Thanks for Reading!
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