over 4 years ago - /u/RiotExis - Direct link

Hey folks,

Here's the important part. Today we hotfixed some critical bugs affecting some equally critical cards:

  • Sejuani's leveled up ability should now always apply, even with start-of-round effects like Citybreaker. Previously this worked sometimes. "Sometimes" is even more frustrating than "never."
  • Lee Sin should now properly receive Barrier, even if he leveled up from the first spell in a round. Previously this gave him double Challenger, which sounds cool but is about as useful as a screen door on a submarine.
  • Vi should no longer temporarily gain +8 attack power during her level-up. Previously she would Dragon's Rage your nexus for a staggering amount of damage and you would cry.
  • Twisted Fate should now be playable with a full board, like any other unit. Previously... he wasn't.

Expect to see more fixes in Patch 1.1 next week, these are just some of the most important ones that couldn’t wait. I'm going to talk a little about "fixing stuff" but it'll get real fluffy real fast, so eject now if you just wanted the headline!

For context, I'm the engineering lead for LoR gameplay. My team works on the core game experience, which starts when the VS screen appears and ends when someone's nexus explodes. That means that I'm accountable for the tech behind your gameplay experience... and for any tech bugs you encounter along the way. Oof.

There are always new bugs to fix (especially with a live service game like LoR) and there are also exciting new things we’d like to put our time into, so it’s really important we prioritize our time carefully. We try to find the most important bugs and hit those first. For instance, a bug that gives a player a competitive advantage is a big deal. Same for a bug that gives you a bad surprise because you thought something cool would happen and it didn't. Or a bug that makes a Champion feel disappointing at a moment when she should feel badass.

Our goal is to find a balance between fixing stuff (to make the current experience better for you all) and putting time into new stuff (that we think you'll love too). I'm fortunate to work with a really exceptional team of engineers, including u/RiotTerra, u/Riot_Kuaggie, and Riot AubergineEmperor, who brought us the fixes above. Thanks to their passion and efforts, we get to put time into both halves of the equation... hopefully the result is a live experience you dig now, and a 2020 full of new experiences you'll dig later on!

We know that in some cases bugs stick around longer than we'd all prefer. We’re always trying to get faster at fixing stuff, and striking that balance. The best way to help us get there is to keep doing what you're doing: telling us what's making your experience less awesome than it could be. We hear you!

Exis

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over 4 years ago - /u/RiotExis - Direct link

Originally posted by SirRichardTheVast

The card says "the first time I see you damage the enemy Nexus this round." If you are able to trigger it multiple times, that does sound like a bug that should be addressed.

Edit: Realizing now that I misunderstood this comment, so I have a bit of egg on my face. Glad to know everything is working as intended, though.

Sejuani behaves as described here; so the first time she is both leveled-up and sees damage dealt to the enemy Nexus, her ability will trigger. That still supports the scenario u/Fast2Bfast described.

over 4 years ago - /u/RiotExis - Direct link

Originally posted by reddit5lave

Is this why server was down for a sec?

Nope! We had an unrelated service issue earlier in the day, but the hotfix went out stealthily around 5pm pacific. Hopefully no one noticed. :)

over 4 years ago - /u/JeffExpress - Direct link

Originally posted by smthpickboy

There’s no way to cancel “pick a card” before choosing another card on iPhone, but you can cancel it on PC. I’m reporting this issue on the support site, but it requires me pulling log files out of my phone, which is really complicated. So I guess I may just report it here. Thanks!

There is actually a way to do this, but it is really, really bad and super unintuitive. We will make this better.

The way you do it is on phone is to try and drag between the cards down towards your hand. There’s a spell pig back there and if you can drag it back you’ll be able to go from there. Sorry about the bad experience there.

over 4 years ago - /u/RiotExis - Direct link

Originally posted by Neshama21

That Bilgewater allegiance card drawing animation takes way to long to resolve on the second card draw. Often makes me feel like it isn't going to trigger

Pilfered Goods? Agree. We did better catching slow-ass animations in Rising Tides, but a few slipped through that we need to fix up. I think Pilfered is our biggest offender at the moment.

over 4 years ago - /u/RiotExis - Direct link

Originally posted by Thechynd

Frostbiting a unit targeted by Dawn & Dusk causes the copies to spawn with 0 attack but looking as though they have their normal attack. This makes players think the copies can deal damage only for them to not strike when combat resolves.

This should be fixed in 1.1 next week.

over 4 years ago - /u/RiotExis - Direct link

Originally posted by Thagou

How is it that the weird display bugs (like card stacking with only one showing, or card blocking but not shown as a blocker, etc.) has not been fixed? Do you have a problem reproducing it? It seems like it's been in the game for some time now, I'm curious to know what makes it that complicated to fix.

Also, does the recall effect on the Zed's spell card is being looked at? The fact that it does not count as a recall when it's written is problematic. I'm pretty sure it's link to the recent update made to spell still targeting the shadow after the recall.

PS: I hope my tone doesn't seem to harsh, there is no harshness in this post, just question I have about known bugs!

Your tone doesn't seem harsh, you're good!

You're right on both counts... some of the card overlap bugs that folks report have been really difficult for us to reproduce inhouse, though we're still on their trail. If anyone has a way to make it happen consistently, please let us know! And yes Shadowshift's behaviour changed recently. We're looking at it for 1.2.

over 4 years ago - /u/JeffExpress - Direct link

Originally posted by TakeFourSeconds

Are you aware of the bug where you can’t interact with your opponents cards? I experienced it last night on PC. At some point something happened, and I could no longer right click on my opponents cards for detail. I couldn’t target them with spells, challenge them, or cast Sejuani. It happened after combat where a unit became deep, but I have no idea if that was the cause. Sorry for the random reply, just wondering if this is a known issue.

Whoa! I have not heard of this bug. Can you submit it to our support page with as much detail as you can?

https://support-legendsofruneterra.riotgames.com/hc/en-us

Submitting it here will help make sure it gets to the right team and our QA ninjas will help get repro steps

over 4 years ago - /u/RiotExis - Direct link

Originally posted by blipblop42

I don't have a way to reproduce the overlap bug at 100%, but in case it helps, I believe every time it happened to me:

  • was during the phase where my opponent had to declare his blocking units, against my attacking units.

  • I was moving (a lot) my cursor over the oracle's eye (hovering/not hovering), while the opponents was moving his units.

Eg:

I'm attacking with 2 units AU1, AU2. Opponent has 2 units DU1, DU2.

He moves DU1 in front of AU1. Then moves DU1 in front of AU2. Then puts DU2 in front of AU1. While he does all of this, I'm flipping a lot between the oracle's eye view and the current board view. And sometimes, DU1 and DU2 would overlap in front of AU1.

Like if the generation of the oracle's eye view was conflicting with the events of the opponents moving units on the board. I believe I encountered a few crashes in those situations (not full client crash, but match crash, forcing the client to reconnect to the match).

Next time it happens to me, I'll send the error log to the support (if it's not uploaded automatically to you).

Oh interesting, the Oracle's Eye wrinkle is one we haven't heard in the reports but sounds high-potential. I'll pass this on to our QA team, thank you!

over 4 years ago - /u/RiotExis - Direct link

Originally posted by Lewanor

Exis do you know about the bug that skips the Level Up animations? Vladimir animation isn't working for me since 24 January, Swain and Elise isn't working since the official release. Cards just ascend, glow yellow with circles from their center and descend. It seems this bug is bound to my ACCOUNT since I tried removing and installing LoR in my computer 3 times, and also in another computer and in my phone in which all of them I encountered the same problem. Please, fix this. Takes almost half of the fun playing the decks without the level up animation :(

Sorry you're missing out on those moments. What country are you playing from?

over 4 years ago - /u/RiotExis - Direct link

Originally posted by Lewanor

I'm playing on TR server, I have a russian friend who experiences the same problem, though I don't know if his spread to Swain and Elise, he was experiencing Vlad.

Alright, that matches with reports we've gotten from RU and TR, which we'll be able to fix in 1.2.

over 4 years ago - /u/RyscG - Direct link

Originally posted by titeywitey

> My team works on the core game experience, which starts when the VS screen appears and ends when someone's nexus explodes.

Carefully dodging the experience bug. Well played!

Hopping on the top comment here (a bit late...)

I want to let you folk know we're digging into the XP-is-actually-wrong reports we're seeing. There _is_ a visual-only bug that applies to daily bonus XP and some other cases where the end of game screen is aggregating a number of XP sources. We have a fix for this going into 1.1. However, we've seen the reports of what looks like a bug where quests sometimes don't give the correct amount of XP.

Currently we have no repro steps, so we're looking at it from both a code side and auditing our data to see if we can find instances where quests completed and an incorrect amount of XP was granted. So far we haven't found any concrete leads, or even confirmed cases of this occurring. Hopefully we can sort out what's going on quickly, and in case we can't there is additional logging going into 1.1, which will give us some more tools.

If you are fairly confident that this has happened to you, please submit a PS ticket so we have a larger pool of possible cases to analyze.

over 4 years ago - /u/RyscG - Direct link

Originally posted by srulz_

or even confirmed cases of this occurring.

There have been multiple cases reported here with video and everything for the xp bug, and actions by your side is basically to refund the xp manually. Is this a "better safe than sorry" approach in which your logs actually show there's nothing wrong, or the logs do show a problem but you can't repro it?

It's trying to make sure we do right by players, or as you say "better safe than sorry".

We have no logs that confirm the incorrect amount of XP given, but we are looking!