Legends of Runeterra

Legends of Runeterra Dev Tracker




29 Jan

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Originally posted by FantasyForce

I guess gaming development is a lot more complex than I thought, I could have sworn this fix would be as easy as pressing enter on the text to move it down a little.

Edit: I'm not being sarcastic, it's a genuine thought, I apologize if it came off a little cocky.

The complexity is related to ensuring our fix works across all of the languages we support.

We want to ensure the best possible experience for every player that plays in every language.

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Thank you for the call out! We love all of the help we are getting in finding bugs.

We hope to have a fix for this bug very soon. Unfortunately, the fix will not be in the next patch.

Thanks for your patience and thanks again for helping us find bugs! We want to kill as many bugs as possible.

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Hey everyone, we're aware of the pain with card counts, card # in deck, and card ownership #. We've got work coming in the next content patch. Love the discussion and options proposed, some spot on analysis and suggestions.

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Haha, I can tell you with confidence that we don't think the UI looks perfect as it is, and we're continuing to work on improvements. We've been focused on getting the game ready for open beta (like adding your enemy's Champions in game), but our future patches will include a steady stream of UI improvements.

But we'll probably never hit perfect, so keep the feedback and memes coming :)

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/u/Humanistix : I'm late by reddit standards (2 days old already yikes), but we're actually planning on adding this. It'll be slightly different than what you suggested since we also have to consider mobile, but you'll definitely be getting this info.

We're actually doing a bunch of updates to this screen, so to minimize confusion we're bundling all of our improvements to the reward screen as one package. That means it may take a bit longer to arrive than our updates to other screens (like deckbuilder), but we're not going to leave the reward screen as is by any means.


27 Jan

Comment

Originally posted by TrueLolzor

I think most animations could use some speeding up. Biggest offender: Draven. Dude's animations need to be sped up by at least x2.

Some in-game art is very poorly sized. Worst offender I've saw: Noxian General Dude (can't recall the name), who gets +1/+1 for each time someone was stunned or recalled this game. You can practically see pixels on him when you're browsing your cards/deck editor. Another one I can think of is 2/2 Damacian Dude who costs 4 and gets +2/+2 on attack.

Thanks for the call out. We totally agree about Draven's Axes and we should have an updated animation coming soon.

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Originally posted by Marrth_H

Speaking of animations, Jinx's rocket specifically takes ages.

Thanks for the call out!

We agree about Jinx's rocket and we have an update for the animation coming soon!


25 Jan

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Caustic Cask at 1 HP each should result in one of our super rare Tie screens, definitely screenshot material.

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We're working on this :) In addition to other deck builder pains that have been mentioned in other posts and around the internet.

Our focus for this patch was stability and ensuring the game ran smoothy. Fingers crossed, we should be able to show more quality of life improvements in each upcoming patch!


24 Jan

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Nope, not a bug. When Shady Character was played, it created the spell pog for Impersonate on the stack (see the second card on that link). Your purify removed the text and keywords, but the Play text on the card had already done its effect of creating the pog. You could have however, used a Deny to remove Impersonate from the stack, which would have Shady Character as his lowly 1-1 self instead of becoming a cuddly poro.


23 Jan

Comment

Originally posted by [deleted]

[deleted]

Hey folks, hijacking top comment for vis, there are actually two separate issues leading to this error code, ONE of which was specific to Poland -- we had some ISP issues but were able to get in touch with them to resolve. There are some other issues we're still investigating, but Polish players should now generally be able to get in game. Sorry for the tech issues and thanks for joining us for open beta!

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Gromp Jr. is the most efficient use of money imho.

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Originally posted by Senlaar

It's grey =(. Lame I know.

Let's make a big green button for 1.0.


22 Jan

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Originally posted by IndianaCrash

Just wanted to know, are Expedition win / losses on a diffrent track too ?

Expeditions are part of the PVP track, so they'll count towards your PVP wins / losses for the day, but will diminish to 0 quicker since their base values are lower. However, the big burst of XP you get at the end of each trial is unaffected by diminishing XP.

Comment

Originally posted by spiritplx

What is the base value for AI wins (drops to 75 after your 4th win it appears)? I am not sure I see that anywhere in the post still.

lol, looks like I missed that one with the edits -- base vs AI win XP is 100

Comment

Originally posted by spiritplx

For those who did not see, that is what it was changed to. The original post listed these values

Losses (per day)

Losses 5-10 reward 75 XP.

Losses 11-20 reward 50 XP.

Losses 21+ reward 0 XP.

This ends up being a huge nerf to "loss" experience. It will definitely feel bad to get nothing for your 11th loss and beyond. They may also want to edit this line here "Losses grant more XP until 21+ (where they now grant 0)"

Hey u/spiritplx, FYI those original values you're listing are actually still there, just now correctly labelled as "Vs AI Wins" (pulled the wrong stuff from a spreadsheet when building this article). Sorry for the errors and confusion.

u/aquanort One thing to keep in mind is the comparison to how loss XP worked in the preview patches:

Preview patches - all losses were worth 25 XP.

Now - PVP losses grant 100 XP base, 50 XP for losses 5-10, and then 0 for 11+.

Overall we think this should feel better in almost all scenarios, though this is a huge body of changes so we'll definitely be keeping an eye on how things play out early in open beta. Thanks for the feedback!

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Originally posted by spiritplx

I kind of ninja edited my response with another question. Not sure if you saw that or not.

Yup you're correct -- PVP wins / lossses and AI wins / losses are on different tracks.

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Originally posted by spiritplx

Interesting, thanks for the update! So if you hit your 31 wins for PVP in a day, you could potentially get exp for AI wins? Not saying I am doing that, but just curious for clarity sake. Thanks~

you bet!

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Hey folks, through a true comedy of errors we accidentally shipped this article with a bunch of inaccurate and/or missing info under the XP section towards the end. We've updated the English article, so recommend giving that section a re-read if you already went through it. Other languages will follow ASAP. Apologies for the fail.