v0.8.0-forever
What's new
Changelog
Versions before 1.0 are playtest builds. 0.6 added multiplayer; everything since is a 0.6.x update. (Some older commit messages use the earlier numbers shown in brackets.)
0.8.0
The first major update: four class reworks (Warlock Zoo, Elemental Mage, Armor Warrior, Combo Rogue), tribes, a fairer start and a reworked Collection. Rules changed, so friends need 0.8.0 to duel each other.
Going first, you skip your draw on the very first turn (Yu-Gi-Oh's rule). In the sims going first won 62% of games; now it's about 54%. Going second still gets the extra card and the Lucky Coin
Goblin Sapper Charge is now Neptulon's Tribute, our Torrential Tribute: when your opponent plays a minion, destroy all minions (both sides). Still 5 mana, now legendary (one per deck), like Infernal Force
Ironforge Mountaineer (2/2 Taunt, Shield) costs 3, up from 2. It was the strongest card in the sims
Warlock Zoo (Warlock goes from 6 class cards to 10; every Warlock minion counts as a Demon)
- New: Imp Swarm (2 mana 2/1, Deathrattle: summon two 1/1 Imps), unlocks with Summon Imp
- New: Succubus (2 mana 4/3, Battlecry: discard a random card), unlocks with Summon Succubus
- New: Felhunter (3 mana 3/3, Battlecry: destroy an enemy trap), unlocks with Summon Felhunter
- New: Demonic Sacrifice (2 mana: destroy a friendly Demon, restore 4 Health and give your other Demons +1/+1). The sacrificed Demon's deathrattle goes first, so Imps it summons get the buff too
- Summon Voidwalker is now 1/4 Taunt with "Deathrattle: Gain 3 Armor" (was 1/5 Taunt)
- Rain of Fire deals 3 damage to all enemy minions (was 2); Drain Life deals 3 and restores 3 (was 2 and 2)
- Discarded cards are shown briefly so both players see what was thrown away
Elemental Mage (Mage gets its first minions and a new hero power)
- New hero power, Conjure Water (2 mana): add two Conjured Water to your hand (0 mana: gain 1 Mana this turn). Conjure now, drink later for a big turn, like Shade of Aran drinking before a Pyroblast. Replaces Fireball
- New: Aspiring Apprentice (2 mana 3/2, your spells cost 1 less), unlocks at level 20
- New: Lesser Arcane Elemental (2 mana 2/3, Deathrattle: deal 1 damage to all minions), unlocks with Arcane Explosion
- New: Water Elemental (4 mana 4/5, Battlecry: freeze an enemy minion), unlocks with Cone of Cold
- Arcane Intellect costs 2 (was 3); Blizzard costs 5 (was 6)
- Hand cards show their discounted cost in green, and Aspiring Apprentice gets the effect-minion frame
- Mana you gain from cards (Conjured Water, the Lucky Coin) can take you past 10
Armor Warrior (Warrior gets its first minions, and armor finally does something)
- New: Shieldbearer (2 mana 2/3, Battlecry: gain 3 Armor), unlocks with Shield Bash
- New: Ironclad Defender (3 mana 2/5, Taunt, whenever this takes damage gain 2 Armor), unlocks with Taunt
- New: Shield Slam (1 mana: deal damage to a minion equal to your Armor), unlocks at level 30
- New trap: Revenge (1 mana: when an enemy minion attacks your hero, stop it and deal damage to it equal to your Armor), unlocks with Revenge
- Shield Wall is now a trap (2 mana): when an enemy minion attacks, stop it; until your next turn your hero has Taunt and takes no damage. The hero plate shows "Shield Wall" while it's up
- Shield Block costs 2 (was 3)
Combo Rogue (Rogue gets its first minions and the Combo keyword)
- Combo: some cards do more if you've already played a card this turn
- New: Defias Cutthroat (2 mana 2/2, Battlecry: deal 1 damage. Combo: deal 3 instead), unlocks with Cheap Shot
- New: Pickpocket (2 mana 1/2, Battlecry: add a copy of a random card from your opponent's deck to your hand), unlocks with Pick Pocket
- New: Vanish (2 mana: return a minion to its owner's hand), unlocks with Vanish
- Eviscerate: deal 2 damage, Combo: 4 instead (was 3)
- Sprint: 3 mana, draw 2, Combo: draw 3 instead (was 5 mana, draw 3)
- Using your hero power counts toward Combo
Tribes and the Collection
- Minions now have a tribe: Demon, Beast, Dragon or Elemental. Minions without one are labelled "Minion". It shows between the card's stats, in tooltips and in the Collection's card details
- Cards no longer spell out their class at the bottom: the tribe (or "Spell"/"Trap") is coloured in the class colour instead, so a Warlock card says "Demon" in Warlock purple. Neutral cards stay grey. Tooltips and card details still name the class
- Collection filter bar tidied: Type on the left, Show in the middle (Neutral, your class, and the tribes: Beasts, Demons, Dragons, Elementals), Rarity on the right. The Neutral and class buttons moved into Show. The "?" sits next to Craft
- The search box is bigger and sits in the bottom bar next to the page arrows. It finds tribes, types and classes too, so typing "beasts" shows every Beast
- Demons are now the minions tagged Demon: every Warlock minion, plus Lord Kazzak, the satyrs, Felhound Tracker, Lady Hederine and Burning Felguard. Demonic Sacrifice can target any of them
- The window title and minimap tooltip show the version (Deckhand v0.8.0), so screenshots say which build they're from
Fixes and tools
- The victory screen's reward card sometimes showed a plain dark background instead of its type color
- No more icon flicker while 3D models load (playing a card, flipping Collection pages): the art stays empty for a moment and the model pops in. If a model can't load, the icon shows instead
- Dev: /deck model <card> sets a card's 3D model from your current target (or /deck model <card> <id>, /deck model list, /deck model <card> reset), for picking models for new cards
- Minimap button: left-click opens Deckhand, right-click goes straight to the Collection, drag it
around the minimap's edge.
/deck minimaphides or shows it
0.7.9
Bug fixes from a full code review. Rules changed, so friends need 0.7.9 to duel each other.
Look and settings
- Mana cost sits in a blue gem on the card's top-left corner, and card names are centred under the art
/deck tableflips the duel table (dark wood, dragon map, dark stone, black stone) and/deck pageflips the Collection between parchment and the old navy felt. Both are for everyone now
Rules
- A hero at 0 Health stays dead: a heal landing before the win check (Cookie's deathrattle, end-of-turn healing) can no longer undo a lethal blow
- Mind Control can't be played on a full board (it used to spend the card and do nothing), and a stolen Charge minion can attack right away
- Cleave and Multi-Shot hit two different minions, and need an enemy minion to cast
- Minions killed mid-effect no longer take up board space, so Inferno on a full board summons its Infernal
- Infernal Force destroys the attacker and minions that could attack, not sleeping or spent ones
- Freeze, buffs and keywords no longer land on minions that already died (no "can't attack" for a corpse); heals only show what they actually healed
Multiplayer
- No more getting stuck answering "busy" after accepting a challenge the other player had moved on from
- A duel only starts once you click Accept; a challenge with a class or seed we don't understand is refused
- A move lost in transit is asked for again, and a friend who goes offline mid-duel is noticed
- Challenging each other at the same moment works (one challenge wins); clicking Challenge twice doesn't send two
- A challenge that arrives while you're playing a bot gets "busy" instead of throwing your bot game away
- Names with accented letters match whatever case you type them in
Duel screen
- A choose-one window left open closes when the duel ends, and can't play into the next duel
- Before your first duel, redraws no longer wipe the challenge status or replace a name you typed
- A draw is shown and counted as a draw, not a loss; beating Muttons shows your Shards and card again
- Every card a spell draws slides into your hand (Arcane Intellect slid in one of two)
- Projectiles from end-of-turn totems start at the right totem
/deck mutealso silences the loot, craft and challenge chimes, from the moment you log in
Collection and saves
- A saved deck an update made unplayable is kept and flagged in the Collection instead of being silently replaced by the starter deck
- Neutral commons added in updates now reach existing collections (Biletoad, Bloodpetal Lasher)
Bots
- Bots play minions whose battlecry has nothing good to hit, count armor before going for lethal, aim Garrote at the biggest attacker, stop healing a full-health hero, and don't cast Hurricane into an empty board
0.7.8
- The duel board is dark wood from the game's own textures, with a soft vignette around the edges. No bundled table art any more
- The Collection is an old parchment page, with the deck list on a dark leather panel
- Collection filters are tidier: Type and Rarity are dropdowns with tick boxes (right-click an option to show only that one). Neutral and your class stay as quick toggle buttons
- Gnomish Death Ray now springs when your opponent plays a minion (like Ring of Destruction), not when one attacks: it destroys the minion and both heroes take damage equal to its Attack. Cost 4 -> 3
- Hero plates wear their class colour (border and name) instead of spelling the class out, and the mana count beside them is bigger
- Deck slots: up to 6 named decks per class. Click the deck's name in the Collection to switch, make a new deck, rename, reset to the starter deck or delete. The Starter Deck button is gone (too easy to hit by accident), and the Duel screen shows which deck you'll play
- The Reset button is gone from the Collection;
/deck resetis the only way to start over - Dev:
/deck tableflips between dark wood, the achievement dragon map, dark stone and black stone
0.7.7
- Collection filters are toggle chips: Minions, Spells, Traps, Neutral, your class, and each rarity. All start on; click to hide/show, right-click to show only that one (right-click again for all)
- Search box in the Collection: matches card names and card text, live as you type
- Fixed: when a minion attacked, its card lunged but the 3D model stayed behind. Attacks, hit shakes and cards sliding into your hand now move the real card, so the model goes with it
0.7.6
- Card art windows are tinted to the card's type (brown minions, green spells, purple traps) instead of a black box, so cards read as one piece on the felt
0.7.5
- Collection gets the same navy felt, with a darker gold-edged panel behind your deck list
0.7.4
- The duel board is a deep navy felt card table with a soft vignette (Textures\Felt.tga), built as two halves so each player's side can be restyled later for field spells
0.7.3
- Ship's-wood window: the carved wood border and brass corners from WoW's Achievement window, with the name on top. /deck frame switches back to the plain WoW window
0.7.2
- Built for WoW: Forever only: the TOC lists just the Forever interface (16001), so it isn't flagged as retail-compatible
0.7.1
- Fixed: on the victory screen, a minion's 3D model from the board could show through the reward card (a blacked-out croc in front of the kodo). Board and hand models are hidden while the end screen or the choose-a-card picker covers them, and come back with View Board
- TESTING.md points to the real Discord channels (#bug-reports, #deck-talk)
0.7.0: first public playtest build
- Discord invite on the welcome page, in /deck bug and in the /deck export box
- TESTING.md: install steps, what to try, how to report bugs and share balance data
- Everything from 0.6.x: multiplayer, the 10-bot ladder, crafting, class cards, traps, the new board and collection layout, card backs, game logging and export
0.6.36
- Fixed: /deck bug showed "client ?"; it now shows the client version, build and interface number
0.6.35
- Removed /deck tune
- Duskbat back to plain whole-body framing (its camera nudge was the likeliest cause of neighbors shifting)
- Known issue logged in the README: art framing can shift slightly between Collection pages
0.6.34
- Card framing re-applied a third time just after each model settles, so cached models can't keep the previous card's framing when you flip pages
- /deck tune (dev mode): adjust any card's art framing live in game; it prints the numbers to keep
0.6.33
- Fixed: card art could be framed for the previous card in the same slot (e.g. after Duskbat, page 2's Plainstrider came out tiny and low). Each card's framing is now re-applied once its own model loads
0.6.32
- The minion you pick to attack (or a card waiting for its target) lifts toward the enemy and pulses bright white, instead of quietly losing its green border
- Frostmane Headhunter uses a classic troll headhunter model (its old one doesn't exist in Forever)
- Duskbat: bigger and nudged further down
0.6.31
- Duskbat: camera pulled back and the bat nudged down so the whole hovering bat fits the frame
- Cards can now nudge their model up or down (
liftin Cards.lua) for per-card framing fixes
0.6.30
- Frostmane Headhunter's art is framed on the whole body (it showed an empty frame)
0.6.29
- Welcome page mentions challenging friends
0.6.28
- The first-time welcome now lives inside the Deckhand window (on the start panel) as three short lines, with a "Let's play!" button that flips to the opponent picker. No more system popup
- Removed the redundant hint text behind the start panel
0.6.27
- In-deck pips are gold now (green already means "ready")
- Fixed: in-deck pips stayed on screen when you changed pages or filters in the Collection
- /deck reset (and a Reset button in the Collection while /deck dev is on): wipe the save and start over as a new player, after a confirmation
0.6.26
- Collection: bigger cards (the grid now uses the empty space at the bottom); pager, spares and Save/Starter Deck pinned along the bottom edge
- Mana curve under your deck list: cards at each cost from 0 to 7+, updating as you build
0.6.25
- Collection: the in-deck badge is now green pips under the card (one per copy in your deck), so the card faces stay clean
0.6.24
- Elite dragons removed (too busy); legendary minions keep the gold border, epics the silver
- Collection: cards in your deck get a small card-back badge with the number of copies, instead of a white border (which looked like the epic silver)
- Your hero plate and the hint sit a little lower, evening out the space above your hand
0.6.23
- Stability: the 3D card models are released when the window closes, and after the game was frozen for a few seconds (the PC waking from sleep) they're dropped and reloaded a moment later, instead of the client rebuilding dozens of live models while the graphics card resets
0.6.22
- Legendary minions wear WoW's gold elite dragon and a gold border; epic minions get the silver (rare-elite) dragon and a silver border. Ready/selected/target borders still take over when active
- Card back back to the original anchor design (a new one is in the works)
0.6.21
- New card back: watercolor navy with a white border, rope coils and a tan anchor (matches the icon)
0.6.20
- Your opponent's hand is a clean row of card backs across the top, mirroring yours (no more fan)
- Your deck sits in the bottom right corner by your hand; theirs mirrored top left
- Board shifted down to make room, your hero plate moved closer to your hand
- A very full hand overlaps slightly instead of running into your deck
0.6.19
- Your opponent's hand is now held behind their name plate, centered, tops peeking out in a slight arc (hover for the count)
- Bigger decks, Master Duel style: yours on the right beside your minions, theirs mirrored top left
0.6.18
- Card backs: your opponent's hand is a fan of card backs along the top, each deck is a little pile with its count (red when nearly out), and face-down traps show the card back too
- Placeholder anchor card back in Textures\CardBack.tga, ready to swap for final art
0.6.17
Playtest build
- Every duel is saved locally (last 200): class, deck, opponent, first/second, result, turns, cards played. /deck export copies them for pasting into Discord; tools/card_stats.py turns pasted exports into win rates by class, opponent and card
- /deck bug opens a ready-to-paste bug report (version, class, level, current duel, recent log)
- First time you open Deckhand: a short welcome
- /deck card and /deck all are now developer-only (/deck dev to turn them on)
0.6.16
Balance (first pass; more after playtesting)
- Hunter: Arcane Shot now costs 2 mana (was 1). Early removal was too efficient.
- Hunter: Call Pet is now 3/2 Charge (was 2/2).
- Rogue: Garrote now deals 1 damage as well as freezing.
- Rogue: new rare spell Instant Poison (1 mana, unlocks at level 20): give a friendly minion Poison (any minion it damages is destroyed) and draw a card. Poisoned minions show a poison icon.
- Friend duels need both players on this version (protocol bumped)
0.6.15
- Vanilla vs effect minions: plain minions with no text are pale gold, minions with an effect are orange-brown (Yu-Gi-Oh Normal vs Effect monsters)
- Effect icons on minions: Taunt (shield), Shield (gold bubble), Charge, Battlecry (horn), Deathrattle (skull), end of turn (pocket watch). On the board they follow live state (a popped Shield disappears, Battlecry is gone once played). Legend in the Collection's ? tooltip
- These replace the old corner badges and the "Taunt Shield" text on board minions
0.6.14
- The opening high roll plays out in the middle of the board: your number spins and lands, then your opponent's, then the winner lights up with who goes first. Nothing moves until it's done (works in friend duels too)
0.6.13
- Class label moved from the top of the card to the bottom (above Spell/Trap, or between a minion's Attack and Health) so it no longer crowds the cost and copy count
0.6.12
- End screen has a View Board button to look at the final board (hover cards, open the log); Results brings the panel back
- Opponent picker is wider so long names don't run into the arrow
0.6.11
- Ready is green again (border and the attack glow)
- Card type is now the card's background instead of an inner frame: brown minions, green spells, purple traps (blue for hero powers)
0.6.10
UI cleanup
- Bigger duel board and hand cards; End Turn moved to the right edge, level with the middle line
- Battle log is now a pop-out (Log button, top right), Concede is a small button next to it
- Ready is gold now: playable cards get a gold border, minions that can attack also pulse with a gold glow
- Sleeping minions are greyed out with a big Zzz; frozen minions get a blue border and an icy tint
- Spells have a green inner frame, traps purple
- Collection: filters moved up under the header, bottom bar is just paging (plus a spares button when you have spares), stats and help live in a "?" tooltip
- Crafting: new Craft toggle next to your Shards. Click any card for a big detail window with Craft and Break Down buttons (right-click still works too). In Craft mode, gold = you can afford it
/deck scale 1.2to make the whole window bigger- Duskbat's art is framed properly
0.6.9
- Smarter bots (skill 0.5 and up) bait face-down traps with their least valuable minion first
0.6.8
- Recruiters that summon a minion from your deck when they die (Giant Rat, Mystic Tomato and Pyramid Turtle style): Biletoad, Bloodpetal Lasher, Patchwork Horror
- Thuzadin Necromancer: Battlecry: return a random cheap minion from your own graveyard (a small cousin of Spirit Healer)
0.6.7
- Deck searchers, after Sangan and Witch of the Black Forest: Felhound Tracker (finds a minion with 2 or less Attack when it dies) and Lost One Seer (finds a minion with 2 or less Health)
0.6.6
- Harpy's Feather Duster (3 mana rare spell): destroy all of your opponent's face-down traps
- Blastmaster Emi Shortfuse moves to the reserve
0.6.5
- Real WoW sounds: weapon hits (crits for 5+ damage), Fireball impacts, Divine Shield, Frost Nova, Polymorph, Battle Shout, heals, parchment card rustles, spellbook page turns, ready check, PvP fanfare
- Drop your own .ogg into Sounds/ to replace any moment (names in Sounds/README.txt)
0.6.4 [was 0.9]
- About 100 cards per class: 94 neutral (45 common, 27 rare, 15 epic, 7 legendary) plus class cards
- 8 new commons, 12 rare elites back from the reserve, new legendary Lord Kazzak
- Firebolt is a Mage card; the starter deck runs Dalaran Apprentices instead
0.6.3 [was 0.8]
- Trap removal: Seaforium Charge (spell) and Blastmaster Emi Shortfuse (deathrattle)
- Collection filters by type (minions, spells, traps) and rarity
0.6.2 [was 0.7.1]
- Hunter tuning: Multi-Shot 4 mana, 2 damage to two minions; Call Pet 2/2
0.6.1 [was 0.7]
- The bot ladder: ten opponents from the Gnoll Cardsharp to Muttons, each unlocked by the last
- AI skill levels and deck styles
- Win rewards scale with the opponent; Shards and Master Duel-style crafting
0.6
- Multiplayer duels with friends (lockstep, desync detection)
- Opening high roll decides who goes first
0.5.1
- Shield and taunt indicators; lookalike creature cards swapped for unique ones
0.5
- Trimmed to a 126-card set with 20 new commons; GitHub repo and test suite
0.4
- Classes, hero powers, traps, Spirit Healer, Thunderfury, class cards from the spellbook
0.3 / 0.3.1
- Live 3D creature art on cards; fixed end-of-game screen
0.2
- Animations and sound effects
0.1
- First playable build: deck builder, AI duels, card rewards from quests and leveling
All Relations
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