View Full Version : Alpha Q&A

09-27-2013, 12:37 PM
If you have any questions or comments, please discuss them in the forums and we’ll try to answer them as best as we can. Thanks again for all your support and prepare yourself, for HEX alpha is coming soon!

This thread was created in an effort to consolidate a thread for your various questions in reference to the Alpha article. Just so we don't have various separate treads popping up all over the place.

If I missed anything, let me know! Preferably with details. :)

Additionally, you may refer to:

Kickstarter: Current Alpha Target Date: October 8th (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/605035)
Kickstarter: Alpha and You! (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/611776)
Kickstarter: Alpha is Coming! Alpha is Coming! (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/618987)
Kickstarter: 3... 2... 1... Launch! (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/623888)
Kickstarter: Post Alpha Launch (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/626183)
Kickstarter: Alpha Progress (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/633550)
Kickstarter: Big News For HEX (http://hextcg.com/big-news-for-hex/)
Kickstarter: The 3,000! (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/639709)
Kickstarter: Moving Right Along (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/648377)
Kickstarter: 4,000 New Users Added to Alpha (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/656032)
Kickstarter: All the HEX News That's Fit to Print (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/663564)
Kickstarter: Alpha-nauts (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/671863)
Kickstarter: Thanskgiving (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/677521)
Kickstarter: Twitch and Tournaments (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/686600)
Kickstarter: Your Weekly HEX Update - Tournaments, Apprentices, and Panaoramas (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/693830)
Kickstarter: The Night of Bells and Other Holiday Goodies (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/701250)
Kickstarter: A HEXtra Special Holiday Surprise (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/705761)
Kickstarter: Happy New Year! (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/710905)
HEX TCG: Alpha and You (http://hextcg.com/alpha-and-you/)
HEX TCG: Update - October 4th (http://hextcg.com/update-october-4th/)
HEX TCG: Big News For HEX (http://hextcg.com/big-news-for-hex/)
HEX TCG: Gems Now Available (http://hextcg.com/gems-now-available/)
HEX TCG: Four Thousand New Backers Invited to HEX Alpha (http://hextcg.com/king-backers-invited-to-hex-alpha/)
HEX TCG: Patch Changes and the Chain (http://hextcg.com/patch-changes-and-the-chain/)
HEX TCG: All-In (http://hextcg.com/all-in/)
HEX TCG: Tournaments and Reserves are Here (http://hextcg.com/tournaments-and-reserves-are-here/)
HEX TCG: HEX Update - Patches, Apprentices, and Panoramas (http://hextcg.com/hex-update-patches-apprentices-and-panoramas/)
HEX TCG: Prep Phase Priority Window (http://hextcg.com/prep-phase-priority-window/)
HEX TCG: HEX Update - The Night of Bells and Other Holiday Goodies (http://hextcg.com/hex-update-the-night-of-bells-and-other-holiday-goodies/)
HEX TCG: HEX Update - Happy New Year! (http://hextcg.com/hex-update-happy-new-year/)
HEX TCG: Patch 820 Breakdown (http://hextcg.com/patch-820-breakdown/)
Forums: Alpha and You (http://forums.cryptozoic.com/showthread.php?t=27716)
Forums: Update - October 4th (http://forums.cryptozoic.com/showthread.php?t=27867)
Forums: Big News for HEX (http://forums.cryptozoic.com/showthread.php?t=29086)
Forums: Gems Now Available (http://forums.cryptozoic.com/showthread.php?t=29183)
Forums: Patch Changes and the Chain (http://forums.cryptozoic.com/showthread.php?t=30058)
Forums: Tournaments and Reserves are Here (http://forums.cryptozoic.com/showthread.php?t=31260)
Forums: HEX Update - Patches, Apprentices, and Panoramas (http://forums.cryptozoic.com/showthread.php?t=31313)
Forums: Prep Phase Priority Window (http://forums.cryptozoic.com/showthread.php?t=31484)
Forums: Your HEX Holiday Update (http://forums.cryptozoic.com/showthread.php?t=31510)
Forums: A HEXtra Special Holiday Surprise (http://forums.cryptozoic.com/showthread.php?t=31616)
Forums: HEX Update - Happy New Year! (http://forums.cryptozoic.com/showthread.php?t=31748)
Forums: Patch 820 Breakdown (http://forums.cryptozoic.com/showthread.php?t=31841)

HEX Alpha Discussion: http://forums.cryptozoic.com/forumdisplay.php?f=112
HEX Alpha Bug Report: http://forums.cryptozoic.com/forumdisplay.php?f=111

Note: All Eligible Tiers are invited to Alpha! CZE Champions have also been invited!

If you are a Grand King, Dragon Lord, Primal, Immortal, or Producer and have yet to receive your invite, please check your junk email or spam email folder.

If you still do not have an invitation, please open a ticket here with the subject line of "HEX - Invite": http://cryptozoic.kayako.com/

Please use that customer service portal only for this reason. This is the only HEX issue that can be resolved via this customer service portal. Thank you.

Let’s start with the first one; it’s pretty simple. We are inviting another 3,000 people into the Alpha. Invites are going out right now and will continue throughout the day. All Raid Leaders, Guild Masters, Pro Players, Dungeon Crawlers, and Collectors will join the alpha. If all goes well, we hope to get on a regular and expedited runway to inviting everyone into the game. I apologize that this is taking longer than I hoped, but that’s the nature of Alpha and software development—it’s all about discovering the unknown. The glitch-filled, buggy unknown…

King (and early bird King) are going out today, so check that inbox! Welcome to HEX Alpha!

Hi Dunnagh,

Were you a CZE Champion during your WoWTCG days? We all received Hex invites today so it is probably relating to this.

As stated the email is legit so go nuts :)


15,000 Alpha invites are in the process of being sent out. Check your in boxes!


All Slacker Backers are getting the invite! Welcome!!!

Now that all invites are going out, if someone donates a slacker backer after today, will they get an immediate invite?

that is correct! :)
tell your friends!

Keep in mind, slacker backer invites can take up to 72 hours to be sent. If you haven't received your invite by this time. Please register and submit a ticket at support.hextcg.com. Please include the email you used to purchase an account and your transaction ID, and we will be able to get you into the game.

Shaggy :cool:

10-06-2013, 01:54 PM
Is there any kind of matchmaking, even if it just matches you with someone at random? Or do we need to manually challenge someone to a game?

What is the top level of the account? Should we name our account what we want as a character name or a keep name?

No auto Matchmaking but you will go into a "lobby" and you can see other players and challenge them

For example, Cory, will there be an opportunity to register our user names before alpha? Will everyone get to register at the same time or will it be by tiers or alpha access order? If before, when will it be? Could we do it now?

Beyond that, I'm satisfied.

Yes you will be registering names as you enter the Alpha, we are figuring out how to order entry of Alpha backers (and if its even feasible to use the Kickstarter data as a metric, such as level of pledge)

I'm wondering about hard min specs for Alpha.

VERY LOW, I don’t have exact data for you at this point, but the game is not a hardware hog

We will be registering user names as we enter alpha.

Do you know the plans for registering guild names? Will this be on alpha entry, tied to user names, or is this going to be introduced when PVE content is begun to roll out, and tied to character names. If the answer at this point is "We don't know for sure", that is fine, but if you do know, I know many guilds are planning to register at the first opportunity.

Thanks Cory, and excited to see that alpha light coming down the track we are all tied to :)

Guild names are later, that will be part of Beta / PVE launch

But it was stated long ago that we will have the opportunity to merge multiple kickstarter pledge levels into one account so we can keep everything in one place. This is what I, and others, are asking about. I want everything under one login in the end, and they said it would be possible.

This is just for Alpha (when you can't buy things and don't get your KS rewards other than the Alpha invite), when we get to Beta the merging of accounts will be available.

Hope this helps

Sorry about any confusion. When creating your account name, you should think of it as naming your Lord or Lady. Like a surname. Not necessarily naming a building.

As far as Kickstarter rewards and merging accounts, that'll happen when we go open Beta. The current system is only for alpha, and we are using the emails provided to us by Kickstarter.

In PVP, if your Lord or Lady is named "ERIC" it'll be CHAMPION NAME of ERIC. So, Gozzog of Eric will appear if you choose the Necrotic Warrior PVP Champion.

For those of you with multiple pledges, this is just for alpha, but you should use one of those pledges to create the Lord or Lady name you desire.

For Chat, you'll see the Lord or Lady name.

If I have 2 pledges, can I get a friend to use the second to play alpha, and then still merge them come alpha?

Yeah, that's the plan.

As far as keep/character names, clearly the community feels strongly about this and we'll be going through the different opinions, discussions on this throughout the weekend.

Any chance at surveys being sent out to gather emails rather than using the ones tied to the accounts we pledged with? That would solve my problem of wanting to gift these accounts to friends by just letting me put their info in from the start.

That's around 20,000 surveys to process at this point. I don't see that happening, but we'll have to provide an option so they're not logging in with YOUREMAIL3 for the rest of eternity.

Well they said that ;

-We'll be streaming on Tuesday, October 8th at Noon on our Twitch page
(update #49 http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts)

-and we're going to stream that alpha version right before we send it all to you.
(update #45 http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts)

So rough estimate is Tuesday evening

That's the plan! **fingers crossed**

10/7 - 5:36 PM

Hey all, here's our first update for Alpha! Hooray!

Good news, we've streamlined the patcher and we cut the time it takes to install by about half. Currently, we're battling some patcher issues unrelated to that streamlining and our engineers have committed to staying overnight to work on the problems. It's like the Jolt-cola, pizza fueled sleepovers of old but instead of Mortal Kombat and NBA Jam, it's fixing code and networking issues. I'll have more news on that front in the AM tomorrow (Tuesday).

We're doing our dry run of our stream tonight in practice for tomorrow (Tuesday) at Noon. The card spoiler PDF is being cobbled together by HEX team members, as is the Quick Start guide for new players.

That's all on this front. Expect an update sometime tomorrow either before the stream or on the stream.

10/8 - 12:23 PM

Hey all. We got the game up and running, the patcher is installing properly. We have two critical things we need to clean up before sending out the invites, so we'll keep you abreast of when those are fixed and when the invites will go out to Grand Kings through Producers. We can't commit to anything at this time, but should give you an update by 4 PM Pacific.

Both the Quick Start Guide and the spoiler PDF are complete and will be posted soon.

why would it take 'a few weeks' for slacker backers to get in? I am not happy with this. Guess we are the second-class citizens around here.

I am literally guessing when I say "weeks." Basically, we can't give any specific date or time because we don't have anyone on the server, but community members were speculating and passing around that information, so I wanted to give some sort of window.

Nobody is a second class citizen, but we can't have 20,000 users hitting our server at the same time. I can think of a few games that exist at this very moment that couldn't handle that number of concurrent. We'll get in people as soon as we can.

10/8 - 4:20 PM

All available resources are on getting the alpha ready to send out. We're spinning up another loader hoping to address two issues preventing us from moving forward:

1 - User emails being displayed instead of user names when players look for a game
2 - The EULA not populating properly in the client

We'll have word in about 60 to 90 minutes if that fix resolves those issues.

In the meantime, we've published the Set 1 PDF and you'll find that on the HEXTCG homepage in the next 15 minutes. Remember that the unscripted cards are not on this list, so this list of cards will be a work in progress as our HEX team scripts the cards in the client.

Thanks again for all your patience and support as we get through these last few hurdles.

10/8 - 5:45 PM

We're currently downloading the client and our testers are going to give it a spin, see if the issues are resolved. If so, the QA team is going to test the client to try and see if anything else broke. If not, our engineers will keep hammering on it. Not literally, with hammers, but with keyboards and code and text and stuff.

Sorry to disappoint, but it doesn't look like we'll be sending invites today. We'll have an update on 10/9 around 11 AM to inform everyone on where we're at. Thanks for your patience and support!

10/9 - 11 AM

Success! We were able to resolve the two bugs and invites will begin at noon for people from Grand King up through Producer. We'll be posting a larger Kickstarter update after.

The Quick Start guide needs some work, and that's where the majority of my own time and resources will be going.

Thanks everyone for your patience and we'll have those invites out soon.

10/9 - 1:15 PM

Launch! The first wave of invites were sent out about 15 minutes ago for backers from Grand King up through Producer.

You can see more about the Launch on our Kickstarter update: http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/623888

10/9 - 4:50 PM

Hey all. For those of you in the game, we hope you're enjoying your first experience with HEX with this alpha client.

The servers will be brought down at times this evening and overnight to resolve download speed issues for players installing the client. We are aware of the issue and taking steps to remedy it. Note that this is alpha, so our engineers will often bring down servers to do work throughout the entirety of the alpha period.

If you are a Grand King, Dragon Lord, Primal, Immortal, or Producer and have yet to receive your invite, please check your junk email or spam email folder. If you still do not have an invitation, please open a ticket here with the subject line of "HEX - Invite": http://cryptozoic.kayako.com/ Please use that customer service portal only for this reason. This is the only HEX issue that can be resolved via this customer service portal. Thank you.

10/9 - 7:42 PM

It seems that some game hangups are happening with Buccaneer and Wild Root Dancer. The "Pass Priority" button isn't properly appearing. If you hit spacebar when the game hangs up, the game will pass priority and you can continue on.

From one of our engineers who runs HEX on Windows 8

We developed it on Windows 8 and definitely can run HEX on Windows 8. They may want to run as an Administrator because HEX does need to add/change files and currently installs to C:\Program Files(x86)\, which requires escalated permissions. You may want to tell them to run as Administrator and see if that works. There shouldn’t be any other special hoops to jump through.

10-10-2013, 09:36 AM
10/10 - 9:32 AM

We are currently experiencing an issue with game creation. Players can get in the game and build decks, but no games are able to be played right now. We are investigating the issue and will update as we have more concrete information.

Thanks for your patience.

10/10 - 10:03 AM

The game creation servers are back up! Additionally, the CDN has been upgraded so players should be experiencing a much faster download time.

10/10 - 6:23 PM

I'm moving through the Cryptozoic customer service queue to help people who should've received keys and did not, as well as getting the Quick Start guide approved so people new to TCGs can have a document to help them understand the game. Our internal testers have given great feedback on keys, functionality, characters. You external testers have done a great job documenting bugs, and I have a HEX team member combing through the bug reports to get those to the engineers. The engineers also have their own forum accounts, so you may see them pop into threads to ask questions or get further information.

Our engineers have some initial server data and are making adjustments, plans based on that initial feedback. Twenty four hours of sample size isn't enough to make hard decisions on based on what we've seen, but we are collecting it and mapping out plans to execute in the near future. Overall, the game is up and players are playing.

As for players asking when we will be able to send out the second wave of invites, the nature of the issues we're handling don't allow me to make any projections on that. At this point, I prefer to announce things that we've done as opposed to things that we plan to do. That means we'll announce when the second wave has already been sent as opposed to trying to project when we can send the invites.

It would be useful to know what you're working on in my opinion. Maybe share your checklist, make an attached suggestions part for it so you dont have to do all the thinking alone.

Maybe in the future, but at this point there are so many pieces in play that it would be tough to decipher for anybody (especially for those without engineering experience; I certainly find myself asking a ton of layperson questions to them when we talk) and people could potentially draw erroneous conclusions about that information, then those conclusions become the discussion, which become the narrative, and suddenly there are expectations.

Can you possible give us a hint on what the Criteria is that might let the 2nd wave begin? That is, is the stability of the server the deciding factor here or is it gameplay bugs? I only ask because I don't see many "disconnected" and "cannot connect to server" reports, most just gameplay bugs that I assume were expected. I just hope it's not the gameplay bugs we're waiting on.

I know that either way I have to wait, it just feels good knowing why I'm waiting.

If players weren't familiar with the alpha process already, they are now in that fixing one thing can often break another. =)

As far as criteria, fixing the frozen or dropped games is certainly somewhere on the priority list. I'm not sure if that would gate a Wave 2 release, though. We're just going day-by-day with this; everything is part of an ongoing discussion. We see that some servers need more resources (so we need to request, secure those resources), others could do with less, and some code needs to be optimized in order to reduce some of the processes on those servers. Pretty standard stuff on that end.

Thank you for replying Shaqattaq. Means a lot and shows that we aren't just asking questions down an empty hallway. I understand not wanting to throw a random date out of when second wave will hit to avoid the heat it may generate, but at this point where so many dates have been set and none of them have been meet, most of us have learned to accept the dates as a mere suggestion. I and many others would simply just like a date where we can check back in to see if things have been moving along. It doesn't have to be an official date, we just want a date close to when CZE expects they should have wave 2 ready. Is that too much to ask for?

I wish we could provide a date. When we get more things in place and more wrinkles ironed out, it's possible we'll be able to provide dates. But it's clear at this stage that there are too many variables and we don't want to let anybody down by giving out a speculative date, then potentially having to break that date. I'm sorry for any inconvenience this causes, but I think it's important to go about the process this way to avoid giving out any potentially wrong information and having people make plans on that information.

Alpha is for fixing bugs, getting some information on how users interact with our client. I want to use some of this time in order to evaluate the naming convention. Whether it changes or stays the same, I see us giving players a window to change their names sometime during the beta.

10/14 - 5:44 PM

Hey all. We collected a ton of great data from you all this weekend and through that we discovered four bugs that were causing stability problems, the "Pass Priority" button disappearing, and the "this user is already logged in" error. So, that's great. We're testing fixes over the next day to see if our proposed fixes solve the problems at hand. Thank you for all your help in that and we'll have another update tomorrow should we make some progress on that front.

We informed people for weeks leading up to the alpha on how we would go about distributing invites. We couldn't throw all 20,000 people at an untested server, and some people have hit the nail on the head here in terms of server load causing some bugs on its own. We decided to put the Grand Kings through Producers on first, but everyone will eventually get in. HEX will exist for years. Waiting a week or a few weeks for alpha access-- to a client that exists for testing-- is such an small percentage of how much time you'll be spending on this game. And our engineers are dedicated to getting the hardware stable in order to allow the next group of players into to the game.

We update nightly, sometimes twice a day if we have something relevant to say. We're averaging more than two posts per workday. These updates are a culmination of multiple people's workday, and sometimes the answer is "we can't say for certain that this will work." Fixes are tested by QA people in a staging environment, then implemented should those fixes work and not break anything else. For example, anybody who played the Gen Con build will recognize that one of these builds clearly caused us to lose some functioning cards, which we eventually need to bring back once we've gotten more backers into the server.

These unknowns prevent us from being able to project, promise specific dates about alpha access. That's just the nature of the beast. Certainly, being able to give everyone a date and being able to predict with reliable accuracy the dates we'd be able to allow people into the server would make everyone's job here much easier. But there are so many pieces in play that we're not able to give dates at this time, and to give hard dates on speculation, guesswork would show a lack of respect from us to the community. We recognize that people make plans based on dates given, and I respect that any date we give at this point must recognize that. Once we're able to safely add users to the server, we will do so. There is no scenario where we can add users and don't add those users immediately. I apologize that we can't give you specific dates at this time, but really, it's just not possible. When we can give dates, we will do so instantly. My fingers will be typing so fast on my keyboard to update the forums, Kickstarter page that they'll catch fire.

As far as funds being spent, the Kickstarter funds were used to staff up, finish the game, order art, and the like. A CZE employee paid for the puppy party out of his own funds. The HEX Con funds sit in an account, waiting to be used. Any suggestion that funds were used for anything else than HEX is ridiculous. It would be wildly illogical to have a successful Kickstarter, have people excited about a project, and then use that money to do anything other than get that product launched. It would also be dishonest, fraudulent. Consider the matter of discussing this in particular closed.

A reminder that for all alpha updates, you can read the Alpha forum here: http://forums.cryptozoic.com/showthread.php?t=27943

Copulat0r is referring to my post. I will quote it here:

"As for players asking when we will be able to send out the second wave of invites, the nature of the issues we're handling don't allow me to make any projections on that. At this point, I prefer to announce things that we've done as opposed to things that we plan to do. That means we'll announce when the second wave has already been sent as opposed to trying to project when we can send the invites."

Again, as I mentioned today, we need to respect that people make plans based on information we give. I've had people ask me when they should take off work for alpha, so we need to be responsible when we go out with information that we're comfortable that something is actually happening as opposed to being tested in a QA staging environment.

There's also difference between having no information being released-- and information is being released daily, literal quotes like "We're testing fixes over the next day to see if our proposed fixes solve the problems at hand" from yesterday's update- and not having the specific information an individual wants released.

10-11-2013, 04:17 PM
Which will, as you said, coincide with when more people are added to the servers, correct? So there is not going to be any lengthy advanced ETA of the second wave like there was with the initial alpha? I think that is what the OP was asking.

I'm not trying to give you guys a hard time. I totally understand why you cannot give a new ETA. However, I do dispute where you said you warned everyone well in advance that this was how alpha access was going to work. Correct me if I am wrong, but the first time I saw anything about how it was going to be GK+ was in the update in which it was moved to October 8. That is what spawned those other two threads and they spiraled out of control when there was radio silence for five days.

I'm not saying this to complain, I am saying this so that CZE remembers that the rest of us are totally in the dark as to where progress is, so when you guys make statements, those statements are all we have to go on. When you said "alpha in September," we had nothing to go on but the assumption that means for everyone. There were a few people in those threads who were upset about not being in the alpha yet, but there were far more people who (1) understood why they were not in the alpha yet, but (2) were upset that the level of communication we have received lately has been lacking. It seems like we are worlds away from when Cory asked people to call him up to talk about the game. You set the bar pretty high and now we seem to be at Company Whose Name Will Not Be Mentioned levels of "when it's done" responses.

We are all hyped up to play your game. Our expectations are high, perhaps unreasonably so. More extensive explanation of where things are in development would go a long way to calm people down. This is the first Kickstarter project I have ever backed, and I am sure that is the same for a lot of people. Moreover, it is the most I have ever spent on a video game and I did it at a time based on hope and promises, just like everyone else. We just want to feel a little more "in the know." If that is not possible, just say so.

I appreciate that, and I understand that there's tension here. The community wants as much information possible, but we have to be careful what information is shared in order to manage expectations, only say things in which we can commit to. Like I said earlier, people were planning work vacations based on information we put out. I won't have someone burn up a week of vacation time based on our projected dates.

There was no radio silence for 5 days. We didn't update over the weekend, and we updated Monday night just as we committed to doing our nightly updates. The engineers were working and we didn't have anything solid to share. The engineers are always working.

The lack of information flowing is the nature of the situation we're in right now. A lot of pieces are in flux, and things can change on an hourly basis. That's not to say our engineers are unskilled. Some of our recent acquisitions have out-of-this-world resumes and work experience, as well as a passion for the game we're trying to make. As things settle with the client and the engineering, we'll be able to share more. So, you can expect more information as we get further along, and you can expect things to be more reliable. As much as the community wants dates, we can't provide them if they don't exist. And Monday's update was pretty specific about the issues we found (stability, bugs), as well as what the next step was (testing the proposed fixes).

I appreciate that emotions are heated now only in that people want to get into HEX because they're passionate and love this game. Trust me in that we feel connected to you. Many of us stay after hours to play games against the community, chat with users. We've gone out to our community itself with job listings, both the community manager position and an engineering position. One of our engineers is a Dragon Lord!

Over time, you'll see communication open up as everything is more reliable, predictable. But overall, a lot of requests I'm seeing are for things that honestly, just aren't in a position or condition to be made public at this time and if they were shared, would be changing daily and just set people up for confusion in the cases where people saw one update, internalized that information, and then did not see the next update that changed everything we had just said. That's the nature of information at this stage in development.

See, why does that have to be a rumor though? Why can't they just come out and say "we have a patch on the way that we hope will fix all these issues?" If it works, fantastic. If it doesn't, at least we know why it is taking longer and no one is going to sweat it.

I think CZE is so afraid of letting people down that they would rather just spring good news on us. The problem is that the absent mind tends to wander to the worst-case scenario.

Maybe that'll be in the 6 PM update. Again, we committed to doing nightly updates. The updates will happen at night, sometimes during the day if we have something breaking to share. As for how that was released, it shouldn't have been shared with anybody as people shouldn't feel that some users have "inside information" while the rest of the community is left out.

10/15 - 6:18 PM

We have a stability patch that has gone through a day worth of QA and so far, it's working. Again, this is addressing a good portion of the hang-up "Pass Priority" bugs we've been able to identify, as well as the log-in problems people have been experiencing when the log-in server tells the player that he or she is already logged in. Thanks for all your patience and help with this, alpha players. We'll have another update tomorrow.

I just spoke to the person who speaks for that project. It's on the to-do list, but right now we're focused on getting the servers stable and the client going. He projected end-of-alpha or sometime during the beta. It's regrettable and I want to offer our apologies, but we have so many other issues that take priority over getting the Mac client going. We know we committed to making HEX run native on Mac products and we will make good on that commitment. I'll be posting this in the Friday update to let the collective community know.

Until we're able to deliver that, we recommend using Bootcamp or another solution in order to play the HEX alpha.

Saw an individual with the keep name Penis.

While i certainly chuckled like a middle schooler, imagining Lady of Penis/Lord of Penis. I really don't want names to turn into the arms race for the most offensive. Recommend tightening the restrictions.

Yeah, I saw that this weekend and in the Kickstarter update I'm going to let players know that if I see an inappropriate name, I'm going to name them something like FuzzyBunny or SneezyPanda or whathaveyou. ;)

10/16 - 11:44 AM

We'll be deploying a stability patch on Thursday, 10/17 at 10:00 AM Pacific. We expect the server will be down for 1 hour. We'll have more information tomorrow, including patch notes. Thanks for your patience everyone. Hopefully this will solve many of the issues you're experiencing.

10/16 - 8:02 PM

We're currently working on the next patch to come after Thursday's patch, and everything is still a go for tomorrow morning's stability patch. It's passed the remaining QA and has the green light for tomorrow. We'll give you patch notes tomorrow after the patch is successful.

10/17 - 10 AM

Servers are now down for the 10 AM patch. We expect servers to be down for 1 hour. You can keep up-to-date on any news here and on our Twitter account @HEXTCG. Thank you for your patience.

10/17 - 10:15 AM

HEX Alpha Patch version 812

• General stability and crash fixes.
• Framerate is now locked to 60 FPS.
• Players will now get a pop up on server connection loss.
• Added version number to patcher screen.
• Midnight Shepherd was causing stability issues so has been temporarily removed.

• Players can now chat while waiting on matchmaking.
• Chat defaults on when entering a match.
• Chat will automatically appear on the game screen when receiving a message.
• Players can now correctly scroll through chat.
• Chat window is moveable. It can also be resized by pulling the bottom right corner.
• /whisper, /w, and /t now works to send private messages to other players.
• Chat should no longer appear multiple times when switching lobbies.

User Interface
• The client now remembers the resolution and sound setting properly from session to session.
• Alpha_Collection no longer appears in the deck list.
• Champion selection screen is now scrollable.
• Added a “Remember Me” checkbox on the login screen.
• Players can now paste into the login and password fields.

New Known Issues
• Users may have to log out and log back in again the first time connecting to the update.
• If the patch downloads each time you start the client please click the ‘Repair Install’ button after completing the patch.
• Game Victory/Defeat screen has a big purple circle.

10/17 - 11 AM

HEX Alpha is back up and open for business. Load up your client and you will begin patching. The content delivery network is currently populating, so download speeds will be initially slow and improve over time. Thank you for your patience.

10-11-2013, 04:19 PM
Edit: This event has been cancelled. We will provide a new date, time early next week.

HEXers! We need your help in a mighty battle against... our AI server. IT'S MUCH SCARIER AND TOUGHER THAN YOU'D THINK!
For those of you in the alpha, we need to stress test the AI server. Please log into the game on Friday, 10/17 (that's tomorrow) and play games against the computer (AI games) from 5 to 5:30 pacific (that's Los Angeles (http://www.worldtimeserver.com/current_time_in_US-CA.aspx?city=Los_Angeles) time). We'll have engineers monitoring the server, client and generating reports. We need your numbers to really put some heat on this silicon scourge, so please participate if you can. Thank you!

10/17 - 5:54 PM

Hey all. We've successfully patched and so far things look good on our end. We're monitoring for possible problems, checking bug reports, and the general housekeeping involved when patching. We're continuing work on the next patch as well.

For those of you in the alpha, we need your help to stress test our AI server. We've put out a Call to Arm (http://forums.cryptozoic.com/showthread.php?t=28908)s for assistance in slaying the beast, or at least giving her a good run. Please log in and select Play AI matches from 5 PM to 5:30 PM Pacific on Friday, October 18th. That's Los Angeles time (http://www.worldtimeserver.com/current_time_in_US-CA.aspx?city=Los_Angeles). Thank you in advance for assisting us!

10/18 - 10:40 AM

Hey all. We're currently down and investigating. Sorry for any inconvenience.

Our engineering team has decades of experience and they've worked on some of the biggest video games (and consoles) in the world, some in senior positions. Please trust that the team knows what they need in order to be successful and do their jobs. The stress test is important, so please help them be able to gather the information they need.

Shaq, has there been any progress on people who don't have cards in their alpha account? I'll wait until release if I have to, but I'm champing at the bit to alpha test!

We've been discussing that problem over the last couple of days. We with certainty know what happened, but it's in debate what is the best way to fix the problem out of the proposed solutions. My plan is to hit up the engineers today when they have a moment to make a final decision on how to deal with that particular issue. Our apologies that we've been a bit slow in solving that problem.

In a chat the other day this is about what they said.

no no no...
we are actively trying to fix the things we have found that create show stopping events, we are working hard on it and we are getting close, as soon as we have this figured out we will bring in more people, it should be soon

Hey all. We're going to cancel the 5 PM alpha stress test. We will give a new date, time early next week. Thanks for attempting to help out.

Something was updated in addition to the client patch on Thursday and we feel that might be causing the issues, but we're not sure at the moment. Our team continues to work on the problem.

10/18 - 5:14 PM

Engineers were able to pin the problem to a hardware failure. We've staged an entirely new environment on new hardware, so you can once again log-in, but your keep name and custom decks are in the old environment. Fret not, your keep name and custom decks will return on Monday or Tuesday. Our engineers will be monitoring the new environment and may take the server down for 5-10 minutes this evening for resource allocation. Otherwise, you are welcome to log-in and play.

Edit: Some users are experiencing the wrong number of cards or that some cards are missing. "Repair Install" seems to be solving that problem.

10/21 - 10:45 AM

We've fixed the hardware issue and you will be returning to your original account, keep name. We were also able to take advantage of the setup this weekend to solve three different bugs that were hitting us-- the occasional servers going down or locking up, as well as an AI lockup.

Hi HEXers. We're putting out a Call to Arms again for today, Monday October 21st at 5 PM Pacific (http://www.timeanddate.com/worldclock/fixedtime.html?msg=HEX+Alpha+AI+Stress+Test&iso=20131021T17&p1=137&am=30). Please log into the alpha servers and choose "Play AI" from the main menu.

Someday, in the future wars of our world where man fights machine, you'll be able to say that you've been battling AI for years, maybe even decades. This experience will serve you well in those dark times. So, please help us slay the server. Thank you!

Hey everyone. Thank you for participating. The engineers were able to gather the data they needed and you all performed admirably. Unfortunately, the server still stands, but next time, Gadget, next time! You may go back to your regularly scheduled PVP beatdowns.

10/21 - 7:55 PM

Thank you to everyone who participated in the alpha stress test. The engineers have the information they need. We are continuing to work on the next patch, and we have some special announcements coming this week. Please keep an eye on the Kickstarter updates page and on HEXTCG.com.

10/22 - 5:45 PM

Slow news day.

The next patch is progressing. No show-stoppers yet, so that's great.

We also said that we'd have some announcements, and we'll have more on that later this week.

10/23 - 6:48 PM

We've been working on back end improvements based on the data we received in the AI stress test. So, thank you again to everyone who participated. We're polishing up the next patch, which will include some new cards and far more crisp images where the images were previously a bit sketchy. Yes, the whole time it was fuzzy images on our end. You can cancel the eye doctor appointment.

On the R&D front, the team is nearly done with set 2 and spent a few hours today chain-running PVE dungeons.

I spoke to engineering and it should not be possible to delete cards out of collections, and we're in the final stages of a fix for anybody who is missing cards.

I realize this process takes time and everyone wants into the client asap. We certainly want you in and gaming. We are rolling out invites in groups because our engineers need information on how different services react, where we need to allocate resources, how elements of our network scale dependent on users, and more.

We're monitoring our hardware now with the new users, continuing to fix bugs, addressing some previous issues with players' collections. Part of the process is gaining all this information from players logging in, accessing parts of the game, and eventually stress testing certain systems. That gives the engineers information on how to model certain parts of the game, where they can make improvements, and where we need more physical hardware. Then once they have the information they need, that process gives them the answer to the invite question. We need that information first, so that's why we can't give an answer yet.

Well, I finally got in. Definitely seemed to be that I was trying a keep name that was already taken. Wish there was a pop-up message to users simply stating that fact, to avoid the hassle of keeping people waiting. It was a frustrating experience not knowing what's going on.

Sorry about that. It's definitely on our list of things that need to happen sooner than later, along with a message on when our servers are intentionally down as opposed to someone having a problem logging in.

10/24 - 5:35 PM

In case you hadn't heard, we invited over 3,000 backers to the alpha servers today. Our engineers will be gathering information and testing our hardware with the new users.

There will be downtime tomorrow morning at 10 AM Pacific in order to patch the HEX alpha client. We'll be publishing patch notes tomorrow morning and you check both here and our Twitter account @HEXTCG for any updates.

10-15-2013, 03:39 PM
- Fixed AI logic to remove some instances of games versus AI hanging. If you do get a hang the first thing to try is to hit the space bar a few times.
- Fixed some more issues of the Pass Priority bar not appearing. There are still more so keep those reports coming!
- When you log in, your collection will be compared to a master list of available cards. If you are missing any cards they should now be replaced.
- Many fuzzy images are now much sharper.
- Hex Moon on the matchmaking screen is no longer blinding.
- Some instances of game stalling have been addressed. There are still more out there.
- You can no longer select illegal decks.
- The challenge prompt will time out in 90 seconds.

User Interface
- You can now change your password from the Options menu.
- Slight increase to rendering speed in the Card Manager.
- Advanced search filters now work in the Card Manager.
- Keywords and their descriptions will show up on a zoomed card.

- First time users will no longer show up as a number in chat.
- A message is limited to 140 characters.
- Text typed into the Add Player field is no longer shared in the Ignore Player field.
- Whispers should no longer lose their color when you move from one screen to another.
- Whispers now tell you who to whom it was sent.
- Chat box is now moveable by clicking and dragging anywhere in the box.

- Gem Socketing is in.
- Every account has been given all working gems for testing purposes.
- Prime Blood Orb of Brutality (Major); : When this troop enters play, it deals damage equal to its [ATK] to target champion.
- Diamond of Lifedrain (Minor); [DIAMOND][DIAMOND]: Lifedrain
- Prime Diamond of Endurance (Major); [DIAMOND]: When this troop enters play, your champion gains health equal to its [DEF].
- Ruby of Ferocity (Minor); [RUBY]: Speed
- Prime Ruby of Intensity (Major); [RUBY][RUBY]: When this troop deals damage to an opposing champion, gain 2 temporary resource points.
- Sapphire of Sky (Minor); [SAPPHIRE][SAPPHIRE]: Flight
- Prime Sapphire of Mind (Major); [SAPPHIRE][SAPPHIRE]: When this troop deals damage to a champion, draw a card.
- Wild Orb of Conservation (Minor); [WILD][WILD]: Spellshield
- Prime Wild Orb of Strength (Major); [WILD]: When this troop enters play, target troop you control has +[ATK]/+[DEF] each equal to this troops [ATK] and [DEF] this turn.
- Prime Wild Orb of Dominance (Major); [WILD][WILD]: When this troop deals damage to a champion, create a Rhinoceros and put it into play.

- Royal Falconer has been added.
- Shamed Gladiator: His effect will no longer go off when the next card is played.
- Protectorate Defender: This card will now enter the warzone normally.
- Wild Root Dancer: Continue button is now visible when the ability is activated.
- Wild Root Dancer: The trigger action will no longer hand when the card is in play and a resource is used.
- Nelebrin Scout: The scout was getting stuck on the chain after attacking. It won't now.
- Sensei of the Wounded Petal: Will now gain health when as the card describes.

- Nin the Shadow: Charge power will now show up in the tool tip.
- Champion portraits now appear in the Card Manager.

New Known Issues
-- Friends section of chat box is not yet functional.
-- Hitting ESC to concede does not work while you have priority (Space Bar + Esc will get you there)

10/25 - 10:45 AM

Alpha servers are back up and there is a new patch available: 812-B. You may now game again. Best of luck in your battles.

10/25 - 6:22 pm

So far everything is stable and the patch was implemented successfully. Engineers are continuing to monitor our systems and deploy hot fixes when possible.

Its 2AM Friday night, Chris is still here at work and making major breakthroughs.
Everyone on this team has given up years of their life to make it a reality, they deserve all the credit. I couldn’t be more impressed and proud of each and every one of them.

I am assuming that this interface was tossed together for the sake of being able to test the socket system and the gems in general. I have a few recommendations.

Make it so the interface automatically pops up when you are adding the card in, kind of like a gateway. You can just have the card displayed in the center of the screen with the 5 colors of gems displayed outwards in a star formation. Each line would, going outwards, be minor - major, in that order. The player could click and drag a gem to the card to socket it and then it would add it to your deck with that socket or they can just double click the card and it would add it "naked".
Also, I don't know if your card text is currently dynamic, but I would definitely like the see the Gem effect text replace the [Socketable Minor] text on the card.

this is correct, its not final (not even close)

10/28 - 5:22 PM

We are set to patch tomorrow (10/29) at 10 AM Pacific and our expected downtime is 1 hour. The major points of this patch are stability, fixing some collection issues, and continued work on the Pass Priority bug. Patch notes will be available tomorrow.

I'll also be sending out Apprentice Program (http://hextcg.com/big-news-for-hex/) tests today, so keep those applications coming!

If you are still having this issue:
PM me your login (NOT your password. I don't need it.).
I will be able to check if your password has been changed from the original that was emailed to you.
I can then make sure your login works.
Then, I can reset it to the original password that was sent to you and you can try the process again.
It is possible that there was something odd about the new password, as discussed above.

Looks like the system doesn't like when you use special characters for your password.
For the time being, please refrain from using them when changing your passwords.
We are working on why this is happening now so that it can be patched in.

Spoke too soon.
Passwords were limited to 15 characters. So if you changed your password to something longer, it truncated it to 15 characters.
Fixed this, so future passwords won't have this issue, up to 64 characters.
You can use special characters all you like, too.
It was purely a coincidence that our long password users were also using special characters.
Like minded secure types we have playing the game it seems.

As before, if you still have issues, PM me.
But if you changed it to a long password, just stop at 15 characters then fix it when you log in.

HEX Patch Notes v0.813 – 10/29/13

- We have been having an issue where the Pass Priority bar was not appearing in matches which made them impossible to complete. We have fixed the known causes of this problem. If this happens to you in a game versus another player please report it on the Alpha bug forums.
- Improved server stability.
- [ESC] now properly brings up the concede window when you have priority.
- Players will now receive a complete collection on log in, and should never see a partial collection in the card manager.

- When your friends are online they will appear in the chat box.
- You can click on a friends name to send a whisper.
- Blood Orb of Ferocity now correctly grants Rage 1.
- Diamond of Duty now correctly grants +1[ATK] / +1[DEF].
- Prime Diamond of Solidarity now correctly grants +1[ATK] / +1[DEF] to all your troops when he damages a champion.
- Gems now have the correct shard icons in their game text.
- Gems now display the correct shard icons on the socket area of a card.

- Troops with Lifedrain now correctly award health when they deal damage to a champion.
- Construction Plans: War Hulk is now functioning properly.
- New Card! - Construction Plans: Inspiration Engine

New Known Issues
- The gameplay tool tips from the Gem selection window have temporarily vanished.

10/29 - 11:05 AM

Servers are back up and the patch was successful. You can read the patch notes here (http://forums.cryptozoic.com/showthread.php?t=29431).

10/30 - 5:57 PM

Our engineers continue to work on the next patch and are gathering data from the current userbase. Outside of client development, I sent out another wave of Cryptozoic Apprentice tests so we're up to date on those, and the first batch of returned tests went to R&D. The Quick Start guide is ready for publication this week, and it's Wednesday game night. That means our local Cryptozoic fans are coming in for pizza, as well as the chance to test our dungeons for the first time. Whoo!

11/1 - 6:19 PM

We're still working on the next patch, the draft client is coming along, and we're looking into Pass Priority bugs that came up post patch 813. Enjoy the weekend, fans.

11/4 - 5:29 PM

We're patching tomorrow (11/5) at 10 AM PDT to fix some bugs, add some cards, and generally improve the player experience. You'll be able to find patch notes posted at that time, and we expect downtime to last approximately 1 hour.

10-17-2013, 06:20 PM
More fixes to increase overall game stability.
Tool tips added to all cards in the Card Manager.
Added new Champion Keep background art.
Usernames can no longer use numbers or symbols.
New font added but not final.

Word wrap improved.

Cards and Champions
When a card being targeted changes zone, the effect now correctly fizzles (eg, target troop gets +1/+1 permanently will not resolve if the targeted card is murdered in response.)
Fixed a bug that caused Crash of Beasts not to create Rhino tokens.
Champions can now use their abilities more than once in a game.
New Card Added: Xarlox the Brood Lord.

New Know Issue
If you shift-click a card in the Card Manager you will lose your chat box until you log out and back in again. We are working on adding the ability to shift-click and adding a card to chat but the functionality is not complete.

Some players did not receive Xarlox upon log-in and we've solved that issue. Xarlox is now in players's collections.

11/5 - 9:47 PM

We successfully patched this morning. Some players did not initially receive Xarlox, which was solved quickly. We're looking at some hangups in the AI games, and we're monitoring server performance with the patch. Work continues on the next patch.

Our servers are currently experiencing a bottleneck with accounts being created. We apologize to those experiencing this issue. You are welcome to wait for your account to be created, or you could create your character at a different time when there are fewer users registering. On a positive note, this invite group was very helpful for the engineers identifying different resource requirements, processes with this increased number of users. So, thanks for being great alpha testers, Kings!

Update: I've talked to engineering and we've been able to hash out specifically what's happening. Again, thank you to everyone who helped us identify this issue and this will absolutely help us in the future avoid these issues when we have more users. We also identified an opportunity to exponentially improve the process for assigning cards and creating accounts, and luckily we were able to implement that fix live. So, if you are in line creating an account, the line is processing faster than it was 3 hours ago.

For those of you who have submitted a keep name and then tried to submit another keep name, only to be told that your second keep name has been taken, you are getting that error because your request for your first keep name is still in queue. If you close your client, this does not reset your request. That means you also do not have to wait with the client open in order to create your account. You're free to close the client and go about your day (or night).

For those of you in-line to have your account created, the current best option is to wait it out. We have some ways to optimize the process for the future, but all these fixes basically require us to restart the process for all the users. We apologize for the wait and appreciate the patience you're showing, and thank you again for helping us test this process for alpha.

Update: It appears that some new user accounts may be hung up or not properly generating. Our engineers are looking in to that issue right now and they hope to have an update for affected users in the morning.

Awesome patch, thanks :)

Does this mean that spaces are still allowed ?

We pushed the patch with spaces still allowed in names, but players should not use spaces. Eventually, we will remove that funtionality and those with spaces will need to choose a name that fits in the allowed parameters.

11/6 - 8:16 PM

We invited 4,000 users to the alpha today and got back some good data. So, thank you new users. Unfortunately, some of that work was finding a bug in our new user creation system at this volume. Our engineers are working on the problem. We will have more information for affected users in the morning. We greatly appreciate your patience.

11/7 - 10:06 AM

Last night, the server crashed during account creation. Our engineers reset the accounts of those affected. Some people's accounts were created without a problem while others will have to create a House name due to the reset. We had a problem with users being stuck at Loading Data this morning, and we've resolved that issue as well.

Everything is running smoothly now. Thank you for your patience.

11/7 - 6:00 PM

Our engineers are currently taking a look at some accounts with name problems, some sync/pass priority errors, and other bugs that came up this afternoon. They're monitoring the situation and trying to isolate those issues.

11/8 - 5:51 PM

We implemented a client-side patch today that should fix games going out of sync. Our engineers are working on the issues with people unable to log-in or with a bugged keep name. if you haven't already, please submit a ticket at Cryptozoic.Kayako.com if you're experiencing either of those two issues. Monday is a US holiday, so we'll be back in the office on Tuesday. Have a great weekend.

11/12 - 6:14 PM

We're patching tomorrow (11/13) at 10 AM. This will fix some in-game bugs, provide some enhanced functionality, and add a card to the game.

If you continue to have issues with your account name stemming from invites sent last week, please submit a ticket at http://cryptozoic.kayako.com/

-Triggered abilities no longer use the chain. We would love to have your feedback on this change!
-Added tooltips when you hover over keywords on cards while in a match.
-Added a button to the concede screen to tell us when you believe a game cannot continue. Please only use this when you think the game is broken.
-Replaced deck building drop down list with icons in Card Manager.
-Command Tower and Air Superiority now work properly again.
-Keep name creation is now properly disallowing spaces.

-Crush is not assigning its crush damage.

I'd say it's a cleaner presentation, but not necessarily a push towards simplification. Clearly HEX has a level of depth that most digital card games can't match. Ultimately, the complexity and ability for players to have their skill make an impact on the game is about the card design and how R&D chooses to build sets, how they design cards to work within this engine change. Our team will still design cards and sets where skill matters, and ultimately this change will provide much more appealing gameplay for everyone.

Dan Clark's explanation of changes can be found here: http://hextcg.com/patch-changes-and-the-chain/

Yeah, it will defintely lower the skillcap, while forcing those same players who are used to playing a certain way play cards before they would normally 'have' to - giving an edge to the player with triggered abilities. But without actual counters, it just means you have to be transparent about what you intend to do, and get it over with ASAP. A shame, but not game breaking.

Still, time will tell. I would rather this was optional though, but thats hard to deal with.

It doesn't have to lower the skillcap as R&D designs cards, decks with the engine in mind. This is something we've been contemplating for months, watching people actually play our game and seeing their frustration spending most of their time interacting with the client by passing priority.

Triggered abilities not using the chain may change the way you're used to playing, but each player has to play by the same rules and the decisions you make are within the context of the game. There are still many opportunities to make better decisions than your opponent.

We are definitely looking for your feedback on this and please, once you've had a few days to interact with the client and contemplate the upside, downsides to the change, please let us know how you feel.

10-25-2013, 10:32 AM
Thats a fair point - if it is impossible to burn the paladin like you say, then this is a VERY bad change. There are a lot of inspire effect that would put key cards out of burn range.

This is contextual. What it does is make the Inspire guy a higher priority kill than it would be previously, and it also may change the value of the cards in the set where some higher-damage cards are more valuable than lower damage cards. I ask that you not evaluate the change without playing with it for a couple days, as you may find the speed and immersion of the game more valuable than how two cards in set 1 interact in very specific circumstances.

While it might be limiting options, that's not the same thing as lowering the skill cap or simplifying the game.

Consider: your opponent is going to secretly select one of two moves, A, or B. You can also choose to secretly select the counter to A, OR the counter to B. Then both selections are revealed simultaneously.

Now let's add a third choice : you can wait and see what move your opponent chose and then just choose to play the appropriate counter before your opponents move resolves.

Did adding an additional option improve the game? No, because that option was obviously superior to all other options and a no-brainer choice. Adding such an option would be what actually simplified the game because there would be a clear and dominant strategy.

This is a very good point. Thank you for bringing it up.

I can understand why people may like speed and simplicity, but i favor complexity and tight play; i consider that learning to properly use and/or taking advantage of the stack/chain is an integral part of strategic play and what separates the good from the average player. I usually am the last to complain about anything, and i'm willing to test this change before i come up with a verdict, but i am bit sceptical whether this change is really needed.

Sure, we definitely want everyone's feedback. I can say personally that I showed HEX to many people since August and having to spend the majority of the game basically telling your opponent "yes, I have nothing to do here" was exhausting to players and a turn-off. You're entirely free to disagree, and we hope those who do will outline thoughtfully why they disagree with the change. You, Shadowelf, are certainly one of the most thoughtful voices in the community and I look forward to reading your opinion.

There are many opportunities to still make great plays and I think a game like HEX will always be a game where the skilled will succeed. TCGs that feature interaction, Pass Priority are inherently complex. As Kroan pointed out, there will still be decks like Robots where there are many triggers and complex boards where the skilled player can succeed and new players have incentive to improve. Removing these triggers maintains that complexity, skill-based game but cleans up a lot of the video game experience. In the abstract, we believe it makes the game more fun, and ultimately our goal is to make a game that's fun.

The R&D team has discussed that all these changes happen at once. I gave an example of what happens when you have a health-gain troop and a Fang of the Mountain God in play at 1 health, and all the effects happen at once and then the game checks if you're at 0 health. Same if you had a troop that gave +1/+1 to troops as they came into play and the opponent had a troop that gave something like -3/-3 as a troop came into play (which might be the least fun card ever printed, but I digress). Both would resolve, and then the troop checks if its dead.

Thanks. We think it'll be a big improvement as well.

We brought in an extra person to work on card effects, as well as a sound engineer to work on the audio effects for the game. I know that many people's reflexes in video games are trained to recognize audio triggers (like the sound a cooldown effect makes), so we want our game to work both visually and audibly.

It also closes the door on design space, doesn't it? What just seems like unnecessary priority passing now is really just empty game: its a place within the rules where there are currently few cards designed to exploit. This doesn't mean that these phases are useless, it means they are territory to further explore in the future. This exploration is inevitable as the game gains more quick actions as new sets are released.

This change firmly shuts the door on those possibilities, and I'm not confident that the base set is perfectly capable of testing the full ramifications of this change. This is a crossroads decision that will change the entire product, and as the journey is not even yet begun, why take the path which closes doors when there are plenty of other less-final UI options to explore.

Our design team did not take this change lightly. This has been in discussion for months, and when they dug into the file and parsed out all the times when this would completely change gameplay-- like a combo doesn't work anymore-- they could only find two instances. The remaining examples just required a slight adaption to the way the cards interact. For example, when your opponent plays a Buccaneer (or any troop with a "Comes into play" ability), you'll have to respond to the troop being played since you can no longer respond to its ability. Although this difference isn't insignificant, the reality is that Buccaneer's power level, the circumstances under which you would play it, and the troop you're most likely to want to target with its ability, will largely be the same. You can imagine a corner case scenario where the difference feels more palpable; for example, if I play a Buccaneer while my opponent controls two ready troops with activated powers my opponent will have to do a little more thinking before deciding if he or she wants to respond to my buccaneer because I get to "wait" to choose my target. But this is not going to massively impact the game play you're used to, it's just going to be a slight detail shift to grow accustomed to.

I do agree with Shaq about new players being turned off by the grind of passing priority. However, my friends that I showed it both commented on roostasaur's ability being extremely cumbersome, which would not be affected by this at all.

Regardless, testing will be done. :)

We're definitely going to introduce things where you can pass your entire turn and other examples that will expedite gameplay, but the focus is on stability and getting people into the game right now.

Just to let players know, since it was brought up in this change, Inspire is an "As this troop enters play" effect and not a triggered effect. It has never gone on the chain in any version of HEX.

Finally: Thank you, Shaq, for your personal response to my post. I appreciate it, and this response is not designed to depreciate your rebuttal. I just felt the points in my initial post which I felt were most important had slipped away.

Thank you for all your feedback. Our community is very special in that we're all built HEX together from the ground up, and we expect people to be emotionally invested in its well-being. We're always trying to do what's best for the playerbase as a whole and for the game, so we definitely want everybody's input when it comes to this decision.

11/14 - 6:10

We're getting good information and data from the latest patch, so thank you for helping us collect that information. Our engineers continue to work on the next patch, and we're continuing to work on the bugs people are experiencing regarding keep names and log-in problems. Thanks for your patience regarding those two bugs.

We have an engineer working on these bugs, but there's a bit of logjam with his time. Players can expect to continue to have this issue solved throughout the week, and I expect we'll be through these entirely as late as Tuesday night (11/19).

I Couldn't agree more with the above post.
What surprises me is that CZE is about to make such a HUGE change in the game when half of the backers are not even invited in Alpha yet, and unless they are hardcore TCG games they cannot have a clear opinion on the matter.
In my opinion removing triggered abilities from the chain is a bad and lazy way to "speed up" the game. i really hope they think twice about it

This is what alpha is for, to test changes to the game that could be very beneficial to the game.

Additionally, we want people to give us feedback, but forums are representative of one specific group of people. We want opinions of hardcore TCG players, sure, but we have to consider the entire playerbase's experiences.

For those arguments that this cuts off design space, this change was developed by our R&D team. We've made multiple decisions behind the scenes with the long-term in mind, champion powers coming to mind as one that was discussed for weeks this past spring. If the R&D team feels that they have plenty of design space, then I'm going to trust them as they have the greatest incentive to make sure they have the tools they need to work.

I hear you

the point of Alpha is we have the chance to test a few things, there a few ways to come at this and we are looking at each, we have some ideas and you can expect to hear more about them soon

11-05-2013, 01:45 PM
11/18 - 5:30

Hey everyone!

Your normally scheduled updates will be temporarily commandeered by me for the next two weeks while Will is on vacation!

I may not have the eloquence of Will, but... I just wanted to make sure you knew that.

We have some good things in store for you this week.
-- We're letting in more players to the Alpha! Possibly as soon as tomorrow
-- We have 10+ new cards coming in a patch this week
-- There have been some tweaks to cards, both numbers and some game text, for the patch this week
-- We'll open up the new Customer Service portal for everyone this week

Internally, we are focusing on getting more cards in the game and quality of life improvements for those of you in the Alpha. Making sure you have a good experience as you use the UI. Set 3 has kickoff meetings this week, yea... Set 3! And you are going to love the new end of game animation when its done.

15,000 Alpha invites are in the process of being sent out. Check your in boxes!


All Slacker Backers are getting the invite! Welcome!!!

Now that all invites are going out, if someone donates a slacker backer after today, will they get an immediate invite?

that is correct! :)
tell your friends!

11/19 - 5:45

Most of the Alpha invites have been sent out at this point, but there are still about 5,000 more invites to get out. We'll work on getting these out to those players as quickly as possible, but it will likely be tomorrow. Sorry for the delay. The Engineers have been working hard identifying weak spots in our log in and load balancing services. Thanks to everyone for helping us load up the servers.

You will likely still notice performance issues through the next 48 hours. We'll be responsive in keeping servers up as the load changes.

On a different note. We had the big "Set 3" kick-off meeting today and Lead TCG Designer Ben Stoll was quoted as saying "I'm really excited about some of the ideas and design directions that Matt Dunn and Phil Cape, who are leading the direction on Set 3, have brought to the table. Players are going to lose their minds over [REDACTED]."

I 'm with fen here i m a champion backer witch is bucks away from early bird kings. and im also one of those 5000.
IF you say your doing the invites tier by tier Stick to your guns and dont change the way you do things for no aparent reason.

We didn't change the way we were sending invites but we did have a problem with the big batch we sent. This means that a chunk of invites in the middle of that batch did not get to their recipients. We are working on getting all of those invites out today. We understand that this doesn't make the situation any better for you individually and we are doing our best to get it all sorted out.

11/20 - 5:45

The remaining Alpha invites went out today, so please check your junk/trash folder if you don't see your invite. If you didn't get the invite you should have please use our new customer service portal to let us know and we'll help get it figured out for you. You can find that here: http://support.hextcg.com/

The team has been working double-duty today, getting the servers stable with the large influx of new players, and getting a BIG new patch ready for tomorrow. You are going to see some really great stuff in tomorrow's patch - including new cards!

We have scheduled the patch for 10:00am PT tomorrow morning - plan accordingly!

We'll be bring down the game for a patch in 30 min. The expected down time is 1 hour.

Due to the large volume of card changes in patch 815b, some cards or champions in decks could cause the deck to become invalid. This will cause games not to launch properly. While we are looking into this there are some steps you can take to bypass this now:

1. Reattach the champions in your deck
2. Rebuild your deck
3. Repair Install

Again, we are investigating the issue and hope to have a broad solution.

Additionally, Frost Wizard appears halt games when you have them in a deck. Removing them from your deck will help you play games.

We are continuing to look at the issues. Thanks for your patience.

11-14-2013, 06:24 AM
HEX: Shards of Fate Patch 815b - 11/21/13 10:00am PT

* At minimum resolutions Shards of Fate is difficult to use. The UI portion is obscured.
* Prime Blood Orb of Brutality is not functioning.

* Fixed the coin flip so that you have a chance to win in all situations.
* Cards in the graveyard are now viewable.

* Using the up arrow key will cycle through your last 20 chat entries you submitted.
* Added slash commands for social features: /friend, /ignore, /unignore.
* You can now chat on the Home page.

* Created card's triggered and continuous fixes now work correctly. One example of this is Uzume, Grand Concubunny.
* Cards will now reflect the correct resource cost regardless of zone.
* Ancient Sentinel – Has been removed from the game to make room for Spearcliff Cloud Knight
* Ash Harpy now reads: Flight, Speed, Rage 4
* Battle Beetle now reads: [SOCKETABLE MAJOR]. (2) -> This troop gets Flight this turn.
* Blood Aura now reads: Target troop gets permanent +1[ATK]/+1[DEF] and Lifedrain.
* Blood Crazed Zealot now has no game text
* Blood Savant now reads: [B][B][B]: [BASIC] (1) -> This troop gets +1[ATK]/+1[DEF] this turn.
* Boltpaw Wizard now reads: (1), Sacrifice a troop -> Revert target troop. (1), Sacrifice a troop-> Target champion buries the top card of their deck.
* Bottled Vitae now reads: [BASIC] (2), Sacrifice this artifact-> Gain 1 health, gain a charge, and draw a card.
* Carrion Ooze name changed to Carrion Blob
* Chronic Madness now reads: Target champion buries the top 4 cards of their deck. Escalation - Shuffle this action into your deck, then permanently add 4 to the bold number in the text of each Chronic Madness you own in all zones.
* Crash of Beasts now reads: Create 1 Rhinoceros and put it into play. Escalation - Shuffle this action into your deck, then permanently add 1 to the bold number in the text of each Crash of Beasts you own in all zones.
* Demented Demolisher now reads: (3) Sacrifice this troop-> Void all resources from your deck.
* Elite Battle Tech now reads: When this troop enters play, create two Worker Bots and put them into play. Sacrifice two Robots you control-> Put target troop into its controller's hand.
* Eternal Guardian will now correctly prevent damage to your other troops.
* Eternal Youth now reads: Gain 4 health. Escalation - Shuffle this action into your deck, then permanently add 4 to the bold number in the text of each Eternal Youth you own in all zones.
* Frost Wizard now reads: If a card would enter an opposing deck or graveyard, void it instead.
* Gas Troll now reads: Crush. When you play a ruby card, this troop gets permanent +1[ATK]/+1[DEF].
* Goblin Cooking Pot now reads: *[BASIC] (2), Sacrifice this artifact -> Deal 1 damage to each opposing champion. They each lose a charge and choose and discard a card.
* Hex Engine now reads: [ACT]-> Gain [2/0].
* Life Siphon now reads: Deal X damage to target opposing champion. Gain 1 health for each damage dealt this way.
* Mancubus now reads: [ONE-SHOT] [BASIC] (2)-> Gain control of target opposing troop with [ATK] less than or equal to this troop's [ATK].
* Mystic Spiritwalker now reads: When this troop attacks, choose target troop you control. The next time that troop would be dealt damage this game, prevent it.
* Necrotic Merchant name changed to Windbourne Acolyte. Now reads: Flight
* Nelebrin Scout name changed to Nelebrin Skirmisher.
* Nuts and Bolts name changed to Stoneclaw Gargoyle. Now is a troop and reads: Flight. When this troop enters play, draw a card, then choose and discard a card.
* Phoenix Guard Aeronaut now reads: Flight. SOCKETABLE MINOR
* Protectorate Defender now reads: SOCKETABLE MAJOR. When this troop is destroyed, shuffle it back into your deck.
* Protectorate Sorcerer now reads: When this troop attacks, exhaust target opposing troop.
* Pterobot now reads: Flight. You pay (1) less to play this troop for each Robot and/or Dwarf you control.
* Ragefire now reads: Deal 2 damage to target champion or troop. Escalation - Shuffle this action into your deck, then permanently add 2 to the bold number in the text of each Ragefire you own in all zones.
* Repel now reads: Destroy target attacking troop.
* Shin’hare High Born now reads: When this troop dies, create two Battle Hoppers and put them into play.
* Sorrow now reads: Troops get -1[ATK]/-1[DEF] this turn.
* Spearcliff Cloud Knight – Has been added to the game in place of Ancient Sentinel. Spearcliff Cloud Knight has the old Phoenix Guard Aeronaut game text of Flight, Lifedrain, Steadfast.
* Spearcliff Pegasus now reads: Flight. When this troop enters play, gain 2 health.
* Stargazer now reads: [D]: (1), [ACT]-> Gain 2 health. [S]: (1), [ACT] -> Draw a card, then choose and discard a card.
* Uzume, Grand Concubunny now reads: At the start of your turn, create a random non-unique shin'hare and put it into play.
* Verdant Wyldeboar now reads: Speed. At end of turn, shuffle this troop into your deck. If you do, it gets permanent +4[ATK]/+4[DEF], then permanently loses this power.
* Vine Trap now has no game text
* Wall of Corpses now reads: Defensive. This troop gets +[DEF] equal to the combined [DEF] of troops in your graveyard.

* Shards of Fate
* Runic Monolith
* Persecute
* Spearcliff Cloud Knight
* Stoneskin
* Judgement
* Relentless Corruption
* Eldritch Shield
* Stoneclaw Gargoyle
* Windbourne Acolyte
* Ozawa, Cosmic Elder
* Daring Swordsman
* Scrap Welder
* Howling Ambush
* Soul Marble
* Curse of Oblivion
* Countermagic
* Mastery of Time
* Comet Strike
* Menacing Gralk
* Cosmic Transmogrifier

* One Eye Open now reads: [D]: [BASIC], [3] -> Ready each troop you control.
* Running Deer now reads: [W]: [BASIC], [4] -> Gain 5 health.
* Bun’jitsu now reads: [B][B]: [BASIC], [5], Exhaust two troops you control -> Those troops transform into an Abomination with [ATK] equal to 3 plus their combined [ATK] and [DEF] equal to 3 plus their combined [DEF].
* Zared Venomscorn now reads: [B]: [BASIC], [4] -> Target troop gets permanent -1[ATK]/-1[DEF].
* Lionel Flynn now reads: [R]: [BASIC], [5] -> Target troop gets permanent +3[ATK]/+0[DEF].
* Feather Drifting Downriver now reads: [S]: [BASIC], [4] -> Target troop gets permanent Flight.
* Wyatt the Sapper now reads: [S][S]: [BASIC], [5] -> Draw a card.
* Nin the Shadow now reads: [S]: [BASIC], [2] -> Target champion buries the top three cards of their deck.

* (Do not use): Prime Blood Orb of Brutality now reads: [B]: When this troop enters play, target opposing champion reveals a number of cards from their hand equal to this troop's [ATK]. You choose one of them, and they discard that card.
* Prime Ruby of Intensity now reads: [R][R]: When this troop deals damage to an opposing champion, each champion discards their hand and draws three cards.
* Prime Blood Orb of Cruelty now reads: [B][B]: When this troop deals damage to an opposing champion, you may put target troop from your graveyard into your hand.
* Sapphire of Mischief now reads: [S][S]: You may play this troop at any time you could play a quick action.
* Sapphire of Sky now reads: [S]: Flight
* Diamond of Duty now reads: [D]: Swiftstrike
* Wild Orb of Primordium now reads: [W]: +1[ATK]/+1[DEF]

One of the purposes of this last major wave of invites was to put a massive amount of stress on the servers. Right now we have the minimum number of servers deployed to handle to expected load in an effort to identify areas where we can optimize the server infrastructure and code. If we throw servers at problems early on, we never identify load areas and never get a chance to optimize. I know it sucks not being able to get in the game after having patiently waited for the invite for so long, but it's an absolutely necessary part of the process. Every time the servers break due to load we find new issues and fix them. Every new issue fixed this way then reveals new areas that need fixes or optimization. We appreciate your patience through this process. Please continue to hammer on the game, and we will continue to fix problems as they arise.


Server Maintenance for Patch 815b is being extended until 12:00pm PT.

Thanks for your patience.

We are extending our server maintenance until 2:00pm PT while we test this very large patch. Thanks.

11-14-2013, 06:26 AM
Super grateful for what's been added and love the game so far, but I'm still curious as to how far along solutions for connectivity and general gameplay bugs are coming. I've seen a few others sharing the same problem I have of getting stuck at the "Loading data" phase of starting up the client followed by hang ups on the "coin toss" ui/phase of the pre-game.
One of our main focuses right now is server stability and optimization. Unfortunately for all of you that means that we are running on as few servers as possible to try and force load problems. Yes, that's right, we are trying to create server problems right now to shed light on any inefficiencies and bugs. Keep hammering on the servers, keep playing the games. Every time you can't login, or crash an AI game, or a PVP game, that data helps us identify problems and fix them. We've already increased the load capacity of the servers greatly just through optimizing the server code and fixing bugs, and have identified tons of core server infrastructure problems. This stage of Alpha can be particularly frustrating for all of you, but it's truly necessary, and you guys have been a massive help. We hope to move soon into the phase of development that is a lot more fun for everyone. Once we are there we will focus on keeping servers up, load balancing to meet demand, and generally not pissing you all off.

Due to the large volume of card changes in patch 815b, some cards or champions in decks could cause the deck to become invalid. This will cause games not to launch properly. While we are looking into this there are some steps you can take to bypass this now:

1. Reattach the champions in your deck
2. Rebuild your deck
3. Repair Install

Again, we are investigating the issue and hope to have a broad solution.

Hello dear Hexers!
Just the happy news for us Mac users. While we wait for the official release of the Mac game client, I can tell you on my side, that using Wineskin and installing the Alpha Client there, let me now play without problems in my iMac.

Awesome! Thanks for posting this. We are getting close on the Mac client. Apple recently required developers to sign their applications (A Mavericks requirement), so we are working on getting setup with Apple to be able to do that. We're super close and are pushing to get this going ASAP. I work on a Mac, and am sick of running Boot Camp! We may be asking for guinea pigs...I mean volunteers, to help us do some preliminary testing prior to it being integrated into the full launcher/patcher environment.

11/21 - 6:20

We had a very large patch today that brought all new cards, new gameplay to champions and gems, and updates to previous cards that you've been playing with. You can view the patch notes here (http://forums.cryptozoic.com/showthread.php?t=30349&p=320128&viewfull=1#post320128). The team is hard at work looking into some issues (http://forums.cryptozoic.com/showthread.php?t=30362) that are causing some players problems, and we want to make sure players have a stable environment as soon as possible. We continue to work on these issues as they come up.

The apprentice applications are getting a focus today as well, it's fun to see the designers light up when someone nails the design test. We will be reaching out to some of them in the near future. Well done on that front everyone!

11/22 - 6:00

Our weekly Kickstarter Update (http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/671863) had a ton of great updates on where we are with HEX right now.

Wanted to give you an update on what the Art team has been working on this week. They've got a brand new victory screen that is close to completion (next comes the defeat screen that we hope you never have to see). They have also been working on what the booster pack opening experience will be like, and adding more personalization to the landing page. Lastly, they've been enhancing the in-game store to give players a smooth experience.

11/23 - 4:30

We are going to do a small update to the game at 5:00pm PT (30 min from now). The expected down time will be 1 hour.

11/23 - 5:37

We are now back up and players are logging in!

It was mainly just server side stuff. The most notable thing will be the new victory animation.

11/25 - 6:10

Short week for us here in the US as the Thanksgiving holiday is Thursday. The team will get a well deserved rest! But we aren't slowing down early this week as the team continues improvements and card fixes.

As a result of the patch on Saturday night several cards in decks cause the deck not to show up in the deck selection window. Those cards are:
- Frost Wizard
- Curse of Oblivion
- Eternal Guardian
- Hex Engine
- Protectorate Defender

If you remove those cards from your decks (for the time being) you'll be able to play with those decks again. We're working on a fix for this issue.

If you need help with something regarding your account, be sure to use our customer service portal at http://support.hextcg.com/

11/26 - 5:45

We're working on a patch that is scheduled to go out at 2:00am PT (yes, that early in the morning). We are timing it with some back end work that will be going on at that time. This patch may take longer than a normal patch, but we'll keep you updated as much as possible.

HEX: Shards of Fate Patch 816 - 11/27/13 2:00am PT

Know Issues
• Adding Frost Wizard to any deck will cause that deck to be illegal.
• Cards in game screen are a little brighter than we would like.
• Clicking on a player's name to begin a whisper does not currently work. You must use /w
• Players can get stuck in /w chat mode and have to use /general or /local to get back out of /w chat mode

• Victory screen has been updated.
• Having no decks will no longer stop you from making new ones.
• You can now view all cards in a graveyard.
• The text box will now show you to whom you are chatting.

Cards and Champions
• Hex Engine, Eternal Guardian, Curse of Oblivion, and Protectorate Defender have all been fixed and no longer create illegal decks.
• Nin the Shadow image will now correctly appear on the chain.
• Text on Countermagic has been corrected.

11/27 - 9:40

Our weekly Kickstarter update is out a bit early because of the Thanksgiving holiday in the US. Here's a quick link: http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/677521

Have a Happy Thanksgiving everyone!

12/3 - 6:02 PM

We'll be patching tomorrow (12/4) at 10 AM Pacific. This patch will improve stability as well as add more cards to players collection. We expect downtime to last 1 hour.

Our game design team will also be playing games tomorrow (12/4) from 2 PM to 5 PM Pacific. So, please log in during that time and battle the HEX team. Show them your latest decks and strategies.

Known Issues
• The following cards will create sync issues when played. And while they do work, our suggestion is not to play them at this time so you don’t create a bad experience for yourself nor your frenemies.
o Countermagic
o Construction Plans: War Hulk
o Eldritch Shield
o Yesterday

• AI will no longer hang when it has 8+ cards and needs to discard
• Combat arrow animations now track when cards move during combat
• The priority bar will now come back after you have viewed a graveyard
• The Globe no longer has a massive cloud cover
• Chat has added tabs, but it is still a work in progress
• Chat has capitalization again
• There is now an automatic space between your name and your chat
• The solar flare that temporarily washed out the cards on the game screen has now passed

• The Champion portraits now fit the UI correctly when you select a Champion
• Wyatt the Sapper now has art when on the chain
• Diamond of Duty gem now works correctly
• Reverting a card now correctly resets the damage on a troop
• Rune Ear Commander no longer counts non-troops for its ability
• Slaughtergear, Renegade War Factory now works correctly
• Shamed Gladiator now correctly deals 2 damage to your champion when you play him
• Frost Wizard no longer prevents games from starting, but doesn’t quite work right

New Cards
o Twisted Fate
o Sadistic Castigator
o Uruunaz

Card Manager
• Cards in the Card Manager will now load in faster
• List View in the Card Manager has had improvements to content layout
• You no longer will get pink cards when spam-clicking cards in the Card Manager
• A third, larger card view has been introduced into the Card Manager
• The Card Manager now remembers your view between sessions

12/6 - 7:13 PM

As you've seen in our Friday Kickstarter update, we'll be introducing tournament functionality soon. You can read up about that and other news here: http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/686600

12/7 - 8:20 PM

We're preparing for our weekly maintenance, trying to finish up tasks for the holidays, and we have some streams coming up. Tomorrow, we'll be streaming on Gamespot from 11 AM to Noon. We'll post the link tomorrow morning so you can watch Cory talk to the Gamespot team about HEX.

12/10 - 6:00 PM

We had a great media day, reconnecting with the journalists and sites that covered the HEX Kickstarter campaign. Everyone's impressed with how far we've come along and the gameplay.

We're working on the patch this week and our own Twitch stream for Thursday. We'll also be patching on Thursday, not Wednesday, due to some content we want to add in this patch since the holiday is nearly upon us.

11-18-2013, 07:28 PM
We'll be patching tomorrow (12/12) at 10 AM Pacific, servers should only be down for about an hour. This patch will allow players to enter 8-person single-elimination tournaments. The patch will also include new cards, improvements to stability and much more!

Don't forget Cory will be facing off against HTP_Jtatta (http://www.twitch.tv/htp_jtatta) the winner of the tournament of streamers, tomorrow at 4:00 PM Pacific. Tune in to our official twitch channel (http://www.twitch.tv/hextcg) and cheer for your favorite player!

Shaggy :cool:

• Players can now enter 8-person single-elimination tournaments via the tournament lobby. You can access this lobby via the “Play Now” button.
• 15-card Reserves for your tournament decks can be added in Card Manager

• Card Manager now has a “buffer wheel” icon when you save, load, or delete a deck
• The chain tray now disappears from the screen when not in use
• Buttons throughout the UI have a new look. These are still a work in progress
• The Landing Page has been given a new look
• The “Play AI” button has moved to the Proving Grounds
• Games in progress are now shown in the Proving Grounds
• Global Navigation has been overhauled with a new look
o A dropdown from the “Play Now” button will let you get to either the Proving Grounds or Tournaments
o The Card Manager button is now the treasure chest icon

• New cards added
o Shadow Rend
o Mortar Strike
o Minotaur Mercenary
o Shellsafe Sure Shot
• Boldheart now correctly prevents damage on His Majesty, King Gabriel
• Savage Raider and Veteran Gladiator now correctly say they must attack each turn if able
• Headless Executioner now correctly says that it cannot block
• Triggered abilities that target now go on the chain
• Blessing the Fallen and Legionnaire of Gawaine now properly works with Sword Trainer and Protectorate Clergyman
• The Mushwocky now works again. Feed appropriately
• Wild Growth now properly decreases its cost permanently
• Royal Falcon and Royal Falconer no longer geometrically increase their stats when recast
• Nin the Shadow’s game text now correctly reflects that it buries the top two cards of a champions deck

Known Issues
• There is currently no reconnection, so if you lose your connection during a tournament you are removed from the tournament
• The victory and defeat screens are currently missing from tournaments
• In Tournaments, the forfeit button hitbox is misaligned and difficult to click.

The servers are coming up now. We have found some issues with Tournaments in our internal testing. Please test this feature so we can gather further data, feel free to post your findings here. If problems continue, we will pull the feature until the problems are fixed, and Tournaments are stable. We apologize for the inconvenience.

Shaggy :cool:

• Fixed a validation issue that caused some cards to disappear from decks while trying to enter tournaments
• Shards of Fate
• Runic Monolith
• Hex Engine
• Eternal Guardian
• The Mushwocky
• Curse of Oblivion
• Howling Ambush
• Stoneskin
• Protectorate Defender
• Soul Marble
• Judgement
• Ozawa, Cosmic Elder
• Scrap Welder
• Daring Swordsman
• Comet Strike
• Countermagic
• Menacing Gralk
• Replicator’s Gambit
• Cosmic Transmogrifier
• Mastery of Time

• Life Siphon no longer grants health when Blinding Light is played
• Ozawa, Cosmic Elder no longer doubles attack and defense when played a second time
• Zared Venomscorn should now work correctly

We are super excited for our patch this week! We will be introducing some awesome cards that many players have been asking about for a long time. If only I could come up with a hint that would peek your interests... ;)

I want to take some time to thank the community for being so patient with our tournament testing this weekend. Your feedback and dedication has resulted in some amazing data that our engineers have been using to increase the stability of tournaments. Our QA team is hard at work testing these changes and we can't wait to get them into your hands.

Shaggy :cool:

• Stability fixes for tournaments

• “User not online” message from chat no longer has two exclamation points.
• Quantity icons in the Card Manager have had a UI update
• We’ve begun to update the UI throughout the client with scroll bars
• You should no longer be able to get chat into a state where you see html
• New window frames can be seen throughout the client
• There is no longer a priority window during the Prep Step

• Prime Wild Orb of Dominance no longer ignores threshold requirement and activates correctly
• Prime Diamond of Solidarity now triggers correctly
• Prime Blood Orb of Brutality now has the correct game text
• When Mancubus steals a card it will no longer also incorrectly steal cards created by that card
• Sliver of the Immortal Spear now correctly requires five Sliver of the Immortal Spears to activate the nuclear option
• Research Adept no longer will go on the chain when there is no artifact in play as Research Adept comes in to play
• Research Librarian now correctly exhausts when it uses its ability

New Cards
o Crown of the Primals
o Infernal Professor
o Princess Victoria
o Rocket Ranger
o Mistborn Wendigo
o Cerulean Grand Strategist
o Dream Dance
o Jadiim

Known Issues
• Cards do not always highlight properly in your hand when they are legal to be played
• The New Cards are not appearing for some users. Relogging will fix this issue

11-21-2013, 11:19 AM
We patched (http://forums.cryptozoic.com/showthread.php?t=31462) the game today and are very excited to see all the new decks popping up that take advantage of the powerful new cards added today. We can’t wait to see what else everyone brews over the holidays!

Many players have voiced their concern with the removal of the priority window during the prep step. Let me start off by apologizing for not making the community aware of this change sooner. It’s my job to prepare everyone for these changes and not have them ambush players while reading the patch notes (http://forums.cryptozoic.com/showthread.php?t=31462). I failed in this regard and assure you I will do better in the future. With that being said, we are eager to hear your feedback with this change and ask that you reserve your judgment until after you have tried some games with it.

I want to let the community know we are aware of a couple bugs, and our engineers are working hard to fix these issues. Thank you for making us aware of these issues, the quality of information from the community truly makes this process easier.

Infernal Professor drawing Shards of Fate and dealing the 2 damage after you've played it
Blessing the Fallen not correctly inspiring troops
Legionnaire of Gawaine failing to deal damage from being inspired by Cerulean Grand Strategist

Shaggy :cool:


Icons that players cannot access now have a lock icon over them
Tooltips are now back on the bug reporting icon and the globe
Some players will no longer see a bright yellow game screen
The AI decks have been updated. Good luck!
Tooltips are now back on the resource icons on the gamescreen


Shards of Fate can no longer select another Shards of Fate
Blessing the Fallen now works correctly
Princess Victoria should no longer incorrectly have Lifedrain
Tectonic Break now works correctly
Reversion will no longer cause some cards to get stuck in a state where it constantly recalculates its properties
Damage is now correctly wiped off troops that are reverted
Soul Armaments now correctly modifies troops
Cerulean Grand Strategist now shows the correct game text
Eldritch Dreamer now correctly shows that it can’t be blocked
Prime Blood Orb of Brutality is no longer missing its threshold requirements

New Cards

Hop’hiro, Samurai (http://hextcg.com/wp-content/uploads/2013/12/HopHiroSamurai.png)//Hop'hiro, Elite Samurai (http://hextcg.com/wp-content/uploads/2013/12/HopHiroEliteSamurai.png)//Hop'hiro Samurai Warlord (http://hextcg.com/wp-content/uploads/2013/12/HopHiroSamuraiWarlord.png)
Giant Caterpillar (http://hextcg.com/wp-content/uploads/2013/12/GiantCaterpillar.png)//Giant Cocoon (http://hextcg.com/wp-content/uploads/2013/12/GiantCocoon.png)//Giant Butterfly (http://hextcg.com/wp-content/uploads/2013/12/GiantButterfly.png)
Incantation of Ascendance (http://hextcg.com/wp-content/uploads/2013/12/IncantationOfAscendance.png)//Lightning Armada (http://hextcg.com/wp-content/uploads/2013/12/LightningArmada.png)
Incantation of Fear (http://hextcg.com/wp-content/uploads/2013/12/IncantationOfFear.png)//Maddening Nightmare (http://hextcg.com/wp-content/uploads/2013/12/MaddeningNightmare.png)
Incantation of Fury (http://hextcg.com/wp-content/uploads/2013/12/IncantationOfFury.png)//Inferno Elemental (http://hextcg.com/wp-content/uploads/2013/12/InfernoElemental.png)
Incantation of Righteousness (http://hextcg.com/wp-content/uploads/2013/12/IncantationOfRighteousness.png)//Sentinel of Light (http://hextcg.com/wp-content/uploads/2013/12/SentinelOfLight.png)
Incantation of Savagery (http://hextcg.com/wp-content/uploads/2013/12/IncantationOfSavagery.png)//Feral Beast (http://hextcg.com/wp-content/uploads/2013/12/FeralBeast.png)
The Kraken (http://hextcg.com/wp-content/uploads/2013/12/TheKraken.png)//Krakens Tentacle (http://hextcg.com/wp-content/uploads/2013/12/KrakensTentacle.png)
Cerulean Mentalist (http://hextcg.com/wp-content/uploads/2013/12/CeruleanMentalist.png)
Ritualist of the Spring Litter (http://hextcg.com/wp-content/uploads/2013/12/RitualistOfTheSpringLitter.png)

Known Issues

We will be performing a Holiday Tournament Stress Test. Please report any bugs you discover here (http://forums.cryptozoic.com/showthread.php?t=31601&p=330764#post330764)
The New Cards are not appearing for some users. Relogging will fix this issue

Surprise HEXers! We have a extra special Holiday Update for you this week. Our engineers have been working hard over the Holiday break and updated the client this morning. You can find the full patch notes here (http://forums.cryptozoic.com/showthread.php?t=31599&p=330747#post330747). This surprise Holiday patch included 10 exciting new cards we can't wait to see what you build.

From all of us here at Cryptozoic we hope your enjoying the Holidays!

Shaggy :cool:

We will be performing a Holiday Tournament Stress Test starting today (12/27/2013). Please report any issues you find with Tournaments here. Keep in mind, tournaments may be unstable at this time. We apologize for any inconvenience this may cause. Thank you in advance for the wonderful feedback.

Shaggy :cool:

The thing is, CZE could just temporarily disable these cards until they are fixed.

I want to take a second and address this comment. I hear this a lot, and you're correct we could easily just disable cards that aren't working properly or causing problems in the client. However, things are rarely that simple. Doing this creates even more problems that we are trying to avoid. For example if we disable Countermagic, any deck or reserves with Countermagic becomes invalid if used. Players who may not keep up to date with announcements will mistake this as a bug or not understand why their deck isn't working. This often results in many false bug reports which makes it more difficult for our QA team to identify the real bugs from simple misunderstandings. Removing cards can even result in library issues or in some extreme cases server errors.

Honestly, I can do a lot better job in the future making announcements easier to see for a wider range of our player base. As unlikely as it may sound many players rarely visit the forums or external sites making it very difficult to let players know when changes like disabling a card occurs. Regardless, I will work hard to find a solution that works for everyone. Until then, please try to avoid using cards you know will cause syncing issues or other bad play experiences for your opponents. Once the game is syncing many unexpected things can happen, again causing many false bug reports to be sent to QA. If you see someone use one of these cards, nicely inform them of the issues the card can cause. Letting someone know what they did wrong has to potential to fix the problem. Yelling at them leaves them unaware of what they did wrong. I included a list bellow of the cards we know are causing syncing issues.

Construction Plans: War Hulk
Eldritch Shield
Replicator's Gambit

Shaggy :cool:

11-21-2013, 04:03 PM
This is good information.

As you have acknowledged that many players don't visit these forums, is there a simple way to make a window pop up when the game opens simply requesting players refrain from using certain cards for the time being? I'm not requesting all information from the forums be posted, but just those things that would be most helpful. (I'm not requesting pages and pages of click-through pop-ups for game start)

Another option might be to include some type of "Hints and tips" box while players are waiting for games/tournaments.

We have plans to include features like this in the future.

Shaggy :cool:

Yeah some tourneys apparently still bugged. The % of bugged tourneys compared to non-bugged tourneys is getting better though apparently.

I wish they would fix chat inbetween games though... :( When you are waiting for next game you cant even chat!

We are currently seeing 70% of tournament games completing. The engineers and QA are working hard to get this number to 100%. QA believes they have found what is causing some games to lock up. Every bit of feedback helps us get tournaments running smooth, thank you all for your continued support. I will keep everyone posted as I know more. Thanks for the patience!

Shaggy :cool:

Keep in mind, slacker backer invites can take up to 72 hours to be sent. If you haven't received your invite by this time. Please register and submit a ticket at support.hextcg.com. Please include the email you used to purchase an account and your transaction ID, and we will be able to get you into the game.

Shaggy :cool:

• Players can now click on the name of a card within the text of another card to see what the card is
• The Friends list will now tell if a player is on or offline
• Tool tips of cards are no longer active when you have the friends list up
• The “Report Bug” button now correctly opens the bug forum only once
• The response feedback sound for the Sound Effect volume setting now works
• Friends chat is now colored blue
• Inspiration Engine has been renamed to Ingenuity Engine
• Construction Plans: Inspiration Engine has been renamed to Construction Plans: Ingenuity Engine
• Eldritch Shield has been renamed to Arcane Shield
• Shin’hare High Born has been renamed to Shroomshaw. And its trait line has been updated to “Shroomkin”
• Carrion Blob’s trait line has been changed from “Ooze” to “Blob”

• Manti Elder Druid (http://hextcg.com/wp-content/uploads/2014/01/MantiElderDruid1.png)
• Droo’s Colossal Walker (http://hextcg.com/wp-content/uploads/2014/01/DroosColossalWalker1.png)
• Eurig the Robomancer (http://hextcg.com/wp-content/uploads/2014/01/EurigTheRobomancer1.png)
• Oakhenge Ceremony (http://hextcg.com/wp-content/uploads/2014/01/OakhengeCeremony1.png)
• Lord Benjamin, the Wise (http://hextcg.com/wp-content/uploads/2014/01/LordBenjamin1.png)
• Ascetic Aspirant (http://hextcg.com/wp-content/uploads/2014/01/AsceticAspirant1.png)//Enlightened Seeker (http://hextcg.com/wp-content/uploads/2014/01/EnlightenedSeeker1.png)//The Transcended (http://hextcg.com/wp-content/uploads/2014/01/TheTranscended1.png)
• Peek (http://hextcg.com/wp-content/uploads/2014/01/Peek1.png)

• Construction Plans: War Hulk and Construction Plans: Ingenuity Engine are no longer incorrectly able to exhaust non-troop artifacts
• All cards where a player can actively decline a troop’s ability will no longer cause the game to get stuck
• Selecting a card with Spellshield to discard from Giant Corpse Fly will no longer cause the game to get stuck
• Pact of Life now correctly gives the owner health when Shards of Fate is played
• Judgement now correctly works with cost increasing effects
• Wailing Banshee no longer displays the text twice
• Dwarven Armory now correctly costs one resource to use its ability
• Eternal Guardian no longer incorrectly prevents the damage from pay life cards or effects
• Hellhound’s ability will no longer cause the game to get stuck
• The AI no longer incorrectly wields shared control over troops stolen by Mancubus
• Mancubus no longer incorrectly fires come into play triggers when switching ownership
• Living Totem now follows activated ability rules
• Revert effects will now correctly remove temporary effects and counters
• Ritualist of the Spring Litter now creates the correct number of shin’hare with Shroomtank and Shroomshaw
• Incantations will no longer incorrectly trigger continuous effects from transformed cards outside the warzone
• Incantation now correctly display counters
• Princess Victoria’s opening hand ability now works correctly
• Socket restrictions are now in place. You can only put major gems in major sockets

• Secret Lab now costs 4 instead of 3
• Incantation of Fear now costs 4 instead of 2
• Maddening Nightmare now costs 4 instead of 2
• Ozawa, Cosmic Elder now costs 8 instead of 7
• Incantation of Righteousness now costs 2 instead of 1
• Life Siphon now costs 1X instead of X
• Booby Trap now deals 4 damage instead of 5
• Feral Beast’s defense has been changed to 3 instead of 6
• Giant Army Ants’ defense has been changed to 2 instead of 3
• Ruby Enchantress’ defense has been changed to 1 instead of 2
• Legionnaire of Gawaine’s attack has been changed to 4 instead of 3, and its defense has been changed to 4 instead of 3
• Menacing Gralk now has 3 sapphire threshold instead of 2, and its defense has been changed to 2 instead of 3
• Wild Root Dancer now has 2 wild threshold instead of 1
• Boulder Brute now has 1 wild threshold instead of 2
• Murder now has 1 blood threshold and reads: “Destroy target non-artifact troop.”
• Volcannon now reads: “[ACT], Exhaust a Dwarf or Robot you control  Deal 3 damage to each opposing champion. Exhaust two Dwarves and /or Robots you control  Ready this artifact.”
• Giant Corpse Fly now reads: “Flight. When this troop enters play, target champion chooses and discards a card.”
• Devoted Emissary now reads: “When this troop enters play, put target troop you control into its controller’s hand.”
• Elite Battle Tech now reads: “When this troop enters play, create two Worker Bots and put them into play. Sacrifice two Robots you control  Put target opposing troop into its controller’s hand.”
• Curse of Oblivion now reads: “Choose target opposing card on the chain. Void each other card with the same name from its controller’s deck, graveyard, and hand.”
• Bun’jitsu now reads: “[BLOOD][BLOOD]: [BASIC] [5], Void two ready troops you control  Create an Abomination with [ATK] equal to 3 plus their combined [ATK], and [DEF] equal to 3 plus their combined [DEF] and put it into play exhausted.”

• Bun’jitsu has had a text change, but is persistently stubborn at working correctly
• The Friends list on/offline status does not update in real time
• The New Cards are not appearing for some users. Relogging will fix this issue

Check out our first edition of The Patch Breakdown (http://hextcg.com/patch-820-breakdown/) a new article series that will accompany each patch. Our goal with this series of articles is to give our players in depth look at the most recent patch. This week's Patch Breakdown includes

New Card Spotlight
Shaggy's "It's all about the Benjamins" Deck Tech
Interview with Lead Developer Dan Clark on Balance Changes

Hey, HEXers I wanted to let everyone know some details about this weeks Maintenance! We will be bringing the servers down at 5:00am PST tomorrow morning. Maintenance will last for 8 hours, but don't worry it will be well worth the wait.

This patch will include Sealed, The return of the Prep Phase, Reconnecting, and much more! We will be posting the patch notes as soon as the servers come down at 5:00am PST. See you tomorrow morning bright and early for patch 821!


11-21-2013, 04:04 PM
• Sealed Deck Tournaments have been added. Players that enter a sealed deck tournament will get 6 booster packs to build their tournament deck
• Reconnect is in! If you disconnect from a game, and log back in within 5 minutes, you can be reconnected to that game

• The Prep Phase is back but the manual stop for this phase is defaulted to off
• Nelebrin Skirmisher can now be added and saved to decks
• New sound effects have been added throughout the game
• Opposing cards no longer ready incorrectly after switching ownership
• Zoom out is now lined up correctly with visual indicator in game
• The client now checks for death reducing instances and improper death correctly
• Players can now mulligan to 0 cards in their hand
• The deck dropdown menu while queuing for a Quick Match now correctly appears
• Gems text is now correctly showing on cards again
• Action/Cards that are targeting something on the chain now correctly show what they are targeting
• Players can no longer incorrectly name two decks with the same name
• Player ranking is now displayed correctly in tournaments
• Game timers are now enforced: if your chess timer runs out you lose the match; if you have no actions within 5 minutes you lose the game
• Tournaments will now progress correctly if one player loses connection or drops from a tournament
• Players should no longer see incorrect health totals for champions
• Prime Blood Orb of Brutality has been removed
• When a card triggers its Rage ability it no longer incorrectly goes on the chain

• Inquisition (http://hextcg.com/wp-content/uploads/2014/01/Inquisition.png)
• Survival of the Fittest (http://hextcg.com/wp-content/uploads/2014/01/SurvivalOfTheFittest.png)
• Shrewd Manipulation (http://hextcg.com/wp-content/uploads/2014/01/ShrewdManipulation.png)

• Prime Diamond of Solidarity no longer incorrectly triggers or stacks when it is not supposed to
• Farhny now works correctly
• Buccaneer’s game text is now correctly optional
• Uruunaz no longer incorrectly gains inspire effects when bringing inspire troops into play
• Uruunaz’s that were targeted by an opposing Uruunaz no longer behave incorrectly
• Cerulean Mentalist’s ability no longer incorrectly uses the chain
• Monkey of the Nine Tails now correctly transforms a troop into a Monkey of the Nine Tails
• Princess Victoria now correctly inspires troops when its game text reduced its cost to 0
• Additional damage is no longer incorrectly applied after initial death when playing Immortality
• Prior gameplay states are now retained when an incantation transforms
• Noble Citizenry’s ability now correctly goes on the chain
• Zoltog’s creation of a Savage Raider will no longer prevent the game from progressing
• Legionnaire of Gawaine now correctly deals damage when being inspired by Cerulean Grand Strategist
• Sync issues have been resolved on the following cards: Stoneskin, Arcane Sheild, and Yesterday
• Troops can no longer incorrectly use activated abilities during the first opposing turn after they enter play
• Fiendish Cabalist’s ability will now work correctly if it is returned to a player’s hand
• Blood Bearer no longer will grant its effect from the graveyard
• Resurrection no longer prevents the game from progressing

• Farhny will not correctly account for created artifacts
• Transforming a socketed troop will cause the game to stop responding
• You can’t currently drop or forfeit from a tournament
• Rune Ear Commander’s that are created by Uzume, Grand Concubunny instantly die
• Created troops from Uzume, Grand Concubunny and Wretched Brood can incorrectly attack the turn they come in to play

Hello everyone, we have been battling it out in sealed tournaments all weekend. It’s been a little rocky, but the data we collected on top of all the amazing feedback from our players has led to some interesting finds. I want to take some time to go over these issues with the community.

The biggest problem players are experiencing is the “Save Deck Bug”. If a player fails to save their deck before the timer runs out, it causes that player to be disqualified from that tournament. Which means the players opponent doesn’t have a player to connect with. The tournament then locks up because opponents can't be found for both players. Essentially, if one player doesn’t save it cascade fails the entire tournament, even though the tournament server might actually think it’s advancing. It’s only a matter of time before one of the stuck players drop the tournament, resulting in a no complete. Our engineers are working on a solution to this problem and we should have a server side patch within the next 24 to 48 hours. This will only affect tournaments and should only take about 5 minutes to complete.

This weekend we received the most log-ins we have had this year! Unfortunately, this caused our servers to act up a bit causing players to be unable to log-in for a short period of time. We know it can be frustrating when you’re unable to play the game and want to apologize for this inconvenience. Fixing log-in issues are always a top priority for our team. The engineers worked hard over the entire weekend figuring out what caused these issues. We are even working on new system tools that will allow us to fix log-in issues even faster. We are very thrilled to see so many of you excited to play HEX!

If you run into any bugs during sealed tournament, please report them HERE (http://forums.cryptozoic.com/showthread.php?t=32075) with as much detail as you can. Our engineers and QA testers visit this thread often. The more detailed you can be the easier our QA testers can reproduce the bugs and find a solution. I will also be keeping everyone updated on the latest info regarding sealed tournament progress. You can view those updates from the Alpha Notes forum post. Once again we would like to thank everyone for all your hard work and patience. You truly make this process much easier!

Shaggy :cool:

Hey guys, I want to clear up this topic so players understand how the "chain" is supposed to work.

Actions targeting Troops
When a Troop is being targeted by an Action and that Troop no longer becomes a legal target. That Action will be interrupted because it no longer has a legal target. There are multiple ways for a Troop to no long be a legal Target; if it gains spell shield, is no longer in play to be targeted, or its card type changes to no longer become a Troop. For example if you target your Wild Child (http://hextcg.com/wp-content/uploads/2014/01/Wild-Child.png) with Sapphire Aura (http://hextcg.com/wp-content/uploads/2013/08/SapphireAura.png) and then it's targeted by Time Ripple (http://hextcg.com/wp-content/uploads/2014/01/Time-Ripple.png) and sent back to your hand. Sapphire Aura (http://hextcg.com/wp-content/uploads/2013/08/SapphireAura.png) will not resolve because its target has been removed from play and is no longer a legal target. However, we are aware that sometimes your Wild Child (http://hextcg.com/wp-content/uploads/2014/01/Wild-Child.png) will still be affected by Sapphire Aura (http://hextcg.com/wp-content/uploads/2013/08/SapphireAura.png) and this is indeed a bug. This bug has been reported by QA and should be fixed in a future patch.

Troop Powers
When a Troop uses its power, its power goes on the chain. No matter what happens to the troop, its power will always remain on the chain. For example I have a Hop'Hiro Samurai Warlord (http://hextcg.com/wp-content/uploads/2013/12/HopHiroSamuraiWarlord.png) and use his power targeting your Wild Child (http://hextcg.com/wp-content/uploads/2014/01/Wild-Child.png). You use Murder (http://hextcg.com/wp-content/uploads/2014/01/Murder1.png) on my Hop'Hiro Samurai Warlord (http://hextcg.com/wp-content/uploads/2013/12/HopHiroSamuraiWarlord.png), even though you destroyed my Hop'Hiro (http://hextcg.com/wp-content/uploads/2013/12/HopHiroSamuraiWarlord.png) his power is still on the chain and will still resolve destroying your Wild Child (http://hextcg.com/wp-content/uploads/2014/01/Wild-Child.png). However, if you Time Ripple (http://hextcg.com/wp-content/uploads/2014/01/Time-Ripple.png) your Wild Child (http://hextcg.com/wp-content/uploads/2014/01/Wild-Child.png). Hop'Hiro's (http://hextcg.com/wp-content/uploads/2013/12/HopHiroSamuraiWarlord.png) power will not have a target and fail to resolve.

using filipcic's analogy. If a Sniper shoots a Bullet at a Target. Once the Bullet is fired even if the Sniper is killed the Bullet will still hit his Target. However, if that Target isn't there anymore he will miss.

I hope this helps! Let me know if you have any more questions or if something is still confusing.

Shaggy :cool:

12-19-2013, 11:35 PM
From Twitter:

looks like alpha is Oct 8, beta before the end of the year. Game development is the hardest game of all. Sorry for the delay.

you'll receive your rewards at the beginning of open beta. you'll get your alpha invite via email used on KS or PayPal

you will get your alpha invite sometime this month, then rewards sometime during the beta. your paypal receipt is all you need

at this time. we are working on a timetable for Mac client and how quickly we can get that in parallel with Windows.

the emails are sent, so it depends on how long it takes to get there.

now that the CDN is upgraded, we're focusing on server load and stability. can't say anything for certain right now.

same URL. just on upgraded CDN so people aren't needing to "repair" the download. I was up and playing in less than 5 min today

something was updated in addition to the client patch next week and we feel that might be causing the issues, but not sure atm.

Correct. Log-in server is down, engineers are looking into what the issue is.

Engineers pinned the log-in problem to a hardware failure. Chris has stood up a new server, new environment.

You can log in, but your keep name and custom saved decks won't be there. Its an entirely new environment. They'll return Monday or Tuesday.

that [Kings] is the next group! gotta test the hardware first, engineers need to do their engineering

yes, kings are first. I can't speak for SB now, but there are a lot of them and we understand they want in asap

King (and early bird King) are going out today, so check that inbox! Welcome to HEX Alpha!

yes. there is no NDA. we ask that you make it clear when broadcasting that this is an alpha version.

you will have all of the cards most of the time during alpha, so that will be reset. once we give you rewards, no reset.

Some newly invited users are experiencing a bug where they cannot enter a keep name. Our engineers are currently working on the problem.

15,000 HEX Alpha invites just went out! The process will take several hours. See you in game! http://hextcg.com/all-in/

Be sure to use our new Customer Support portal for any issues you may experience! http://support.hextcg.com/

We are aware that some users are experiencing log in issues right now. We are investigating and will update.

All remaining invites have been sent out for the Alpha! If you have issues please visit our HEX customer service at: http://support.hextcg.com/

01-09-2014, 03:35 PM
From Kickstarter Comments:

Is OSX (Mac) still launching with PC and doing alpha/beta?

If we can find the engineering resources, we're going to do a Mac alpha client. Currently the client is for PC.

To be perfectly clear: Our Keepname is what shows up in PvP? So, when I draft, I draft as "schild" not a champion. But when I play PvE, my champion will show up as "thiswasabadidea of schild?"

I just want to make sure that creating wonkiness between PvE and PvP was a design choice. Or are we going to have separate names for PvP/Tournaments?

In PVP, if your Lord or Lady is named "ERIC" it'll be CHAMPION NAME of ERIC. So, Gozzog of Eric will appear if you choose the Necrotic Warrior PVP Champion.

Are the account names the email addresses? Can these be changed? I pledged 3 times with 2 different email addresses, and 2 of those accounts are going to other people (my girlfriend and a good friend) and the one I am going to use is tied to a different email than my normal one. I don't want other people logging in with my email address. I want these to be fully under their control once they are set up, and tied to their email addresses.

Also, is there any way to change the display name in chat/friends list or something? I am known as Svenn to a lot of people I'll be playing with, but "Lord of Svenn" just isn't right... and picking another display name just seems wrong. :(

I see us giving players an option to change those things to their liking for a short period of time, but I don't have any specifics for that.

Can Keep names contain spaces?

No spaces.

That's a bit odd. For example, I'm probably going to name my keep ExoByte, but exobyte is _my_ name, not a place name. Everyone knows that the place i live is known as Fort Awesome. That gives the option of my in game handle being ExoByte, like everywhere else, but my keep name being in-fiction illogical, or having my chat handle be Fort Awesome which is goofy.

You should consider that you're naming your Lord and Lady ExoByte. I've edited things above to reflect that. Sorry about the confusion.

How many invites will be going out in the first group and who will bee receiving them?

That's covered in last week's update: http://www.kickstarter.com/projects/cze/hex-mmo-trading-card-game/posts/611776 "Our plan for releasing pledges has the Grand Kings and Producers hitting the servers first, and we'll plan our waves around how the servers handle that load and steps we need to take in order to prepare for the next wave."

Any word on being able to change email/login info for accounts so that I can gift an account to my friend and one to my girlfriend without them having to use my email?

We'll be covering that sometime in the future, either close to beta or during the closed beta. We certainly don't people stuck in scenarios like the one you outlined for long.

As far as I can remember, alpha was described as windows-only. Is it confirmed?

That is correct, though we're always looking at our engineering resources to find a way to get the Mac client parallel with the Windows client. It may take some time since we're in such a crunch right now and we understand the worry of OSX users since games often see Mac users as "second class citizens," but we sold the game as multiplatform and we're committed to that.

I'm very excited but would like the comprehensive rules. I mean, there have to be bugs we won't be able to track down without them.

That's on the list of things to do. I think you'll be able to get most of the bugs without comp rules, but some of the finer points will require that document.

Will alpha access be only for certain tiers, or all backers?

All backers will receive alpha access. Producers down to Grand Kings get in first, then we'll progressively bring in more people as the engineers give us the greenlight.

I got really excited for a moment ... checked my pledge and went "awww."; For those who are doing the alpha testing, please give as much feedback and bug reports as you can so it can be released as fast as possible for the rest of us! For the moment, enjoy your fun :)

We'll try to get everyone into the game as soon as we can per our hardware, server stability.

Since I pledged Grand King via Paypal (not KS), when should I expect the invite?

Players will receive invitations per the pledged tier whether on Kickstarter or PayPal. So, you will receive your invite with the Grand Kings.

Should we be refreshing the forum, kickstarter or our email for the alpha download?

You'll receive invites via email, but the Alpha forum will have the information you need.

Quick question: Will only the producers to GKs be able to download the client initially, or can every download the client while waiting for their turn to be let in to alpha?

Don't know at this point. It would be nice to allow people to download the client and patch it early so people coming in later aren't spending their first day installing.

It is indeed FUN!

And btw... The music is AWESOME!!

Thanks in bunches CZE.

One of the largest inconveniences I have found so far is simply cads disappearing from your constructed decks which I reported on in the appropriate thread,

Look forward to seeing you guys in the game over the weekend!


Thanks! Yes, we have to tackle disappearing cards. And getting my deck Living Totems 2, 3, and 4!

Hey I submitted a ticket through the proper channels but I was hoping to maybe get some insight here. The email I had linked to kickstarter was no longer in use and so my invitation was never sent (there was an error notice on kickstarter saying an email had failed to send). I have since updated the email, and received a message on my ticket saying someone is looking into it. I figured it would be a quick fix but it's been over a full day since then so could anyone tell me if there is some kind of ETA on this issue being addressed (or at least how backed up the support is atm)

We're tackling lots of problems, but we should handle that this afternoon.

It's definitely been fun. Now if only your gremlins would give me back the other half of my deck that would be greeeeat! This morning I was playing with 166 cards in my deck, this afternoon it was 115, unacceptable! :-p

For those saying you should never go above 60, I'd say alpha is the time for experimentation and it actually works fairly well(other than half of the deck vanishing.... and no I didn't modify it and forget to save it lol)

Solid game, just need to iron out a bunch of kinks like pass priority disappearing and cards going MIA!

For sure! Theoretically, if our client didn't let people play with 100 card decks, that would be a bug so it's good to test things that lie outside regular player behavior.

Cryptozoic has a good history of saving troubled Kickstartered products =) http://cryptozoic.com/games/doom-came-atlantic-city As for the second wave, we're looking at adding all the $250 tiers but obviously that's something that's not final.

Pitiful i'm a mac user and at the moment i cannot play the game through partitions or Parallels... I can't wait for enjoying the Alpha with you guys!

I believe our Mac client had its first test game this weekend, but it's not quite ready for public consumption and our engineering resources are dedicated to getting as many players as possible into the alpha as soon as possible.

Is there any way for a Mac/tablet use who received the invite to still reserve a keep name? >.<

Load up in Parallels/Bootcamp at the moment.

There are going to be, at times, tough choices to make with our resources. We actively made the decision to put all available engineering resources into allowing more players into the HEX alpha as soon as possible. That doesn't mean that other projects are abandoned. It means that we've directed our resources at this goal and once we're far enough along on this goal, we can get back on track with the other projects on the schedule.

For people who want to change their password. click the "Gear" to bring up the options menu and you'll find you can change passwords. That has been in the client since patch 812-B. You can find the Patch Notes always posted in our HEX Alpha Forums: http://forums.cryptozoic.com/forumdisplay.php?f=112

Not really excited that the game has been in Alpha for such a long time, and still so few people are allowed to play. The Alpha stretch goal was a bit misleading.

As Chris outlined, we must get data to see how different services, methods work and that involves inviting in groups. In hindsight, we would've outlined this had we known at the time, but that result was also a result as of a series of decisions that had yet to be made. We couldn't have outlined the rollout at that time.

01-09-2014, 03:35 PM
From Kickstarter Comments:

I was just barely able to play last night for the first time, and I like the potential for the game. I'd like to see the UI improved to be more accessible (make it easier to browse cards in collection quickly), but it's usable. The game I played went fine except for some cards and abilities being mostly or completely broken.

My question is what's up with the servers? Sure you guys aren't running the same capacity that you'll need at launch, but it looks like you have a LOT of work to do getting things stable. Considering how important security is (and should be), it's not acceptable for things to desync or break because of server load. I hope you guys have some good queue technology in the works as well as better error handling and transaction verification.

I'm a little sad the game isn't more playable considering it looked pretty far along in the kickstarter video compared to where it actually is in the alpha build. I'm not sure I'll be playing too much except if you guys ask for a stress test, but I'm looking forward to playing more once it's closer to beta, especially since I'm primarily interested in the PvE content.

Our engineers are testing various things in various ways to see how they behave. This is to test optimal ways of doing things as well as finding bugs in the code. As I mentioned, our engineers are top-flight with years of experience in addition to Chris Woods who is likely the most experienced digital TCG engineer on the planet. This alpha process is going to reveal many bugs by nature.

Was hoping to see some information on beta access. I'm in the warrior tier...should i just give up hope on this for a while?

You should be in soon, but we have to make sure that the client is ready and the hardware is able to safely take everyone on.

This is an unacceptable period of delay in getting the alpha servers up for your backers. Cyrptozoic, you just received over two million USD from backers in support of your endeavors with an estimated delivery date of Sep. 2013. It is now Nov. 15th and there is still no word of when almost 9000 backers will receive their alpha invitation. All you tell us is that you're testing the servers and that they can't support all of these players at once. Well, I can see the numbers up top. $2m USD is more than enough to buy servers for a million players at once, and if it's a matter of not being able to maintain the servers yourself, I'm sure your developers could phone up Amazon and strike a deal with their Amazon Web Service department and purchase scalable server time from them while you work out the details behind owning your own servers. I'm not excatly convinced that you, Cryptozoic, are putting an effort into developing servers for your beta testers.

As Chris Lena discussed in a previous update, it's not about raw server power. "Servers" are cheap. When we invite in groups, we get a good signal and good information about which resources need to be increased, which processes need to be streamlined. If we introduced everyone in a mass group, we get nothing but noise and all the bugs, problems overlap.

There should be a button in the corner of the screen that you can hit to pass priority for the rest of the turn.

Yes, I know you could just change your options, but a stop-go pass priority button would be a godsend. If my opponent goes first there is nothing I could possibly play during his turn.

Changing priority so that we can no longer act in response to something fundamentally creates problems and could result in otherwise avoidable losses.

Collin you do realize that they have to allow access in stages, telling them to sink all of their money into servers is not only short-sighted but flawed, just because the servers can handle the load does NOT mean the software can handle the load.

2 million is petty cash for a polished game when it comes to the grand scheme of things, anyone that thinks a AAA game can be delivered in a short time frame is naive.

Personally I wish they had done a later Estimated delivery date, but even then people would complain, at the end of the day it's an ESTIMATE, sometimes estimates can be woefully off.

I would rather Cryptozoic focus on polishing the game, making sure everything works, and then releases it to the masses rather than rushing a game just to appease people that want immediate gratification.

Thank you for the input. I just want to address something specifically that you said.

"Changing priority so that we can no longer act in response to something fundamentally creates problems and could result in otherwise avoidable losses."

In PVP, there's another player on the other side who's making decisions knowing how the game works, and you're making decisions knowing how the game works. Your opponent is going to make plays specifically with these rules in mind, so your "unavoidable loss" in this situation is a "lockdown win" for the opponent. And when you're on that side, making a play knowing that triggers don't go on the chain, you'll be the benefactor of that particular interaction and you will have secured your "lockdown win." Inevitably, all games end.

i hope i don't hated for asking this, but... is there any account I should've created for this? I backed this project and been watching some updates but I'm not sure if we are required to create some sort of account and link it to my kickstarter account like some other projects do

thanks in advance

You should watch your email account that you had used when the Kickstarter campaign closed. You'll receive an invite to the Alpha test. So far, we've invited all King and above backers.

Have yet to get the game to open still, Game Login Fail every time, its been two weeks, what the heck...

Sorry to hear that. Please put in a support ticket into http://support.hextcg.com/ and we'll get it taken care of for you.

How about a Mac update? I'm not interested in testing until you have the Mac client.

We continue to work on the Mac client, but I don't want to promise anything at this time. We are just as excited about getting this to you as you are to receive it.

It would be nice to have at least tiny update on triggered abilities. Some response to community comments, or are there any plans for other solutions to the clicking problem. etc.

As a matter of fact, the R&D team is discussing this right this very moment. I don't have anything to report yet as these are big decisions and we need to think things through very carefully.

Ok.. WTF? I am on champion tier and I still don't have an invite? Is there some sort of error here? or I need to wait longer?

If you put in a ticket to our customer support portal (support.hextcg.com) we will be able to sort that out for you quickly.

Where do we sign up for the tournament?

The tournaments are just simple queues. There will be a tournament screen (that you reach by pressing the "PLAY" button and choosing "Tournaments") where you join the 8-person queue and select your deck. Once that queue reaches 8 people, you'll start your tournament. Winners advance each round.

How about some Mac updates?!?

I asked about Mac updates this week and I wasn't able to get an update, but hopefully I'll get some news next week. Sorry for the delay on that.

When will Warrior Tier get alpha?

I had my invite person check and you received an invite on 11/19. I've asked that person to send you another invite. You should receive it shortly.