Here are the final release notes for the R118 patch!
MPQ R118!
Armed with her own improvised Iron Man suit and ready to kick bad guy butt, the hero called Ironheart will be a force to be reckoned with.
Find out more about 4-Star Riri Williams here: https://news.marvel.com/games/58123/pie … -williams/
“Starting to feel haunted”
What’s Changed:
• Powers levels correctly increase or decrease the AP cost of the power based on Power Level when applicable.
• This fix also addresses the bug pertaining to Passive abilities, such as Quake and Jean Grey (Phoenix)
• Respecing non-championed characters will properly consume the cover in the player’s reward cache and it will no longer consume Command Points.
• Reduce the amount of black loading screens in the game.
• Smoothed out the way XP notifications were displayed.
• Addressed some rare cases where the game would crash when launching the game.
• Hawkeye (Modern)'s power Blast Arrow now displays the correct description at power level 5.
• Silver Surfer (Skyrider)'s power Cosmic Beam now has the correct tense at power level 2.
• Doctor Strange (Classic)'s power Eye of Agamotto can only be activated if there is a basic tile on the board.
• Blade (Modern)'s power Bloodlust now plays an animation when it activates.
• Moon Knight (Marc Spector)'s power Moonsilver Blades can no longer be fired if there is not a valid enemy.
• Teisatsu’s power Turn to Smoke will no longer display a banner when there isn’t any available tiles for the power to create attack tiles on.
Just figured out where my missing cp went. The game used my cp to respec PHX instead of the cover i had. So it used both my extra cover and 720cp. Also explains why i couldn’t respec my BSS today, didn’t have enough cp for it to steal.
If this is regarding ‘From the Ashes’ not triggering due to Thanos’s Court Death, there is currently a bug report open that the developers are aware of, and they’re working on a fix.
Same with this issue. There is currently a bug report open that the developers are aware of, and they’re working on a fix.
Yes. I agree. If you believe you are affected by this bug, then please send in a support ticket, and Customer Support will help you out.
I’m not sure that maters - it says it will stop it from firing if there is no valid target. This will only matter defensively -for example if the only member of your team not downed is airborne, he won’t waste it on a person who can’t be hit.
It does hit invisible targets, right? Since it’s not actually directed? But possibly you can’t fire it because you don’t know there are invisible targets?
Now I’m a bit confused - can we get a bit more on this?
While I do think it could be a bit clearer, I don’t think it’s wrong.
I assume you feel that as described, it should not cost red AP when you have 10 TU AP?
The “instead” means that instead of destroying a selected tile and doing X damage, it consumes 10 Team-Up AP, deals Y damage, and destroys a selected row. The Team-Up AP consumption is part of the power’s effects, not a replacement for its red AP cost.
I think the “instead” is unnecessary, though. It adds more ambiguity than it removes. They were probably trying to avoid the impression that with 10 TU AP on hand, it would do X + Y damage.
But anyway, this is not the appropriate thread for unrelated issues such as this. Please head over to Bugs and Technical issues and look for an existing topic on the issue or start a new one, especially for concerns that didn’t even start with R117 in the first place.
Obviously you don’t play Magic the Gathering. This was clear as day to me. Activate the power by paying it’s Ap cost, it does x, but if you have 10 teamup ap it does y instead. If it changed the cost of the power, it would have said so in the description. That has been done plenty of times, like Spider Gwen’s red power.
I’m going to be a little sad to see 2* Magneto’s red go back to the correct cost. It’s been a ton of fun to use that with the new 4* Captain Marvel to skip the 1-turn countdown. It’s almost an infinite loop in itself!