Update 0.39 (Patch Notes)

Many of the open items that I recapped in 0.38 as issues have not been addressed in 0.39, with a couple of notable exceptions. You can read that list here:

This post instead addresses the specific changes in 0.39.

Lots has been said already about the new Quest Pass. Overall, I think it’s a good change in format and timing although I think the rewards have suffered a bit. My main issue though is the price. Even with 50 tiers instead of 30 tiers over 30 days instead of 56 days, the value of the rewards is not 50% better than the previous battle pass. The price should have remained unchanged at 500 Crowns at best, not only because the quality of the rewards is not much better (and worse in some regards), but also the fact that a one-month play pass just feels overpriced at $15US. Micro transactions should feel micro; this one does not.

+1 vote for bringing back the world map and visibility of rewards when doing Story mode. This feels like a bad change and it’s good that it’s acknowledged that it needs to be corrected.

This is the worst kind of visual fluff. Instead of getting my random result chest reward at the end based on finishing the skirmish/dungeon, now I get random stars after multiple enemies that is entirely meaningless and also defeats the feel of “what do I get for winning” since no stars are awarded for the last enemy. Honestly, this should just be discarded as a bad idea. It’s ok to let things go.

This is one of those changes that should be great but is currently frustrating and even pointless due to implementation. There needs to be a way to have a preferred sort for this feature. Currently I have to waste time side swiping because the first options are not the ones I want to use.

Quite possibly the best part of the update. Please extend this feature to chest opening, showing all chest rewards in the same way.

I really like this change a lot. This feels much more rewarding and goes some ways to helping to resolve the issue of gear progression. I am curious when you say “for completing parts of the Story” what the breakdown is? One caveat: with the elimination of Bounties and this change, one wonders if the key pendulum might have swung too far. Looks like Ore use for Keys will increase which pinches ore supply even further.

Thank you for finally fixing this!!


I brought this up in my running thread on kingdoms, but I really do hope that the discontinuation of Bounties and the rewarding of Crests based on gameplay activity signals a positive revamp for active kingdoms. As of now, it’s status quo:

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