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Added
- Accomplishments you earn mid match pop up the moment you earn them, and a new best show is called out as its count lands. The end of match summary lists everything you earned.
- New things are marked. Game Memory groups accomplishments, tags new ones NEW and shows when you earned each one. The Compendium tags new cards, and the shop and the pack picks mark cards you have never used NEW TO YOU.
- The weekly challenge summary says whether you beat your best for the week, and your place on the standings rolls up to its new rank.
- Online players can tip their hat to the rival once a hand and once at the end of the match, with H, the left trigger, the TIP HAT button at the table or Tip your hat at the end.
- Duplicate matches show your margin beside the score and a bar for how far through the match you are, and the last hand is called out.
- In the campaign, the chess clock, muggins and the Beyond each get a short Coach introduction the first time you reach them. How to Play adds the clock, duplicate cribbage and heat, and the heat meter explains itself when you point at it.
- Your first vs. AI match walks you through the table once.
- In vs. AI the rival sits down under its own name and portrait from the first deal.
- The main menu has a Continue line for your current campaign that takes you straight to the hub.
- When anyone says go, GO shows at their hand and the Events log names it.
Improved
- Sounds, prizes and gold land with the card or peg that earned them instead of a moment early. A peg out holds the board for a beat, when you win you see your peg arrive and the winning hole light up, and crossing the skunk line gets its own sound and callout.
- Gold from board tiles, the skunk line, the cut and your powerups flies to your purse, and the count ticks up as it lands. Gold tiles name what they paid, new powerups settle into your strip, and consumables fly between the pocket, the board and the table.
- Your powerup cards pulse as their row lands in the count, and your defensive cards pulse when they take points off the rival.
- The rival reads the scoreboard. Near the end line and on the last hands of a duplicate match, the Hard and Expert rival plays to win or to hold you off, and in a duplicate match it saves Spoilsport, Rival's Folly and Anchor for the hands that matter.
- The Hard and Expert rival remembers the count where you said go, works out your card marks sooner from the cards you show, and weighs more possibilities before it plays.
- The music reacts to the table. It dips under big shows, the rival's greeting, the Coach and the end of a match, goes quiet and close when a peg nears the end line, and each new leg starts a fresh track.
- New sound effects for the peg, the win, retreats and denials, His Heels, a nineteen hand, five of a kind, board prizes and opening a pack, and every table sound now starts right on its beat.
- Card and peg sounds vary a little each time, the rival's big shows no longer play your trophy chime, and a loss is no longer louder than a win. The master, sound effects and voice sliders in Settings play a sample when you let go of them.
- Screens hand off instead of cutting. The rival's portrait moves from the fight card to its seat, a new leg's board brings the pegs home and stamps its tiles in, and panels close back into whatever opened them.
- Keyboard and controller play reach more of the game. Pickers open on a choice, Esc and the B button back out of the powerup and consumable picks, forfeiting asks first, and the match table lists its keys.
- Online, Quick Match can be cancelled and shows how long you have waited, finished matches return to the online hub, an invite that arrives during a match shows once you are back at the menu if it is still fresh, and errors say what went wrong in plain words.
- The pegging and show counts are easier to follow. Played cards and fifteens show their suits, each fifteen lists its cards low to high, the last card shows the count, and the table shows when it is the rival's turn.
- The campaign hub's record reads in plain sentences, and chapter names match the Long Tally sections everywhere.
- Buttons read more clearly, with the main action standing out by brightness and not only color. Warning text is easier to read, score popups read on every board, and the board prize, powerup swap and level up dialogs match the rest of the game.
- The Long Tally reads cleanly against every section's wood, and your current Spot sits in a dark band so it stands out.
- Pop up messages share one look and timing. A refused move points at what refused it, the shop says why you cannot buy something, and leaving Settings with unsaved changes offers to apply them.
- Retrying a rival no longer replays its first greeting, and the Coach's speech bubble follows your peg as it moves.
- With reduce motion on, board effects and score popups hold still, and key hints stop pulsing.
Fixed
- The music no longer drops near silent between tracks. The warm-up hand now has its card and peg sounds, and most Long Tally climbs are no longer silent.
- With auto-advance off, a selected pegging card waits for you to confirm instead of playing itself.
- Your own powerup cards light up when they score in campaign and challenge runs. A consumable won from a board tile reaches your pocket right away, and a retreat the Anchor blocks no longer shows a drop.
- Trying to pass 31 tells you to play a lower card instead of telling you to say go.
- Pressing Enter or A as the shop opens moves on instead of buying the first powerup, and closing How to Play from the pause menu brings the pause menu back instead of leaving the table frozen.
- Browse Open Matches lists open tables. It always came up empty before.
- If you turned down stats sharing, the weekly challenge now offers the choice again instead of a Try again that did nothing. The standings also drop the not yet on the board notice once your score lands.
- Round Tripper and Clean Through no longer unlock early, accomplishments earned with Steam closed reach Steam the next time it runs, and online guests no longer record the host's hand stats.
- A lost run no longer always says SKUNKED, Run Detail shows the right run number, and the rival's card spells out its house rules instead of showing [clock] and [muggins].
- Fixed thirteen rival mistakes, including Expert rivals dropping points from their own counts under muggins in the campaign, a wrong discard when Mine swaps the crib, and the rival saying go while holding a card it could play.
- The Coach's first shop line no longer mentions packs and marks the shop does not sell.
- Clicking anywhere on the countdown pill continues, on the count cards as well as after a board or a reward. Only a thin edge of it answered the mouse before.
- The title no longer flashes gray after the studio card, and once you have skipped the intro film the medallion glides into place the way the film ends.
All updates