v1.4.5
Deck builder / popups:
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Fixed Enter on "OK" (and other items) going dead in the Advanced Filters popup after changing the format dropdown. Picking a new format triggers a rescan that re-arms the mod's own Enter-blocking guard for the dropdown item, and the popup's grid navigation never released it when you moved to another item — so the mod's keyboard patch swallowed every following Enter press, including on OK, until you left the popup via the settings menu. The popup's Enter handling now uses the same recovery path as the rest of the mod (it sees presses even while the guard is armed), and logs when that recovery kicks in so it's visible in the MelonLoader log. Space already worked as an activation key here and is unchanged.
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Fixed getting permanently stuck after cancelling the "excluded card" warning while crafting. Crafting a card that isn't legal in the deck's format opens a warning dialog on top of the craft popup; cancelling the warning and then the craft popup left the mod re-announcing the already-closed warning forever — Enter on Cancel, Escape and Backspace all appeared dead, and rescans were refused, so the only way out was restarting the game. Two bugs conspired: when the warning closed, the mod pushed the craft popup onto its popup stack instead of popping the warning off (burying the closed dialog as a "live" entry), and the check that discards dead stacked popups trusted the Unity hierarchy, where the game leaves closed warning dialogs active. Popup close is now recognized as a return to the parent popup, and stacked entries are additionally validated against the game's own panel tracking. As a last-resort escape hatch, if a popup's buttons are dead because the game no longer considers it open, the second Escape/Backspace force-exits popup mode instead of looping — with diagnostic logging (popup stack contents, panel state) so any remaining edge case can be pinned down from the log.
Duel:
- Fixed Enter on a card in hand doing nothing, sometimes for a whole match, while the mod still reported the card as played. Cards were played the way a sighted player drags them: click to pick the card up, click again to drop it. The game only turns that drop into a cast when the physical mouse pointer sits in the upper 70% of the window — so the mod nudged the cursor to the middle of the screen once when a duel started, and everything worked as long as nobody touched the mouse afterwards. Bump the mouse into the lower third at any point (or have anything else move it) and every card play from then on silently did nothing, with no announcement, until the next duel. That is exactly what happened in issue #110, where the log shows fifteen plays reported as successful while the board never changed. Cards are now played the way the game actually gates it — hand and library cards with a double click, the command zone with a single one — which needs no drag, no mouse position and no cursor nudging at all. Thanks to @patricus3 for the report and the log.
- The mod no longer claims a card was played without checking. It now confirms against the game's own state that the card left your hand, or that the game opened something waiting on you (target selection, mana colour picker, a confirmation or a "which action?" chooser). If nothing happened — an already-used land drop, a card you can't cast right now because something is on the stack — you hear "could not play " instead of silence. The message comes within half a second, and holding Enter down gives you one announcement rather than one per press.
Profile:
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Emotes can actually be equipped now. Previously the emote panel was reachable and you could press Enter on an emote, but nothing you did there ever survived leaving the panel. The emote picker is the one cosmetic selector that batches changes and only writes them when its confirm button is pressed — and that button was never in the mod's item list, so Backspace always went out through the game's plain "close" path, which drops every pending change without a word. Backspace now stands in for the confirm button and commits through the game's own save. If the game refuses the save because you're over the equip cap, you're told why and a second Backspace discards instead, so a rejected save can't leave you stuck in the panel.
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Emotes now announce whether they're equipped. The mod was checking an animator flag named "Selected" that emote tiles simply don't have, so the state was silently missing on every emote. It now reads the equipped state the game itself drives, and the fixed Classic emotes — which are permanently granted and can't be toggled — say "always equipped" instead of appearing changeable. After each toggle the game's own "Phrases 3/15" and "Stickers 2/10" counters are read out, so the equip caps are noticeable while you work rather than only when a save is refused. Thanks to Michael Taboada (@lilmike) for reporting and diagnosing this one.
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Companion variants with the same base name are told apart again in the pet list. Where the game only has one generic localized name for several variants of a pet, the variant number is appended, matching what the profile screen already did elsewhere.
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The profile's collection line finally says what it is about. It used to read as a bare percentage with no set name — not sloppiness in the game, but a dead end in its code: the profile badge is built through
SetBadge.Init(), the parameterless overload that only grabs the animator, so the tooltip the mod was reading the set name from is never filled in, and neither is the badge's own expansion code. The line is now read from the sameSetCollectionControllerthe badge is fed from, and says the set name and the actual card counts: "Collection: Tarkir Dragonstorm, 187 of 286 cards, 65 percent." It also stops being ambiguous about what the percentage measures — once you own one of every card in a set, the game silently reuses the same label for playset (4-of) completion, so a set at that stage now announces "complete, playsets 412 of 1144" instead of a percentage that quietly changed meaning. -
The navigation instructions on both are tutorial messages, like everywhere else in the mod — the profile line's "Press Enter for all sets" and the set collection screen's opening "Up and down for filters…" are appended through the same gate as every other hint, so switching tutorial messages off in F2 leaves just the data. Ctrl+F1 still repeats the full screen hint on demand.
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The whole Set Collection screen is now usable. That percentage on the profile was never meant to be the feature — it is a button, and clicking it opens a screen sighted players have had all along: every set you can collect, each with its own completion, and for the selected set eleven separate meters (total, the four rarities, and the six colours) showing exactly how many of how many cards you own. None of it carries any text — the game draws fill bars and icons — so it was completely invisible. Press Enter on the profile's collection line to open it. It follows the same drill-down shape as the store: you land on the filters (sort order, format, and the Standard / Historic / Alchemy quick filters), Up and Down walk them, Left and Right change them, and each change tells you how many sets are left. Enter goes into the set list, where Left and Right move between sets and Up and Down read out that set's meters, plus its release date and whether it's Standard, Historic, Alchemy or Universes Beyond. A to Z jumps to a set by name. Enter on a set offers its two actions — open it in the deck builder pre-filtered, or jump to its packs in the store. Backspace steps back up a level, and back out of the screen.
Verification (SHA256):
AccessibleArenaInstaller.exe:047ae5e48153287635a452f97004c450c45c13cd3e2488e55fea18de3461cda9AccessibleArena.dll:e7a6869a8619a0b5b876bf502da2dd809aaa28b125fba4edad41c7c652f74f03
Verify in PowerShell with Get-FileHash <filename> -Algorithm SHA256 or in Command Prompt with certutil -hashfile <filename> SHA256.