
While the tutorial is designed to only be played once, by playing in a new region or on a new account, the player can repeat the experience. The tutorial is presented the first time a player opens the game in any region. The tutorial is the first and most critical part of the game's new player experience. While the tutorial is over, additional guidance is provided on each new screen and during the player's first match, explaining features such as the mulligan and The Coin, effectively resulting in an extended tutorial in the game's native environment. The player is then able to play Hearthstone as they wish, although they are encouraged to start with Practice Mode. Once the tutorial is completed the player is taken to the main menu for the first time, and awarded the "Win 5 Practice Games" quest. The tutorial comprises a kind of introductory game mode with reduced gameplay and helpful instructions.

It is composed of six 'missions', and must be completed before the player can play Hearthstone properly. If I think of anything else I'll post it.The tutorial is the initial experience designed to introduce players to Hearthstone. I have no idea why this happens but it did happen before I had a complete bridge built and it happens even after despite having a crossable bridge. I can watch a large group of wolves, goblins, or other creatures "invade" towards my island and vanish in front of my eyes 5-10 blocks from the bridge or water's edge. When building on an island, with or without a bridge, if an "enemy invasion" is announced there is a good chance they will vanish into thin air.Not sure if this was meant to be a thing but I love it. It would be nice if this was fleshed out on a bigger scale. I really like the fact that enemies fight each other.Other times torches and other objects cannot be placed below door level on a wall for absolutely no reason. Sometimes building walls, floors, etc is blocked for an unknown reason. Building an in ground complex has a handful of issues when placement is concerned.Again, not a glitch just something I thought of. I would also like to customize gear colors. I would like to customize gear instead of it being a random chance of who picks it up.You know what? Wild plants in general seem to have really fast harvest cycles.Drop rates for tree seeds seem low, however you can just plant a tree farm so what am I really complaining about?.As it is, workers will either ignore the container until the items stored are of use or will remove items randomly, in random quantities and at random introvals. This should be a focus if this is not a glitch. Workers don't prioritize emptying containers that are filtered to "none".

If you select the item and opt "remove" from the building command the entire structure will deconstruct. You cannot delete it with a cancel command or delete object from world command. If, like watermellon seeds, the item is used or never placed due to a cancelled command or other reason, it will remain a phantom build object. Placing an item with the place inventory item button will create a ghost item that will become a build queue item attached to a building.Workers can get stuck in the ground if they become stuck on a single block and you build a ladder to help them down they will occasionally clip into the ground and need a second ladder to "climb up".The entire "combat storyline" will happen and resolve itself in one single bloody melee.

This usually includes several camps, a graveyard, hounds, etc. If you build on an island enemies eventually stop spawning on the island randomly and then will build a massive force on the other side of the water.If workers did not spawn on that side it would remain incomplete forever. Example: I was building a bridge and workers built half of the bridge and refused to build anything until freshly spawned workers on the other side built the remaining half. The process queue to construct buildings is very, very particular on the order of construction even with all materials available.Some of the things I'm noticing with the Alpha 24 build:
