Pathnotes for V 3.13 - More cards

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Pathnotes for V 3.13 - More cards

Postby Greywing » Thu May 26, 2016 9:38 am

This topic will list the patchnotes for all minor updates that are released under the 3.13 'More cards' major version.
Check this page on the wiki for all past and current patchnotes.

This topic is closed for replies as it serves as informational only. If you encountered bugs or have questions, you can start a new topic, or use one of the existing problems/bugs/questions topics.

3.13.000 (26 may 2016)
  • Added a new gamemode 'Tactical', which becomes available when players reach level 16. This gamemode features opponents with fixed decks that are centered around a specific card. Instead of a difficulty level, opponents have 5 difficulty tiers (0-4) which can't be changed by players. The active difficulty tier of an opponent depends on the number of copies players have of that specific card. While players have less than 4 copies of this card, there will be a 100% droprate for this card. Once players have 4 copies of this card, the opponent will remain at tier 4 and will have a 50% chance droprate for cards of the same race as the opponent. As the difficulty tier goes up, opponents will have increased base HP and base stats, as well as random starting energy.
  • 8 opponents, one for each major race have been activated for the Tactical gamemode. 8 new cards have been added to the game, which can only be gotten from these opponents for a limited time.
  • Both new and existing players will receive one copy of each common they don't have yet.
  • Shield Node no longer grants 1 shield to all allies, but instead grants 2 shields to its neighbours when entering play. This card also received 2 shields.
  • Alpha battleship's stats have been reduced from 10/40 to 8/36, but when this cards enters play it can get +2/+4 if its owner's base is artifact.
  • Technonihilus its acti cost has been increased from 4 to 8.
  • Data Feedback now costs 4 energy instead of 2.
  • Slave Spire is now uncommon instead of common.
  • Alector (mercenary based on Swarm Leader) now gets 1 defense for each allied ship in play instead of 1 defense and 1 attack.
  • Experience towards the next level on the game over screen will no longer show as 100% as a result of rounding errors.
  • Fixed a typo on the game over screen and several on the battle setup screen.
  • Fixed a graphical bug and typo on the exploration rewards screen in the warning text for players that already have 4 or more copies of all cards.
  • Increased the maximum number of visual effects that can be rendered simultaneously to support abilities that affect all cards in play.
  • Added temporary crash logging for the play button functionality on the events screen.
  • Base HP increases and repairs will no longer be processed if the base is at zero HP. This will stop cases of players that were defeated during or shortly before their own upkeep phase being allowed to continue to play if they had base repairs that turned zero base HP back into positive values.
  • Custom cards based on Prismatic and Greater Prismatic Demon will no longer have zero card cost by default. The custom generator will give them a base cost of 10 (Prismatic) or 20 (Greater Prismatic) energy.
  • Added 23 new abilities, which can appear on cards made by the custom card generator.
  • The acti ability that repairs base for an amount that scales with the number of ships of a certain race will no longer include the minor race of ships if that minor race is artifact. This caused Pantheon to include non-AR ships if they had a partial random cost.
  • Acti and action abilities that target cloaked cards owned by the AI will no longer reveal their name in the combat log if the acti or action ability is also owned by the AI.
  • AMC now uses symmetrical rounding. Example : -3.5 now becomes -4 instead of -3.
  • Damage ships receive from their own Draw Damage passive can no longer be passed onto their base if those ships also have the Ethereal passive. This should fix a rare bug that can cause an infinite loop of damage being passed between ships and their base.
  • Fixed the two variations of the ability that grantes attack or defense based on the stats of a ship compared to those of its blocker. These abilities wrongly applied the defense increase to the attack and the attack increase to the defense.
  • Trader offers are now on average 25% cheaper.
  • The trader boost offer will now generate 5 boosts and keep the one with the highest score, instead of only generating a single boost. This will increase the average powerlevel of boosts offered by the trader.
  • Lowered the droprate penalty of cards for completed events from 50% to 35%, compared to regular duels. Completed events thus have 65% the droprate of comparable regular duels.
  • Card droprates in general have been increased by a flat value equal to 10% of the level of the opponent.
  • Android only : when the game detects unrecoverable memory loss during recovery, instead of force-closing the app, the game will attempt to restart the app without closing it. This is an experimental and probably temporary setup.
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Re: Pathnotes for V 3.13 - More cards

Postby Greywing » Fri Jun 10, 2016 8:27 am

3.13.001 (10 june 2016)
  • The 8 cards around which the previous set of Tactical opponents were centered can now be gotten as card drop or from exploration rewards. Generated decks can now also include these cards. All these cards are uncommon.
  • Activated a new set of 8 temporary Tactical opponents, with a matching set of new cards. The previous set of opponents has been disabled, but will be activated again in the future.
  • Custom cards based on Ghost ship will now have a minimum card cost of 8.
  • Fixed a bug with the trader that could crash the game as a result of the trader attempting to calculate how many cards of each rarity players have.
  • Fixed a bug that caused the android back button to be ignored on the various screens related to exploration.
  • Fixed a bug that resulted in the Draw damage passive always treating received HP increases as damage, which then could further result in a crash. If a base gains HP or is repaired, ships with this passive will now properly treat these HP modifications as gains or repairs.
  • Improved the combat log text rendering. Longer entries will no longer be cut off, but will properly wrap to the next line.
  • Updated the AI code for the dual color energy generation acti that's present on many dual color energy structures. The AI will apply a new weighting system when calculating its energy needs, based primarily on cards in hand, rather than cards both in hand and deck. Other energy abilities are still using the old system for now.
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Re: Pathnotes for V 3.13 - More cards

Postby Greywing » Fri Jun 24, 2016 9:29 am

3.13.002 (24 june 2016)
  • The 8 cards around which the previous set of Tactical opponents were centered can now be gotten as card drop or from exploration rewards. Generated decks can now also include these cards. All these cards are uncommon.
  • Activated a new set of 8 temporary Tactical opponents, with a matching set of new cards. The previous set of opponents has been disabled, but will be activated again in the future.
  • The mercenary based on Ethereal Fighter has its base attack reduced from 5 to 3.
  • The mercenary based on Recycler has its stats changed from 4/28 to 6/25. Its play ability loses the +2 defense gained. The aura grants +0/+2 instead of +1/+0 whenever a ship is destroyed.
  • The mercenary based on Shield Node has its stats changed from 4/24 to 3/20, but it keeps the play ability that grants shields to all allies.
  • The mercenary based on Alpha Battleship has its stats changed from 10/44 to 8/40, but when this cards enters play it can get +2/+4 if its owner's base is artifact.
  • The mercenary based on Technonihilus its acti cost has been increased from 4 to 8.
  • The damage multiplier on Data Feedback has been reduced from 3 to 2.
  • Fixed a bug that caused wins in the Tactical gamemode to not result in new trader offers being generated.
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Re: Pathnotes for V 3.13 - More cards

Postby Greywing » Fri Jul 08, 2016 8:50 am

3.13.003 (08 july 2016)
  • The 8 cards around which the previous set of Tactical opponents were centered can now be gotten as card drop or from exploration rewards. Generated decks can now also include these cards. All these cards are elite.
  • Activated a new set of 8 temporary Tactical opponents, with a matching set of new cards. The previous set of opponents has been disabled, but will be activated again in the future.
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Re: Pathnotes for V 3.13 - More cards

Postby Greywing » Fri Jul 22, 2016 8:56 am

3.13.004 (22 july 2016)
  • The 8 cards around which the previous set of Tactical opponents were centered can now be gotten as card drop or from exploration rewards. Generated decks can now also include these cards. All these cards are uncommon.
  • Activated a new set of 8 temporary Tactical opponents, with a matching set of new cards. The previous set of opponents has been disabled, but will be activated again in the future.
  • Fixed a bug that could cause Mercenary ambush events to select cards that don't have mercenary variants as rewards.
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Re: Pathnotes for V 3.13 - More cards

Postby Greywing » Fri Aug 05, 2016 8:26 am

3.13.005 (05 august 2016)
  • The 8 cards around which the previous set of Tactical opponents were centered can now be gotten as card drop or from exploration rewards. Generated decks can now also include these cards. All these cards are elite.
  • Activated the final set of 8 temporary Tactical opponents, with a matching set of new cards. The previous set of opponents has been disabled, but will be activated again a future update.
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Re: Pathnotes for V 3.13 - More cards

Postby Greywing » Fri Aug 19, 2016 9:23 am

3.13.006 (19 august 2016)
  • The 8 cards around which the latest set of Tactical opponents were centered can now be gotten as card drop or from exploration rewards. Generated decks can now also include these cards. All these cards are elite.
  • All 6 sets of tactical opponents are available again.
  • Flagships based on the recently added ship cards will now have proper att/def and strong vs/resist stats.
  • Mercenary bosses based on the recently added ships have been activated and can now be unlocked.
  • Mercenary cards based on the recently added ships have been activated and can now be hired or gained as rewards.
  • Fixed a crash that could occur on launch of the game when certain older versions of java are installed on the system.
  • Minor typo fixes.
  • Fixed a case of the target of an acti not having its name listed in the logs, when cloaked ships were involved as either target or source of the acti ability.
  • Entropic emerald will now generate the correct energy types.
  • Changed the way Entropic Burst is processed so that the attack amounts this action grants properly take into account any AMC value the affected ships might have.
  • Boosts and global auras that grant Cerberus, Hydra, Multistrike 2, Randomstrike 2 will now also apply an AMC value to the affected ships. If the affected ship already has an AMC value, the new value will be the product of the old and the one granted by the boost.
  • Several ships can no longer be the main exploration opponents : Shatterer, Prismatic Demon, Greater Prismatic Demon, Echo Fighter.
  • Starshield Morph defense lowered from 32 to 30, and cost increased from 6 to 7.
  • Demonic Spark defense increased from 18 to 22.
  • Crystal Funnel now also has Blueprint 2.
  • Grav Engineering now longer causes owner to lose all combat phases.
  • Weaponsystems Hack now grants AMC 25% instead of AMC 50%.
  • Elemental Inertia now also has Blueprint 2.
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Re: Pathnotes for V 3.13 - More cards

Postby Greywing » Thu Nov 03, 2016 10:43 am

3.13.007 (03 november 2016)
  • Added 12 new cards (one for each race + 4 artifact cards). These can temporarily only drop from the 12 new opponents in the 'Tactical' game mode.
  • Various minor corrections in the custom card generator.
  • Added 24 new abilities to the game that can appear on custom cards.
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Re: Pathnotes for V 3.13 - More cards

Postby Greywing » Thu Nov 17, 2016 11:02 am

3.13.008 (17 november 2016)
  • Added 12 new cards (one for each race + 4 artifact cards). These can temporarily only drop from the 12 new opponents in the 'Tactical' game mode.
  • The 12 cards from the previous update can now drop from won duels, can be chosen as reward in exploration, and the AI is also able to have these in its decks.
  • Fixed a bug in the exploration rewards screen that caused it not to update in real-time. This error could result in players being allowed to select a card additional times, even if they already had 4 copies of it.
  • The exploration rewards screen will now force a savegame update when exiting it, rather only when exiting the exploration screen.
  • Fixed an error that caused the visual effects of Shield Node's play ability to end up triggering on the wrong slots.
  • The energy drain of Ancient Convertor is now taken into account on the energy generation panel.
  • Fixed a bug with Unstable Freighter its acti, causing it to often deal less damage than it should.
  • Dark Guardian's resistance gaining ability now stops increasing resistance once the ship has 8 or more resistance.
  • Fixed a bug that caused the buttons of the 'tactic' selector for generated decks to persist (invisibly) when Unpredictable mode was selected. The mention of the deck tactic for player decks in this game mode has also been removed from the bottom info panel in the battle setup screen, since this game mode does not support different tactic setups for decks.
  • Added background info texts for Vector, Nagato, Akata, Hiraga, Venom, Vulture, Firewing, Aladayr's Phoenix, Troy, Siege Engine, Hiroto, 4th Moon of Xyth. These can be read by bringing up the detailed info panel via the small 'i' button that appears under card popups on the combat or deck editing screen, and then opening the 'backstory' section.
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Re: Pathnotes for V 3.13 - More cards

Postby Greywing » Thu Dec 01, 2016 10:04 am

3.13.009 (01 december 2016)
  • The 12 cards from the previous update can now drop from won duels, can be chosen as reward in exploration, and the AI is also able to have these in its decks.
  • The ship cards introduced in the previous two updates now have mercenary variants and matching mercenary bosses.
  • Fixed a crash that could occur when using Technoseer's cloak ability while there were no ship cards in hand.
  • Fixed a bug with Techno Booster that caused its play ability to not always affect the correct cards.
  • Card droprates have been slightly adjusted : the chance of gaining a common card have been lowered from 60 to 50% while uncommons have a chance of 40% (up from 30%). Overall card droprates have been slightly increased (approximately by 10% on average across the various gamemodes).
  • Added background info texts for Breaker, Delta Fighter, Guardian, Tarynn'Ixia, Neyon'Moru, Void Diver, Void Engine, Chyriax, Mutating Vector.
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Re: Pathnotes for V 3.13 - More cards

Postby Greywing » Tue Jan 17, 2017 1:30 pm

3.13.010 (17 January 2017)
  • Fixed a bug in the custom card generator that could result in the play ability that grants shields to allies to be created with incorrect values.
  • Fixed an error in the calculation of XP gains for victories in gate areas, causing it to drop to low amounts for very high area levels.
  • Fixed a minor error in the calculation of XP gains for defeats in various game modes.
  • Fixed a crash that occurred when trying to bring up the card popup for gate opponents on an opponent's info screen.
  • Fixed a bug that could result in Elemental Destroyer its play ability destroying more than one ship in rare cases.
  • Star Drone's play ability now grants it 20% AMC per ship instead of 10%.
  • Technomind's card cost has been removed.
  • Excession's attack has been lowered from 5 to 4.
  • Hydranought's defense has been increased from 36 to 40.
  • Greater Grav Demon's defense has been increased from 32 to 36.
  • Antimatter Weaponry now grants 2 attack to all ships (up from 1) and costs 4 (up from 2).
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