====== V 3.08 - Global auras ====== This page lists the patchnotes for all minor versions, under V 3.08 'Global auras'. For more info about patchnotes, minor and major versions, check [[hd3:patchnotes|this page]]. Click [[hd3:hd3|here]] to return to the HD3 overview page. ====== V 3.08.003 (23 june 2015) ====== * Added an options screen, accessible from the main menu, containing several basic options and settings. * The sound setting has no impact as there are no sounds in game yet. * The effects setting has no impact as not all visual effects are in game yet. * Fixed a case of pixel bleeding that was visible in some text labels on resolutions other than 1600x1000 * The deck generator and the unpredictable card pool generator are now capable of adding triple energy structures to decks and card pools. ====== V 3.08.002 (15 june 2015) ====== * Increased the amount of available seeds for random boost generation, more than 16.7 million variations are now possible. * Added a screen where combat boosts can be browsed and selected. This screen can be accessed from the player deck section in the battle screen if the game is default mode, and from the opening hand screen. * Selected boosts will show on the opening hand screen and can be removed again through their card popup without having to go to the boosts screen. * On the boosts screen, the upper section shows the currently selected boosts, and the lower section all collected boosts. Click boosts to bring up a card popup, which will reveal additional options : select, remove, modify. Ctrl+click allows for quick selecting and removing of boosts. * The create button in the boosts screen allows to create random boosts from spare tokens. For testing purposes, the token cost will not be removed from your token amount. * The modify button allows to change several aspects of a boost, or recycle it. Modifications require a number of boost tokens, but for testing purposes these costs will not be removed from your token amount. * Boosts have a score or cost based on their general powerlevel. This figure also determines which boosts can be selected since the sum of the scores of selected boosts can't be higher than a value based on player level. This value is currently set at 60 + 3 * level. For testing purposes, selections with a higher score than the maximum will be allowed temporarily. * Created boosts, modified boosts and token amount adjustments are not stored and will thus reset upon closing the game. * Random boost generation for players at the start of a duel has been removed. Instead, the selected boosts from the boosts screen will be used. * Added difficulty scaling for AI opponents. Every 4 levels, base HP goes up by 1. Every 30 levels, the AI gains one random starting energy. Every 30 levels, the AI gains one random combat boost. ====== V 3.08.001 (03 june 2015) ====== * Added a new combat boost system. For testing purposes, players in non-classic games will receive 3 randomly generated combat boosts. These boosts are generated without taking into account the player's deck, so there's a good chance that few will be useful. This is mainly a mechanical test until a proper boost selection system is in place. The AI will receive 6 randomly generated combat boosts. * Combat boosts will temporarily show the seed that was used to create them in their name. Report this number for problematic boosts. * Combat boosts are named after the role they are supposed to perform, but not all roles have suitable effects yet, so this setup isn't entirely correct until more effects have been added. * The 'allies' entry on the main menu now shows randomly generated combat boosts. * Several new triggers, restrictions and effects have been added to the custom boost generator. Some of these have also been made available for custom global aura actions. * Fixed an issue that resulted in global auras that triggered at the start of a turn or a round, and that provided base stats, their bonus to be erased immediately, making it seem as if those auras had no effect at all. * Fixed a bug that caused global auras with ship subtype restrictions to only affect mechanical subtypes and not the creature equivalents of those subtypes. * Various updates and corrections to the AI related to global auras. * Fixed a bug in the AI related to the action that removes all attack from a ship and gives it defense. ====== V 3.08.000 (21 may 2015) ====== * Updated global aura card popups. Added an icon to auras in play to show if they trigger on predetermined or fixed times (play icon), f.i. start of turn, or if they trigger on unpredictable events (aura icon), f.i. when a player plays a card. The different effects an aura has are now seperated to improve readability of complex auras. * Updated descriptions of global aura effects, to make clear whether it's the owner of the trigger event, or the owner of the aura that responded to the event, who will be targeted by the effect. This distinction matters for environment auras who don't have an owner. * Adjusted the ability on the MT aura so that it can never grant 0 attack and 0 defense at the same time. * Fixed a bug that caused 'fast' ships with multistrike or randomstrike to not have multiple attacks in the combat phase of the turn in which these ships entered play. * Unpredictable now has 4 game mode options, allowing to apply custom cards to only one player at a time. * Single duel game mode now has 4 options, similar to Unpredictable. These serve to replace the 'custom cards' deckmod, but for now, the custom card generator will only operate in 'balanced' mode, when custom cards are selected this way. * Added a new environments system that replaces the current deckmods system. Environments are now global auras that show up on the game board. These auras have no owner, but for the purpose of interaction with shielded cards, they will be treated as allied to the affected cards (thus they will ignore shields). * The original environments have been replaced by a new set of 11 environments. Except for 'cloakfield' these are all available in unpredictable mode as well. * Reworked the portion of the custom card generator responsible for making global auras. More powerful aura effects are less likely to appear compared to other effects. * Most of the event triggers and effects from environments have been made available to the custom card generator for its global auras. The 'allies' entry on the main menu still serves as a test screen for custom global auras. Cards on this test screen will show the seed that was used to create them in their name. * Fixed a bug that caused the custom card generator to turn all actions in a deck into global auras while operating in random mode. * Improved the part of the AI that calculates scores for global auras. The AI will now properly check if the global aura it has in play is better than any in hand, instead of always playing new ones. * Temporarily set the minimum hand size on the opening hand to 3. New hands of 3 cards can be requested indefinitely. * Fixed an error that caused the settings file to not have any linebreaks when opened in certain text editors. This did not affect the integrity of the file itself. * Data Spark received an acti ability that gives it 3 attack for a cost of 2. * Adjusted the AI for self-destruct abilities that increase the AI's base HP. * Adjusted the AI for weapon morph, making the AI less likely to use it on high-attack ships unless there's a large benefit. * The exit button on the combat screen now becomes disabled the moment only one active player is left in the duel. * Cardpopups and detailed card info dialog boxes for opposing cloaked cards no longer show stats, races and subtype. * Opposing cloaked ships in play no longer show the '0/0' stats.