====== V 3.12 - Exploration ====== This page lists the patchnotes for all minor versions, under V 3.12 'Exploration'. 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 3.12.004 (04 may 2016) ====== * The Protected passive now has proper ability text for both card popups and detailed card info dialog boxes. * Fixed a problem with the custom card generator that could result in a game crash when it tried to create actions with passive abilities during a unpredictable game with custom cards. * Fixed a graphical bug that caused the acti ability that generates energy of a card's minor race to produce the wrong visual effect. * Cards with multiple automatic or play abilities will stop triggering additional abilities of that class if such an ability caused the card to be destroyed. This will result in Ancient Converter no longer being able to generate energy if the upkeep auto ability destroys the card. * Similar to how global auras function, spawns entering play will no longer trigger regular aura abilities on cards. Ability info texts have been updated to reflect this change. * Lowered Ethereal Fighter's attack from 5 to 3 and removed the Recover passive. * Prismatic Generator's card cost increased from 0 to 2, but the card now increases random base energy generation by 2 instead of 1. * Changed Recycler's stats from 4/25 to 6/22. The play ability loses the +1 defense gained. The aura grants +0/+2 instead of +1/+0 whenever a ship is destroyed. * The acti ability that allows a card to damage a target while losing defense itself has been changed so that the defense loss is now defense lowering (both current and maximum defense will be affected). The loss of defense can thus no longer be repaired. Cards with this ability : Plasma Screen, Terror Spark, Devourer. * Entropic Link now generates 1 entropic every turn, but its aura ability now only generates 1 random instead of 1 entropic + 1 random. Card cost reduced from 1 to 0. * Wave Breaker's AMC value has been lowered from 75 to 70. * Siege Praetor received the AMC passive with a value of 70. ====== V 3.12.003 (27 april 2016) ====== * Combat boost score calculations have been changed for balancing purposes. The major change is the limitation of trigger counts, based on the abilities on a boost. Scores have been adjusted to deal with these overall lower trigger counts. As a result, existing boosts will on average have higher scores than before. Newly created boosts will on average have lower scores than before. * Combat boosts and global auras with energy generation effects will now generate less energy per activation. * Combat boosts with multiple abilities will have higher scores than before. * Changed the token cost calculations for boosts. The various boost modification options have a cost that's based on the score of the boost, and is further modified by a value that depends on the number of modifications already performed on the boost. Increasing trigger and use counts will be more expensive on average, changing or adding abilities will be cheaper on average. * Boost modification costs are modified by the number of modifications already performed on the boost, this modifier is now capped at 4.0 instead of 2.0. This means that continued modifications of a boost will cause modification costs to rise more rapidly than before. * Trigger counts of boosts are now capped at a value that depends on the abilities on the boost. Trigger count can be increased to max 125% of the default trigger count for the ability on a boost. If a boost has multiple abilities, the one with the lowest trigger count will be used. Changing abilities on a boost will also reset the trigger count to the default for that ability. * Added a new passive 'Protected', which can appear on ships, structures and actions. Cards with this ability can't be removed from their owner's hand by abilities owned by an opponent. * Added a new passive 'Blueprint X', which can appear on ships, structures and actions. Cards with this ability, when played, will instead cause a copy of themselves to be played, while the original card remains in play and loses one blueprint counter. * The Blueprint and Protected passives has been added to the custom card generator and can appear on cards in game modes that support custom cards. Protected will not appear in the Unpredictable game mode. * These passives form the basis of a new Event-only game mode, called 'Blueprint', which will be activated after release of this update. * In the 'Blueprint' event game mode, the opponent has only 8 cards in their deck, but each of those has the Blueprint 9 and Protected passives. As with ambush, the first victory will guarantee a card reward. Opponents in the 'Blueprint' event game mode have their action and structure play counters limited to 2. * The AI will no longer discard cards when it has 8 cards in hand if its deck is empty. * Fixed a bug with abilities that involved both discards from hand and lowered draw counts for future turns, that could result in the draw count lowering not happening. * Increased the XP gain from duels for players below level 25. * Increased the base card droprate from 20 to 30% (this is the value before various modifiers). For exploration the base droprate has been increased from 30 to 40%. ====== V 3.12.002 (14 april 2016) ====== * Added extra checks to make sure that boost data is correctly formatted so that it doesn't generate savegame errors when this data is loaded from a savegame or the server. Extra info might be present in game logs should the error still occur, but the most likely cause of this error has been found and fixed. * The default droprate of cards for exploration has been increased to 30% chance (up from 20%). For regular exploration this rate is always active since the difficulty level will be identical to player level. For gate exploration, player level will be taken into account if it's higher than difficulty level, to lower the droprate to minimum 15%. * Several minor typo fixes in ability and combat log texts. * Replaced all mentions of 'forfait' (french) by the proper english 'forfeit'. * On the opening hand, when clicking the play button while one or more selected boosts only have a single use left, a warning box will appear telling players about this, and giving the opportunity to modify boosts before starting combat. * Added support for the android back button on the various exploration screens, and for most dialog boxes. * Added support for the android back button for the dialog boxes on the opening hand screen. * Fixed a minor graphical bug that caused part of the activatable icon to remain rendered on cards owned by the player when an AI technonihilus removed the activatable ability on those cards. * Attempting to end a duel in progress via the exit button, while the player is in the discard phase will no longer keep the game from entering the game over phase until the discard phase has been completed, and will now enter the game over phase instantly. * The discard trigger now also works for the acti that removes cards from the top of the deck to generate energy. For now, the end-of-turn discard will not trigger discard boosts, as this is essentially not an ability. * Opponents in the second and third exploration area for each race will now have a default base HP of 75 (before various modifiers), instead of 60. The first area remains at 60 HP. * Added a new passive ability called 'A.M.C', which comes with a single value. A.M.C. stands for attack modification coefficient. When this passive is present on a ship, all attack increases and decreases applied to this ship will be subjected to the value, and rounded. This passive serves to balance the attack gains on ships with multi-target or multi-attack passives. * Hardcoded ships and mercenaries with cerberus, hydra, multistrike and randomstrike passives have all received the A.M.C. passive. * Mercenaries based on cards that do not have multi-target or multi-attack passives, but that receive such a passive as a result of an upgrade, will now also receive the A.M.C. passive. * Custom ships that spawn with multi-target or multi-attack passives will now also spawn with the A.M.C. passive with a suitable value. * Mercenary bosses with multi-target or multi-attack passives do not receive A.M.C. passives, but this might change in the future if needed. ====== V 3.12.001 (06 april 2016) ====== * Fixed a bug that could cause exploration progress to be deleted or modified randomly when using the backup feature to download data. * Check this forum topic for more information : http://nulll-void.com/forums/viewtopic.php?f=27&p=21459 ====== V 3.12.000 (05 april 2016) ====== * Added the Exploration gameplay mode to the game, accessible from the main menu. * Exploration is split in two parts. The first part offers 3 areas for each race. The first area of each race will be available, the two others are unlocked when the first is completed. Each area has 4 opponents and one boss. Defeating an opponent makes the remaining ones stronger. These opponents have a difficulty level equal to that of the player. Completing all areas in the first part unlocks the dimensional gate, which grants access to part 2. The second part is a single area (a hidden dimension) with 6 opponents and a boss, but there's an additional layer of modifiers that are randomized at the time of creating an area. These areas need to be completed within a limited number of attempts, and players can't change their deck, flagship, boost and merc setups for the entire duration of the area. * The first part of exploration will reward a mix of uncommon and elite cards. The 'rewards' section of the exploration screen allows players to pick cards of their choice. The second part of exploration rewards Dimensional Affinity (DA) points, which can be invested in a set of boosts for the player's base or deck. These boosts are only active while in a hidden dimension. Completing a hidden dimension area at the highest available difficulty level will increase this maximum level and reward an elite card of player's choice for a random race. * Due to the complexity of exploration, and the large number of game mechanics that have been updated or changed as a result of exploration, temporary additional error catching code has been added to parts of the game. This may have a performance impact, if so, error reporting can be disabled via the settings file. * Updated the event screen so that it's capable of dealing with unknown event types. This to prevent a possible game crash if new events are added in the future and players are using outdated clients. * The combat boosts for flagships that generate energy will increase the major card cost of the flagship by 1. * The auto ability for flagships that generates energy will increase the major card cost of the flagship by 1. * Lowered the occurence of the artifact actions that increase base energy generation in unpredictable games. On average, they should now occur half as often.