Table of Contents
V 3.09 - Mercenaries
This page lists the patchnotes for all minor versions, under V 3.09 'Mercenaries'.
For more info about patchnotes, minor and major versions, check this page.
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V 3.09.004 (27 august 2015)
- Added a new flagship editing setup, replacing the old system.
- The starting attack/defense, cost and one passive ability of a flagship are now fixed and depend on the chosen ship.
- The flagship editing screen also allows to set up a combat boost, with restrictions tied to the race of the active flagship. This boost is only active while the flagship is in play.
- Up to 4 abilities can be added to a flagship (passive, played, auto and acti), but the list of available abilities primarily depends on the chosen race, and in a few cases also on the class of the ship itself.
- Attack and defense of the flagship can be boosted via two upgrade slots.
- For testing purposes, all non-legendary ships are made available for flagship editing, as well as each race's full list of abilities, stat boosts and combat boost elements. The plan is that with the exception of one starting ship per race and one combat boost trigger/effect, everything needs to be unlocked through in-game achievements and progress. The unlocking system is not implemented yet.
- Current flagship setups and presets are no longer valid. The first time the game loads after this new update it will replace old data, but this process will erase old setups and presets since those aren't compatible with the new system. New setups and presets will be saved to the temporary save file.
- Fixed a bug in the text renderer that could cause some special characters to be rendered incorrectly.
V 3.09.003 (13 august 2015)
- Minor adjustments to the AI related to boosts that can spawn ships. In general the AI will treat these as less important, as too many or strong spawns entering play as a result of the AI playing ships, can keep the AI from playing ships completely.
- Fixed a case of text getting cut off on the presets panel in the battle setup screen.
- Increased the droprate bonus of cards when using generated decks while the AI has a higher difficulty level than 50.
- Mercenary token drop amounts for custom bosses now properly take into account the rarity of the source card used to create the boss ship.
- Corrected a typo on the battle setup screen that showed wrong mercenary token drop amounts for bosses based on elite cards (amounts shown were 20% lower than actual).
- Updated the random mercenary generator so that it no longer generates upgrades that change the races of the mercenary card when creating mercenaries intended for AI decks.
- Renamed the 'the dark' upgrade to 'the dark one', 'the fused' to 'the fused one', 'the heavy' to 'the gravitational'.
- Added a new passive 'strong vs race' for ships, which grants additional damage when dealing damage to a target of a specific race.
- Added a new passive 'resist race' for ships, which grants damage resistance when receiving damage from a source of a specific race. This ability stacks with the regular resist passive.
- The new passives have been added to the custom card generator.
- Mercenary cards with the upgrade that changes their major race now also receive the 'strong vs race' passive against their original race.
- Mercenary cards with the upgrade that changes their minor race now also receive the 'resist race' passive against this minor race.
- Added 7 new mercenary bosses, based on the following ships : Crystal dorgan, Crystal wraith, Drone carrier, Hammerhead, Devourer, Mirror shield, Grav demon.
- Card abilities from the new mercenary bosses have been added to the regular custom card generator and to the custom mercenary boss generator.
- Updated the main boost generator for custom bosses, so that the custom mercenary boss generator provides more variation in these boosts.
V 3.09.002 (05 august 2015)
- Combat settings can now be saved as presets. These will also be stored on the temporary savegame.
- Due to changes to the temporary savegame, the previous savegame will no longer be loaded and a new one will be created.
- Activated card and token drops for the 3 game modes. The battle setup screen will show the chance to gain cards.
- Card and token drops will show up on the game over screen, and will be added to card stocks or token amounts.
- Card and token drops are not stored in the temporary savegame, so anything gained will be gone again when exiting the game.
- Winning against a mercenary boss at its max level will increase the max level by 2 (up to a max of 150). These changes are not yet stored in the temporary savegame.
- Fixed a couple bugs in the AI related to abilities receiving very high scores, causing cards with such abilities to be treated as more important than they were by the AI.
- The abilities of Radar Silhouette work at 33% efficiency for attack and 15% for defense, when the target is a mercenary boss.
- Fixed a bug with random mercenaries for AI, which could cause such cards to become other cards once destroyed. This was mostly visible on cards with the restore passive.
- Finalized the random mercenary system for AI opponents. A random ship card in the AI's deck will now be replaced by its mercenary variant.
- Fixed a couple typos on the mercenaries screen.
- The 'the artificer' mercenary upgrade will no longer appear on cards with a raw card cost below 2.
- The 'the besieger' mercenary upgrade will no longer appear on cards with unblockable, fast, cerberus, hydra, randomstrike, multistrike, overpower passives.
- Added 17 new mercenary upgrades that affect the races of cards, and 3 upgrades that add auras to cards.
- Added a custom mercenary boss generator. It's now possible to select custom bosses on the battle setup screen. The variation of custom bosses will increase as more regular bosses are added, as the custom generator uses elements from the regular bosses. Custom bosses will show the seed of the generator in their name.
- For the purpose of mercenary card drops, custom bosses are treated as the boss they are based on.
- All mercenary cards are now available for card drops or for the random mercenary hiring in the mercenary screen.
- All mercenary bosses have been unlocked (up to level 120), but except those already present in the game, these are all custom bosses with randomly changing abilities and boosts. These will gradually be replaced by proper, hardcoded variants.
V 3.09.001 (22 july 2015)
- Added a screen where collected mercenary cards can be browsed. This screen can be accessed from the player deck section in the battle screen (not while in unpredictable mode) and from the opening hand.
- Players can collect up to 35 mercenaries. The game will currently start players out with a small set of mercenaries and some mercenary tokens.
- To select a mercenary for use during a duel, click the 'select' button on the card popup for that mercenary in the mercenaries screen, or ctrl+click it. Deselecting a mercenary can be done in the same way.
- The 'hire' button allows to spend mercenary tokens to gain random mercenaries. The race and maximum rarity of the mercenary can be selected. Currently, the cost of hiring mercenaries will not be removed from players their token amounts.
- The 'modify' button, available via a mercenary card popup allows to dismiss mercenaries to recover some tokens. It's also possible to change the random upgrade. Changing upgrades cost tokens, but the cost is not yet removed from players their token amounts.
- Newly hired mercenaries as well as modifications made to mercenaries are not yet stored and will thus reset everytime the game is launched.
- Ctrl+click can be used on the opening hand screen to deselect the current mercenary without bringing up its card popup.
- A selected mercenary will be placed on top of the deck. If a deck has 60 cards, the top card will be replaced by the mercenary.
- When a mercenary enters play, it will be removed from player's collection, but since mercenaries are not yet stored in savegames, these changes will be undone the next time the game is launched.
- AI opponents in single duel battles will have one random mercenary in their deck. This system will be refined once more mercenary cards are in place.
- Abilities that copy stats of ships (techno mimic, shifting morph, techno mirror) will work at lowered efficiency against mercenary bosses. These abilities will copy 33% of the attack and 15% of the defense of bosses.
V 3.09.000 (09 july 2015)
- Added a new game mode, called 'Mercenaries', which can be selected and configured in the battle setup screen.
- The Mercenaries game mode allows the use of premade or generated decks, and supports the use of flagship and combat boosts, but doesn't support environments.
- The Merceneries game mode uses the 'opponents' panel in the battle setup screen to select a mercenary boss and adjust its difficulty level. Difficulty can only be changed in steps of 2 levels. As with regular AI decks, the difficulty can be set through a popup slider, which becomes visible when clicking the difficulty level. Holding down control while using the arrow buttons will move the difficulty in steps of 10 levels instead of 2.
- Selecting the 'dice' option for race will only allow to select random or custom mercenaries. Both settings will function similar as the racial random and custom settings, but the race of the boss will be randomly chosen.
- For races with more than one mercenary, the 'random' option will pick any mercenary from that race, but if the difficulty level is higher than the maximum of the mercenary that ends up being picked, it will be lowered to that maximum.
- The 'custom mercenary' option currently has the same behaviour as the 'random mercenary' option since no custom mercenary generator is implemented yet.
- Available bosses can be duelled at difficulties up to level 100. Unlocking of higher difficulties is not yet enabled.
- The names of mercenary bosses are placeholders.
- Added several new card abilities, global aura triggers, restrictions and effects, most of which have been made available for the random card and boost generators.
- Fixed a bug in the AI related to scoring the 'recover' passive, which caused the AI to avoid playing cards with this ability in some cases.
- Improved the AI for direct damage action abilities.
- Fixed a bug in the global aura restrictions regarding one player having fewer ships, structures, handcards than another player, causing these not to trigger.
- Combat boosts that run out of uses during a duel will be rendered at lowered opacity.
- Fixed a rare bug in the AI that could cause the AI to stop playing cards almost entirely.