V 3.10 - Polishing

This page lists the patchnotes for all minor versions, under V 3.10 'Polishing'.

For more info about patchnotes, minor and major versions, check this page.

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V 3.10.007 (09 december 2015)

  • Android : added extra error logging related to failed recovery. This also includes a partial fix for some possible problems, but is not guaranteed to stop recoveries from failing.
  • Background darkening has been removed from popups for global auras or combat boosts on the combat screen.
  • Game over explosions for the losing player in the Mercenaries game mode no longer appear in the central ship slot for players, only for AIs.
  • Dual color generated decks should no longer receive triple energy structures with acti abilities unless the major race of that structure matches one of the races of the dual color deck.
  • Destroyed spawns will now also show an explosion effect.
  • Aura and global aura abilities that trigger on card destruction will no longer trigger on cards with the Recover passive (i.e. cards that return to deck).
  • Updated the version check so that it can also process messages from the server. This will allow to send urgent or important news to all clients that perform a version check. This system will be tested in a future patch.
  • Boosts granted by the flagship now have a limited number of activations. This number depends on the power level of the ability combined with the trigger type.
  • The action ability that discards cards from opponent's hand has been adjusted. The amount of cards discarded is now always capped at 1, and where the ability originally had multiple discards, those are changed into draw denial for the next turn. Disrupt is thus unchanged. Mind Wipe discards 1 and lowers the draw counter by 2, instead of discarding 3. Custom actions with this ability are adjusted in the same way.
  • Data Spark will no longer appear in Unpredictable mode.
  • Structures with an energy upkeep auto ability are now less likely to be played in leftmost slots by the AI.
  • Several AI ability scoring updates. Various abilities also received score thresholds to keep the AI from playing them when there's only a minor benefit to be gained.
  • If Siege Engine is located in the left or right most slot, it's acti ability is useless. The AI is now capable of factoring this in when considering an opposing Siege Engine as a target for abilities.
  • Added a score threshold for structure recycling by the AI. This will lower the chances of the AI recycling structures if the benefit of doing so is very small.
  • Boosts with no score should no longer result in the recycle button on the boost screen having no text. The minimum return for recycling boosts is now 1 token, instead of zero.
  • A backup of your savegame file will be made everytime the game detects that the version number of the client is higher than that of the savegame. This file is stored in the same folder as the regular savegame.

V 3.10.006 (19 november 2015)

  • Fixed a bug where the game was taking into account boost token counts instead of merc token counts.
  • Fixed a case of buttons of one subscreen persisting into another subscreen on the simple version of the battle setup screen.
  • Various typo fixes in and rewordings of the tutorial texts.
  • Several typo fixes in ability and screen texts.
  • Fixed a case of pixel bleeding on the combat screen, visible around the edges of cards in play on smaller resolutions.
  • Adjusted the custom card generator so that abilities that generate additional abilities are less likely to result in ability text no longer fitting on card popups.
  • Added visual effects for various abilities and their results, and for ships that can't attack, on the combat screen.
  • Added a new setting 'fxStillOpac' (settings file only) to control the base opacity of single-frame effects.
  • Added a new setting 'fxXplodeOpac' (settings file only) to control the base opacity of explosion effects.
  • The 'effectslevel' setting has its default changed from 1 to 2.
  • The background nebula animation on all screens and animated explosions on the combat screen are only active at 'effectslevel' 2.
  • All effects on the combat screen can be turned off by lowering 'effectslevel' to 0. If 'effectslevel' is at 1, animated explosions will be replaced by a simpler effect.
  • The 'FX' button in the menu on the combat screen can only toggle between effectslevel 1 and 0.
  • Added sound effects for various abilities and their results on the combat screen.

V 3.10.005 (06 november 2015)

  • Activated the help screen on the main menu.
  • Visiting the 'Explore' or 'Battle' entries on the main menu for the first time will result in a dialog box asking players if they want to view the tutorial. This dialog box will appear only once, but the tutorial is also available from the help screen.
  • Removed the structure play limit from single duel games. Updated game mode info texts on the battle setup screen so that they no longer mention this restriction.
  • Fixed a bug that could, in very rare cases, cause the game to generate invalid cards as game over rewards, which in turn could corrupt savegame data.

V 3.10.004 (27 oktober 2015)

  • Uses of the term 'pre made decks' on the battle setup screen have been replaced by 'self made decks'.
  • Fixed a crash that could occur with combat boosts that triggered upon their owner being drained energy or being forced to discard a card.
  • Android only : fixed a case of static data persistence causing crashing upon launch of the game, if the game still showed on the recent apps screen.
  • Android only : fixed some graphical errors that could occur when using the back button on the boosts or settings screens.
  • Fixed a bug that resulted in the 'maximum merc boss level' achievement being wrongly labeled as completed after downloading savegame data from the server.
  • Added informational popups on the settings screen.
  • Added informational popups on the game over screen that appear when players gain a card for the first time, and whenever players unlock new content through levelling up.
  • Fighting an opponent that is of higher level will now grant 0.2% droprate bonus to cards (and 0.1% to boosts) based on the level difference. This bonus is active regardless of whether players use self made or generated decks. When using generated decks and having an opponent of level 50 or higher, there will be an additional 0.1% droprate bonus for every level the opponent is above 50.
  • Added a special case for card droprates for players below level 5 that fight opponents of level 10 or lower. The droprate will be based on player level, starting at 100% and dropping by 20% for every player level above 1. At the same time, the droprate for boosts will be zero.
  • Regardless of battle settings, the very first win for a new player will guarantee a card drop.
  • Opponents in single duel and unpredictable games will no longer receive a combat boost every 30 levels. Instead, there will be one boost at level 100, 2 at level 120, 3 at level 135 and 4 at level 150.
  • Adjusted the opponent HP for single duel and unpredictable games. If player is below level 5, and the AI is level 10 or lower, the HP of the opponent will start at 50 and gain 5 for every player level. If player is level 5 or higher, or the AI is higher than level 10, HP starts at 75 and gains 1 every 4 levels of the opponent (same as the original setup). If the AI level is above 120, HP rises by 1 every 2 levels (thus max 120 HP at level 150).
  • Changed the levels at which contents become unlocked : flagship at level 5 (+2), unpredictable at 9 (no change), events at 13 (+1), mercenaries at 16 (+1), combat boosts at 18 (+12), trader at 20 (+2).
  • Added a simple version of the battle setup screen with fewer options and no subscreens. This version is active by default, and the regular setup screen becomes available once players unlock unpredictable mode (at level 9).
  • A new setting has been added to the settings file which remembers whether simple or regular mode is active for the battle setup screen. This setting can also be used to force the game to use the regular mode, even when players don't meet the level requirement.
  • The regular battle setup screen has received a button that allows to return to the simple version of the screen.
  • Battles started from the events screen will still use the regular screen, and it's not possible to switch to simple mode when the battle setup screen has been opened from the events screen.
  • Temporarily set the maximum number of structures that can be played each turn to 1 as default, for testing purposes. Currently, only single duel games are affected by this change. Unpredictable remains at max 1 structure, while both ambush and mercenary game modes do not have this limit.

V 3.10.003 (23 oktober 2015)

  • Due to changes to the savegame structure, avoid loading savegame data created by this version in older versions of the game.
  • Spawns can no longer trigger global auras. This avoids situations where a boost or global aura that triggers on card entry and generates spawns, ends up in a loop.
  • Lowered the chance of the 'unwavering' passive appearing on custom energy structures.
  • The play ability that gives ships passive abilities if they are unblocked now has proper ability text for all 4 passives that this ability can offer.
  • Flipped the image of the power plant card.
  • Lost duels can still reward experience, up to a maximum of 25% of the base amount (10 x player or opponent level, whichever is lowest). The more damage dealt to the opposing base and the more ships and structures killed, the higher the percentage of this base amount will be.
  • Implemented savegame sync. After logging in via the account screen, your progress can now be uploaded to a remote server for backup purposes, or to download it again on another device. When downloading data this way, your original savegame file will first be backed up and stored in the same folder as the savegame, for safety reasons.
  • The progress unlock cheat, activated by clicking on the 'explore' menu entry will disable access to the accounts screen, on top of disabling the saving of game progress to file.
  • On the log in screen, it's now possible to store your password locally until the next time you log in.
  • Added the credits screen.
  • Added the trader screen. There are currently 4 sections (selectable from the top panel) which allow you to trade for cards, boosts tokens, mercenary tokens, as well as one section with special offers. Items or tokens gained through trading will count towards the various collection achievements.
  • The card section in the trader takes either boost or merc tokens and will return a random card of the chosen rarity. Only cards that players have less than 4 copies of can be gained this way.
  • The boost and merc token sections can take surplus cards and turn them into tokens, or can turn one kind of token into the other kind. This screen will only take cards that players have more than 4 copies of.
  • The offers screen will start off empty, and receives one new offer every 3 wins (event game modes are not taken into account for this). An offer expires 9 wins after it has been created. There will be 3 kinds of offers, that will be generated in a fixed order : cards, boosts, mercs. Thus by the time an offer expires, a new offer of the same item type will be created. Offers can only be accepted once, and accepting one doesn't speed up generating new ones.
  • When a new offer has been created, the game over screen will show an icon that can be clicked to go straight to the offers section in the trader screen.

V 3.10.002 (16 oktober 2015)

  • The difficulty level for opponents in the mercenaries game mode now changes in steps of 3 instead of 2. Holding down control will change the step to 15 instead of 10. The max level that will be stored in savegames has been increased to 150 (up from 120).
  • The droprate of mercenary cards in the mercenaries game mode for non-legendary bosses now has a minimum of 1%.
  • Mercenary bosses that don't have hardcoded setups are now treated as proper bosses, instead of regular custom ones, and as such can be levelled up and will have the same droprates as hardcoded bosses instead of having the lower droprates for custom bosses.
  • The maximum level that non-random and non-custom mercenary bosses can be selected at will either be 3 + the maximum level at which this boss has been defeated, or the highest multiple of 3 that's smaller than player level / 3, whichever of these two values is highest. This mainly affects newly unlocked bosses for players that have a high level already, so that the lowest levels of these new bosses can be skipped.
  • Lowered the minimum mercenary boss attack value for custom bosses from 8 to 5, as this was interfering with the attack penalties that bosses received when they had multistrike, randomstrike, cerberus or hydra passives.
  • Lowered max number of decks a player can have from 63 to 36 as the old number would have too much of an impact on savegame file sizes.
  • The 'trader' and 'account' entries on the main menu have swapped places.
  • Fixed several errors on the battle setup screen that occured when entering this screen while having no decks. The screen will no longer allow access to the 'premade deck' section when players have no decks.
  • The back button on android devices now has functionality on the boosts and settings screens.
  • Fixed a bug on the combat screen that resulted in the active turn display being incorrect.
  • Implemented savegames. While in alpha, compatibility with older versions is not guaranteed and might result in (partial) savegame deletions in the event that future game updates contain changes to the savegame data format. A warning system is in place that can detect some savegame corruptions and warn players. If there's need for a warning, it will be shown on the main menu. The old savegame system is no longer in use.
  • Added 87 achievements, whose progress can be tracked in the profile screen. Achievements are spread over 13 sets, and within each set, one achievement is considered the set achievement, whose progress depends on the progress of other achievements. Each achievement has 4 tiers which all reward a random card, boost or mercenary. Set achievements reward copies of the legendary cards.
  • Implemented player experience gain. Gaining levels will increase the maximum score of boosts that can be used during combat. At specific levels, content will be unlocked : flagship (3), boosts (6), unpredictable game mode (9), events screen (12), mercenary cards and game mode (15), trader screen (18). The trader screen will show the locked error message on the main menu if players are below level 18, but the screen itself is not yet active.
  • The game over screen will show any newly unlocked achievements, and has received a button to go to the profile screen. Experience gained, as well as remaining experience needed to reach the next level are shown when games have been won.
  • The profile screen will show buttons to go to the flagship editor, the boosts screen, and the mercenary screen once those elements have been unlocked.
  • Implemented flagship unlock system. By default, only the basic spawns are available as ship choices. The combat boost section is also unlocked by default. Additional ships become unlocked based on what ships players have in their card collection. Since new players start out with 40 cards of each race, several ships will be unlocked as a result. The 6 additional upgrade slots for the race of the flagship being edited become unlocked through achievements of that race.
  • Implemented mercenary unlock system. Bosses based on the basic spawns are available to new players, all other bosses will have to be unlocked. Unlocking happens on a per-race basis and depends on the highest levels at which bosses have been defeated + 3. When this value reaches a certain threshold (which goes up based on the number of already unlocked bosses), a new random boss of that race becomes available. The profile screen has a section dedicated to showing the progress of mercenary boss unlocks per race.
  • The 'explore' entry on the main menu will temporarily set players to level 25, grant 4 copies of all cards as well as boost and mercenary tokens, all for testing purposes. Clicking this menu entry will disable savegame functionality for the remainder of the session.

V 3.10.001 (23 september 2015)

  • Activated the events screen, which now leads to an events browser. An internet connection is needed since all contents on the events screen will be downloaded from a server. There is no need to log in or have an account to access this screen.
  • Currently, only ambush-style events will be available, which is a new game mode where the AI starts out with several ships in play. The number of ships and their subclass will depend on the difficulty level of the duel. More and larger ships will appear at higher difficulty levels. In this game mode, the AI will not have any combat boosts. The ambush game mode is currently only available as event and doesn't show up in the battle setup screen.
  • The event browser will show active as well as inactive events that will start within the next 24 hours. For each active event, the browser lists how long it has been active, and how much longer it will last. For each inactive event, the time until it starts, and its duration, are shown.
  • Selecting events in the browser will provide more info about the game mode and rewards. Every event has a guaranteed reward for the first victory (a regular card for regular ambush, a mercenary card for mercenary ambush). The game is not yet capable of tracking whether or not players have completed an event yet, so the guaranteed rewards will drop for every victory.
  • Clicking the play button will open the battle setup screen, which functions similar to how it does when opened from the main menu, but the game mode will be fixed and can't be changed. Depending on the active event game mode, other subscreens will also be fixed (such as the AI opponent) or will not be available (environments, presets).
  • The event screen will poll the server the first time it's opened every game session. From that point on, the server will be polled if more than 5 minutes have passed, upon opening the event screen again. While the event screen is open, an 'update' button will appear if more than 5 minutes have passed since the last time server data was received, which can be used to manually force the event screen to update the event list.
  • The server will generate 3 events every day, each lasting 24 hours. There will be two regular ambush and one mercenary ambush events. Both event types will offer 64 different combinations of races and difficulty levels of the AI's deck. This means the regular ambush event currently cycles every 32 days, and the mercenary one every 64 days. All other aspects (starting ships, deck contents, rewards) will be fully random each cycle.
  • Fixed a case of missing info text when selecting premade decks for the mercenaries game mode on the battle setup screen.
  • The droprate of mercenary cards when a custom opponent is chosen was incorrectly showing twice the actual amount on the battle setup screen.
  • Droprate updates : card droprate bonus for fighting high level AIs with a generated deck is doubled in single duel mode.
  • Echo Image was accidentally given a different play ability in the previous patch, this has been reverted.
  • Fixed a graphical bug on the game over screen that caused some mercenary card rewards to not be shown.
  • Fixed a crash that could occur when the first game played in a session was an unpredictable duel in default mode.

V 3.10.000 (15 september 2015)

  • The 'allies' entry on the menu has been replaced with an 'account' entry.
  • The 'account' screen gives access to various account-related options : registration, logging in, recovery, changing password. The uploading and downloading of savegame data is currently not functional yet, but has a simple test setup instead. Downloading data will not restart the client while in test mode, even though the screen mentions this.
  • Input of credentials on the 'account' screen is currently via on-screen keyboard only. The tab key can be used to switch between input fields. The esc key can be used to close various dialog boxes. The enter key can be used to confirm input.
  • A successful log in or registration will store the username in the settings file. If the settings file contains a valid username, the username field in the log in screen will be automatically filled in.
  • The nebula test screen on the menu has been removed. The combat boost test screen has been moved to the 'events' entry.
  • The log in, backup, slots, inbox icons have been removed from the menu. Some of these referred to functionality that's part of the account screen, some to mechanics that aren't needed short-term.
  • Added a few more variations (fast, fast + unstable) to the play ability that creates a copy of a ship. These variations are currently only available to custom cards.
  • Increased the range of values that the 'draw damage' passive can have when it appears on custom cards.
  • Fixed a bug that caused penalties for abilities that targeted mercenary bosses to not be applied.
  • The 'draw damage' passive will be subject to a penalty when it was copied from a mercenary boss. The passive will no longer be unlimited, but will instead have a max value equal to the current defense (after copying) of the ship that performed the copy ability.
  • Mercenary bosses will no longer use the original ability for the 'duel' action, instead this action will be given an ability that damages all opposing ships.
  • Fixed a bug in the automatic ability of the abomination mercenary boss, which absorbs a random ship every turn. The attack and defense values granted by this ability were switched.
  • Fixed a couple typos on the game over screen.
  • The back button on android should now work on the mercenary screen, and will either close any open dialog boxes or exit the screen.
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