This page list changes for the Hidden Dimensions:Xyth alpha builds.

The game is no longer in alpha, this lists old changelogs. To read about the most recent changes, visit the HD:X changelog.

V 1.918 (24 oktober)

* Players who have played 10 or more games can now choose their favorite race. This option will show on the main menu. You can choose between the 8 major races, artifacts and a random cards option. The racial options give you one copy of every common and elite as well as one unique from that race. The artifact option gives you one copy of every artifact common and elite as well as one legend (Voidsplitter). The random cards option gives you 30 random commons, 15 random elites, 1 random legend and one random unique.

* Added tutorial. The very first time one of the Quick Fight, Multiplayer, Campaigns or Decks buttons is clicked on the main menu, a short tutorial will show. From then on, the tutorial can be reactivated from the options screen and can also be accessed from the quick fight screen in both pro and simple mode.

* Updated the challenge and campaign builder intro screens to reflect the changes regarding access to the builders.

* Various database connection related changes and preparations for the upcoming beta phase. For the time being, you won't be able to edit or delete campaigns and challenges you made before this patch. This will be fixed over the coming days.

* Username related changes will most likely make it impossible to play against oneself. Another solution is being looked into for this.

V 1.917 (21 oktober)

* Dark Sentinel's new auto ability should be working properly now.
* The decklist in the daily challenge screen will now use the deck you selected instead of reverting back to the last settings from quickfight.
* Voidsplitter's ability change as a result of its acti will now update the card properly when it happens in pvp
* Fixed a bug in pvp that could cause a player's game to continue even though opponent has been defeated
* Added more protection against data corruption when saving/loading player-created challenges and campaigns

* Greater Chaos Demon's defense increased from 32 to 36
* Artillery turret card cost increased from 2 to 4, acti cost decreased from 1 to 0
* Siege monolith's acti changed to deals 2 dam to target ship and base, costs 2
* Triax Intrl'Chcht's acti changed to deals 2 dam to target ship and base, costs 2
* Greater Fusion Demon reverted back to its old self
* Thunder Shard's acti cost increased from 0 to 1

V 1.916 (20 oktober)

* structures in play will no longer show the structure icon in their image
* several typo fixes and card text updates
* balanced some values for the random card generator so it has less chance to produce overpowered cards
* fixed a bug that could cause some upgraded ships to not receive the regeneration bonus, even though it shows on their card info
* added a visual effect for the player ship that needs to be defended in a guardian gameplay mode.
* added more help pages
* fixed a bug that could cause player-created challenges and campaigns to become corrupted when loaded from database

* Greater Chaos Demon's defense lowered from 40 to 32
* Artillery turret card cost lowered from 3 to 2, acti cost increased from 0 to 1
* Siege monolith's cost changed from 2+2 to 1+1, CIP HP lowered from 10 to 6, acti changed to deals 4 dam to target ship or base, costs 1
* Triax Intrl'Chcht's acti changed from 3 damage to ship and base for a cost of 3 to 1 damage to ship and base for a cost of 0 * Greater Fusion Demon's attack lowered from 8 to 6, loses cloak, gains acti : become unblockable for 1 turn and loses 4 defense. The upgrade path has also changed for this card : instead of gaining an regen acti abil, it now gains a regen auto abil
* Dark Sentinel now has zero attack. New auto ability : the ship in front of it loses 3 defense every turn. Upgrade lvl 4 no longer gives this ship +1 attack, but instead gives +2 defense. This new auto ability has also been added to the elite challenge builder
* Arcane Voidsplitter changes : new cost = 15 (from 18), new auto abil : can't attack, regens 4, new acti : enable this ship to participate in attack phases from now onwards, costs 15. New abils have been added to the elite challenge builder as well.
* Infected Growth its acti ability is changed from -3/-3 to -3 defense only. The ship now has 18 defense (up from 10).
* Dark Energy Shield renamed to Dark Energy Field

* Added the achievements screen and 114 achievements. Some of these achievements have placeholder card rewards. These cards will remain valid from now on and can be added to decks already, their actual abilities and final stats will be added in later. Placeholder legends are related to the storyline campaigns, so you might want to wait choosing rewards for these achievements until the campaign reward sheme is finalized.
* Achievements that have been unlocked will offer you a set of cards from which one card can be chosen. You will be notified on the game over screen if any new achievements have been unlocked since the last duel. For as long as you have unclaimed rewards in the achievements screen, an arrow will show on the main menu, pointing to the 'Stats' entry.
Launching the gave with a savegame that already contains enough stats to unlock achievements will cause the arrow not to show on the main menu right away.

* Added the card album, which shows all cards in the game and highlights those that you have already collected.

* Added the card trader. Every day, a set of 6 cards is generated server-side. The game will download this set from the database and if successfull, an icon will show on the main menu. Click it to go to the trader screen. You can only trade away cards that are not in one of your decks.
Every day, the trader will generate 2 commons, 2 upgraded commons, 1 elite + either 1 common or 1 legend (once every 20 days guaranteed). For all non-legends, the trader will require two cards of the same rarity and upgrade level, for the legend, the trader requires two upgraded elites.

* Added the daily slots. Every day you can try your luck at the slots. Similar to card trader, after the game has checked the database, an icon will show on the main menu that can be clicked to get one slots spin. The slots are set up such that every day there's a guaranteed reward.
Theres 45% chance to get a common, 45% to get an upgraded common, 6.67% chance to get an elite, 3.33% chance to get a legend or unique. You are guaranteed 2 elites and 1 legend or unique every 30 days.

* Added daily challenges. Every day the game will present you with an elite challenge style game, which can be played in 3 difficulties. The first win on each difficulty will guaranteed you a card reward. The card to be won is a random elite, but of the same race as the major race of the challenge and it's the same card (but at higher upgrade levels) for all 3 difficulties. An icon will show in the center of the main menu which goes to screen that allows you to choose your deck and a difficulty setting.
The list of challenges will follow a specific pattern : 8x single color challenges for the 8 major races, then one AR challenge, then 8x dual color challenges, the primary race being the 8 major races again, then this pattern repeats. Currently 34 challenges have been created, more will be added over the coming days/weeks.

* Cardstock has been reset to the starting set.

* new card images : Solar Buoy, Antimatter Engineer, Warfare Thogrom, Dark Sentinel, Void Diver, Dark Deflector, Modified Freighter, Energy Shield, Cerberus Dorgan, Support Node, Rift Warden, Void Engine, Antimatter Field, Dark Energy Field, Massive Antigate, Dark Spire, Inversion Monolith. Updated image for Chaos Moth.

V 1.915 (13 oktober)

* fixed a bug in Campaign Wars that didn't allow you to choose a new race if you didn't collect any points in your previous participation.

V 1.914 (28 september)

* added more help texts * several typo fixes
* acti ability 'generate X energy of your choice, lose X*2 defense' will now take away the correct amount of defense
* fixed a bug in deck manager that caused the 5th page to freeze if you have exactly 50 decks
* fixed a bug in quick fight setup screen that caused the wrong text to show in the player/opponent panel when the 50th player deck was selected
* selecting deck in the deck editor, when it was opened from the quick fight screen will now always cause that deck to remain selected when returning to the quick fight screen
* fixed a bug that caused the AI to freeze the game when it has ships in hand with the 'self-destructs at end of turn' auto ability.
* fixed a bug that could cause the timers for setting up or joining games to go negative without letting you leave that screen or stopping the setup/join attempt
* fixed a bug that caused cards you no longer had to still show up in your card stock in the deck editor.
* fixed a bug that showed the wrong deck info in presets if decks were generated with AR or random races selected.
* fixed a bug in open pvp games that could cause desyncs when upgraded cards were being played

* adjusted droprates slightly so that cards of the primary race of your deck have more chance to be awarded.
* updated the random card generator (used in random encounters, randomizer mod) so it also changes the card subtype of actions instead of copying the subtype of the original version of the action that was randomly adjusted.
* the 'ranked pvp' filter option no longer shows in the deck editor when it was opened from inside any of the campaign screens
* made some changes to the deck editor to improve performance when clicking cards to add or removed them from deck
* deck editor will no longer tell you about unsaved changes if there's no deck in the edit panel
* added more game presets

* various AI adjustments

* the wiki stat pages are now updated automatically once a day ( http://nulll-void.com/games/wiki/doku.php?id=hidden:stats:stats )

V 1.913 (26 september)

* Added help texts for the 'Campaign generator & browser', 'Card upgrading & merging' and 'Wars' topics.
* Updated sector map renderer so it no longer renders the active mission blinking targeter and textbox on top of the deck panel
* The random encounter generator can now generate additional mission types. These are the same that appear primarily in the wars, but normal random encounters as well as the random campaign generator have 35% of creating one of the special mission types. The mission text, shown in the popup where you can select the difficulty, will give a hint regarding the type of mission this is.

* Wars have been added, read the in-game help text for more info about them.
* The server-side code that controls war progression and the creation of new wars is online as well and will create a new set of wars every sunday, at 23:59 server time (UTC - 7).
* Progress of the current war and a list of all past wars will be shown on this wiki page (updated automatically) : click here

* Chaotic Channeler now properly drains all energy.
* Solar Buoy now repairs base for up to 7 HP when enters play and generates 1 Sol + 1 Grav each turn.
* Ability 'If blocker has more attack than this ship, this ship gains +X defense' now properly gives out +X instead of +1

V 1.912 (22 september)

* dark fusion gate (ca/cc/tm) becomes massive antigate (ca/tm/rv)
* massive star rift (rd/hu/rv) becomes fused star rift (rd/hu/cc)
* dark shard (xy/ca) becomes crystal monolith (xy/mt)
* anchor monolith (rv/mt) becomes antigrav vault (rv/ca)
* new hu/rv energy structure : solar buoy
* new ca/mt energy structure : inversion monolith
* Core Praetor and Datanought have their acti ability reduced to +1/+1
* New acti for Crystal Nagato : gain +1 defense (costs 2)

* fixed a bug in the campaign browser that was causing it to mix up data from different campaigns, resulting in crashes.
* fixed a bug in the default challenge builder, when it was opened from the campaign builder, that was causing the challenge builder to remember mods from previous missions.
* fixed a bug in the campaign builder that sometimes caused text input boxes to become invisible when returning to the builder after a test.
* The 'save' button in the card editor section of the elite challenge builder has been removed. All editable elements of a card are now being saved in real-time, including the card's name.
* Arrow and wasd keys can be used in the campaign builder to move environment icons and mission icons.

* Laboratory is in and supports card upgrades. The code that makes sure you have 4 copies of all upgraded cards has been removed to make sure that upgraded cards being made in the lab are saved. This means if you have a savegame with 4 copies of all upgraded cards, you'll keep those cards, but if you don't have a savegame that has 4 copies, you won't be automatically receiving them anymore. This also means that any card rewards you receive that are upgraded will stick with your savegame.
* Merging two cards of different races to create dual color cards is also possible. All current dual cards can be created this way. Most cards have only one combo, some have two, channelers have 4, dual energy structures can be created by using any of the 4 basic structures of either race, for non RD-races (only 2 structures for duals that involve RD).
* The cards listed in the bottom panel of the laboratory exclude cards that are in decks, in other words : you can't use cards that are in any of your decks currently.

* Random campaign generator is in. It can generate single-map campaigns of a size of your choice. You can also set the races that can appear in the decks the AI will use during the campaign as well as the overall difficulty. All encounters are generated using the random encounter generator. Similar to player-created campaigns, you progress will be saved locally.
* The campaign builder has temporarily received a small 'rnd' button that triggers the random campaign generator and copies its output to the campaign builder screen, allowing to test the output of the campaign generator.

V 1.911 (19 september)

* Added more help texts.
* Randomizer deck mod should no longer generate actions without abilities.
* The legend rule should no longer trigger when a Phoenix enters play while certain edited/custom cards are in play
* Changed Demonology : it gives +1/+1 to all ships and +2/+2 to all TM and RD ships
* Changed Fusion Channeler : it now deals half the sum of minor and major energy stock to target ship instead of opposing base

* For the purpose of testing the random encounter generator for campaigns, a new 'rnd' button is available in the elite challenge builder (top right). This triggers the encounter generator with random settings and places the result in the elite challenge builder. The name field will tell you which two races are used, what tactic (t 0-3 = balanced-ship-control-defense) and difficulty (0-1-2). Difficulty has to be seen as base difficulty and thus there's only minor changes between 0, 1 and 2. From the pov of the campaigns, all output of the encounter generator is considered as 'easy', regardless of this difficulty setting, so when a player chooses 'elite' or 'legendary', the encounter that was generated will be boosted.

* Campaign builder is in, see the related help text for more info. Campaigns can be saved to database (or locally). Once in the database, they can still be edited or deleted. Player-created campaigns don't have any fixed rewards per mission as game campaigns do, but the droprate is similar to normal games (slightly higher compared to normal challenges) and there's a bonus for each completed mission in the same campaign. The final mission in a campaign always has a guaranteed drop, by default (per difficulty) level, this will be a lvl 1, 50/50 lvl 1/2 and lvl 2 card. On top of that there's a 3% chance per completed level beyond the 5th of the card being one level higher. Multiple playthroughs of the same campaign will result in a lower chance of cards being upgraded.
* Campaign browser is functional and allows to load any campaign made with the campaign builder. Starting such a campaign causes it to be saved to your savegame so you can continue later on without having to load it again from the browser. Only one such campaign can be saved at once.
* Random encounters have been implemented for game and player-created campaigns. Game campaigns have a default 25% chance of these appearing everytime you complete a missions/encounter. The chance can be set in the builder for player-created campaigns. Random encounters are in essence randomly generated elite challenges. They have a limited lifetime (measured in number of completed encounters on the sector map), after which they dissapear. Everytime a random encounter is completed, the random chance to spawn more random encounters goes down by 1% (for this campaign only, for game campaigns, the next chapter will be reset to the default 25% again). Random encounters don't have any fixed rewards, but have a bonus to the normal card droprates.

V 1.910 (08 september)

* The option to input the difficulty for elite challenges has been removed from the elite challenge builder, instead the game will calculate a difficulty value whenever the challenge is submitted.
* Fixed a bug that occured when trying to play or test normal challenges that included a player-created deck that contained upgraded cards. When creating a deck for a normal challenge, upgraded cards will be reset to their non-upgraded version, the strength setting in the challenge builder (ranging from 1 to 7) will then determine the number of upgraded cards and their level.
* Changed the elite challenge builder so that submitted challenges can be edited after they've been submitted.
* New restriction for challenges (elite + normal) : the maximum combined amount of challenges a player can save is now limited to 40.
* It's now possible to delete your elite challenges
* Normal challenge builder : deck choices for generator showed dice, these have been replaced by AR icons as that is what's being generated.
* When the deck editor is opened from the normal challenge builder, it will now only show level 1 cards instead of inheriting the display status for the card stock from the previous time the editor was opened.
* It's now possible to browse, edit and delete normal challenges you've created before.

* The list of abilities for randomizer mod and unstable space has been decoupled from the list of abilities for the elite deck editor. For now the list is still pretty much identical to the previous patch, but there can be more control over the abilities that are considered for these modes. The cost for acti abils is now also randomly generated according to a list of min/max values, allowing for more realistic costs for various acti abils.
* Card rewards were not being saved due to the game resetting the cardstock as part of handing out 1 copy of every upgraded card.
* Fixed Aether Spark's ability (any ship that damages this ship gets -x/-x) : there was a bug with the floating numbers and the penalty was always 1 regardless of what the card popup said.
* Fixed ability 'When this ship damages the opposing base, it gains +x/+x' : it will now give out the correct amount instead of always 1.
* The ability 'allied ships that enter play can attack right away' should now work when it's located on a ship.
* Added new award 'You dealt 125, 250, 375, 500 combined damage to opposing base & ships or more.', which grants 1% bonus to droprates per tier.
* Updated the 'Evil' award so it triggers on values of 666 and higher instead of only on values of exactly 666.
* Decks can now be deleted in the deck manager
* All upgraded versions of cards are now available in 4 copies for testing purposes.
* Ravage base damage to all ships increased from 4 to 5.
* Ghost screen's ability changed to : 'Blocker and its neighbours are disabled, this ship loses defense equal to the combined attack of the disabled ships.' (lose defense instead of being dealt damage)

* Basic game campaign framework is in, a very short test campaign will allow to test the basics of this framework.

V 1.909 (01 september)

* fixed the 'edit' buttonglow in the quickfight screen
* cost of 'ravage' lowered from 5 to 4
* cost of battery increased from 0 to 1
* the 'Upgraded IV' award should no longer incorrectly show for games where the player had a randomizer deck mod active
* the game will hand out 1 copy of all non-unique cards of upgrade levels 2, 3 and 4 for testing purposes
* more updates to upgraded versions of some cards.
* guardian's acti abil's cost will increase by 2 every activation, regardless of upgrade level or the number of times this ability has been used
* changed the behaviour of the 'edit' buttons in the deck editor. These will now transfer a deck without asking for confirmation unless the deck in the editor contains unsaved changes.
* usernames will receive random numbers again to make pvp testing easier, but they shouldn't affect the ability to save challenges to the database
* the deckeditor screen with a random AI deck no longer opens when clicking the 'campaign' button, in preparation of campaign mode being added in a future patch
* Fixed a bug with the 'Blocker loses X attack and/or Y defense' play abil. Wrong amounts were used for the defense penalty even when the ability didn't affect defense.

* known issue : performance of the deck editor decreases signficantly when player has a large number of different cards in stock.

V 1.908 (29 august)

* Updated techno Mimic and Shifting Morph. When these target a dual color ship, their own secondary color becomes the primary color of the target, unless it's the same as their own primary, in which case they copy the primary color of the target to their own secondary. This is done since some dual color abilities only work on dual color cards and might bug the mimic/morph if they copy dual color cards.
* Updated the way the game hands out random usernames for multiplayer related stuff, without removing the ability to submit new challenges.
* Fixed a bug in the AI code that caused dual color ships to drain the wrong amount of energy when their cost was handled. This was reported for a challenge, but was in fact happening for all AI dual color cardplays.
* Changed voidsplitter's ability. It now regens 4 every turn and can only attack every other turn. It's still immune to disable, unless that disable happens after it's auto abil is handled and before the attack phase starts (for instance structs that disable a random ship to generate energy). Disables applied to it during the opponents turn will be ignored in those turns that the voidsplitter is supposed to attack, but they will still remove the ability to use the activatable ability on the ship.
* Activatable abilities controlled by the player will no longer show a popup text when they target an opposing target. Only AI abilities will show a popup text.
* Reliquary changes : generates 1 random each turn (instead of 2), acti : generates 1 of player's choice, costs 0 (instead of costing 1). Cardcost itself lowered from 2 to 1.
* Abilities or actions that allow you to chose an energy type can now be cancelled (either by the 'esc' key on keyboard or the cancel button in the energy chooser popup box).
* When the 'Cerberus fleet' deck mod is active, ships with the Hydra ability will lose their hydra ability, gain the cerberus ability and have their original attack doubled instead of being halved.
* When the 'Hydra fleet' deck mod is active, ships with the Cerberus ability will lose it and their attack will be divided by 1.5 instead of being divided by 3.
* The 'stronger opponent ships' mode in simple mode will be off by default.
* Targetless energy generating abilities that have special requirements (a card in hand, a ship in play) should now also work properly when they're on ships.
* Ships that have been attack-enabled through a Grav Tide Generator can now use their acti abilities right away without an error message regarding not having enough energy popping up.
* Scylior's auto ability is now handled in real-time instead of being turned on/off at the start of a turn.
* Several minor graphical fixes/additions and typo fixes.
* Player decks can now be sorted in the Deck manager.
* CA action 'Antimatter Storm' renamed to 'Antimatter Weaponry'. This card now gives all allied ships +1 attack for a cost of 2.
* Several upgraded versions of actions have been adjusted and most upgraded structures as well.
* Marathon games rise in difficulty slightly faster. The AI base gets +5 Hp every level, and every 2nd win alternating +1 random base energy generation, +1 base retaliation, +1 base regen, +1 base resist. Droprate bonus per completed level have been slightly increased as well.

* AI should now correctly calculate the total damage a player might do in their next attack phase.
* AI should no longer be targeting cloaked ships for fueltanker's acti abil
* various AI adjustments

* Added new award 'Efficient', which grants 3% droprate boost if you have no energy left in stock at the end of a duel.
* Added card images for EMP missile, War Deployment, Emergency Repair, Bombardment, New intel, Defensive Formation, Solar Storm.

V 1.907 (26 august)

* New pvp game notification is in. From the moment you visit the lobby in-game, you'll be connected to a special room. Everytime a game is started, all members of this room will be told. Use the toggle buttons in the lobby to choose for which kind of games you want to be notified. The notification will be shown at the bottom of the screen for 5 seconds. The game will attempt to reconnect to the notification room if it detects it was disconnected.

* Spectator mode is in. A fixed number of spectator rooms will be shown in the lobby, under the list of games. These rooms will list the number of games and viewers currently in them, but these numbers are only updated whenever the roomlist is refreshed. There will be a delay in these numbers showing the correct amount.
* When joining a spectator room, you'll end up on the overview page which shows the status of all duels that are connected to this room. It is possible to join a room when there are no games, as the room will update itself the moment a game is created and becomes connected to this room. On this overview page you can then click 'view' on any of the games to see the boardstate. The boardstate might need a few moments to syncronize with the game it's showing. As soon as this is done it will update the board and tell the viewer who the currently active player is. The host of the game (i.e. the player who started the duel and whose client is responsible for sending updates) is always shown at the bottom of the screen. For phase 1 + 2, the board is not updated in real time, you will not see indivual auto abils trigger. When phase 2 is over, the host will send a summary of all that has happened in phase 1+2 and your board view will update accordingly. At this point the viewer also receives a message telling whose turn it is. Phase 3 is updated in real-time, but there are rare cases causing delays for some abilities between receiving the text of a player doing something and actually seeing the result. Anything that results in a ship or a structure being moved to scrap in the actual game will not immediately cause this ship or struct to move to scrap for the viewer, there will be a small delay (which can be influenced by the performance of the host's client and ping timers, network status) before scraps are updated for the viewer. Phase 4 is updated in real-time. Phase 5 is updated per ship that takes part in the combat phase. (no ship attack animations are currently shown) All updates from the moment you joined will be placed in the log as with any normal game. If the log is open when an update comes in, it will be updated in realtime (unlike a normal game). Any effectst that trigger during the end-of-turn upkeep phase won't be shown until the update comes in containing phase 1 and 2 info.
* When you start a duel, the moment a player joins your game, your client will automatically attempt to connect to one of the spectator rooms (randomly chosen). Should a room be full, the client of the creator of a duel will continue trying other rooms until it has found one. For now the first room will always be tried first, so the majority of games will end up in that one. The client of the creator sends data for the overview at specific intervals (not in realtime), these intervals are managed by a local timer and can thus be influenced by the performance of the flash player or computer of the creator. Updates for the board screen are only sent if there are any players actually watching your duel, these updates are only sent when really needed, to preserve bandwith usage.
* The board screen currently has no visual effects of any kind. This might be added later. Changes to cards in play other than att/def updates currently can't be shown in the board screen, this includes a Guardian updating its resistance, mimics/shifting morphs changing their abilities, voidsplitter its ability changing every turn and similar stuff.

* The acti ability that allows to generate energy of the major race of the target should no longer cause desyncs in pvp if the target was an artifact.
* Delayed incoming roomlist data should no longer render the roomlist if the client is no longer in the lobby.
* Some card text updates and typo fixes
* Selecting a random card for tactical deck will no longer result the game to revert to that card and stick with random for future games that involve tactical decks
* Shield Node's ability no longer wrongly affects retaliation instead of resistance.
* Fixed 'streaker' award - it was only taking into account the winning streak of the current deck instead of across all games.
* updated the bonus droprates for various awards
* fixed a bug in card droprates : the bonus for random deck settings was being handed out for AR decks instead of random decks.
* doubled all card droprates (not final, additional changes to droprates are planned)
* playing against an AI tactical deck gives you (0.2 * AI deck strength)% chance to win the card that deck was built around
* the extra difficulty settings 'double HP' and 'stronger ships' should now persist between games
* the game will now write the changes to your local save at the end of every duel, instead of waiting until the game or browser was closed.

V 1.906 (21 august)

* the exit button on the combat screen will no longer activate when the game has already been declared as being over.
* mimic and shifting morph will update their status icons after copying the stats of another ship
* opponents in PVP who have random as base energy will now properly get two base energy generation on both clients.
* spawned ships in PVP should no longer end up in scrapyards or cause abilities that trigger on a new ship entering play to trigger twice.
* energy leech should no longer cause desyncs or time outs in pvp
* ship HP regeneration should work again in pvp
* skipping an attack phase in pvp should no longer skip all attack phases for that player for the rest of the duel
* ships that discard cards from opponent hand when they attack the base no longer freeze the client when opponent's hand is empty in single player.
* energy link updated : it generates 1 counter everytime an allied ship enters play. These counters can then be turned into 1 entropic and 1 random energy each by means of a new acti ability. These abilties are linked and thus not available in randomizer/morph space or in the elite builder.
* pvp desyncs due to techno mimic has been fixed. This was caused by the mimic its ability being replaced by another, and thus having another cost and one client forgetting to check the original cost instead of the changed one.
* changed techno engineer's CIP ability : it now repairs 4 + number of cards in owner's hand.
* fixed a bug with ytrillia gate which caused it to freeze the game when it had valid targets
* relentless assault now works as it should in pvp
* single player games will show your base energy type on the opening hand screen if you use generated decks.

V 1.905 (20 august)

* Some auto abils that trigger on the destruction of a ship or structure weren't working in challenge mode or randomizer/morphing space as they expected these abils only to be present on ships or on structures. This should now be fixed and these abilities will properly trigger regardless of wether they're on ships or structures.
* Fixed a bug that caused challenges that had cards in play to have unedited versions of copies of such cards to appear in the deck. This happened with challenges where the original versions of the cards in play were also the original versions of cards in the deck. So if an edited vector was in play, and the deck itself also had edited vectors, there was a chance that un-edited versions still appeared in the deck. The challenges themselves weren't broken and thus not affected.
* Entropic link auto abil changed to 'generates 1 entropic + increases base HP by 2 when an allied ship enters'. The card also receives a new acti "generates 1 entropic, base loses 2 HP'. Primarily to fix an issue in PvP related to random energy being generated by abilities that are triggered on ship entry or ship destruction. If i can make this work in PvP, the old ability might return. The old ability is still available for challenges and can still appear in randomizer/morph space.
* Added new automatic abilities for use in the elite challenge builder/randomizer/morph space : cloak + regen (1-9), resist + regen (1-9 both)
* CA/XY structure 'Dark Spire' has been changed to a CA/CC structure, which it was supposed to be. Both CA/XY and CA/CC combos now have 2 dual energy structures.
* RV structure 'Grav tide generator' has its auto abil changed to 'allied ships that enter play can attack right away'. This card also received a new acti abil : 'deal 2 damage to target ship or base' (costs 1).

* Desync caused by rogue diver in pvp should be fixed.
* Desyncs and cards not resetting when returing to deck from play should be fixed.
* Energy desyncs caused by dual color cards have been fixed.
* Energy desyncs caused by decay fusor has been fixed.

V 1.904 (19 august)

* Your username in-game will receive some random numbers at the end, this will allow you to play against yourself for now.
* watch out for desyncs - the game has special attention for abilities that have a random element (generates random energy, opponent loses random energy, a random target is chosen, etc). If these are not handled correctly, they'll be the primary source of desyncs.
* If the game detects a desync it will try to solve this at the end of a turn (not everything can be fixed). Basically this is a safety to catch bugs, so if a desync needs to be fixed a bug happened somewhere. The game will notify you when it found a desync, so file a bug report when this happens. Look at the combat log as the game will write there where the desync occured and if it could be fixed.
* I suggest people use the nulll chat above the game while playing pvp games so they can notify their opponent if there are problems on their side. It's possible to play against yourself, just open a second client (but make sure you're past player validation on the first client before doing so). Saving challenges will no longer work on the first client because of this. Any changes to your savefile will be written the moment the client is closed. If you have two clients open on the same PC, the changes from the client that you close first will be overwritten by those from the client you close last.
* the cyan status texts at the top of the screen has been updated to show extra info during pvp - it will show the last received datatype from the server at the end of the text (p : xx, xx being the datatype). It will also show the gamephase after the GS : 62/xx, xx being the gamephase. If you encounter bugs, report the datatype and gamephase as well.
* Chat during pvp is active - click the textballoon in the menubar on the left, or press enter. If you click the 'send' button, your message will be sent and the popup box will close again. If you press enter instead, the box will remain open, unless you press enter while there's no text typed the input box. There's a floodprotection of 1.5 seconds.
* Games are deemed inconclusive when a player leaves or times out (ie his client doesn't respond for a long time or he has used the max alloted time for main phases and discard phases too often) and the server can't pick a clear winner. The server will attempt to declare a winner based on the board state, taking into account the base HP, number of ships (and their att/def stats). If the player who was kicked due to time outs or who disconnected was winning (ie has higher score), the game is inconclusive, else the remaining player will be declared winner. If both players have the same score, the game is inconclusive again. In case of an inconclusive game, if it lasted more than 3 rounds, the remaining player will still gain 1 pvp point (but has of course no chance to win cards as that player didn't win the game). Any game that lasts 3 or fewer rounds and that has a player DCing or getting kicked will also be inconclusive, regardless of the scores players have (this to avoid exploits and abuse).
* If a game is inconclusive, and it only lasted 3 or fewer rounds, the game will not record all the stats either. Hours in combat is recorded, as well as any combat/card stats (card plays, kills, energy generated & used, stuff like that). Not recorded : rounds in combat, rounds per win/loss, wins/loss vs races, winstreak. Deckstats are similar : in case of inconclusive game, only time spend in hours (not rounds) is recorded. This to avoid inconclusive games showing up as losses.
* Server side timeouts : the server expects the inactive player's game to confirm everything the active player does. The server also expects both players' games to confirm all commands it sends. If this confirmation doesn't arrive within 15 seconds, the server will assume that player's client is bugged, or somehow lost connection and the game will end.
* If a player uses the full 90 seconds during a main phase and the server has to force that phase to end, that player receives 3 penalty points. Similar in the discard phase, where 1 point is handed out. If a player accumulates 10 points, he is kicked and the server treats the game as if that player diconnected due to a timeout.
* droprates for cards in pvp are (35% base + the rank of your opponent - your rank), on this total awards are applied as usual.
* ranks and pvppoints are active, and are similar to HD:S - there's a seperate rank and pvp point score for open and ranked pvp. Points needed for the next rank on average some 8% lower compared to HD:S.

* fixed a bug that caused decks containing upgraded or unique cards to be temporarily listed as incompatible due to missing cards after savegame was loaded
* fixed a bug that caused some HD:S deckstrings to return an 'invalid deckstring' error when trying to import them
* it should no longer be possible to click cards in your hand while structure recycling mode is active
* ships with an ability that triggers when they attack the base have been updated so that this ability only triggers during an attack phase and not when acti or played abilities that damage the base are resolved.
* spawned ships that are returned to deck will no properly dissapear without triggering on-death abilities of other cards
* radar silhouette's CIP fixed for upgraded versions of that card
* the popup window with the contents of opponent's hand that appears after playing 'mindwipe' no longer shows a 'cancel' button (the button was not working anyway and this action can't be played if opponent has an empty hand)
* the combat logsize has been increased to accomodate longer games
* fixed a bug in the way environments were handled : randomizer and timed could keep other environments from triggering
* ships affected by randomizer environment will now properly update their status icons as well

V 1.903 (04 august)

* help section can be accessed from the main menu and from all screens that have a help button, not all pages have content yet however.
* lowered the chance of alpha ships appearing in generated decks
* player decks their current and max streak numbers should no longer display wrong values after you delete deck(s) from your list of saved decks.
* changed the way the color adjustments for card images in the elite challenge builder work to produce better looking results (existing challenges that had cards with adjusted colors will show different colors now)

* Quick fight setup screen now has a simple mode which shows less options and has bigger buttons woohoo. Switching between simple and pro mode can be done from within the quick fight setup screen. In the options menu there's a new entry that allows you to set the default mode.
* Quick fight setup screen now allows to select random or artifact races. Random races have equal chance to become any of the races + artifacts. This change also means the deck generator will no longer be creating triple-color decks for players. Be on the lookout for new bugs. The default AI choice has been set to random/random again. Random is not available for tactical decks, since random can be selected per race already.

* decks in the decklist on quickfight setup screen will now show whether or not they're compatible in single player mode. Attempting to start a game with such a deck will popup an error message telling you to that the selected deck is not allowed.
* importing a deckstring that contains cards you don't have unlocked yet will show an error message, but the deck itself will not be adjusted. You can save such a deck but it will not be available for single player mode.
* when trying to leave the deck editor screen, it will warn you if there are any unsaved changes in the deck currently in the editor.

* added status icons for base regen, retaliation and resist
* added status icons for ships. Ships that can't attack also have their image dimmed slightly. The attack/disable icon and the image dimming take into account other attack enablers on the board that might affect this card.
* increased contrast between acti abils that are available that those that are not or are already used this turn
* added visual effects for abilities, damage dealing, energy stock updates, etc. These can be toggled on/off in the combat screen by clicking the 'Fx' button on the left side of screen. The cyan status text at the top of the screen will show the number of simultaneous effects as 'ctr = X', X being the number of effects while on the combat screen.
* Options screen has been updated - it allows to toggle visual effects. Default is 'on' but it will start at 'off' since this is a newly added stat to the savegame file.
* It's now possible to toggle the ability icons on/off for cards in play. See the options screen to toggle this per player. The default setting is 'on' for both players, but since this is a newly added stat to the savegame, it will start 'off' for both players.

* prismatic spark's auto ability should no longer change if it reaches a certain value. It's acti now also starts off with a cost 1 instead of 2.
* fixed a bug that caused higher-level cards, whose passive abilities were upgraded, to not take into account the upgraded values
* Data Cube's CIP base HP should no longer reset when upgraded
* Karasu should now properly lose its unblockable status
* descriptive abilities 'loses its unblockable/cloaked status' have been removed
* Waverider's auto abil changed to : "If blocked by a ship with X or more attack, this ship becomes unblockable for 1 turn."
* Ancient planetcracker's auto abil changed to : "If this ship destroys its blocker during an attack phase, any remaining damage is dealt to the opposing base."
* Dark Deflector's auto abil changed to : "Whenever this ship is dealt damage, it deals that damage, up to a maximum of 5, to the base that controls the damage dealer."
* Assault no longer gives a defense bonus to the targeted ship.

* AI should no longer play legends if it already has a copy of that legend in play

V 1.902 (30 july)

* Deck editor now shows total number of cards in the deck
* Chance to win cards when player has a generated deck now varies from +10% to -14% based on deckstrength as compared to when player uses a selfmade deck
* Warstation deckmod description wrongly mentioned increased base energy generation, this should be increased starting energy
* Guardian (large) while using a creature race (XY, CC, MT, RD) should no longer freeze the game due to infinite looping
* Guarduan (random) should no longer result in starting the game without a ship 25% of the time
* The opening hand screen has been updated to deal with gamemodes that require players to start without an opening hand.
* The 'create new deck' button in the deck manager screen should now work if you have no decks at all.
* More bugfixes for randomizer/morphing space
* Randomizer/morphing space now also increases base generation for the second race of that players deck by 1 (or major race if there's only 1 race in the deck)

* The reset button in the elite challenge builder now has a confirmation popup
* Card editing from the deck screen in the elite challenge builder should now work all the time
* Character limit increased from 200 to 400 for the elite builder's challenge info text.
* In the card editor, it's now possible to select the Vector image regardless of the race of the card
* A challenge being worked on in the elite builder can now be stored locally. Only one challenge can be stored at a time and it must be valid, else it can't be saved.
* Updated the list of available abilities in the card editor as there were some incompatible combinations still possible
* Default challenges with custom a warstation setup should now result in empty AI decks even if the custom setup has less than 12 cards

* dark sentinel's acti abil updated : deals 2 damage, regens 2, costs 1
* Unstable Gravity Rift is now generating elemental instead of dimensional
* Card name changes : science ship → amiaru, Shield Buffer → Shield booster, War Carrier → Wyvern, Dark Crystal Fusor → Dark Crystalline Fusor, Diamond Praetorian → Diamond Praetor, Battle Tower → Siege Commandtower, Launch Bay → grav tide generator, Failed Symbiosis → Failed Symbiont, Unstable Mutation → Unstable Mutator, Infecting Growth → Infected Growth, Entropic Channeler (action) → Chaotic Channeler
* Card type changes : berserk → Ship ability action type, Chimera → cruiser type, Cerberus Drone → soldier, Stabilizer Ghost → fighter, Equalizer Ghost → fighter
* dark sentinel + voidsplitter abilities now mention their immunity to disable
* The 'Opponent loses up to 1 random energy' acti abil should no longer ask to target a ship
* Battle Tower/Siege Commandtower will now lower base HP with the correct amount
* Greater Chaos Demon it's CIP should work properly again and no longer affect defense as well
* Swarm Leaders CIP (+1/+1 for each allied copy in play) now looks at the card name instead of the card ID, to make sure it also works when used in the elite challenge builder. Previously it was also not taking into account upgraded versions, which should now also be fixed. The CIP abil 'gain defense for each copy in scrap', the acti 'regen self for number of copies', the actions 'clone' and 'chain reaction' have been adjusted to work in a similar way.
* Fixed some more bugs in rogue diver's ability

* AI's defensive formation was being played on player ships, even though the AI is taking into account its own ships to decide wether or not to use this card. A targetting error caused the AI to simply target the wrong player.
* Fixed an error in the AI code related to ship destruction actions (lost mine/AM bomb), possibly solving the bug causing these actions to have no target sometimes

* updated the way AI determines it wants to keep an opening hand or not : structures and energy generation/base generation actions are counted, unless they cost more than the AI can generate in its first turn, if this amount is less than 2 or more than current handsize minus 2, the AI takes a new hand. If the AI has no such cards in deck it will not attempt to get a new hand.
* AI updates for all reported problems, no guaranteed 'fixes', but the AI's decisionmaking has been adjusted in those cases.

V 1.901 (17 july)

* font adjustments for card names on the board and att/def for ships in play to make sure it looks identical on both mac and windows.
* new awards for long games
endless : game lasted 30, 40, 50, 60 turns or more, rewards +2/4/6/8%
timeless : game lasted 10, 15, 20, 25 minutes or more, rewards +1/2/3/4%
* unlucky award now increases droprates with 3/6/9/12%
* Titan deckmod will now correctly increase HP, instead \\of giving out the HP as if it was one tier lower than selected * The 'clear' button in the quick fight environment selection panel will now work even if an error shows
* Pages beyond the first in the deck manager will now show correct energy icons
* morhping space environment no longer generates play abils for cards since it only affects cards in play and when cards leave play they return to their state they were in before they ever entered play
* deck editor and deck manager will automatically scroll to show the currently active deck
* if multiple mods are installed for the same deck that affect att/def of ships (hydra, cerb, boost), the boost will now always be applied before the hydra or cerb penalty, so the boost itself is also subject to this penalty
* mouse unresponsiveness in some parts of the deck editor has been fixed

* several card ability typo fixes and text updates/clarifications
* added more checks in randomizer/morphing space to prevent ability text overflows on the card popup
* rogue diver's scrap reshuffle should now work * data crystal can be played even if you have no cards left in deck
* upgraded versions of EMP missile & grav blind spot should now deal damage to their targets
* upgraded Grand Technolith's activated ability should work now
* the popup box for abilities that let you look at opponent's hand can no longer be closed by clicking the cards themselves
* Searching thoughtlines now repairs for the correct amount
* Shatter will now deal the correct amount of damage to ships
* The 'gains +x/+x = number of different energy types owner has' play abil should now work for cards that received this abil from randomizer/morphing space
* Eject should be dealing damage to the correct targets (and no longer freeze the game)
* Acti abils that remove random energy from opponent (as on an lvl 3 or lvl 4 Obscure megalith) should work and no longer freeze the game
* Shimmering Xyloxi and Crystal Wraith should now properly lose cloak at the start of their owner's turn
* Glorious starcrusher its acti abil should only apply the removal of the bonus granted by it once per activation
* Energy Vortex card text updated : the secondary abil (repair base) only takes into account affected allied ships

* fusion capacitor should generate 2 energy again
* crystal nagato is now a fighter class ship
* lesser solar now has 4/12 att/def (up from 4/10)
* datacube no longer generates energy and is no longer an energy structure, new CIP : +5 base HP
* crystal wraith now costs 8+2 (instead of 9+2)
* scylior is now 4/16 (up from 3/12)
* dark sentinel's acti cost is now 1 (down from 2)
* ancient engineer costs 5 (up from 4)
* ancient planetcracker costs 8 (up from 7)
* glorious starcrusher costs 12 (up from 10)
* arcane voidsplitter costs 18 (up from 15) and regens 8 (down from 10)
* shifting morph should now also copy triple attack and attack all abilities if its target has those
* siege laser deals 2 damage (down from 3)
* siege monolith deals 4 damage (down from 5)
* Triax Intrl'Chcht's acti deals 3 damage (down from 4)
* Dark deflector deals the damage also to itself
* Spark's ability will properly trigger on retaliation damage as well
* Technowall new ability : "While this is in play, any damage dealt to owner's base is halved (remaining damage is rounded up)." for temporary testing purposes. AI has been updated to deal with this new ability, but this requires more testing.
The old ability is still present in the game, the new one is also available in the elite challenge builder.
The damage reduction is applied before base resistance. So 8 damage becomes 4 and then base resistance is substracted from that amount.

* challenge browser page buttons should be working now
* using the browser inside the elite challenge builder will no longer affect the browser in the quick fight setup screen
* cards that have been edited will now properly show a special icon (bottom right corner of the card image)
* votes and play counts were being ignored by the DB due to a server side bug, should be fixed now, but it will start counting from zero
* the original passive abilities on cards should now be properly overwritten or removed when those cards are edited in the elite builder
* passive abilities with varying strength (retaliate, regen, resist) should now work correctly
* edited cards in play sometimes showed the structure icon if they were ships (or no icon if they were structs), this should be fixed
* the major and minor race selectors in the elite builder's card editor should now allow all valid combos of two races
* normal challenges were crashing because the game wrongly treated them as elites, they should be working now

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