Big-time Optimisation! | IWC 0.40 Pre-Alpha Patch Notes
Welcome to the newest patch for Infinity Wars Classic, Pre-Alpha version 0.40. An update that's been cooking behind the scenes for over a month now, Optimisation is here! This means people should be able to play on their PCs as long as they are somewhat modern. You'll no longer need the world's strongest 2080TI's to play a card game.
[h3]Reminder: FREE DEMO[/h3]
All players now have the ability to download Infinity Wars Classic through Steam directly. Just make sure your game is up to date and you'll be good to go! This is a great way to get hands-on with what we've created so far as a bit of a sample of what's to come.
Patch Notes
[h2]Major Features[/h2]
Loading Optimisation
The Infinity Engine has undergone a sweeping change in how assets, especially spritesheets and animations are loaded and unloaded
This takes advantage of the powerful Addressables system in new versions of Unity to dynamically load and unload assets in a way that doesn't consume huge amounts of RAM that made the game very unstable on lower end machines and long long load times even on newer hardware
In addition to this new system that has improved RAM usage by up to 80% this also provides much smaller build sizes and update sizes in the future.
Finally during profiling of our low end systems we have found a number of inefficient pieces of code that has now been rewritten to also reduce CPU usage
Tooltip Improvements
Tooltips have undergone a significant improvement in its backend systems (and we hope to have prettier tooltips soon)
These new systems will better showcase keywords that have been added to a card after creation, will better handle larger numbers of tooltips, and allow for custom card specific tooltips such as on cards that place counters on themselves or have specific status effects like if they are currently Piloted.
Not all cards that meet this criteria have had the system hooked up yet, and we look forward to hearing the community's ideas on what existing cards could take advantage of these systems to better improve clarity.
[h2]New Cards[/h2]
Drill Sergeant
Cost:2 Morale:6 (FDx1)
Character - Human
When Drill Sergeant enters the Deployed Area, create two Flame Dawn Aspirants in your hand.
Whenever a Flame Dawn Aspirant enters the Deployed Area under your control, If Drill Sergeant is deployed, it gains +2/+0.
2/5
Memorial to Heroes
Cost:8 (FDx1)
Location
When a non-Spirit character enters the deployed area under your control, create a copy of that Character in the Assault Zone. The created Character is a Spirit in addition to its other subtypes. At the end of turn, remove the created Character from the game.
Secrets of Veroria
Cost:2 (CoVx1)
Ability
Lose 15 life. Characters your opponent controls cannot attack this turn.
Restricted new cards for Devs only for testing:
- Avarrach, Sealed Again
- Blightmaker
- Civil Turmoil
- Concealed Infection
- Dirge for the Demised
- Drason, Armory Keeper
- Glimpse the Nightmare
- Innovative Wish
- Pyr, Quartermaster
- Touch of Oblivion
- Twins in Gray
- Torment Intruder
[h2]New Release Cards (5)[/h2]
- Blood Crazed Initiate
- Candit's Thrall
- Genesis Scavenger
- Purge The Unworthy
- The BIG-ANATOR
[h2]Balance Changes[/h2]
- Decreased Vandalize and Rift to the Old World's cost by 1
- Taiga nerf: Text changed to "If an Artificial Character you control in the same zone as Taiga dies, all other Characters you control in that zone gain +1/+1."
- Increased Agent Coyle Primal Hunter, Agent Coyle Immovable's cost by 1
- The Impervious only gains his conditional indestructible on entering the deployed area
- Agent Coyle Mechborn's activated ability buff reduced to +3/+3
- Vicious Ransacker gains +2 health and fortress damage trigger now deals 4 damage
- Increased The Demon Wastes cost by 1
- Gao Han nerf will be coming next patch
[h2]Bugfixes[/h2]
- Fixed major issues with consume that was causing desyncs and combat to freeze up
- Fixed major issues with some cost reduction cards
- Fixed Search for the Key sometimes letting you tutor non-unique characters
- Fixed Ritual of Summoning sometimes summoning nothing
- Fixed random damage distribution favoring killing a single target
- Fixed Covert Battlesuit ability not working sometimes
- Fixed Dark Wish "Deal 10 Damage to Target Character" mode targetting
- Fixed Dehumanize targetting
- Fixed Crystal of Madness working when you had 1 card in hand but not 0
- Fixed how Demon of Dark bargain interacted with cards that added resources
- Fixed Demon of Dark Bargains text implying it's cost reduction worked from the command zone
- Fixed layout used for graveyard and deck targetting to allow for right click zooming
- Fixed ESC not cancelling targetting
- Fixed healing cards not interacting correctly with max health increases
- Fixed Card zooming causing card tooltips to partially overlap
- Fixed Zealous Protectors Vigilance
- Fixed Avatar of Linbao deals fortress damage AND morale damage instead of converting the fortress damage to morale damage
- Fixed Orion's Grave missing the artifact tag
- Fixed Noble protector granting immunity to combat damage, not non-combat damage
- Fixed some locations like Undisturbed Necropolis triggering VFX even when it's condition isn't met
- Fixed Altar of Binding being marked as a location, not an artifact
- Fixed Avatar of Ling-Boi not being unique
- Fixed Martyr of chaos death trigger only working on Character cards
- Fixed Carrion Creeper purity
- Fixed Kali and other cards that remove cards from the game sometimes causing errors due to trying to remove a card multiple times
- Fixed Urn tokens no freeze the game if they are removed before end of turn
- Fixed discarding effects not correctly interacting with ability cards you are casting in the same turn
- Fixed Bomb Bot sometimes not exploding correctly
- Fixed some cards still discarding cards randomly despite their text box
- Fixed Suprise defence not moving the target card to the front of the zone
- Fixed Tagia buffing opponents creatures
- Fixed Gorgon beam 9000's art
- Fixed Rescue Angel not setting it's cost to 0
Optimisation was one of the biggest things standing in our way when it comes to moving out of a Pre-Alpha, so we'll be looking at the last of the features on our list that we see as necessary, and coming with an update on where we're at in the bigger picture in the next few weeks. Thanks everyone for your support as always, and we'll see you on the Battlefield!
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