Bugs and Balance | IWC 0.53 Alpha Patch Notes
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.53.
It's been a month since the last patch, what happened? Well, one of our team Reuben has become a father, and has been spending a lot of his time attending to fatherly duties. Meanwhile, the rest of us have been working on the UI overhaul, which will be one of the bigger projects related to IWC we've worked on, with chances of being bigger than the account transfer tool. We'll see, but regardless, we needed to push some fixes out while we continue our mission.
[h3]Reminder: Intrigue Sign-up[/h3]
We're nearing our Free to play launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to ks.infinitywarsclassic.com to be added to our pre-launch page.
Patch Notes
[h2]Major Features[/h2]
[h3]none[/h3]
we fixed some bugs
[h2]Minor Features[/h2]
[h3]New Patreon Exclusive Border (hotfixed)[/h3]
The "Agent" border is a Patreon exclusive border type, that active patreon users will have access to. You don't technically own these items, and they won't be appearing in your inventory, and if your subscription ends, you will lose access to them, but as long as your subscription is active, you'll have access to the Agent Border, as well as colored animated cards to go alongside them.
Important things to note are that you don't have to use the Agent border if you don't wish to, if you prefer normal borders, or your gold/plat border cards, you'll have the option to choose them. You can even choose greyscale cards if you really want to.
Additionally, this bordering effect is a PLACEHOLDER - something similar will be coming at a later date, with a silky looping animation, however we're looking at the possibility of having a color effect over the top, so that every single faction (and combo of factions for dual purity cards) can have their own color schemes on this bordering effect.
[h2]Card Changes[/h2]
[h3]Balance changes[/h3]
Shield Generator: Changed purity to 1 Genesis. (Read hotfix note)
We're looking at giving this potential tech to other factions, so we'll see how it's used.
Extended Operation:
Granted effect changed to gaining +6/+6 (previously +4/+4).
The old buff number never really felt too significant, and now we've got a very large problem building up over time. Hopefully it's not too much, but we'll see.
Tome of the Dead:
Changed purity to 2 SoA.
Tome was a powerful card not just in use, but in application, changing your opponent's ability to play the game. Hopefully, this will make it harder to abuse one of the more powerful board wipes to exist in simple SoA splashing decks.
Speaks with Wind:
Now requires 2 overcharge cards for it's effect.
Overcharging 1 for 2 Brings life by passing felt like a lot of ramp, for not a lot of cost. You can still get that much ramp, but the cost has gone up.
Nero, Crypt Delver:
Increased cost of activation ability to 2.
Nero can kill friendlies and trigger death effects, they can make sleepers in the graveyard, and they can get buff as heck doing it. Now, we're limiting them just a little bit, and hopefully bringing their power as a commander down to a respectable level.
Overcharged Bolt:
Base cost reverted back to 2.
Shun Howl's Urn:
Created spirit token changed to have Flying instead of Unstoppable.
This is one we're not 100% sure of, but urn is one of the DoD's strongest game enders, and considering the faction wasn't really meant to be destroying fortresses reliably every game, it feels like a step in the right direction, however we'll be watching this one closely.
The Last Sleeper:
Upon raising from Graveyard, only gets buff if it raised itself.
Sleepers had one of the strongest early games possible by using Awaken on the Last Sleeper, which is pretty crazy due to sleepers being, at least on paper, one of the slower factions to exist,
Raa:
Changed Demon threshold to 20 (previous was 30)
A community based suggestion, and while 20 feels pretty low in comparison, and 25 may be reached as a middle ground, we wanted to test 20 first, and see if it was appropriate.
The BIG-ANATOR:
Changed effect to also trigger off Discarding, and only for yourself, not the opponent.
We are looking at how this will affect Big-anator going forward, and there will be some changes and improvements based off of how this change plays. The ability to trigger off of opponent's effects could see a comeback if the big-anator struggles to get big enough from it's own power and abilities.
Kinetically Overloaded Drone:
Base stats increased to 2/2.
The card ramps way too slowly currently, so giving it some additional starting stats should at least make it harder to stop the very turn it's played.
Disciple of Mian Monastery:
Doubled it's effect buff to +6/+6 (previously +3/+3).
This one we're not 100% on, but Disciple of Mian Monastery needed some extra potential power, and while the buff being double it's original might be an over-reach, we want to see how it plays out before we adjust accordingly.
Extirpate: Base cost increased to 8.
This one isn't a permanent solution, and we'll be having ongoing discussions around extirpate to find a place for it.
Originally increased in cost, however more and more feedback is telling us this design just isn't working, so we've temporarily banned Extirpate as we work on a redesign that works with our intentions of being high cost, high power removal that isn't powerful enough to be automatically included in every deck.
[h2]Hotfix Balance Changes[/h2]
We missed the mark on a few things, and decided to implement changes sooner rather than wait for the next big patch.
Devil of Despair
changed the buff on it's effect to +2/+2 (previously +3/+3).
Shield Generater
Purity increased to 2GI. We were looking at adding some flexibility to the card, however reducing the purity by two may have been a much too extreme change, so we'll be going down to two and seeing how the card plays. Whether it moves to 1, moves to 3, or stays at 2 will entirely rely on data and feedback.
Defiant Trickster
cost increase for its effect changed from 2 to 1. Also changed it's base stats from 6/2 to 4/2. The card was way too powerful for it's super low cost, and while it's effect was the primary responsible thing, his attack value was notably higher than traditional 1 cost units, and it didn't seem to need or deserve it.
[h2]Content[/h2]
Our newest video is more about entertaining than sharing anything overly important, but it's still a good watch.
https://www.youtube.com/watch?v=B6lb74sWIy8&list=PLfl3bFv3CAqmWw0v7IH11nDhdPmM8-4CA
[h2]Bug Fixes[/h2]
- Changed the behaviour of how triggers execute to instead wait for any cards dissolving into the graveyard to first finish their death behaviour before executing the next effect. This fixed all card dissolve behaviour failing and showing a bordered display of the card in the middle of the screen if the next effect/ability involves cards in the graveyard (e.g. Gather Thoughts).
- Fixed the interaction of 'revival on death' and multi-lives causing the game to freeze and cards to hang in the middle of the screen (This fixed Undead Corruption interaction with multi life cards).
- Fixed Hand cycling not properly calculating the cards required to cycle at the end of the turn.
- Fixed Deadly keyword and damage effects not properly invoking 'On Killed Card' triggers if the effect kills it.
- Fixed being able to undo ability cards by dragging it out of the ability queue after you have used the trading post. Caused 2 cards to go into the same slot due if a new card had been drawn from the trading post.
- Fixed Hidden By Clouds incorrectly executing it's trigger at the end of the turn when it gets moved from the graveyard or deck in that same end-turn phase. (This fixed Hidden By Clouds placing every other Hidden By Clouds in your deck into the support zone resulting in getting up to 4 Hidden By Clouds into your support zone in the 1 turn).
- Fixed Deadly effects not working on cards that have other triggers that run upon dying or during combat events.
- Fixed Cards not properly dying when left with 0 or less health after combat.
- Fixed Agent Coyle Assimilator's On Field transform ability transforming into Agent Coyle, Primal Hunter.
- Fixed Zuza, Angelic Siren ability working on your own Characters, and fixed it not properly returning the previously controlled Character to the opponent.
- Fixed Zealous Protector ascending multiple times.
- Fixed Counterspell not working properly and also not showing appropriate VFX.
- Fixed Soldier of Solace not ascending when entering combat with the fortress.
- Fixed Scarab Spybug not allowing multiple activations in the same turn.
- Fixed Flame Dawn Fanatic not returning to your hand from the command zone.
- Fixed Inter-Dimensional Phase Bot's pay ability working in the command zone.
- Fixed Avatar of Lingbao not dealing morale damage when dealing damage to the fortress.
- Fixed Aleta, Immortal Tinkerer's alternate art not animating.
- Fixed Flame Dawn Aspirant tokens not having the Human sub-type.
- Fixed Unending Drone created by Omnimind having the Splitter-Lite artwork.
- Fixed Nero's ability incorrectly costing 1 when deployed from the hand.
- Fixed Celestial Dragon not healing your fortress upon dealing damage to the opponent's fortress.
- Fixed Demonic Disciple not allowing use of the Exile mechanic after being discarded.
- Fixed Defiant Hermit's effect did not affecting Flame Dawn Aspirant's spawned by Drill Sergent.
- Fixed Breeding Grounds having no limit of it activation effect per turn.
[h2]Version 0.53c HOTFIX Bugfixes[/h2]
- Made big changes to how the death and dissolve behaviour works. This fixed most if not all issues relating to cards not displaying properly, fail to dissolve or getting stuck on the screen. Cards will now essentially wait briefly before they die if they have triggers or effects yet to execute for itself or another card. Note: Some cards may appear as if they are pausing briefly in the ability or combat layout after doing combat with a character or doing an effect on targets.
- Fixed Junkyard Pay abilities not working.
- Fixed Scintilla's effect not showing VFX for Fortress.
- Fixed both Kali, Ascended and Kali, The Purifier to properly use the "Kill" triggers with a VFX when removing the killed card for feedback to the user.
- Fixed Devil of Despair to only allow activation once a turn.
- Updated the wish selection/choice system to support additional choices. This fixed the selection options of other factions for Merlin, Master Tactician when you have Enyah, Of The Endless Possibilities as a commander.
- Fixed Zuza Angelic Siren to move it's controlled Character to the associated Support zone when gaining or losing control of it.
- Fixed Prophet Karani to not give it's -2 cost effect if Prophet Karani itself has been deployed on that turn (because Karani herself counts as the first WP card played that turn).
- Fixed the Consume keyword behaviour incorrectly working when killing your own Characters or when not in combat. Also changed the tooltip to more accurately explain how Consume works:
- "Consume X: When this Character kills another Character in combat and survives, it gains +X/+X, then heals X health."
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