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Major Balance Patch & Tutorial Updates | IWC 0.78 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.78.0



Patch Notes


[h2]Major Features[/h2]

[h3]Tutorial 2[/h3]
Tutorial 2 is now available to play. Go to the Play screen to try it yourself.
We are hard at work to complete the rest of our initial 4 tutorials, with new mission builder systems to speed up this process in the future.

[h3]Major Balance Patch[/h3]
As part of our improved commitment to feedback from our Patreons. We have released a array of major and minor balance changes. All changes required a minimum average vote of 5/10 from our Patreons after being reviewed, with all changes passing with flying colours. We hope these changes shake up the meta in interesting ways, and tone down some of the most powerful or frustrating cards.

[h2]Minor Features[/h2]

[h3]New Store Items[/h3]
New packs available in the store, with weekly rotations for upcoming bundles!
Keep an eye out for new alt arts available by these bundles, as well as full set single packs.

[h3]New Keyword: Barrier![/h3]
Barrier is a new mechanic being showcased in the next set: Revelations.
Barrier (When a card with Barrier is dealt damage or is killed by a kill effect, instead it breaks a Barrier.)
We are adding this keyword primarily in DoD, and Genesis as a defensive option against both combat and kill effects, with it not being as repeatable as shield, or as permanent as effects like Flame Dawn Paladin.
You'll see more used of the keyword in the next upcoming expansion, which the team is really excited to showcase soon.

[h2]Balance Changes[/h2]

[h3]Trading Post 3 Cost Option[/h3]
Now draws then shuffles.
Goal: Any change to a core gameplay system of IWC such as the Trading Post is not something to be changed lightly, this will very slightly increase the power of this option, but reduce negative experiences created by drawing the exact same card you shuffled away.

[h3]Medi, Herald of the Void[/h3]
Draft Activation cannot be undone.
Goal: Keep the draft ability as a fun casual option for players at low/medium levels of play who want variety each game. But tone down the power of the card at high competitive play, as while it can still find finisher cards, you have to take one of the cards offered each time, no longer granting you a free peek at the options offered.
NOTE: If you cancel the choice or run out of time mid-choice, a card will be Drafted randomly.

[h3]The Calamity[/h3]
Gains "You cannot play Calamity if another copy of this card is in your graveyard."
Goal: Re-adding IW1's Unique tag gameplay to Calamity, but spelled out explicitly to make it easier to understand. Multiple Calamities being cast each game has negatively impacted how control mirrors, and finisher cards play out, especially at a higher levels.

[h3]Forerunner of the Champions[/h3]
Base stats changed from 4/4 -> 3/3.
Goal: A minor nerf to bring down the early game power of Forerunner slightly. We knew the redesign as first released was pushed, but so was the pre-redesign card, and thus wanted to give the community a chance to try out the more powerful version before scaling it back if necessary. After seeing the card's results over the last month or so this is necessary. We'll continue to keep an eye on Forerunner's performance if/when this nerf is applied.

[h3]Symbiote Prototype[/h3]
Card text changed to "When Symbiote Prototype enters the deployed area, if you control an Artifact, Symbiote Prototype gains Barrier 1."
Goal: Symbiote Prototype has consistently been requested as a card to receive a redesign, keeping the "artifact matters" element at a low purity but not actively conflicting with single target buffs. When adding the Barrier mechanic, we looked at if any old cards wanted to receive the new mechanic and Symbiote Prototype seemed like a natural fit. The card is still unlikely to see non-casual play, but will certainly be more interesting in upcoming modes like Rift Runs.

[h3]Covert Battlesuit[/h3]
Wording/minor mechanical change.
"When Covert Battlesuit enters the deployed area, it gains Barrier 1. While Covert Battlesuit has Barrier, it has Untouchable."
Goal: Integrate the Barrier mechanic into a card that essentially already has it, just unkeyworded. Keeps the card playing the same in 95% of situations, only making it slightly more powerful if it gains Barrier due to some other effect.

[h3]Shield Generator[/h3]
Wording/minor mechanical change.
"Exhaust: Target Character you control gains Barrier 1 until end of turn."
Goal: Integrate the Barrier mechanic into a card that essentially already has it, just unkeyworded. Keeps the card playing the same in 90% of situations, only making it slightly more powerful if used to block kill effects or noncombat damage when you have initiative.

[h3]Salvage Operation[/h3]
Can only raise artifacts or characters that cost 10 or less.
Goal: Raising artifacts from the graveyard into play was a previously unseen effect in Infinity War's cardbase. The resulting Omnitron decks have played poorly. Requiring very specific answers for often a low deckbuilding cost. This restriction will mean either reanimating other cards like Omnimind, AI Singularity, or playing enough artifacts to reduce Omnitron's cost to 10 or less.

[h3]The BIG-ANATOR[/h3]
Base stats changed from 1/1 -> 3/3.
When you Overcharge or discard a card, If The Big-anator is deployed, it gains +1/+1. (Previously +2/+2)
Goal: Big-ANATOR is an excellent "build-around" card that currently is just a little too swingy with mass overcharge or discard effects, especially when used in multiples. This could often be used for annoying OTK turns that created negative experiences. This minor modification to its stats will make the card more powerful with small amounts of discharge/overcharge, but not have it scale to such huge sizes as quickly.

[h3]Filing Cabinet[/h3]
Draw a card, then put the two left-most cards in your hand onto the bottom of your deck.
Goal: Filing Cabinet being a cheap factionless artifact that can be activated any number of times per turn could be abused with Overcharge matters cards which was not part of the card's goals. This change keeps the repeatable filtering aspect, but no longer works with cards like Hungry Abomination to create negative play experiences.

[h3]Infested Hulker[/h3]
Added the 'Beast' subtype.
Goal: Most players due to the name and art already assumed it had this type, this change means reality lines up with expectations, while very minorly buffing a fun casual dual faction card.

[h2]Bugfixes[/h2]

[h3]General[/h3]
Removed duplicate card entries in the deckbuilder (Proctul Sniper, Devil of Despair).
Fixed issues with deck cover art on deck displays in the main menu not properly updating.
Fixed deckbuilder incorrectly hiding mixed purity cards even if it was legal with the selected commander purities.
Fixed deckbuilder not updating commander faction filtering when mix purity filtering is used.
Fixed quest 'Big Boys' counting progression for 7 cost cards.
Fixed several cases of cards not getting put into the end of your end due to the cards not being shifted across (E.g. when using Acquire or Denial of Reason).
Fixed effects that Gain Control and move into your deck incorrectly putting them on the top.
Fixed Graveyard and Deck targeting to close the card viewer if cancelling targeting while the zones are being showed.
Refactored card removal system to be fused in with the death system more consistently, to improve queuing or ordering. This fixed inconsistencies between cards that die and then get removed from resulting triggers, e.g. Kali's removal upon killing a card, and two Kali's killing each other.
Fixed Graveyard cards not being repositioned when being played from the Graveyard, causing a possible inconsistency between players.
Expanded targeting system to support showing a notification when the current effect has no targets available to target.
Fixed 'On Enters Deployed' effects sometimes not triggering when being rasied from the graveyard to a deployed zone.
Fixed the deck builder cosmetic selector showing outside of the deck builder when zooming a card elsewhere in the main menu.
Fixed poor performance issues with the card deployment system for Units due to an inefficient Unique validation check, which caused large frame drops.
Fixed the incorrect deck sometimes showing in the deck builder after returning to the main menu from a game.
Stopped quests progressing during a tutorial game.
Fixed Quest 'Push the Limits' not correctly checking the Max Resources for the player at the end of the game, and incorrectly completing the quest after only 1 game.
Fixed Zone Overlays not showing and fading away when first entering the game, resulting in the player not getting feedback for the different zones there are. Also improved performance when dragging cards over the zones due to inefficient checks.
Fixed Resources not being consumed for the opponent in Offline game (tutorial/AI) due to Action's ignoring spend cost for opponents.
Fixed Deck cards showing modified stats when viewing the cards in the zone, resulting in the player receiving too much feedback on what position in the deck the card is in.
Fixed the Graveyard viewing to reverse the order of the cards so that the top of the Graveyard is shown first.
Fixed Keyword disabling to remove all card modifier instances of that keyword (This fixed Drag Down, Shattered Veil, Dive and Prowling Hunter sometimes not working properly).
Fixed cards with multiple On Field activation abilities (E.g. Agent Coyle, Superior Symbiote), incorrectly having their cost modified due to cost increase cards such as Gabrielle, the Torch in the Dark.
Fixed Store pack and bundle items in the store not having correct image and descriptions displayed.
Fixed the account transfer info message in the login screen incorrectly showing the localization key instead of the description for new players.


[h3]Cards[/h3]
Fixed Mysterious Box of Wonder's Alternate Art not having an animated spritesheet.
Fixed Raise Dead on an opponent card incorrectly synergizing with Memorial to Heroes causing an additional spirit token being created.
Fixed Marina, Touched by Infinity's Lifelink being set as 0 instead of 4.
Fixed Mysterious Box of Wonder's Christmas alternate art spritesheet being missing.
Fixed Symbiote Prototype causing the game to hang.
Fixed Undeath Wish second choice sometimes not moving the killed card to your graveyard.
Fixed Denial of Reason not working properly when stealing an opponents ability card from the hand.
Fixed Search for the Key not filtering for Unique cards in the deck when targeting.
Fixed Zuza Angelic Siren's ability to take control of the character into the same zone type the target was in, and fixed it to move the controlled card back to the opponents zone that it was currently in when it is returned (E.g. If the controlled card had died, then it is moved to the opponents graveyard when Zuza leaves play or takes control of another card).
Changed Rally and Unfazed inconsistently removing themselves at different times, due to removal being different from death. (Possible desync solve).
Fixed Awaken's graveyard targeting not properly filtering out cards that can't be targeted.
Added VFX Painful Lesson for improved player feedback.
Added VFX's for the 'Replace Death' effects of the DoD Avatar Cards (Daode, Lingbao, Yuanshi).
Added VFX to Pras, The Traitor of Dawn's fortress damage effect.
Added a VFX to Extirpate for improved player feedback.
Fixed Tormented Thrall not working in synergy with friendly kill effects, such as Mass Death, Ashes to Ashes, Dust to Dust.
Fixed Spontaneous Combustion causing the game to crash.


[h2]Hotfix - v0.78.1 - 13/01/2023[/h2]
Fixed Tutorial 2 softlocks occurring.
Fixed cards being viewed in the deck only showing base stats (This affected Deck targeting effects when the cards had reduced costs, such as Nature's Wish).
Fixed Evelee not recruiting cards in deck that have their cost reduced.
Fixed Extirpate being legal in a deck that has no factionless commanders.
Fixed Tome of the Dead not killing the deployed characters and instead moving them the players support zone.
Fixed Removal effects of cards from the Graveyard not working (Fixed Aleta, Immortal Sufferer's ability).
Fixed Player of the Month profile titles being used by the AI.
Fixed the store scroll groups getting hidden by the friend/profile display, resulting in not being able to see the cost.
Fixed typos in the descriptions of store items.
Fixed Spontaneous Combustion Profile Pic not showing as the new Alternate Art.
Fixed Agent Kael Card instances appearing in the profile pictures scroll group in Inventory.
Fixed Torment Intruder missing it's description.
Fixed missing SFX and VFX from Tutorial 2.
Fixed graveyard/deck zones not allowing to be shown when clicked during targeting if the targeting effect allows it (This fixed Raise Dead).
Removed duplicate Aubade, Heart of the Empire card in the deck builder.
Fixed Aublade, Heart of the Empire's effect working even if it wasn't combat damage.
Fixed Empath Battery triggering from opponent cards entering the deployed area.
Fixed Rescue Angel causing immense performance drops and freezing the game.
Fixed Nature's Wish first choice to only show valid targets that it can pull from the deck.
Fixed Merlin, Master Tactician's Factionless choice incorrectly removing the shuffled card from the deck.


Discord: discord.gg/y8KGxk4
Patreon: patreon.com/lightmarestudios

Holiday Patch | IWC 0.77 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.77.



Patch Notes


[h2]Major Features[/h2]

[h3]Deckbuilder Improvements[/h3]
A significant number of changes have been made to the deckbuilder to make changing the card cosmetics and deckbuilding in general more satisfying.
[h4]Improved Card Decoration Selection[/h4]
You can now better select the exact card decoration/cosmetics you want for your deck cards. Clicking to zoom a card in the deck builder, whether that be from the selection grid or the current deck cards will show a list view on the left with the available cosmetic variations you own for that card.
[h4]Grid Decoration Cycling[/h4]
While hovering over a card display in the deck builder grid, you can cycle between all the available cosmetics for that card. Do this by using W/S keys, Up Arrow/Down Arrow or by holding Ctrl+Scrolling.
[h4]Filtering[/h4]
More customized faction filtering for filtering for specific purities: left clicking on the faction filters now allows cycling between single, dual, or tri purity cards of that faction (right clicking resets faction filter).
Filtering performance in general has been improved (especially searching).

Improved deck displays in both the Play menu and Deck Explorer menu uses a slimmer design which allows showing more decks at once.

Finally we have deck "Face Card" selection coming soon, however it didn't quite make it into todays patch.

[h2]Minor Features[/h2]

[h3]Community Voting[/h3]
Social menu now has in-game voting, allowing the community to vote on upcoming features, card designs, art designs, etc.
Our first vote is up right now, let us know what Christmas gift you want this year.

[h3]In-Game Multiplayer Timer HUD flashing[/h3]
Added red pulsing HUD when in a multiplayer match and the turn timer is about to exceed to give additional user feedback that they need to finish making their turn.

[h2]Balance Changes[/h2]
No balance changes this patch, we'll be having a balance change incoming in January that'll test our new Patreon voting system.

[h2]Bugfixes[/h2]

[h3]Cards[/h3]
Fixed The Strength of Unity not working and added VFX's for improved user feedback on the effect going off.
Fixed Drill Sergeant not buffing itself.
Fixed VFX on Rita Shadow Priestess.
Fixed several incorrect Alternate Art's on cards.
Fixed Ancient Aether incorrectly working from the hand.
Fixed Find Your Way.
Fixed Tactical Retreat.
Fixed Denial of Flight.
Fixed Empath Battery not properly working for tokens that get created in the deployed area.
Fixed Avarrach, Sealed Again incorrectly removing the effects/triggers of the deck card that's moved to the graveyard.
Fixed Umbral Warden not working properly.
Fixed Infested Scavenger and Decrepit Crystal not triggering their buffs for Exile cards played from the graveyard.
Fixed Secluded Constructor not allowing targeting of the same character twice.
Fixed Avatar of Daode gaining to much power from consecutive combat.
Fixed Medi, Herald of The Unknown's draft pick ability causing a desync.
Fixed Yobo, Who Nobody Likes.
Fixed Precautionary Measures.
Fixed Agent Coyle, Divinedemonic's Pay1 activation ability.
Fixed Alearem, The Fate Twister not triggering it's effect.
Fixed Low orbit Ion Cannon not damaging cards.
Fixed Champion's Companion constantly adding new modifiers to itself (this caused game to lag).
Removed incorrect exiles passive from Intimidating Monk.
Fixed Aubade's effect triggering for both players.
Fixed Tygris Architect not exhausting on activation, and fixed it from being activated multiple times.
Fixed Fiery Wish's first choice not applying Charge keyword.
Fixed Rita, Unshackled failing to draw cards when the Hand is empty.
Fixed Redirect Bot not correctly swapping its affected player when swapping control.


[h3]Game/UI[/h3]
Fixed several real-time server connection issues and inconsistencies for queue joining, leaving queue, creating private room, and returning from a game. This should fix issues where friends would appear offline even if they weren't.
Fixed cosmetic store tiles incorrectly using size adjusting instead of scale for profile portraits
Fixed the matchup loading screen sometimes not showing the users profile title and fixed vertical layout incorrectly adjusting.
Fixed the Deck zone sometimes causing a soft lock when performing deck movement effects.
Fixed pack opening sometimes failing to open pack due to invalid client session credentials, resulting in loss of the pack item but no cards being granted (If user had invalid credentials, it will now validate them and not let the user open a pack, notifying the user of possible steps to take to fix the issue locally).
Fixed Exile mechanic persisting for 2 turns after discarding it.
Fixed card displays in the deck viewer not handling right click to zoom, and changed the card displays in your deck in the deck builder to be more consistent with the other displays in Play and Deck screens.
Fixed the leaderboard wins column not showing the correct statistic for the wins of the player in the current month.


[h2]HOTFIX - 0.77.1[/h2]
Removed old quest "Heroism" due to Champion no longer existing.
Added VFX to Mortar Cannon for better user feedback on the effect going off.
Fixed Empath Battery not working properly with Human deployed cards.
Fixed Death Ray Alternate Art text not showing properly
Fixed the card decoration selection showing outside the deck builder
Removed duplicate Devil of Despair cards from the deck builder.
Fixed incorrect deck/card counts showing on the card decoration selection.
Fixed the deck title text on deck displays overlapping with other deck displays.
Fixed the deck builder description search system not properly handling terms like "target artifact".
Fixed Heavenly Wish not adding an additional life.
Fixed deck builder grid/list display not showing mixed purity cards when all commanders are selected.
Fixed the targeting system to support additional filtering for Locations, Artifacts and Missions. E.g. If targeting location in deck, it will only show location cards. This fixed targeting on the following cards: Find Your Way, Cartographer, Rift to the Old World, Vandalize, Ablaze, Pillage the Village, Aleta's Discovery, Cleanse the Land, Overload, Weaponize, Innovative Wish (Second choice), Consecration, Denial of Advancement, Seal the Rifts, Corrupt Machinery, Wrackful Walrus.


Discord: discord.gg/y8KGxk4
Patreon: patreon.com/lightmarestudios

Major Balance Patch | IWC 0.76 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.76.

Patch Notes


[h2]Minor Updates[/h2]

[h3]Tutorial Improvements[/h3]
We've made some adjustments to the tutorial based on player reports, this will help new players learn the game, thanks for your feedback.
Tutorials now also display the rewards from completing them, in the tutorial selection screen.

[h3]Matchmaking Improvements[/h3]
Fixed Silent disconnect issues. Previously if you disconnected with a player while in a game, there was a case where the the game would get stuck on "Waiting for opponent", this will now notify you of a disconnection and complete your game with the player, we will be continuing to look into this connection issue and if it is something related to our networking services, thanks for your patience

[h3]Pack Descriptions[/h3]
Improved readability for Packs & bundles in the store to now have clearer information to what they contain. This was a community suggestion, thank you for your feedback.

[h3]Increased Quest XP[/h3]
Quest Experience rewards have been multiplied by 15. Was created referencing an outdated EXP calculation, making them nearly meaningless.

[h2]Balance Changes/Redesigns[/h2]
Overall Goals of these balance changes:
  1. Prepare the groundwork for the next set by getting any last major factional mechanical theme reworks completed. Primarily changing Champions Matter to Unique Matters in OoS and buffing triple FD.
  2. Complete any outstanding redesigns/buffs/nerfs, including Devil of Despair.


Devil of Despair Redesigned to:
Devil of Despair Cost:3 Morale:7
Character - Demon
Consume 1, Cannot be killed from non-damage sources.
Pay 1, Discard your left-most card: CARDNAME gains +3/+1. It gains untouchable until end of turn. This activation is preemptive, and can only be activated once per turn, and only while deployed.
6/6
Removed haste with more aggressive stat gain and base. As haste doesn't work from command zone anyway.

[h3]Champion Rework Changes[/h3]
Goals: Overseers have for a long time had two parallel insular mechanical themes (themes that don't work well with other factions). Those being Angel tribal and Champion matters. This being made even more intertwined with all Champions being Angels.
In addition to this, Champions have a very strict lore role, that makes them very difficult to print more Champions or Champion support cards in the future that doesn't continue this insular design.
So the solution is to remove the Champion type, and split all Champion's matters cards between the insular Angel tribal, and the new less insular Unique matters subtheme, especially creating an overlap in OoS+FD.
At the same time this can also help rearrange the gameplay of some of OoS's 1 drops.
Overall this is supposed to leave OoS at about the same power level. We'll be keeping a close eye on if these any additional tuning.

All Champion cards Remove the Champion type
Sol's Loyalist Redesign text to "When Sol's Loyalist enters the deployed area, all Unique Characters you control in play, hand, and deck permanently gain +1/+0."
Strength of Leadership Redesign text to "Target Unique Character gains +8/+8"
Forerunner of the Champions Increase base stats to 4/4. Redesign text to "When a Unique Character enters the deployed area under your control, CARDNAME permanently gains +3/+3 and loses this ability."
Champion's Herald Redesign text to "Flying
Exhaust: If Champion's Herald is deployed, return Champion's Herald to your hand, then target Unique Character in your hand costs 1 less and gains haste next turn."
Champion's Companion Redesign text to "Flying
While Champion's Companion is deployed all Angels you control have Vigilance."
Increased cost to 6, increased stats to 10/10.
Champion's Attendant Reduce purity to 1P. Redesign text to "When you deploy Champion's Attendant, you may Overcharge it once. If you do, target Unique Character gains +5/+5."
Fiery Ascension Redesign text to "Target Character in your hand gains +4/+0, Flying, Charge, and becomes Unique in addition to their other types."

[h3]Flame Dawn Reworks/Buffs[/h3]

Hilderic Change cost to 15-ish (Gonna be testing the exact cost sometime soon) and Reworking the cost reduction to "Hilderic's cost is reduced by the number of Characters you control that have attacked this game, divided by 3.
Increase stats by +0/+5 (20/15 total stats.)
Goal: Buff triple flame dawn's top end finishers and better reward their aggression only playstyle.

Vis +0/+10 (6/20 total stats)
Goal: Increase Vis's "floor" so that she is less useless when not overcharged for large amounts.

Fiery Wish First Mode changed to "All Characters in your hand and deck gain +4/+0 and charge until the end of the next turn."
Third mode changed to "Target Character in the Assault Zone gains Indestructible and Multistrike 2 until end of turn"
Goal: Buff triple flame dawn's midgame effects.

Proctul Pay 1, Exhaust: Deal 4 damage to target Character in the Support Zone.
Pay 4, Exhaust: Kill target Character in the Support Zone.
Goal: Keep Proctul's ability to punish Wealthy Nobles etc, but give her greater lategame sniping potential

Aberion's Apprentice Redesign to "When Aberion's Apprentice attacks, Characters in your Assault Zone gain +1/+0."
Goal: Add more small go-wide attack buffs to Flame Dawn to take the pressure off very swingy cards like Warcry.

Glory of the Empire "Redesign to:
"Aubade, Heart of the Empire Cost:2
Location
When a Character you control deals combat damage to the enemy fortress, that Character gains +3/+0 until the end of the next turn.""
Goal: Redesign a card so useless it was the wrong cost for over a year and nobody noticed.

[h3]Mega/Ultra Unit Rework[/h3]
All Mega Units and Ultra Unit moved to 1P
Mega Unit 01 - 1P, Reduce Pilot ability cost to 0
Mega Unit 02 - 1P, Reduce cost to 10, Activated ability can only be activated from battlefield. Stats reduced to 28/28.
Goal creates a cleaner 8->9->10 curve for mega units. Encourages Activated ability to not be used safely from support in an non-interactive manner.
Mega Unit 03 - 1P, Ability changed to: Sacrifice a Artificial Character: Until end of turn Mega Unit 03 gains unstoppable and "When this enters combat for the first time this turn, it gains indestructible until the end of that combat."
Goal: The old ability was overpriced and conflicted with the shield of Unit 02. Instead I wanted to focus on its unstoppable, giving it the Shield Generator style ability.

[h3]Misc Buffs/Nerfs[/h3]
Mysterious Box of Wonder Increase cost by 1
Goal: Mysterious Boxx of wonder is both very efficient as a one-shot flicker, very efficient as a repeatable flicker engine, and can be used as a stall/tempo tool against enemies. For such power flexibility, it is just a little too efficient and restricts design space of future deployment zone effects.

Acolyte of the Altar Activated ability changed to Sacrifice
Goal: Revert of the Kill vs Sacrifice costing after the recent death effect changes.

Tibat No longer flickerable ("When CARDNAME is deployed")
Goal: Tibat is one of the best flicker targets in the game, especially in the mid-game. Due to not being in a core flicker focused color pair such as GI or OoS, we'd rather keep the card's strong effect but remove this synergy.

Denial of Surprise +1 Cost
Goal: Denial is not the source of Cov's core strength, but something that makes it much more narrow to adapt a deck against them, covering a weakness too well essentially in a way that is unlikely to be healthy medium-long term.

Cottontail VX1600 Increase stats to 18/18. Make the ability free but only once per turn while deployed.
Goal: Add more top end mechs to GI and make the card far less awkward to use.

Carrion Creeper Increase stats by +0/+3. (8/7 total stats)
Goal: While Carrion Creeper's previous nerf has given it the intended Gameplay experience, its stats were not at the right place, especially it's durability.

Dragon of Autumn Wind
Ability changed to:
Flying, Unstoppable
When you deploy Dragon of Autumn Wind or it deals damage to the enemy fortress, draw two non-Dragon Characters that cost 5 or more.
30/30
Goal: This card remains as one of the largest and most impactful cards in the game for Timmy players, but no longer be as impossible to predict with its Haste, but players still draw into more cards immediately. The non-dragon clause is to prevent it drawing copies of itself, which was a poor gameplay loop, especially with recycle etc.

One of Many Exhumed: Reduce One of Many Exhumed to 3 cost and give it -1 attack. (7/9 Stats in total)
Goal: One of Many Exhumed is currently too high a cost for an enabler and competing for slots too heavily with many of the payoff cards at 4 cost such as Infested Knight and Infested Hulker.

Aether Adept Reduce base stats to 4/4 reduce morale cost to 4
Goal: Slightly weaken Cov's early game board presence, and provide more counterplay to one of the faction's great early game commanders. While at the same time being a slight buff to Twins in Gray

Tygrugh, the Insane Change end of turn ability to require Tygrugh to be on the Battlefield, not Deployed.
Goal: As a top end finisher for triple Exiles, Tygrugh is certainly impactful enough, the main issue is that that impact doesn't quite have enough foreshadowing when played from hand and doesn't risk the card in combat at all. The effect will remain very powerful, but now gives the opponent a chance to know they need to play out their hand more.

Empath Battery Redesigned to "At the end of turn, if two or more Characters you control have entered the deployed area this turn, your Fortress gains 3 Health and you gain 3 Morale. If one of those Characters was a Human, your Fortress gains 6 Health and you gain 6 Morale instead."
Goal: The card is supposed to be about gaining incremental morale and health over the course of the game, however the card is proving problematic when spawning 6+ Characters on the field at once. This will only get worse with incoming Sleeper token creator cards.

Purification Stone Can no longer hit artifacts, locations, or the Command zone
Purification Stone hitting Artifacts and Locations has ended up being too swingy and out of the factional mechanical color pie of the faction, likewise the ability to hit multiple Command Zone slots often shut down opposing deck's gameplans in ways that make harder control plans smoother and takes pressure off the need to use other important cards like Humble on that zone.

There are several other balance changes we are potentially looking at soon, specifically Medi's unintended use at high level play and if Calamity's current implementation is contributing too much to overly long games.

[h2]Bugfixes[/h2]
Fixed issue where cards in the deckbuilder list view could display incorrect text
Music no longer plays at the same time as the trailer
Fixed some compiler errors from vanity changes
Fixed Crystal of Madness not working with zero cards in hand
Fixed deck loading issues
Fixed Xac, Lost in Lunacy to properly filter for exile keyword based cards (including ability cards), and handle enabling it's exile mechanic, so that it can be played next turn as if it has been discarded.
Fixed premade vanity validation
Fixed AI using incorrect target filters for wish cards
Fixed some tooltip i2 inconsistencies
Fixed Masking on the tutorial Selection display, added savedata appending module, minor tutorial 1 tweaks
Added Notification ID matching so duplicate notifications wont get created if they already exists and are shown
Fixed Taiga on death not accounting for tags given through card effects
Fixed a bug with registration incorrectly not updating PlayFab title data when first registering an account.
Fixed the loading panel async behaviour still running if the user exits back to the main menu due to photon room connection issues
Fixed game getting stuck waiting for the opponent to make their turn when in a multiplayer match due to networking issues with room joining/leaving.
Fixed several issues with card cosmetics not showing properly in decks, and being incorrectly reverted back to grey-scale.
Fixed several issues with exile mechanic.
Fixed Augmented Ninja's Targeting trigger affecting other ability cards casted after it.
Fixed cards appearing semi-transparent in the graveyard after dissolving.
Fixed Xac, Lost in Lunacy not correctly giving all exile cards the ability to be played after you use Xac's exile.
Fixed card Stamps being displayed on the battlefield.
Fixed Exclusive unreleased cards available shown in the deck builder.
Fixed several card description issues not using correct text.


[h3]HOTFIXES[/h3]
Fixed Carrior Creeper's 2nd mode cost 2 resources in total
Fixed Aubaude's effect being symmetrical
Fixed an issue with drawing cards of a specific type
Fixed Dragon of Autumn Wind not having its updated stats
Fixed flame strike applying itself and other corner cases
Fixed some cards that cared about other cards dying triggering themselves
Fixed United Front not creating all tokens in some situations
Fixed Purification Stone targeting
Fixed Surprise Defense not always correctly shuffling
Fixed the inventory screen breaking when logging out and back in to a different account due to search systems.
Changed the item count text on inventory displays to be consistent with the count displays for card items.
Improved performance of pack opening
Fixed issue where you could enter a tutorial while in queue for an online gamemode
Fixed some broken text boxes
Fixed external passives not being reset properly when an external passive card changes owner
Fixed Fiery Wish not giving +4 attack to Characters played in the next turn.
Updated Marina, Touched by Infinity description to make it more clear that it's an OnReplaceDeath effect that's granted to the target card, so it's more understood that the target card is supposed to lose it's buffs upon dying.
Fixed Ability cards shrinking and flying into the middle of the screen after they execute their effect.
Changed card animations not to play when their effects trigger, and only animate if they actually go into a VFX.
Fixed quests sometimes causing the game to hang if they were not implemented properly.
Fixed Candit, The Demonic not properly removing the targeted card and token cards she creates.
Changed Medi draft to not always give an Epic or Legendary card as it's last one
Fixed cost displaying red on preview cards when the player cant afford them (E.g. Draft Panel card displays)
Fixed Aubade location only working for the opponent


The Tutorial will have some time to go before it has all four missions completed and voiced properly, but we're already working on that as we speak, while also working on the systems that will help some of our other upcoming features. Thanks for checking out the patch notes, remember to tell a friend about our game until they're minorly annoyed by you, and we'll see you on the battlefield, Rift Runner!

Discord: discord.gg/y8KGxk4
Patreon: patreon.com/lightmarestudios

Tutorial & Keyword Changes | IWC 0.75 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.75.

Patch Notes


[h2]Major Updates[/h2]

[h3]Tutorial 1 Available[/h3]
The first of our planned 4 initial tutorials has been completed and is now available to all players via the play menu.
Play as the Descendants of the Dragons against the recent exile onslaught as Candit guides you: her new initiate in the ways of command.
This feature has taken a significant amount of time to allow us to properly create a framework for future single player content which is an important part of introducing new players to the amazing game of Infinity Wars Classic.
We plan to be releasing the coming tutorials over the next few months.
In addition, voice acting will be added to the new tutorial shortly as we make some minor changes thank to feedback from our Patreons.

[h3]Keyword Overhaul and Improved Tooltips[/h3]
All cards now have important text highlighted in yellow, as well as being able to be hovered over to see the associated tooltips.
While a number of improvements and polish is still required, this is another important step to help players understand how the game works so they can craft their own amazing plays and strategies.

[h2]Minor Updates[/h2]

[h3]Full Zoom Improvements[/h3]
Clicking on a card during the game will now showcase the card bigger and clearer than ever, also showcasing the card's purity that is normally hidden on the smaller ingame view.
In addition, you can now activate this zoomed view during resolution, allowing you to clearly view a card you might not be 100% familiar with as it shows up.

[h3]Intrigue trailer on start-up[/h3]
We are proud of the cinematic intrigue trailer created for the release of the set, and so now we have it in game on start-up, it is fully skippable with the press of any key.

[h3]Foiling changes[/h3]
Thanks to community feedback, some changes have been made to our foiling textures and renderers, this will help these special cards seem more shiny, and less crinkled, with less downtime between foil flashes.

[h2]Balance Changes/Redesigns[/h2]
No changes this patch, however a large balance patch is now in active testing and will be coming soon.

[h2]Bugfixes[/h2]
Fixed player Levels not correctly being applied in users account data, causing the user to continuously level up when playing another game.
Fixed Locations, Missions and Artifact cards incorrectly being shifted into the wrong slot upon resolving the turn (visual bug).
Fixed Torment Intruder causing the game to hang due to incorrect damage calculations.
Fixed several card movement and swapping issues, such a calculating the correct slot, hiding the selection box when not group selecting etc.
Fixed Alternate Art IDs for Mark Of The Demon & Taiga, Combat Reconstructor. Those who received these Alternate Arts from account transfer should be able to see them properly now.
Fixed Genesis Scavenger description to better reflect behaviour.
Fixed Supply Depot & Red Refinery VFXs showing in the main menu profile screen.
Fixed Issue where Lighting would not apply when previewing battlefields in the profile screen.
Fixed Bek, Dragon Tamer triggering its effect from Deck.
Fixed 'Permanent' stat buffs not properly keeping the buffs or copying the buffs with several effects. This includes Wish OnPlay Effects (E.g. Sol, Tyran of Solace), 'Creating Copy' effects and transform effects (E.g. Demonic Reflection and Evolving Parasite).
Fixed Marina, The Selfless' replace death behaviour to properly remove granted buffs upon reviving the chosen Characters, and updated the description wording to be more accurate.
Fixed Agent Coyle, Divinedemonic's first onField ability.
Fixed the premium Agent border failing to display sometimes in the deck due to delays of receiving Patreon status from the cloud.
Fixed several issues with card cosmetics not correctly displaying when using a custom deck for the AI deck in-game.
Fixed card viewer for Graveyard and Deck not properly handling scrolling when mouse is outside the scroll view.
Added background overlay shroud when zooming a card in-game, to better see the tooltips being highlighted.
Fixed group selection still working while waiting for the opponent to make their turn.
Fixed the inventory top bar button not re-enabling sometimes even after inventory had been received.
Fixed the prompt panel not rendering over the top of the displayed card in the main menu, causing you to not be able to customize card titles.
Fixed Stamps being shown on cards in-game when they're on the battlefield or in the ability queue.


[h3]HOTFIXES[/h3]
Fixed several card descriptions with incorrect spelling, wording and wrongly assigned description.
Fixed keyword tooltips not replacing {0} values with 'X' in the inventory screen.
Fixed Tormented Thrall not being killed from opponent abilities and fixed it's death replacement to only work for non-sacrifice effects for ability cards you play.
Fixed cards not animating in the deck builder when full zooming them.
Fixed card displays having incorrect text positioning in the deck builder.
Fixed Natures Sanctuary Egg & Pitcher Plant Scaling & Tweaked Visuals.
Fixed Descent into madness not giving it's buffs permanently.
Fixed Azael, the Torn not returning the removed character.
Fixed removed cards sometimes coming back half faded.

The Tutorial will have some time to go before it has all four missions completed and voiced properly, but we're already working on that as we speak, while also working on the systems that will help some of our other upcoming features. Thanks for checking out the patch notes, remember to tell a friend about our game until they're minorly annoyed by you, and we'll see you on the battlefield, Rift Runner!

Discord: discord.gg/y8KGxk4
Patreon: patreon.com/lightmarestudios

Version 1 Tutorial on the way! | IWC 0.74 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.74. We just had our first IWC Open Tournament this past week, and overall we'd say it was a pretty decent success! We'll be looking towards some balance changes happening in the next few weeks, using the data and feedback we got from the tournament itself, so if you have any balance opinions, now's a great time to make your voice heard either here, or over on Discord. See you there!

[h3]Missing Items or Rewards[/h3]
We will be looking into missing items and remaining kickstarter rewards next week, if you believe you have been affected by this, be sure to let us know on Discord.

Patch Notes


[h2]Major Updates[/h2]

[h3]Tutorial Available to Patreons[/h3]
A new Tutorial is available to Patreons for initial testing, this is the first of 4 initial single player missions. This first Mission will be available to non-patreons in the next patch after any rough edges have been smoothed out.

[h2]Minor Updates[/h2]

[h3]Group Selection Inprovements[/h3]
We have modified Mass Character selection to be easier to use. Now you can just click and drag to make a box to select multiple units. You can also hold CTRL to select multiple units, and deselect selected units. Heck yeah, functionality.

[h3]New VFX[/h3]
Many new VFX effects have been added to various Character and Ability cards, often also including sound effects as well. Bu sure to especially check out the Useless Cow in all its glory.

[h3]Leaderboard Changes[/h3]
The leaderboard now only takes into account multiplayer games, and some adjustments have been made to exp gain overall when playing against AI.
Unfortunately we have had to reset the leaderboard for this month.

[h3]Patreon border changes[/h3]
Minor visual changes have been made to the Patreon Border to make it clash less visually with various elements.

[h3]Foundation Bundles + Store[/h3]
Foundation Alt art bundle #3 is now available
"Contains a bundle with tradable alternate art cards with gold borders.
- 3x Pacify
- 3x Drone
- 3x Armored Landcrawler"

We are keeping the Halloween Bundle and Foundation bundle #2 Available until Monday 7th because we know some folks have been effected by a store steam ticket bug that has now been fixed.


[h2]Balance Changes[/h2]
No changes this patch, however a large balance patch should be coming in the next few weeks now that the most recent tournament is over.

See you there!

[h2]Bugfixes[/h2]
  • Fixed Cosmetic pack visual bug that meant duplicate cards didn't appear visually in pack opening.
  • Fixed some OnKilled Triggers
  • Fixed Fight! not using itself as the instigator or the damage
  • Fixed 'Kill Them All' quest not working at all
  • Fixed group selection not hiding the group selection box when the turn timer ends while selecting
  • Fixed loading display for inventory showing again when returning to the main menu, and fixed the disable check for category buttons happening multiple times due to new requirement system.
  • Fixed in-game cards not displaying over the top of the card viewer when clicking to zoom due to canvas sorting overriding.
  • Fixed several cards not having 'Once' activation limit set for their onField abilities that only allow once a turn activation.
  • Fixed all Enrage characters to properly use the enrage bundle consistently, and activate once a turn, adding SFX and VFX consistently.
  • Fixed the graveyard and deck viewer failing to auto update the circular layout when opening and closing it instantly due to co-routines.
  • Fixed shockwave VFX causing the game to hang.
  • Fixed Quest 'Hulk Out' not working for all enrage characters
  • Fixed swapping of Character cards in the hand not working.
  • Fixed 'Never Existed' quest incorrectly requiring the removal to all happen in one game.
  • Fixed 'They Rise' quest incorrectly adding progress for cards played from anywhere.
  • Added Missing Promotional Items & Added to Item Collection
  • Fixed Aberon, Fallen from Glory being able to be activated multiple times
  • Fixed Restricted Text not masking correctly as well as Highlight Effects in Tutorial
  • Re-Added single selection behaviour for group selecting by holding Left or Right Ctrl to individually add to the selected group cards.
  • Fixed Unit cards not properly handling dragging and dropping onto the field on top of another card in the zone.
  • Fixed group selection behaviour incorrectly handling OnDrag behaviour for cards individually when group selecting.
  • Fixed Inter-Dimensional Phase Bot's being able to be activated multiple times per turn
  • Fixed Items displaying as Plurals in prestige pass and rewards screen
  • Fixed hover zoomer not showing the correct highlight for the card when zooming.
  • Disabled showing the card highlight when full zooming the card.
  • Fixed group selection not returning the cards to their original slots when failing to do placement.
  • Fixed the toggle loading display not showing when entering the main menu without the inventory received.
  • Fixed card highlighting to properly handle switching between graveyard and group selection highlight when group selecting.
  • Fixed Crystal of madness not working
  • Fixed all Quests that relate to 'Winning a game' or completing something 'In One Game'.
  • Fixed zone layout positioning and card drag cancelling when failing to place card, and when cancelling current dragged cards when the turn timer times out
  • Fixed denial of magic soft lock
  • Fixed Inventory Item Static displays (Card Back) incorrectly receiving raycasting for selecting.
  • Fixed the Card Back selection in the deck builder being too close together, causing overlapping.
  • Added GUI enabling of the Item Granting Tool, so that you can edit item bundles while validating player lists.
  • Fixed the group selection box still showing if selecting upon the turn timer ending.
  • Fixed Mass Death not showing VFX when it has no targets.
  • Fixed pending game invites not showing up in the friends panel upon returning to the main menu


HOTFIX BUG FIXES - 0.74.1
  • Fixed Quests: A New Threat, Anything For Power, Archmage, Feeling Lucky, Heaven's Fracture, Insane In The Membrane, Seek Safety, Spellslinger, Stolen Property.
  • Fixed movement of battlefield cards incorrectly doing a swap sometimes, which can had a small case of causing a desync.
  • Fixed the deck count text display not showing when hovering over the deck cards and added functionality to display the count at the center of the top card in the zone.
  • Fixed the zone viewer for Deck and Graveyard not opening when clicking on the actual cards.
  • Fixed Purification Stone not allowing targeting of commanders.
  • Fixed Redirect and Redirect Bot incorrectly cancelling other abilities triggering, fixed them cancelling your own abilities, and fixed them to only redirect the effect when the targeted ability is targeting only 1 card (E.g. This will now still work if a Cannon Fire targets the same card twice).
  • Fixed External Passive's not properly affecting ability cards played that turn (This fixed the interaction between Pain Stone and Heat Wave).
  • Fixed several group selection issues with the tilting of selected cards.
  • Fixed incorrect Dragon Token artwork for Agent Coyle, Hellbringer and Descension.
  • Fixed deck builder grid layout cropping cards off-screen at certain aspect ratios.


The Tutorial will have some time to go before it has all four missions completed and voiced properly, but we're already working on that as we speak, while also working on the systems that will help some of our other upcoming features. Thanks for checking out the patch notes, remember to tell a friend about our game until they're minorly annoyed by you, and we'll see you on the battlefield, Rift Runner!

Discord: discord.gg/y8KGxk4
Patreon: patreon.com/lightmarestudios