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Balance & Minor Improvements Patch | IWC 0.85.0 Beta Patch Notes





[h2]Minor Features[/h2]
[h3]Automated Store Rotation’s[/h3]
We have now begun our overhaul of our in-game store to better and more frequently showcase exciting cosmetics and bundles for everyone. A new weekly and daily rotation system has been added so be sure to check back frequently.
In addition to this, we have added over 100 new cosmetic items to the rotation, and several new alternate art bundles that have never been seen before.

[h3]UI Improvements[/h3]
With the new skinning system soon to be available, we have made many underlying UI system changes for the main menu that have resulted in various small improvements. Two examples are the more visible highlighting of the selected player deck, and a mini queuing panel that is shown beside the friend’s button while in-queue for a game.

[h3]Card Description Consistency Wording Pass[/h3]
Thanks to Reuben and Kevkas, hundreds of cards have had their descriptions updated to be more consistent with each other and their effects. This has also fixed a large number of spelling, grammar, and punctuation mistakes.

[h3]Discard & Overcharge Targeting Changes[/h3]
We have done a complete pass over all Overcharge and several Discard deployment / activation effects to now use targeting, allowing you to choose which specific card to Overcharge or Discard in the hand.
The updated cards include:
  • Agent Coyle, Hellbringer
  • Devil of Despair
  • Splatterer
  • Vah’Nash, The Ritual Master
  • Yagron
  • Asu-Ra
  • Agent Coyle, Divine Demonic
  • ALL OVERCHARGE CARDS


[h2]Balance Changes[/h2]
[h3]Rift Run Rebalance[/h3]
Thanks to all the thousands of Rift run games that have been played we have collected some excellent data on the various win rates of specific faction combinations, specific cards, and the overall pick rates during drafting. While overall the win rates for most common faction combinations were well within our expectations, there were a few key over and underperformers that we are hoping to address with a wide array of rarity changes.
Overseers were vastly overperforming other factions, with triple overseers especially being the single best purity combo. This was due to their high density of removal, evasive bodies, scaling threats, and easy synergies. With this update we are pulling back on Overseer’s removal especially in a massive way, as well as some of the top tier Champions. While at the same time diluting their 1P options especially by making some weaker cards more common.

Exiles have also received some similar changes, though their issues were often more to do with a few select cards being too common or impactful.

On the other end, Cult of Verore and Descendents of the Dragons have been consistently underperforming and have had a number of updates to see their most iconic tools appear more often, while also making sure some of their more niche cards are appearing less often as well as nobody wants their 5th Find your Way in the often tempo based Rift Run Format.

Other factions have also received many minor buffs or nerfs, and some of the rarest cards in the format have been made more common where appropriate now that the format has seen more playtesting.

Overall thanks to everyone who has played so far and we look forward to everyone trying out the new changes.

[h3]Card Balances[/h3]
A number of minor and major card balance changes have been approved by our Patreon voters and will now go live.

Sacrifice Changes
Players have continued to dominate with decks that abuse various repeatable sacrifice engines from the command zone, especially in conjunction with Nero. Likewise these cards have heavily restricted the design space of "Sacrifice Matters" effects in future releases. So we are looking to nerf or limit a number of these cards that allow repeatable sacrificing.
Nero, Crypt Delver will not be nerfed this patch, however the card remains on our watchlist and will be adjusted if these changes are not enough.


Demon of Gluttony: Can now only sacrifice a Character once per turn.
Goal: Both reverts the card closer to its IW1 functionality and restricts the card from sacrificing more than once per turn, limiting the frequency of free sacrificing from the command zone, which both opens up design space and indirectly nerfs "sacrifice matters" cards like Nero.

Rita, Shadow Priestess: "Sacrifice a Character you control: Heal Rita 5 health." changed to "Sacrifice a Character you control: Fully heal Rita. Activate this only once per turn."
Goal: Restricts the card from sacrificing more than once per turn, limiting the frequency of free sacrificing from the command zone, which both opens up design space and indirectly nerfs "sacrifice matters" cards like Nero. The card receives a minor buff by now fully healing.

Mega Unit 03: Activated ability can now only be activated while deployed.
Goal: While the artificial Character requirement made this harder to use than other sacrifice engines, being able to stack multiple Barriers while in the Command Zone made it difficult to remove. This has been given a Deployed restriction rather than a once per turn limit because we think that it's ability to stack protection once you have deployed it is exciting for such a high cost unit.

Candit's Thrall: Stats increased from 2/2 -> 5/5. Text changed to "When Candit's Thrall is killed or Sacrificed by an effect you control, draw a card."
Goal: Candit's Thrall has always struggled as an extremely low statted sacrifice fodder due to its high cost and low payoff. Likewise CoV requires more solid bodies to compete in Rift Run. So alongside the nerfs to a number of sacrifice engines, we want to significantly buff Candit's Thrall and bring it in line mechanically with cards like Rita's Thrall that trigger off being killed by a friendly Mass Death etc.

Splatterer: Add "Activate this only once per turn."
Goal: Splatterer has been having an outsized effect in Rift Run, especially as a commander, being extremely difficult to stop or predict with multiple activations. This change will allow for the card to remain reasonably common but reduce some of the most high risk/reward plays.

Volatile Genome: Add Exile 6.
Goal: With the large recent nerfs to Scramble we have seen some minor Volatile Genome play, but wanted to give it a minor boost via the exile mechanic, foreshadowing its effect but reducing its cost. We expect this'll now be a heavy hitter in most demon heavy decks.

Scramble: Cost decreased from 9 -> 8
Goal: The recent nerf to Scramble has been very effective at removing it from high level play as planned, and we believe it is safe to revert the cost increase so that it can be slightly more efficient for casual play and Rift Runs.

Scepter of the Deep: Increase morale cost of the flying Demon tokens to 4
Goal: Scepter of the Deep has shown itself to be a solid Control option in both Rift Run and Constructed, however we wanted to slightly increase the morale cost of the Demon tokens to increase counterplay in situations where the artifact is destroyed.

Enyah of the Infinite Possibilities: Add a minimum deck size restriction of 60 cards when using her as a commander.
Goal: As the cardbase has gotten larger with the release of new sets, and the number of multifaction cards especially has increased, Enyah has moved from a gimmicky deckbuilding restriction to a constructed powerhouse that will only get more power with additional releases. By adding a larger deck size restriction, this should help bring her back to her former power level until more permanent solutions like set rotation are implemented.

Unstable Bomb Bot: Changed "At the end of turn," -> "At the start of combat,"
Goal: A long requested change to bring the card closer to it's IW1 functionality, especially so that it can be used defensively to blow up a board state before combat. Should help buff Genesis in both Rift Run and potentially constructed.

Karckk: Now moves to the front of the Assault Zone when overcharged 6+ times.
Goal: A quality of life improvement so that Karckk can better make use of his Unstoppable and large stats to clear the way and be used as a game finisher in Rift Run or Constructed rather than languish at the back of the Assault Zone.

Marina, Touched by Infinity: Stats increased from 4/4 -> 8/8.
Goal: Early versions of lifelink being tested during Intrigue's development scaled with the Character's health, rather than healing for a fixed amount, this meant that early lifelink Characters were extremely understatted. Since the change to lifelink, most lifelink Characters except Marina have had their stats increased to a reasonable level, and so we believe its time to do the same with Marina, especially to help her to be useful in Rift Run.

Never Forget the Fallen: Remove the Beast clause.
Goal: 2 Purity Warpath is one of the most insular double purity cardsets, limiting deckbuilder creativity and helping reduce its power somewhat in Rift Run. Never Forget the Fallen as an already expensive and double purity card we believe is a safe candidate to make it a bit more flexible to work for decks that don't purely run Beast Characters.


[h2]Bugfixes[/h2]
[h3]General Fixes[/h3]
Fixed the replay system not supporting targeting the same card multiple times, resulting in the game replaying differently.
Fixed deck covers for a deck not saving after restarting the game.
Fixed the Console not unloading when closing it, which caused heavily reduced frame rates.
Improved main menu support for aspect ratios smaller than 16:9, now those with inferior technology can enjoy the menus, In-game support coming soon.
Fixed Purified Purpose quest incorrectly completing when using a mixed purity deck.
Fixed the item displayer in the inventory showing the incorrect item image after browsing card items.
Fixed input handling still working when the console or bug reporter screen is open. This stopped cycling of selected cosmetic card variations in the deck builder, and escape handling for underlying panels.


[h3]Card Fixes[/h3]
Fixed Vasir's Strategem not working with an empty hand.
Fixed Xac’s transformed card art to now show the Lord of the Pit artwork.
Fixed Luftkrieg Xi, Anti-Air Array from damaging friendly Flying Characters.
Fixed Mega Unit 01 to return its pilot to its original zone instead of the support zone.
Fixed Covert Battlesuit losing its keyword effects after combat with the opponents Fortress.


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

Balance Patch | IWC 0.84.1 Beta Patch Notes





[h2]Community Tournament [/h2]
Join jgsnowbaorder for the monthly Infinity Wars Tournament! Compete in a best of three Swiss-style format, with a cash prize for first place. Every participant receives at least one free pack.
Find more information and sign up here.

[h2]Balance Changes[/h2]
Scramble: Cost Increased from 8 -> 9. Removed Exile cost. Text Changed to " Transform any number of target Characters you control into random Characters that costs 2 more."
Scramble as one of Exile's few high cost ability cards could be very exciting to the types of players who enjoy high variance transforms. However its power level, primarily in the disruption of the opponent's board state could lead to incredible swings in even more highly competitive environments where such a high degree of randomness isn't appreciated. Additionally it could also negate a lot of deck synergies or complex gameplans in a single turn. Due to this, Scramble is being reworked to be one sided, and its effect magnified. This also should give room potentially for other Exiles board wipes such as Volatile Genome more breathing room.

Evellee, Mage Guild Recruiter: Decreased stats from 5/10 -> 5/8 and her 2nd activated ability now exhausts her for two turns.
Evellee is a very exciting commander with a huge amount of deckbuilding potential which we have seen be a powerful option in a wide variety of decklists and playstyles. By reducing her health we hope to provide more counterplay options early game, while decreasing the frequency in which she can be activated will lower her power level, but not so much that folks can't continue to experiment with her.

Made Mighty By Metal: No longer has its cost reduced by 15+ Attack Characters in your Command Zone.
While this big Elephant has been performing well as a top-end reward for the 15+ Attack matters archetype, using it as a double or triple Command Zone option leads to it being extremely cheap at too early a point in the game.

Carrion Creeper: Health reduced from 7 -> 6
Carrion Creeper since having its sacrifice ability changed to only working on deployed Characters has been a powerful aggressive tool. However the high health meant it was often extremely difficult to trade off. This change, while seemingly minor, will likely allow for much more counterplay.

Champion's Herald: Removed cost reduction.
While Herald's ability is very telegraphed, the double acceleration of both haste and cost reduction often left very little room for counterplay. While this is a significant nerf to the card, its decent base stats combined with the expanding roster of Unique Characters means we expect it'll still see play in the future.

Cultural Exchange: Changed from Multi Faction to Hybrid purity.
Cultural Exchange was one of the most anticipated casual cards of the Revelations spoiler season. Unfortunately the high purity density of many locations have made the card incredibly narrow. This change still leaves the card at a low power level but allows creative deckbuilders a lot more freedom to experiment.

Defender of the Realm: Changed text to "Defender of the Realm has +4/+4 for each location you control."
A quality of life improvement to go alongside Cultural Exchange now that multiple locations are possible.

Ghost Knight: Text changed to: "When Ghost Knight becomes the target of an Ability, it permanently gains +4/+0 and is Removed until the end of turn."
While having a very unique statline, Ghost knight was in a very weird spot where it was resistant to single target removal, but doing so made it unable to attack, which often achieved much of the same goal. By adding a buff, it opens up a niche for the card to be used alongside Genesis or to dodge board wipes etc.
While we expect the card to still be niche, at least it opens up new options.


Intervention: The targeted Character's cost is now reduced by 2.
Intervention has long been one of the single least played and least powerful cards in the cardpool. Even worse, it looks like it could be used in a flicker/deploy synergy deck, but it was so tempo negative that it was actually a trap. This new version will reduce that tempo loss, and allow for clever plays.

Converted Prototype: Stats increased from 9/11 -> 11/11
Converted Prototype was one of the least played and least picked factioned "Vanilla" (Character with no abilities.) cards in Rift Run. While this card will remain weak, it will be a slightly less embarrassing option.

Luftkrieg Xi, Anti-Air Array: Reduced cost by 1. Changed text to "When an enemy Character with flying attacks your Fortress, deal 4 damage to that Character."
Genesis not only had an incredible glut of Artifacts at 5 cost, this artifact was extremely narrow and didn't even achieve its goal of negating small fliers very well. While more powerful options like Denial of Flight and Anti-Air Missile will continue to be the premium flying hate, this change will give an additional option especially for decks that want a critical mass of artifacts.

[h2]Bugfixes[/h2]
[h3]General Fixes[/h3]
Card VFX optimizations: Ran a pass over all ability visual effects to ensure they all play at a reduced time, making it feel faster when executing in resolution phase.
Fixed the grid card display filtering in the deck builder not accounting for excluding from deck commander rules. E.g. Swarmer Broodlord.
Fixed deck builder allowing x4 counts of the first deck card, which exceeded the allowed limit.
Fixed 'Artificial' not being searchable in the deck builder when searching by card tags.
Fixed the filters not fully resetting when closing the Deck Builder.
Fixed commander rules not being fully supported for rift-run drafting. You can now properly draft a swarmer deck, or Bek dragon deck etc.
Fixed clicking profile display in main menu not showing the profile screen.
Fixed deck builder being openable from other menu screens due to overlapping raycasts.
Fixed Rift Run drafting not allowing unlimited counts of cards, including non unlimited cards.
Fixed Abandoning a Rift Run match not resetting the win streak quest.
Added failsafe for when you draft an illegal rift run deck, prompting you to redraft your deck.
Fixed Rift Run drafting including banned cards.
Tweaked Rift Run drafting rates.



[h3]Card Fixes[/h3]
Fixed Collector gaining stats from mission cards.
Fixed Evolving Parasite transforming into target even if it didn't kill it
Fixed Dive freezing the game when used on an Angel while Lilariah, Champion of Grace is on the battlefield
Fixed damage redirecting not working with Infect (This fixed Martyr Golem’s death from absorbing Infectious damage not being stolen by the opponent).
Fixed Infected Purifier being stolen by Infect death when it transforms when its death replacement effect goes off.
Fixed Guard not working when targeting opponent cards for the first target.
Fixed Ghost Knight's OnTargetted effect not working when targeted by an Ability card.
Fixed Kidnapped by Demons not advancing whenever characters you control are killed from an opponent's Tome of the Dead.



[h3]Hotfix Changes - 0.84.1[/h3]
Fixed Rift Run drafting system incorrectly choosing factions for the pool that are not matching the current commander purities, resulting in hybrid cards showing up way too often.
Improved Rift Run drafting pools to better support commander rules that ignore purities for cards. E.g. Bek, Dragon Tamer, Agent Coyle Synergy.
Fixed Swarmer Broodlord's commander rule only allowing Insectoid Characters in the deck. Now works properly with Abilities, Locations, Missions, Artifacts.
Fixed Ethereal Fusion's token showing the incorrect card art after combining the target cards into a new card.
Fixed Low Orbit Ion Cannon exhausting for 3 turns, when it should only exhaust for 2. Also updated description to be consistent with other exhaust abilities.
Fixed Champion's Companion not allowing the affected cards that were given Haste to use their Activate ability after it's deployed.
Fixed visual bug with the Exhaust 'zzz' display incorrectly showing on cards in the support zone after it's deployed, when it has Haste.
Fixed the Lifelink mechanic to only heal the fortress if the damage is combat (This fixed the synergy between Answer the Call and Kraos healing the fortress too much).
Fixed Jinhai Dojo allowing its Pay X effect to be used to remove characters even if the player has no resources available. Also add tooltip to list the currently removed characters by Dojo.
Fixed resource amount to be properly updated when using resource abilities (E.g. Jinhai Dojo & Siphon Structure)
Fixed Ferocity to allow targeting commanders during the planning phase.
Fixed Nix, Justiciar of Dawn not allowing targeting of commanders for deployment effect.
Fixed Demon of Fear not allowing targeting of your own cards.
Fixed Agent Coyle Mechborn's ability allowing unlimited activations in a turn.
Fixed Agent Coyle Mechborn's transformed dragon state keeping the activation ability and fixed its description to properly show its keywords.
Fixed Hellcaller not filtering for Demon cards when targeting the deck, now making it easier to choose a target.

Added new card art animation for Genesis Dragon. This is used for the Dragon token created by The Dragon Project and the art used for the transformed Agent Coyle Alpha One & Mechborn.



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

New Rift Run Gamemode | IWC 0.83 Beta Patch Notes






[h2]Missing Items[/h2]
A reminder to all players that have reported missing card items from their Infinity Wars account transfer, please fill out This Survey Form and provide any information you might have.
This survey will only be available for a limited time, so submit your report as soon as possible.

[h2]Major Features[/h2]
[h3]New Gamemode: Rift Runs[/h3]
Rift Runs in Infinity Wars Classic is a “Limited” format where rather than having open deckbuilding, you create a deck during a “Draft” phase and then play multiple games with that deck. Play until you get 9 Wins or 3 losses.

The Rift Run gamemode is currently available for free to all players, therefore Rift Run specific prizes are currently disabled. Regular rewards including XP, gold and battlepass progress are still available and equivalent to standard multiplayer matches.

[h3]Worn Cards[/h3]
The first iteration of the worn-cards comes to replace the previous greyscale free-to-play model with weathered and aged in-game cards. This is the result of a previous voting experiment, thank you to all that voted, feel free to give us feedback about this first iteration.

[h2]Minor Features[/h2]
[h3]8 New Revelation Specific Quests[/h3]
New quests have been added to the quest rotation, asking you to try out certain combinations of Revelation set cards in your games.

[h3]Right clicking for Activated Abilities[/h3]
Right click on a card with an activated ability as a shortcut to activate it, this doesn’t currently have a sound effect but we hope to have that added soon.

[h3]Application Window Flashing[/h3]
When a game starts, the IWC executable icon in the start menu will now begin flashing, alerting you if it is minimized while you wait in queue.

[h3]Set Number Changes[/h3]
Set numbers of all cards (except promotional cards) have been standardized and tokens no longer display a set number.

[h3]Bugfixes[/h3]
Fixed Deadly effect working on Immune to kill cards (e.g. Dirty Devil in combat with Cavalry Paladin).
Fixed Filthy Larry's Callshots tokens not being discounted.
Fixed errors occurring with loading screen behavior within the main menu.
Fixed card animations for Give Him A Jetpack, Aerial Commando and Shun Howl’s Token
Fixed the ‘banned’ filter in deck builder sometimes not working.
Fixed placeholder lore text displaying for cards in the inventory when it has no lore assigned.


[h2]Update: Version 0.83.1 - Rift Run Prestige Pass[/h2]

[h3]Minor Features[/h3]
Rift Run Prestige Pass
To celebrate the new Rift Run game mode, we have added another Prestige Pass for you to unlock more rewards. Set it active now, in the Main Menu -> Rewards -> Prestige Pass

[h3]Changes[/h3]
Added Draw Plaque: When finishing a game, the match result screen now shows the draw plaque.
Adjusted Rift Run Card Drafting Rates: Using our metrics gathered from Rift Run’s over the past week, we have done some adjusting to the rates at which cards will appear in the pool. We will continue to adjust these as we gather more statistics.
Reduced XP gained from private games.


[h3]Bug Fixes[/h3]

General:
Fixed issues with incorrect or missing card descriptions.
Did a consistency pass on card descriptions for cost reductions effects.
Fixed issues with right-click abilities not working properly with targeting.
Adjusted right click ability activation audio.
Fixed Resigning a rift-run game not counting as a loss.
Fixed Rift Run win streak quests not tracking progress.
Fixed Rift Run UI not supporting different aspect ratios for progress UI and the quest displays.
Fixed Rift Run Quest displays sometimes not going into the correct category group.
Fixed in-queue display not showing the correct deck when in-queue for Rift-Run.
Fixed card displays in the main menu not displaying purity icons.


Cards:
Fixed Deadly effect working on Immune to kill cards (e.g. Dirty Devil in combat with Cavalry Paladin).
Fixed Vasir, Demon Prince inconsistently choosing between its sacrifice effect or player damage.
Fixed Ability cards dying and moving to the Graveyard not sometimes being put on top of the Graveyard.
Fixed Splitter bot lite sometimes creating four tokens on death.
Fixed Zealous Protector not ascending if moved during combat.
Fixed Dugg allowing unlimited health when it wasn't in play. Also fixed it not re-applying the health limit when Dugg leaves play.
Fixed Rita shadow priestess healing multiple times when sacrificing
Fixed Ascending Swarmer's text to say 'other Insectoids', to be consistent with other swarmers.
Fixed 'Transform into target' effects, not being consistent with 'Copy' and 'Exact Copy'.
Fixed Fetid Intrusion not allowing the killed character to be played from the Graveyard the next turn.


[h2]Update: Version 0.83.2 - Hotfix[/h2]

[h3]Changes:[/h3]
Fixed Issues with Create Copy effects soft locking the game
Fixed Issues where purity selection could be interrupted by network data, causing UI issues.
Fixed Splitter-Bot Lite not creating tokens
Updated Rift Run Play UI Text to be more informative in relation to Rift Run Quests


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

New In-Game HUD | IWC 0.82.1 Beta Patch Notes





[h2]Community Tournament [/h2]
Thanks to JgSnowBaorder, a Monthly Community Tournament is being run this weekend. In preparation, we are releasing a stability bugfixing patch alongside other exciting new features.
If you are interested, there is still time to sign up here.


[h2]Missing Items[/h2]
A reminder to all players that have reported missing card items from their Infinity Wars account transfer, please fill out This Survey Form and provide any information you might have.
This survey will only be available for a limited time, so submit your report as soon as possible.


[h2]Major Features[/h2]

[h3]New In-Game HUD[/h3]
We have now made a visual pass to the in-game heads up displays (HUD) to bring it in line with the current main menu UI standards and style.


[h2]Minor Features[/h2]

[h3]Sound Effects Pass[/h3]
We’ve performed a major pass on the in-game SFX, with the majority of the missing SFX on cards now fixed.

[h3]Card Frame Rate Change[/h3]
Due to the poor documentation on IW1, we initially believed that the frame rate for card animations was 10 frames per second. We’ve recently received old files that confirm that the correct rate was 12 frames per second and we have adjusted the game to match.


[h2]Bugfixes[/h2]

[h3]General Fixes[/h3]
Fixed friends appearing offline after leaving a room (transition period when connecting to master server).
Fixed renaming or re-skinning card disabling card customization buttons.
Fixed Wish and Draft choice cards not supporting zooming the displayed preview cards.


[h3]General Card Fixes[/h3]
Fixed Multi-Lives not resetting the lives amount when the card dies. Now the lives are regained if returning to the deployed area.
Fixed deadly damage to work with damage redirecting.
Improved card stat tracking systems, to work more consistently.
Fixed Unique notification showing up when the card is already deployed.
Fixed External Passive systems not correctly triggering ‘On Enters Deployed’ effects when tokens are created.


[h3]Card Fixes[/h3]
Fixed Carlota's Arbitrator deploy payment not allowing deployment when one of the possible wish options could be afforded.
Fixed Shield Generator granting Indestructible instead of Barrier
Fixed Mechborn activation disappearing.
Fixed Memorial to Heroes not correctly triggering it’s token creation effect with OnEntersDeployed effects.
Fixed Aleta's Attendant triggering off enemy abilities in some rare situations
Fixed Carries New Life granting resources when sacrificed from Command Zone.
Fixed Shun Howl's Urn effect triggering when removed.
Fixed Meditating Monk not working correctly with non-combat damage, and adjusted the description to make the effect clearer.
Fixed Poison and Flame Strike damaging cards not in play
Fixed Dugg triggering while out of play in some situations
Fixed Fetid Intrusion not allowing you to cast the stolen card from the graveyard on the following turn.
Fixed Tome of the Dead not taking control of opponent cards that got killed from it.
Fixed Wish OnPlay cards not supporting deployment when one of the wish choices could be afforded (Fixed Carlota's Arbitrator).
Fixed Nero's Experiment recall costing 5 instead of 6.
Fixed game hang caused via Made Mighty by Metals death prevention.
Fixed Struggle for power remaining in play on missing complete when the opponent has no cards to steal.
Fixed Invincible Defender and Warden of the Wall incorrectly working off non-combat damage
Fixed Taiga Combat Reconstructor not providing any stat buffs.
Fixed Phalanx Commander damage redistributing not synergizing with Deadly effects.
Fixed multiple Martyr Golem's not properly redirecting Deadly damage (any redirected combat damage from a deadly card should be lethal).
Fixed Zuza overriding death of controlled card when Zuza and controlled card are simultaneously killed
Fixed Ultra unit sacrificing all mega units instead of one of each
Fixed Drason's Revolutionaries tooltip displaying incorrect damage value
Fixed Extirpate not working on Untouchable cards.
Fixed Agent Coyle, Zomborg's Pay ability being counted as combat damage (This fixed it's synergy with Pain Stone).
Fixed Memorial to Heroes not working with token creation.


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

Balance Patch | IWC 0.82 Beta Patch Notes





[h2]Missing Items[/h2]
A reminder to all players that have reported missing card items from their Infinity Wars account transfer, please fill out This Survey Form and provide any information you might have.
This survey will only be available for a limited time, so submit your report as soon as possible.


[h2]Major Features[/h2]

[h3]Friend Online Status Improvements[/h3]
Friend displays have been greatly improved so that players can now see a detailed status for what activity their friends are doing when online. This includes showing when they are in-queue, in a private lobby, or in-game, with additional information that identifies what game it is.
Collapsible groups now also separate between Online and Offline friends.

[h3]In-Game Battlefield Visual Pass[/h3]
The visuals of most battlefields have been reworked to appear closer to their IW1 counterparts, featuring enhanced lighting and materials making the battlefields now look better than ever.
To celebrate, a number of battlefields will be available in the store this week.

[h3]Initiative based Day / Night Cycles[/h3]
It's about time, Infinity Wars now features a dynamic, initiative based time of day system.
Players will now be able to tell if they have initiative by looking for the sun, those without will bathe in moonlight.
This provides players more immediate feedback for if they currently have initiative.
Timestopper actually stops time now!


[h2]Minor Features[/h2]

[h3]Pack Drop Rates & Improved Descriptions[/h3]
Drop rates for cosmetic types and card rarity now show on all pack items that use randomization. Only the cosmetics that apply to the pack will show its chance rates. If its chance is 100%, it will be “Guaranteed”.
This is now integrated when viewing the description of any pack, whether that be from the Store, Inventory or Pack Opening.

[h3]Inventory Filtering Polish[/h3]
When filtering card items in the inventory screen, the circular amount text shown on each card now represents the total amount according to the active filters. When filtering, the cards shown will now only include the ones that exactly match the selected filters.
Another filter menu has also been added for filtering cards by Rarity.

[h3]Deck Cover Art[/h3]
It is now possible to select what art is used for each deck, making it easier to remember what deck is what! The art can be assigned from within the deckbuilder by first bringing up the full screen card display then pressing the ‘Set as deck cover’ button below the card.

[h3]Changeable In-Game Card Movement Speed[/h3]
There’s now an option for changing the in-game card movement speed, this option will affect how fast cards move around the board and individual interactions. This includes three options of Slow, Normal and Fast. This can be changed in the settings menu, under the Gameplay section.


[h2]Balance Changes[/h2]

Agent Kael: Text Changed to
"At the end of turn, if a Character you control with attack 15 or more is on the Battlefield, draw a card.
Pay 5: Fully heal all other Characters you control."

Goal: Agent Kael's card draw ability being very close but not quite the same as previous 15+ attack synergies both lead to some confusion and awkwardness into slotting him into decks that play around with that theme. In addition we have buffed his healing ability as it was extremely overcosted.


Devil of Despair: Increased stats from 6/6 -> 6/8 and its activated ability can now be activated from the Command Zone.

Goal: Devil of Despair's redesign, especially the removal of its haste made playing it main deck often very unappealing, while at the same time losing the utility as a commander for discard based decks. These buff should help mitigate both of these factors, while the low consume value makes it less swingy than its earliest designs.


Champions Companion Text changed to
"Flying
While CARDNAME is deployed, Unique Characters in your hand with base cost 5 or less have Haste."
Reverted back to 3 cost 5/5 stats.

Goal: As part of the Champion rework of Overseers in the last major non-Revelations balance patch, Champion's Companion didn't end up in a place we were happy with. This new design will allow Overseers to support low cost Unique Characters, while fulfilling a role different to Aunissial or Champion's Herald. Especially as a 1 Purity Card.


Xi, Who Wanders Far: Text changed to
"While Xi, Who Wanders Far is deployed, missions you control cost 1 less.
At the start of combat, if Xi, Who Wanders Far is attacking, the first enemy Character in the Assault Zone cannot attack this turn."

Goal: While we found the gameplay of having a DoD Character that attacks to defend worked quite well, the permanent attack reduction was often too punishing for how early Xi could be deployed, shutting down aggressive options extremely effectively even if she was quickly removed. So we are modifying her effect to now prevent attacks to still allow her to shut down parts of the Assault Zone or discount your missions if left unchecked, but not leave such a long lasting impact in early turns of the game that can be difficult to recover from.


Covert Battlesuit: Reverted changes of the previous patch. Changed text to
"When Covert Battlesuit enters the deployed area, it gains untouchable and indestructible until it leaves combat with a Character."

Goal: While Covert Battlesuit's gameplay in intrigue was essentially a test run of the Barrier mechanic, it had enough differences and a focused role to fight decks without Characters that it was unfairly diminished when it was converted to use that Barrier mechanic. So we are reverting the change in the interest of deckbuilding diversity.


Canopy Defender: 5/10->5/12

Goal: With the background development of Rift Runs being currently worked on, a number of cards are having minor changes are being pushed forward that will likely have very little impact on construction but will help fill out lower rarity cards for the Rift Run gamemode. Canopy Defender is one of these changes, making it slightly more durable and increasing the density of playable reach Characters overall.


Bad Bot: Reduced cost from 4 -> 3

Goal: One important element of Rift Runs is having support cards for various "build around" archetypes, this means that there is a tension between choosing a pile of the best cards vs supporting synergistic decks that aim towards a particular strategy. This cost reduction aims at providing a 15 attack character to be either used in Secluded Constructor style decks, or with cards like Defiant Engineer in Rift Runs.


Cloaked Operative: Gains Barrier 1 (Regardless of its overcharge effect, which remains the same)

Goal: While Haste is often only rarely appearing in Genesis, Cloaked Operative's statline was laughably below average, and so we wanted to use the new-ish Barrier keyword to buff the card in a way that was somewhat unique to the faction compared to how haste is used elsewhere.


Orion, Master Architect: The token in the graveyard is now granted haste during the next turn.

Goal: Orion's redesign significantly reduced the tempo of an already often weak card, so we are adding temporary haste to allow you to deploy the tokens he creates at a similar speed to his IW1 design.


Shrapnel Launcher: Gains Reach, and can sacrifice artifacts.

Goal: Part of the upcoming Rift Run gamemode is supporting "build around'' cards that encourage a player to focus on specific combos or cardtypes during the drafting phase. Shrapnel Launcher has long fallen into this category but has been a little too weak and narrow. While we don't expect this to push the card into constructed play, making it able to sacrifice a larger array of things will allow it to act as a kind of glue between Artifacts and Artificials themes in Genesis during Rift Runs.


Pyr Quartermaster: Stats increased from 6/4 -> 7/5. The first deploy option now creates a Pyr token in hand rather than drawing it from your deck.

Goal: Pyr Quartermaster's low stats and requirement to play 1 or more copies of Pyr often made it feel like a trap in even dedicated aspirant decks. In addition to this, the card is extremely awkward in Rift Runs, due to having to find a Pyr. This change makes it so it plays better in Rift Run without getting too huge of a power boost.


Mega Unit 03: Change activated ability to "Sacrifice an Artificial Character: CARDNAME gains Barrier 1 and Unstoppable. Activate this only once per turn."

Goal: When Barrier was added, this card's redesign wasn't confirmed in time to be added. This is also a minor buff to one of our favourite niche strategies as you can stack multiple instances of Barrier.


Hell's Gambler: Cost Increased from 6->8. The Card that has its cost reduced is discarded at the end of the next turn.

Goal: Hell's Gambler has both been too efficient compared to other high cost ramp tools, even with it being more difficult to sculpt your hand size or composition to reliably hit the right target. Another issue has been negative gameplay created by hitting a high impact card that isn't useful right now, such as Calamity and then being able to leave it in hand for later in the game. This change will not only mean that you have to use the card right away, and increases its risk of being used, but can tie into exile or discard matter cards as a backup option to be considered during deck creation.


Nero, Crypt Delver: Nero's effect now works with Sacrifice effects. Activated Ability now sacrifices rather than kills.

Goal: While Nero's original design was intended to work primarily with kill effects such as Mass Death, getting you to kill your own stuff to get future zombies. This ended up not playing out very well with the rest of the cardbase, and so will now work with cards from both factions such as Carrion Creeper or Blood Arrow. In addition, many players already though this was how it worked or was supposed to work, creating a lot of confusion and bug reports. This is a significant boost in power level, especially as a commander, so we'll be keeping an eye on how this plays out.


Believer of Paragons: Indestructible effect only works while in the battlefield, not just while deployed.

Goal: While we are happy with the overall redesign, we want to tone down the power level slightly, especially making it foreshadow its effect better when played from hand and making it unable to sit safely in Support for a long time.


Taiga, Combat Reconstructor: Removed "other" clause so she can buff herself.

Goal: As a low cost "Lord" style card, Tiaga plays in dangerous space developmentally, able to very quickly become overpowered with only small changes to her design. So while we do believe her underpowered currently, we want to only make a minor change at this stage that allows her to become large at the end of a large combat phase without necessarily spreading those buffs over multiple zones.


[h2]Bugfixes & Improvements[/h2]

[h3]General Fixes[/h3]
Fixed inventory items not sorting by default items first, then by the item name
Minor tutorial fixes related to UI and soft locks
Removed hold to resolve functionality on the end turn button
Fixed Trading Post 3 cost option (shuffle then draw) allowing you to draw a card with an empty hand.
Discord activity improvements
Added tooltips to let players know when they cannot play unique cards.
Added post processing to in-game scene
Fixed removing card from deck via vanity button sometimes removing incorrect vanity
Fixed game hangs occurring in offline game modes
Fixed issue where the "resolve mode" option in the gameplay failed to save the selection option
Inventory now only includes items that match all toggle settings
Inventory item displays count text now represents current vanity filtering
Added rarity filtering to inventory card filters


[h3]Card Fixes[/h3]
Fixed Concordant Collective preventing damage from opponent damage effects.
Fixed Made Mighty By Metal being unkillable outside of the battlefield, and fixed it’s death replacement effect not disabling after it’s first use in the turn.
Fixed Agent Mereor not affecting Agent Coyle, Singularity
Fixed Divine Demonic's discard effect only working when you had at least 1 character in your hand.
Fixed Great Fortress Of Xia Han desync caused when adding second location then undoing
Fixed Agent Synergy not ignoring unique tags of agent cards other than itself
Fixed card effects using the wrong owner upon triggering when dying (this fixed on death triggers from cards killed from Fetid Intrusion not working for the correct player. E.g. Lil'Timmy bot’s draw card effect).
Fixed Evelee, not recruiting to the correct position in the zone
Fixed gain control effects not working correctly when moving the controlled card to the deck, hand or graveyard
Fixed Avatar Of Daode not working from the command zone
Fixed Peaceful Garden not affecting the graveyard
Fixed Candit, The Demonic only removing 2 / 3 of the ability cards
Fixed Hellmouth Labourer buffing enemy demons
Fixed Super Infectious Zombie animation
Fixed Repel being able to target character of any cost
Fixed Micro Rift Research not being able to cancel targeting
Volcano Class Carrier can now activate more than once per turn.
Fixed Denouncer Of Heaven duplicate tooltip
Fixed Empath Battery triggering while removed
Fixed Defiance not being able to target the command zone
Fixed Carries New Life sometimes not sacrificing itself
Fixed Agent Mereor having inconsistent wording with its wish options
Fixed Ceaseless Hunger not being able to target the command zone
Fixed Defiant Monk, Pyr, and Augmented Ninja triggering from incorrect zones


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