1. Infinity Wars - Animated Trading Card Game
  2. News

Infinity Wars - Animated Trading Card Game News

Revelations Balance Patch | IWC 0.81.2 Beta Patch Notes





[h2]Review of Patch Version 0.81.2[/h2]
We gave an early preview of the patch to Platform_Disciple, who's reviewed and gone into great detail about all the changes. Check it out here or below:

[previewyoutube][/previewyoutube]

[h2]Minor Features[/h2]

[h3]Inventory Card Filtering[/h3]
We now have card filtering supported in the inventory screen when viewing your card library.
This includes filtering for Factions, Set, Alternate Arts, Foiling, Premium Borders and Stamped cards.
Note: The circular amount display on each card still represents the total amount of that card you own, so it does not change depending on your filters.

[h3]FPS Limiting Support[/h3]
Added FPS limiting support. You can now cap the frame rate that the game runs at.
This can be changed in Options -> Graphics.

[h2]Balance Changes[/h2]
Believer of Paragons: Cost:4 Morale:5
Character - Human
At the beginning of combat, if Believer of Paragons is deployed, the first Unique Character you control in the Assault Zone gains Indestructible until end of turn.
Pay 3: All Unique Characters in your Hand and Command Zone gain +2/+2. Activate only once per turn.
12/8
We were not happy with the previous design for a number of reasons, both treading on the toes of cards like Cassial, and not doing a good job supporting the Unique Characters themes. This rework we believe will better help the deck it is aimed at, especially with the upcoming Rift Run gamemode.

Carlota's Arbitrator: Cost:8 Morale:9
Character - Angel
You may pay 3 to deploy Carlota's Arbitrator, if you do, Remove it at the start of combat.
Flying
While Carlota's Arbitrator is deployed, enemy Characters entering the Deployed area don't cause effects to trigger
16/16
Arbitrator's effect is a useful tool to have against something that is otherwise often hard to interact with, however she came down too late in the game to impact some of the most important deployment timings. So we have added an alternate mode that can be used earlier. This rework also opens up some combos for the clever player.

Koro, Finder of Ways: Increase activation cost to 3. Fix Permanent element of the card.
Koro's redesign slipped into the previous patch, and we are very happy with her new gameplay loop, however she has a slightly higher power level than we'd like, so we want to slow her down a little bit, but fix up the bug that wasn't making the supply buff "permanent" as we want to see her used with reanimation or flicker effects to stack up buffs.

Death in Heaven: 8 Cost -> 10 Cost
Death in Heaven is incredibly powerful, falling into the rare style of board wipes that can hit the support zone. In addition to this, careful deckbuilding can make this board wipe often partially one sided. While overall we have seen some really fun new decks emerging from this card, we felt increasing the cost to better respect its immense power was necessary.

Serpent of the Western Wind: 4/4 -> 6/8
Earlier versions of this card where significantly cheaper, and thus an oversight occurred when the card's cost was increased without raising its base stats. While we want to flying lord effect to take focus over an efficient body, 4 health especially left the card far far too vulnerable.

Tormented Eidolon: Require battlefield for both effects. Wording changed to "At the end of turn, if a Character you control died this turn and Tormented Eidolon is on the Battlefield, it gains +2/+2, and next turn you gain 1 extra resource."
While sometimes difficult to enable, cheap resource increases are extremely powerful and so are ramping stats. To both simplify the wording of the card and lower the effectiveness of having this sit in your command or support zone, we have made both effects only trigger while on the battlefield.

Saber Tooth Snail: 8 Health -> 6 Health
Slow and steady wins the race. Snail takes time to enter combat, but its very efficient unstoppable stats we've found just a little too much, especially with health buffs from cards like Aleta. With its lower base stats it'll now need to rely on effects like that to get multiple hits in once it gets going.

Jade Golem: 8 Health -> 12 Health
Jade Golem was a bit too vulnerable in the defence zone and a bit too small if played from deck later in the game, so we have increased its survivability a little to encourage building a strategy around it more often.

Cassial's Grave: Reduce cost from 5 Cost -> 3 Cost
While certainly a powerful artifact, being locked behind having your Cassial die, and being relatively expensive wasn't very exciting. So we've made the generated artifact a little cheaper so you don't fall behind in tempo.

Dragon Tamer: Replace Exhaust with once per turn, only generates 6+ cost dragons
While designed more as a casual card and an option for Draft, Dragon Tamer exhausting itself made it's already huge overcharge investment too much, especially when you often needed to use the Tamer's body to survive long enough to use the Dragons it generates. In addition there was about a 5% chance to generate an Ao-Shun, Incognito which would be extremely frustrating. So to allow us to print lower cost dragons and to prevent this small annoyance, we have added a cost restriction as well.

Illegal Magitech: Reduce Cost from 3 Cost -> 2 Cost
Similar cards like Hunt have seen niche play, and there was concern during early testing that the ability for this card to find other copies of itself could be dangerous. However after additional playtesting by the community and the team, we feel that between the two faction requirements and the cost cap, this is safe to reduce in cost.

Project Hellfire: Morale increase to 3
Project Hellfire is extremely aggressive and can be combined with a number of other cards to double up hand or command zone buffs. We wanted to make using multiples of these slightly more risky with a minor morale increase. We'll be keeping an eye on if the card needs any future adjustments however.

Micro-Rift Research: Increase Cost by 1. Remove Pre-emptive.
This ability is incredibly efficient and flexible, able to prevent a huge amount of damage, save characters or repeat deploy effects. due to the broad range of uses and ability to stall especially, we have increased the cost slightly and removed the pre-emptive effect to make initiative matter more.

Nero's Experiments: Added permanent so it can raise multiple times
Nero's Experiments allows players to turn nearly any cheap character into their own Risen of Avarrach, grinding out a slow but steady victory. However because the effect wasn't permanent, its reanimation would only happen a limited number of times, playing against the purpose of the card.

Bile Imp: Increase Exile 2 -> Exile 3
Infect is a powerful keyword, and while we have been happy with this card's build around elements, this was often overshadowed by raw efficiency when deployed on turn 2, putting a stop to nearly any early Character play. This will now more often come down a turn later, when there are more counterplay options available.

Irial, Champion of Tenacity: Increased stats from 4/2 -> 6/6
Irial is another card that suffered from a last minute stat change after concern from early testing. However this lead to a particularly negative reception considering her prominence as a legendary and some of our marketing. We've given her a significant buff as a premium 3drop champion she was envisioned at, but will be be keeping an eye on her performance going forward in case we have overcorrected.

Spiritfire Disciple: Description changed to
"Vigilance
At the start of combat, if Spiritfire Disciple is attacking or blocking alone it fully heals and gains +8/+0 until the end of turn."
The attack alone trigger has been playing really well, but was hindered by the difficulty of having the Disciple survive it's first turn, often dying due to its vigilance. Thus we have modified the card slightly to still encourage this faction pair's gameplay style but with less awkwardness.

Drason's Revolutionary: Stats increased from 15/5 -> 15/8
While mostly a signpost synergy piece for the future rift run mode, and a deploy speed removal option with a heavy deckbuilding cost, we wanted to raise the floor slightly so that it didn't die to a stiff breeze.

Fickle Friendship: Increase Cost from 6 -> 7
While already a bit slow and expensive, it has the ability to both get past most immunities and give you an immediate attack or defence use as the stolen character remains in the same zone. Therefore we wanted to make it even a little slower to let if focus on its infiltration element and not create too much of a density of removal in Exiles.

Subject 1/MN-Y: Reduce stats from 5/12 -> 5/9
We've been seeing this good boy as a core pillar in a number of strategies, from tutoring specific cards to 15+ attack matters subthemes. However the base body is currently overly efficient, especially as a hybrid card with a very very low deckbuilding cost. This we are toning down the stats slight but still expect to see this doggo popping up in the right decks.

Rift Stabilizer: Reduce activation Cost from 3 -> 2
Rift Stabilizer is slow and expensive. So while it remains slow to activate, we are making it a little cheaper over multiple turns.

Vesta, Firebrand Commander: Increase Health from 10 -> 14
Vesta's attack trigger gives small but widespread incremental buffs, however it would often die on its first attack, making it difficult to stack up multiple triggers, so we've increased her health slightly to help make her a little more consistent.

Sceptre of the Deep: Two Demon Tokens to Hand -> One token to hand and another to your deck.
Sceptre of the Deep while effective in the grindiest of matchups to not get punished for playing Demons, the tokens where extremely slow to appear and would fill up too many crucial draws in multiples. Now one demon token is added directly to your hand, giving more consistency and allowing you to either apply pressure with a constant stream of free fliers, or save them up to use after a crucial board wipe.

[h2]Bugfixes[/h2]
[h3]General Fixes[/h3]
Fixed automated bug reports being sent multiple times in a game when a soft-lock occurs.
Fixed card reward granting happening if the user has invalid client credentials due to their system clock not being synced. Made sure to show a popup message with information regarding this.
Fixed Create Copy effects soft-locking the game when used on a filled commander zone.
Fixed granting Recall to a card causing the game to crash if the card already had Recall.
Fixed Draft Cards carrying over damage and modifiers from the source card.
Fixed legality not updating in the deck builder after selecting commander purity, which fixed the illegal text not updating.
Improved some slot repositioning behaviour, to be more efficient.
Improved in game logging performance.
Fixed "levelled up" text showing on the reward panel multiple times.
Fixed the prestige pass progress bar not hiding when in a replay mode.
Fixed prestige pass progress UI incorrectly scaling on match result GUI.
Fixed the news panel not showing upon logging in.
Fixed some UI display issues with the prize displays in the leader board screen.
Fixed Power and Health icons on card displays sometimes not rendering in the deckbuilder and pack opening screens.
Grayscale (the card) now makes the effected card grayscale (the vanity).


[h3]Card Fixes[/h3]
Fixed Fiery Wish not correctly granting Charge.
Fixed Scepter of the Deep not applying it's Morale properly, resulting in negative Morale on affected cards.
Fixed Serennia, Champion Of Life not triggering Rebel Peacekeeper.
Fixed Lilariah, the Rebel allowing multiple activations in a turn.
Fixed Dugg's win condition not properly checking the correct player, and incorrectly triggering if Humbled from Purification Stone.
Fixed Costs for various Token cards.
Fixed Take Control effects not correctly moving the card to the opponent field.
Fixed Zuza, Angelic Siren not returning the controlled character back to the opponents Support zone and updated description to support this
Fixed Burning Prejudice exhausting cards in the Deck and Hand zones.
Fixed Denial of Rebirth dealing too much damage.
Fixed Interdimensional Phase Bot working from the Hand and Graveyard.
Fixed Cassial, the Selfless ascending when redirecting 0 damage.
Fixed Wall of the Dead preventing non-combat damage.
Fixed Lingbao's Will increasing the Morale Cost for Characters that have 0 Morale.
Fixed Made Mighty by Metal's death prevention effect and Cost reduction effect.
Fixed Agent Coyle Synergy not accounting for itself in it's Commander rule, as it is Unique
Fixed Crestmoor's card art animation.
Fixed duplicate Recall tooltip on Repel.


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

Revelations Released | IWC 0.81 Beta Patch Notes



[h3]Revelations is now live![/h3]
All Revelations cards are now available to play. Check them out on the deckbuilder now!
We are thrilled to present our latest set featuring 100 new cards, including 40+ multifaction cards and the new Recall mechanic.
Various micro-rifts have opened across the worlds of Infinity Wars, enabling contact, conflict, and cooperation between all factions without the need to traverse the Old World.
Revelations is where things truly begin to escalate and become much more intricate as new threats rise and fall. You can find all the new cards on the Official Wiki, in the deckbuilder, or in the Revelations Spoiler channel in our discord. Also, check out Platform_Disciple's Youtube where he's done some impressive Revelations Card reviews of the entire set!
We are very excited to see all the new cards in action and want to thank again our amazing kickstarter backers that have made this possible.



[h2]Major Features[/h2]

[h3]Kickstarter Rewards[/h3]
The first wave of Revelations Kickstarter rewards has been granted to all our amazing backers that filled in the backer survey.
If you filled in your survey only in the last day or two, we’ll be doing another wave next week.
If you either have not filled out your survey or given incorrect details about you IWC account name, we will be contacting you soon to allow you to get your rewards as soon as possible.
Be sure to check out our "kickstarter_rewards_help" channel on discord if you have any questions or concerns.

[h3]Revelation Packs[/h3]
Revelation penta packs are now available on the store, replacing the previously available Intrigue packs. If you want access to coloured versions of new set, this is one of the best ways to get that.

[h3]New Prestige Pass System[/h3]
Every player can now switch between different set/season passes allowing you to choose the type of progression of items you wish. Those who had already progressed through a current prestige pass keep their current progress on that, allowing you to switch to another, or switch back to continue progressing if you have not yet completed it.
The Intrigue Prestige Pass will remain the default long term pass, while each new set will get slightly shorter reward paths to progress.
Previously, the levelling system for prestige pass progressed in sync with your main level, but now each prestige pass progresses at its own rate based on that pass' levelling up model. This means that you can progress faster/slow on a prestige pass than your main level.
A small level progression display is now shown on the match result screen at the end of a match, showing the user their current progression for the current selected pass.
You currently only get prestige pass progression from XP received after playing a game (inc. Quest completion), and not from features such as Daily Login Rewards. This is due to some UI and technical limits we'll be re-evaluating in the future.

[h3]New Store Rotation[/h3]
New items are now available in the store, including previously unseen alternate art bundles, each bundle will be available for two weeks only, and the store will rotate each Friday, so be sure to check back each week.
The Intrigue Full set single pack is also now available for the first time, giving you access to a single colour copy of each of Intrigue’s 100 unique cards.
Finally, we have also made some adjustments to our Player Titles, adding more comedic and personalised titles in future store rotations to help players tailor their profile to their liking.

[h3]Badge System[/h3]
Announced during the Intrigue kickstarter, the Profile Badge system is finally here, with different rarity icons that can be displayed on your profile. This system is still in its early stages but you can now finally use our amazing new kickstarter exclusive badges via the profile page.


[h2]Minor Features[/h2]
[h3]New Full Set Pack Opening[/h3]
Massive improvements have been made to our Full Set Packs, which now have new graphics and UI layout for opening that isn’t just a text list. They also have new box art thanks to the amazing Nick.

[h3]Wording consistency updates[/h3]
Dozens of cards have had spelling fixes, grammar fixes, or wording changes to make similar cards more consistently worded or better reflect how they actually work ingame.

[h3]Revealed Card updates[/h3]
Cards that target your hand or deck now more consistently apply VFX and communicate when they are revealed to your opponent. Essentially the rule of thumb is that single target hand cards will get revealed (like Fiery Ascension) or any card that explicitly reveals (like Wild Hunt.) Cards like Dark Wish that target the deck however will not reveal the card to the opponent unless their card text state’s otherwise.
Thanks to WhatIfFred for helping compile a list of incorrect reveals for us.

[h3]Leaderboard Reward Changes[/h3]
Our monthly Leaderboard rewards system has been updated to better reflect that the leaderboard for dedication of play, and not currently connected to MMR or other competitive ranking system. This is our first pass on this system and we’ll continue to make updates should they improve player experience.
These changes include:
- The amount of gold granted has been increased
- The “Player of the Month” titles has been changed to “Most Dedicated [month][year]”. This is a retroactive change.
- A special cardback for top 10 players each month will be available soon (this cardback doesn’t change each month.)
Check the leaderboard for more details.

[h3]Changes to Copy vs Exact Copy[/h3]
Fixed inconsistencies between “create copy” and “create exact copy” where the former would sometimes carry across additional effects. Also fixed issues with exact copy and its interactions with cards like Humble, and the Command Zone’s haste effect.

[h3]Balance Changes[/h3]
No Balance Changes in this patch.
Revelations cards will be receiving a post-release balance patch in 1-2 weeks to address urgent issues identified by our internal testers and the wider playerbase.
A regular balance patch will be made next month, which will include a broader range of cards and go through our normal Patreon polling process.

[h2]Bugfixes[/h2]
[h3]General Fixes[/h3]
Fixed incorrect game mode being set for client in online replays
Disabled automatic bug reporting when in replay
Fixed online replays getting the wrong turn index for the client player
Fixed opponent not starting their own turn in online replay
Fixed card zooming not working for opponent hand cards during replay mode
Fixed desync log data not showing the end-of-turn board state consistently for both players which caused board state for one player being logged at the start of the next turn.
Fixed Hero card allowing it to be zoomed in IWC after it finishes with the ability layout.
Fixed purity display for three purity cards in deck builder
Fixed exile mechanic incorrectly changing the cards border to history display when using 'drag undo' from the ability queue.
Fixed OnPlay VFX playing when failing to deploy a card from the graveyard.
Fixed commander purity filter not clearing when switching commanders
Fixed bug with commander selection breaking when unselecting your commander.
Fixed incorrect match type being set when in a multiplayer queue and switching to other game types in the play screen, resulting in the loading screen to hang for the opponent.
Fixed players hanging when initializing a multiplayer game due to syncing not handling when the opponent leaves.
Changed player resources count display to only update during planning and process states, so that it doesn't flicker from end-turn resource modifiers.
Fixed desyncs with Exile and Recall mechanics when using undo in some situations.
Added game hang validation checking in resolution to automatically submit a bug report when it hangs, and then forces the continuation of the game, even if everything could completely fail
Added tooltip for can't block modifier.


[h3]Card Fixes[/h3]
Fixed Assassinate permanently reducing max resources
Fixed Junkyards ability to allow its 3 cost ability be used after its other abilities on the same target
Fixed Tracks the Cowardly's ability from damaging things outside of support zone
Fixed Martyr of Chaos's ability activating from dying in commander zone
Fixed Mega unit 02's Ability to no longer activates from support zone
Fixed Nix, Justiciar of Dawn rarity
Fixed Fiery Wish's first choice granting huge buffs.
Fixed Enyah commander rule for 1 card only, incorrectly including commanders in it's check
Fixed Evolving Parasite copying buffs of the target card.
Fixed Xi, Mission Bound ability working on the enemy
Fixed Mecha Dragon's cost
Fixed Salvage Operation’s set number
Fixed Honor Hill
Fixed Avarrach, Sealed Again
Fixed Sol Loyalist VFX
Fixed Marina, Spirit Dragon lifelink
Fixed Grayscale retreating
Fixed Voracious Goliath overcharge effect
Fixed Dark Wish and misery Stone’s redundant Magic tags
Fixed Explore Deck target filter
Fixed Omnitron’s Artificial tag
Fixed Descension and its token having the wrong consume value
Lowered volume of Proctuls ability activation SFX
Changed Struggle for Power to work consistently with other control cards
Fixing damage prevention modifier for negating damage based on player type


[h2]Hotfixes - 24/03/2023 - Version 0.81.1[/h2]
Fixed Exile/Recall action undo for abilities causing desync (due to graveyard repositioning)
Fixed lore not appearing correctly on some cards.
Fixed wording inconsistencies of "until end of turn" vs "this turn" for temporary effects
Fixed Burg Root of Resurrection not targeting commanders
Fixed Best Fiend's not correctly working with "take control" effects
Fixed Singularity +1/+1 not granting its
Fixed Subject 1MN-Y not drawing cards with exactly 15 attack.
Fixed draft cards not gaining the token tag
Fixed Platinum Revelations Pack Material
Fixed Ability Queue stacking ability cards when using undo
Fixed Made Mighty By Metal sometimes protecting Characters not deemed mighty enough (ie: Less than 15 attack.)
Fixed an animation error in Martyr of Chaos's Spritesheet
Fixed minor issue with prestige pass display being incorrectly titled
Fixed Price of Fame Spritesheet
Fixed Death in Heaven killing token’s or non-tokens with the wrong mode
Fixed Koro not being able to heal herself
Fixed Sage of Disorder dealing too much morale damage
Fixed Made Mighty by Metal not getting reduced by Command Zone Characters.
Fixed Pras background VFX persisting after changing background


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

Double XP Until Kickstarter Ends

We’ve activated Double XP from 3pm Friday the 3rd (AEDT) through to Monday the 6th at 3pm (AEDT).

You also get 3x free Standard Collectors Packs just for logging in during this time! Jump in now to check out all the improvements we’ve been making to Infinity Wars.



Revelations Set Reveals - 6th March Kickstarter Ends

Visit ks.infinitywarsclassic.com to get your hands on platinum Revelations cards never to be available again! Thanks for supporting us getting successfully funded before the 6th of March.

Tutorial 3 & Game Optimizations | IWC 0.80 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.80.0



[h2]Major Features[/h2]

[h3]Tutorial 3[/h3]
The third Tutorial is now available to play, jump in now to earn rewards.
Learn about Deck Purities, Activated Abilities, Character Morale, and Artifacts as you drive off the angelic Overseers.
We'll be looking out for feedback on Tutorial 3, with changes to come.

[h3]Replay System Version 1[/h3]
We've redesigned how the in-game initialization behavior works, allowing us to support replaying of the previous games.
We'll now get your replays when you submit bug reports, allowing us to recreate issues related to general bugs and especially desyncs, helping us to find and fix bugs easier.
With Version 1 of the replay system, you're able to replay the last match you played at the conclusion of the game using the "Replay Game" button on the Results screen.
We'll be further supporting these feature in the future, eventually allowing users to save replays and live spectate matches.

[h2]Minor Features[/h2]

[h3]Improved in-game performance[/h3]
Optimized performance of card creation and zone movement, fixing major performance issues with cards like Time for Fun and Gather Thoughts.
We'll be keeping an eye on these changes and will make further adjustments if necessary.

[h3]Revelations Background[/h3]
A new featured background featuring "Pras, Flame of Vengeance" is now available in-game, coinciding with the Revelations Kickstarter.

[h2]Bugfixes[/h2]

[h3]General[/h3]
Fixed quests failing to reset while playing the game, including fixes to the UI reset behavior in the quests screen.
Fixed rewards sometimes not being rewarded at the end of games, including quests not granting gold.
Fixed rewards going off the screen in the match-end rewards screen.
Fixed game hanging when zooming the graveyard while a card was dying and dissolving as it entered.
Fixed the cost visibility of Artifacts while deployed and zoomed.
Fixed the Max Health tooltip for Character cards failing to show when hovering over the health.
Fixed card stamps sometimes not showing in deck builder when switching between vanity.
Fixed Main menu music sometimes failing to play when loading back from in-game.
Increased contrast of greyscale card arts, making the easy to identify.
Updated deckbuilder card display set text to include both the set number and set total.
Fixed issue where the Deck builder commander purity selection would block access to other UI elements.
Deck tooltips with one truncated line will now just display the card instead.
Mission tooltips now use rounded progress instead of floored.
Fixed discard abilities sometimes discarding the same card (E.g. Glimpse the Nightmare and Waste Chucker).
Optimized Default Overseers Battlefield.
Fixed issue with Western Front's VFX renderer over deployed cards.
Fixed purchase result close button not working when failing to purchase items from the store.
Fixed target tooltip showing the stored targeted cards for the opponent cards if the targeting effect is using secret targeting.
Fixed visual issues with tutorial selection displays in the Play screen.


[h3]Cards[/h3]
Fixed Card Copy effects not properly creating an exact copy (This fixed synergies between Humbled cards and Demonic Reflection/Memorial to Heroes).
Fixed Mysterious Box of Wonders, Angelify and Demon of Fear using broken/missing alternate arts.
Fixed Tracks The Cowardly supporting unlimited ability activation.
Fixed Agent Coyle Synergy buffing Agent Mereor from Command zone.
Fixed Caretaker of The Swarm ignoring on-play exhaustion.
Fixed The Strength of Unity incorrectly accounting for the opponent cards health.
Fixed Characters summoned from Summoning Stone dying instantly after infected.
Fixed Lilariah, the Rebel not supporting unlimited usage for its activation ability.
Fixed Purge the Unworthy not progressing the correct Mission percentage when a card in play is removed.
Fixed One of Many Exhumed incorrectly killing the top 2 deck cards, instead of moving them into the graveyard (This fixed other death triggers, such as Malignant's raise effect working from Exhumed dying).
Fixed Asu-Ra targeting effect not working for commanders, and fixed it not discarding the left-most card if no target is selected.
Fixed Infested Scavenger triggering from the Graveyard.


[h2]HOTFIXES[/h2]
Fixed Deck & Graveyard viewing panel showing an empty screen when entering targeting (e.g. Nature's Wish first choice & Agent Coyle, Superior Symbiote's first choice).
Fixed Toggle Switches in the settings screen not working (This fixed Card Animations toggle).
Fixed gain control effects that steal an opponents card into your hand not working (This fixed Denial of Reason not working).
Fixed purity displays under the Command zone not showing the correct faction icons.
Fixed Profile display in the main menu sometimes breaking UI elements when first logging in.
Fixed incorrect deck being set for the players upon returning to the main menu.
Fixed single set pack catalog items having incorrect prices set, resulting in the special display showing.
Added missing Assassination alternate spritesheet.
Fixed Issues related to Loading Tutorials, and commander displays being misaligned during matchup of tutorials
Fixed Tutorials not granting rewards at end of game.
Fixed exhaust displays not showing for commanders
Fixed Medi causing the game to hang when used by the AI
Changed the replay button to instead say "Watch Replay", to not confuse players about re-matching with the other player.
Fixed decks breaking and not saving properly if not all commanders are selected
Fixed quests calculating end-game completion when in a tutorial or replay game.

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

We've recently announced Revelations, our next set for Infinity Wars Classic
Back now for exclusive rewards!

Visit Lightmare.com.au/revelations and see the previous community post for more details.