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Unlock & Balance | IWC 0.54 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.54.

Another day, another patch! We've got some decent features, balance changes, and a slew of bug fixes, so let's jump directly into the thick of it!

[h3]Reminder: Intrigue Sign-up[/h3]
We're nearing our Free to play launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to ks.infinitywarsclassic.com to be added to our pre-launch page.

Patch Notes


[h2]Major Features[/h2]
[h3]Turn Unlocking[/h3]
We now have turn unlocking for multiplayer battles!
Consistent with the original Infinity Wars behaviour, once you lock in your turn, you can now unlock the turn you submitted to make other additional moves. When waiting for the opponent to make their turn, we also have new display behaviour which includes the unlock button, and the environment lighting transitions to night time. You can now also properly interact with the cards on the board and other user interface panels.
Note: If you go to unlock your turn at the same time the opponent submits their turn, your unlock action may not happen as it must be approved by the opponent due to client networking speeds and delays.

[h3]Internal Death System Refactor[/h3]
The way death behaviour works has now been completely refactored and is much more consistent and stable to support effects and triggers executing properly before the card begins dissolving and go to the graveyard/removed zones. This should fix almost all issues with card's getting stuck on the middle of the screen or failing to dissolve properly.
This new system has also fixed the main causes of all the desync occurring in multiplayer battles over the last few months. There's likely a few edge cases we have missed, which will be getting picked up and fixed in the next few weeks.

[h3]Infinity Heroes Open Beta Free Launch![/h3]
Infinity Heroes is set for it's Open Beta release NOW! It's also been completely separated from Infinity Wars Classic on a game standpoint, and while the engine they use is still the same, you won't be able to access one game's content through the other's launcher. If you do enjoy Infinity Heroes, feel free to leave a review, or give us your feedback on things you'd like to see added / changed!

All inventory, account xp, and battlepass rewards will continue to be shared from both clients. This is our last major update for Infinity Heroes for a while, allowing us to focus more on Infinity Wars Classic and the upcoming full release of Intrigue.


[h2]Minor Features[/h2]
[h3]Improved Debug Board State Logging[/h3]
We have made significant improvements to the way that board states are recorded in internal logs that are sent in bug reports. This allows us to recreate perfectly bugs far more quickly and accuratly, and is also the first step in a future replay and spectator systems.

[h3]New IH Hero: Theseus, the Cruel Cleanser[/h3]
Disrupt the enemy with Theseus and his mix of DoD and Verore magic. Play defensive early game then watch as multiple aggressive bonuses unlock when your max resources reaches 10.


[h2]Card Updates[/h2]

[h3]New Cards[/h3]

Innovative Wish

Xac, Lost in Lunacy

Battlefield Shade

[h3]Hot-fix new cards[/h3]

Augmented Ninja

Shamba Reborn

[h3]Card Redesigns[/h3]

Morningstar Wayclearer
Removed from game trigger removed, and card redesigned to:
Morningstar Wayclearer Cost:7 Morale:6 (FDx1)
Character - Human
Charge
Whenever this deals combat damage to a Character while attacking, excess damage will be dealt to the next defender.
17/14

When redesigning the defiant cycle, we tried keeping the Defiant Footman's old board buff ability moved onto Morningstar Wayclearer. However the design continued to create problematic gameplay experiences, and thus we decided to convert it into a lategame (for flame dawn) tool to pushish chump blockers or a board setup with small disposable character in front. We tested this ability on Profane Critter and really liked how it played, and think it will be a good overlap that both factions can have access too in the future.

[h3]Balance changes[/h3]

Balanced Warrior:
Increase stats from 6/6 -> 8/8

We have been looking at multiple slots were we can give some of DoD's cards and faction sysnergies a small power bump. This card obviously plays really well with the health granting cards of the faction, but just had far too low starting stats to seriously consider.

Secrets of Veroria:
Increased cost to 4, increase purity to CoVx2

Stall tools have been something we have been looking at very critically this patch. Secrets of Veroria with its low cost, low purty commitment, lack of possible counterplay, and being in the faction that arguably best thrives lategame, was creating unhealthy play patterns.

Fear:
Changed purity to 2 SoA.

Another powerful stall tool, one that was often splashed in other factions to create sometimes frustrating, and sometimes exciting combos. While we don't nessesarily love tearing this option away from less dedicated decks, this is also an important piece for double or triple sleeper decks to survive the early game. However we'll be keeping an eye on how this continues to play in those decks and whether this needs a small cost increase as well.

Wall of the Dead:
Decreased damage prevention per card from 5 -> 4

Another powerful and sometimes frustrating stall tool that could be used with token generation to effectivly gain absurd amounts of health. However the card is expensive, so we have just given it a minor efficiency nerf but will continue to keep an eye on its performance on if further action is required.

Acquire:
Now creates copies of cards at the top of the opponent's deck, rather than moving them to your hand.

The gameplay of this card in Verore mirror matches was very frustrating, stealing enemy acquires and win conditions while gaining very efficient card advantage.
Acquire being so rawly efficient in the number of cards, even if enemy cards are worse than your own cards is something we will keep an eye on.


Malignant:
Text Changed to "When Malignant dies, if its deployed, it permanently gains "If you kill four or more opposing Characters in a single turn while Malignant is in the graveyard, Malignant raises from the Graveyard.""

Malignant's previous design allowed the card to be sacrificed from the command zone to quickly out-tempo and overwhelm decks without ever casting Malignant's cost.
This redesign means that Malignant must be deployed to gain its ability, making it still powerful and recursive, but no longer free. We have also increased the reanimation threshold to make it more common to be triggered by stuff like Mass Death, rather than random combat skirmishes.


Nysrugh, The Insatiable:
Increased Purity to EXx3

Recieving unstoppable and Consume during the faction's redesign made Nysrugh very difficult to deal with for some factions. However the gameplay and thematics of that combination of keywords was something we liked being available, just felt required additional commitment. Now this gives greater reason to try out triple purity exiles decks to gain access to this hungry and dangerous demon.

Gift of the Passing:
Purity reduced to WPx2 and Text changed to "Target Character you control gains "When this dies, if its deployed, create a Brings Life By Passing.""

Turn 1 ramp, combined with being able to target the command zone and thus be very difficult to interact with made for a very dangerous combination that was waiting for better ramp targets as we have been pushing the stats and abilities of Character cards that cost 6+. This card, sometimes even in multiples could be backbreaking, sometimes facilitating you to have double the resources of the opponent on turn 4 or 5. This redesign will still allow this to be cast turn 1, but be more easily interactible in multiple ways, and have the ramp be delayed until the Character targetted can die. Due to this being a major rework, we felt reducing the purity was a fair way to allow the card to be combined with other factions who can help sacrifice or deploy cheap Characters to work with this.

Speaks with Wind:
Increased cost 5->7 and increased stats 12/12->15/15

This card's redesign was meant to help players who wanted to ramp to 10+ resources. However at its previous cost it was arriving on the battlefield earlier and more consistently than we felt was healthy, while also stepping on the toes of Prophet Kanari, creating a lot of redundancy in triple warpath ramp decks that could be frustrating to play against. We hope that these cost and stat changes will reduce that card's appearance in decks not interested in extreme ramp, while still being a viable options for that want to cast some of the largest cards in the game.

Nature's Wish:
2nd mode now only grants the additional 2 resources during the next turn, not permanently.

The 2nd mode of the redesigned Nature's Wish was supposed to be a small bonus, not a highly uninteractive ramp tool. This was simply an oversight and the design has now been nerfed to its intended effect.

Unstable Demon:
Stats reduced from 9/17 -> 6/14

When redesigning the exiles faction, some stats were delibritly pushed to the limit, as it would of been disasterous to require the faction to have a 2nd round of major reworks. However Unstable Demon went too far, particularly due to possible cost reduction from exile, and the deadly keyword.

Terror Moose:
Decreased cost from 5->4, Decreased cost from 10/10 -> 10/8

A large number of 5 cost charge cards with very similiar stats existed in the cardbase in a way we felt could be improved by modifying this card to create additional deckbuilding options in both factions.


Genetic Splicing:
Can now target cards in your hand

While Genetic Splicing is certainly a card for more casual decks, many tribal synergies care about "When you deploy a [TRIBAL TYPE]", and thus we wanted to help support that.

Sky Reaper:
Text changed to "Flying, deadly, cannot block." and stats changed from 4/6 -> 6/4

Several designs in Intrigue were based initially off Infinity Heroes cards, however as the games have become disconnected, we have been looking at some that need reworks. The previous Sky Reaper design was far too defensive, plugging a core weakness of sleepers to fliers. This has now been corrected to be an aggressive design to match our vision for flying zombies.

Defiant Engineer:
Attack Threshold reduced from 20 -> 15.

When reworking the Defiant Cycle, we looked at possible cross faction synergies that we can support as we add more cards. Caring about high stats is that overlap for Genesis and Warpath. However as we have been brainstorming and testing additional design in that theme, we found that the 20+ threshold was a little too swingy, so we have reduced it a little bit, as we don't want some cards to care about 20+ attack and others to card about 15+ attack.

Extirpate:
Text changed to "You can't include this in your deck unless you have one or more factionless commanders. Remove target Character, Location, or Artifact from the game. This ignores all abilities."

A "catch-all answer" with a high cost was something being tested in this slot as a saftey valve in the cardbase. However just a high resource cost turned out to not be enough. Therefore this version adds an additional deckbuilding cost, allowing for the normally heavy downside of a factionless commander to gain a unique tool. We have also removed its ability to remove mission cards, as we didn't felt it was either necessary or made sense thematically.



[h2]Content[/h2]

Our latest content is a beginner's casual guide to Infinity Wars Classic. It's not full of optimal strategies or extreme plays, but is great for pitching IWC as a game to your card game friends who might be interested in following the game as we approach our free play launch. It's not going to be interesting for the experts of IW out there, so feel free to skip it if you're too good for all that. But, anything you can do to help, including sharing the video with a friend who enjoys card games, would be greatly appreciated.

https://www.youtube.com/watch?v=3cgb3J5GhPI&list=PLfl3bFv3CAqmWw0v7IH11nDhdPmM8-4CA


[h2]Bug Fixes[/h2]
  • Fixed Restricted List getting reverted to an old version, making several cards inaccessible
  • Fixed major issues with the deckbuilder and deck saving
  • Fixed deckbuilder search inputs
  • Fixed multiple broken spritesheets
  • Fixed Adventure mode in IH breaking after round 9
  • Fixed multiple internal use only cards being available in adventure mode
  • Fixed Ultra Unit not correctly seeing all the mega units if they were in the support zone
  • Fixed Undead Corruption and infect creating lag
  • Fixed Logarithmitron overcharging multiple times per turn
  • Fixed Bek, Dragon Tamer ability to lower the cost of dragon
  • Fixed Ixxi freezing the game (unbanned now)
  • Fixed Struggle for Power's progress being invisible
  • Fixed Wish Panel cards visually breaking in widescreen settings
  • Fixed typos on multiple cards
  • Fixed Mark of the Demon targetting restrictions
  • Fixed turn timers not correctly updating
  • Fixed Rikarl appearing multiple times in the deckbuilder
  • Fixed Hinekri not having flying
  • Fixed Mutating Dead being unable to target the enemy graveyard
  • Fixed Navi incorrectly updating mission progress
  • Fixed Orion's tokens having too much morale
  • Fixed Orion sometimes not being able to target cards correctly
  • Fixed Agent Coyle, Hellbringer not transforming correctly
  • Fixed Character cards that are exhausted being permanently exhusted visually when moved to hand
  • Fixed Suffering Verorian not correctly triggering from discard
  • Fixed War Machine's token not having the correct faction border
  • Fixed Lilariah, The Rebel being able to discard your entire hand in one turn and not triggering correctly
  • Fixed token maker cards not adding the token tag by default
  • Removed Alarashade item artwork

[h3]Hotfix bug fixes[/h3]
  • Fixed Remove from Game Reanimation causing the game to hang
  • Fixed renaming decks from the deckbuilder causing the previously selected deck to get overwritten
  • Fixed unstoppable not correctly triggering OnEndOfCombat triggers and thus ignoring deadly, among other effects.
  • Fixed Fixed some incomplete cards being available to development testers
  • Fixed infinite resource exploit with Secluded Constructor and other multi-target cards
  • Fixed Augmented Ninja's effect not correctly distinguishing if it is the only target
  • Fixed Enlightenator XT2500 gaining an additional +2/+2 on deployment
  • Fixed the EffectNodeAbilityVFX Self not properly including the initial targets for the Next() effect sub-tree.
  • Fixed Devil's Bargain breaking the hand zone when discarding the hand and causing the game to hang.
  • Fixed Agent Coyle, Hellbringer's EndofTurn effect not always properly going off.
  • Fixed several spelling errors
  • Add more visual VFX behaviour to mysterious box of wonder, to give better user feedback.
  • Fixed Drason, Armory Keeper and Overlapping Force being missing from the deckbuilder



And remember, check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.


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

Bugs and Balance | IWC 0.53 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.53.

It's been a month since the last patch, what happened? Well, one of our team Reuben has become a father, and has been spending a lot of his time attending to fatherly duties. Meanwhile, the rest of us have been working on the UI overhaul, which will be one of the bigger projects related to IWC we've worked on, with chances of being bigger than the account transfer tool. We'll see, but regardless, we needed to push some fixes out while we continue our mission.


[h3]Reminder: Intrigue Sign-up[/h3]
We're nearing our Free to play launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to ks.infinitywarsclassic.com to be added to our pre-launch page.

Patch Notes


[h2]Major Features[/h2]
[h3]none[/h3]
we fixed some bugs

[h2]Minor Features[/h2]
[h3]New Patreon Exclusive Border (hotfixed)[/h3]
The "Agent" border is a Patreon exclusive border type, that active patreon users will have access to. You don't technically own these items, and they won't be appearing in your inventory, and if your subscription ends, you will lose access to them, but as long as your subscription is active, you'll have access to the Agent Border, as well as colored animated cards to go alongside them.

Important things to note are that you don't have to use the Agent border if you don't wish to, if you prefer normal borders, or your gold/plat border cards, you'll have the option to choose them. You can even choose greyscale cards if you really want to.

Additionally, this bordering effect is a PLACEHOLDER - something similar will be coming at a later date, with a silky looping animation, however we're looking at the possibility of having a color effect over the top, so that every single faction (and combo of factions for dual purity cards) can have their own color schemes on this bordering effect.

[h2]Card Changes[/h2]
[h3]Balance changes[/h3]

Shield Generator: Changed purity to 1 Genesis. (Read hotfix note)
We're looking at giving this potential tech to other factions, so we'll see how it's used.

Extended Operation:
Granted effect changed to gaining +6/+6 (previously +4/+4).
The old buff number never really felt too significant, and now we've got a very large problem building up over time. Hopefully it's not too much, but we'll see.

Tome of the Dead:
Changed purity to 2 SoA.
Tome was a powerful card not just in use, but in application, changing your opponent's ability to play the game. Hopefully, this will make it harder to abuse one of the more powerful board wipes to exist in simple SoA splashing decks.

Speaks with Wind:
Now requires 2 overcharge cards for it's effect.
Overcharging 1 for 2 Brings life by passing felt like a lot of ramp, for not a lot of cost. You can still get that much ramp, but the cost has gone up.

Nero, Crypt Delver:
Increased cost of activation ability to 2.
Nero can kill friendlies and trigger death effects, they can make sleepers in the graveyard, and they can get buff as heck doing it. Now, we're limiting them just a little bit, and hopefully bringing their power as a commander down to a respectable level.

Overcharged Bolt:
Base cost reverted back to 2.

Shun Howl's Urn:
Created spirit token changed to have Flying instead of Unstoppable.
This is one we're not 100% sure of, but urn is one of the DoD's strongest game enders, and considering the faction wasn't really meant to be destroying fortresses reliably every game, it feels like a step in the right direction, however we'll be watching this one closely.

The Last Sleeper:
Upon raising from Graveyard, only gets buff if it raised itself.
Sleepers had one of the strongest early games possible by using Awaken on the Last Sleeper, which is pretty crazy due to sleepers being, at least on paper, one of the slower factions to exist,

Raa:
Changed Demon threshold to 20 (previous was 30)
A community based suggestion, and while 20 feels pretty low in comparison, and 25 may be reached as a middle ground, we wanted to test 20 first, and see if it was appropriate.

The BIG-ANATOR:
Changed effect to also trigger off Discarding, and only for yourself, not the opponent.
We are looking at how this will affect Big-anator going forward, and there will be some changes and improvements based off of how this change plays. The ability to trigger off of opponent's effects could see a comeback if the big-anator struggles to get big enough from it's own power and abilities.

Kinetically Overloaded Drone:
Base stats increased to 2/2.
The card ramps way too slowly currently, so giving it some additional starting stats should at least make it harder to stop the very turn it's played.

Disciple of Mian Monastery:
Doubled it's effect buff to +6/+6 (previously +3/+3).
This one we're not 100% on, but Disciple of Mian Monastery needed some extra potential power, and while the buff being double it's original might be an over-reach, we want to see how it plays out before we adjust accordingly.

Extirpate: Base cost increased to 8.
This one isn't a permanent solution, and we'll be having ongoing discussions around extirpate to find a place for it.

Originally increased in cost, however more and more feedback is telling us this design just isn't working, so we've temporarily banned Extirpate as we work on a redesign that works with our intentions of being high cost, high power removal that isn't powerful enough to be automatically included in every deck.

[h2]Hotfix Balance Changes[/h2]
We missed the mark on a few things, and decided to implement changes sooner rather than wait for the next big patch.

Devil of Despair
changed the buff on it's effect to +2/+2 (previously +3/+3).

Shield Generater
Purity increased to 2GI. We were looking at adding some flexibility to the card, however reducing the purity by two may have been a much too extreme change, so we'll be going down to two and seeing how the card plays. Whether it moves to 1, moves to 3, or stays at 2 will entirely rely on data and feedback.

Defiant Trickster
cost increase for its effect changed from 2 to 1. Also changed it's base stats from 6/2 to 4/2. The card was way too powerful for it's super low cost, and while it's effect was the primary responsible thing, his attack value was notably higher than traditional 1 cost units, and it didn't seem to need or deserve it.


[h2]Content[/h2]

Our newest video is more about entertaining than sharing anything overly important, but it's still a good watch.

https://www.youtube.com/watch?v=B6lb74sWIy8&list=PLfl3bFv3CAqmWw0v7IH11nDhdPmM8-4CA


[h2]Bug Fixes[/h2]

  • Changed the behaviour of how triggers execute to instead wait for any cards dissolving into the graveyard to first finish their death behaviour before executing the next effect. This fixed all card dissolve behaviour failing and showing a bordered display of the card in the middle of the screen if the next effect/ability involves cards in the graveyard (e.g. Gather Thoughts).
  • Fixed the interaction of 'revival on death' and multi-lives causing the game to freeze and cards to hang in the middle of the screen (This fixed Undead Corruption interaction with multi life cards).
  • Fixed Hand cycling not properly calculating the cards required to cycle at the end of the turn.
  • Fixed Deadly keyword and damage effects not properly invoking 'On Killed Card' triggers if the effect kills it.
  • Fixed being able to undo ability cards by dragging it out of the ability queue after you have used the trading post. Caused 2 cards to go into the same slot due if a new card had been drawn from the trading post.
  • Fixed Hidden By Clouds incorrectly executing it's trigger at the end of the turn when it gets moved from the graveyard or deck in that same end-turn phase. (This fixed Hidden By Clouds placing every other Hidden By Clouds in your deck into the support zone resulting in getting up to 4 Hidden By Clouds into your support zone in the 1 turn).
  • Fixed Deadly effects not working on cards that have other triggers that run upon dying or during combat events.
  • Fixed Cards not properly dying when left with 0 or less health after combat.
  • Fixed Agent Coyle Assimilator's On Field transform ability transforming into Agent Coyle, Primal Hunter.
  • Fixed Zuza, Angelic Siren ability working on your own Characters, and fixed it not properly returning the previously controlled Character to the opponent.
  • Fixed Zealous Protector ascending multiple times.
  • Fixed Counterspell not working properly and also not showing appropriate VFX.
  • Fixed Soldier of Solace not ascending when entering combat with the fortress.
  • Fixed Scarab Spybug not allowing multiple activations in the same turn.
  • Fixed Flame Dawn Fanatic not returning to your hand from the command zone.
  • Fixed Inter-Dimensional Phase Bot's pay ability working in the command zone.
  • Fixed Avatar of Lingbao not dealing morale damage when dealing damage to the fortress.
  • Fixed Aleta, Immortal Tinkerer's alternate art not animating.
  • Fixed Flame Dawn Aspirant tokens not having the Human sub-type.
  • Fixed Unending Drone created by Omnimind having the Splitter-Lite artwork.
  • Fixed Nero's ability incorrectly costing 1 when deployed from the hand.
  • Fixed Celestial Dragon not healing your fortress upon dealing damage to the opponent's fortress.
  • Fixed Demonic Disciple not allowing use of the Exile mechanic after being discarded.
  • Fixed Defiant Hermit's effect did not affecting Flame Dawn Aspirant's spawned by Drill Sergent.
  • Fixed Breeding Grounds having no limit of it activation effect per turn.


[h2]Version 0.53c HOTFIX Bugfixes[/h2]

  • Made big changes to how the death and dissolve behaviour works. This fixed most if not all issues relating to cards not displaying properly, fail to dissolve or getting stuck on the screen. Cards will now essentially wait briefly before they die if they have triggers or effects yet to execute for itself or another card. Note: Some cards may appear as if they are pausing briefly in the ability or combat layout after doing combat with a character or doing an effect on targets.
  • Fixed Junkyard Pay abilities not working.
  • Fixed Scintilla's effect not showing VFX for Fortress.
  • Fixed both Kali, Ascended and Kali, The Purifier to properly use the "Kill" triggers with a VFX when removing the killed card for feedback to the user.
  • Fixed Devil of Despair to only allow activation once a turn.
  • Updated the wish selection/choice system to support additional choices. This fixed the selection options of other factions for Merlin, Master Tactician when you have Enyah, Of The Endless Possibilities as a commander.
  • Fixed Zuza Angelic Siren to move it's controlled Character to the associated Support zone when gaining or losing control of it.
  • Fixed Prophet Karani to not give it's -2 cost effect if Prophet Karani itself has been deployed on that turn (because Karani herself counts as the first WP card played that turn).
  • Fixed the Consume keyword behaviour incorrectly working when killing your own Characters or when not in combat. Also changed the tooltip to more accurately explain how Consume works:
  • "Consume X: When this Character kills another Character in combat and survives, it gains +X/+X, then heals X health."


And remember, check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.


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

Transfers and Stability fixes | IWC 0.52 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.52.

If it seems that you've missed a few patches, don't worry, we've had some short and hotfix patches recently as we've fixed up issues and made minor fixes here and there, things that weren't worth publishing out to all of our old players. These small patches are always featured in the Patreon area of our Discord, so the people who care the most to know what's happening week to week have access to everything they need, but we wanted to wait until more substantial changes had occurred before telling everyone again. So, these patch notes will include everything from 0.50 and 0.51's hotfix as well as the most recent patch.


[h3]Reminder: Intrigue Sign-up[/h3]
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to ks.infinitywarsclassic.com to be added to our pre-launch page.

Patch Notes


[h2]Major Features[/h2]
[h3]Grayscale & Inventory System[/h3]
As part of our move to a Complete Trading Card Game, we have released our Grayscale and card collection systems. All accounts by default will have a copy of every single card available in the deck builder, as a "Grayscale" card, these are in greyscale and non-animated. You don't technically own these, they're just available at all times, and usable in deck builder.

With the first batch of account transfers being processed, and the grayscale system being implemented, players need to be able to see their card and cosmetics collections. We have enabled the Inventory, though please be aware the UI here is very much a work in progress as we have a UI overhaul happening in the background.

[h3]Vanity Improvements[/h3]
Card Cosmetics have received additional improvements, fixing a number of bugs and having far better integration with the deckbuilder. Also deck saves have received some major upgrades to better handle your chosen cosmetics. Note that your old decks will be converted automatically, but set fully to grayscale. So be sure to re-add your cosmetic choices.

[h2]Minor Features[/h2]
[h3]Deckbuilder Fixes and Optimization[/h3]
The deckbuilder has been expanded to allow you to choose what cosmetics you use for each card added, including if your using grayscale cards or not. Options are also available to change card borders, alternate arts, and foiling. However you must have the associated item in your inventory. Additionally, a new asynchronous deckbuilder loader has been added and integrated with the vanity cosmetics of various cards and the inventory to drastically decrease loading times.

[h3]Animation Fixes[/h3]
Nearly 30 cards have received fixes to their animated spritesheets that meant they didn't loop correctly or jittered. We have an additional dozen or so we are still in the process of fixing for next patch.

[h3]Account Transfer Tool - Working and improving[/h3]
Our first account transfers have been a success so far, with plenty more on the way. Improvements have been made to the account transfer system that were causing some cards to go missing, specifically those gotten via trades. These changes have been applied retroactively to old accounts as well. In additionally, the account transfer summary page has been improved to more accurately show the number of cards transferred.

[h3]Vanity Improvements[/h3]
Card Cosmetics have received additional improvements, fixing a number of bugs and having far better integration with the deckbuilder. Also deck saves have received some major upgrades to better handle your chosen cosmetics. Note that your old decks will be converted automatically, but set fully to grayscale. So be sure to re-add your cosmetic choices.

[h3]Store rotation[/h3]
With us re-enabling the store, we have rotated the Profile pictures available for purchasing.
We plan to begin more regularly rotating our store offerings, so be sure to check back regularly.

[h2]Card Changes[/h2]
[h3]New Intrigue Cards[/h3]

Glimpse The Nightmare
Cost:1 (EX x1)
Ability
Discard your left-most card. If you do, draw a card and that card costs 1 less.

[h2]Content[/h2]

We've had two videos to share recently, being the CTCG Explained video, as well as the Community Update which went live the second before these patch notes did, both of which are worth checking out.

[previewyoutube][/previewyoutube]

https://www.youtube.com/watch?v=C_AIC8SzBFE


[h2]Bug Fixes[/h2]
  • Fixed Beck Dragon Tamer missing a tag check that meant it sometimes reduced the cost of non-dragons
  • Fixed Nemophilist angel not having overcharge reminder text
  • Fixed AI being able to used restricted profile pictures that were exclusive to certain events
  • Fixed Evellee's activated ability choices
  • Fixed Kung Ji being able to loop morale loss sometimes
  • Fixed Proctul's activated ability being able to damage characters in the wrong zone
  • Fixed Malignant sometimes not reviving correctly
  • Fixed Rescue Angel's cost reduction not refreshing after end step
  • Fixed the ability to play multiple locations
  • Fixed Lanstead only working on artificial characters
  • Fixed Finds the hidden pulling cards out of the graveyard
  • Fixed Rampant Virus having no tags
  • Fixed Loading into game
  • Fixed matchup loading getting stuck
  • Fixed Real Money Purchases not calculating correctly
  • Fixed the 9cost Trading Post Option giving resources immediately
  • Fixed Deck Builder bugging out when entering/exiting the deckbuilder
  • Fixed tokens not copying the cosmetics of their creator
  • Fixed Deckbuilder, Creating a new deck, exiting the deck, and deleting the deck.
  • Fixed Siegebreaker in the inventory breaking the entire inventory
  • Fixed Patreon Deckbuilder check
  • Fixed Vanity errors in inventory
  • Adjusted some shop descriptions to be more informative of what your purchasing
  • Fixed some minor currency visual errors
  • Fixed Greyscale cards sometimes changing how they look when undone
  • Fixed the 3d Model of Backgrounds getting untethered from the menu
  • Fixed Wish Cards sometimes not handling passive modifiers correctly, especially cost reduction.
  • Fixed cards removed from the game keeping modifiers and damage
  • Fixed Game Freezes caused by token creation by alt art cards
  • Fixed Subjugated Dragon
  • Fixed Tokens having incorrect animation when the creator has a cosmetic
  • Fixed various Pay X cards sometimes not working correctly
  • Fixed Nix still costing 7
  • Fixed Trading Post Shuffle not always shuffling
  • Fixed Omnitron not creating token's correctly if there wasn't an artificial character in play
  • Fixed Some Activated abilities not spending resources during the resolution
  • Fixed Shikana text
  • Fixed many deckbuilder errors
  • Fixed Malignant not checking the owner of card's dying for its trigger
  • Fixed Rita, Mistress of Shadow token creation
  • Fixed Some Exile cards causing the game to not load in multiplayer
  • Fixed various pack opening issues
  • Fixed players not reading patch notes with misdirection bugfix to catch them
  • Fixed AI being able to use some promo only items
  • Fixed some UI elements when using Manual Resolution
  • Fixed "Last Played Deck" not loading correctly from the playersave
  • Fixed transforming vanity characters causing art errors
  • Fixed profile pictures appending to the end of each other if they are changed
  • Fixed deckbuilding statistics not loading sometimes
  • Fixed a major bug that meant some players using premade decks or demo mode decks were not able to load into games correctly
  • Fixed Time for Fun creating colored cards when used by a grayscale version



Check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.


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

Account Transfers for IW1 > IWC Are here! | IWC 0.49 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.49.

We have a pretty exciting one, as the first functional version of the long-awaited Account Porting tool is finally here. We've got systems on that allow our Patreon supporters to try it out, and we'll hopefully have any bugs or problems ironed out by the time the game's upcoming Beta is finally here. Of course, if you have any questions, feel free to drop your questions over in Discord, where we're always happy to hear what you're most excited for and want to see us work on next.

[h3]Reminder: Intrigue Sign-up[/h3]
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to bit.ly/iwcintrigue to be added to our pre-launch page.

Patch Notes


[h2]Major Features[/h2]
[h3]IWC Account Transfer System[/h3]
The long awaited ability to transfer your account data from Infinity Wars 1 to Infinity Wars Classic is now ready!
This will allow players access to their old collections, including cards, profile pictures, titles, cosmetics, battlefields, and more! Note however that some of these will come into effect next week as we enable card collections and our grayscaling plans.
This feature is currently available to all patreon members of the game.
To access this feature, open up the account pane and go to the account transfer tab.
This process will require you to verify the email attached to both accounts, if you are unable to remember old account name or no longer have access to your old email account, we have a backup manual form where you can request access by providing the team with additional details.
A normal account transfer will take about 48 business hours to complete, while a manual transfer may take up to a week as we go through internal verification steps.
We are very excited to finally roll out this feature, if you have any questions or issues please let us know.

[h3]Major External Passive Fixes[/h3]
Extension to the external passive system that handles effects like "All Characters you control get +1/+1" now allows for more flexible and consistent cost reduction and keyword granting effects, especially when used by Artifacts or Locations, which previously behaved different to character cards. This has also fixed a number of very rare desync issues.

[h2]Minor Features[/h2]
[h3]Tooltip improvements[/h3]
Some cards that need to refer to specific keywords but don't have that keyword now will show them on tooltips, also we are able to have more complex tooltips for missions or other cards that need to display additional information.

[h3]More IWC Redesigns[/h3]
Some IWC cards have been modified to be closer to their original functionality. See IWC Redesigns section for details.

[h3]Revamped Deck Importer[/h3]
The ability to import and export decks has been greatly improved, giving better feedback if there are any errors detected, and working now with cosmetics and other elements.
Post your decklists in our discord and share your creations!

[h2]Card Changes[/h2]
[h3]New Intrigue Cards[/h3]

Overlapping Force
Cost:4 (DoDx2)
Ability
Characters you control have their power become equal to their health until end of turn.

[h3]IWC Redesigns[/h3]

Demon of Fear - Text reverted to:
"Flying
When you deploy Demon of Fear, you may pay X. Return X Characters to their controller's Support Zone."
With the addition of multitargetting that works with costs, we have reverted this card in the same way we reverted Nix last patch.

Evellee - Gains an additional activated ability:
"Pay 2, Exhaust: Recruit a Character that costs 1 or less."
With consultation of the community, we have identified that the major use case for Evellee's X cost ability was getting 0 or 1 cost cards, thus allowing us to have the card play closer to its original design despite not supporting non-multi-targetting X costs at this time.

Grave Rob - Reverted Text to:
"Preemptive
Remove up to 5 target cards in an opponent's graveyard."
Another card made possible with the addition of multitargetting. This may prove useful as a sideboard tool if graveyard decks are getting too powerful.

Inevitable Dead - Now can trigger from the Command Zone
A big part of Inevitable Dead's design is the ability to gain additional card advantage turn 1 to help Sleeper's swarm style.
This is once again possible, but requires a command slot to be used.

Aleta, Immortal Traveller - Now drafts an Unlimited Card to your hand
Immortal Traveller no longer requires you to have unlimited cards in your deck, making it closer to the original design, however as we cannot support a choice from every unlimited card, we give options each turn via a draft, similiar to Medi.

[h3]New Cards But Restricted to Devs only for testing:[/h3]
- Saber-Toothed Snail
- Vesta, Firebrand Commander
- Exalted Firebrand

[h2]Balance Changes[/h2]
Scarab Spybug - Gains Flying, Stats reduced to 2/2, Activated Ability costs 1 more but no longer only lasts for a single turn.
We are revisiting some Phase 1 Intrigue cards that have not been playing as well in practice as we'd like.
While the ability to take advantage of the sleeper's ability to deal lots of small amounts of damage via zombie hordes or acid effects is something we liked being rewarded, the timing of having to reactivate the ability each turn made it really hard to use well. Reworking the ability as well as adding the utility of a small flier we hope will make this an interesting option for the

Mountain Giant - Gains +2/+2
Jungle Giant - Gains +2/+2
Tusked Behemoth - Gains +2/+2
The size of high cost "vanilla" cards, especially in Warpath has for a long time been relatively small in Infinity Wars, so while we don't expect these changes to have any impact on competitive play, it helps better set the bar of what size is normal at these costs so we are not restricted in future designs.
Depending on how these play, we may look at other expensive cards to buff this way in the future.



[h2]Bug Fixes[/h2]
  • Fixed Intervention (IH) causing a game freeze
  • Fixed Blood Crazed is killed transforming all copies of itself
  • Fixed Omnimind's Cost reduction
  • Fixed VFX self node is overriding other targetting filters, leading to some unintended behaviours on some cards
  • Fixed Nix's text not being updated
  • Fixed Trickster monkey special effect is not working.
  • Fixed Daclarius the law special ability is not working
  • The game froze when my opponant played intervention. I dont know if its a scam method to get me to resign or just a bug. the music still plays and the graphics move but nothing happens.
  • Fixed Blood-Crazed Initiate Dead Token not correctly gaining bloodthirst
  • Fixed Enemy AI somtime soft locking the
  • Fixed Quests and battlepass progress not getting reset correctly when logging in or out
  • Fixed "Malignant" Not only begin couning characters killed once it is in the grave yard.
  • Fixed Overcharge storm doesn't cause you to rovercharge if there are no valid targets
  • Fixed some overcharge cards not working correctly when having no targets


Check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.


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

Classic Animations Fixes & Heroes Tutorial | IWC 0.48 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.48.

Our patch was slightly delayed from last week due to the Steam Servers being on fire for no particular reason.... ahem, Elden Ring... Anyway, our patch has gone out, and we've got a series of fixes and updates for IWC, and IH. Read on to see what we have specifically going on, or join us on Discord where we're always happy to hear what you're most excited for and want to see us work on next.

[h3]Reminder: Intrigue Sign-up[/h3]
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to bit.ly/iwcintrigue to be added to our pre-launch page.

Patch Notes


[h2]Major Features[/h2]

New Tutorial System
A system for making tutorials and other singleplayer content has been implemented. This will allow us to make and edit single player experiences relatively quickly now and in the future.
These systems also include an overhaul of how we handle player rewards, which will be important as we shift to our new future model layed out in the "Future of Infinity Wars Classic" video.
The first test case for many of these systems is a set of tutorials for Infinity Heroes, there are still some minor changes we wish to make to these tutorials to make them a smoother learning experience, but we wanted to showcase them to get your feedback.
You can play these tutorials via the Tutorial button in the top-left of the main menu.
We also have a series of tutorial missions in development for Infinity Wars Classic, however these are not yet ready. As always, stay tuned for more.


[h2]Minor Features[/h2]

Restored IWC Artwork
Early versions of Infinity Wars 1 have not been very well documented, meaning we have had some cards without working spritesheets.
These have now been found and added back into the game, fixing the animations for the following cards:
  • Zealous Protector
  • One of Many
  • Verore Brute
  • Vanguard Knight
  • Aerial Commando
  • Martyr of Death
  • Armored Landcrawler
  • Fight!
  • The Hellmouth
  • Guns of Goliath
  • Kinetically Overloaded Drone
  • Glorious Warrior
  • Firebolt
  • Genesis Construct
  • Drone
  • Demon of Fear
  • Beast of Burden
  • Bad Bot


Improved External Passive system
Extension to the external passive system that handles effects like "All Characters you control get +1/+1" now allows for more flexible and consistent cost reduction and keyword granting effects, especially when used by Artifacts or Locations, which previously behaved different to character cards. This has also fixed a number of very rare desync issues.

Improved stat-tracking
Cards now have a flexible stat tracking system that allows us to better create Effect Nodes. This also allows us to potentially expand it in the future to use stat tracking to inform possible balance issues.

[h2]New IWC Cards[/h2]

Profane Critter Cost:3 Morale:1 (EX x2)
Character - Beast Demon

Whenever this deals combat damage to a character while attacking, excess damage will be dealt to the next defender.
13/4
< Click to reveal Artwork

[h2]Balance Changes[/h2]

Some IWC cards have been modified to be closer to their original functionality.

Shikana, Who Demands Tribute
Changed from random sacrifice to:
"Activate: Sacrifice another Character. At the end of turn, If Shikana didn't sacrifice a creature, Shikana is removed from the game and kills all Characters on the Battlefield."
This design brings Shikana closer to its original design, replacing the start of turn effect that we don't currently support with an activated ability, this is similar to how we redesigned Bomb-Bot.
NOTE: This card's text currently reads as their old version, while they function to the new version. As a result, we're probably going to put them on the ban list to avoid confusion, with a patch fixing them up will be on the way in a minor upcoming patch, or we wait for the next big one.

Champions Herald
Change to bounce back to hand rather than sacrifice

Demon of Dark Bargains
Fixed External Passive to work on the turn you play it
As part of the change to the external passive system, you can now immediately gain value from this card, bringing it closer to its IW1 version.

Omnimind
Fixed External Passive.
As part of the change to the external passive system, you can now immediately gain value from this card, bringing it closer to its IW1 version.

Nix
X cost targetting implemented.
The multitargetting system has been modified to allow costs to be assigned per additional target chosen. Allowing us to make Nix's flexibility return.

Explore
Change to original functionality.
Due to this card being implemented very early on, before Locations and deck searching were even implemented the design got changed, this was overlooked and so now has been reimplimented to its original text.

[h2]Bugfixes[/h2]

  • Quests and battlepass progress may not reset when logging out.
  • Fixed Blood crazed initate When in command blood crazed initate fails to transform when units die.
  • Fixed IH card dragging breaking if moving cards offscreen when timer runs out
  • Fixed The Victory Screen never plays the intro to the victory/defeat music, was getting instantly overriden with the loop version
  • Fixed Overcharge storm not causing you to overcharge if there are no valid targets
  • Fixed Overcharged Storm causing you to overcharge twice as many cards in hand
  • Fixed Verore Worshipper sometimes surviving combat due to initiative
  • Fixed set numbers missing from some Intrigue cards
  • Fixed Karckk Haste
  • Fixed new releases deck having banned cards
  • Fixed Pacifying winds overcharge
  • Fixed Shield Generator missing types
  • Fixed Laser Cannon Spritesheet


Also, as a final note, we've been working on a few advertising campaigns to spread the word about our upcoming kickstarter release and free beta release, so if you see any of our videos or posts around, feel free to let us know where!

Check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.


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