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

Infinity Wars - Animated Trading Card Game News

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


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

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