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ONE WEEK LEFT | IWC 0.62 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.62.

We've been doing a LOT of mini patches and content launches since the recent UI Overhaul, which we premiered to the world recently. We'll talk more on that later, but if you're wondering why we jumped from 0.55 to 0.62, essentially the answer is that small patches are often pushed to just Discord, as we don't want to clog people's announcements with "oh we fixed this one bug and this one spelling mistake". Or, sometimes Jason forgets because he a dummy. Regardless, we'll bring you the important stuff here, and if you want EVERYTHING, join us on Discord, we just hit 2,000 members! discord.gg/y8KGxk4

[h3]Reminder: Intrigue Sign-up[/h3]



Literally the last time you'll see us pushing the pre-launch page, after this it's gonna be a few weeks of pushing the actual Kickstarter. Want in? Click Notify me on Launch.

Patch Notes


[h2]Major Updates[/h2]

[h3]UI Overhaul[/h3]

In a patch just recently, we revealed the UI Overhaul, which was received amazingly for it's technical improvements, but we received some pretty strong feedback regarding it's artistic design, and I can confirm, the UI is indeed being updated in two ways. A more unique, permanent solution, and an improvement on our current UI as a more temporary solution. We've got a UI designer working closely with us for both of these options. The UI you'll likely be seeing after our free launch will resemble something close to the below, so feel free to tell us what you think.

The team has been hard at work improving the backend systems and features of the UI rework, these include updates to the deckbuilder, tooltips, hovering, sound effects, setting menu, in-game scene menus, card dragging, and much much more. A good deal of that is seen in this patch, with more on the way.



[h2]Card Updates[/h2]

[h3]Balance Changes[/h3]

Minimal balance changes, because everything has been focused on the bug fixes and UI overhaul, as well as our marketing materials in preparation for the free launch.
We'll be doing a more comprehensive balance pass after the free launch, once the players give us a decent indication of what they think is powerful, as well as what should be.

Force Against the Law
Added Beast Subtype
While technically a minor buff, this is mostly just about avoiding very understandable confusion.

Martyr of Life
Increase cost from 8->9. Removed Unstoppable.
While we really like the gameplay loop that this card creates, having unstoppable was allowing it to die a little too easily when attacking, and pushed out other unstoppable high cost threats. Also the huge value this card can create we felt meant required a minor cost increase.

Enlightenator XT2500
Now only gains +1/+1 when overcharged, rather than +2/+2
The full healing was supposed to be the focus of this redesign, the +2/+2 however grew a little quicker without assistance than we wanted for such a flexible purity card.

Dirty Devil
Increased cost from 2->3 (Exile cost remains the same)
Deadly is a relatively new mechanic to Infinity Wars and has shown itself to be quite powerful, especially when able to be used defensively. Dirty Devil has been one of the top 2 drop Characters for a while, so we wanted to tone down the card and require using the exile cost more to take full advantage of this demon..

[h2]Bug Fixes[/h2]

There was a lot, and the devs decided to skip reporting them to focus on fixing the last ones we have with the final week we've got. We might include all of these in the patch notes for the final release, but we'll see. I'd yell at them, but I'm also a bit behind schedule, so we're just going to focus on our work for the timebeing, and we can yell as much as we want next week.

And remember, check out the INTRIGUE PRE-LAUNCH PAGE to register your email. Only one week remains!

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

Free to Play Date Announcement



We've got a big one... today, we revealed the launch date to our Intrigue Kickstarter, and Open Early Access phase in our newest video. We have less than three weeks left to wait!

[previewyoutube][/previewyoutube]

The game is getting a pretty large patch within the next 24 hours, and public access won't currently be allowed, and we'll be posting patch notes up for that early next week for our Patreon users, but everybody else has only weeks left to wait before they can jump back in to Infinity Wars Classic, as we work to destroy Pay to Win.

See you all on the battlefield REAL SOON, Rift Runner...

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

Unlock & Balance | IWC 0.55 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.55.

Our focus has still been on the UI Overhaul Improvements, but we've got a nice chunk of balance changes, bug fixes, and new cards to show off in the meantime. Not only that, but we'll be doing our first ever public previews of the new UI soon! So, definitely make sure you're a member of the Discord server so you'll get to see it when it goes out. We're so close to 2K members, so let's make it happen! discord.gg/y8KGxk4

[h3]Reminder: Intrigue Sign-up[/h3]



We're almost out of our closed alpha and into our free to play early access period. If you want to stay up to date on the moment our free to play and Intrigue content launches go live, head to the page and click Notify me on Launch.

Patch Notes


[h2]Card Updates[/h2]

[h3]New Cards[/h3]


Seeker of the Unpurged
Cost:2 Morale:4 (FD+OoS)
Character - Human
Flame Strike 2
When CARDNAME dies, draw a Unique Character.
2/8
Raider's Opputunity
Cost:2 (FDx1)
Ability
Target Character gains +4/+0 and Plunder 1.
Azael, The Torn
Cost:5 Morale:5 (OoSx1)
Unique Character - Angel
When you deploy Azael, the Torn, target a deployed Character.
When Azael, the Torn attacks, remove the targeted Character from the game. At the end of the turn, that Character returns to play.
10/10

[h3]Card Redesigns[/h3]

Purge the Unworthy
Cost increased to 6, and effect redesigned to:
"Each time a card in play is removed from the game, Purge The Unworthy becomes %17 more complete.
Once Purge The Unworthy is 100%, for the rest of the game, when an enemy Character enters the deployed area, it becomes exhausted next turn."

The previous Purge the Unworthy design encouraged the use of Overseer's flicker and graveyard removal, but its reward was often too slow and didn't help the strategies it encouraged. This new design narrows the build-around potentioal to on-board remove effect, but greatly increases the reward. in addition, once completed, it synergizes with flickering enemy Characters much more directly.

Corrupted Forest
Increased cost to 8. Removed Warpath restriction and replaced it with caring about the Character's controller.

Corrupted Forest is an exciting 1P high cost location card that encouraged and countered token strategies. However due to caring about Warpath cards, it not only had unwanted gameplay in mirror matches, but also couldn't effectivly be used in the variety of decks its single purity implied. Now the card is much more rawly powerful for Timmy players who want to use warpath to go wide rather than tall. As a saftey measure the card has also recieved a small cost increase as we want to see this more as a niche playable rather than a core ramp target.

Vanguard Knight
Decreased stats from 7/5 -> 6/4. Added "When Vanguard Knight dies, create a Flame dawn Aspirant in your hand."

Vanguard Knight and Knight of the Flame Dawn consistently overlapped far too much. We want to give a greater variety to Flame Dawn's low curve Character slots as well as continue to support Aspirant based decks. We felt like this card was the perfect space to make this change, even fitting the name really well.

Legionnaire of Dawn
Stats changed from 9/5 -> 6/9. Added "At the end of turn, if Legionnaire of Dawn is deployed and you attacked this turn, your opponent is dealt 3 damage."

With Flame Dawn Footman and Knight of the Flame Dawn, we felt there was a sufficient saturation of "Vanilla" Characters in the faction for the current size of the card pool. So this card has been redesigned to allow for low but constant pressure if the opponent stabilizes, creating an often exciting tension about how to wieght up kill speed versus defense.

Masked Initiate
Decreased stats from 5/6 -> 4/6. Added "When you play your second ability card each turn, Masked Initiate gains +6/+0 this turn."

Similiar to Legionnaire, we felt this vanilla wasn't showcasing much about Verore as a faction, and thus have changed it to an "Ability Matters" style card that is more explosive but temporary. This will also help this type of strategy have more "as-fan" when drafting is introduced in the future.

Suppress
Changed to "Preemptive
Enemy Characters, Locations, and Artifacts can't use Abilities this turn."

The previous design was far too narrow and difficult to predict. While still niche, this new design gives a possible option against activation heavy decks like Omnimind, Sages, or Hermit. Notably being able to hit otherwise hard to interact with Locations and Artifacts

[h3]Balance Changes[/h3]

Gaohan, The Stalwart
Regains vigilance
With this card's rework, it lost vigilance, making the card far weaker when additional copies were added outside of the command zone. This has been reverted to grant a powerful defensive body if other copies die.

Dancer of Jinhai
Stats increased from 4/10 -> 4/14. Activated ability now grants flying for 1 turn and can only be activated once per turn.
Dancer of Jinhai is a card that really looked like it synegized with many of DoD's tools, but its low stats, expensive ability, and difficulty in swapping between attack and defense never let it reach its potential. Now we hope to see this card fulfill its role as it swaps between attack and defense.

Masked Warrior
Increased stats from 2/6 -> 5/6. Text changed to "When Masked Warrior enters the deployed area or attacks, your opponent loses 3 morale."
Part of our effort of giving DoD more playable options in the early game, adding the attack trigger allows for less Character focused decks that normally are favored against morale to not be able to nessesarily ignore this.

Vanguard of the Bond
Reduced purity to (FDx1)
Both this card and Duelist being at both the same cost and purity really overshadowed Vanguarge of the Bond. Multistrike however is a powerful effect and with the reduction of purity this opens up new possible deckbuilding options.

Kills by Leaping
Reduced Purity to (1xWP) and increased stats from 14/10 -> 16/10.
The ability of this card is really unique and makes positioning interesting, however its low attack and high purity requirements meant it wasn't able to find a home.

Augmented Ninja
Ability no longer works from the Command Zone
A minor oversight on this new card, keeping the ninja safe in the command zone for the first few turns was not the intended play pattern. While not nessesarily top tier, it created very consistent and repetative gameplay that didn't often have a ton of counterplay.

Flame Ram
Stats increased from 0/8 -> 0/15
Not only is this new statline aesthetically more pleasing, but it allows for Flame Ram to survive more often if the defense zone isn't cleared, giving it a 2nd change on an already risky play.

Flame Dawn Purifier
Cost reduced from 3 -> 2. Stats reduced from 8/8 -> 8/4.
Flame Dawn having reliable graveyard hate is a useful secondary niche in the faction, however this particular card was very heavily overshadowed by the popular Kali, the Purifier. This change should help spread out this type of effect along the curve and can tussle with many common sleeper threats early in the game such as Bloodthirsty Dead. Making sure they stay dead.

Warden of the Wall
Stats increased from 4/9 -> 5/12
When comparing to similiar cards like Invincible Defender, it is clear that Warden was heavy understatted, especially due to the lack of vigilance and higher cost. This buff will help raise the floor on DoD's early defensive options when deckbuilding.

Honorable Farewell
Added "Draw a Card"
Often cited as the weakest card in the game, or forgotten about entirely. This effect is very low impact and not at all worth the card disadvantage. While still likely to be weak, at least in might be considered if a deck plays a lot of high morale Characters.

Pain Stone
Reduced Purity to (CoVx1)
A dangerous card to potentially have at too low a cost due to CoV's mass damage effects. Damage however is a tool shared across many factions, so it was unfortunate that the purity previously prevented some fun crossfaction synergies.

Zealous Protector
Changed Ascend trigger from a kill trigger to a dealt damage trigger.
Zealous Protector is a design that we really like how it can flip from defense to offense, working well with a number of different strategies. Unfortunatly the kill trigger was very unreliable and has thus been changed to play a little better.

Timely Strike
Can now target up to two targets in the support zone
With this buff and the recent Battlefield Shade, we want to expand on Flame Dawn's stumble synergies and support zone hate. This card was both very conditional and overcosted, now with being able to hit two targets, passive support zone play can be punished and having the target move unexpectedly can be less punishing.

Brimestone
Reduced Purity to (FDx1)
Flame Strike is a potentially powerful mechanic but it inherently works better defensivly and in situations where the damage can increase over time. Neither of these are currently strengths of high purity flame dawn decks, and thus reducing the purity will allow for possible new deckbuilding combinations that can better make use of Brimstone's effect.

Guard
Reduced Purity to (WPx1)
Guard is a difficult card to use effectivly and didn't warrent the high purity cost. Now it can at least potentially be combined more easily with cards in other factions that care about being damaged.

Strength of Unity
Added Preemptive
As an expensive "combat trick" of sorts that doesn't add permanently to the board state, this card was difficult to use. Doubly so due to being multifaction. Now its most impactful uses of dampening board wipes or other surprises doesn't have to rely on having initiative, allowing it to be a little more consistent.

Brimestone Battle Tank
Stats increased from 12/12 -> 15/14
While Flame Dawn overall will continue to have slightly lower statted top end Characters, this buff is in line with a number of other recent changes to 6 and 7 drops. Brimestone Battle Tank especially has quite an expensive activated ability, so we wanted to make sure it wouldn't embarress itself when sent to the front lines.

Immolation Drone
Stats increased from 2/4 -> 4/10. Attack trigger increased from 1 -> 2 damage.
Immolation Drone was not only very understatted, its 1 damage attack trigger was too low impact for its role. Now with a defensive body it can not only take Genesis artificial buffs better, but also potentially survive against flying or reach blocker to maybe attack multiple times.

Tithe Collector
Stats Increased from 2/4 -> 6/8
While arguable a powerful (and certainly annoying) effect, this card was horrendously understatted. While we don't expect this to be an all-star card, it can now potentially find a niche.

Lumbering Goliath
Stats reduced from 25/25 -> 22/24
We wish to maintain 7+ cost Characters having larger base stats than they previously had, especially in Warpath. However the Lumbering Goliath buff overshot a little bit, so we want to tone it down a smidge.

Demonize
Increased Purity to (EXx2)
Demonize was one of the cheapest and most reliable transforms in the game, giving a lot of utility to splashing Exiles. With the faction's reworks, we believe this should require additional commitment and give a chance for other cheap 1P Exile removal and disruption to be included instead.

Splitter-Lite
Increased Morale cost from 2 -> 5

Flame Dawn Commando
Increased Morale cost from 2 -> 5

Timmy Bot
Increased Morale cost from 1 -> 4

Morale cost is one of many "Development Knobs" that can be adjusted to create risk when playing specific cards. We wanted to adjust some of the most played 1 & 2 drops to allow future cards early game cards to be considered during deckbuilding, and to give a minor weakness to morale based strategies.

[h2]Contenst[/h2]

Not exactly content, but we do have a new contest for our Patreon members, and it's a fun one - A Deckbuilding competition! Submit your deck, and it could become an IWC default deck, featuring your name attached to it! You'll also receive an exclusive stamped card as a reward, so Patreon people should go and check out the post here; https://www.patreon.com/posts/69410558

[h2]Bug Fixes[/h2]
  • Fixed issue with Self VFX nodes that could cause effects to loop far too many times. (Twins in Grey, Infest, etc)
  • Fixed desyncs when using restricted list cards
  • Fixed deserialization errors causing turn 1 desyncs
  • Fixed an issue with Bloodthirst that could cause Desyncs
  • Fixed Pit Brawler's Spritesheet
  • Fixed Flame Ram causing an infinite Loop
  • Fixed Enlightenator 2500XT's overcharge ability is not working
  • Fixed Devils bargain making the game freeze when being used on hand filled with exile cards.
  • Fixed Deadly not working correctly against characters with unstoppable
  • Fixed Verore Kidnapper and other "leave play" effects sometimes causing infinite loops
  • Fixed abilities that target Augmented ninja card getting removed from the game if you don't cast them
  • Fixed Coyle Hellbringer's transform trigger'
  • Fixed Abandon Symbiote ressurecting itself infinitly if discarded
  • Fixed Deck Renaming bug
  • Fixed Dojo not correctly multitargetting
  • Fixed Consume on Reckless Abandon
  • Fixed Zunshen, the Resolute General causing the game to freeze
  • Fixed Zunshen, the Resolute General not working correctly with flicker effect
  • Fixed Alpha Demon's wording
  • Fixed Empath Battery not working with tokens
  • Fixed Cards played from graveyard via Exile mechanic not getting buffed by decrepit crystal
  • Fixed some Beasts being named "Beast Tokens"
  • Fixed Protector of the Dead reducing its own morale
  • Fixed Zombie abomination working when removed from any zone
  • Fixed Lilariah, the Rebel being able to activate more than once per turn
  • Fixed locations being able to activate abilities the turn they are played
  • Fixed Screen Shake should not limiting itslef after 20 damage
  • Fixed Mass Death and Winds of War not correctly working with exhausted Characters
  • Fixed Wish Panels hiding cards when zoomed in
  • Fixed Medi being able to be activated multiple times per turn
  • Fixed Blood Crazed Initiate having the wrong amount of Bloodthirst
  • Fixed lots of inconsistant text boxes


[h3]Hotfix bug fixes[/h3]
  • Fixed damage prevention effects such as Noble Protector not correctly using RelativePlayer and thus causing desyncs.
  • Fixed Missing Human tag on Seeker of the Unpurged
  • Fixed Missing Unique tag on Azael
  • Fixed Azael sometimes not returning the removed card at end of turn.
  • Fixed Mariana, Spirit Dragon being available in the deckbuilder
  • Fixed Empath Battery playing a VFX for every card deployed
  • Fixed some location cards changing the battlefield dozens of times, causing lag spikes
  • Fixed some effects looping due to incorrectly setup self VFX nodes (Confront the Aether, Titan of the New World, etc.)
  • Fixed a bug with automatic desync reports sometimes not triggering correctly
  • Fixed some minor spelling mistakes



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.

Not long now!...

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

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.


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