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Balance Changes & Late Backer Store | IWC 0.72 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.72.

We're working away behind the scenes at prepping everything for the Kickstarter rewards coming on the 10th of October, and we've got something for the late comers to the Kickstarter, a late backer store for people looking for a last chance at scoring some Platinum cards, as well as work towards stretch goals and score other awesome perks. To check out the store, click the link below, and if you're already a part of the campaign - let's jump into the patch notes!

[h2]Post-Kickstarter store open until October 6th![/h2]



Patch Notes


[h2]Major Updates[/h2]

[h3]Pack opening improvements[/h3]
A major rework has been started on pack opening animations. Snag some packs now and check it out!

[h2]Minor Updates[/h2]

[h3]Combat layout speed adjustments[/h3]
We are experimenting with a faster combat animation speed to help multiple combats not dragging on.
We'd appreciate any feedback on if it feels too fast or slow so we can continue to adjust it.

[h3]Exhaust Consistency[/h3]
All Move to Support effects changed to Exhaust-ing for consistency
This effects the following Cards:
  • Flashbang
  • Nix
  • Stumble
  • Demon of Fear
  • Flagbearer
  • Harbinger of Law
  • Distraction Drone
  • Harbinger of Light
  • Exhaust
Goal: To create consistency in move effects vs exhausting, allow for more "exhaust matters" design space in the future. and make FD slightly more powerful against activated abilities.

[h2]Card Updates[/h2]

[h3]Balance Changes[/h3]

A large batch of balance changes with this patch. we'll be seeing how the meta plays out after this and the release of intrigue but likely have another moderate sized balance patch in the works.

Devil of Despair
Temp ban the card so that variants can be tested.
We have a number of balance changes we have been testing, we want to get this change right and are therefore temporarily banning this card while we do further internal tests.

Hungry Abomination
Now gains a flat +6/+6 when discarding or removing a Character from hand.
Character stat based discard was too swingy, and hindered making large statlines. this keeps it as a powerful discard/overcharge engine card, but can no longer gain 30+ attack out of nowhere.

Champion's Herald
Cost reduction now only lasts a single turn
OoS are only allowed Character cost reduction as a tempo play, not in a stackable manner. This also means the haste and the cost reduction line up and make playing the card on turn 1 less safe.

Mutating Dead
Once per Turn activation restriction to activated ability
Helps it grow a little slower and not pick up sometime a 5-6 keywords in a single turn, which can be frustrating gameplay.

Unstable Demon
Increase Exile cost by 1
Make this powerful deadly character come down a little slower when discarded, as its body was huge for turn 4.

Xi, Martyr of Peace
Reduce healing to 15
Make the card less effective in multiples and allow the Spirit transform to being the more central focus of the effect.

Carrion Creeper
Can only sacrifice deployed Characters
Make the card not come down on turn 1 and make the sacrifice version be more equal in value to the 3 cost mode.

Escalated Stain
Increase Cost by 1. Purity increased to 2P
Reduce the value provided by the stealing mode and bring in line with other steal effects

Blightmaker
Purity reduced to 1P
Swapping purity with Stain as a splashable lategame card that can also be location removal.

Corrupted Celestial Dragon
Increase cost to 11
Retain a flexible purity lategame option but not overshadow other lategame cards as much, while also slowing down flicker strategies.

Flame Dawn Purifier
Gains "When you deploy CARDNAME, remove target card from the enemy graveyard. "
Want to add a little more main-deckable graveyard removal to flame dawn and give the card further differentiation from Kali.

Hehkeem, Corrupted
Increase cost by 1.
Make 3xSoA deckbuilding more diverse in the long term. The power of this card often warped the number of 1-3 cost characters the deck played, making it really difficult to justify playing anything more expensive.

Aberion, Fallen from Glory
1P -> 2P
Aberion, Hammer of the Dawn
2P -> 1P
Increase stats from 8/8->10/10
Allow 2FD to be more appealing and bring the transformed aberion in line with the original.

Vengeful Warrior Redesign Vengeful Warrior v2 Cost:3 Morale:0 (DoDx1)
Vigilance
When another Character you control dies, Vengeful Warrior gains deadly until end of turn.
2/4
Redesign a horrifically statted DoD character and add more options for them to use against huge bodies.

Vah'nash, the Ritual Master
Now buffs himself
Becomes less vulnerable to commander removal, but requires early activations.

Hell's Gambler
Cost Increased by 1
Massive cost reduction can happen a little too early if your really lucky. Now a bit slower when the game can handle it.

Pyr, Fortress of the Flame Dawn
Text changed to "At the beginning of combat, create a Flame Dawn Aspirant in the Assault Zone."
Buff the new 3 drop in Intrigue and make the card have more immediate impact.

Greedy Ransacker
Gains charge
FD was missing a charge unit at 3 cost, and plunder plays really well so we wanted to push this a little.

Memorial to Heroes
Increased cost by 1.
With the way Memorial changes everything that comes after, and considering how flexible it is at 1p, it's cost has been aligned properly.

Cleanse Impurities
Text changed to:
"Preemptive
Remove a card from you opponent's graveyard.
Draw a card."
Redesigned to hit graveyard to act as a future safeguard for graveyard strategies and prevent the deck info issue.

Agent Mereor
Activated ability can only be activated once per turn.
Reposition the power of the card into specifically the Agent coyle casual decks, not a board melting machine gun.

Hinekri, Growing Bored
Cost:4 Morale:6 (EXx1)
Unique Character - Demon
Flying
When you deploy Hinekri, put a Madness on top of your opponent's deck.
If Hinekri would die, if your opponent has a Madness in their hand, return her to your hand instead.
8/6
The reanimation effect was both a little too powerful, but also the card was being used for flickering which overshadowed its main ability.

[h2]Bugfixes[/h2]
  • Fixed Bek not working correctly with Flciker abilities
  • Fixed low orbit cannon exhaustion when having no targets
  • Fixed Kung Ji causing the game to lock up.
  • Fixed Champion's herald being exhausted in hand
  • Fixed Warden of the wall applies it's morale damage due to surviving combat even if it dies."
  • Fixed Tome of the dead mission tooltip sometimes not counting up
  • Fixed "LeavesPlay" triggers getting incrrectly effected if moved between two in play zones
  • Fixed Overcharged storm wording and effect
  • Fixed Aventure time quest
  • Fixed Firebolt being a token card by default
  • Fixed Consecrating Angel destroying locations too when attacking characters
  • Fixed Astatoth's damage trigger
  • Fixed Pain stone not adding damage correctly
  • Fixed dancer of jinhai's text not saying it can only be activated once per turn
  • Fixed hunted down text
  • Fixed Aleta, Cured Immortal missing the unique tag
  • Fixed The Innovative Wish not being able to target enemies
  • Fixed Defiance not hitting command zones
  • Fixed Defiant Brute death being able to sacrifice the target that was already dead due to combat
  • Fixed Morningstar Wayclearer not hitting the fortress
  • Fixed Tempus tags
  • Fixed Hunted Dragon having the incorrect trigger
  • Fixed Flame Dawn Purifier causing combat to freeze sometimes
  • Fixed Rita's guard cost and morale
  • Fixed infected devil not correctly transforming again
  • Fixed splitter-lite creating tokens when it dies in command zone
  • Fixed Plunder triggering on effect damage
  • Fixed Nix pull commanders out of command
  • Fixed Humble wearing off some parts of its effects if a card goes to the graveyard.
  • Fixed Dropbear activating multiple times
  • Fixed Overload being able to kill locations and missions
  • Fixed Agent Coyle DivineDemonic discard.
  • Fixed Tracks the Cowardly targetting
  • Fixed Strength in Numbers being dynamic
  • Fixed many minor templating issues
  • Other Misc bugs


HOTFIX BUG FIXES
  • Fixed Nero working with sacrifice
  • Fixed Bek cost reduction not being setup to be consistent with other similar cards
  • Fixed Tome of the Dead
  • Fixed Spirit jittering
  • Fixed Commander remove button disabled by default in deckbuilder
  • Fixed some minor issues with pack opening
  • Fixed Promo Store display tiles not linking corectly


The balance changes being pushed through are sure to shake things up a bunch, and I'm excited to see what everyone manages to make in the coming weeks! And, to reaffirm, rewards for the Kickstarter (and post-kickstarter store backers) should be going out around the 10th, so we'll see you all around that time with packs and cards galore!

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

FINAL HOURS on Kickstarter | IWC 0.71 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.71.

A lot has happened this last week. The resurgence of the community, the Kickstarter being funded, the content from us, the content from our community - It's amazing, but we'll have time to talk about that in a few weeks when things have calmed down. For now, let's just keep it brief, with the most important thing being that the Kickstarter is ending soon - so get in now for your plat cards, never to return after the set releases on October 10th!

[h2]Join us on the Kickstarter![/h2]

[h3]KS.InfinityWarsClassic.com[/h3]


Patch Notes


[h2]Major Updates[/h2]

[h3]Desyncs[/h3]
Thanks to everyone who has played recently and reported bugs. We have been working hard to squash any remaining desyncs thanks to our improved logging systems.
We've fixed a few more of them this patch and will be keeping an eye on if any more remain over the weekend.

[h3]Card Packs[/h3]
Collector Booster Packs are now available in the store!
  • These booster packs contain 5 cards from a pool of all available cards. Get cards from the released intrigue cards, or from older sets, even promo cards can rarely appear.
  • Each booster contains 1 card guaranteed to be Uncommon or rarer and all cards have a chance to be Foiled, Gold Bordered, or both.
  • Buy premium boosters to more than double your odds of finding rarer cards or cosmetics, and all cards from premium boosters are marked as Tradable when that feature is enabled.
  • Bundles of 5 Packs can be bought to provide a discounted price.


[h2]Minor Updates[/h2]

[h3]Resolution Changing[/h3]
New Resolution options and better support for less common resolutions have now been included. We'll be continuing to see how we can support different resolutions more in the future.

[h3]Miscelaneous additions[/h3]
  • Better notifications when you receive new Quests
  • Updates to the Account Transfer Tools to better serve high demand
  • New Tooltip messages for keywords
  • Added additional Fast Forwarding options
  • Deck Exporter now Export Cards in order of cost than name
  • New sound effects
  • New Exhaust indicators (Zzzzz)
  • Changed default AI to be Hard instead of Insane to make it cheat less.
  • Changed notification message for deck exporting
  • Disabled arranging of field cards for AI to avoid the AI putting 2 cards in the same slot
  • Random Deck selection button, useful when playing offline
  • Deckbuilder Searching Improvements
  • Remember Me login toggle


[h2]Card Updates[/h2]

[h3]Promo Cards and New Artworks[/h3]
4 new Promo cards have been added to the game, as well as new artworks for Shamba's Hunt and Siege Engineers.

Thanks to the amazing content creators that have supported the game and helped us reach our Kickstarter goals.
  • Thea Wolfborn
  • Daniel Money
  • Shady Bunny
  • Rio, Nice Dragonborn


[h3]Ban List[/h3]

As of now, the ban list is completely empty, as all bugs related to keeping cards on that list for extended periods seem to have been dealt with. If a card gets banned, you'll hear about it first on Discord.

[h3]Balance Changes[/h3]

Confront the Aether
Increase cost by 2
This card was giving less dedicated CoV decks too much lategame gas, now the card will be able to be made very cheap in dedicated spell matters decks, but be a much more awkward topdeck in other situations.

Sol, Tyrant of Solace
Increase cost by 1
The huge body and very powerful effect came down just a little quicker than we liked, making it difficult to rush down. We'll be keeping an eye on this still very powerful card to see if it needs further adjustments in the future.

[h2]Bugfixes[/h2]
  • Fixed Issue with some players being randomly logged into other player's accounts
  • Added some Missing lore to existing cards
  • Fixed Custom Card Names not correctly saving between sessions
  • Fixed lighting on some battlefields
  • Fixed Default Verore battlefield animations
  • Fixed Wish activated abilities such as Omnitron getting cost increased or decreased by the card's modifiers
  • Fixed Cost increase effects not syncing correctly sometimes between players
  • Fixed Card Items not correctly showing the correct amounts in the inventory
  • Fixed Excess Damage on cards like Profane Critter Calculating correctly
  • Fixed Excess Damage on cards like Profane Critter working correctly with flying
  • Fixed some missing spritesheets
  • Fixed deck importer now correctly working with banned cards
  • Fixed Queue timer to display the correct text
  • Fixed Multi-Strike tooltip
  • Fixed broken alt art cards
  • Fixed Adaptive Master being considered artificial
  • Fixed Pacify somehow being a human
  • Fixed Crystal of Madness drawing cards from hand or graveyard
  • Fixed Lost Knight increasing its own cost
  • Fixed Aleta, Immortal Traveller's activation cost
  • Fixed Single Combat targetting
  • Fixed Martyr of Chaos's graveyard effect
  • Fixed Bad-Bot having the IH Pacify tooltip
  • Fixed Demon of Fear targeting
  • Fixed Grotesque Brute tooltip
  • Fixed Infest targetting
  • Fixed Sol, Tyrant of Solace triggering damage effects
  • Fixed Preview Cards in the history queue having passive triggers, causing slowness
  • Fixed stealing a character not updating external passives
  • Fixed Karani not correctly reducing artifacts or locations
  • Fixed Ixxi's renanimation
  • Fixed Hand Reveal Effects causing desyncs
  • Fixed Infected Cycle to use Exhaust wording
  • Fixed OnceWasClean overcharge ability not working.
  • Fixed Missing Red Refinery and Supply Depot battlefields
  • Fixed dynamic zone layout spacing for the relic zone, so that it can automatically fit the relics into the zone by squishing when it exceeds a certain amount of cards.
  • Fixed Card Tooltip to Anchor to the edge of the card
  • Fixed Rubble Golem not working with Humble
  • Fixed Azael the Torn bringing back Removed cards from other sources
  • Fixed Azael the Torn not returning her target if she dies
  • Fixed Vasir, Chained Prince movement nodes
  • Fixed Drason not triggering on abilities
  • Fixed Astatoth trigger too many times


HOTFIX BUG FIXES
  • Fixed Major Desync issues caused by broken wish panel actions
  • Fixed Major Desync issues caused by Movement effects
  • Fixed Cheryl Forward Scout not having unique
  • Fixed Legionnaire of Dawn not correctly dealing damage
  • Fixed Drason Armory Keeper having an OnPlay effect, not an OnEntersDeployed effect, and thus not working with flicker
  • Fixed Agent Coyle Zomborg, killing itself if damaged while transforming
  • Fixed Defiant Brute triggering twice with sacrifice effects
  • Fixed Thea Wolfborne triggering from graveyard
  • Fixed visual error with ingame UI
  • Fixed Ju-lin moving instead of exhausting
  • Fixed account transfer screen showing transferred levels as 'Wins' instead.
  • Fixed Store Folding to centre of the screen
  • Fixed missing VFX in Chaos in the Ranks, causing bad player feedback
  • Fixed Ixxi freezing the game
  • Fixed In-Game settings starting at the bottom of the menu
  • Fixed opponent hand cards not being revealed when being affected by VFX



[h2]Content Launch[/h2]

Our biggest thing to share here is the Lore Abridged videos, which may be getting their own news post separately in the future based on everyone's feedback and love for them.

You can watch the entire playlist starting from episode 1 here: https://www.youtube.com/watch?v=z2lE2IOSL3g&list=PLfl3bFv3CAqnhpk96fxBEY8W2jqhWhCnD&index=1




We're so grateful to everyone who is making this whole revival possible, and while there's plenty left to go, each patch brings strides in improvements and bug fixes. We'll be done shortly, for sure!

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

Intrigue Kickstarter FINAL DAYS

[h3]Hey Everyone, Jason from Lightmare Studios here.[/h3]

We're in the final days for the Intrigue set Kickstarter, so now's your final chance to get in and snag some limited and exclusive perks! We've already sold out of 4 of our perk windows, so if you're looking to get involved, you're running out of reasons not to.

Platinum cards, intrigue sets, posters, shirts, cosmetics for days, and so many packs of cards - you can have it all!





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

IWC's FREE LAUNCH | IWC 0.70 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.70.

It's finally here. Two years in the making, and a long way to go, but we're finally releasing our early access free to play build of Infinity Wars Classic to the world. FINALLY! We've got a lot of content going on, we've had our premiere live stream event celebration, we've had our Kickstarter launch, and we're got so much more to show off in the next two weeks! Want to be up to date with everything? Join us on Discord, where we've seen a massive influx of activity, and we're almost at 2100 members! discord.gg/y8KGxk4

[h2]Join us on the Kickstarter![/h2]

[h3]KS.InfinityWarsClassic.com[/h3]


Patch Notes


[h2]Major Updates[/h2]

[h3]Free to play launch[/h3]

We are excited to announce the public early release of Infinity Wars Classic! The game is no longer locked for non-patreons and we have just started the Intrigue set Kickstarter. Along with this, we have the introduction of the CTCG model, so tell your friends and get them involved so they can play with every single card in the game, for free, just by making an account!

For more info on the CTCG model, check out this video we did revealing our direction from earlier last year.

https://www.youtube.com/watch?v=wQdLfnTzJzs
[h3]New Quest System[/h3]
Gain 3 Quests every day, and lock in your favourites. There are over 30 quests currently implemented, with more coming soon.
Be sure to lock in any quests you wish to keep over multiple days, as they refresh every 24 hours.

[h3]New Premade decks[/h3]
12 new premade decks have been added, replacing the old outdated decks. These include decks provided by our amazing community, such as Gameipedia, and Tyrantherus. We'll probably be doing another deck building competition after the Kickstarter, this one went really well.

[h2]Minor Updates[/h2]

[h3]Complete user interface scaling support[/h3]
All menu screens in both main menu and in-game now fully support different resolutions including 16:9, 16:10, 12:9, 32:9, 3:2 and more.

[h3]Deck Favouriting system[/h3]
Major improvements have been made to user decks, including "last time played" checks, so that your custom deck list is sorted with your favourited and most recently played ones at the top of the list.

[h3]Deck Builder Improvements[/h3]
The deckbuilder has received another pass of internal improvements, including better performance, better filtering for card types, stats and search functionality. We have also adjusted the size of cards in the deck builder for better visibility.

[h3]New Ingame and Menu vfx[/h3]
A huge new pass has been done to both menus and ingame abilities with dozens of new particles effects.

[h3]New sound effects[/h3]
The menus have received a number of new sound effects to create a better audio experience, with even more on the way.

[h3]Faction based Music[/h3]
When playing games, the music will change based on the purity of your deck.

[h3]New Premade decks[/h3]
12 new premade decks have been added, replacing the old outdated decks. These include decks provided by our amazing community.

[h2]Card Updates[/h2]

[h3]Balance Changes[/h3]

With the public release and the Intrigue Kickstarter happening, balance changes mostly be delayed until after Intrigue's full release in 3 weeks as the team focuses on other areas. However we do have a few small changes of already released intrigue cards:

Tygris, Politically Inclined
Removed deploy requirement.
The token "Lord" effect we felt was playing out a bit lower impact than expected, and thus wanted to try out Tyrgis as more of a command zone option.

Carlotta, Queen of Solace
Attack prevention ability now only effects the opponent
The Queen of Solace's ability previously prevented an Overseers deck from fulfilling its own go-wide plans. So we have removed the restriction from yourself.

Bek
Gains +2/+2
This dragon based Character needs to get onto the battlefield, so we have increased her stats so she can survive there more often.

Astatoth
Damage trigger changed from an end step trigger -> "When Astatoth is dealt damage for the first time each turn"
This small buff means that Astatoth doesn't need to survive till the end of turn, meaning he no longer is sometimes anti-synergistic with his unstoppable keyword.

[h2]Bug Fixes[/h2]

  • Lots of various stability fixes
  • Huge amounts of UI fixes
  • Fixed Graveyard and deck not correctly allowing targeting
  • Fixed two major sources of game desyncs, caused by decks not getting sent over the network correctly, and the undo turn system not waiting for a network response correctly.
  • Fixed Scarab Spybug targeting multiple targets
  • Fixed Dragon Collar still hitting the support zone
  • Fixed Infected Purifier, Spirit of Vengence and other OnReplaceDeath cards not using the forceAlive heal.
  • Fixed Ruins of Veroria working from the graveyard
  • Fixed Mutating Dead not checking if the target of its ability is still in the graveyard
  • Fixed Heavenly Wish 1st mode being Unable to target command zone during the planning phase
  • Fixed Recruit of Solace being unable to target command zone during the planning phase
  • Fixed Protcul being unable to target friendly units
  • Fixed Mark 1 'Brimstone' Battle Tank being unable to target command zone during the planning phase
  • Fixed card dragging interacting with the ESC menu poorly
  • Fixed Imported decks always defaulting to greyscale.
  • Fixed Finds the Hidden keeping its target even if it dies or leaves play
  • Fixed Zuza returning dead units to life when she dies or uses her ability again.
  • Fixed Risen of Avarrach raising from the dead too slowly.
  • Fixed Tied game checking, now ties caused by morale or alt win cons will work correctly
  • Fixed Big-anators gaining +2/+2 from enemy discards
  • Fixed Ethereal fusion causes the game to freeze
  • Fixed Void split tokens having flying
  • Fixed a number of card name and card text misspellings
  • Fixed Boyo incorrectly costing 2
  • Fixed Verore Channeller not working on commanders
  • Fixed Alter of Binding being unable to target Commanders during the planning phase
  • Fixed Lance of jinhai being unable to target enemy characters
  • Fixed Higher Calling targeting and zone movement
  • Fixed Filing cabinet activation not correctly checking the number of valid targets
  • Fixed Ancient aggression Emblem being unable to target commanders during the planning phase
  • Fixed Guard unable being unable to target commanders during the planning phase
  • Fixed Tribal Medicine targeting
  • Fixed Power of the Underdog failing if used on a commander
  • Fixed Swift Strikes failing if used on a commander
  • Fixed Intimidating Rally targeting
  • Fixed Bek's cost reduction ability
  • Fixed Siege Engineers not working on non-combat damage
  • Fixed Tooltip displays for keywords and missions
  • Fixed Activated Abilities not correctly disabling the activation button
  • Fixed Consecration Angel not destroying locations
  • Fixed Blood Crazed Initiate transform


HOTFIX BUG FIXES
  • Fixed issue with store real money purchases button not working.
  • Fixed notifications not appearing in the friends panel.
  • Fixed issue where sliders weren't update music volume.
  • Fixed manual account transfer button not working in the account transfer screen.
  • Fixed issue causing cards to appear greyscale even when they are owned.
  • Fixed issue where the inventory would sometimes fail to display.
  • Fixed issue where the featured page in the Store screen would fail to display the items.
  • Fixed being able to open cosmetic packs in the pack opening screen.


[h2]Kickstarter Launch[/h2]

We're doing really well on Kickstarter already, after an amazing stream! The entire team is so grateful for everyone's contributions and support. We're sitting at Kicktraq's second place after only 12 hours! Here's hoping the rest of the campaign goes as swimmingly as the launch has!

Check out the Kickstarter page to get a look at all those awesome perks, and take a look at the Kickstarter video for more info on what we're up to and such.

[h2]Content Launch[/h2]

We've got two videos we've released, being the teaser trailer to Intrigue, as well as the updated tutorial. There's a lot more content coming though, so subscribe on youtube or join us on Discord to stay up to date with everything.

https://youtu.be/oeuBVLLrPNA
Thankyou all for your patience as we worked on the foundations of Infinity Wars Classic, and I hope you're excited for everything still to come. Join us on the Kickstarter, and let's bring death to pay to win!

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

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