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! https://discord.gg/y8KGxk4
Reminder: Intrigue Sign-up
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
Major Updates
UI Overhaul
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.
Card Updates
Balance Changes
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..
Bug Fixes
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!
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!
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...
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! https://discord.gg/y8KGxk4
Reminder: Intrigue Sign-up
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
Card Updates
New Cards
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
Card Redesigns
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
Balance Changes
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.
Contenst
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
Bug Fixes
Fixed issue with Self VFX nodes that could cause effects to loop far too many times. (Twins in Grey, Infest, etc)
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!
Reminder: Intrigue Sign-up
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 http://ks.infinitywarsclassic.com to be added to our pre-launch page.
Patch Notes
Major Features
Turn Unlocking
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.
Internal Death System Refactor
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.
Infinity Heroes Open Beta Free Launch!
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.
Minor Features
Improved Debug Board State Logging
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.
New IH Hero: Theseus, the Cruel Cleanser
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.
Card Updates
New Cards
Innovative Wish
Xac, Lost in Lunacy
Battlefield Shade
Hot-fix new cards
Augmented Ninja
Shamba Reborn
Card Redesigns
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.
Balance changes
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.
Content
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.
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.
Reminder: Intrigue Sign-up
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 http://ks.infinitywarsclassic.com to be added to our pre-launch page.
Patch Notes
Major Features
none
we fixed some bugs
Minor Features
New Patreon Exclusive Border (hotfixed)
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.
Card Changes
Balance changes
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.
Hotfix Balance Changes
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.
Content
Our newest video is more about entertaining than sharing anything overly important, but it's still a good watch.
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.
Version 0.53c HOTFIX Bugfixes
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.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.52.
If it seems that you've missed a few patches, don't worry, we've had some short and hotfix patches recently as we've fixed up issues and made minor fixes here and there, things that weren't worth publishing out to all of our old players. These small patches are always featured in the Patreon area of our Discord, so the people who care the most to know what's happening week to week have access to everything they need, but we wanted to wait until more substantial changes had occurred before telling everyone again. So, these patch notes will include everything from 0.50 and 0.51's hotfix as well as the most recent patch.
Reminder: Intrigue Sign-up
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to http://ks.infinitywarsclassic.com to be added to our pre-launch page.
Patch Notes
Major Features
Grayscale & Inventory System
As part of our move to a Complete Trading Card Game, we have released our Grayscale and card collection systems. All accounts by default will have a copy of every single card available in the deck builder, as a "Grayscale" card, these are in greyscale and non-animated. You don't technically own these, they're just available at all times, and usable in deck builder.
With the first batch of account transfers being processed, and the grayscale system being implemented, players need to be able to see their card and cosmetics collections. We have enabled the Inventory, though please be aware the UI here is very much a work in progress as we have a UI overhaul happening in the background.
Vanity Improvements
Card Cosmetics have received additional improvements, fixing a number of bugs and having far better integration with the deckbuilder. Also deck saves have received some major upgrades to better handle your chosen cosmetics. Note that your old decks will be converted automatically, but set fully to grayscale. So be sure to re-add your cosmetic choices.
Minor Features
Deckbuilder Fixes and Optimization
The deckbuilder has been expanded to allow you to choose what cosmetics you use for each card added, including if your using grayscale cards or not. Options are also available to change card borders, alternate arts, and foiling. However you must have the associated item in your inventory. Additionally, a new asynchronous deckbuilder loader has been added and integrated with the vanity cosmetics of various cards and the inventory to drastically decrease loading times.
Animation Fixes
Nearly 30 cards have received fixes to their animated spritesheets that meant they didn't loop correctly or jittered. We have an additional dozen or so we are still in the process of fixing for next patch.
Account Transfer Tool - Working and improving
Our first account transfers have been a success so far, with plenty more on the way. Improvements have been made to the account transfer system that were causing some cards to go missing, specifically those gotten via trades. These changes have been applied retroactively to old accounts as well. In additionally, the account transfer summary page has been improved to more accurately show the number of cards transferred.
Vanity Improvements
Card Cosmetics have received additional improvements, fixing a number of bugs and having far better integration with the deckbuilder. Also deck saves have received some major upgrades to better handle your chosen cosmetics. Note that your old decks will be converted automatically, but set fully to grayscale. So be sure to re-add your cosmetic choices.
Store rotation
With us re-enabling the store, we have rotated the Profile pictures available for purchasing. We plan to begin more regularly rotating our store offerings, so be sure to check back regularly.
Card Changes
New Intrigue Cards
Glimpse The Nightmare Cost:1 (EX x1) Ability Discard your left-most card. If you do, draw a card and that card costs 1 less.
Content
We've had two videos to share recently, being the CTCG Explained video, as well as the Community Update which went live the second before these patch notes did, both of which are worth checking out.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.49.
We have a pretty exciting one, as the first functional version of the long-awaited Account Porting tool is finally here. We've got systems on that allow our Patreon supporters to try it out, and we'll hopefully have any bugs or problems ironed out by the time the game's upcoming Beta is finally here. Of course, if you have any questions, feel free to drop your questions over in Discord, where we're always happy to hear what you're most excited for and want to see us work on next.
Reminder: Intrigue Sign-up
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to {LINK REMOVED}http://www.bit.ly/iwcintrigue to be added to our pre-launch page.
Patch Notes
Major Features
IWC Account Transfer System
The long awaited ability to transfer your account data from Infinity Wars 1 to Infinity Wars Classic is now ready! This will allow players access to their old collections, including cards, profile pictures, titles, cosmetics, battlefields, and more! Note however that some of these will come into effect next week as we enable card collections and our grayscaling plans. This feature is currently available to all patreon members of the game. To access this feature, open up the account pane and go to the account transfer tab. This process will require you to verify the email attached to both accounts, if you are unable to remember old account name or no longer have access to your old email account, we have a backup manual form where you can request access by providing the team with additional details. A normal account transfer will take about 48 business hours to complete, while a manual transfer may take up to a week as we go through internal verification steps. We are very excited to finally roll out this feature, if you have any questions or issues please let us know.
Major External Passive Fixes
Extension to the external passive system that handles effects like "All Characters you control get +1/+1" now allows for more flexible and consistent cost reduction and keyword granting effects, especially when used by Artifacts or Locations, which previously behaved different to character cards. This has also fixed a number of very rare desync issues.
Minor Features
Tooltip improvements
Some cards that need to refer to specific keywords but don't have that keyword now will show them on tooltips, also we are able to have more complex tooltips for missions or other cards that need to display additional information.
More IWC Redesigns
Some IWC cards have been modified to be closer to their original functionality. See IWC Redesigns section for details.
Revamped Deck Importer
The ability to import and export decks has been greatly improved, giving better feedback if there are any errors detected, and working now with cosmetics and other elements. Post your decklists in our discord and share your creations!
Card Changes
New Intrigue Cards
Overlapping Force Cost:4 (DoDx2) Ability Characters you control have their power become equal to their health until end of turn.
IWC Redesigns
Demon of Fear - Text reverted to: "Flying When you deploy Demon of Fear, you may pay X. Return X Characters to their controller's Support Zone." With the addition of multitargetting that works with costs, we have reverted this card in the same way we reverted Nix last patch.
Evellee - Gains an additional activated ability: "Pay 2, Exhaust: Recruit a Character that costs 1 or less." With consultation of the community, we have identified that the major use case for Evellee's X cost ability was getting 0 or 1 cost cards, thus allowing us to have the card play closer to its original design despite not supporting non-multi-targetting X costs at this time.
Grave Rob - Reverted Text to: "Preemptive Remove up to 5 target cards in an opponent's graveyard." Another card made possible with the addition of multitargetting. This may prove useful as a sideboard tool if graveyard decks are getting too powerful.
Inevitable Dead - Now can trigger from the Command Zone A big part of Inevitable Dead's design is the ability to gain additional card advantage turn 1 to help Sleeper's swarm style. This is once again possible, but requires a command slot to be used.
Aleta, Immortal Traveller - Now drafts an Unlimited Card to your hand Immortal Traveller no longer requires you to have unlimited cards in your deck, making it closer to the original design, however as we cannot support a choice from every unlimited card, we give options each turn via a draft, similiar to Medi.
New Cards But Restricted to Devs only for testing:
Scarab Spybug - Gains Flying, Stats reduced to 2/2, Activated Ability costs 1 more but no longer only lasts for a single turn. We are revisiting some Phase 1 Intrigue cards that have not been playing as well in practice as we'd like. While the ability to take advantage of the sleeper's ability to deal lots of small amounts of damage via zombie hordes or acid effects is something we liked being rewarded, the timing of having to reactivate the ability each turn made it really hard to use well. Reworking the ability as well as adding the utility of a small flier we hope will make this an interesting option for the
Mountain Giant - Gains +2/+2 Jungle Giant - Gains +2/+2 Tusked Behemoth - Gains +2/+2 The size of high cost "vanilla" cards, especially in Warpath has for a long time been relatively small in Infinity Wars, so while we don't expect these changes to have any impact on competitive play, it helps better set the bar of what size is normal at these costs so we are not restricted in future designs. Depending on how these play, we may look at other expensive cards to buff this way in the future.
Bug Fixes
Fixed Intervention (IH) causing a game freeze
Fixed Blood Crazed is killed transforming all copies of itself
Fixed Omnimind's Cost reduction
Fixed VFX self node is overriding other targetting filters, leading to some unintended behaviours on some cards
Fixed Nix's text not being updated
Fixed Trickster monkey special effect is not working.
Fixed Daclarius the law special ability is not working
The game froze when my opponant played intervention. I dont know if its a scam method to get me to resign or just a bug. the music still plays and the graphics move but nothing happens.
Fixed Blood-Crazed Initiate Dead Token not correctly gaining bloodthirst
Fixed Enemy AI somtime soft locking the
Fixed Quests and battlepass progress not getting reset correctly when logging in or out
Fixed "Malignant" Not only begin couning characters killed once it is in the grave yard.
Fixed Overcharge storm doesn't cause you to rovercharge if there are no valid targets
Fixed some overcharge cards not working correctly when having no targets
Check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.48.
Our patch was slightly delayed from last week due to the Steam Servers being on fire for no particular reason.... ahem, Elden Ring... Anyway, our patch has gone out, and we've got a series of fixes and updates for IWC, and IH. Read on to see what we have specifically going on, or join us on Discord where we're always happy to hear what you're most excited for and want to see us work on next.
Reminder: Intrigue Sign-up
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to {LINK REMOVED}http://www.bit.ly/iwcintrigue to be added to our pre-launch page.
Patch Notes
Major Features
New Tutorial System A system for making tutorials and other singleplayer content has been implemented. This will allow us to make and edit single player experiences relatively quickly now and in the future. These systems also include an overhaul of how we handle player rewards, which will be important as we shift to our new future model layed out in the "Future of Infinity Wars Classic" video. The first test case for many of these systems is a set of tutorials for Infinity Heroes, there are still some minor changes we wish to make to these tutorials to make them a smoother learning experience, but we wanted to showcase them to get your feedback. You can play these tutorials via the Tutorial button in the top-left of the main menu. We also have a series of tutorial missions in development for Infinity Wars Classic, however these are not yet ready. As always, stay tuned for more.
Minor Features
Restored IWC Artwork Early versions of Infinity Wars 1 have not been very well documented, meaning we have had some cards without working spritesheets. These have now been found and added back into the game, fixing the animations for the following cards:
Zealous Protector
One of Many
Verore Brute
Vanguard Knight
Aerial Commando
Martyr of Death
Armored Landcrawler
Fight!
The Hellmouth
Guns of Goliath
Kinetically Overloaded Drone
Glorious Warrior
Firebolt
Genesis Construct
Drone
Demon of Fear
Beast of Burden
Bad Bot
Improved External Passive system Extension to the external passive system that handles effects like "All Characters you control get +1/+1" now allows for more flexible and consistent cost reduction and keyword granting effects, especially when used by Artifacts or Locations, which previously behaved different to character cards. This has also fixed a number of very rare desync issues.
Improved stat-tracking Cards now have a flexible stat tracking system that allows us to better create Effect Nodes. This also allows us to potentially expand it in the future to use stat tracking to inform possible balance issues.
New IWC Cards
Profane Critter Cost:3 Morale:1 (EX x2) Character - Beast Demon Whenever this deals combat damage to a character while attacking, excess damage will be dealt to the next defender. 13/4 < Click to reveal Artwork
Balance Changes
Some IWC cards have been modified to be closer to their original functionality.
Shikana, Who Demands Tribute Changed from random sacrifice to: "Activate: Sacrifice another Character. At the end of turn, If Shikana didn't sacrifice a creature, Shikana is removed from the game and kills all Characters on the Battlefield." This design brings Shikana closer to its original design, replacing the start of turn effect that we don't currently support with an activated ability, this is similar to how we redesigned Bomb-Bot. NOTE: This card's text currently reads as their old version, while they function to the new version. As a result, we're probably going to put them on the ban list to avoid confusion, with a patch fixing them up will be on the way in a minor upcoming patch, or we wait for the next big one.
Champions Herald Change to bounce back to hand rather than sacrifice
Demon of Dark Bargains Fixed External Passive to work on the turn you play it As part of the change to the external passive system, you can now immediately gain value from this card, bringing it closer to its IW1 version.
Omnimind Fixed External Passive. As part of the change to the external passive system, you can now immediately gain value from this card, bringing it closer to its IW1 version.
Nix X cost targetting implemented. The multitargetting system has been modified to allow costs to be assigned per additional target chosen. Allowing us to make Nix's flexibility return.
Explore Change to original functionality. Due to this card being implemented very early on, before Locations and deck searching were even implemented the design got changed, this was overlooked and so now has been reimplimented to its original text.
Bugfixes
Quests and battlepass progress may not reset when logging out.
Fixed Blood crazed initate When in command blood crazed initate fails to transform when units die.
Fixed IH card dragging breaking if moving cards offscreen when timer runs out
Fixed The Victory Screen never plays the intro to the victory/defeat music, was getting instantly overriden with the loop version
Fixed Overcharge storm not causing you to overcharge if there are no valid targets
Fixed Overcharged Storm causing you to overcharge twice as many cards in hand
Fixed Verore Worshipper sometimes surviving combat due to initiative
Fixed set numbers missing from some Intrigue cards
Fixed Karckk Haste
Fixed new releases deck having banned cards
Fixed Pacifying winds overcharge
Fixed Shield Generator missing types
Fixed Laser Cannon Spritesheet
Also, as a final note, we've been working on a few advertising campaigns to spread the word about our upcoming kickstarter release and free beta release, so if you see any of our videos or posts around, feel free to let us know where!
Check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.47.
Following The Future of IWC video's extremely positive response, as well as a lot of detailed feedback from some of our most passionate players, we've been motivated and in very high spirits in the office. So much so, that these patch notes are technically arriving on Steam late, as the patch itself is almost a week old at this point, having been on Discord since the patch's deployment. Oh well, we've wasted enough time thanks to Jason, so let's jump into it!
Reminder: Intrigue Sign-up
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to {LINK REMOVED}http://www.bit.ly/iwcintrigue to be added to our pre-launch page.
Patch Notes
Major Features
All IW1 Cards Released After over a year of work, all 700+ original Infinity Wars cards have been implemented and are available in the deckbuilder. This includes the all sets from Core2013 to Rebellion. The Exiles redesigns to promo cards like Dugg and Omni. Thanks for all the feedback from everyone when it comes to redesigns, rebalancing, and bug fixing. This wouldn't of been possible without y'all. We DO have some cards whose redesigns and current implementation we're not entirely satisfied with, so you'll be seeing more on those cards as their fixes and balance changes come to life.
Minor Features
IH Fixes Infinity Heroes has had a number of outdated systems updated in the last few patches, however this created a large backlog of broken cards etc. While a few bugs remain for sure, we have made a large push to get the experience into a more stable place. Be sure to let us know of any continuing issues.
New IWC Cards
Empath Battery Cost:3 (OoSx1) Artifact Whenever a Character enters the deployed area under your control, you gain 1 Health and 1 Morale. If it was a Human, you gain 2 Health and 2 Morale instead.
Vasir's Strategem Cost:5 (EXx2) Abiility Fill your hand with Demonic Disciples
New IW1 Cards
Shield Generator
Inevitable Dead
Timestopper
Truth Keeper of Solace
Tower of Truth
Karckk
Prayer of the Dragon
Pacifying Winds
Overcharged Storm
Resolve of the Dragon
Balance Changes
Siege Engineers Cost increased from 1 -> 3, stats increased from 4/4 -> 6/6
Shield Generator Redesigned due to implementation and play pattern concerns. Shield Generator Cost:4 (GENx3) Artifact Exhaust: Until end of turn, target Character you control gains "When this enters combat for the first time this turn, it gains indestructible until the end of that combat."
Inevitable Dead textbox changed due to minor engine and consistency issue: "At the end of turn, if this is in your hand, all Inevitable Dead in your Deck are placed into your Hand then all Inevitable Dead cards in your hand permanently lose this ability."
Bugfixes
Fixed Trading Post being made uninteractable in multiplayer when recieving the enemy player packet.
Fixed "Ruins of an Ancient Civilisation" creating 4/4 beast tokens for the opponent, not for yourself.
Fixed hardware ID of Playfab logins getting deleted when logging in, meaning you can shallow copy playfab accounts.
Fixed Entering Just " " (Spacebar) into the friends panel throwing an internal server error
Fixed banned and resticted cards being available from random transform effects
Fixed Ion Cannon Spritesheet ordering
Fixed Leaderboard Panel & Friends Panel showing up when starting the game in Demo Mode
Fixed When Logging Out, the friends list doesn't clear, meaning you can have duplicate friends with broken interaction menus
Fixed the deck builder, When the bottom row in deck builder contains only 1 card, the cards were off-screen.
Fixed Navi's Mission progression
Fixed Voracious Goliath is causing too many cards to get sacrificed
Fixed Sacullas, The Final Hammer's effect was hitting both fortresses
Fixed Junkyard wish choices
Fixed Need better input validating for login screen with special characters
Fixed decks in demo mode, getting in the way of the login screen
Fixed broken interaction with Multi-strike & trample
Infinity Heroes Bugfixes
IH - Fixed Assassinate targetting
IH - Fixed Treasure Hunter 3000. Artwork
IH - Fixed Aleta, Immortal Traveler's buff when she is reanimated
IH - Fixed Basker hero ability
IH - Demon of Solitude. Its bug similar to Pras's Decimator. Once it hits face, stops causing damage on the offence.
IH - Fixed Waste Chucker
IH - Fixed Rock Chucker woking from hand
IH - Fixed Decimator's multistrike
IH - Fixed Void Split's targetting
IH - Fixed Vis the Furious's Power of the Underdog's targetting and effect
IH - Fixed cycling bugging out at high numbers
IH - Fixed some top of deck cards behaving weirdly
IH - Fixed Bek Dragon Fire targetting
IH - Fixed Aleta spritesheet
IH - Fixed Death Worshipper getting buffs while in hand
IH - Fixed Death rays targetting
IH - Fixed Agent Coyle's Ult Ability spritesheet
Again, check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.
Sorry for the minor delays, stay tuned for version 0.48 likely dropping either the end of this week, or early next week.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.46.
We started 2022 in a big way with our new video, The Future of IWC (which we do discuss below). And, so far, it's been extremely well received by our players. So first off, thankyou, we're so glad the majority of you are excited by this direction, and your on-going support means the world to us. Following on from that, we've also got some new content for IH, as well as bug fixes for IWC while we continue to work on account porting, which remains our largest road block currently.
Reminder: Intrigue Sign-up
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to {LINK REMOVED}http://www.bit.ly/iwcintrigue to be added to our pre-launch page..
Patch Notes
Major Features
The Future of Infinity Wars Classic At the start of 2022, we announced something we had been working on behind the scenes for quite some time, and that is the future of Infinity Wars Classic. We’re pushing forward with the “CTCG” (Complete Trading Card Game) model, where we’re giving people access to ALL Infinity Wars cards instantly, without paying a cent. This will make the game easier to get into than ever!
Two New Infinity Heroes Two new pre-made Infinity Heroes decks have been added to the roster. Cathleen, a powerful aggressive value-driven character, who has a flexible array of tools for beast and men alike. Vis, the only important point of health is your last, damage yourself and your opponent and live life on the edge.
Minor Features
IWC Porting Framework We are working hard to lay the foundations of account transfers to IWC from the original game. This included moving every single vanity item, card, and alternate art. Some of these can be already found in the deckbuilder, and profile pages, available to everyone until the systems are complete.
Tutorial Framework While not quite yet ready, we are working on a series of single player missions for both IH and IWC to help players join the game, and learn the rules. This will also act as the foundation for any future single player campaigns we add. More on this soon.
New IWC Cards
Drason, Armory Keeper Cost:7 Morale:8 (GENx1) Unique Character - Human When Drason enters the Deployed Area, create an Upgrade in your hand. Whenever you play an ability card, if Drason is in the Assault Zone, deal 2 damage to all enemy Characters on the battlefield. 20/14
Siege Engineer Cost:1 Morale:3 (FDx2) Character - Human When you deploy Siege Engineers, target Character deals double damage to the enemy fortress until end of turn. 4/4
New IW1 Cards
Subdues The Meek
Counterspell
Daclerius's Edict
Denial Of Magic
Dugg
Ethereal Fusion
Redirect
Jinhai Dojo
Avatar of Daode
New Cards But Restricted to Devs only for testing:
Redirect Bot
Xi's Plea
Xac, Lost in Lunacy
Balance Changes
Denial of Magic redesigned to be a type of counterspell: Denial of Magic Cost: 2 Ability / Preemptive The next ability card your opponent plays this turn that costs less than or equal to a deployed Character you control has no effect. [/list]
Bugfixes
Fixed an issue that allowed you
Fixed Precautionary Measures having the wrong textbox
Fixed static profile pictures not aligning correctly
Fixed Ruins of an Ancient civilization not creating tokens correctly
Fixed Evict not increasing cost
Fixed Gorgon Beam giving the artifact to the wrong player
Fixed claim rewards being duplicated in some rare cases.
Fixed IH Menu panels being far too large or small at certain resolutions
Fixed Multiple IH Card spritesheets that didn't animate correctly
Fixed Oblivion not working if it lacked targets
Fixed Oblivion not killing commanders
Fixed Varyus master of choice's broken ability.
Reskinned artwork now correctly display "CUSTOM" as the artist.
Fixed Hellspawner Demons
Fixed Infinity Heroes Rock Chucker
Fixed Premium Border displays not showing in the pack opening scene.
Fixed Pain Stone not working in some situations
Fixed Civil Turmoil options not having the correct cost
Fixed Credits Panel sometimes getting stuck
Shattered Viel no longer animates for every unit
Fixed Wish Panel styling
Lots of various IH card fixes
Fixed tokens that change their art not animating correctly
Fixed Vasir transform
Fixed Evellee having no card types
Fixed IWC deck viewer breaking when used at the same time as the deckbuilder panel
Fixed the ability to make private games with old versions
Fixed Promo card rarities
Many more various small fixes
Again, check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.