Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.73.4.
Missing Items or Rewards
We will be looking into missing items and remaining kickstarter rewards next week, if you believe you have been effected by this, be sure to let us known on Discord.
Patch Notes
Major Updates
Stability Fixes
A huge number of bug fixes have been applied in preparation of the tournament this week. Thanks to everyone who helped submit bug reports recently.
Halloween Bundle
A new alternate art themed bundle has been released. All cards included are gold bordered and non tradable.
Alt Art Yagron
Alt Art Rita
Fear
Defiant Trickster
Demon of Dark Bargains
Hungry Abomination
Improved Cost Display
Cards that are unable to be afforded this turn will now have a red cost visual to help make it clearer what is able to be played that turn.
Balance Changes
Ruins of an Ancient Civilization: End of Combat trigger changed to end of turn trigger Helps prevent some infinite resolution loops in the game, we'll be adding a more permanent solution to infinite loops in the future however.
Bugfixes
Fixed Rita sacrifice not working correctly.
Fixed Tokens getting created at the front of the zone.
Fixed Winds of war moving incorrectly.
Fixed Rabid Rabbit transform.
Fixed Blightmaker's enter the deployed ability.
Fixed Undo Turn Requests not working when the opponent is still resolving the previous turn, so that players can still undo their turn if the opponent is still running the previous turn.
Fixed CTRL+V deckbuilder import bugs when used on menus it wasn't designed for.
Fixed deck importing failing to find the associated card if you are using a custom title for that card.
Fixed the deck builder sometimes not closing, causing you to get stuck in the main menu screen with the deck builder open.
Fixed a number of alt art animations.
Fixed Splat not correctly working when various targets become invalid.
Fixed fight not being counted as noncombat damage.
Improved the External Passive system to more correctly calculate all valid targets to affect, which fixed cost reduction External Passives from flickering between the values when multiple external passives of that type is also in play.
Fixed dealing damage when its controller lost morale.
Fixed Redirect command zone targeting.
Fixed Divine demonic failing to discard abilities.
Fixed Divine demonic transformed version.
Fixed Crystal of Madness working from the graveyard or removed zone.
Fixed End of Turn triggers being doubled in some instances.
Fixed Enyah counting commanders as in your deck for her ability.
Fixed Mysterious Box of Wonder not sacrificing itself if it has an invalid target.
Fixed Covert Battlesuit interaction with the fortress.
Fixed Gorgon Beam not doing any damage unless the target has 12 or less HP.
Fixed Siege Engineers targetting.
Fixed Undeath Wish interaction with multi lives.
Fixed Last Sleeper wording to be clearer.
Fixed Spirit of Vengeance interaction with Deadly.
Fixed Denial of Reason countering opponent ability cards played that turn.
Fixed Denial of Magic countering your own ability cards.
Fixed Maria working after death.
Fixed The Great Fortress of XiaHan interaction with other locations.
Fixed The Strength of Unity buff.
Fixed Overcharged Bot overcharge.
Fixed Ancient Egg giving too many stats.
Fixed Bek and Demon of Dark Bargain not reducing the cost of characters in your deck.
Fixed Ancient Egg sacrifice.
Fixed Never Forget the Fallen not working against calamity.
Fixed activated abilities being able to be stolen.
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!
A major rework has been started on pack opening animations. Snag some packs now and check it out!
Minor Updates
Combat layout speed adjustments
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.
Exhaust Consistency
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.
Card Updates
Balance Changes
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.
Bugfixes
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!
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!
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.
Card Packs
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.
Minor Updates
Resolution Changing
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.
Miscelaneous additions
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
Card Updates
Promo Cards and New Artworks
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
Ban List
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.
Balance Changes
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.
Bugfixes
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
Content Launch
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.
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!
Infinity Wars: Animated Trading Card Game - Jason (Infinity Wars Classic - C
Hey Everyone, Jason from Lightmare Studios here.
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!
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! https://discord.gg/y8KGxk4
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.
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.
New Premade decks
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.
Minor Updates
Complete user interface scaling support
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.
Deck Favouriting system
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.
Deck Builder Improvements
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.
New Ingame and Menu vfx
A huge new pass has been done to both menus and ingame abilities with dozens of new particles effects.
New sound effects
The menus have received a number of new sound effects to create a better audio experience, with even more on the way.
Faction based Music
When playing games, the music will change based on the purity of your deck.
New Premade decks
12 new premade decks have been added, replacing the old outdated decks. These include decks provided by our amazing community.
Card Updates
Balance Changes
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.
Bug Fixes
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.
Kickstarter Launch
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.
Content Launch
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!
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.