Genre: Strategy, Turn-based strategy (TBS), Indie, Card & Board Game
Infinity Wars: Animated Trading Card Game
Patch Notes - Version 2.1
Hey people! In conjunction with the server maintenance, the following changes will be included in patch 2.1 - first I'll give a brief summary, followed by the usual bullet points. If you want, click here for the Steam forum thread we have sticked with the same information, or click here to see this post on the Lightmare forums. Server-up should be roughly 11am IWT (GMT/UTC).
The new expansion is incoming! Rebellion is nigh. Up first is Wave 1; eight cards to ease us into the new set. They'll be draft legal as soon as the server is up from maintenance, with ranked legality to follow soon. Speaking of the draft, we're expanding the leaderboard to be the top 100 players (previously top 50). Also, we think we fixed the issue with running into the same opponent 3/4/5 times in a row in Draft, but let me know if it's persisting for anybody.
The Wave 1 penta packs will be 200 LP / 4000 IP - it is a slight increase but do remember you're getting 1 Rare+, in addition to one of the new rares for Rebellion.
What else is happening? Well, an assortment of things. We're kicking off version 2.1 with a one-month double IP gain (except draft rewards). We've also been developing the battle record feature for a while, and we're ready to release it with iterative updates to come in the future. Yes, we made sure it doesn't tell you which character Hunt targets. In case you ever see the battle log acting incorrectly, battle log issues can be submitted as bug reports.
In the store, items you already own will now have an "Owned" tag on them. Matchmaking will now take player level into account somewhat, the "match me against other new players" button is back and should be working more like we intended it to, and we also have simplified Chinese localization added into the game. If you're curious about more languages being supported, stay tuned because good news is about to arrive on that topic. (and if you can help translate, PM me here on the forums or via the community Discord server).
The trade interface has received its first update in awhile, now showing soulbound copies. No more are the days when we saw 1 tradable copy, and wondered if we had 2 more copies which were soulbound. You can see it right in the trade window. Some of the instability with the list of each player's cards glitching out should also be removed, if not entirely.
Last but not least, remember those pesky deckbuilder-related crashes? Yodomare has worked on this issue and we feel that the deckbuilder-related memory crashes have been mitigated at the very least. I've started a poll on the Lightmare forums asking for anyone who has had deckbuilder crashes, to see how it is after some usage of the deckbuilder in patch 2.1.
Okay, story mode is over, on to the bullet points!
Full Patch Notes
<*>Rebellion Wave 1 has been released! These 8 new cards will be the first of four installments from the new Rebellion set. In total, the set will include ~100 cards. New Rebellion PentaPack can be purchased in store and guarantees the drop of one of the following new cards in addition to another Rare or above card:
Tullio, the Duelist (Flame Dawn)
Taiga, Apprentice Architect (Genesis Industries)
Shockwave Giant (Warpath)
Death Blast (Cult of Verore)
The Impervious (DoD)
Gabrielle, the Torch in the Dark (Overseers)
Ixxi, the Annoying (Exiles)
Super Infectious Zombie (Sleepers)
<*>Rebellion Wave 1 cards will be Draft legal upon launch and is planned to be Ranked legal shortly after launch. For Draft mode, the following rules will apply to Rebellion Wave 1 cards:
Legal in both command and deck: Tullio, the Duelist (Flame Dawn)
Taiga, Apprentice Architect (Genesis Industries)
Shockwave Giant (Warpath)
Gabrielle, the Torch in the Dark (Overseers)
Ixxi, the Annoying (Exiles)
Super Infectious Zombie (Sleepers)
Legal in deck only: The Impervious (DoD)
Death Blast (Cult of Verore)
<*>Weekly Draft Leaderboard rewards have been expanded from Top 50 spots to Top 100. Weekly Leaderboards will reset with the following rewards:
1st: 3 Infinity Border cards (1 x common, 1 x uncommon, 1 x rare or above) (soulbound) + 3 Gold Rare or above + 5 Collection Pentapacks
2nd thru 5th: 2 Gold Rares or above + 5 Collection Pentapacks
6 thru 25: 1 Gold Rare or above + 5 Collection Pentapacks
26 thru 50: 1 Gold Rare or above + 3 Collection Pentapacks
51 thru 75: 1 Gold Uncommon or above + 2 Collection Pentapacks
76 thru 100: 1 Gold Common or above + 1 Collection Pentapack
<*>We have increased the IP reward for each completed game by 100%, enabling players to earn IP twice as quickly!
<*>Introducing the first iteration of the Battle Record feature. Players will be provided with a turn by turn history of all actions and movements taken by both the player and opponent. This battle log will also allow players to track the fortress and morale damage that they have both given and received each turn. We will continue to enhance the Battle Record feature to include more information in upcoming updates.
<*>Matchmaking will now take into account player level when pairing two players.
<*>We've brought back the option for newer players to select to only be paired with other newer players when queueing for Normal matches.
<*>Language Update - Addition of Simplified Chinese localization
User Interface Changes/Optimizations
<*>Trade interface optimization. Players can now view their soulbound cards in the trade interface (marked with a lock) so that they don't need to exit from trade to check their soulbound cards. Offers for trade are now limited by the number of cards available for trade; previously, players could offer to trade up to eight cards, even when less than 8 were owned. We have also fixed a bug in the trade filter that prevented players from filtering their own cards by factions.
<*>Addition of an "OWNED" icon over previously purchased "one-time purchase items" such as avatars and battlefields. Players will no longer need to check their profile to know which battlefield, icon, or avatar they have already purchased. You can still purchase additional copies of these owned items and gift to other players.
<*>Memory optimization for Deck Builder interface. This should help to reduce the occurrence of game crashes inside of the deck builder due to out of memory errors.
Bug Fixes
<*>Fixed a bug that allowed Draft players to be matched immediately with the same player from the previous match. Draft queues will now try to match players as best it can vs a new opponent and only allow matching against the same player after a certain cool-down period.
Hey folks! The Infinity Wars Reborn 2.0 update is here. And, this is the first time I have personally gotten to post patch notes for a game, ever. Woah.. Whoa? Yes.
To kick things off, a new login screen greets you with a randomly featured card in the game. This fresh feel doesn’t stop there, however. The campaign have received a substantial update, featuring four faction trials and over 20 missions to get you accustomed to what a game of Infinity Wars feels like. The map has also been given a sleek visual overhaul to help players understand how three realities layer over a single world. Give it a try and immerse yourself in our lore, be it for the first time or all over again.
Next we have an improved PVP experience. Fixed Deck Arena is here to give new players a more gentle introduction to PVP with pre-built decks available to choose from - try them out! The Draft experience has been given some quality touch-ups. Card picks are now more easily reviewed so you know what you have selected so far, and alphabetical ranking for tie scores is a thing of the past! Rift Tokens are also here as a new currency for you Rift Runs. These tokens will be offered as level-up rewards, daily login bonuses, etc. You may also buy in packs of 10 or more for a discount!
The store dashboard has also been given some much-needed attention. Now, each vanity item you can acquire is able to be previewed right in the store, before you buy. Battlefields, Card Backs, and Avatars can all be previewed. In addition, card packs now show examples of which cards may be acquired in each set. Last but not least, the pack-opening experience has been given some love: Each time you open a booster pack, a rift will appear to open and your cards will appear from within the rift.
Here are the item-by-item bullet points of changes made in Reborn 2.0:
Store Experience
Item previews for all items in store
Items in your inventory now stack automatically.
All new store interface with the following sections: Featured Items, Card Packs, Decks, Avatars, Card Backs, Battlefields, Miscellaneous
Game Experience
Addition of Fixed Deck Arena, catered to new players.
Campaign experience expanded, with four faction trials and 21 missions; campaign map given a visual overhaul to convey the concept of parallel realities on a single world.
Better user feedback for rewards at the end of a match.
(Draft) Cards in Drafted Deck will now enlarge on mouse-over for easy viewing
(Draft) Alphabetical sorting for tied scores removed. Replaced with new sorting method: First person to attain a given score (say, 27 wins), will always be ranked highest for that score. The second player to score 27 wins will rank directly under them, then the third player to get 27 wins, and so on.
Miscellaneous
New login screen, with less wait time to login.
Performance optimizations
Optimized a lot of the client slowdown that was occurring when logging in or receiving new cards.
Removed the Alternate Modes button in the Constructed tab. Less than .1% of players were using the alternate modes, so they are being removed for now. Know that we want to preserve pauper in the meantime, players can still check deck legality for pauper status and arrange those match types with their opponents in a custom game.
Fixed a minor spelling mistake in Flame Dawn Fanatic’s text.
Fixed a minor grammar mistake in Rita, Shadow Priestess’s text.
Updated Aberion’s Banner’s text to clarify that the buff only happens once even if the character attacks multiple times in one turn.
Updated Infest’s text to clarify that a character is only created if the target dies to Infest.
Bug Fixes
Updated the networking protocols to match the version our cloud server hosts were using, fixing several issues with game invites and slow matchmaking.
Tome of the Dead will now properly interact with Undisturbed Necropolis (as well as several other cards).
Fixed a rare desync caused by Mass Death.
Fixed a bug where other players would not see your updated title and avatar if changed after logging in, but rather always see a snapshot of what they were when you first logged in.
Server Down for Reborn 2.0 Update
The Infinity Wars game server will be offline for maintenance. It is expected to take up to 8 hours under normal circumstances; keep in mind that delays are possible. Another announcement will surface when the servers are back online.
Weekly Post #16: Reborn Patch 2.0 Reveal and lots more~
Hey folks, the reborn patch just hit the test servers the other day, and the full release will be here in less than a week. To learn all about what's coming, we have a very juicy thread listing what's going on:
Version 1.5.0 is now LIVE! Thanks to everyone who jumped on the PBE and helped us test out the new desync trap, experiment with the cultivated draft changes, and provide us with feedback and discussion. We're very excited to take version 1.5.0 to the live servers for everyone to check out!
In addition to the changes outlined in the patch notes, we've also started our first Penta-Pack promotion! In the store you'll find a collector's edition of the standard Collection Pack, which has a high chance of dropping a new alternate art version of Wealthy Noble! We've also swapped out the Oppression Penta-Pack for the Ascension Penta-Pack - we'll be rotating in and out the different expansion sets on a semi-regular basis, so look forward to them! Lastly, Star Trek is back, BUT only for a very limited time! The Star Trek Pack, which contains 1 copy of every card in the Star Trek set, will be available on the store until April 9th 12 AM (GMT), after which they will NEVER be sold again, so get 'em before they're gone!
Again, thank you to everyone who helped us out! We're very excited to see this version go live and hear what everyone thinks of the new changes. As always, please share your feedback and suggestions with us after giving everything a try for yourself - we'd love to hear your thoughts! :)
Version 1.5.0 Update Notes
New Features:
Cultivated Draft and the Desync Trap have now been implemented!
With cultivated draft, the drop rate for premiums and epic/legendary cards have been increased. As such, the cost to buy a deck in Draft has been moderately increased but will still reduce with each win, becoming free to purchase after 33+ wins, the same as before.
Cards NOT available as commanders:
Bounty Hunter
Demon Hunter
Spec Op
Defense Golem
Field Engineer
Martyr Golem
Mortar Cannon
Shikana, Who Demands Tribute
Jubalia, the Messenger
Tech Knight
Rita, Mistress of Shadow
Daode, Sage of Strength
Yaunshi, Sage of Ferocity
Emberstarter
Aleta, Immortal Tinkerer
Unstable Bomb Bot
Logarithmatron
Aleta, Immortal Caretaker
Hunted Dragon
Sydern
Flame Dawn Fanatic
Agent Coyle, Alpha One
Cartographer
Zuza, Angelic Siren
Aleta, Immortal Sufferer
Collector
Cards NOT available in deck, but available as commanders:
Aleta, the Traveller
Gao Han, the Stalwart
Radariah, the Untouchable
Cards NOT available in draft at all:
All swarmer cards
Bounty Hunter
Demon Hunter
Spec Op
Azael
Gather Thoughts
Solace's Gate
Honor Hill
Immolation Drone
Orion, Master Engineer
Shirazius the Cruel
Ultra Unit
Waste Chucker
Brimstone
Decrepit Crystal
Defender of the Realm
Enyah of the Endless Possibilities
Tithe Collector
Purify
Scramble
Temporary Mass Reality Shift
Uncontrolled Rift
Wheezer, Demon of Smog
Bad Bot
Conscripted Militia
Explore
Grave Rob
Soldier of Fortune
Mega Unit 01
Rita's Thrall
Shrine to the Heavens
Varyus, Master of Choice
Denial of Advancement
Redirect
Honorable Farewell
Cowmmando
Shattered Veil
Die Another Day
Ablaze
Boyo, Who Everybody Likes
Candit's Thrall
Emp Grenade
Single Combat
Filing Cabinet
Genesis Researcher
Power of the Underdog
Ruins of Veroria
Silfurstar
Deflect
Jailan, Guardian of Life
Misery Stone
Recycle
Shield Generator
Unfazed
Yobo, Who Nobody Likes
Card Balance Changes:
Rite of Rage (mostly when combo’ed with Fight) and Intimidating Rally (...when combo’ed with… the attack zone?) are both super strong cards. Both cards have been moved to double purity so that only decks that really are dedicated to that faction can use them, and their power is kept contained somewhat. We will continue to monitor these two cards closely and make further adjustments as necessary.
Rite of Rage is now double purity.
Intimidating Rally is now double purity.
Minor Changes:
Fixed many bugs which would lead to desync situations.
The code for loading card choices in draft mode has been rewritten to be more efficient and quicker.
Fixed a bug which would cause two characters transforming into the same alternate art at once would cause the game to crash (for instance, two Agent Coyle Alpha One using the same ability at once).
Fixed a bug which would cause the Global and Friend leaderboards to get mixed up if they were rapidly swapped between.
Created a system so that players don’t have to be kicked off the game anymore when a hotfix is released. (The servers will still be shut down for an extended time when an entirely new patch is released however.)
If Vasir, the Chained Prince ends up in the graveyard through an effect such as discarding, he will no longer be shuffled into the deck (previously he did despite what his text reads).
Fixed an issue where come into play abilities would not trigger if they happened due to another card’s effect at the start of the turn (For example, a Nysrugh the Hungry returning a Lucca would not trigger Lucca’s effect.)
The in-game options menu now says “Done” rather than “Cancel”, as that was confusing.
There is now an option in-game to turn off full versions of a card appearing if hovered over.
There is now an option in-game to move the camera to a card when clicking on it, rather than the default behaviour of the card moving to the camera.
Fixed a bug where clicking on a card just as the game moved into the resolution phase would get a card “stuck” on the screen.
Fixed a bug which caused Raa’s token generation to inconsistently trigger.
A copied Verorian Hydra will now have the proper stats.
Dehumanize now once again properly creates tokens with 0 morale cost.
Updated Klore’s text to clarify that his ability triggers upon directly attacking the enemy fortress, rather than when dealing damage. This is a text update only, the effect of the card remains unchanged.
Cards which have continuous effects while in play, (such as Azael, Lilariah, Blazing Swarmer, etc) will now correctly stop applying those effects if they are transformed into a different card.
Fixed a bug where a single Wheezer, Demon of Smog could only trigger once per game.
Fixed a bug with Overcharged Bolt where it would cause desyncs.
Fixed a bug where killing a Black Bind Witch with Mark of the Demon would cause a card execution error.
Fixed a bug where Infest was not properly creating a token on resolution.
Fixed an issue with Grave Rob making cards hidden when attempting to target cards beyond the first.
The AI in the Initiative academy mission will now properly have enough resources to cast Mass Death and will stop cheating.
Vasir, the Chained Prince’s popup text has been updated to be clearer to the opponent about the consequences of the choice they are making.
Returned button hover and click sounds to the main menu.
Fixed a longstanding bug which caused the frames of the drafted deck’s cards to be offset incorrectly.
Rarity Changes:
As part of our effort to cultivate draft into a better experience, we’ve been looking at certain cards and how often they appear in draft. As a result, some cards have adjusted rarity so they appear in draft at a more desirable rate.
Factionless Factionless cards tend to show up very often due to how the behind-the-scenes algorithms of choosing cards work. As a result, some situational factionless Common cards showed up far too often and have been moved up to Uncommon.
Contained Parallel Rift (Common -> Uncommon)
Vandalize (Common -> Uncommon)
Field Engineer (Common -> Uncommon)
Verore Verore had several niche cards that, while we are happy to have in draft, we don’t want being offered over and over when a lot of decks don’t want them. Because so many cards were moved up to Uncommon, some cards were moved down to Common to compensate, otherwise we found the Common picks to be too repetitive.
Void Split: (Common -> Uncommon)
Demoralize (Common -> Uncommon)
Devil’s Bargain (Common -> Uncommon)
Rubble Golem (Common -> Uncommon)
Verore Brute (Uncommon -> Common)
Anger of Veroria (Uncommon -> Common)
Flame Dawn Not a whole lot of changes here, but rather a single impactful one. Flame Dawn Commando is a super strong pick, and pretty much an auto-pick each time it comes up, especially when compared against other Commons. It’s been moved up to Uncommon so that nearly every Flame Dawn deck isn’t automatically running three, and so that players occasionally have the hard choice between it and another strong pick.
[li]Flame Dawn Commando (Common -> Uncommon)[/li]
Genesis Industries Much like Verore, Genesis had some niche picks that we’ve moved up to Uncommon. Additionally, Give Him a Jetpack! and Laser Cannon were coming up a little too often for such powerful cards (in draft, at least), and were also moved to Uncommon. Also like Verore, some cards were moved down to Common to compensate. The outlier here is Mechanism, which was previously a Rare and has been demoted all the way down to Common. This was done to give Genesis a low-cost, Common Artifact card they could reliably get and build around which was previously not really an option in draft, but is now a viable strategy with Weaponize also at Common.
Construct (Uncommon -> Common)
Weaponize (Uncommon -> Common)
Give Him a Jetpack! (Common -> Uncommon)
Laser Cannon (Common -> Uncommon)
Zom-B-Gone 4000 (Common -> Uncommon)
Overload (Common -> Uncommon)
Mechanism (Rare -> Uncommon)
Warpath Once again, situational cards moved to Uncommon, while some Characters that can form the basis of a solid deck moved to Common. One card to note that has been left alone is Fight! which is being left at Common, which we decided we like at Common because it gives Warpath some form of removal… but we have our eye on it.
Unstoppable (Common -> Uncommon)
Taunt (Common -> Uncommon)
Guard (Common -> Uncommon)
Track (Common -> Uncommon)
They Who Rampage (Uncommon -> Common)
Descendants of the Dragon Not many rarity changes for this faction. The only odd card to see at Common was Resolve of the Dragon, which is a fairly high cost, situational card and really belongs at Uncommon.
Resolve of the Dragon (Common -> Uncommon)
Sleepers of Avarrach Feast on the Dead and Drag Down are pretty niche cards, and were cluttering up the Common picks (which should form the solid foundation of a deck), so both have been moved to Uncommon. The Common picks for Sleepers also needed a bit more variety, so Plaguebearer has been moved down to Common to promote Zombie tribal decks.
Feast on the Dead (Common -> Uncommon)
Drag Down (Common -> Uncommon)
Plaguebearer (Uncommon -> Common)
The Exiles For Exiles, two of their best removal cards were sitting at Common. Removal in general is being moved to Uncommon across the board (with the exception of Verore, who gets some limited removal at Common). To compensate, Alpha Demon has been moved to Common, which helps promote Demon tribal decks.
Wholesale Slaughter (Common -> Uncommon)
Spontaneous Combustion (Common -> Uncommon)
Alpha Demon (Uncommon -> Common)
Overseers of Solace Again, some cards which don’t belong are taken out of Common.
Serennia, Champion of Life (Common -> Uncommon)
Consecration (Common -> Uncommon)
Intervention (Common -> Uncommon)
[Patch Notes] Version 1.4.12
Version 1.4.12 Update Notes
General Changes
Players will now get up to 1,000 XP for a win in PvP, up from 600 XP. This was done for two reasons. Firstly, we were receiving a lot of feedback from new players that the time taken to reach max level and get into Ranked Play was too long, so we’re adjusting the values so it’s a faster journey. Secondly, with the size of booster packs being reduced in this patch, the rate at which new players get cards would be much slower if left unadjusted, so we’ve increased the rate at which they get levels.
Introducing, Penta Packs! Each Penta Pack will consist of 5 cards, 1 of which is a guaranteed Rare+ card (the other 4 cards can also drop Rare+ but are not guaranteed).
The chances for getting an epic, legendary, or premium card in a Penta Pack has been significantly increased compared to those of the old booster packs.
There will be a minimum of 10 different kinds of Penta Packs available in the store at all times: the Collection Penta Pack, the Expansion Penta Pack, and 8 different Faction Penta Packs.
We may also introduce or rotate promotional Penta Packs that may, for example, have a better chance of dropping premiums, alt art, etc. These kinds of promotion packs will never be permanent and will change on a regular basis.
The price for the Collection Penta Pack and Expansion Penta Pack will be set at 150 LP or 3000 IP per pack. The price for each Faction Penta Pack will be set at a higher price of 300 LP and will not be available via IP purchase. Faction Penta Packs cost more because they allow players to draw from a much smaller pool of faction-targeted cards, allowing players to more easily acquire cards to complete a specific deck/combo.
The Daily Reward system has been readjusted to the following:
Day 1: 3 Random Commons or Greater
Day 2: 2 Random Uncommons or Greater
Day 3: 1 Random Rare or Greater
Day 4: IP/XP Boost (72 hours)
Day 5: 1 Collection Penta Pack & 1 Random Rare or Greater
The Rift Run Win rewards and Rift Run Leaderboard rewards have both been significantly improved to make Rift Running more attractive for players of all skill levels. Here is a sneak peek of the new leaderboard rewards (Note: all cards, except for Infinity Cards, will be tradable):
The Rift Run entry cost has been adjusted to 2000 IP or 75 LP to compensate for the revamping of the Rift Run rewards.
The reward table for leveling up has been changed to take into consideration the adjustments we’ve made to the other reward systems and the introduction of Penta Packs.
Card Changes
Ability cards now require that they be in your hand when they resolve. If the card is not still in your hand when it’s the card’s time to resolve, it will not resolve. This is actually a reversal of a stance we took earlier (in 1.3.12) and we apologize, but we have discovered that not having this rule in place causes exploitable loopholes in the game. This rule change has several important gameplay ramifications that players should be aware of:
Random discard effects just got weaker. Previously, you could use a random discard effect, then play an ability card. The random discard could choose the ability card you played, discard it, and then your ability would still go off. Additionally, it would be considered discarded for effects like Exile. This exploit is the main reason for the rule change.
Some cards, such as Demonic Presence, would be extremely strong with this rule change. As a result, Demonic Presence’s effect has been changed so that it doesn’t happen until the end of the turn.
With this change, the “Denial” cycle (Denial of Magic, Denial of Flight etc) would function very differently. Since we like where these cards are, in order to keep the gameplay of these cards relatively the same all these cards now read that they will cause the discard to happen at the end
of the turn.
Engine of Reincarnation has been reworked. The previous wording of not creating the tokens until a turn later was a result of old token creation technology, which has improved greatly since then. The updated code is much cleaner and not prone to some of the strange bugs the card previously had. The card now reads “Pay 4: Exhaust: Until the end of the turn, if a Character you control dies, that Character is raised from the graveyard and transformed into a 4/4 Zombie.”
The order of simultaneous effects for Start of Turn and End of Turn is no longer arbitrary. At very high levels of play, the order that card’s effects go off can be very important, but previously players had to way to know or control this order. Now cards follow a specific order. For instance, when all End of Turn effects went off, previously the order was completely arbitrary. Now the order is this, in player initiative order: Defense Zone, Assault Zone, Command Zone, Support Zone, Deck, Graveyard, Hand, Removed From Game. Within a zone the order is left to right.
Effects that force you to choose cards to discard (Mindbender, Chalice of Madness, Mind Splinter) now cause those cards to become greyed out in your hand and aren’t discarded until the resolution phase, preventing several desync bugs and allowing clean undoing.
Chalice of Madness’s effect (and several similar effects, such as Mindbender and Mind Splinter) has been reworked so as to avoid bugs (particularly with Exile). They now read “At the start of each turn, that player must discard a card from their hand. Cards drawn during the turn are not eligible to be discarded.” Previously, this card attempted to have a “start of turn” effect before other “start of turn” effects, causing various bugs.
General Bugs
[Patch Notes] Version 1.4.11
Hey everyone!
Version 1.4.11 is now LIVE! A big thank you to everyone who helped test out the bug fixes in the PBE. Below are the patch notes for this version.
Version 1.4.11 Update Notes
A card’s set name has now been moved to the bottom left of each card, using the previously unused space there. (Previously was in the bottom right, along with the set number).
Infinite Border! You’ve known Gold, you’ve known Platinum, now we’re introducing a new type of border that can be around your cards: the Infinite border! The Infinite border is a pleasantly blue colored border that can only be gotten through competitive means, such as placing high on the draft or ranked leaderboards. All Infinite border cards are also soulbound, meaning if you see somebody with a sweet blue bordered card, you know they earned it the hard way.
Cards that now have a special premium type (such as Gold Bordered, Platinum Bordered, Infinite Bordered, or Foil) now pass that onto any other cards they create. So if you have a sweet gold-foil Xi, all her spirits will be gold foils too!
Card Changes:
Veroria, the Lone Keep now costs 15 health to activate, and checks cost on activation and resolution. Veroria’s effect was just a bit too good, easily preventing more than 10 damage each turn it was activated, and stalling a game out considerably. We decided to push Veroria’s cost up so that only decks that really wanted the effect would include it, and it wouldn’t be nearly as sustainable. Additionally, to maintain consistency, you cannot activate Veroria’s ability unless you actually have 15 health or more (since costs are checked upon activation), and also the ability will fail if you don’t have enough health upon resolution. This now prevents you from accidentally killing yourself with Veroria (unless you have exactly 15 health, then you actually will kill yourself), it also prevents combos with cards just as Jailan, the Guardian of Life. Also note that It also means you can’t use Veroria and a lifegain effect in the same turn to live if you’re below 15 health. While the latter changes are not intended to nerf the card, but are rather intended to maintain consistent code, this in effect nerfs Veroria further. Honestly though, we’re fine with that.
Ferocity now costs 2. A strange buff for sure that nobody was really asking for except Ian, but this is one of his favourite card designs and it was so overcosted that nobody ever wanted to play it, so it was given a little love.
Fortress Golem has been slightly reworked so that it doesn’t have bugs. Rather than triggering on the start of the turn, you can turn on the ability to attack or block with an activated ability. This means that the card now is activatable from command, and is a much more viable commander as a result.
The “Infected” cycle (Infected Monk, Infected Devil, and Infected Purifier) has been slightly reworked to be a bit less powerful, and more consistent in how they interact with other cards, fixing several bugs these cards previously had. Each one now reads the same text “When [this] is killed, it transforms into an Undead Character and moves to the Support Zone instead.” Each card now moves to the support zone upon transforming, to prevent the blowouts that were previously quite common with these cards when blocking many small characters. Also, their transformed versions all have the same stats as their previous versions. Note that because they read “is killed”, sacrifice effects will not trigger their abilities.
Princess Hinekri’s wording has been reworked slightly to prevent several unintuitive bugs. She now has Infect and takes control of anything that she kills, rather than just things she kills with her disease. Previously, the code for determining if the damage was coming from her disease or not was causing bugs where normal damage events wouldn’t fire (such as Martyr Golem). By making the effect Infect, it behaves in a much more consistent way.
Hunted Dragon no longer has its hidden effect. You may or may not know that Hunted Dragon actually also gives the enemy a Hunt for the Dragon card if it starts the game in the Command Zone. Back in the day, this was done to balance the card when it was a commander. These days, our standard of quality and consistency has raised dramatically, and Hunted Dragon isn’t the metagame defining powerhouse it once was, so we’re removing the hidden ability. We’ll keep an eye on the power of this card and balance it if needed if it gets out of control.
The Agent Coyle’s evolve effects have been changed to transform effects (which other card use). The evolve mechanic was very confusing, and the implementation has continually caused bugs to occur, so all instance of Evolve have been changed to Transform, and Evolve has been retired from the game. This has some effects on the game, notably that transform effects don’t keep their previous abilities and buffs. Some of the transform effects have been rebalanced as a result. In general, when transforming has a resource cost, we have rebalanced it so that it always costs 10 and transforms into a 25/25 dragon, so that transforming into a huge dragon is always a valid end-game action. Here are the complete changes:
Primal Hunter: Now transforms into a 25/25 dragon, up from a 20/20.
Assimilator: Transformation ability now costs 10, down from 11. Text updated to say he exhausts as well, which was always the case but upon review the text did not say so.
Mechborn: Will no longer have the +4/+4 buffs from previously using his ability after transforming into a Dragon, and will not have the ability to buff himself for +4/+4 once a Dragon. This first ability of this card is being changed to give +4/+4 for 1 resource (down from 2) to make the card more competitive in general. The dragon form has been brought down to 25/25 however, too keep it in line with the others.
Soulseller: Will now come into play as a 20/20 dragon now, rather than a 28/12 dragon, as he no longer keeps his stat changes. He also now transforms into a vanilla dragon, and not a Subjugated Dragon.
Firestarter: No longer attacks three times when in Dragon form. Now that the Dragon form isn’t so ludicrously strong, the cost to use the ability has been lowered to 10 for a 25/25 dragon.
Immovable: As a dragon, no longer has the ability to only cap damage. As a result, the ability has been rebalanced to cost 10, and create a 25/25 dragon.
Zomborg: Now his final form transforms into a 20/20 Flying Unstoppable Dragon with no additional abilities.
Hellbringer: Under the new rules, Hellbringer wouldn’t keep the buffs he gets from discarding the cards leading up to his ability, which would mean he’d actually get smaller in many cases if he transformed into a dragon. Instead of this lame design, his ability has been reworked. He now is a 14/14 for 7 cost with the ability “When you deploy Hellbringer, you discard a random card in your hand. Hellbringer gains power and health equal to that card’s cost. If you have no cards in your hand, he instead transforms into a 20/20 Flying, Unstoppable Demon Dragon instead.”
Superior Symbiote: Changed to a 25/25 dragon for 10 cost.
Ascended: No longer has his ability to remove characters from the game while in dragon form. Base cost of the card reduced to 6.
Divinedemonic: No changes.
Alpha One: Last ability has been replaced by “Pay 10, Exhaust: Transform into a 25/25 Flying, Unstoppable Dragon.” Every other Agent Coyle transforms into a dragon, but not this one? Not very alpha if you ask us.
[Patch Notes] Version 1.4.10
Hey everyone!
A big thank you to everyone who helped test out the bug fixes for version 1.4.10! We've now closed the PBE and pushed the patch onto the live servers for everyone to enjoy. I've bolded any changes that were made to the patch notes following its testing period in the PBE. The team has received a great amount of player feedback over the weekend and are already working to implement them in the next patch to be tested later.
Moving forward we'd like to continue this new approach for testing and launching future patches. By establishing test periods where we can release comprehensive patch notes and allow public access to the PBE, we're hoping to garner the collective power of the community to quickly test and validate bug fixes prior to pushing it onto the live servers. In addition to expediting and smoothening future patch launches, this process should give players more visibility into what the team plans to change with each new update. While we believe this method will be very effective, we're open to any suggestions or feedback, so please let us know what you think! Again, thank you to everyone who helped us out, and we hope to see even more involvement from the community when we're ready to test 1.4.11!
See you on the battlefield!
Version 1.4.10 Update Notes
No more Martyr Golem redirection loops! Redirection effects now keep a history of where they’ve been redirected to, and will stop if it detects that a loop is created. Specifically, when Martyr Golem (or a similar card) goes to intercept a source of damage, it will check to see if it’s intercepted it before in that instance of damage’s “bounce history”. If it has, the Martyr Golem will ignore this second instance, preventing a loop.
No more Endless Turn! For real this time. Endless Turn bugs were created whenever the game somehow got into a state where it could not progress any further due to a bug behind the scenes. Now, instead of having an endless turn, both players will get a “Card Interaction” error message which can be forwarded to Support to get the bug fixed, and both players will exit gracefully from the match, without the match being counted. Disclaimer: certain conditions may still cause an “endless turn”. The most likely cause is if your opponent disconnects, as they won’t be able to end their turn while disconnected. If you do find a case where both players are connected and still get the endless turn bug, let us know, we will shed many tears, and we’ll investigate further.
More reliable draft. Draft has been notorious for timing out on the server, so we’ve put in place systems so automatically recover your draft information if the connection is lost. Also, if you lose internet connection while drafting, your draft will automatically pick up once your connection resumes.
Card Bugs:
Recruit of Solace will now properly gain Flying if you Overcharge it when deploying from the Command Zone.
Fight! now properly no longer says that it deals combat damage. The actual functionality of the card was changed a few patches ago.
As noted above, having two Martyr Golems (or similar effects such as Cassial, the Selfless) in play at the same time will no longer cause the game to crash.
Changing the ownership of a Lilariah (such as with Zuza), will no longer cause a fatal card interaction error (previously caused an endless turn bug).
Fixed several mission cards where were not properly resetting their progress after leaving play.
Fixed cards are Ritual of Summoning, Struggle for Power, Tactical Retreat, Kidnapped by Demons, and Diplomatic Exploration (the Star Trek card).
The “Denial” cycle of cards (Denial of Reason, Denial of Flight, etc) now are properly considered discard effects, and should trigger abilities such as Hungry Abomination’s.
Chalice of Madness will now properly trigger Hungry Abomination’s ability.
Discarding a card due to the maximum hand size will now properly trigger Hungry Abomination’s ability.
Rabid Rabbit will now properly transform into a character with the correct stats if it’s under the effect of a power or health buff.
The flying granted by Descent into Madness will now properly remove when the target leaves play (assuming you ever see that card again).
Jinhai Dojo will now properly trigger Remove from Game effects such as Interdimensional Phase Bot.
Cards should no longer “stick” to the screen for a while after choosing who to sacrifice to Xac.
Xac (when transformed) will now properly force a sacrifice even if he dies after triggering his ability.
Poison and Immolate effects now consider the damage dealt to come from the source of the debuff. (Previously, the damage source was considered to be the card with the debuff). As a result, card effects such as Noble Protector should now properly prevent from Poison and Immolate.
Frontline Warrior now properly gains +0/+1 for additional attacks from effects such as Unstoppable and Multistrike.
Overcharging Voracious Goliath when the opponent has no characters in play will no longer cause a fatal card interaction error (previously caused an endless turn bug).
Fixed many cases where cards would become stuck on the screen if they interacted with the game state from the graveyard.
Fixed Agent Coyle, Superior Symbiote not giving the proper +3 health to characters it has raised.
Updated Agent Coyle, Superior Symbiote’s text to clarify that it raises the character from the graveyard, rather than deploying it (which would trigger certain abilities it does not).
Uncontrolled Rift will no longer give alternate art versions of cards, including alternate art which has yet to be released.
Cassial, the Selfless will now only ascend if she actually absorbs damage, 0 damage or another card such as Martyr Golem intercepting the damage will not count.
Minor Stuff:
Fixed an error in the opponent disconnected message that was creating an incomplete sentence displayed in the popup.
Attempting to close the client mid-game multiple times will no longer cause multiple confirmation popups to layer upon each other.
Clarified many error messages where a match result result would not be recorded due to an error to reflect that.
If an opponent fails to load, it will no longer display the Epic Diem custom logo as the fallback avatar for the opponent.
The AI will no longer be able to attack or defend with a character exhausted from an ability effect.
The Death Trap deck no longer contains Wholesale Slaughter (which was illegal in it) and now contains Demonize in its place.
Removed some unsightly extra spaces in Jinhai Dojo’s card text.
Removed the Rulebook button from the main menu.
The Facebook button on the Home Screen is once again functional.
Text on cards should now layer properly when a large number of cards are in a single zone.
[Patch Notes] Version 1.4.9
Version 1.4.9 Update Notes
In this patch, we are introducing a new levelling system, and we’d like to talk about the reasoning behind these changes.
The previous levelling system had no upper limit, although the rewards stopped at level 50. Our intention with that system was to give players something they could always work towards, and have a constant feeling of progression. Unfortunately, we felt that system fell pretty flat on that front: levels never really had a meaning, especially past level 50. It’s just numbers for numbers sake, and we wanted to change that.
So let’s talk the specifics of our new levelling system. With our new version of the levelling system, we are making it into a much more focused tool. The rewards for levelling up are much more prominent, and unlock features of the game in an order that makes sense, and are very obvious to new players. Additionally, we’ve set a new maximum level: 20. A major issue we had with the old system was that there was no end goal for players to strive for. Arguably the end goal was level 50, but reaching that level was far too high for most players, and didn’t even really have much of a reward associated with it. The new max level will take a bit of time to get to, but it is by no means an unobtainable goal, once you’ve achieved it, you’ve achieved it and can move onto new goals (such as ranked rating), and has a very obvious reward.
What’s the reward for reaching max level, you ask? Your account now permanently receives +50% bonus IP from any match!
So what does the new levelling system mean for existing players? For starters, if your account was above level 20, your level will be dropped down to 20. However, we realize that many players worked hard (in some cases, VERY hard!) to reach high levels, and we want to recognize that. Once this patch goes live, every account that was above level 20 will receive a new title, with the legacy level they were displayed. Previously your level wasn’t shown publicly, people would just have to take your word for it (screenshot or it didn’t happen?). Now you have a way to show the world just what kind of monstrously high level you had. Additionally, you’ll have all the bonuses of being max level in the new system, including the permanent +50% IP gain.
Additional Changes:
The Inventory will now show most recent items first.
Fixed a bug with Aleta, Immortal Traveller listing One of Many twice, one of them causing an endless turn bug if selected.
Fixed an issue where completing some single player missions wouldn’t save progress, including missions that have already been completed.
Servers are expected to be down for quite some time, so make sure to keep an eye on our Twitter for live updates on when the servers are expected to come back up and progress as it comes.
Thanks everyone, see you on the battlefield!
Infinity Wars Avatar Contest
So you think you can Art?
Infinity Wars Avatar Contest
What is it?
So there's been some pretty damn creative people in the Infinity Wars community. Whether it be with guides, videos, artwork, or even nail polish; there's someone out there who's got a knack for it.
This is my way of letting you express that and get rewarded for it.
Should you have an unquenchable desire to make artwork that is your own personal representation of something, here's your way to do it for IW.
How does it work?
You'll create an Avatar of your own, based on Infinity Wars themes. Doesn't have to be an existing character, doesn't have to be anything in-game if you don't want it to be. It just has to be Infinity Wars themed whatever it is.
How long do I have?
Submissions will close 10/23. So make sure you post your submission on or before that date.
How do I submit my glorious piece of artwork?
Well, I've tried linking the google form here in many different ways, but Steam refuses to accept the URL so I'll have to link you to the Official Forum post.
Submissions must be presented in a Square Shape, exactly the same as an Avatar. So don't go drawing a card, this is an Avatar.
When the winners are selected I'll contact you to export your image in a 512x512 resolution, the resolution that our Avatars use.
Do I need to be a master artist to submit an entry?
Absolutely not. I want this to be more about creativity and vision rather than skill with a drawing pad.
What do we get for rewards?
Glad you asked! The community will have final say on the winners, which there will be two of.
Grand Prize
Your avatar will be given to your account for you to show off to the world. On top of that, you have the option of telling us what you'd like done with your Avatar. Do you want it put in the store to be sold? Do you want it given to you and your friends? You tell us.
You'll also get a lovely $20 worth of Lightmare Points!
Runner Up
Your avatar will be credited to your account for you to show off to the world, and you'll get $10 worth of Lightmare Points for your awesome effort!
So let's see what you got! I'll be monitoring the submissions every day and compiling them to show off to the community once 10/23 rolls around. Once submissions are closed I'll make another post for all of you to vote on who you think deserves to win!