Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.75.
Patch Notes
Major Updates
Tutorial 1 Available
The first of our planned 4 initial tutorials has been completed and is now available to all players via the play menu. Play as the Descendants of the Dragons against the recent exile onslaught as Candit guides you: her new initiate in the ways of command. This feature has taken a significant amount of time to allow us to properly create a framework for future single player content which is an important part of introducing new players to the amazing game of Infinity Wars Classic. We plan to be releasing the coming tutorials over the next few months. In addition, voice acting will be added to the new tutorial shortly as we make some minor changes thank to feedback from our Patreons.
Keyword Overhaul and Improved Tooltips
All cards now have important text highlighted in yellow, as well as being able to be hovered over to see the associated tooltips. While a number of improvements and polish is still required, this is another important step to help players understand how the game works so they can craft their own amazing plays and strategies.
Minor Updates
Full Zoom Improvements
Clicking on a card during the game will now showcase the card bigger and clearer than ever, also showcasing the card's purity that is normally hidden on the smaller ingame view. In addition, you can now activate this zoomed view during resolution, allowing you to clearly view a card you might not be 100% familiar with as it shows up.
Intrigue trailer on start-up
We are proud of the cinematic intrigue trailer created for the release of the set, and so now we have it in game on start-up, it is fully skippable with the press of any key.
Foiling changes
Thanks to community feedback, some changes have been made to our foiling textures and renderers, this will help these special cards seem more shiny, and less crinkled, with less downtime between foil flashes.
Balance Changes/Redesigns
No changes this patch, however a large balance patch is now in active testing and will be coming soon.
Bugfixes
Version 1 Tutorial on the way! | IWC 0.74 Alpha Patch Notes
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.74. We just had our first IWC Open Tournament this past week, and overall we'd say it was a pretty decent success! We'll be looking towards some balance changes happening in the next few weeks, using the data and feedback we got from the tournament itself, so if you have any balance opinions, now's a great time to make your voice heard either here, or over on Discord. See you there!
Missing Items or Rewards
We will be looking into missing items and remaining kickstarter rewards next week, if you believe you have been affected by this, be sure to let us know on Discord.
Patch Notes
Major Updates
Tutorial Available to Patreons
A new Tutorial is available to Patreons for initial testing, this is the first of 4 initial single player missions. This first Mission will be available to non-patreons in the next patch after any rough edges have been smoothed out.
Minor Updates
Group Selection Inprovements
We have modified Mass Character selection to be easier to use. Now you can just click and drag to make a box to select multiple units. You can also hold CTRL to select multiple units, and deselect selected units. Heck yeah, functionality.
New VFX
Many new VFX effects have been added to various Character and Ability cards, often also including sound effects as well. Bu sure to especially check out the Useless Cow in all its glory.
Leaderboard Changes
The leaderboard now only takes into account multiplayer games, and some adjustments have been made to exp gain overall when playing against AI. Unfortunately we have had to reset the leaderboard for this month.
Patreon border changes
Minor visual changes have been made to the Patreon Border to make it clash less visually with various elements.
Foundation Bundles + Store
Foundation Alt art bundle #3 is now available "Contains a bundle with tradable alternate art cards with gold borders. - 3x Pacify - 3x Drone - 3x Armored Landcrawler"
We are keeping the Halloween Bundle and Foundation bundle #2 Available until Monday 7th because we know some folks have been effected by a store steam ticket bug that has now been fixed.
Balance Changes
No changes this patch, however a large balance patch should be coming in the next few weeks now that the most recent tournament is over.
See you there!
Bugfixes
Fixed Cosmetic pack visual bug that meant duplicate cards didn't appear visually in pack opening.
Fixed some OnKilled Triggers
Fixed Fight! not using itself as the instigator or the damage
Fixed 'Kill Them All' quest not working at all
Fixed group selection not hiding the group selection box when the turn timer ends while selecting
Fixed loading display for inventory showing again when returning to the main menu, and fixed the disable check for category buttons happening multiple times due to new requirement system.
Fixed in-game cards not displaying over the top of the card viewer when clicking to zoom due to canvas sorting overriding.
Fixed several cards not having 'Once' activation limit set for their onField abilities that only allow once a turn activation.
Fixed all Enrage characters to properly use the enrage bundle consistently, and activate once a turn, adding SFX and VFX consistently.
Fixed the graveyard and deck viewer failing to auto update the circular layout when opening and closing it instantly due to co-routines.
Fixed shockwave VFX causing the game to hang.
Fixed Quest 'Hulk Out' not working for all enrage characters
Fixed swapping of Character cards in the hand not working.
Fixed 'Never Existed' quest incorrectly requiring the removal to all happen in one game.
Fixed 'They Rise' quest incorrectly adding progress for cards played from anywhere.
Added Missing Promotional Items & Added to Item Collection
Fixed Aberon, Fallen from Glory being able to be activated multiple times
Fixed Restricted Text not masking correctly as well as Highlight Effects in Tutorial
Re-Added single selection behaviour for group selecting by holding Left or Right Ctrl to individually add to the selected group cards.
Fixed Unit cards not properly handling dragging and dropping onto the field on top of another card in the zone.
Fixed group selection behaviour incorrectly handling OnDrag behaviour for cards individually when group selecting.
Fixed Inter-Dimensional Phase Bot's being able to be activated multiple times per turn
Fixed Items displaying as Plurals in prestige pass and rewards screen
Fixed hover zoomer not showing the correct highlight for the card when zooming.
Disabled showing the card highlight when full zooming the card.
Fixed group selection not returning the cards to their original slots when failing to do placement.
Fixed the toggle loading display not showing when entering the main menu without the inventory received.
Fixed card highlighting to properly handle switching between graveyard and group selection highlight when group selecting.
Fixed Crystal of madness not working
Fixed all Quests that relate to 'Winning a game' or completing something 'In One Game'.
Fixed zone layout positioning and card drag cancelling when failing to place card, and when cancelling current dragged cards when the turn timer times out
Fixed the Card Back selection in the deck builder being too close together, causing overlapping.
Added GUI enabling of the Item Granting Tool, so that you can edit item bundles while validating player lists.
Fixed the group selection box still showing if selecting upon the turn timer ending.
Fixed Mass Death not showing VFX when it has no targets.
Fixed pending game invites not showing up in the friends panel upon returning to the main menu
HOTFIX BUG FIXES - 0.74.1
Fixed Quests: A New Threat, Anything For Power, Archmage, Feeling Lucky, Heaven's Fracture, Insane In The Membrane, Seek Safety, Spellslinger, Stolen Property.
Fixed movement of battlefield cards incorrectly doing a swap sometimes, which can had a small case of causing a desync.
Fixed the deck count text display not showing when hovering over the deck cards and added functionality to display the count at the center of the top card in the zone.
Fixed the zone viewer for Deck and Graveyard not opening when clicking on the actual cards.
Fixed Purification Stone not allowing targeting of commanders.
Fixed Redirect and Redirect Bot incorrectly cancelling other abilities triggering, fixed them cancelling your own abilities, and fixed them to only redirect the effect when the targeted ability is targeting only 1 card (E.g. This will now still work if a Cannon Fire targets the same card twice).
Fixed External Passive's not properly affecting ability cards played that turn (This fixed the interaction between Pain Stone and Heat Wave).
Fixed several group selection issues with the tilting of selected cards.
Fixed incorrect Dragon Token artwork for Agent Coyle, Hellbringer and Descension.
Fixed deck builder grid layout cropping cards off-screen at certain aspect ratios.
The Tutorial will have some time to go before it has all four missions completed and voiced properly, but we're already working on that as we speak, while also working on the systems that will help some of our other upcoming features. Thanks for checking out the patch notes, remember to tell a friend about our game until they're minorly annoyed by you, and we'll see you on the battlefield, Rift Runner!
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 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.
You can watch the entire playlist starting from episode 1 here: https://www.youtube.com/watch?v=z2lE2IOSL3g&list=PLfl3bFv3CAqnhpk96fxBEY8W2jqhWhCnD&index=1
We're so grateful to everyone who is making this whole revival possible, and while there's plenty left to go, each patch brings strides in improvements and bug fixes. We'll be done shortly, for sure!
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! 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.
https://www.youtube.com/watch?v=wQdLfnTzJzs
New Quest System
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! 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! 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)