Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.54.
Another day, another patch! We've got some decent features, balance changes, and a slew of bug fixes, so let's jump directly into the thick of it!
Reminder: Intrigue Sign-up
We're nearing our Free to play launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to ks.infinitywarsclassic.com to be added to our pre-launch page.
Patch Notes
Major Features
Turn Unlocking
We now have turn unlocking for multiplayer battles! Consistent with the original Infinity Wars behaviour, once you lock in your turn, you can now unlock the turn you submitted to make other additional moves. When waiting for the opponent to make their turn, we also have new display behaviour which includes the unlock button, and the environment lighting transitions to night time. You can now also properly interact with the cards on the board and other user interface panels. Note: If you go to unlock your turn at the same time the opponent submits their turn, your unlock action may not happen as it must be approved by the opponent due to client networking speeds and delays.
Internal Death System Refactor
The way death behaviour works has now been completely refactored and is much more consistent and stable to support effects and triggers executing properly before the card begins dissolving and go to the graveyard/removed zones. This should fix almost all issues with card's getting stuck on the middle of the screen or failing to dissolve properly. This new system has also fixed the main causes of all the desync occurring in multiplayer battles over the last few months. There's likely a few edge cases we have missed, which will be getting picked up and fixed in the next few weeks.
Infinity Heroes Open Beta Free Launch!
Infinity Heroes is set for it's Open Beta release TOMORROW, so if this is over 17 hours old when you read it, you can probably jump into the game and try it out now. It's also been completely separated from Infinity Wars Classic on a game standpoint, and while the engine they use is still the same, you won't be able to access one game's content through the other's launcher. If you do enjoy Infinity Heroes, feel free to leave a review, or give us your feedback on things you'd like to see added / changed!
All inventory, account xp, and battlepass rewards will continue to be shared from both clients. This is our last major update for Infinity Heroes for a while, allowing us to focus more on Infinity Wars Classic and the upcoming full release of Intrigue.
Minor Features
Improved Debug Board State Logging
We have made significant improvements to the way that board states are recorded in internal logs that are sent in bug reports. This allows us to recreate perfectly bugs far more quickly and accuratly, and is also the first step in a future replay and spectator systems.
New IH Hero: Theseus, the Cruel Cleanser
Disrupt the enemy with Theseus and his mix of DoD and Verore magic. Play defensive early game then watch as multiple aggressive bonuses unlock when your max resources reaches 10.
Card Updates
New Cards
Innovative Wish
Xac, Lost in Lunacy
Battlefield Shade
Card Redesigns
Morningstar Wayclearer Removed from game trigger removed, and card redesigned to: Morningstar Wayclearer Cost:7 Morale:6 (FDx1) Character - Human Charge Whenever this deals combat damage to a Character while attacking, excess damage will be dealt to the next defender. 17/14
When redesigning the defiant cycle, we tried keeping the Defiant Footman's old board buff ability moved onto Morningstar Wayclearer. However the design continued to create problematic gameplay experiences, and thus we decided to convert it into a lategame (for flame dawn) tool to pushish chump blockers or a board setup with small disposable character in front. We tested this ability on Profane Critter and really liked how it played, and think it will be a good overlap that both factions can have access too in the future.
Balance changes
Balanced Warrior: Increase stats from 6/6 -> 8/8
We have been looking at multiple slots were we can give some of DoD's cards and faction sysnergies a small power bump. This card obviously plays really well with the health granting cards of the faction, but just had far too low starting stats to seriously consider.
Secrets of Veroria: Increased cost to 4, increase purity to CoVx2
Stall tools have been something we have been looking at very critically this patch. Secrets of Veroria with its low cost, low purty commitment, lack of possible counterplay, and being in the faction that arguably best thrives lategame, was creating unhealthy play patterns.
Fear: Changed purity to 2 SoA.
Another powerful stall tool, one that was often splashed in other factions to create sometimes frustrating, and sometimes exciting combos. While we don't nessesarily love tearing this option away from less dedicated decks, this is also an important piece for double or triple sleeper decks to survive the early game. However we'll be keeping an eye on how this continues to play in those decks and whether this needs a small cost increase as well.
Wall of the Dead: Decreased damage prevention per card from 5 -> 4
Another powerful and sometimes frustrating stall tool that could be used with token generation to effectivly gain absurd amounts of health. However the card is expensive, so we have just given it a minor efficiency nerf but will continue to keep an eye on its performance on if further action is required.
Acquire: Now creates copies of cards at the top of the opponent's deck, rather than moving them to your hand.
The gameplay of this card in Verore mirror matches was very frustrating, stealing enemy acquires and win conditions while gaining very efficient card advantage. Acquire being so rawly efficient in the number of cards, even if enemy cards are worse than your own cards is something we will keep an eye on.
Malignant: Text Changed to "When Malignant dies, if its deployed, it permanently gains "If you kill four or more opposing Characters in a single turn while Malignant is in the graveyard, Malignant raises from the Graveyard.""
Malignant's previous design allowed the card to be sacrificed from the command zone to quickly out-tempo and overwhelm decks without ever casting Malignant's cost. This redesign means that Malignant must be deployed to gain its ability, making it still powerful and recursive, but no longer free. We have also increased the reanimation threshold to make it more common to be triggered by stuff like Mass Death, rather than random combat skirmishes.
Nysrugh, The Insatiable: Increased Purity to EXx3
Recieving unstoppable and Consume during the faction's redesign made Nysrugh very difficult to deal with for some factions. However the gameplay and thematics of that combination of keywords was something we liked being available, just felt required additional commitment. Now this gives greater reason to try out triple purity exiles decks to gain access to this hungry and dangerous demon.
Gift of the Passing: Purity reduced to WPx2 and Text changed to "Target Character you control gains "When this dies, if its deployed, create a Brings Life By Passing.""
Turn 1 ramp, combined with being able to target the command zone and thus be very difficult to interact with made for a very dangerous combination that was waiting for better ramp targets as we have been pushing the stats and abilities of Character cards that cost 6+. This card, sometimes even in multiples could be backbreaking, sometimes facilitating you to have double the resources of the opponent on turn 4 or 5. This redesign will still allow this to be cast turn 1, but be more easily interactible in multiple ways, and have the ramp be delayed until the Character targetted can die. Due to this being a major rework, we felt reducing the purity was a fair way to allow the card to be combined with other factions who can help sacrifice or deploy cheap Characters to work with this.
Speaks with Wind: Increased cost 5->7 and increased stats 12/12->15/15
This card's redesign was meant to help players who wanted to ramp to 10+ resources. However at its previous cost it was arriving on the battlefield earlier and more consistently than we felt was healthy, while also stepping on the toes of Prophet Kanari, creating a lot of redundancy in triple warpath ramp decks that could be frustrating to play against. We hope that these cost and stat changes will reduce that card's appearance in decks not interested in extreme ramp, while still being a viable options for that want to cast some of the largest cards in the game.
Nature's Wish: 2nd mode now only grants the additional 2 resources during the next turn, not permanently.
The 2nd mode of the redesigned Nature's Wish was supposed to be a small bonus, not a highly uninteractive ramp tool. This was simply an oversight and the design has now been nerfed to its intended effect.
Unstable Demon: Stats reduced from 9/17 -> 6/14
When redesigning the exiles faction, some stats were delibritly pushed to the limit, as it would of been disasterous to require the faction to have a 2nd round of major reworks. However Unstable Demon went too far, particularly due to possible cost reduction from exile, and the deadly keyword.
Terror Moose: Decreased cost from 5->4, Decreased cost from 10/10 -> 10/8
A large number of 5 cost charge cards with very similiar stats existed in the cardbase in a way we felt could be improved by modifying this card to create additional deckbuilding options in both factions.
Genetic Splicing: Can now target cards in your hand
While Genetic Splicing is certainly a card for more casual decks, many tribal synergies care about "When you deploy a [TRIBAL TYPE]", and thus we wanted to help support that.
Sky Reaper: Text changed to "Flying, deadly, cannot block." and stats changed from 4/6 -> 6/4
Several designs in Intrigue were based initially off Infinity Heroes cards, however as the games have become disconnected, we have been looking at some that need reworks. The previous Sky Reaper design was far too defensive, plugging a core weakness of sleepers to fliers. This has now been corrected to be an aggressive design to match our vision for flying zombies.
Defiant Engineer: Attack Threshold reduced from 20 -> 15.
When reworking the Defiant Cycle, we looked at possible cross faction synergies that we can support as we add more cards. Caring about high stats is that overlap for Genesis and Warpath. However as we have been brainstorming and testing additional design in that theme, we found that the 20+ threshold was a little too swingy, so we have reduced it a little bit, as we don't want some cards to care about 20+ attack and others to card about 15+ attack.
Extirpate: Text changed to "You can't include this in your deck unless you have one or more factionless commanders. Remove target Character, Location, or Artifact from the game. This ignores all abilities."
A "catch-all answer" with a high cost was something being tested in this slot as a saftey valve in the cardbase. However just a high resource cost turned out to not be enough. Therefore this version adds an additional deckbuilding cost, allowing for the normally heavy downside of a factionless commander to gain a unique tool. We have also removed its ability to remove mission cards, as we didn't felt it was either necessary or made sense thematically.
Content
Our latest content is a beginner's casual guide to Infinity Wars Classic. It's not full of optimal strategies or extreme plays, but is great for pitching IWC as a game to your card game friends who might be interested in following the game as we approach our free play launch. It's not going to be interesting for the experts of IW out there, so feel free to skip it if you're too good for all that. But, anything you can do to help, including sharing the video with a friend who enjoys card games, would be greatly appreciated.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.53.
It's been a month since the last patch, what happened? Well, one of our team Reuben has become a father, and has been spending a lot of his time attending to fatherly duties. Meanwhile, the rest of us have been working on the UI overhaul, which will be one of the bigger projects related to IWC we've worked on, with chances of being bigger than the account transfer tool. We'll see, but regardless, we needed to push some fixes out while we continue our mission.
Reminder: Intrigue Sign-up
We're nearing our Free to play launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to ks.infinitywarsclassic.com to be added to our pre-launch page.
Patch Notes
Major Features
none
we fixed some bugs
Minor Features
none
again, no
Card Changes
Balance changes
Shield Generator: Changed purity to 1 Genesis. We're looking at giving this potential tech to other factions, so we'll see how it's used.
Extended Operation: Granted effect changed to gaining +6/+6 (previously +4/+4). The old buff number never really felt too significant, and now we've got a very large problem building up over time. Hopefully it's not too much, but we'll see.
Tome of the Dead: Changed purity to 2 SoA. Tome was a powerful card not just in use, but in application, changing your opponent's ability to play the game. Hopefully, this will make it harder to abuse one of the more powerful board wipes to exist in simple SoA splashing decks.
Speaks with Wind: Now requires 2 overcharge cards for it's effect. Overcharging 1 for 2 Brings life by passing felt like a lot of ramp, for not a lot of cost. You can still get that much ramp, but the cost has gone up.
Nero, Crypt Delver: Increased cost of activation ability to 2. Nero can kill friendlies and trigger death effects, they can make sleepers in the graveyard, and they can get buff as heck doing it. Now, we're limiting them just a little bit, and hopefully bringing their power as a commander down to a respectable level.
Extirpate: Base cost increased to 8. This one isn't a permanent solution, and we'll be having ongoing discussions around extirpate to find a place for it.
Overcharged Bolt: Base cost reverted back to 2.
Shun Howl's Urn: Created spirit token changed to have Flying instead of Unstoppable. This is one we're not 100% sure of, but urn is one of the DoD's strongest game enders, and considering the faction wasn't really meant to be destroying fortresses reliably every game, it feels like a step in the right direction, however we'll be watching this one closely.
The Last Sleeper: Upon raising from Graveyard, only gets buff if it raised itself. Sleepers had one of the strongest early games possible by using Awaken on the Last Sleeper, which is pretty crazy due to sleepers being, at least on paper, one of the slower factions to exist,
Raa: Changed Demon threshold to 20 (previous was 30) A community based suggestion, and while 20 feels pretty low in comparison, and 25 may be reached as a middle ground, we wanted to test 20 first, and see if it was appropriate.
The BIG-ANATOR: Changed effect to also trigger off Discarding, and only for yourself, not the opponent. We are looking at how this will affect Big-anator going forward, and there will be some changes and improvements based off of how this change plays. The ability to trigger off of opponent's effects could see a comeback if the big-anator struggles to get big enough from it's own power and abilities.
Kinetically Overloaded Drone: Base stats increased to 2/2. The card ramps way too slowly currently, so giving it some additional starting stats should at least make it harder to stop the very turn it's played.
Disciple of Mian Monastery: Doubled it's effect buff to +6/+6 (previously +3/+3). This one we're not 100% on, but Disciple of Mian Monastery needed some extra potential power, and while the buff being double it's original might be an over-reach, we want to see how it plays out before we adjust accordingly.
Content
Our newest video is more about entertaining than sharing anything overly important, but it's still a good watch.
Changed the behaviour of how triggers execute to instead wait for any cards dissolving into the graveyard to first finish their death behaviour before executing the next effect. This fixed all card dissolve behaviour failing and showing a bordered display of the card in the middle of the screen if the next effect/ability involves cards in the graveyard (e.g. Gather Thoughts).
Fixed the interaction of 'revival on death' and multi-lives causing the game to freeze and cards to hang in the middle of the screen (This fixed Undead Corruption interaction with multi life cards).
Fixed Hand cycling not properly calculating the cards required to cycle at the end of the turn.
Fixed Deadly keyword and damage effects not properly invoking 'On Killed Card' triggers if the effect kills it.
Fixed being able to undo ability cards by dragging it out of the ability queue after you have used the trading post. Caused 2 cards to go into the same slot due if a new card had been drawn from the trading post.
Fixed Hidden By Clouds incorrectly executing it's trigger at the end of the turn when it gets moved from the graveyard or deck in that same end-turn phase. (This fixed Hidden By Clouds placing every other Hidden By Clouds in your deck into the support zone resulting in getting up to 4 Hidden By Clouds into your support zone in the 1 turn).
Fixed Deadly effects not working on cards that have other triggers that run upon dying or during combat events.
Fixed Cards not properly dying when left with 0 or less health after combat.
Fixed Agent Coyle Assimilator's On Field transform ability transforming into Agent Coyle, Primal Hunter.
Fixed Zuza, Angelic Siren ability working on your own Characters, and fixed it not properly returning the previously controlled Character to the opponent.
Fixed Zealous Protector ascending multiple times.
Fixed Counterspell not working properly and also not showing appropriate VFX.
Fixed Soldier of Solace not ascending when entering combat with the fortress.
Fixed Scarab Spybug not allowing multiple activations in the same turn.
Fixed Flame Dawn Fanatic not returning to your hand from the command zone.
Fixed Inter-Dimensional Phase Bot's pay ability working in the command zone.
Fixed Avatar of Lingbao not dealing morale damage when dealing damage to the fortress.
Fixed Aleta, Immortal Tinkerer's alternate art not animating.
Fixed Flame Dawn Aspirant tokens not having the Human sub-type.
Fixed Unending Drone created by Omnimind having the Splitter-Lite artwork.
Fixed Nero's ability incorrectly costing 1 when deployed from the hand.
Fixed Celestial Dragon not healing your fortress upon dealing damage to the opponent's fortress.
Fixed Demonic Disciple not allowing use of the Exile mechanic after being discarded.
Fixed Defiant Hermit's effect did not affecting Flame Dawn Aspirant's spawned by Drill Sergent.
Fixed Breeding Grounds having no limit of it activation effect per turn.
And remember, check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.52.
If it seems that you've missed a few patches, don't worry, we've had some short and hotfix patches recently as we've fixed up issues and made minor fixes here and there, things that weren't worth publishing out to all of our old players. These small patches are always featured in the Patreon area of our Discord, so the people who care the most to know what's happening week to week have access to everything they need, but we wanted to wait until more substantial changes had occurred before telling everyone again. So, these patch notes will include everything from 0.50 and 0.51's hotfix as well as the most recent patch.
Reminder: Intrigue Sign-up
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to ks.infinitywarsclassic.com to be added to our pre-launch page.
Patch Notes
Major Features
Grayscale & Inventory System
As part of our move to a Complete Trading Card Game, we have released our Grayscale and card collection systems. All accounts by default will have a copy of every single card available in the deck builder, as a "Grayscale" card, these are in greyscale and non-animated. You don't technically own these, they're just available at all times, and usable in deck builder.
With the first batch of account transfers being processed, and the grayscale system being implemented, players need to be able to see their card and cosmetics collections. We have enabled the Inventory, though please be aware the UI here is very much a work in progress as we have a UI overhaul happening in the background.
Vanity Improvements
Card Cosmetics have received additional improvements, fixing a number of bugs and having far better integration with the deckbuilder. Also deck saves have received some major upgrades to better handle your chosen cosmetics. Note that your old decks will be converted automatically, but set fully to grayscale. So be sure to re-add your cosmetic choices.
Minor Features
Deckbuilder Fixes and Optimization
The deckbuilder has been expanded to allow you to choose what cosmetics you use for each card added, including if your using grayscale cards or not. Options are also available to change card borders, alternate arts, and foiling. However you must have the associated item in your inventory. Additionally, a new asynchronous deckbuilder loader has been added and integrated with the vanity cosmetics of various cards and the inventory to drastically decrease loading times.
Animation Fixes
Nearly 30 cards have received fixes to their animated spritesheets that meant they didn't loop correctly or jittered. We have an additional dozen or so we are still in the process of fixing for next patch.
Account Transfer Tool - Working and improving
Our first account transfers have been a success so far, with plenty more on the way. Improvements have been made to the account transfer system that were causing some cards to go missing, specifically those gotten via trades. These changes have been applied retroactively to old accounts as well. In additionally, the account transfer summary page has been improved to more accurately show the number of cards transferred.
Vanity Improvements
Card Cosmetics have received additional improvements, fixing a number of bugs and having far better integration with the deckbuilder. Also deck saves have received some major upgrades to better handle your chosen cosmetics. Note that your old decks will be converted automatically, but set fully to grayscale. So be sure to re-add your cosmetic choices.
Store rotation
With us re-enabling the store, we have rotated the Profile pictures available for purchasing. We plan to begin more regularly rotating our store offerings, so be sure to check back regularly.
Card Changes
New Intrigue Cards
Glimpse The Nightmare Cost:1 (EX x1) Ability Discard your left-most card. If you do, draw a card and that card costs 1 less.
Content
We've had two videos to share recently, being the CTCG Explained video, as well as the Community Update which went live the second before these patch notes did, both of which are worth checking out.
https://www.youtube.com/watch?v=C_AIC8SzBFE
Bug Fixes
Fixed Beck Dragon Tamer missing a tag check that meant it sometimes reduced the cost of non-dragons
Fixed Nemophilist angel not having overcharge reminder text
Fixed AI being able to used restricted profile pictures that were exclusive to certain events
Fixed Evellee's activated ability choices
Fixed Kung Ji being able to loop morale loss sometimes
Fixed Proctul's activated ability being able to damage characters in the wrong zone
Fixed Malignant sometimes not reviving correctly
Fixed Rescue Angel's cost reduction not refreshing after end step
Fixed the ability to play multiple locations
Fixed Lanstead only working on artificial characters
Fixed Finds the hidden pulling cards out of the graveyard
Fixed Rampant Virus having no tags
Fixed Loading into game
Fixed matchup loading getting stuck
Fixed Real Money Purchases not calculating correctly
Fixed the 9cost Trading Post Option giving resources immediately
Fixed Deck Builder bugging out when entering/exiting the deckbuilder
Fixed tokens not copying the cosmetics of their creator
Fixed Deckbuilder, Creating a new deck, exiting the deck, and deleting the deck.
Fixed Siegebreaker in the inventory breaking the entire inventory
Fixed Patreon Deckbuilder check
Fixed Vanity errors in inventory
Adjusted some shop descriptions to be more informative of what your purchasing
Fixed some minor currency visual errors
Fixed Greyscale cards sometimes changing how they look when undone
Fixed the 3d Model of Backgrounds getting untethered from the menu
Fixed Wish Cards sometimes not handling passive modifiers correctly, especially cost reduction.
Fixed cards removed from the game keeping modifiers and damage
Fixed Game Freezes caused by token creation by alt art cards
Fixed Subjugated Dragon
Fixed Tokens having incorrect animation when the creator has a cosmetic
Fixed various Pay X cards sometimes not working correctly
Fixed Nix still costing 7
Fixed Trading Post Shuffle not always shuffling
Fixed Omnitron not creating token's correctly if there wasn't an artificial character in play
Fixed Some Activated abilities not spending resources during the resolution
Fixed Shikana text
Fixed many deckbuilder errors
Fixed Malignant not checking the owner of card's dying for its trigger
Fixed Rita, Mistress of Shadow token creation
Fixed Some Exile cards causing the game to not load in multiplayer
Fixed various pack opening issues
Fixed players not reading patch notes with misdirection bugfix to catch them
Fixed AI being able to use some promo only items
Fixed some UI elements when using Manual Resolution
Fixed "Last Played Deck" not loading correctly from the playersave
Fixed transforming vanity characters causing art errors
Fixed profile pictures appending to the end of each other if they are changed
Fixed deckbuilding statistics not loading sometimes
Fixed a major bug that meant some players using premade decks or demo mode decks were not able to load into games correctly
Fixed Time for Fun creating colored cards when used by a grayscale version
Check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.49.
We have a pretty exciting one, as the first functional version of the long-awaited Account Porting tool is finally here. We've got systems on that allow our Patreon supporters to try it out, and we'll hopefully have any bugs or problems ironed out by the time the game's upcoming Beta is finally here. Of course, if you have any questions, feel free to drop your questions over in Discord, where we're always happy to hear what you're most excited for and want to see us work on next.
Reminder: Intrigue Sign-up
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to bit.ly/iwcintrigue to be added to our pre-launch page.
Patch Notes
Major Features
IWC Account Transfer System
The long awaited ability to transfer your account data from Infinity Wars 1 to Infinity Wars Classic is now ready! This will allow players access to their old collections, including cards, profile pictures, titles, cosmetics, battlefields, and more! Note however that some of these will come into effect next week as we enable card collections and our grayscaling plans. This feature is currently available to all patreon members of the game. To access this feature, open up the account pane and go to the account transfer tab. This process will require you to verify the email attached to both accounts, if you are unable to remember old account name or no longer have access to your old email account, we have a backup manual form where you can request access by providing the team with additional details. A normal account transfer will take about 48 business hours to complete, while a manual transfer may take up to a week as we go through internal verification steps. We are very excited to finally roll out this feature, if you have any questions or issues please let us know.
Major External Passive Fixes
Extension to the external passive system that handles effects like "All Characters you control get +1/+1" now allows for more flexible and consistent cost reduction and keyword granting effects, especially when used by Artifacts or Locations, which previously behaved different to character cards. This has also fixed a number of very rare desync issues.
Minor Features
Tooltip improvements
Some cards that need to refer to specific keywords but don't have that keyword now will show them on tooltips, also we are able to have more complex tooltips for missions or other cards that need to display additional information.
More IWC Redesigns
Some IWC cards have been modified to be closer to their original functionality. See IWC Redesigns section for details.
Revamped Deck Importer
The ability to import and export decks has been greatly improved, giving better feedback if there are any errors detected, and working now with cosmetics and other elements. Post your decklists in our discord and share your creations!
Card Changes
New Intrigue Cards
Overlapping Force Cost:4 (DoDx2) Ability Characters you control have their power become equal to their health until end of turn.
IWC Redesigns
Demon of Fear - Text reverted to: "Flying When you deploy Demon of Fear, you may pay X. Return X Characters to their controller's Support Zone." With the addition of multitargetting that works with costs, we have reverted this card in the same way we reverted Nix last patch.
Evellee - Gains an additional activated ability: "Pay 2, Exhaust: Recruit a Character that costs 1 or less." With consultation of the community, we have identified that the major use case for Evellee's X cost ability was getting 0 or 1 cost cards, thus allowing us to have the card play closer to its original design despite not supporting non-multi-targetting X costs at this time.
Grave Rob - Reverted Text to: "Preemptive Remove up to 5 target cards in an opponent's graveyard." Another card made possible with the addition of multitargetting. This may prove useful as a sideboard tool if graveyard decks are getting too powerful.
Inevitable Dead - Now can trigger from the Command Zone A big part of Inevitable Dead's design is the ability to gain additional card advantage turn 1 to help Sleeper's swarm style. This is once again possible, but requires a command slot to be used.
Aleta, Immortal Traveller - Now drafts an Unlimited Card to your hand Immortal Traveller no longer requires you to have unlimited cards in your deck, making it closer to the original design, however as we cannot support a choice from every unlimited card, we give options each turn via a draft, similiar to Medi.
New Cards But Restricted to Devs only for testing:
Scarab Spybug - Gains Flying, Stats reduced to 2/2, Activated Ability costs 1 more but no longer only lasts for a single turn. We are revisiting some Phase 1 Intrigue cards that have not been playing as well in practice as we'd like. While the ability to take advantage of the sleeper's ability to deal lots of small amounts of damage via zombie hordes or acid effects is something we liked being rewarded, the timing of having to reactivate the ability each turn made it really hard to use well. Reworking the ability as well as adding the utility of a small flier we hope will make this an interesting option for the
Mountain Giant - Gains +2/+2 Jungle Giant - Gains +2/+2 Tusked Behemoth - Gains +2/+2 The size of high cost "vanilla" cards, especially in Warpath has for a long time been relatively small in Infinity Wars, so while we don't expect these changes to have any impact on competitive play, it helps better set the bar of what size is normal at these costs so we are not restricted in future designs. Depending on how these play, we may look at other expensive cards to buff this way in the future.
Bug Fixes
Fixed Intervention (IH) causing a game freeze
Fixed Blood Crazed is killed transforming all copies of itself
Fixed Omnimind's Cost reduction
Fixed VFX self node is overriding other targetting filters, leading to some unintended behaviours on some cards
Fixed Nix's text not being updated
Fixed Trickster monkey special effect is not working.
Fixed Daclarius the law special ability is not working
The game froze when my opponant played intervention. I dont know if its a scam method to get me to resign or just a bug. the music still plays and the graphics move but nothing happens.
Fixed Blood-Crazed Initiate Dead Token not correctly gaining bloodthirst
Fixed Enemy AI somtime soft locking the
Fixed Quests and battlepass progress not getting reset correctly when logging in or out
Fixed "Malignant" Not only begin couning characters killed once it is in the grave yard.
Fixed Overcharge storm doesn't cause you to rovercharge if there are no valid targets
Fixed some overcharge cards not working correctly when having no targets
Check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.48.
Our patch was slightly delayed from last week due to the Steam Servers being on fire for no particular reason.... ahem, Elden Ring... Anyway, our patch has gone out, and we've got a series of fixes and updates for IWC, and IH. Read on to see what we have specifically going on, or join us on Discord where we're always happy to hear what you're most excited for and want to see us work on next.
Reminder: Intrigue Sign-up
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to bit.ly/iwcintrigue to be added to our pre-launch page.
Patch Notes
Major Features
New Tutorial System A system for making tutorials and other singleplayer content has been implemented. This will allow us to make and edit single player experiences relatively quickly now and in the future. These systems also include an overhaul of how we handle player rewards, which will be important as we shift to our new future model layed out in the "Future of Infinity Wars Classic" video. The first test case for many of these systems is a set of tutorials for Infinity Heroes, there are still some minor changes we wish to make to these tutorials to make them a smoother learning experience, but we wanted to showcase them to get your feedback. You can play these tutorials via the Tutorial button in the top-left of the main menu. We also have a series of tutorial missions in development for Infinity Wars Classic, however these are not yet ready. As always, stay tuned for more.
Minor Features
Restored IWC Artwork Early versions of Infinity Wars 1 have not been very well documented, meaning we have had some cards without working spritesheets. These have now been found and added back into the game, fixing the animations for the following cards:
Zealous Protector
One of Many
Verore Brute
Vanguard Knight
Aerial Commando
Martyr of Death
Armored Landcrawler
Fight!
The Hellmouth
Guns of Goliath
Kinetically Overloaded Drone
Glorious Warrior
Firebolt
Genesis Construct
Drone
Demon of Fear
Beast of Burden
Bad Bot
Improved External Passive system Extension to the external passive system that handles effects like "All Characters you control get +1/+1" now allows for more flexible and consistent cost reduction and keyword granting effects, especially when used by Artifacts or Locations, which previously behaved different to character cards. This has also fixed a number of very rare desync issues.
Improved stat-tracking Cards now have a flexible stat tracking system that allows us to better create Effect Nodes. This also allows us to potentially expand it in the future to use stat tracking to inform possible balance issues.
New IWC Cards
Profane Critter Cost:3 Morale:1 (EX x2) Character - Beast Demon Whenever this deals combat damage to a character while attacking, excess damage will be dealt to the next defender. 13/4 < Click to reveal Artwork
Balance Changes
Some IWC cards have been modified to be closer to their original functionality.
Shikana, Who Demands Tribute Changed from random sacrifice to: "Activate: Sacrifice another Character. At the end of turn, If Shikana didn't sacrifice a creature, Shikana is removed from the game and kills all Characters on the Battlefield." This design brings Shikana closer to its original design, replacing the start of turn effect that we don't currently support with an activated ability, this is similar to how we redesigned Bomb-Bot. NOTE: This card's text currently reads as their old version, while they function to the new version. As a result, we're probably going to put them on the ban list to avoid confusion, with a patch fixing them up will be on the way in a minor upcoming patch, or we wait for the next big one.
Champions Herald Change to bounce back to hand rather than sacrifice
Demon of Dark Bargains Fixed External Passive to work on the turn you play it As part of the change to the external passive system, you can now immediately gain value from this card, bringing it closer to its IW1 version.
Omnimind Fixed External Passive. As part of the change to the external passive system, you can now immediately gain value from this card, bringing it closer to its IW1 version.
Nix X cost targetting implemented. The multitargetting system has been modified to allow costs to be assigned per additional target chosen. Allowing us to make Nix's flexibility return.
Explore Change to original functionality. Due to this card being implemented very early on, before Locations and deck searching were even implemented the design got changed, this was overlooked and so now has been reimplimented to its original text.
Bugfixes
Quests and battlepass progress may not reset when logging out.
Fixed Blood crazed initate When in command blood crazed initate fails to transform when units die.
Fixed IH card dragging breaking if moving cards offscreen when timer runs out
Fixed The Victory Screen never plays the intro to the victory/defeat music, was getting instantly overriden with the loop version
Fixed Overcharge storm not causing you to overcharge if there are no valid targets
Fixed Overcharged Storm causing you to overcharge twice as many cards in hand
Fixed Verore Worshipper sometimes surviving combat due to initiative
Fixed set numbers missing from some Intrigue cards
Fixed Karckk Haste
Fixed new releases deck having banned cards
Fixed Pacifying winds overcharge
Fixed Shield Generator missing types
Fixed Laser Cannon Spritesheet
Also, as a final note, we've been working on a few advertising campaigns to spread the word about our upcoming kickstarter release and free beta release, so if you see any of our videos or posts around, feel free to let us know where!
Check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.47.
Following The Future of IWC video's extremely positive response, as well as a lot of detailed feedback from some of our most passionate players, we've been motivated and in very high spirits in the office. So much so, that these patch notes are technically arriving on Steam late, as the patch itself is almost a week old at this point, having been on Discord since the patch's deployment. Oh well, we've wasted enough time thanks to Jason, so let's jump into it!
Reminder: Intrigue Sign-up
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to bit.ly/iwcintrigue to be added to our pre-launch page.
Patch Notes
Major Features
All IW1 Cards Released After over a year of work, all 700+ original Infinity Wars cards have been implemented and are available in the deckbuilder. This includes the all sets from Core2013 to Rebellion. The Exiles redesigns to promo cards like Dugg and Omni. Thanks for all the feedback from everyone when it comes to redesigns, rebalancing, and bug fixing. This wouldn't of been possible without y'all. We DO have some cards whose redesigns and current implementation we're not entirely satisfied with, so you'll be seeing more on those cards as their fixes and balance changes come to life.
Minor Features
IH Fixes Infinity Heroes has had a number of outdated systems updated in the last few patches, however this created a large backlog of broken cards etc. While a few bugs remain for sure, we have made a large push to get the experience into a more stable place. Be sure to let us know of any continuing issues.
New IWC Cards
Empath Battery Cost:3 (OoSx1) Artifact Whenever a Character enters the deployed area under your control, you gain 1 Health and 1 Morale. If it was a Human, you gain 2 Health and 2 Morale instead.
Vasir's Strategem Cost:5 (EXx2) Abiility Fill your hand with Demonic Disciples
New IW1 Cards
Shield Generator
Inevitable Dead
Timestopper
Truth Keeper of Solace
Tower of Truth
Karckk
Prayer of the Dragon
Pacifying Winds
Overcharged Storm
Resolve of the Dragon
Balance Changes
Siege Engineers Cost increased from 1 -> 3, stats increased from 4/4 -> 6/6
Shield Generator Redesigned due to implementation and play pattern concerns. Shield Generator Cost:4 (GENx3) Artifact Exhaust: Until end of turn, target Character you control gains "When this enters combat for the first time this turn, it gains indestructible until the end of that combat."
Inevitable Dead textbox changed due to minor engine and consistency issue: "At the end of turn, if this is in your hand, all Inevitable Dead in your Deck are placed into your Hand then all Inevitable Dead cards in your hand permanently lose this ability."
Bugfixes
Fixed Trading Post being made uninteractable in multiplayer when recieving the enemy player packet.
Fixed "Ruins of an Ancient Civilisation" creating 4/4 beast tokens for the opponent, not for yourself.
Fixed hardware ID of Playfab logins getting deleted when logging in, meaning you can shallow copy playfab accounts.
Fixed Entering Just " " (Spacebar) into the friends panel throwing an internal server error
Fixed banned and resticted cards being available from random transform effects
Fixed Ion Cannon Spritesheet ordering
Fixed Leaderboard Panel & Friends Panel showing up when starting the game in Demo Mode
Fixed When Logging Out, the friends list doesn't clear, meaning you can have duplicate friends with broken interaction menus
Fixed the deck builder, When the bottom row in deck builder contains only 1 card, the cards were off-screen.
Fixed Navi's Mission progression
Fixed Voracious Goliath is causing too many cards to get sacrificed
Fixed Sacullas, The Final Hammer's effect was hitting both fortresses
Fixed Junkyard wish choices
Fixed Need better input validating for login screen with special characters
Fixed decks in demo mode, getting in the way of the login screen
Fixed broken interaction with Multi-strike & trample
Infinity Heroes Bugfixes
IH - Fixed Assassinate targetting
IH - Fixed Treasure Hunter 3000. Artwork
IH - Fixed Aleta, Immortal Traveler's buff when she is reanimated
IH - Fixed Basker hero ability
IH - Demon of Solitude. Its bug similar to Pras's Decimator. Once it hits face, stops causing damage on the offence.
IH - Fixed Waste Chucker
IH - Fixed Rock Chucker woking from hand
IH - Fixed Decimator's multistrike
IH - Fixed Void Split's targetting
IH - Fixed Vis the Furious's Power of the Underdog's targetting and effect
IH - Fixed cycling bugging out at high numbers
IH - Fixed some top of deck cards behaving weirdly
IH - Fixed Bek Dragon Fire targetting
IH - Fixed Aleta spritesheet
IH - Fixed Death Worshipper getting buffs while in hand
IH - Fixed Death rays targetting
IH - Fixed Agent Coyle's Ult Ability spritesheet
Again, check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.
Sorry for the minor delays, stay tuned for version 0.48 likely dropping either the end of this week, or early next week.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.46.
We started 2022 in a big way with our new video, The Future of IWC (which we do discuss below). And, so far, it's been extremely well received by our players. So first off, thankyou, we're so glad the majority of you are excited by this direction, and your on-going support means the world to us. Following on from that, we've also got some new content for IH, as well as bug fixes for IWC while we continue to work on account porting, which remains our largest road block currently.
Reminder: Intrigue Sign-up
We're nearing our Free to play Beta launch, and joining it is our brand new set release, Intrigue. If you're interested in jumping into the game's Beta the second it's ready, or if you're more concerned with getting some sweet early bird perks, exclusive cards and platinum pre-order cards, sign up today HERE, or head to bit.ly/iwcintrigue to be added to our pre-launch page..
Patch Notes
Major Features
The Future of Infinity Wars Classic At the start of 2022, we announced something we had been working on behind the scenes for quite some time, and that is the future of Infinity Wars Classic. We’re pushing forward with the “CTCG” (Complete Trading Card Game) model, where we’re giving people access to ALL Infinity Wars cards instantly, without paying a cent. This will make the game easier to get into than ever!
For a full breakdown, check our deep dive video. https://www.youtube.com/watch?v=wQdLfnTzJzs
Two New Infinity Heroes Two new pre-made Infinity Heroes decks have been added to the roster. Cathleen, a powerful aggressive value-driven character, who has a flexible array of tools for beast and men alike. Vis, the only important point of health is your last, damage yourself and your opponent and live life on the edge.
Minor Features
IWC Porting Framework We are working hard to lay the foundations of account transfers to IWC from the original game. This included moving every single vanity item, card, and alternate art. Some of these can be already found in the deckbuilder, and profile pages, available to everyone until the systems are complete.
Tutorial Framework While not quite yet ready, we are working on a series of single player missions for both IH and IWC to help players join the game, and learn the rules. This will also act as the foundation for any future single player campaigns we add. More on this soon.
New IWC Cards
Drason, Armory Keeper Cost:7 Morale:8 (GENx1) Unique Character - Human When Drason enters the Deployed Area, create an Upgrade in your hand. Whenever you play an ability card, if Drason is in the Assault Zone, deal 2 damage to all enemy Characters on the battlefield. 20/14
Siege Engineer Cost:1 Morale:3 (FDx2) Character - Human When you deploy Siege Engineers, target Character deals double damage to the enemy fortress until end of turn. 4/4
New IW1 Cards
Subdues The Meek
Counterspell
Daclerius's Edict
Denial Of Magic
Dugg
Ethereal Fusion
Redirect
Jinhai Dojo
Avatar of Daode
New Cards But Restricted to Devs only for testing:
Redirect Bot
Xi's Plea
Xac, Lost in Lunacy
Balance Changes
Denial of Magic redesigned to be a type of counterspell: Denial of Magic Cost: 2 Ability / Preemptive The next ability card your opponent plays this turn that costs less than or equal to a deployed Character you control has no effect.
Bugfixes
Fixed an issue that allowed you
Fixed Precautionary Measures having the wrong textbox
Fixed static profile pictures not aligning correctly
Fixed Ruins of an Ancient civilization not creating tokens correctly
Fixed Evict not increasing cost
Fixed Gorgon Beam giving the artifact to the wrong player
Fixed claim rewards being duplicated in some rare cases.
Fixed IH Menu panels being far too large or small at certain resolutions
Fixed Multiple IH Card spritesheets that didn't animate correctly
Fixed Oblivion not working if it lacked targets
Fixed Oblivion not killing commanders
Fixed Varyus master of choice's broken ability.
Reskinned artwork now correctly display "CUSTOM" as the artist.
Fixed Hellspawner Demons
Fixed Infinity Heroes Rock Chucker
Fixed Premium Border displays not showing in the pack opening scene.
Fixed Pain Stone not working in some situations
Fixed Civil Turmoil options not having the correct cost
Fixed Credits Panel sometimes getting stuck
Shattered Viel no longer animates for every unit
Fixed Wish Panel styling
Lots of various IH card fixes
Fixed tokens that change their art not animating correctly
Fixed Vasir transform
Fixed Evellee having no card types
Fixed IWC deck viewer breaking when used at the same time as the deckbuilder panel
Fixed the ability to make private games with old versions
Fixed Promo card rarities
Many more various small fixes
Again, check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.45.
We've got a LOT of content for you, right before the holiday break, so strap in for HUGE patch notes. Also, for players who are patiently waiting for the Free to Play Beta launch, we've got something for you. As we mentioned in a blog post last month, the newest set Intrigue will be coming with a Kickstarter Campaign, that will be launching on the same day the IWC Free to Play Beta begins, so you can sign up to the Kickstarter campaign to get alerted the moment everything goes live! And, while you're there, take a look at our Kickstarter Perks and such. Sign up today HERE, or head to bit.ly/iwcintrigue.
Reminder: FREE DEMO
This will be the last time we mention this, as the reminder is being changed to the email alert. All players now have the ability to download Infinity Wars Classic through Steam directly. Just make sure your game is up to date and you'll be good to go! This is a great way to get hands-on with what we've created so far as a bit of a sample of what's to come.
Patch Notes
Major Features
Friends Panel and Private Invites The ability to follow other players and create private games has been added, replacing the discord invite API which we were not particulaly happy with. Private matches and more social features has been a very commonly requested feature, both as a way to tell who is online, but also to better run tournaments and other events. You can access the friends panel in the bottom right hand corner, we look forward to hearing your feedback on this exciting feature.
Alternate Art Systems As we continue to work on porting across Infinity Wars 1 accounts, we have to lay out the groundwork by porting across assets and creating systems to facilitate this. The newest and largest of these systems is the addition of alternate art cards. In the deckbuilder you can change the artwork you have selected by zooming in on the card and clicking the "change artwork" button. For a limited time only, all alternate arts will be available to all players. These work in multiplayer, so be sure to showcase your favorites when you play. Two pieces of alternate art: The 2016 Xmas Taiga, and the 2017 penta-pack Mark of the Demon are unfortunately not currently available. However we have over a dozen never before seen alternate arts for players to discover and use. We'll be sure to have a way to unlock these once collections are fully available.
Quest System A new quest system has been added for more dynamic and modular requirements, as well as better separating out IWC and IH specific quests. 30+ new quests have been added and will be assigned to players every 24 hours. We will continue to iterate on these, so be sure to give us your feedback on which ones you are finding satisfying or challenging. Please note some previous quests have been made invalid, in this case you will receive a new quest.
Minor Features
Hybrid and Gold Frames IWC cards that belong to multiple factions have their card frames restored! Multifaction will have their horizontally blended border while Hybrid cards will have the vertically connected half borders.
New IWC Cards
Drason, Armory Keeper Cost:7 Morale:8 (GENx1) Unique Character - Human When Drason enters the Deployed Area, create an Upgrade in your hand. Whenever you play an ability card, if Drason is in the Assault Zone, deal 2 damage to all enemy Characters on the battlefield. 20/14
Carlotta's Honor Guard Cost:4 Morale:8 (OoSx3) Character - Angel Flying While Carlota, Queen of Solace is deployed, Carolota's Honor Guard gains +8/+8 8/8
Grayscale Cost:6 Morale:4 (Factionless) Unique Character - Artificial Human When Grayscale enters combat with a Character, Grayscale retreats, and that Character loses all text, buffs, and debuffs. This effect is retained when leaving play. 14/6
New Cards But Restricted to Devs only for testing:
Lilariah, Voice of Change
Hinekri, Growing Bored
Siege Engineers
Xac, Lost to Lunacy
New IW1 Cards
Overcharged Bolt
Splat
War Machine
Single Combat
Construction
Dark Vision
Overcharged Bot
Vis, The Furious
Solace's Peace
Hunted Down
Find Your Way
Lanstead
Junkyard
Vasir, The Chained Prince
Aleta, Immortal Traveler
Orion, Master Architect
Tygris, The Architect
Acolyte of the Altar
Suffering Verorian
Champion's Herald
Voracious Goliath
Alearem, The Fate Twister
Nix, Justiciar of Dawn
Evellee, Mage Guild Recruiter
Guard
Rapid Iteration
IWC Redesigns
We have a lot of redesign changes, most engine-based, and some temporary in nature.
Acolyte of the Altar Cost:1 Morale:4 (CoVx1) Character - Human Exhaust: Kill another target friendly unit. If you do and Acolyte of the Altar is deployed, target Ability in your hand costs 1 less. 4/4
Previous iterations of Acolyte of the Altar reduced the cost of an ability card in the planning phase, something we are not supporting. Instead the cost reduction has been made permanent and stackable. Finally changing from sacrifice to Kill better enables some of the "Aristocrats" decks we have been seeing with Commanders like Nero now that Sacrifice and Kill have greater mechanical seperation.
Tygris, The Architect Cost:5 Morale:12 (GENx2) Unique Character - Human Exhaust: Create one of five Artificial Genesis Characters 3/7 Options: 2 Cost: Lil' Timmy Bot 3 Cost Unending Drone 4 Cost Genesis Construct 6 Cost Unmanned Aerial Destroyer 11 Cost Mecha Dragon
Tygris's creation minigame presented us with unique UI design problems, and so while we briefly considered a nested Wish system, in the end giving an option of 5 different classic Genesis cards gave a similiar variety of choices and actually buffed the card in some scenarios due to a greated array of abilities on offer.
Orion, Master Architect Cost:4 Morale:10 (GENx2) Unique Character - Human Exhaust: Transform target card in your graveyard into an X/X Artificial Character, where X is twice its cost. You may play that card from your graveyard next turn. 4/8
Orion now uses the "play cards from graveyard" technology due to X costing. We are aware that this somewhat nerfs the card, will be looking at some possible buffs in the future.
Nix, Justiciar of Dawn Cost:7 Morale:8 (FDx3) Unique Character - Human Charge When you deploy Nix, return up to three target characters to their controller's support zone. 10/10
Creating a "Pay X" system for a tiny handful of cards wasn't feasible so we have locked the cost but made the design slightly more efficient to offset the loss of flexibility. We will revisit this at a later date, so stay tuned.
Vasir, the Chained Prince Cost:7 Morale:12 (CoVx2) Unique Character - Demon Flying, Unstoppable Vasir starts the game Chained, and cannot attack or block while Chained. If Vasir dies or is removed from the game, he is shuffled into your deck Unchained instead. 3, Exhaust: Vasir becomes 34% unchained. If he is 100% unchained, move him to the support zone. 18/18
Vasir's punishment effect unfortunately isn't compatible with the engine currently, so the card has been reworked as a durable finisher that can be slowly freed over time.
Voracious Goliath Cost:10 Morale:15 (CoVx2) Character - Demon Unstoppable When you deploy Voracious Goliath, you may Overcharge it any number of times. For each time you overcharged, your opponent sacrifices a random Character. 20/20
Sacrifice mid-resolution isn't something we are supporting mid-engine, so while random sacrifice will continue to be an exiles mechanic, we are making an exception for this design.
Alearem, The Fate Twister Cost:4 Morale:7 (CoVx2) Unique Character - Human At the end of turn, if Alearem is deployed and your health or morale are less than 1. If Alearem has been deployed for exactly 3 turns, your health and morale are set to 100. 0/10
While the old Alearem design was a really fun callback to the Dune board game, having dedicated UI at the start of a game for the card wasn't feasible, so we have reworked it slightly to be a enters deployed trigger, meaning you only have to guess 3 turns ahead but also giving your opponent a bit more warning of what it coming.
Suffering Verorian Cost:1 Morale:2 (EXx1) Character - Human Exile 2 Whenever you discard a card, if Suffering Verorian is in your hand or graveyard, it gains +1/+1. The bonuses from this effect are retained between zones. 3/3
With the greater reliance on discard synergies and the exile mechanic in the faction, we didn't want a card with an Exile 0 ability and also felt the previous design tread too closely to Demonic Disciple. So we have reworked the card as a synergy piece, it getting bigger as you discard other cards or itself.
Evellee, Mage Guild Recruiter Cost:5 Morale:12 (Factionless) Unique Character - Human Pay 1, Exhaust, remove target deployed Character you control from the game: Recruit a Character costing X+1, where X is that Character's cost. 5/10
Due to both textbox size and the need to create a "Pay X" system for a tiny handful of cards, Evellee has been streamlined to be an exciting and much more reliable "Birthing Pod" style ability. We are aware some players might be disapointed by the removal of the other ability, but hope to see this enable a number of whacky and interesting decks. And, again, we will be revisiting this in the future.
Aleta, Immortal Traveller Cost:5 Morale:5 (Factionless) Unique Character - Human If Aleta is in the graveyard for 6 consecutive turns, she is raised to the Support Zone at the end of the turn. 1, Exhaust: Search your deck for target Unlimited card, that card is placed in your hand. 6/16
The previous design let you create any Unlimited Character, this proved to have UI challenges that were not worthwhile for a single card design, thus we have modified the card to Tutor Unlimited cards, but buffed it by allowing you to also get Unlimited Ability cards such as Time for Fun.
Balance Changes
Defiant Hunter's buff is no longer persistent between zones
Nemophilist Angel's overcharge ability now only gives 1 extra resource, but grants an additional 4 morale.
Bugfixes
Fixed Activated abilities and Exile graveyard cards not correctly checking player resources, meaning you can create infinite resources.
Fixed Secluded Constructor only buffing via base stats, not full stats
Fixed Secluded Constructor targetting
Factionless cards added to your deck no longer make it illegal
Fixed profiles and titles being reset in the future
Fixed Caretaker of the Young's activation ability exhausting for 2 turns, not 1.
Fixed Humble not permanently removing activated abilities if the humbled card was reanimated or returned to hand.
Fixed Altar of Binding being a location, not a type.
Fixed Once was Clean losing haste.
Fixed Humble not working correctly with Infect
Fixed Defensive Perimeter exhausting for two turns.
Fixed Wild Hunt not putting cards in graveyard if you hit no targets
Fixed Enlightenator overcharging every turn.
Fixed flame dawn centurion and other cards that count characters in a certain zone not counting themselves
Fixed artist credits on several tokens
Fixed some exile tokens having factionless frames
Fixed some cards using alternate arts as their default art
Fixed Astatoth's spritesheet shaking around due to misalignment
Fixed commanders being able to be played while exhausted
Fixed Overcharged Bot not using the overcharge mechanic
Fixed an issue with some overcharge cards that allowed you to infinitly overcharge the same card.
Fixed Siphon Structure and other cards that cared about resources remaining causing desyncs
Fixed Activation effects that have multiple variable costs not working correctly
Fixed redirecting damage to a card that was already dead
Fixed floating targeting arrows if the target was killed for a multitargetting card
Fixed hand targetting cards working on queued ability cards
Again, check out the INTRIGUE PRE-LAUNCH PAGE to register your email, and hear all about our Free to Play launch and Kickstarter launch.
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.44.
Releasing with today is a HUGE list of balance and redesign changes, as well as a pretty long and serious article on Design Direction, from the entire team of us at Lightmare Studios. It also gives some details about the IWC Open-Beta, so if you're waiting for the game to come back in its free-to-play form, then this one interests you. Check out the full post here: https://www.patreon.com/posts/59029066
Reminder: FREE DEMO
All players now have the ability to download Infinity Wars Classic through Steam directly. Just make sure your game is up to date and you'll be good to go! This is a great way to get hands-on with what we've created so far as a bit of a sample of what's to come.
Patch Notes
Major Features
Multi Targeting The first iteration of multi-targeting is here! A key feature to helping the majority of the remaining Infinity Wars 1 cards to be ported across is multi-targeting, the ability to target multiple cards with a single source as well as allow multiple activations of cards with on-field abilities. This feature required a significant rewritting of our targeting UI as well as some networking code. This is due to the Infinity Engine being built initially for only mobile play in mind, meaning that ease of targeting and network packet size were significant limitations. However as our focus has shifted to IWC, Multi-Targeting has been a long standing feature request from the community and we are happy to finally be able to release it to everyone. With the release of this feature we are also able to revert several card redesigns such as Cannon Fire and Fight! Expect to see many more multi-targeting cards in future patches. Please report any bugs found to us, as this feature touches many different systems in the codebase.
New Targeting Arrow Graphics While overhauling our targeting UI for multitargeting we have modified the targeting arrows to a lovely new look, as well as being more consistent with the color coding of each arrow to showcase if the effect is positive (Blue), Negative (Red), or Neutral (Yellow)
Minor Features
Store Updates The cosmetics section of the Store is now open, with a number of purchasable Portraits and Titles for your profile. Be sure to take a look!
Card Pack Price changes Intrigue Phase 1 packs were incorrectly costed due to an internal miscommunication, they now cost 500 gold. We will be looking at potentially refunding gold for those who purchased packs at the incorrect price.
New Cards
Putrifying Elkmare Cost:6 Morale:4 (WP OR EX) Character - Beast Demon Untouchable 14/14
Confront the Aether Cost:7 (CoVx2) Ability Whenever you play an ability card, If Confront the Aether is in your hand reduce its cost by 1. Draw 4 cards.
Escalating Stain Cost:4 (EXx1) Location When you deploy Escalating Stain, your opponent gains control of it and you gain control of any location they control. At the end of turn, you lose 4 Health.
New IW1 Cards
Blood Arrow
Cannon Fire
Fight!
Shrine to the Heavens
Secluded Constructor
Intimidating Rally
Overcharged Bolt
Laser Cannon
IWC Redesigns
A large number of cards have been redesigned over the last several week due to gameplay or engine reasons.
Denial Cycle: Having already redesigned Denial of Surprise, it won't come as a shock that we planned to redesign the entire cycle, each being a powerful but ciche sidebard style cards at double purity. The previous designs used "Can't be Undone" something which we neither support nor want to use in Infinity Wars Classic for technical and design reasons. We'll be redesigning the rest of this cycle shortly, where possible we want the card to maintain its hate against the same style of card.
Denial of Force Cost:2 (DoDx2) Ability Enemy Characters with attack 10 or greater can't attack this turn.
We have seen how powerful cards like Fear can be, delaying the game to give defensive decks breathing room. While we don't want unconditional "Can't Attack" cards to nessesarily be common in DoD due to how defensive they already are, this conditional card can be a useful too against decks that are not trying to swarm the board.
Denial of Flight Cost:8 (GENx2) Ability Kill all enemy Characters with flying.
While Warpath are the master of the Reach keyword, GEN has access to anti-air ability removal but lacked an expensive high impact version. While pricy, this can allow powerful alpha strikes if you yourself are relying on fliers to close out the game.
Denial of Advancement Cost:1 (OoSx2) Ability Return target artifact to its owner's hand. Increase its cost by 3.
Overseers have access to some of the most premium artifact and location removal, but as part of a larger balancing of artifact and location interaction, we want to give players a very cheap option to interact that wasn't as permanent as removal but could be used for a tempo advantage.
Defiant Cycle Redesign:
The defiant cycle was a cycle of cards that had an effect when removed from the game, designed most likely to work with overcharge that you got the effect without paying any resources often meant their effects were very low impact, and the card was overall useless, or the card was very powerful. In addition, the artwork for these cards are nearly all showing interactions between factions. Therefore to create more multi-faction options for deckbuilding this cycle is being redesigned to be various multi-faction Character cards. Notably the most played card of this cycle, Defiant Footman, we plan to move to Morningstar Accelerator so that it is still an option in decks.
Defiant Monk Cost:1 Morale:3 (DoD + EX) Character - Human At the beginning of combat, if this is in the Defence Zone, transform the front Character of your Defence Zone into a random Character that costs 1 more. 2/6
Defiant Hunter Cost:4 Morale:6 (WP + FD) Character - Beast When you deploy Defiant Hunter, target Character in your hand costs 2 less and gain "At the end of turn if this is deployed, return it to your Hand." 12/8
Defiant Engineer Cost:5 Morale:5 (WP + GEN) Character - Human At the start of combat, if Defiant Engineer is deployed and you control a deployed Character with attack 20 or greater, create a 4/4 Beast token in your Assault and Defence Zones. 10/12
Defiant Herald Cost:2 Morale:4 (OoS + DoD) Character - Angel Vigilance When you deploy Defiant Herald, target deployed Character you control is returned to its controller's hand. Its cost is reduced to 0. 2/8
Off-Faction Overcharge Cards: This faction was a series of Overcharge cards in Rebellion that were single faction cards that required a card of a second faction as overcharge targets. This essentially made them poorly designed dual faction cards. With the change of the defiant cycle, we felt like a cycle of Hybrid cards with Overcharge effects would allow Overcharge decks to have more options across many factions.
Enlightenator XT2500 Cost:4 Morale:6 (GEN OR DoD) Character - Artificial When you deploy Enlightenator XT2500, you may Overcharge it once. At the end of turn, if this was overcharged when it was deployed, it heals all damage from itself and gains +2/+2. 8/12
A defensive tool for DoD and GEN that works extremely well with the health buffs of both factions.
Angel's Bane Cost:2 Morale:3 (CoV OR OoS) Character - Human When you deploy Angel's Bane, you may Overcharge it once. If you do, target Character in the Command Zone has its resource cost increased by 2. 6/6
Verore and Overseers often want to control the gameplan of the opponents deck, which is often based around certain command zone cards. This gives another tool to that strategy if your willing to pay the card disadvantage.
Once Was Clean Cost:5 Morale:6 (EX OR WP) Character - Beast Demon Haste When you deploy Once Was Clean, you may Overcharge it once. If you do, Once Was Clean gains +10/-10. 10/11
20 haste damage is incredibly scary, but the low health means even a single defensive token can be a huge swing
Nemophilist Angel Cost:3 Morale:4 (OoS OR WP) Character - Angel When you deploy Nemophilist Angel, you may Overcharge it once. If you do, you temporarily gain 2 extra resources next turn. 8/8
*Overseers will now have some access to temporary bursts of extra resources to highlight their ability to gain a tempo advantage.
Drag Down Cost:1 (SoAx1) Ability If target Character you don't control has flying, it loses flying and you draw a card.
As we were adjusting the Denial cycle, we also looked at other sideboard style cards. Drag down was one of the lowest impact cards in the cardbase and so was chosen to be card-neutral if it hits a target successfully.
Ancient Egg Cost:2 (WPx1) Artifact At the start of turn, Ancient Egg's age increases. Activate: Choose one- - Pay 3 then Ancient Egg's age increases twice - Sacrifice Ancient Egg: Create an X/X Beast token with unstoppable. Where X is four times Ancient Egg's age.
Ancient Egg's old design was incredibly random and unintuitive. Creating random beasts with modified stats based on the age of the egg. This also made the card an awful topdeck, as games didn't last long enough to age your egg if you couldn't play it early. With this new design, you can now pay the extra resources that warpath decks can access to age faster. Also the stats of the beast created are now much more predictable, but the unstoppable keyword still encourages growing the beast to a large size.
Balance Changes
Twins in Gray - We are keeping an eye on this card currently, but have no changes to it at this time
Ruins of an Ancient Civilization - Whenever a Character deals combat damage to your fortress, it also creates a 4/4 Beast token.
Honor Hill - text changed to "All Characters you control have their morale cost reduced to 0."
Bugfixes
Fixed a soft lock when the opponent leaves and the victory screen appears when looking at deck or graveyard.
Fixed Fiery Resolve lasting more than 1 turn in some situations
Fixed Chain lightning not correctly checking artificial status
Fixed Tome of the Dead being marked as both a location and Artifact.
Fixed Jade Witch overcharge not removing a card from have if the target becomes invalid
Fixed errors with the executable name that sometimes wiped decks that were built when releasing a new version
Chalice of Madness no longer causes desyncs and has been added back to the deck collection
Fixed Transformed conditionals not working
Fixed location cards not correctly setting battlefield graphics in multiplayer
Fixed Untouchable preventing graveyard targeting
Fixed Adaptive Construct triggering twice when deployed
Fixed On Play Wish effects (such as overcharge cards) not properly executing with it's wish effect trigger. This fixed Jade Witch and Angel's Bane.
Fixed Fight!'s effect behavior
Fixed the opponents battlefield cards not "squishing" within the layout width of the zone when processing the opponents moves in multiplayer.
Fixed turn timer not showing properly on the first turn of following real-time games.
Fixed deployment targeting actions not working properly, and not removing targeting arrows.
We've made a pretty big leap recently in terms of gameplay direction, driven by player feedback and guidance, and we hope it's everything you would want out of a redesign focused patch. Of course, there's the Design Direction post above to go and see again, but in the meantime, jump into some Infinity Wars Classic (or jump into the free demo) and we'll see you there!
Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.42. With the vast majority of IW1 cards being implemented, and major improvements to our engine's stability & performance, we're ready for you to be opening packs and adding to your Infinity Wars Classic collections. Collection Porting had hit a roadblock thanks to Steam's card collection system ironically not be well suited to a card game. We've found a solution through our existing account system Playfab and are well underway to being implemented already thanks to progress made on the Steam port.
Porting collections is our main focus now & Intrigue Phase 1 allows us to fully refine our collections & pack opening systems, just before we finalise bringing 10's of thousands of your previous collections across.
Thank you to each and every one of you again for all your support, whether you're a Patron, a Discord community member or someone commenting and upvoting our patches to get the update out to more of our incredible fanbase. Onto the rest of this massive patch's notes!
Reminder: FREE DEMO
All players now have the ability to download Infinity Wars Classic through Steam directly. Just make sure your game is up to date and you'll be good to go! This is a great way to get hands-on with what we've created so far as a bit of a sample of what's to come. Yes, free demo is less important when there's a free weekend, but if you're reading this when the free weekend is over, you can still jump in to the demo whenever you like.
Patch Notes
Major Features
Pack opening and store initial implementation As we make progress to get in systems such as player collections, we have updated and opened up the player store to buy phase 1 Intrigue card packs. This includes a list of 25 released Intrigue cards that can now be permanently added to your collection as well as gaining special cosmetic versions. Additional iterations of both the store and pack opening will be coming shortly, with elements like more player profile cosmetics and titles available for sale soon.
New Game UI The Infinity Wars Classic user interface has undergone some changes to create a more integrated look that also will scale better at various resolutions. We hope this provides a good mix of the IW1 look with the visual themes of other parts of the game.
Minor Features
Card Cosmetics Intrigue Phase 1 packs will have a small chance of various cosmetics, including different card frames. While these are not currently available in the deckbuilder, we hope to have that feature ready shortly.
Deck builder improvements: Significant improvements have been made to the deckbuilder in preparation of player collections, cosmetics and other features in the pipeline. These include: - Expanded advanced search to include toggles to filter by card type. - Added button to clear search bar. - Added button to hide cards that you do not own. - Added ability to switch purity of duel purity commanders by clicking on their purity icon. - Added button to remove commanders. - Added card sorting, deck builder cards can be ordered by dragging categories around within the sorting menu. - Added list view. - Improved deck builder performance
Wiki Updates The official Infinity Wars Wiki has begun to receive more updates from our staff to include all Intrigue cards currently available to play, as well as the set pages for Intrigue and other updates. We'll be continuing to update the wiki to be useful as a community resource. You can find a link to the wiki here: https://infinity-wars.fandom.com/wiki/Intrigue
New Cards
Twins in Gray Cost: 4 Morale: 10 (CoVx1) Character - Human - 8/8 When you play an ability, Twins in Gray gains +1/+1 At the end of turn, if Twins in Gray is deployed and you have played an ability this turn, create an Aether Acolyte.
Puppet the Feeble Cost: 3 (EXx1) Ability Exile 3 Until end of turn, gain control of target enemy Character on the battlefield that costs 4 or less. Move that Character to the Assault Zone.
Pyr Quartermaster Cost: 3 Morale: 5 (FDx2) Character - Human - 6/4 When you deploy Pyr Quartermaster, choose one: - Draw a Pyr Fortress of the Flame Dawn from your deck. - Create a Flame Dawn Aspirants in your assault zone.
Concealed Infection Cost: 4 (SoAx1) Ability Characters you control in the Assault Zone gain deadly until end of turn.
Seedbearer Angel Cost: 3 Morale: 6 (WPx1 AND OoSx1) Character - Angel - 2/8 Flying When Seedbearer Angel enters the deployed area, all Characters in your hand gain +1/+1 and have their cost reduced by 1.
Balance Changes
We have several balance changes this week, all bought about directly by community feedback from our Patrons, as well as the free weekend.
Speaks with Wind
Now makes two Brings Life By Passing in your support zone when overcharged instead of permanently increasing your resources.
The previous version was not very interactive or dynamic, this change should help the card play a little differently from other ramp cards as well as be interactable by board wipes in matches where both decks are slugging out the late game.
Demonborn
Now only gains its +2/+2 bonus if it is deployed
With the increase in the number of playable demons and the redesign of this card, playing these in the command zone very easily created absurdly large flying demons. This change will mean the card should still be a powerful tool in demon decks, but can't stay safe in the command zone.
Tormented Thrall
Base stats changed to a 4 cost 7/7 that transforms into a 16/16.
The cheap cost of the card when killed in the command zone was creating some undesirable play patterns, allowing CoV decks to fend off early aggression without using their ability cards. By making the card more expensive and increasing the stats this play pattern can still be present but far less efficient.
Decrepit Crystal
Changed from SoAx2 purity to SoAx1 Purity, stat bonus increased from +2/+2
As an ongoing look at many of the game's more expensive artifacts and locations, this card has recieved a puff to allow it to be used in more combinations of decks and have more differences to the Infested Scavenger card. We are keeping an eye on if this ends up being problematic with mass reanimation effects like Hekeem however.
Scramble
Has been redesigned to the following and removed from the Ban List:
Scramble Cost: 8 (EXx2) Ability Exile 6 Transform all deployed Characters you control into random Characters that cost 1 more. Transform all deployed Characters you don't control into random Characters that cost 1 less.
HOTFIX Balance Changes:
Increased cost of Seedbearer Angel by 1
Increased cost of Twins in Gray by 1.
Spawn, Fierce Companion stats reduced from 9/10 -> 7/8
Spawn, Fierce Companion text changed to:
"Haste - Whenever Spawn enters combat with a Character for the first time each turn, a random Character in your hand gains +4/+2 and has its cost reduced by 1."
Bugfixes
Fixed the morale and casting cost of lots of transformation and token cards to prevent abuse with reanimation etc
Fixed Various typos and wording errors
Fixed Ablaze sometimes immolating the caster's characters
Fixed Cathleen not working correctly with Memorial to Heroes
Fixed Spirit of Vengence not gaining stat buffs from dying
Fixed Maytr of Life deck stat buffs not being permanent
Fixed cards with zone conditional passives like Defender of the Realm causing a game freeze with Memorial to Heroes
Fixed Nero gaining stats from his activated ability even when the character targetted doesn't die
Fixed Acolyte of the Crypt gets stats from ability cards in the graveyard
Fixed a major issue with Consume, causing it to sometimes heal the character when it should of died, depending on which player had initiative.
Fixed Angeli Veil preventing all damage, including combat damage
Fixed an infinite combat loop when unstoppable is combined with a trigger that increases attack when damage is dealt
Fixed Raise Dead not giving the undead tag
Fixed Malignent reanimating itself even if it is no longer in the graveyard
Fixed Untouchable woring while in the graveyard
Fixed Navi's passive ability to work in the command zone
Fixed Engine of Reincarnation bringing back zombies for every character killed that gamme, not just the last turn
Characters with multiple lives will now only lose morale once
Gorgon Beam now correctly removes the "remove from game" modifier to prevent various infinite loops
Fixed Mass Death killing Characters with replace death effects
Fixed Sydern's resource reduction sworking from the graveyard
Fixed Bloodcrazed Initiate not gaining the undead tag after transforming into Bloodthirsty Dead.
Fixed Nature's Wish not killing Artifacts
Fixed Martyr of Chaos doesn't not having Untouchable
Fixed Dark Wish not letting players tutor for any card type
Fixed missing VFX on some common activated abilities like Caretaker of the Young
Fixed the game desyncing when Character's had health or power over 32k
Fixed Genesis Scavenger's missing Human tag
Hotfix Bugfixes
Fixed the inventory items sometimes not showing up in the account panel for cosmetic items (Battlefields, Profile Titles & Avatars).
Fixed the Steam linking panel incorrectly showing up when attempting to access the store and not linking properly; changed linking system to only be required when purchasing items using real money (Steam wallet).
Fixed the Intrigue store page not showing any items.
Fixed Genetic Splicing not working on targets in the command zone
Fixed available card packs in the players inventory not showing up in the pack opening scene.
In addition to accounts being worked on, and the core game experiences we're missing such as multi-targetting, we'll be reaching out to our Patreon and Discord communities for feedback on what additional features they are most interested to see. Stay tuned for those of course, and if you haven't, join the Discord Server. Please. We love friends, and we promise to be nice and stuff.