Author Topic: [Patch Notes] Version 1.4.11  (Read 7415 times)

Offline Crestmoor

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[Patch Notes] Version 1.4.11
« on: February 10, 2016, 02:45:27 AM »
Hey Folks,

v1.4.11 is now LIVE, below are the patch notes for this version.   

Patch Notes Version 1.4.11


•A card’s set name has now been moved to the bottom left of each card, using the previously unused space there. (Previously was in the bottom right, along with the set number).


•Infinite Border! You’ve known Gold, you’ve known Platinum, now we’re introducing a new type of border that can be around your cards: the Infinite border! The Infinite border is a pleasantly blue colored border that can only be gotten through competitive means, such as placing high on the draft or ranked leaderboards. All Infinite border cards are also soulbound, meaning if you see somebody with a sweet blue bordered card, you know they earned it the hard way.


•Cards that now have a special premium type (such as Gold Bordered, Platinum Bordered, Infinite Bordered, or Foil) now pass that onto any other cards they create. So if you have a sweet gold-foil Xi, all her spirits will be gold foils too!


•Card Changes:


◦Veroria, the Lone Keep now costs 15 health to activate, and checks cost on activation and resolution. Veroria’s effect was just a bit too good, easily preventing more than 10 damage each turn it was activated, and stalling a game out considerably. We decided to push Veroria’s cost up so that only decks that really wanted the effect would include it, and it wouldn’t be nearly as sustainable. Additionally, to maintain consistency, you cannot activate Veroria’s ability unless you actually have 15 health or more (since costs are checked upon activation), and also the ability will fail if you don’t have enough health upon resolution. This now prevents you from accidentally killing yourself with Veroria (unless you have exactly 15 health, then you actually will kill yourself), it also prevents combos with cards just as Jailan, the Guardian of Life. Also note that It also means you can’t use Veroria and a lifegain effect in the same turn to live if you’re below 15 health. While the latter changes are not intended to nerf the card, but are rather intended to maintain consistent code, this in effect nerfs Veroria further. Honestly though, we’re fine with that.


◦Ferocity now costs 2. A strange buff for sure that nobody was really asking for except Ian, but this is one of his favourite card designs and it was so overcosted that nobody ever wanted to play it, so it was given a little love.


◦Fortress Golem has been slightly reworked so that it doesn’t have bugs. Rather than triggering on the start of the turn, you can turn on the ability to attack or block with an activated ability. This means that the card now is activatable from command, and is a much more viable commander as a result.


◦The “Infected” cycle (Infected Monk, Infected Devil, and Infected Purifier) has been slightly reworked to be a bit less powerful, and more consistent in how they interact with other cards, fixing several bugs these cards previously had. Each one now reads the same text “When [this] is killed, it transforms into an Undead Character and moves to the Support Zone instead.” Each card now moves to the support zone upon transforming, to prevent the blowouts that were previously quite common with these cards when blocking many small characters. Also, their transformed versions all have the same stats as their previous versions. Note that because they read “is killed”, sacrifice effects will not trigger their abilities.


◦Princess Hinekri’s wording has been reworked slightly to prevent several unintuitive bugs. She now has Infect and takes control of anything that she kills, rather than just things she kills with her disease. Previously, the code for determining if the damage was coming from her disease or not was causing bugs where normal damage events wouldn’t fire (such as Martyr Golem). By making the effect Infect, it behaves in a much more consistent way.


◦Hunted Dragon no longer has its hidden effect. You may or may not know that Hunted Dragon actually also gives the enemy a Hunt for the Dragon card if it starts the game in the Command Zone. Back in the day, this was done to balance the card when it was a commander. These days, our standard of quality and consistency has raised dramatically, and Hunted Dragon isn’t the metagame defining powerhouse it once was, so we’re removing the hidden ability. We’ll keep an eye on the power of this card and balance it if needed if it gets out of control.


◦The Agent Coyle’s evolve effects have been changed to transform effects (which other card use). The evolve mechanic was very confusing, and the implementation has continually caused bugs to occur, so all instance of Evolve have been changed to Transform, and Evolve has been retired from the game. This has some effects on the game, notably that transform effects don’t keep their previous abilities and buffs. Some of the transform effects have been rebalanced as a result. In general, when transforming has a resource cost, we have rebalanced it so that it always costs 10 and transforms into a 25/25 dragon, so that transforming into a huge dragon is always a valid end-game action. Here are the complete changes:



◾*Primal Hunter: Now transforms into a 25/25 dragon, up from a 20/20.


◾*Assimilator: Transformation ability now costs 10, down from 11. Text updated to say he exhausts as well, which was always the case but upon review the text did not say so.


◾*Mechborn: Will no longer have the +4/+4 buffs from previously using his ability after transforming into a Dragon, and will not have the ability to buff himself for +4/+4 once a Dragon. This first ability of this card is being changed to give +4/+4 for 1 resource (down from 2) to make the card more competitive in general. The dragon form has been brought down to 25/25 however, too keep it in line with the others.


◾*Soulseller: Will now come into play as a 20/20 dragon now, rather than a 28/12 dragon, as he no longer keeps his stat changes. He also now transforms into a vanilla dragon, and not a Subjugated Dragon.


◾*Firestarter: No longer attacks three times when in Dragon form. Now that the Dragon form isn’t so ludicrously strong, the cost to use the ability has been lowered to 10 for a 25/25 dragon.


◾*Immovable: As a dragon, no longer has the ability to only cap damage. As a result, the ability has been rebalanced to cost 10, and create a 25/25 dragon.


◾*Zomborg: Now his final form transforms into a 20/20 Flying Unstoppable Dragon with no additional abilities.


◾*Hellbringer: Under the new rules, Hellbringer wouldn’t keep the buffs he gets from discarding the cards leading up to his ability, which would mean he’d actually get smaller in many cases if he transformed into a dragon. Instead of this lame design, his ability has been reworked. He now is a 14/14 for 7 cost with the ability “When you deploy Hellbringer, you discard a random card in your hand. Hellbringer gains power and health equal to that card’s cost. If you have no cards in your hand, he instead transforms into a 20/20 Flying, Unstoppable Demon Dragon instead.”


◾*Superior Symbiote: Changed to a 25/25 dragon for 10 cost.


◾*Ascended: No longer has his ability to remove characters from the game while in dragon form. Base cost of the card reduced to 6.


◾*Divinedemonic: No changes.


◾*Alpha One: Last ability has been replaced by “Pay 10, Exhaust: Transform into a 25/25 Flying, Unstoppable Dragon.” Every other Agent Coyle transforms into a dragon, but not this one? Not very alpha if you ask us.


•Card Bug Fixes:


◦Fixed an exploit to cause an apparent endless turn bug if a player never made a choice during a dialog popup.


◦Refactored a lot of code regarding start of turn triggers with dialog choices that would cause endless turn bugs.


◦An opponent’s Trading Post actions will now be shown before any other abilities, which was potentially causing desyncs (since those actions were actually taking place before the resolution phase even happened)


◦Bringing up the zone browser (which appears when you target a card in the graveyard or deck) will no longer reveal the costs of cards in the enemy’s hand on some graphic cards.


◦Selecting a card in the zone browser will no longer cause areas of the field to become unclickable.


◦Fixed a lot of issues with older cards with effects that were supposed to trigger upon entering combat and then remove themselves from combat. Previously they were triggering off of the combat damage being dealt and then setting all damage to 0, rather than triggering before the combat properly. This caused issues with other effects looking for combat or for damage, such as Martyr Golem. Affected cards:


◾Agent Coyle, Primal Hunter


◾Princess Hinekri


◾Fleeting Footman


◾Starfleet Ensign


◾Bat’Leth


◾Type 2 Phaser


◦Effects which grant resources, such as Wealthy Noble and Brings Life by Passing, have been reworked slightly. Previously, their effects were continuous effects, with some very messy coding behind the scenes that was leading into trouble with effects such as Infect and Tome of the Dead. Now, these effects have changed into triggered effects that trigger on the start of the turn, leading to much cleaner code and should now behave as expected. However, they’ll behave no different in how they play.


◦Fixed a typo in Scramble’s text.


◦Undoing Yagron’s ability will now properly allow the previously selected card to be played that turn.


◦Transform effects (such as Descension) will now properly remove buffs that are baseline to the card. For example, previously if you played Descension on a Demonic Mercenary, the resulting card would still have Plunder. This also fixes many issues with transform effects keeping the effects of the original card, such as Flame Dawn Paladin keeping its invulnerability, as many of these are handled as hidden buffs.


◦Mass Death, Overcharged Storm and Winds of War have been changed so that rather than moving cards to the battlefield and exhausting them, they are moved back to the battlefield and the Mass Death / Overcharged Storm / Winds of War will simply prevent movement back to the Support Zone. This prevents various issues with those cards interacting with Exhausting, and with the undo button. Additionally, both those cards now allow you to move the cards between zones on the battlefield. For example, if you have a character in the Assault Zone, you can now move him to the Defense Zone after playing Mass Death (just not to the Support Zone).


◦If Mass Death, Overcharged Storm or Winds of War have moved an exhausted character to the battlefield, undoing the card will place the character back in its original location.


◦Infectious Zombie no longer has a text description which redundantly just says what Infect does.


◦Fixed a bug where Recruit of Solace’s effect was not triggering for the opponent, leading to desyncs.


◦Uncontrolled Rift will no longer give the ‘Pyromaniac’ card which doesn’t even actually exist. (It never existed either, forget you ever saw it.)


◦Updated Hehkeem, the Corrupted’s text to clarify that his ability triggers upon entering the Deployed Area, not just when he is deployed.


◦Fixed a bug introduced in 1.4.10 where Dead Feaster was not keeping his new stats upon death.


◦Cleaned up Evellee, Mage Recruiter’s code up considerably. The code it was running was very old and had several issues that were a relic of an old age.


◾Evellee now has a buff which explains what Recruit does. The text reads “Recruit searches your deck for the first Character card of the correct requirements, and moves it to your Support Zone.” Previously the text said that she “plays” the card, but this is inaccurate (only players can play cards).


◾Evellee now properly picks her recruit target at resolution time, rather than planning time. Previously Evellee had odd interactions if you played a card like Research, she would recruit one of the cards you drew in your hand as a result.


◾Evellee’s second ability now checks the cost of the card she targets at resolution time, rather than at planning time. As a result, using a card which changes the cost, such as Burden of Command, will now behave properly (if she could target the Command Zone, that is).


◾Evellee’s recruiting abilities had some hidden special cases in them, such as a Charge character being moved to the Assault Zone rather than the Support Zone. While pretty cool, the text says that they are moved to the Support Zone, and such exceptions are often the cause of bugs and unexpected behaviours, so they have been removed (sorry!).


◦Aleta, Immortal Tinkerer now “soft target” non-Artificial characters. (aka the game allows those characters to be targeted but warns that they aren’t currently a valid target). This allows you to, for example, Mechanize a character and target it with Aleta in the same turn.


◦Aleta, Immortal Caretaker now “soft target” Artificial characters.


◦Fixed a layering issue with Aleta, Immortal Searcher, Conscripted Militia, and Rift to the Old World’s animated card art.


◦Enyah, of the Endless Possibilities now properly calculates legality for three purity cards, including three purity cards with different factions.


◦Fixed the dragon versions of Agent Coyle, Assimilator and Agent Coyle, Superior Symbiote having their card keys for names, instead of their proper names.


◦Fixed Agent Coyle, Superior Symbiote’s dragon art not changing in the static version.


◦Fixed a bug where Zombie Abomination would not trigger if it left play when it didn’t start the turn deployed.


◦Zombie Abomination is now properly a base 0/0 rather than 1/1, which was just to keep it from dying when playing under legacy code.


◦Fixed a bug with Waste Chucker that would cause desyncs every time he was played. Somehow, nobody seemed to notice.


◦Fixed a bug where Nix, the Justicar of Dawn could target Untouchable characters.


◦Fixed a bug where if Kills by Leaping had flying he would still be blocked by the 2nd defender, even if they shouldn’t be able to block fliers.


◦Fixed a bug where Wall of the Dead’s code was reverted so that it was preventing non-combat damage, now works according to the text.


◦Humble now properly removes power and health buffs, as per the card’s text.


◦Gift of the Passing now gives a buff to the target card, rather than controlling the effect itself. This change means the affected card will now actually have the text on the card saying it increases resources, and will be properly removed from effects like Humble.


◦Fixed a spelling mistake on for the character subtype “Insectoid”.


◦Hunt once again allows you to choose an Untouchable character, a functionality which was lost during a previous rework on the Untouchable buff. (Hunt’s wording says “choose”, not “target”, thus it should be allowed.)


◦Updated Oblivion’s text to clarify that it does not destroy mission cards (which cannot be destroyed).


◦Fixed a bug with Two Face where commands and abilities targeting it could become confused with other cards after it swapped sides, often causing desyncs.


◦Fixed a bug that would cause Princess Hinekri to create a card interaction error when it attacked the opponent’s fortress directly.


◦Junkyard now properly allows you to sacrifice commanders.


◦Master of Demons now properly triggers if you play the card a second time in one match. The wording has also been updated to clarify that the ability triggers when it enters the deployed area, rather than when it is deployed.


◦Tusked Behemoth, Exhumed now properly triggers if you play the card a second time in one match. The wording has also been updated to clarify that the ability triggers when it enters the deployed area, rather than when it is deployed.


◦Hunted Dragon now properly triggers if you play the card a second time in one match. Also removed the hidden ability which gave your opponent a Hunt for the Dragon if it started the game in the Command Zone.


◦Yagron will no longer accept a card which has been played as a valid target to discard. This also prevents Yagron from targeting cards targeted from other discard effects or overcharge.


◦Updated the text of Kraos, Champion of Ruin, Cheryl, the Forward Scout, Pras, Traitor of Dawn, Radariah the Untouchable, Siege Breaker, Vicious Ransacker, Thunder Apprentice, Trickster Monkey, and Leader of the Charge to “when they directly attack the fortress” rather than “when they deal damage to the fortress” as this was in fact inaccurate.


◦Fixed several cases where giving Gift of the Passing and the Shield buff were not working if given to a character with a start of turn ability.


•Minor Things:


◦The static version of Gold and Platinum borders now properly match up with the full sized versions.


◦Cards being highlighted should no longer move to the far left of the screen, particularly on low resolutions.


◦Fixed a bug where cards being dragged in the deckbuilder were being drawn underneath UI text.


◦The avatars of the winners of the Avatar Contest are now available in the client to eligible accounts.


◦During draft games it should now properly display your opponent’s purities.

« Last Edit: February 24, 2016, 04:46:33 AM by RikkiTikki »
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Offline Crestmoor

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Re: [Patch Notes] Version 1.4.11
« Reply #1 on: February 10, 2016, 02:46:04 AM »
Patch Notes 1.4.11 [continued]


•Swarmer Changes:



We felt it was high time we took a look at the swarmer cards. Originally, the idea behind the swarmer artwork was that each card would have a unique element, and having one in play would make that element appear on each other swarmer’s artwork as well. (That’s why they all looks so similar) In practice however, this created a lot of bugs, both with performance and card interactions, even when no swarmers were in the game! (To top things off, their art elements seemed to stop working a few patches ago too). As a result, the swarmers were all under-tuned so that their buggy impact on the game would be lessened.


We’ve removed that art feature completely now and recoded the cards now so they’re sane, and revisited their abilities and balance. They also now all have the same morale value (four, with some exceptions), to reflect their hive-sameness mentality. We’re making all swarmer cards have square stats (4/4, 6/6, 9/9 etc) for added clarity when they take damage, and because flavour wise they value uniformity. The intention is to make swarmer decks casually viable, but not necessarily competitively viable.


•Survival Swarmer is now a 3/3 for 1. Previously, the Swarmer decks had a very awkward resource curve, this change goes a long way in helping them in that regard. Alone, the card is a candidate for Worst Card Ever (Soldier of Fortune laughs at his stats), but with other swarmers in play it can grow to be quite strong.


•Brutal Swarmer is now a 8/8 for cost of 5, does not affect himself, only affects other Insectoids while on the battlefield, and gives +3/+3. All the swarmers are being changed to simply having their own effects baseline, and granting their effects to all other Insectoids. Additionally, Brutal Swamer is intended to be the swarmer version of the iconic Pack Leader, so it makes sense to make his ability mirror Pack Leaders.


•Artificial Swarmer is now a 5/5 for 2. Now gives all other Swarmers +1/+1.  Once again smoothing out the resource curve for swarmers. We changed the ability because changing other cards sub-types has proven to cause problems, so we’re avoiding it until we develop reliable tech to implement it.


•Warped Swarmer is exactly the same in every way. Not much to say here, because it was actually at one point very powerful even in non-swarmer decks, it ended up being rebalanced to being in a good place.


•Blazing Swarmer is now a 7/7 for 5, only affects others. Giving every character in your deck Charge is actually very strong, so we bumped up the cost a little.


•Tranquil Swarmer is now a 7/7 for 5, has Vigilance, and gives all other insectoids Vigilance. Previously, this card interacted with morale, which ultimately doesn’t really make sense for what you want to be doing as DoD. Instead it’s now a mirror of Blazing Swarmer, allowing you to choose between offense or defense in your deck building. Note that if you have both this and Blazing in play, the game will choose one arbitrarily to take priority, so it’s not recommended.


•Infectious Swarmer is now named Unending Swarmer, a 7/7 for 4, and has a new ability “At the end of each turn [this] is deployed, if the top card of your graveyard is an Insectoid, that Character is transformed into a 3/3 Undead Insectoid and raised to the Support Zone.” Previously, this card gave infect to all your swarmers, but that effect on an entire army causes games to quickly snowball out of control, and in testing proved to be far too good with the new swarmer rework. It also means that your beautiful deck suddenly had non-swarmer characters in play. Ick. Instead, the Swarmers get a card that helps them against their biggest weakness (board wipes) rather than just making them even better at their current strength (becoming super strong if you have a lot in play). Yes the ability works in multiples.


•Consuming Swarmer is now a 6/6 for 3, has Consume and only affects other insectoids. Not much to say here, just gave him a bit of buff and has new code like all the swarmers, hence the updated templating.


•Ascending Swarmer is now a 5/5 for 7, has Flying and gives all other insectoids Flying while on the battlefield. This card was trying to be too fancy to balance out the sheer power that giving your entire army flying provides. Rightfully this card should be giving all your cards flying, that’s what every other swarmer does. The game already has a system for balancing cards too, the resource cost, so we used that instead to balance it. This card is only in effect while on the battlefield, rather than simply while deployed, to give opponents a chance to see the effect coming and allow them to react.


•Caretaker of the Swarm is now a 4/4 for 3, and creates 3/3’s. Once again, we’re making all the stats on the swarmer cards uniform. She used to create 4/4’s, but these have been brought down to 3/3’s to match Survival Swarmer.


•Swarmer Broodlord now only restricts character cards, rather than all cards. This is a big one. Previously, this card wouldn’t allow any ability cards, artifact cards, etc. which made any swarmer deck very boring to play and build. With this card change alone, swarmer decks actually can be viable.
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Offline Wayfinder1026

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Re: [Patch Notes] Version 1.4.11
« Reply #2 on: February 10, 2016, 02:54:30 AM »
first!
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Offline NatoPotato

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Re: [Patch Notes] Version 1.4.11
« Reply #3 on: February 10, 2016, 03:15:29 AM »
I can't tell steam to stop using the Beta Server  :'(
Its still trying to connect to the Beta Server and lists the game as [external_test] but there's no BETA option in properties anymore so I can't set it back to normal servers.

Edit: did this https://steamcommunity.com/app/377160/discussions/0/492379439688902596/, it worked. :D
« Last Edit: February 10, 2016, 04:10:51 AM by NatoPotato »

Offline Benionin

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Re: [Patch Notes] Version 1.4.11
« Reply #4 on: February 10, 2016, 03:25:12 AM »
Quote
Avatars from the contest now available to eligible accounts

Could you please define "eligible accounts" to remind us who exactly that means?
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Offline Cleanse

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Re: [Patch Notes] Version 1.4.11
« Reply #5 on: February 10, 2016, 03:26:53 AM »
Hey Crestmoor, are there any changes to the notes from what Rikki posted a few weeks ago when announcing the PBE? If so, it'd be appreciated if you could highlight them. :)

Offline MerliniX

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Re: [Patch Notes] Version 1.4.11
« Reply #6 on: February 10, 2016, 03:34:33 AM »
If the Infinite Border cards are now live could we please get the information on how they are earned and distributed exactly?

Offline Adorabear

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Re: [Patch Notes] Version 1.4.11
« Reply #7 on: February 10, 2016, 03:54:41 AM »
If the Infinite Border cards are now live could we please get the information on how they are earned and distributed exactly?

Apparently they aren't live and they cant give us specifics because they haven't designed how they work yet. There was a blue writting on just before servers came down and I asked them the same thing. Patch notes just trolling us :P at least thats according to Mr Luigi
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Offline MerliniX

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Re: [Patch Notes] Version 1.4.11
« Reply #8 on: February 10, 2016, 04:02:24 AM »
If the Infinite Border cards are now live could we please get the information on how they are earned and distributed exactly?

Apparently they aren't live and they cant give us specifics because they haven't designed how they work yet. There was a blue writting on just before servers came down and I asked them the same thing. Patch notes just trolling us :P at least thats according to Mr Luigi

Oh.



Well that's perturbing.

Offline Adorabear

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Re: [Patch Notes] Version 1.4.11
« Reply #9 on: February 10, 2016, 04:15:51 AM »
Servers are up again now btw if anyone is wondering :)
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Offline Crestmoor

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Re: [Patch Notes] Version 1.4.11
« Reply #10 on: February 10, 2016, 04:19:05 AM »
Hey Crestmoor, are there any changes to the notes from what Rikki posted a few weeks ago when announcing the PBE? If so, it'd be appreciated if you could highlight them. :)

yea, the highlighted stuff (in red) you can find in this forum thread. http://forum.lightmare.com.au/index.php?topic=65647.0
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Offline Crestmoor

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Re: [Patch Notes] Version 1.4.11
« Reply #11 on: February 10, 2016, 04:21:47 AM »
If the Infinite Border cards are now live could we please get the information on how they are earned and distributed exactly?

Apparently they aren't live and they cant give us specifics because they haven't designed how they work yet. There was a blue writting on just before servers came down and I asked them the same thing. Patch notes just trolling us :P at least thats according to Mr Luigi

Infinite borders are live already, we just haven't announced how you'll be getting these yet.  We will announce the first batch of Infinite borders being introduced into the economy soon and we'll also be implementing more ways to get Infinite borders as an ongoing exercise.

One thing to keep in mind is that all mechanics for getting Infinite border cards will be in some way competitive related so you'll all have to fight for them!
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Offline MerliniX

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Re: [Patch Notes] Version 1.4.11
« Reply #12 on: February 10, 2016, 04:27:00 AM »
Infinite borders are live already, we just haven't announced how you'll be getting these yet.  We will announce the first batch of Infinite borders being introduced into the economy soon and we'll also be implementing more ways to get Infinite borders as an ongoing exercise.

One thing to keep in mind is that all mechanics for getting Infinite border cards will be in some way competitive related so you'll all have to fight for them!

Yeah - I was just hoping for specifics prior to the first batch of them going out. That way I knew what my expected effort::return ratio was and etc. Also the actual implementation of them is something I am deeply curious about.

For instance if the reward for being Rank #1 in ranked constructed is a random legendary foil Infinite border card, well then I know its not worth playing ranked because there are 0 Legendary cards I care to have as Infinite border.

Offline MerliniX

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Re: [Patch Notes] Version 1.4.11
« Reply #13 on: February 10, 2016, 04:46:01 AM »
I got a Consuming Swarmer for logging in, it has a double comma in its rules text.

Offline Adorabear

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Re: [Patch Notes] Version 1.4.11
« Reply #14 on: February 10, 2016, 05:01:39 AM »
If the Infinite Border cards are now live could we please get the information on how they are earned and distributed exactly?

Apparently they aren't live and they cant give us specifics because they haven't designed how they work yet. There was a blue writting on just before servers came down and I asked them the same thing. Patch notes just trolling us :P at least thats according to Mr Luigi

Infinite borders are live already, we just haven't announced how you'll be getting these yet.  We will announce the first batch of Infinite borders being introduced into the economy soon and we'll also be implementing more ways to get Infinite borders as an ongoing exercise.

One thing to keep in mind is that all mechanics for getting Infinite border cards will be in some way competitive related so you'll all have to fight for them!

Ok damn Luigi trolled me then not the patch notes :P
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