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Mage Tower: Call of Zadeus News

Patch 2.1.2.1.4 Notes

Miscellaneous Changes

-Updated the text box of "Scout" so it says that after War Camp you get Raiding Party. Getting Raiding Party is the whole point, so people probably weren't drafting Scout because they didn't know you get anything after War Camp.
-Added a tiny time buffer between allowable clicks on the Achievement screen so it's less likely you'll accidentally click through an unlocked achievement without seeing what it was.

Bug Fixes

-Fixed a bug where, while attaching a Bazaar artifact that would buff a Defender's stats, it wouldn't show the correct stats for the Defender.
-Fixed a bug where Lost Tome wasn't shuffling the discard pile into the player's deck.
-Fixed a bug where the mountain icon that appears over Gideon's head while he's in mountains would appear while on the minimap.
-Fixed a bug where Stupefying the same enemy twice would reset its attack.
-Fixed a bug where Forge and Purge token tooltips would appear while at the Blacksmith, while the icons were hidden behind the deck.
-Fixed incorrect text for upgraded Summon Reinforcements and Trade Routes that said they can get up to 6 counters, when it's actually up to 8.
-Fixed a crash bug that could happen when leaving a town from the tooltips trying to check info about a non-existent town.

Patch Notes 2.1.2.1.3

(Mostly a small bug fix patch.)

Enemy Changes

-Stone Golem (from the dungeon enemy Rock Pile) stats increased by +2/+2 at all Mastery levels.

Bug Fixes

-Fixed a bug where sometimes dungeon clues wouldn't be displayed in a town.
-Fixed a bug where Stupefy's upgraded cost was 3 instead of 2. (It's now 2.)
-Fixed a bug where Venom Blast wasn't getting the Poison damage increase from Wicker Man.
-Fixed a bug where Concentrate was showing the wrong cost and its text didn't fit in its text box.
-Fixed a bug where Gold Knight's second spell would say that it was destroying its own Golden Tome when that is impossible.
-Fixed Golden Tome's text box to correctly say that the discard and Spirit summoning are part of the same spell. (It wasn't originally planned to be this way, but that's how it's worked in testing and it's going to be left that way because it makes turn four of the battle really exciting.)
-Fixed the text in Stone Golem's text box being misaligned.
-Fixed a bug that would cause a message appear at start of game for no reason that said "Grim Monument" (related to an old card.)
-Added a tooltip in the Artifact Merchant to make it clear that Scrolls are obtained from defeating Elite enemies.
-Fixed an issue where Beetlemorph's prompt would incorrectly it's changing the monster into a 4/1 Beetle instead of a 4/2 Beetle.
-Fixed an issue where the Inquisitor Knight event would say the card it gives out is called "Dark Summoning" instead of "Cultist's Summoning".
-Fixed a bug where the Eye of Sol'Mo's cost reduction effect wasn't working.
-Fixed Healer building tooltip to state that the healing only takes effect for the first five turns.

Update 8: Class Skills, Potions, Boss Artifacts, Events, & New Enemy Types!

This patch adds Class Skills, Potions, Boss Artifacts, Events, New Enemy Types, and a new Elite enemy. It's a big patch!

[h2]Class Skills[/h2]

Now each class has two skills - one that gives a passive bonus, and one Battle Skill! These skills differentiate the classes even more, and open up brand new strategies.



[h2]Boss Artifacts[/h2]

Now after defeating a boss you'll get to draft one of 16 boss-exclusive artifacts! These artifacts have powerful effects and sometimes have interesting trade-offs you'll have to consider.



[h2]Potions[/h2]

Potions have been added to the game! This adds more player agency to health management, letting players choose how many potions to buy and when/if to use them.



Access your Potions and Battle Skill at the top left of the play area.

[h2]Events[/h2]

Events will now appear on the overworld! Each event has different trade-offs or bonuses to select from, and they even have exclusive cards and artifacts.



[h2]New Enemies[/h2]

We've added 6 new enemy types that play completely differently from existing ones. They will cause you to look at your deck's strategies in brand new ways.



The Gold Knight is a huge 2/50 monster. Unlike other enemies, he has a tome of spells he casts from when he attacks you.



The Inquisitors are a band of royal knaves who fill the monster board every turn and clog up your deck with Sanction cards.

[h2]New Elite[/h2]

The new "Ogre" elite appears on Days 1-2. His attack power doubles each time he hits you, and critters appear every turn to protect him. Beware!





Those Mud Lurkers always get in the way, so annoying!

[h2]More Bazaars[/h2]

The Bazaars, which let you modify your cards with special buffs, were a huge hit. So we've added 2 more Bazaars to the map, for a total of 5!



Whew, that was a big patch! Read the full notes here: 2.1.2.1 Patch Notes

Next we'll be focusing on some audio/UI improvements and an additional mode for when you've beaten the hardest difficulty. More news on that soon!

-Brett
supermegagames.net

Patch 2.1.2.1.2 Notes

(Hotfix patch.)

Bug Fixes

-Fixed a bug from the previous patch that caused cards with cost upgrades to not show their new cost while at the Blacksmith.

Patch 2.1.2.1.1 Notes

Patch 2.1.2.1.1 Notes

(Small patch with some bug fixes and minor changes.)

Major Bug Fix

-Fixed a bug that could cause a crash when unlocking The King's Banner (which is unlocked relatively early.)

Gameplay Changes

-You no longer get a lot of extra Bloodrunes in the tutorial, but you do get +300 Bloodrunes at Mastery 1, +200 at Mastery 2, and +100 at Mastery 3.
-The map is now guaranteed to spawn with all 3 events, to help populate the map more. (Before, each event only had a small chance of spawning.) Even though there are only 3 events, more will be added later. These events have several interesting options and it's likely you'll only see 1 or 2 of them in a run.
-Knight's Sigil (an artifact you can get from an event) now gives +3 Max Life instead of +2.

Miscellaneous Changes

-Added a very short tutorial for the first time you enter the Map screen that tells you where your character is and how to be guided to a location.
-Increased the size of the blue circular player marker on the map screen and made it blink faster, to make it more visible.

Bug Fixes

-Fixed some bugs that would cause cards to sometimes display the incorrect costs.
-Fixed a bug where Frost Dragon's "Freezing Breath" monster card said the wrong text on hit.
-Fixed a bug where the artifact Doom Bell's card count was in the wrong place sometimes. Made the text white instead of bright green.
-Fixed a bug where upgraded Rage Mirror's damage was being increased twice by each attached artifact or other effect.
-The banner on Summon Reinforcements while it's in play now reflects the actual arrow damage it will deal, including gems and other effects.
-Fixed a bug where Summon Reinforcements and Trade Routes would show duplicate buttons for choosing their scheme duration.
-Fixed a bug that would would cause an issue when attaching gems at a Bazaar, where a card would be invisible if the gem would make the card cost 0.
-Fixed a bug where the game log would show some lines of text that were used for debugging.
-Blood Moon was removed from the game as its damage doubling effect was causing display bugs with several other cards. It will likely be re-added someday in the future when some changes are made to the way text is displayed. The boss artifact Inner Fire was also temporarily removed for the same reason.
-Fixed an issue where character class skills could overlap with the warning text that's displayed when you play at a Mastery level lower than your highest.
-Fixed a bug where building sprites would be incorrectly shown on the screen where you draft cards/artifacts after a boss battle.
-Fixed an issue where the player's gold would be misaligned when it went into double digits.
-Fixed a bug where your potions could overlap your dungeon buff in a dungeon.
-Fixed a bug where the potion tutorial could cause a doubled-up monster phase.