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Mage Tower: Call of Zadeus News

Patch Notes 0.64.2

Bug Fixes

-Fixed a bug where the game might trap you in the top corner of the map when starting a new run, if you had last been in a dungeon in a previous run.

-Fixed a bug where the achievements to reach days 3 and 5 would not trigger correctly.

-Fixed an issue where the game would say it was offering the second and third clue when it should have said first and second clue.

-Fixed an issue where Gloryseeking's damage was reduced by the Glade Nymph's Spore Cloud debuff even though it's not actually an Ability card.

-Frost Shards now has an upgrade that reduces its cost by 1.

-Fixed slightly misaligned text on the Diviner's Wand Lava River card.

-Ferocity now says it also enhances "Skills" instead of only "Class Skills".

-Fixed an issue with data for cards attached to Irko's Monomania sometimes not being stored correctly.

-The Quick Shot and Vicious Strikes skills now show they deal extra damage while Ferocity is in play.

Patch Notes 0.64.1

-Fixed an issue where some cards, artifacts, and classes wouldn't unlock if you had unlocked the achievement for them in a prior patch.

-Added a "Reset Save File" button to the title screen. (This resets all masteries completed, achievements gained, tutorials... EVERYTHING.) After clicking the button, it will notify you that you have to type the word "DELETE". This is so you can't just reset everything accidentally.

-Made saving and loading slightly faster in some cases, by no longer saving and loading worldgen data. (As of patch 0.64, the world is now generated from a single randomization seed variable instead of saving/loading the coordinates of everything.)

HUGE UPDATE - "Wrath of the Sojourner" Patch Is Here!

[h3]New Tutorial & Beginning of Story![/h3]

The story of Mage Tower: Call of Zadeus has finally begun! Now at the start of the game you'll be dropped into a story where you must stop the mad warlock Irko from summoning the terrible Zadeus. This leads into a new tutorial with full gameplay freedom.



(If you've already completed the old starter tutorial and want to see the new one and its story elements, you can click the "Reset Tutorials" button on bottom right of the title screen. This will not reset any other progress.)

[h3]Steam Cloud Support Added![/h3]

Your save file will now be automatically saved and loaded from Steam, so you can switch devices and keep playing the same save. Hooray!

[h3]Card Pool Reimagined![/h3]

The 43 least-fun cards were replaced with brand new cards that offer fun effects and interesting synergies! Most other cards have been updated or changed- it's like a whole new game!



[h3]Two New Classes[/h3]

The new Barbarian and Sojourner classes are here, and are a lot different from existing classes!





[h3]Enemy Pool Reimagined![/h3]

One of the most fun aspects of deckbuilders is battling weird creatures ,and tailoring your deck's strategy to each encounter. In the old version, a lot of enemies were a little too similar to each other, which could make runs feel repetitive. So we replaced ONE THIRD of the enemies with unique new encounters.. like the Sojourner!



That's right, the Sojourner gets to be both a class and an enemy! Are there many sojourners, or only one? Who knows?? In this battle the enemy will battle you with huge "location" monsters that offer an annoying debuff - an encounter very different from any other in the game.

[h3]29 New Artifacts[/h3]

New artifacts that you can sometimes build around, or that can change your deck's strategy!



[h3]55 New Backer Cards![/h3]

There are 55 new cards named after Kickstarter backers! These cards can only be obtained from the cards "Diviner's Wand" or "Balwick". The cards in this card pool are sometimes just slightly overpowered versions of normal cards, but some of them have unique and strange effects (see below!)



[h3]9 New Backer Enemies![/h3]

There are 9 new enemies designed by Kickstarter backers! Backers were able to pick the name, sprite, and monster cards (from the monster card pool) that would show up in their deck. A lot of these are actually pretty crazy fights, and can show up on days 1 or 2 (look out for the purple-bordered enemies.) These definitely add some spice to the first couple days of a run!



[h3]Core Mechanic Changes![/h3]

We've made a lot of adjustments to core mechaics, such as giving the player more health regen, changing prizes to be one-time effects so they don't overshadow the rest of your deck, and lowering starting deck size so you see your drafted cards more. You can read the full patch notes here: https://steamcommunity.com/app/1698850/discussions/0/598515509750734533/

We're very excited about this patch, as we've rebuilt a lot of the game's systems from the ground up, while adding new classes and other fun stuff to try! This is the biggest patch so far, and we hope you all enjoy it!

-Brett Brimmer
supermegagames.net
Join our Discord: https://discord.gg/utkQYbhm8B

Patch Coming 1/10/25 + Name Reverted to "Mage Tower: Call of Zadeus"

Hey all, we're setting a definite release date for the huge "Wrath of the Sojourner" patch for 1/10/25.

We're also changing the name back to "Mage Tower: Call of Zadeus". A while ago we changed the name to simply be "Call of Zadeus". However, we kept the game's name on Steam as "Call of Zadeus (formerly Mage Tower)" so that Mage Tower fans could still find it on Google and Steam search.

Since then, I've still seen many people still refer to the game as "Mage Tower". I've also seen that "Zadeus" isn't the easiest name to remember, and with dozens of products on Steam that start with "Call of" it can make the game hard to find. It can also still be confusing to Mage Tower fans.

With time and reflection, I've realized that just going with "Mage Tower: Call of Zadeus" is the best bet, as it gives the clearest tie-in to the tabletop game and the 2013 digital game.

Progress Update on the "Wrath of the Sojourner" Patch!

Hey everyone, I just wanted to assure you that the "Wrath of the Sojourner" patch for Call of Zadeus is still in progress! It's mostly finished, but I still have to do a good amount of testing, bug fixing, and tying up loose ends. As stated in the huge previous post (https://store.steampowered.com/news/app/1698850/view/4505380324416206310), this patch will change so much that it's basically like an expansion.

I don't want to give a set due date, but rest assured I'm working on the game every day. This patch also lays the groundwork towards moving the game into full release. Here are the main things I'd like to do after this patch to get to full release:

-Implement the rest of the Kickstarter backer rewards (the upcoming patch will cover the custom rewards from the WIZARD and SUMMONER levels, which are cards named after backers and monsters designed by backers.)
-Add a second card pool.
-Add a story that is revealed between each run.
-Add a new customizable endgame mode.

I've been working on and planning these final features and they are actually pretty far along. For example, the next update will feature new artwork of several characters and a new dialogue system that will be used for the future story sequences. The new endgame system is fully mocked up with artwork and all the customizable options have been planned out.

I suspect "Wrath of the Sojourner" will be the largest patch the game will see, and the longest delay between patches. That's because there were so many custom backer rewards (60+), and so many core gameplay elements modified. These are delicate elements, so it was better for them to exist in the development build for as long as possible to get tested thoroughly.

Anyways, I'll talk to you all when the Wrath of the Sojourner patch is complete!

-Brett Brimmer
www.supermegagames.net