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Mage Tower: Call of Zadeus News

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.

Patch Notes 2.1.2.1

Patch Notes 2.1.2.1

(I'll be creating an update post with images in the next few days. Meanwhile, here are the full patch notes for this HUGE patch.)

This patch adds Class Skills, Potions, Boss Artifacts, Events, New Enemy Types, a new Elite, and balances the game to add a lot more player agency. It's a big patch!

Class Skills

Each Class now has two unique Skills! One is a non-combat skill, while the other is a Battle Skill. These skills do things like dealing arrow damage, gaining free potions, summoning a Hawk Companion, or Boasting to fight a tougher enemy for higher rewards.

(Note: These are unlocked with easy-to-get new achievements. If you already meet the achievement requirements, you can simply start a run and let the first enemy kill you to go to the achievement unlocking screen and get these.)

Potions

Potions have been added to the game! You start with a Health Potion and can buy more Potions at Bazaars.

Boss Artifacts

Added 17 new Boss Artifacts that can only be obtained by defeating a boss. You also now get to draft a Rare card after each boss battle.

New Enemy Types

(These enemies are generally very different from existing encounters, and should mix up your strategies a lot from battle to battle.)

Days 1-2: Sentinels, Cave Goblins, Vixiloth, Ogre (Elite)
Days 3-4: Gold Knight, Inquisitors, Ice Strider (reworked and moved here from Days 1-2)

Events

Sometimes you may now find an Event in the world that gives you some interesting choices and gives access to exclusive cards and artifacts. Often the Event will have some kind of trade-off for the various options.

Other Changes

-2 additional Bazaars were added to the map, for a total of 5.

-Trade Resources and Trading Posts were removed. These were overly complex mechanics that didn't add much. The additional Bazaars, new boss artifacts, and new Events should add more fun deckbuilding decisions without the weird complexity of Trade Resources/Trading Posts.

-About 1/3rd of the towns were removed from the world. Half were towns that would have held the removed Trade Resource buildings. The other half were card draft towns. Remember there are +2 Bazaars, Events, +2 rare card drafts (one after each of the first two bosses), and +2 Boss Artifact drafts, plus Potions and Class Skills were added. These new mechanics should give more breadth and variety to deckbuilding. rather than just drafting a bloated deck full of "good stuff" cards.

-Added Scrolls, a resource that is mostly obtained from Elite battles and lets you purchase Artifacts from the Artifact Merchant (previously there was a Trade Resource called Trinkets that had this function.)

-The second Dungeon Clue for each dungeon is now always given for free, so now it will take you no more than 2 Dungeon Clues to find a dungeon's location.

-Card rarity is no longer affected by Achievements. It was weird that a new player might see too many Common cards, which limited the fun of deckbuilding.

-Health regen is also no longer affected by Achievements. It's too important of a stat to vary so much depending on what you've unlocked.

-Rare cards are more rare. (But remember that now you're guaranteed to get one after a boss fight.)

-The highest minimum deck size is now 13 instead of 14. (i.e. now you only need to build your deck up to 13 cards by the end of the run instead of 14.) This is intended as a buff.

-The Rune Warrior class was removed. (His one-card-gimmick of raising max HP got repetitive after a few runs. He will be reworked or replaced eventually.)

-You get more Achievement Points than before at lower Mastery levels.

-At Masteries 7+, you now only fight one "Level 0" enemy (Phase Bats, Kobold Captain, Gravel Monster) instead of two. This means you'll fight Level 1 enemies sooner, which are more difficult.

-Barracks and Alchemist buildings (that gave you a buff for the next Elite/Boss encounter), now only give you buffs for Boss encounters (not Elite.) This is because it could be detrimental to fight elites when you wanted to save your buff(s) for the boss.

-You now recover a lot more health after defeating a boss.

Quality of Life:

-Enflame, Poison, and other damage types on cards will now have their card text updated to the correct values when cards change those values. (Previously, only arrow damage values were updated in card text.)

-The game will now try to set you to the highest resolution setting it can, rather than defaulting to 1920x1080 in many cases.

New Cards

Blood Moon (common). 7-cost. Doubles all the damage of your non-Defender cards. Destroyed at the end of the turn after you play it.

Chain Lightning (rare) - 3-cost. Deals 1 damage to each monster in the first two rows. Adds two unplayable Spell Charcoals to your discard pile.

Enemy & Combat Changes

-Enemies from days 3+ have had their stats increased back to their values before patch 2.1.2.0.5. The enemy stats had become too flattened throughout a run. (Many cards were buffed to compensate, these changes are lower in the patch notes.)

-"Normal" battles (i.e. non-Boss, non-Elite, non-Dungeon battles) are now 20% shorter. (This is to tighten up combat at make each decision more impactful. It also makes it so that cards have different valuations depending on whether you're fighting a normal enemy or a boss.)

-Previously, battles at lower Mastery levels were much shorter than battles at higher Mastery levels (because the enemy's monster decks were smaller.) This was not good as it made mechanics that take time to work (like Level Up and Scheme) bad at low masteries, and some mechanics like Enflame too good. So enemies at lower Masteries will now have approximately the same deck size/battle length as at higher masteries. (The battles will still be much easier due to various factors such as lower monster stats.)

-Life regeneration lowered at all Mastery levels to a flat 4 life after each battle. Remember that we've added Potions, Class Skills, Events, AND we've shortened many battles. So now the player has a lot more agency in how they manage their health, rather than relying on passive health regen.

Card Changes

(Mostly some buffs, plus a lot of the nerfs from a couple patches ago have been reverted or partially reverted.)

-Mana Well now gives 4 energy instead of 3.
-Bodysnatcher increased to a 2/4 from a 0/4.
-Shooting Stars now has a base damage of 2, up from 0.
-Constellation Beast can now grow up to 8/8 (up from 5/5.)
-Slay cost reduced from 3 to 2.
-Stupefy cost reduced from 4 to 3.
-Enchanted Tome card draw increased from 3 to 4.
-Summon Reinforcements and Trade Routes now let you select 5 turns, or 8 turns when upgraded. Up from 3/6.
-Acolyte increased to a 3/4 from a 3/3.
-Bow and Arrow cost reduced from 6 to 4.
-Toxic Flood's Poison damage increased from 2 to 3 when upgraded.
-Meteor now takes 6 turns instead of 7, but deals 9 damage instead of 10. (Generally intended as a buff.)
-Raiding Party damage reduced from 14 to 12.
-End of Days damage reduced from 12 to 11.
-Concentrate (Hunter class card) had its card draw reduced from 5 to 3.
-Council Mage now gives 1 energy, plus 1 for reach other Council Mage in hand. (Rather than just 1 energy period.)
-Volley moved from Common to Rare, Level 1 damage increased from 7 to 8.
-Quest now gives you 1 Gloryseeking, or 2 when upgraded. This is down from 2 normal / 3 upgraded. (It was just too good before.)
-River Sage changed from a 4-cost 0/1 Defender that draws two cards TO: A 3-cost Ability that draws 2 cards and gives you five Bloodrunes.
-Buckler now gives +2 health instead of +1.
-Shieldmage cost reduced from 4 to 3.

Achievements

-Irko's Tome and Cosmigorius are now much easier to unlock (they were previously unlocked by reducing Zadeus to 5 cards and by killing it, respectively.)

-Volley is now much easier to unlock.

-There are no longer health regeneration achievements or card rarity achievements.

-Added achievements that let you get additional Magic Dust after each battle.

-Moved some other cards around in the Achievements so that you generally unlock more cards earlier.

Bug Fixes

-Fixed a bug where loading a save file might load a Traveling Merchant town where you couldn't see the dungeon rewards, and if you tried to take a dungeon clue then the game would crash.
-Cleanse and Training will no longer glow blue as if they were playable when they are not playable.
-Fixed some bugs which would cause upgraded cards with attached artifacts to display the incorrect cost on the non-Battle screens.
-Fixed some bugs that would cause Defenders to display the wrong stats when they were both upgraded and had stat-changing artifacts.
-Fixed a soft lock in the starting tutorial that could happen if you clicked the Map button.
-Fixed a bug where you would not get achievement points for your class if you lost a run. (Not sure how long this bug has been here.)
-Fixed other miscellaneous bugs.

Miscellaneous

-Banish's art was given to the Gold Knight's enemy's Golden Tome card (it was a really good fit.) Banish has new art.
-Updated the Victory screen to show that there are 193 total cards instead of 141. (There are 142 normal draftable cards plus many other cards only obtainable in dungeons, the bazaar's black market, etc.)

Patch 2.1.2.0.12 Notes

Card Changes:

-Beetlemorph now turns a monster into a 4/2 Beetle instead of a 4/1 Beetle. (Beetlemorph was very overpowered and probably still is.)

Enemy Changes:
-Walking Reef has slightly less enemies in its deck but has an additional River Stalker miniboss... be careful!

Bug Fixes:

-Fixed a bug where once Band of Heroes had its damage increased by being your leftmost card, if you drew it later in the battle, the text would display the incorrect damage number.
-Fixed a bug where a Silenced monster would not show that its attack was decreased.
-Fixed a bug where Byforthian Caesar could sometimes get over 100 attack and hp from being in the leftmost hand slot.
-Fixed a bug where Bramblecast wouldn't update Sproutling's stats visually when it gave them +1 Attack.
-Fixed a bug where Dire Crocodile's card would be invisible.