1. Mage Tower: Call of Zadeus
  2. News

Mage Tower: Call of Zadeus News

Patch 2.1.2.1.6 Notes

(Fixing the Beast Tamer class, plus some minor changes.)

Major Bug Fixes

-Fixed a major bug with Beast Tamer that made it so she couldn't get attachable artifacts from Bazaars.
-Fixed another bug with the Beast Tamer that made it so that sometimes random cards would fly across the screen when she activated her Bolster ability.

Quality of Life

-You can now drink Health Potions outside of battle by clicking on them.

Enemy Changes

-The Gorgon's "Death Gaze" monster card is now a 12/9 or 15/9 at lower masteries, while it remains a 99/9 at higher masteries.
-Death Gaze no longer has its ability, which made you lose the run if you left the battle and reloaded the run. (I don't want people's runs to be ruined if they leave the game for any external reason.)
-The Gorgon's "Minotaur" monster card is now near the very bottom of the monster deck so it's not possible to get multiple waves of monsters stuck behind it (maybe just a few monsters.)
-Death Gaze is now shuffled into the top half of the monster deck, so now it's impossible for it to get stuck behind Minotaur.

Bug Fixes

-Fixed a potential crash bug in the extra boss battle with the secret final monster.

Patch 2.1.2.1.5 Notes

(Just a lot of small bug fixes, some miscellaneous changes, and minor changes to a few enemies.)

Miscellaneous Changes

-Health gained from the Inquisitor Knight event increased from 10% to 12% of max health.

Mastery Level Balance

(Evening out Mastery level balance from levels 2-4.)

-Mastery 3 was overloaded with too many enemy buffs, so we moved the Fel Wyrm stat buff to Mastery 2 and the Goblin stat buff to Mastery 4.
-Incorrectly, Mastery 3 was increasing monsters-per-turn on Days 3+ when Mastery 4 was supposed to do that. This effect has been correctly moved to Mastery 4.

Enemy Balance

-These changes are for the Vixiloth fight *at low masteries*. There is now one more Vixiloth in the deck (instead of some basic monsters) and the Vixiloths are now 4/6 instead of 5/5. The Portal Spawn are now 2/3 instead of 3/2.
-The Necromancer's Zombies now get +1 health at low Masteries and +1 attack at higher masteries.
-Gold Knight's starting health at low masteries increased from 30 to 32.

**Bug Fixes**

-Fixed a bug where the game could get stuck if you had a Wallering Gaduille that was forced to attack, but The Tidebringer was the closest monster and couldn't be attacked.
-Fixed a bug where Beast Tamer's achievements were not unlockable.
-Fixed a bug where the achievements incorrectly said they were unlocking the removed Rune Warrior class (which will be replaced or reworked.)
-Attempted to fix a bug where a player could end up at the top corner of the dungeon when entering or loading a dungeon. (If this does happen to you, try going to the menu and resuming your run and it may fix it.)
-Fixed a bug where Magic Scroll's cost reduction effect wasn't working.
-Fixed a bug where Meteor was starting with 7 counters instead of 6.
-The text on the class select screen saying what each Mastery does was incorrect at some levels, this has been fixed.
-Fixed a bug where Gold Knight was getting a stat buff at Mastery 2 when it should be at Mastery 3.
-Fixed a bug where the Inquisitor Knight event incorrectly said it had taken 100 bloodrunes when it was only 25.
-Fixed an issue where the "20 card threshhold reached" text on The King's Banner would be cropped on the edges.
-Fixed a bug where an Achievement said it unlocked Volley. In actuality, Volley starts unlocked.
-Fixed a bug where monster attack buffs or debuffs (from monsters like Cold Snap, or cards like Silence) would be doubled when they hit a Defender.
-Fixed a bug where Silence didn't work sometimes on an already Silenced enemy.
-Fixed text of Constellation Beast to correctly say it maxes out at +8/+8 instead of +10/+10.
-Fixed an issue where Intricate Web's 2nd ability name wasn't bolded.
-Fixed a bug where Vixiloth would have more difficult monsters at Mastery 2 instead of at Mastery 3.
-The incoming damage number will now count Xyonith Swarmlings correctly, and that value will now be correctly considered when checking if death is imminent.
-Fixed a bug where Boast could fail if used on a Level 0 enemy 1/8th of the time.
-Fixed an issue where you couldn't Boast for a mana buff against bosses/elites/dungeon enemies. (Now you can't Boast to switch to a harder enemy against those enemy types, but you can still use the mana buff.)
-Fixed an issue where the deck size warning for Day 5 would say your minimum deck size was increasing to 14, when the max is actually 13.

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