1. Mage Tower: Call of Zadeus
  2. News

Mage Tower: Call of Zadeus News

Patch 2.1.2.0.3 Notes

Patch 2.1.2.0.3 Notes

(This patch is mostly a bunch of bug fixes and balance changes.)

Gameplay Changes:
-Fixed an issue that was causing a player's health regeneration to be 2 higher than it should be at Mastery 8. (It was an increase from Mastery 7 instead of a decrease like it should have been.)
-Black Markets (in Bazaars) generally spawn with less cards on average. They can still spawn from 0-3. The change is because Black Market cards were too ubiquitous considering they are supposed to be special cards you only use once in a while.

Card Changes:
-Beetlemorph moved from Common to Uncommon. (This was actually done in a previous patch but I forgot to note it. I updated its card image to show the Uncommon symbol. At Common it's way too ubiquitous for an arguably S-Tier card.)
-Marshknight lowered from 1/8 unupgraded and 1/30 upgraded to: 1/7 unupgraded and 1/12 upgraded. (While it was funny to give it massive health there are just too many synergies with it now that break the game and make runs boringly easy.)
-Soldak lowered from a 30/30 to a 20/20. (Too many new synergies cause issues with it being so large. It's frequently just a game-ender which can make runs repetitive when every game is just "play one Soldak and ignore all the enemy's cards." At least now you might need a secondary plan as well.)
-Stupefy cost increased from 2 to 3. (When it hit Giants it was far less consistent at getting high value for its cost. Fel Wyrms however appear way more frequently, so this card's cost was increased to compensate for the extra reliability.)
-Final Act reduced from a 10/10 to a 6/6. (Was dealing way too much damage, around 20, thus trivializing battles. Now its total damage dealt will be closer to 12.)
-Poison Daggers now just deals Enflame damage equal to the amount of Poison on the monster board, not double. (This card just did way too much for 4 energy.)
(Argatamos's Cards were completely overpowered, so they have all been rebalanced, and in the spirit of Black Market cards being a risky endeavor, you now lose 8 life when you play Argatamos's Bargain. Most of Argatamos's cards still have just about a Legendary-tier power level, they just aren't a 110% auto-win like before and you will likely need to consider your synergies with it more now.)
-Argatamos's Bargain now makes you lose 8 life when you play it.
-Argatamos's Hellspike cost increased from 4 to 6.
-Argatamos's Pet reduced from a 4/10 to a 4/6.
-Argatamos's Balloon now only slows the monster by 3 turns instead of 5.
-Argatamos's Command's cost increased from 1 to 3.
-Argatamos's Armament's equipment bonus reduced from +3/+7 to +3/+4.

Artifact Changes:
-Brewmaster's Mark price increased from 350 to 600. (This effect is so good that it should require a big commitment.)
-Ferocity Serum's price increased from 200 to 250. (More powerful than expected.)

Bugs Fixes:
-Fixed a bug where attaching multiple Argatamos's Armaments to a single Defender wouldn't gain you more than 1 life per attack.
-Rogue's Dagger card image now correctly has a Void Stone on its card.
-Attempted to fix a bug that could cause the game to crash in dungeons.
-Fixed a bug where Constellation Beast wasn't working with Magic Lantern (the artifact that makes it so its Void Stone is ignored.)
-Argatamos's Bargain now increases your cards gained count by 5 when you get the 5 Argatamos cards.
-Fixed a bug where Sea Skulk could sometimes soft lock the game if it was the last monster on the monster board after a Defender killed the other monster.
-Fixed a bug where Magic Scroll was able to be attached to any card instead of just Ability cards.
-Fixed a bug where Equipment would be invisible if it was on a Defender that was not in the leftmost inplay slot.
-Fixed a bug where The Tidebringer card could be damaged by Defenders.
-Multiple cards being destroyed at once will no longer be as loud.
-Fixed a bug where Constellation Beast's attack/hp numbers would go outside of its attack/health box while in hand, if its attack/health was 10/10 or higher.
-Fixed a bug where at the Bazaar if you bought all the Black Market cards then the frame that holds the normal cards would get shorter.
-Fixed an issue where Magical Barrage's text box was too big.
-Fixed a bug where if you got +25 Bloodrunes instead of a card at the Traveling Merchant, it would give you an incorrect notification window.
-Fixed a bug where Argatamos's Bargain would say that you need 7 cards to discard to it instead of 5.
-Fixed a bug where Argatamos's Bargain was costing 3 instead of 4.
-Made it so that a card you've grabbed from your hand will no longer appear behind the monster deck.
-Fixed a bug where upgraded Nova was giving you the +5 runes per kill for the entire battle, instead of just for the turn.
-Fixed a bug where "Level Up" cards would sometimes not have the current level value aligned on the card correctly.
-Fixed a bug where "End of Days" and "The King's Banner" could have the red/green reminder text disappear.
-Fixed a bug where the "Siege" prize card you get from Trebuchet sometimes had an empty text box.

Enemy Changes:
-Frost Dragon - Slightly lowered Frost Wolf's stats at Mastery 1-2 from 1/4 to 1/3.
-Irko - Lowered Zadeus Tentacle's stats at Mastery 1 and 2 from 4/12 to 3/12.
-Irko - Ichor Strider had its health reduced by 1 at Masteries 1-5.
-Spider Queen - Imp had its stats reduced from 2/4 to 2/3 at Masteries 1-2.

Huge Bazaar Patch + Name Change!

Hey all, Brett here! Exciting news - I've recently released a HUGE patch that adds "Bazaars", which let you customize your cards by attaching artifacts to them, and which give you access to forbidden "Black Market" cards. The patch also massively improves the New Player Experience. If you haven't played in a while or were thinking of trying out the game, now is the perfect time to get started!

So we'll get to this MEGA PATCH, but first let's talk about the game's NAME CHANGE.

Name Changed to Just "Call of Zadeus"




I've changed the name of the game from "Mage Tower 2: Call of Zadeus" to just "Call of Zadeus". (Pronounced [Zuh-day-us].) I've had an issue with the name "Mage Tower" for a while as I find it too generic, and to be frank it sounds like the name of mobile game. Also, too many popular games have similar titles (Mage Knight, Mage Wars, etc.)

Also, "Mage Tower 2: Call of Zadeus" is a mouthful. And it being a sequel to an old 2013 game (with bad graphics) that was originally intended to be a demo for the physical game isn't doing the game any favors. Also, the lengthy sequel title adds confusion and extra homework for new players trying to figure out if they need to play the first game (they don't.) "Call of Zadeus" is more evocative, and sets the stage for a grand adventure where you ultimately encounter a cosmic horror - I think that sounds cooler than the generic "Mage Tower"!

The Mega Patch is Here!


This patch adds the crucial "Bazaar" locations which let you draft cards, buy rare "Black Market" cards, and (most importantly) modify your cards with artifacts. Bazaars allow a ton of deck customization! Let's get into the patch.

New Cards - There are 12 new cards added to the card pool! Many of these cards provide unique deckbuilding synergies, or challenge your decision-making skills by affecting the current game state in a unique way.



Bazaars are here!

Now you can find Bazaars scattered across the map!:



One of the best things about Bazaars is that you can purchase artifacts that attach to your cards and modify them. For example, take a look at Ferocity Serum:



It makes it so a Defender card can attack any number of times each turn. You can find varied uses for an artifact like this (or maybe you'll just attach it to a huge Defender so it can attack many times in a row.) There are 33 new artifacts that can attach to cards.

Bazaars also offer new unique and precarious "Black Market" cards, like Misery Dummy:



Black Market cards have outsized effects and are usually very odd, so you'll need to be creative when using them. Some even have interesting drawbacks that you'll have to work around. Of course, you can also purchase normal cards at Bazaars.

Improved New Player Experience

I've simplified the game IMMENSELY for new players. I've added two new easier difficulty levels, which makes the game a lot easier for a brand new player to get into. I've also simplified the basic monsters. For example, instead of having to keep track of 7 different Basic monster types with varied abilities in every battle, you'll only have to deal with 3, two of which have no abilities (like this Fel Wyrm here):



This lets each enemies' unique monsters shine, instead of the board also being cluttered with 7 types of basic monsters. It also makes the game state easier to track.

The image above also shows how the cards in hand are spread out more, and in-game they move around less and are easier to click on and play. You may also note that "angry" monsters no longer have their card images flipped vertically (instead they now have a red glow + "angry" symbol.) This makes angry monsters easier to identify by name and artwork, since the card image is no longer flipped. (Angry monsters being flipped vertically was a relic from the physical game.)

I've also given the player a card draft after every battle via the Traveling Merchant:



Players love this, as it enhances the gameplay loop simply by giving out more cards and ensuring that your deckbuilding is always progressing.

I'll note here that I also made enemies spawn less frequently. Players were complaining about being overwhelmed with enemies constantly and not being able to explore - that shouldn't be a problem now.

The "trading posts" system (something unlocked later on) has also been revamped. You will now pick a trade, which lets you draft cards of a certain type. You can also see all the buildings that you've built on the new screen for Trading Posts:



Here I've only covered the big things, you can find the full patch notes here: https://discord.com/channels/895516127076155412/930633654160486501/1196562419087056906

What's next?...

Mini-Roadmap:

• I am planning on adding difficulty modifiers for players who have already beaten the game on the highest difficulty levels. (Custom modifiers similar to a game like Hades.)

• I am theorizing about what big features I may add next. These might be things like a second card pool, or perhaps a new mode with a different combat system, or something completely different.

Now that Bazaars are out, I will start reaching out to streamers, Steam curators, and Let's Players to see if anyone is interested in covering the game. If you're interested, please email me at [email protected]!

Talk to you when I send out the backer surveys!

-Brett
supermegagames.net

Small Changes & Bug Fixes (2.1.1.8 and 2.1.1.9 Patch Notes)

2.1.1.8 Patch Notes

-Small hotfix to the Bazaar patch today to fix a soft lock.

2.1.1.9 Patch Notes

*(Some more small changes and bug fixes after the massive Bazaar patch.)*

Balance Changes:

-You can now only equip the artifacts Enchanted Bow, Leather Quiver, or Warlord's Quiver (which increase a card's arrow damage) to Ability or Wizardry cards. So you can no longer equip them to Permanents or Defenders. (Overpowered with Battlement and Flameception.)
-Marshknight health reduced when upgraded reduced from 30 to 25.

Bug Fixes:

-Fixed a bug where Sword of Midas combined with Bow and Arrow was only giving 1 gold per monster destroyed instead of 2.
-Fixed a bug where Equipments would stop attaching to Defenders after 6 were attached.
-Fixed a bug where sometimes cards' text reminder bubbles for artifact effects didn't cover the full reminder text.
-Fixed a bug where Siege sometimes wasn't doing Enflame damage and could sometimes crash the game. (Note: It's still missing its text sometimes, this will be fixed in a future patch.)

Bazaar Patch - 2.1.1.7 Patch Notes

This massive patch is the final piece of the puzzle for Mage Tower 2's main gameplay loop! It adds Bazaars, which let you attach artifacts to your favorite cards. This lets you Frankenstein your favorite cards into uniquely powerful monstrosities, making every run and every deck memorable. The patch also improves the new player experience, with two new easier Mastery levels and many changes to simplify and improve gameplay for new players.

New Content:

Bazaars - There are now three Bazaars in the world. Bazaars sell normal cards, risky "Black Market" cards, and new artifacts that enhance specific cards. With the 13 black market cards and 33 card-modifying artifacts, you'll be able to customize your deck like never before. Bazaars are like a worktable where you can craft your deck and make it more unique to you. Take your favorite Defender and make it attack infinitely while spawning explosive barrels on each attack. Or take your favorite Wizardry and reduce its cost and make it reusable! Bazaars make each run and each deck more unique and memorable.

New Cards - Added 12 new main set cards. (Several of which add a new strategy of "burning" the opponent's deck to death.)

New "Black Market" Cards - Added 13 new "black market" Bazaar-exclusive cards.

New Bazaar Artifacts - Added 33 new Bazaar-exclusive artifacts that modify cards.

New Player Experience:

New Masteries - Two new easier Mastery levels have been inserted before the current ones, so now there are now 8 mastery levels instead of 6. This should make the game much more accessible to new players. Your completed Mastery levels for each class will get bumped up by 2 as long as you've completed at least one run with that class. (So if you've already won Mastery 6 for a class in the old version, it will count that you've completed Mastery 8 in the new version, because they are identical.) Your Zadeus Tentacles will be bumped up by 2 as well when this happens.

Traveling Merchant - Now after every time you defeat an enemy, the Traveling Merchant will visit you. The Traveling Merchant lets you purchase cards or a get a dungeon clue from a faraway town. (So you now automatically get to draft a card after every battle, which makes things easier for new players and helps with bad world spawns.)

Enemy Spawn Time - Enemies spawn less frequently at all Mastery levels. (33% more time between spawns.) This will let players explore more easily without being swamped by enemies.

Basic Monsters - The original basic monsters (Orc/Warlock/Demon/Giant/Demonspawn) were removed and replaced with Goblin, Fel Wyrm, and Goblin Barracks. Goblin and Fel Wyrm have no abilities, and Goblin Barracks shuffles 3 Goblins into the monster deck when it attacks you. This change is to simplify the monster board and make the game easier to understand for new players. It also lowers pressure from cards like Warlock and Demon (which had abilities that triggered when they got angry.) Goblin Barracks also gives you some room to breathe for a turn, as it only threatens 2 immediate damage.

Simpler Encounters at Low Masteries - At Mastery Levels 1 and 2, most enemies now have only 2 unique monster cards in their deck. (So that new players don't have to read so many new cards every battle.) The rest of the monster cards are rolled out over successive Mastery levels.

Lower Monster Stats at Low Masteries - Many monster cards now have lower stats at lower Mastery levels. This should make the lower Mastery levels much more accessible to new players.

Life Regen - You now recover an additional 2 life after battle up to Mastery 6, then an additional 1 up to Mastery 8.

Quality of Life/Interface:

-Made the player's hand of cards fan out more, and made the cards easier to mouseover and select.
-Added a key to the map screen (click the Map button or press A to access the map.) You can overlap location types in the key to find and highlight all the corresponding locations on the map. (Important for finding Bazaars and Obelisks.)
-Fixed a visual bug that sometimes caused arrows to look like they missed their targets in battle. (The damage was always being assigned correctly, this was just a visual bug fix.)

Other Changes:

-The requirements for most achievements have been halved. (So you should unlock them twice as fast now.)

-All one-time-use cards (Defenders, Equipment, Permanents, Schemes, and Wizardries) now have a slightly increased chance to be shuffled higher in the player's deck compared to other cards. It's only a small chance to get shuffled one slot higher, but it helps mitigate bads draw ending a run, which was a slight problem when using these cards. It's only a small change in variance, so it still feels like a randomized deck.

-There is a new resource called "Magic Dust" that is exclusively used to escape from enemies before battle. This replaces the option of paying with Bloodrunes. This lets a player run from battles without worrying about spending Bloodrunes they could be saving for the Bazaar.

-Max hand size reduced from 9 to 7. (Remember you trash the excess cards, not discard them. In practice, you will almost never be forced get rid of a card you would have wanted to play later. This change is to clean up the UI and make it more apparent to new players that they can thin their deck by holding cards in hand. People were already holding unwanted cards in their hand to thin their deck, this isn't really going to change how that plays out.)

-Trading Posts - (Late game unlockable feature.) You must now select a single Trade which will only let you buy cards from Trading Posts that correspond to that Trade. The simple explanation is "If you want to buy a specific Wizardry card, you must now select the Trade that lets you buy Wizardry cards." There's a new "Trade" button next to the dungeon and map buttons that lets you do this. You also get extra resources for your selected trade. (This change is to lessen the analysis paralysis of having to keep track of five trade resources at once and all the potential cards you could buy with them. Now it's just a single impactful decision instead of having to constantly re-analyze things.)

-On the new Trade screen, which you can access once you unlock Trading Posts, you can also see all the buildings you've built.

-Added temporary title screen music.

-Player life and life regeneration values changed around. 5 less life at all Masteries. You now get +2 health regen at early Masteries (as mentioned in a previous bullet point), but -2 at the highest Mastery. This is mostly to compensate for the easier achievement unlocks adding a lot of extra health and health regen and making the highest mastery level too easy.

Card Changes:

-Royal Treasury was changed from a Common to a Rare.
-Removed Ascending Essence and Circus Bear.
-Golden Golem now no longer gives 2 gold when discarded, only on death. (It was extremely overpowered with Enchanted Tome, and didn't synergize with much else.)
-The "Siege" prize card you can get from an artifact now deals 4 "Enflame" damage instead of it generically dealing 4 damage to the monster deck.

Achievement Changes:

-Added four new achievements that count the number of buildings you've built. These achievements are to unlock The King's Banner, Blast, Wicker Man, and Poison Daggers.
-Wizard's achievement for 500 points now unlocks Doom Bolt instead of giving +1 Bloodrunes.
-Brewmaster's achievement for 500 points now unlocks Flare instead of giving +1 Bloodrunes.
-(Note: These new achievements will only unlock after you win or lose a run.)

Enemy Changes:

-Kobold Captain's "Greck" monster is now 5 for a 6/6 (was 2 for a 4/4.)
-Phase Bats' "Pincer" monster is now 5 for a 7/2 (was 2 for a 4/1.)

Bug Fixes:

-Fixed some weird bugs that could happen in the following run if you died against Irko.
-Fixed a bug where sometimes the Class Select screen music wouldn't stop playing after you left that screen.
-Fixed a bug where Sea Wyrm's card draw amount would be doubled if it started the game in play from Outpost.
-Fixed a bug where the resource/cost icons on "Trading Post" screens were misaligned.
-Fixed other miscellaneous bugs that may not have been listed here.

Patch Notes 2.1.1.0 to 2.1.1.6

The HUGE 2.1.1.7 patch is almost here! (With Bazaars, new cards and artifacts, and an improved new player experience.) In the meantime, here are all the patch notes from 2.1.1.0 to 2.1.1.6!

Patch Notes 2.1.1.0

Major Bug Fixes:

-Fixed a bug that could occur with Flying monsters that froze the game (happened most often in the Zadeus battle.)
-Fixed a bug where spawning cards from outside the game could freeze the game in a long battle.

Bug Fixes:

-Fixed a bug where the game would try to spawn dungeon clues when entering a town under attack.
-Fixed a bug where it was possible for the game to try to conquer the same town twice. (Hopefully this fix and the one above will also fix some crash bugs that have been happening.)
-Fixed a bug where some cards' upgraded versions would have misaligned text on the Blacksmith screen.
-Fixed a bug where the game would crash if Necromancer (the card) tried to resurrect a Beetle from Beetlemorph.

Patch Notes 2.1.1.1

New Content:

New Elite Enemy: The Headhunters

This enemy has no monster deck. You start the battle with three huge enemies already on the monster board. These include the orc Ryndax, the blademaster Sylla, and the duplication mage Martus. In the story, this group of assassins is hunting Gideon, though Gideon doesn't know why or who sent them.

The Headhunters replaces the Grand Slime elite enemy that would appear on days 3-4 when saving towns under attack. Grand Slime was a bit overly complex, but that complexity didn't make the fight much more strategically interesting. It may return and be reworked. The goal is for all the elite battles to have focused themes like Temple Guardian and Living Mountain, making them really test your deck and reward you for knowing how to fight them.

New Enemy: Gravel Monster

This enemy spawns a horde of Ferocious Pebbles. It's a new level 0 enemy to go along with Kobold Captain and Phase Bats to add more variety to the start of the run.

Class Changes:

(Most classes besides the Brewmaster were buffed a little.)

Wizard - Sanguine Sight now deals 2 damage instead of 1.
Starcaller - You now gain 3 life when you play Summon Comet.
Rune Warrior - Runic Strike now deals 3 damage instead of 2.
Hunter - Concentrate energy cost reduced from 5 to 4.
Beast Tamer - Beast Companion is now a 2/5 instead of a 2/4.

Gameplay/Balance Changes:

-The "Visit 1 Town" Achievement now gives 2 health regen instead of 1. The player should now cap out at 10 health regen after battle. (You must finish a run for this stat to update. You can either play a run or start a run and let the enemy kill you. This is because there have been technical difficulties getting the achievements to update elsewhere in the code.)
-You can no longer get the same level 0 enemy twice in a row. (The level 0 enemies are Kobold Captain, Phase Bats, and Gravel Monster.)
-Spore Spewer now only reduces the damage of your cards next turn, rather than for the rest of the battle.
-The Lava Gel and Skulk dungeon monsters both had the sizes of their monster decks reduced very slightly (1 monster, maybe sometimes 2 depending on Mastery level.)

Bug Fixes:

-Fixed a bug where killing Cosmic enemies would freeze the game if you already had every common artifact.
-Fixed a bug where if you had every artifact (that isn't attachable to cards) the game would freeze if you got more. (The game will now just give you additional Gold Coin artifacts which give +1 Gold at the start of battle.)
-Fixed a bug where Yod'ithrul'ix would still delete extra monsters when destroyed. (Hopefully this helps fix potential Zadeus battle freeze bugs.)
-Fixed a bug where Fae Rabbit would crash the game if there were no spiders on the monster board.

Patch 2.1.1.2

Bug Fixes:

-Fixed a crash bug that could happen when a town tried to generate dungeon clues for a dungeon that had already been visited.

Patch 2.1.1.3

Balance Changes:

-Empyreal Lance now costs 3 instead of 4.

Major Bug Fixes:

-(Hopefully) fixed a bug that would crash the game if you collided with two towns/enemies/obelisks at the same time or returned from battle overlapping one of these objects.
-Fixed a bug where Element Cannon would often crash the game when used.

Bug Fixes:

-Fixed a bug where Runic Strike wasn't actually dealing its new damage numbers (3 normal/4 upgraded.)
-Fixed a bug where the Irko's Gift card removal effect wasn't happening.
-Fixed a bug where the Ratfolk bounty achievements weren't unlocking.
-Fixed a bug where the game would crash if you tried to use the "Abandon Run" button on the title screen.
-Added text to indicate that the life loss from Entropic Mind had happened, since the damage number was easy to miss.
-Irko's Gift now costs 0 when upgraded (instead of 1.)
-Fixed a bug where the Enchanted Bow artifact (which doubles the arrow damage of a card) was not working with Battlement or Flameception.
-Fixed a bug where Conjury wasn't working correctly with Bow and Arrow.
-Fixed a bug where after stopping a boss wizard from conquering its third town, the countdown timer would still display.
-Fixed a bug where Longsword didn't have the Void Stone symbol (that shows it's removed from the game when it leaves play.)
-Fixed a bug where Solar Wand was triggering off of gaining Glorsyeeking prize cards from Quest, when Solar Wand is not supposed to trigger off of prize cards.
-Fixed a bug where the tooltip for Secrets said "Scrolls" instead of "Secrets".
-The new pebble and headhunter monsters will now correctly count towards your total monster count in the "Beastiary" achievements.

Patch 2.1.1.4

Bug Fixes:

-Fixed a bug where the game would crash when you had more than 30 artifacts.
-Fixed a bug where the game would crash if you tried to activate Poison Bomb while the monster board was empty.

Patch 2.1.1.5

Balance Changes:

(Many players were frustrated with the early game Agile monsters so we're removing Agile from those monsters. We're also removing Forest Glade (the card that summons Gladeharts) from Glade Nymph's monster deck. Forest Glade was a deceptively powerful monster that when ignored made the battle seem overly difficult.)

-Phase Bats, Pincer, and Gladehart no longer have Agile. (They now have no ability.)
-Gladehart changed from a 3/2 at low Mastery and 3/3 at higher mastery TO: 3/3 at low mastery and a 3/4 at high mastery.
-Forest Glade (the card that spawns Gladeharts) was removed from Glade Nymph's monster deck and replaced with an Orc.

Other Changes:

-Added a new very short tutorial letting players know they can skip battles, and that it's a good idea to do so and draft a lot of cards from towns.
-Edited the tooltip for Bloodrunes to let players know it's a currency for buying cards and skipping battles.
-Several cards like Astronomer that gain you cards from outside the game have had text added that notes that card is gained for this battle only. (So that new players don't think they're drafting cards permanently into their deck.)

Bug Fixes:

-Fixed a bug where most Elite enemy achievements were requiring you to defeat the enemy 4 times instead of 1. Now they should unlock after defeating 1.
-Fixed a bug where Training could sometimes crash the game.
-Fixed another bug where playing Training right after playing your last Level Up card could soft lock the game.
-Fixed a bug where monsters weren't slowing down when you were in a "soft pause" at higher masteries (where you were just standing and not moving.)

Patch Notes 2.1.1.6

Bug Fixes:

-Fixed a bug where if you get an artifact from the Artifact Merchant that attaches to a card, it wouldn't let you attach it.
-Fixed a bug where Lost Cities' special condition would only give 1 gold instead of 3.
-Fixed a bug where the game could crash in the scr_draw_cardsorclue() script when entering a town sometimes.
-Removed Enchantress from the Chimera fight because she was causing bugs. Chimera still has 7 possible monsters for that slot.
-Fixed a bug where Circus Bear would incorrectly appear to keep its buffs when returning to hand, only to lose them when playing it. (It now correctly doesn't keep its buffs when returning to hand.)
-Fixed a bug where once Circus Bear had returned to hand once, it would always return to hand even if it didn't attack.
-Fixed a bug where cards that were semi-transparent while asking if you're sure you want to play them (due to Creativity being in play) would stay semi-transparent the rest of the battle.
-Fixed a bug where Flameception was counting as an "Ability" card, making certain artifacts and some cards like Thuridian Colossus not work correctly with it.
-Fixed a bug where Reckoning could kill The Tidebringer (The Tidebringer can only be killed with arrow damage.)
-Fixed a bug where the Flame Blast (from the Flame Tablet artifact) wasn't removing a Madness card when you gained it.
-Fixed a bug where the mouseover locations for some tooltips were incorrect. (Current life total and bloodrunes.)