Patch 2.1.2.1.5 Notes

Call of Zadeus (formerly Mage Tower)

Call of Zadeus [Zuh-day-us] is an open-world roguelike deckbuilder with a late 90's aesthetic. Travel across a huge procedurally generated world, collect cards, battle enemies, delve into dungeons, and defeat the unimaginable Zadeus!

[i](Just a lot of small bug fixes, some miscellaneous changes, and minor changes to a few enemies.)[/i] [b]Miscellaneous Changes[/b] -Health gained from the Inquisitor Knight event increased from 10% to 12% of max health. [b]Mastery Level Balance[/b] (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. [b]Enemy Balance[/b] -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.