What changed
1 fix0 additions3 changes0 removals
changed(This section has a lot of info, but the TLDR is that if your previously-unlocked subclasses were locked last patch, they should be playable again.) (Note: Previous patch notes about other Mastery System changes are included at the bottom of this post, for reference, for players who are wondering why their Mastery Levels look different.)
changedIn the previous patch, subclass unlocks were switched to new achievements. With this patch, subclasses will now also be unlocked with the old achievements as well, but only if your max mastery level is 5+. This should unlock previously-unlocked subclasses again for most players. -Some new achievements rely on a new per-character-run-victory stat. Since these stats weren't tracked before, and everyone had them at 0, we updated them so that they can't be lower than the # of run victories it took to get to your current mastery level. (Note: This will only update after you win/lose a run.) This will redundantly fix the subclass-unlock issue.
changedThe Headhunters - Increased Ryndax and Sylla's health by 3. (This battle was still too easy for an Elite battle.) -Sojourner - Fairholm's health at the highest mastery level was reduced from 40 to 38.
fixedFixed a bug where there were about 15 cards (such as Fireball) that could trigger "card played" effects when you tried to play them while they were unplayable. -Fixed issues with about 6 cards that could theoretically soft lock the game if you managed to empty the monster board, then instantly played them (rare, but it could happen.) -Fixed about 10 cards whose rarity and availability varied across different contexts. (This is why some cards seemed to spawn more often when Conjured, but you'd rarely see them in a town store. Or visa versa.) -Fixed a bug where the Lava River Diviner's Wand card would still subtract energy when you tried to play it while it couldn't be played. -Fixed an issue where Deathrings wasn't getting its damage doubled from Chaos Gem. -Fixed a bug where Fireball was getting too many damage bonuses from attached Boons. -Fixed a bug where Town Crier incorrectly still counted as a Renowned card in some cases. -Fixed a bug where Orb of Globus was Overloading once instead of twice. -Fixed a bug where the "Idol of Al'Zaar"'s visual "burst" effect appeared to trigger every time a Defender attacked, even if the Defender didn't slay the monster it was attacking. -Fixed a bug where Meerta's Orb couldn't be attached to Command.
) -Sojourner - Fairholm's health at the highest mastery level40→38↓) -Sojourner - Fairholm's health at the highest mastery level decreased, nerfMage Tower: Call of Zadeus changes
changed(This section has a lot of info, but the TLDR is that if your previously-unlocked subclasses were locked last patch, they should be playable again.) (Note: Previous patch notes about other Mastery System changes are included at the bottom of this post, for reference, for players who are wondering why their Mastery Levels look different.)
changedIn the previous patch, subclass unlocks were switched to new achievements. With this patch, subclasses will now also be unlocked with the old achievements as well, but only if your max mastery level is 5+. This should unlock previously-unlocked subclasses again for most players. -Some new achievements rely on a new per-character-run-victory stat. Since these stats weren't tracked before, and everyone had them at 0, we updated them so that they can't be lower than the # of run victories it took to get to your current mastery level. (Note: This will only update after you win/lose a run.) This will redundantly fix the subclass-unlock issue.
changedThe Headhunters - Increased Ryndax and Sylla's health by 3. (This battle was still too easy for an Elite battle.) -Sojourner - Fairholm's health at the highest mastery level was reduced from 40 to 38.
fixedFixed a bug where there were about 15 cards (such as Fireball) that could trigger "card played" effects when you tried to play them while they were unplayable. -Fixed issues with about 6 cards that could theoretically soft lock the game if you managed to empty the monster board, then instantly played them (rare, but it could happen.) -Fixed about 10 cards whose rarity and availability varied across different contexts. (This is why some cards seemed to spawn more often when Conjured, but you'd rarely see them in a town store. Or visa versa.) -Fixed a bug where the Lava River Diviner's Wand card would still subtract energy when you tried to play it while it couldn't be played. -Fixed an issue where Deathrings wasn't getting its damage doubled from Chaos Gem. -Fixed a bug where Fireball was getting too many damage bonuses from attached Boons. -Fixed a bug where Town Crier incorrectly still counted as a Renowned card in some cases. -Fixed a bug where Orb of Globus was Overloading once instead of twice. -Fixed a bug where the "Idol of Al'Zaar"'s visual "burst" effect appeared to trigger every time a Defender attacked, even if the Defender didn't slay the monster it was attacking. -Fixed a bug where Meerta's Orb couldn't be attached to Command.
Achievement Changes
(This section has a lot of info, but the TLDR is that if your previously-unlocked subclasses were locked last patch, they should be playable again.) (Note: Previous patch notes about other Mastery System changes are included at the bottom of this post, for reference, for players who are wondering why their Mastery Levels look different.)
-In the previous patch, subclass unlocks were switched to new achievements. With this patch, subclasses will now also be unlocked with the old achievements as well, but only if your max mastery level is 5+. This should unlock previously-unlocked subclasses again for most players. -Some new achievements rely on a new per-character-run-victory stat. Since these stats weren't tracked before, and everyone had them at 0, we updated them so that they can't be lower than the # of run victories it took to get to your current mastery level. (Note: This will only update after you win/lose a run.) This will redundantly fix the subclass-unlock issue.
(TLDR: Everyone should have their subclasses back now.)
Enemy Changes
-The Headhunters - Increased Ryndax and Sylla's health by 3. (This battle was still too easy for an Elite battle.) -Sojourner - Fairholm's health at the highest mastery level was reduced from 40 to 38.
Bug Fixes
-Fixed a bug where there were about 15 cards (such as Fireball) that could trigger "card played" effects when you tried to play them while they were unplayable. -Fixed issues with about 6 cards that could theoretically soft lock the game if you managed to empty the monster board, then instantly played them (rare, but it could happen.) -Fixed about 10 cards whose rarity and availability varied across different contexts. (This is why some cards seemed to spawn more often when Conjured, but you'd rarely see them in a town store. Or visa versa.) -Fixed a bug where the Lava River Diviner's Wand card would still subtract energy when you tried to play it while it couldn't be played. -Fixed an issue where Deathrings wasn't getting its damage doubled from Chaos Gem. -Fixed a bug where Fireball was getting too many damage bonuses from attached Boons. -Fixed a bug where Town Crier incorrectly still counted as a Renowned card in some cases. -Fixed a bug where Orb of Globus was Overloading once instead of twice. -Fixed a bug where the "Idol of Al'Zaar"'s visual "burst" effect appeared to trigger every time a Defender attacked, even if the Defender didn't slay the monster it was attacking. -Fixed a bug where Meerta's Orb couldn't be attached to Command.
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Previous patch notes about Mastery Level changes
Mastery Levels are now shared among all subclasses for a character. So you don't need to repeat the same Mastery Level for multiple subclasses anymore, and you can pick whichever subclass you want to progress.
There are now 15 "Mastery Levels" instead of 4 "Difficulty Levels". This is to give the player a smoother difficulty ramp before unlocking the endgame mode.
If you're one of the 1% of players who has already unlocked Plight Mode, you'll now find yourself at Mastery 5. This is intended. If Mastery 5 is too easy though, you can press "U" then "P" (a temporary command) on the class select screen to increase your Mastery level. The change will only be saved if you win the run.