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Update notes via Steam Community
We’re back with another update! This patch is slightly more substantial than the 1.1 patch as we’ve fixed a few larger bugs and also made two balance changes.

Thank you again to everyone that has supported the game and is enjoying playing it. We’re continuing to work extremely hard on improving the experience and adding new features. Stay tuned for more info in the future!

New content

More Feats! We’ve added more steps into the Win Duels and Play Cards feat lines. This should give people more to play for as you wait for Ranked mode. Progress achieved towards these before this update will count so many of you will have these Feats ready to be claimed upon updating the game.

Card changes

Note that while we have only changed 2 cards here, we are keeping a careful eye on balance overall and will make further changes as needed. This includes hero abilities and general hero winrates too!

Jungle Bounty Druid

Cost 5 -> 7
Ammo 2 -> 1

Jungle’s Bounty Druid is an excellent control card that lets a player stabilize after initial aggro or tempo bursts from your opponent. At 5 cost, it was simply too easy to get into play early and also to get multiple copies out. While good counterplay has already developed, it’s still just too easy to get out so we’re increasing the cost significantly.
While the chip damage from JBD is pretty minor compared to its healing effect, that extra 30 health on the turn it is played as well as continued 30 DPT was also helping this card to be a one-stop shop for anti-aggro. Reducing this ammo to 1 means it’ll have less impact the turn it is played.
We did consider reducing the healing effect, however we didn’t want to completely destroy the cards’ effectiveness in its role as an anti-aggro card. Instead, we’ve made it harder to get into play, giving aggressive players a bigger window to push through damage.


Growth Gas Bloon

Health bonus +20 -> +10

Growth Gas Bloon’s intended purpose is as an anti-AoE and random damage card. This is why it has high health but a very long delay. Working as a stronger Bloon Embiggen in Quincy decks was not intended and meant that it needed to be changed. That combo will still work with GGB but it won’t be as easy to get quick lethals with it. We’re hoping this change will allow it to serve its intended purpose but we’ll continue to monitor its use, particularly in high skill games.

Additional changes

  • Change round required to earn XP from 4 down to 2. We implemented this change earlier in the week as some people were winning very quickly and not receiving XP.
  • Increase auto-disenchant values roughly 5x. As mentioned on Discord and Reddit previously, we also implemented this change server-side earlier in the week as the initial values were not correct. New Universal Token values per card: Common 50, Uncommon 150, Rare 250, Super Rare 600, Ultra Rare 2500.


Bug Fixes

  • Fixed player data not correctly syncing everything across devices, this will ensure that your decks (and Adventure Progress) will sync on different devices
  • Daily reward/ad watch should now rollover correctly each day
  • Weekly Quest reset timer now shows days as well as hours and minutes
  • Overall Wins should now show correctly
  • Improvements to matchmaking should allow players to find matches more quickly
  • Fixed monkeys with no ammo going into Ready Idle animation after they are Stunned
  • Fixed a missing projectile effect on Gwen's Firestorm Power
  • Fixed Jungle Druid's feet clipping into their platform
  • Players should now not end up with more XP than needed for their current level
  • Fixed Monkeys and Heroes getting stuck in "aiming" state when the round ends while aiming
  • Deck Edit panel will now update immediately when new cards are crafted
  • Fixed Weakening Gas Bloon giving negative attack values to defenders
  • Fixed missing Floating Animation for Monkey and Bloon Cards played on your side of the board.
  • Fixed save conflict popup layering issue

Windows 64-bit Depot 2876551
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macOS 64-bit Depot 2876553
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