If you missed our big v2.00 patch earlier this week, check out the Patch Notes. v2.01b Hotfix1 Patch Notes Deployed 2018.3.30.1345 (PST) Missing Mastermind rolls - Fixed a bug where Mastermind rolls would sometimes be missing Fire Elemental - Damage: 56 -> 50 v2.01b Patch Notes Deployed 2018.3.29.2030 (PST) Game Balance Mastermind - Starts with +1 income -> +2 Mastermind is underperforming, so we’re buffing it. Although this may look like an inelegant solution, we believe it’s the right one. The fun part about Mastermind is playing with fighters you’ve never used before and thinking on your feet. That’s why we’re giving it a simple income buff, rather than changing the way fighter selection works. Element Fire Elemental - Damage: 60 -> 56 Violet - Damage: 89 -> 88 Forsaken Green Devil - Damage: 41 -> 40 Gateguard - Chaos Hound: Health: 400 -> 390 Harbinger - Cerberus: Health: 1200 -> 1170 Grove Ranger - Damage: 26 -> 25 Daphne - Damage: 101 -> 102 Wileshroom - Health: 1340 -> 1360 Canopie - Health: 3660 -> 3700 Mech Berserker - Attack speed (attacks per second): 1.16 -> 1.18 v2.01a Patch Notes Deployed 2018.3.29.1259 (PST) Addressing emergent issues from v2.01 Game Balance Atlantean Sea Serpent - Ambush: Unburrows 3.5 seconds after being aggro’d -> 4.5 Deepcoiler - Ambush: Unburrows 3.5 seconds after being aggro’d -> 4.5 Element Fire Elemental - Damage: 65 -> 60 Forsaken Gateguard - Chaos Hound: Health: 410 -> 400 Harbinger - Cerberus: 1230 -> 1200 Hades - Imp: Damage: 48 -> 47 Grove Wileshroom - Health: 1320 -> 1340 Canopie - Health: 3640 -> 3660 Banana Bunk - Health: 2820 -> 2860 Mercenaries - Bounty and income decreased by ~15% (reverting v2.00 income changes) The income increase from v2.00 and the supply change from v2.01 caused incomes to balloon out of control, which made the game unhealthy. Some waves may need to be tuned after this change, but we’d rather not just blindly guess. We’ll stick to our approach of shipping changes the improve the game’s feel and then re-balance after.