Patch Notes - R60 (Live, 09/09/2014)

Gameplay

 * Fixed a couple methods by which players could have Team-Ups equipped despite those characters being on their or the enemy teams
 * Countdown tiles placed by Team-Up abilities will no longer be cleared when a character is downed
 * Team-Up selections are now remembered across battles if they were unused in a battle
 * Fixed an issue where Boosts were sometimes not being remembered across battles
 * Fixed an issue where using Sell All with large numbers of covers in the Comic Cache would crash the game
 * Train button in roster management glows when you have enough Iso-8 to level the selected character.
 * Fixed an issue where, if you had multiple identical Team-Ups and equipped one, the others would also appear equipped in the Team-Up inventory.
 * Improved description of how to gain Deadpool Points

UI

 * Fixed instances of flickering and fading on opening some UI screens such as the Character Info Panel in battle
 * Updated the Title screen

Character

 * Captain Marvel's Energy Absorption now properly displays AP gain when used by the enemy
 * Daken (Classic)
 * Updated abilities for better balance
 * Old
 * Pheremone Rage - Purple Passive
 * (PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board with a strength of 11.
 * Level Upgrades
 * Level 2: +10% Strike tile strength
 * Level 3: +15% Strike tile strength
 * Level 4: +15% Strike tile strength
 * Level 5: Creates 2 Strike tiles at 90% base strength.
 * Max Level: 2 Strength 68 Strike tiles
 * New
 * Pheremone Rage - Purple Passive
 * (PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board with a strength of 11.
 * Level Upgrades
 * Level 2: 13 Strike tile strength
 * Level 3: 15 Strike tile strength
 * Level 4: 20 Strike tile strength
 * Level 5: Creates 2 Strike tiles strength 14.
 * Max Level: 2 Strength 46 Strike tiles
 * Old
 * Healing & Heat - Black Passive
 * (PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 8 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
 * Level Upgrades
 * Level 2: Heals 5% per turn.
 * Level 3: 7 Blue tiles to avoid “Heat”.
 * Level 4: Heals 7% per turn.
 * Level 5: 6 Blue tiles to avoid “Heat”.
 * Max Level: Heals 476HP/"Heat" 204 damage
 * New
 * Healing & Heat - Black Passive
 * (PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 9 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
 * Level Upgrades
 * Level 2: Heals 5% per turn.
 * Level 3: 8 Blue tiles to avoid “Heat”.
 * Level 4: Heals 7% per turn.
 * Level 5: 7 Blue tiles to avoid “Heat”.
 * Max Level: Heals 476HP/"Heat" 204 damage
 * Chemical Reaction
 * Unchanged
 * Daken (Dark Avengers Wolverine)
 * Changed color strengths from Green/Black/Purple to Black/Purple/Blue to match ability colors
 * Old
 * Pheremone Rage - Purple Passive
 * (PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board.
 * Level Upgrades
 * Level 2: +10% Strike tile strength
 * Level 3: +10% Strike tile strength
 * Level 4: +20% Strike tile strength
 * Level 5: Creates 2 Strike tiles at 90% of base strength.
 * Max Level: Creates 2 Strike tiles at 28 strength.
 * New
 * Pheremone Rage - Purple Passive
 * (PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board of strength 5.
 * Level Upgrades
 * Level 2: 6 Strike tile strength.
 * Level 3: 7 Strike tile strength.
 * Level 4: 8 Strike tile strength.
 * Level 5: 9 Strike tile strength.
 * Max Level: 46 Strike tile strength.
 * Old
 * Healing & Heat - Black Passive
 * (PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 8 Yellow tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
 * Level Upgrades
 * Level 2: Heals 4% per turn.
 * Level 3: 7 Yellow tiles to avoid “Heat”.
 * Level 4: Heals 5% per turn.
 * Level 5: 6 Yellow tiles to avoid “Heat”.
 * Max Level: Heals 196HP/"Heat" 117 damage.
 * New
 * Healing & Heat - Black Passive
 * (PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 9 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
 * Level Upgrades
 * Level 2: Heals 4% per turn.
 * Level 3: Heals 5% per turn.
 * Level 4: 8 Blue tiles to avoid “Heat”.
 * Level 5: 7 Blue tiles to avoid “Heat”.
 * Max Level: Heals 196HP/"Heat" 117 damage.
 * New
 * Chemical Reaction - Blue 5 AP
 * Daken springs a trap, but his addiction to "Heat" threatens to push him over the edge. Damages the target for 100, converts two 2 Blue tiles to Green, and converts up to 2 friendly Strike tiles to basic tiles, doing 50 damage per Strike tile converted.
 * Level Upgrades
 * Level 2: Increases cleared Strike tile damage to 54.
 * Level 3: Increases cleared Strike tile damage to 58.
 * Level 4: Converts up to 3 Strike tiles.
 * Level 5: Up to 4 friendly Strike tiles converted for 73 damage.
 * Max Level: 515 base damage, 373 per strike tile, up to 4.
 * Hawkeye (Modern)
 * Raised base health by 17%
 * Altered abilities for better balance
 * Old
 * Electric Arrow - Blue 10 AP
 * Hawkeye shoots a charged arrow, placing a Blue Countdown tile on the board. It activates after 4 turns, dealing 200 to the current target and stunning them for 2 turns.
 * Level Upgrades
 * Level 2: Stuns enemy for 3 turns.
 * Level 3: Reduces countdown to 3 turns.
 * Level 4: Stuns enemy for 4 turns.
 * Level 5: Reduces countdown to 2 turns.
 * Max Level: 2456 damage
 * New
 * Electric Arrow - Blue 9 AP
 * Hawkeye fires an arrow that delivers a high-voltage electric shock when it hits. Changes a chosen basic Blue tile into a 3-turn Countdown tile. When it activates, stuns the target for 2 turns and reduces enemy AP in a random color by 4.
 * Level Upgrades
 * Level 2: Reduces enemy AP in a random color by 6.
 * Level 3: Reduces enemy AP in two random colors by 4 each.
 * Level 4: Creates a 2-turn Countdown tile.
 * Level 5: When it activates, stuns the target for 3 turns.
 * Old
 * Blast Arrow - Red 10 AP
 * Hawkeye shoots an explosive arrow, placing a Red Countdown tile. After 4 turns, it deals 120 damage to all enemies.
 * Level Upgrades
 * Level 2: +25% damage.
 * Level 3: Reduces countdown to 3 turns.
 * Level 4: +25% damage.
 * Level 5: Reduces countdown to 2 turns.
 * Max Level: 1645 damage
 * New
 * Blast Arrow - Red 9 AP
 * Clint lines up the perfect shot. When it hits, it creates a massive explosion. Changes a chosen basic Red tile into a 4-turn Countdown tile. When it activates, deals 200 damage to all enemies.
 * Level Upgrades
 * Level 2: 221 damage.
 * Level 3: Reduces countdown to 3 turns.
 * Level 4: 238 damage
 * Level 5: Reduces countdown to 2 turns.
 * Max Level: 1225 damage
 * Old
 * Avoid - Purple Passive
 * (PASSIVE) If there are more than 8 Purple tiles on the board, Hawkeye leaps out of the way of attacks, moving to the back of the team.
 * Level Upgrades
 * Level 2: Requires 7 Purple tiles.
 * Level 3: Requires 6 Purple tiles.
 * Level 4: Requires 5 Purple tiles.
 * Level 5: Requires 4 Purple tiles.
 * New
 * Speed Shot - Purple Passive
 * (PASSIVE) Hawkeye nocks multiple arrows and lets them fly. Is on now, bro. Whenever you match 5 or more tiles, converts up to 3 Purple tiles to 3-turn Countdown tiles that deal 154 damage when activated.
 * Level Upgrades
 * Level 2: Each arrow deals 169 damage.
 * Level 3: Each arrow deals 183 damage.
 * Level 4: Places 4 Countdown tiles.
 * Level 5: Places 2-turn Countdown tiles.
 * Max Level: 947 damage per arrow
 * Magneto (Classic)
 * Altered abilities for better balance
 * Old
 * Magnetic Field - Blue 9 AP
 * Magneto summons an electromagnetic shield, turning 2 chosen tiles into Blue Protect tiles, each with a strength of 9.
 * Level Upgrades
 * Level 2: Costs 1 AP less.
 * Level 3: Costs 1 AP less.
 * Level 4: Costs 1 AP less.
 * Level 5: Costs 1 AP less.
 * Max Level: Damage reduced by 59 per Protect tile
 * New
 * Coercive Field - Yellow 9 AP
 * The air crackles as Magneto creates a force field of magnetic energy to protect his allies. Converts 6 random basic color tiles into strength 11 Protect tiles.
 * Level Upgrades
 * Level 2: Can convert enemy Protect, Strike and Attack tiles.
 * Level 3: Converts 8 tiles.
 * Level 4: Converts 9 tiles.
 * Level 5: Creates strength 17 Protect tiles and can now also convert enemy Countdown tiles.
 * Max Level: Creates 9 Strength 53 Protect tiles
 * Old
 * Magnetized Projectile - Red 6 AP
 * Magneto propels magnetized projectiles at his enemies destroying 5 random tiles and dealing an extra 21 damage.
 * Level Upgrades
 * Level 2: Costs 1 AP less.
 * Level 3: Costs 1 AP less.
 * Level 4: Costs 1 AP less.
 * Level 5: Costs 1 AP less.
 * Max Level: 133 extra damage
 * New
 * Polarizing Force - Red 8 AP
 * Magnet hurls a massive metal object towards the heart of the enemy team, landing with tremendous force and causing them to scatter. Destroys all Team-Up tiles, dealing 27 damage per tile. Does not generate AP.
 * Level Upgrades
 * Level 2: Deals 43 damage per tile.
 * Level 3: Deals 49 damage per tile.
 * Level 4: Deals 59 damage per tile.
 * Level 5: Deals 81 damage per tile.
 * Max Level: 261 damage per tile
 * Old
 * Magnetic Translocation - Purple 10 AP
 * Exploiting metals buried in the earth, Magneto lifts and moves huge sections of the battlefield, dropping them violently. Swaps up to 5 random Blue tiles with Red tiles. Does 38 damage for each swap.
 * Level Upgrades
 * Level 2: Swaps up to 6 tiles.
 * Level 3: Swaps up to 7 tiles. Max damage 457 per swap.
 * Level 4: Swaps up to 9 tiles. Max damage 640 per swap.
 * Level 5: Swaps up to 13 tiles. Max damage 745 per swap.
 * New
 * Magnetized Projectiles - Blue 10 AP
 * Magneto turns metallic objects into deadly projectiles, causing devastation and chaos. Swaps up to 5 random Blue tiles with Red tiles. Does 93 damage for each swap.
 * Level Upgrades
 * Level 2: Does 126 damage for each swap.
 * Level 3: Swaps up to 6 tiles.
 * Level 4: Does 169 damage for each swap.
 * Level 5: Swaps up to 7 random tiles and does 224 damage for each swap.
 * Max Level: 713 damage per swap. Max damage of 4991.
 * Wolverine (X-Force)
 * Changed color strengths from Green/Red/Yellow to Black/Green/Yellow to match new ability colors
 * Altered abilities for better balance
 * Old
 * X-Force - Green 15 AP
 * Wolverine shreds, creating a 3x3 X-shaped pattern of Strike tiles centered on the selected tile's location. Only transforms basic color tiles.
 * Level Upgrades
 * Level 2: 5x5 slash.
 * Level 3: Also affects Strike and Protect tiles.
 * Level 4: 7x7 slash.
 * Level 5: Affects all tile types.
 * Max Level: Damage increased by 15 per Strike tile
 * New
 * X-Force - Green 8 AP
 * Wolverine unleashes his berserker rage, cutting with his adamantium claws. Deals 164 damage and destroys 5 tiles in a 3x3 X-shaped pattern. Does not generate AP.
 * Level Upgrades
 * Level 2: Deals 465 damage.
 * Level 3: Destroys 9 tiles in a 5x5 X-shaped pattern.
 * Level 4: Deals 1030 damage.
 * Level 5: Deals 1731, then destroys 15 tiles in three 3x3 X-shaped patterns.
 * Max Level: 3441 damage
 * Old
 * Enraged Slash - Red 15 AP
 * Wolverine slashes the enemy, dealing 420 to the current target and shredding the selected tile's row.
 * Level Upgrades
 * Level 2: +25% damage
 * Level 3: Slashes rows above and below the selected tile instead of one row.
 * Level 4: +25% damage
 * Level 5: Slashes three rows centered on the selected tile.
 * Max Level: 2313 damage
 * New
 * Surgical Strike - Black 11 AP
 * Wolverine attacks with ruthless precision, crippling his enemy's ability to retaliate. Destroys every tile in the enemy team's strongest color, dealing 32 damage per tile. Does not generate AP.
 * Level Upgrades
 * Level 2: Deals 87 damage per tile.
 * Level 3: Deals 137 damage per tile.
 * Level 4: Also reduces enemy AP in their strongest color by 10.
 * Level 5: Deals 265 damage per tile. Destroyed tiles now generate AP.
 * Max Level: 522 damage per tile
 * Old
 * Recovery - Yellow 10 AP
 * Wolverine starts the process of regeneration. Creates a 5 turn Countdown tile that heals 420 damage, and another 42 for every yellow AP.
 * Level Upgrades
 * Level 2: Reduces countdown to 3 turns.
 * Level 3: +20% base heal.
 * Level 4: +40% base heal.
 * Level 5: +300% base heal. Increases countdown to 7.
 * Max Level: Heals 4626HP and additional 153HP per yellow AP.
 * New
 * Recovery - Yellow 9 AP
 * Wolverine's healing factor repairs his wounds, and he ferociously lashes out if interrupted. Places a 3-turn Yellow Countdown tile that heals for 1187 damage when activated. If the Countdown tile is matched, Wolverine destroys 6 random tiles, dealing 32 damage per tile. Does not generate AP.
 * Level Upgrades
 * Level 2: Heals Wolverine for 1662 or deals 45 damage per tile.
 * Level 3: Heals Wolverine for 2137 or deals 58 damage per tile.
 * Level 4: Heals Wolverine for 3086 or deals 83 damage per tile.
 * Level 5: Heals Wolverine for 4985 or destroys 9 tiles and deals 83 damage per tile.
 * Max Level: Heals for 9989 or destroys 9 tiles and deals 164 damage per tile.