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Patch NotesVerified 2026-04-17

v0.102.0 Beta Patch — April 10 Notes

Mega Crit's April 10, 2026 beta patch rebalances Ironclad and Silent, rewrites two Act 2 encounters, and drops HP on two bosses. Ironclad gets a new rare heal card (Not Yet); Grapple is retired. Silent loses Acrobatics from the common pool.

Patch v0.102.0 landed on the Beta branch on April 10, 2026 — the fourth balance patch tracked on this site since the March 5 launch. This release focuses on two things: tuning Ironclad's rare pool with a new heal card and cutting Silent's strongest common card from the common pool.

On the encounter side, Mega Crit rewrote the double-beetle Act 2 fight, nerfed Living Fog's bomb-minion scaling, and lowered HP on Donis's Byrd and Doormaker. These fights were the three most-complained-about elites in post-launch feedback, and the nerfs bring them closer in line with the rest of Act 2 and Act 3.

This article annotates every change and flags the downstream implications — which builds get stronger, which decks got worse, and which cards are now obsolete picks.

Verification note

Cross-referenced against Gamersky's Chinese patch summary published April 10, 2026. Values from the in-game patch notes.

Why this update matters

Check the updates section before you trust older advice about characters, mechanics, or co-op.

Patch notes, launch checklists, and timeline pages make it easier to see what changed and what is still current.

Use this page to track what changed before you trust older advice.

Jump from here into the linked mechanics, character, and co-op pages if a patch touches them.

Expect this section to matter more as early access starts shipping regular patches.

Ironclad — Not Yet Added, Grapple Removed

The biggest Ironclad change is the new rare card Not Yet. It heals 10 HP on use (13 upgraded) and Exhausts after play. This is Ironclad's first true rare healing card — previously you had Bloodletting (1E, −3 HP for +2 Energy, opposite direction) and nothing else.

Not Yet slots cleanly into long-run Exhaust decks where Feel No Pain and Dark Embrace already reward Exhausting cards. It turns a dead draw in a lean deck into a 10-13 HP heal, which is significant on Ascension 15+ runs where HP leaks accumulate across all three acts.

  • Not Yet stats — Rare, 1E, Exhaust: Heal 10 HP (13 upgraded).
  • Best pairings — Feel No Pain, Dark Embrace, Second Wind, Juggernaut (each gain triggers on Exhaust).
  • Grapple removed — Ironclad's old 1E attack card has been retired. Existing runs with Grapple will likely grandfather; new drafts won't see it.
  • Strategic read — Ironclad Exhaust decks gain sustainability without giving up damage. The archetype was already strong; this patch widens the gap.

Silent — Acrobatics Moves to Rare

Acrobatics was a 1-cost Silent common that draws 3 cards and discards 1. In the launch build, every Silent deck took 2-3 copies because it powered Poison and Sly engines equally well.

Mega Crit's stated reason is that Acrobatics had the highest win rate of any Silent card in the launch data. Reclassifying it as a rare means you'll see it roughly 1 in 5 Silent drafts instead of every draft. Deck-building shifts accordingly — expect Silent decks to lean harder on Survivor, Prepared, and Backflip for cycling.

  • Acrobatics stats unchanged — 1E: Draw 3, discard 1.
  • Rarity change — Common → Rare.
  • Downstream effect — Silent Poison decks lose their most efficient cycler. Catalyst now has to race harder.
  • Downstream effect — Silent Sly decks lose an easy way to discard the Sly card. Prepared and Dagger Throw become higher-priority picks.
  • Silent community reaction was sharply negative — Gamersky's coverage literally leads with 'bad news for Silent players.'

Act 2 Encounter Rewrites

Two Act 2 fights were rewritten: the double-beetle encounter and the Living Fog elite. Both were the highest run-killers in post-launch data.

The double-beetle fight pitted two Beetles against you simultaneously in Act 2. It's been removed from the rotation entirely. Act 2's multi-enemy pool now draws from the other existing encounters, which reduces variance on Ascension 18+ runs where the double-beetle opener often cost 15-20 HP.

  • Act 2 double-beetle fight — Removed from the encounter pool.
  • Living Fog — No longer increases bomb-minion count per turn. Previously it scaled to 3-4 bombs by turn 5; now it caps.
  • Strategic read — Act 2 becomes more forgiving. Builds that struggled with AoE pressure (single-target Regent Seven Stars, Defect Orb Ice Lance) gain viability.
  • Watcher-of-the-meta note — this also means Sweeping Beam and Immolate lose some value because AoE is in less demand on Act 2 elites.

Boss HP Reductions — Donis's Byrd and Doormaker

Two bosses received HP cuts: Donis's Byrd (Act 2 alternate boss) and Doormaker (Act 3 boss). Exact new numbers were shown in the patch screenshot but not repeated in the Gamersky summary — expect a 10-15% reduction based on community data-mining.

Donis's Byrd was tuned down because its signature Byrd-summoning pattern combined with high base HP made the fight drag past the 10-turn mark, after which most Act 2 decks run out of consumable resources. Doormaker's nerf targets the opposite problem — Doormaker hit hard early (door-slam openers around turn 2-3) and the HP reduction shortens the danger window.

  • Donis's Byrd — HP reduced (exact value in patch image, estimated 10-15% cut from ~460 HP baseline).
  • Doormaker — HP reduced (estimated ~489 → ~440 range based on player reports).
  • Strategic read — Act 3 boss routing less brutal. Bring-your-own-damage decks (Ironclad Bash + Heavy Blade, Silent Poison stacks) keep the same approach but win 1-2 turns sooner.
  • Not changed — Queen (400 HP), Test Subject #C10, Torch Head, Ceremonial Beast. These retain launch HP values.

Necrobinder Nerf and Other Balance Notes

Necrobinder received a quieter nerf in this patch — not called out as a headline change but mentioned in the queue notes. The target is No Escape scaling, which had been stacking exponentially past turn 4 in optimized Doom decks.

Smaller changes roll into this patch too: an Affliction trigger timing fix, an Ancient blessing clarification, and the usual batch of text-only improvements. None of these shift archetype viability, but they clean up corner cases that caused confusion at launch.

  • Necrobinder — No Escape scaling adjusted (exact numbers in-game; community read is a ~20% reduction at high Doom stacks).
  • Affliction timing — Trigger order on turn-end clarified (relevant for Phobia and Migraine interactions).
  • Not changed — Regent Stars/Forge balance untouched in this patch. Ironclad and Silent remain the priority.
  • Next patch expectation — Defect and Regent rebalance likely in the May patch based on Mega Crit's typical rotation.

What to Do Right Now

If you're on the Beta branch: install the patch, restart your run, and re-evaluate your Silent drafts. Any pending save with Acrobatics still counts as a rare pick going forward.

If you're on the Stable branch: v0.102.0 will likely promote in 1-2 weeks pending hotfixes. Use the interim to finish any Silent run that leans on Acrobatics — the card's availability tanks once you update.

  • Ironclad players — prioritize Not Yet in your next rare slot if running Exhaust deck; pair with Feel No Pain.
  • Silent players — stop relying on Acrobatics; start building around Survivor + Prepared + Backflip.
  • Act 2 routing — feel safer taking elite paths. The double-beetle removal cuts the worst variance.
  • Defect / Regent / Necrobinder players — mostly unchanged, monitor No Escape scaling if running Doom decks.

FAQ

What's the biggest change in v0.102.0?

The Silent change. Acrobatics moving from Common to Rare is a structural shift — every Silent deck in the launch build relied on Acrobatics for cycling, and losing 2-3 copies per draft forces the character back onto Survivor, Prepared, and Backflip for hand management. The Ironclad Not Yet addition is a quality-of-life buff; the Silent change is a functional nerf.

How much HP does Not Yet heal, and when should I take it?

10 HP base, 13 HP upgraded. Take it if you're running an Exhaust deck (Feel No Pain, Dark Embrace, Second Wind) or if you're on Ascension 15+ where HP leaks matter more than damage ceiling. Skip it in burst decks where you never stop attacking — the Exhaust turn is a damage loss.

Is Silent still viable after the Acrobatics nerf?

Yes, but the draft priorities changed. Poison decks still work through Catalyst, Bouncing Flask, and Noxious Fumes. Sly decks still work through Prepared, Dagger Throw, and Backflip. The difference is that you now need to find cycling cards actively instead of coasting on Acrobatics. Expect Silent's win rate to drop 5-10% at high Ascension until players adapt.

What happened to the Act 2 double-beetle fight?

Removed from the encounter pool. Previously, entering a multi-enemy Act 2 room could spawn two Beetles simultaneously — a fight that routinely cost 15-20 HP on Ascension 18+ because of the combined claw-and-charge pattern. Mega Crit removed the encounter entirely rather than tuning the enemy counts.

Did any bosses get HP buffs in this patch?

No. The patch is strictly defensive — two bosses (Donis's Byrd, Doormaker) lost HP, zero gained HP. Queen, Test Subject #C10, Torch Head, and Ceremonial Beast retain their launch values. This is consistent with Mega Crit's stated post-launch goal of bringing Act 2 and Act 3 difficulty closer together.

When will this patch go to the Stable branch?

No official date. Mega Crit's typical cadence moves a Beta patch to Stable after 1-2 weeks of hotfixes. Based on the April 10 Beta drop, expect Stable promotion roughly April 21-28, 2026, pending no regressions. Check the in-game launcher or Mega Crit's announcements for the exact date.