Yes, now Wurt's stats are automatically lowered (nearly halved) when Wurt goes somewhere without a King/when the King dies.
Feeding the King to keep it alive is painful enough as it is, and as it current is, gives no actual benefit to Wurt. Her max health increases? That means nothing when you consider the fact Wurt has to heal up to that new max HP to actually utilize it, and that buff is gone in 4 days unless you babysit the King. If I want full HP when the King exists, I have to heal myself an extra 100 HP, and it's instantly taken from me the moment the King dies or I go between the Caves/Surface... Hard work squandered.
Oh but the King buffs Merms/Merm Guards? They aren't very good at combat to begin with...
If you ask me, it should act like Wolfgang's mighty form (considering it actually has a Hunger-Stun type animation, just don't use any of the model scaling shenanigans). If the king exists: Play the animation, add 100 to MAX Health, and add 100 to CURRENT Health. King no longer exists? Remove the 100 HP, but make it impossible for Wurt to die from the transition. If you wanted to be extra fancy about it, make a new variable to handle this buff, consider it a second health bar, one that takes damage BEFORE Wurt's actual HP. Wurt has 100 brand new temporary health? Once that ticks down to 0 HP, swap it out for her actual HP before the animation. Wurt goes to a shard without a king? Disable the variable for temporary health. King exists in this shard? Set the variable back to 100, and enable it again.
Let's be honest, there is no perfect solution for this issue without scrapping/entirely reworking Wurt's concept, but at least with my idea the system isn't perfect, but it would actually be beneficial to players.