Minion Masters - UncleOwnage
Minion Masters!

Guilds
Guilds have finally arrived in Minion Masters! After many delays we’re confident in our new Guilds system, and while this is merely the beginning for the features we intend to implement, we’re ready to put it in the hands of you. Here’s what you can expect from our initial release:

  • Guilds cost 3000 Gold to make, while joining a Guild is completely free.
  • Guilds can have up to 50 members, and can be set as Open, Request Only, or Private.
  • Guilds can have their region set in the settings or upon creation. This does not affect any in-game options, but functions as a search criteria for other players.
  • Users can search for guilds based on their name, region, and member count.
  • Guilds will have custom emblems that you can make from preset backgrounds and icons, which will show up underneath your username along with the guild name in the match introduction and post-game screen. Your guild banner will also display on the Leaderboard.
  • Guilds have their own private chat room that can’t be accessed by people who aren’t members of the Guild.
  • Users in a guild have three different ranks: Member, Officer, and Leader.
    • Officers gain the ability to kick Members from the Guild.
    • Leaders can kick Members from the Guild, as well as change the Guild’s Icon, Description, Region, Application Status, and Promote or Demote other members of the Guild.
    • The Leader can promote an Officer to become Leader of the Guild, at which point they will become an Officer.
  • Any Guild Member can create an open invitation for a match with fellow Guild Members by clicking the Guild Lobby button, located next to the chat window. You can select between 2v2 Premades, a 2v2 Lobby, Mayhem, and a 1v1 Challenge.
  • There will be a Special Guild Quest available for a month after the release of Update 87. Win 10 games through Guild 2v2 Premades and you’ll receive 3000 Gold.
  • You'll notice a tab in the menu saying Guild Pass. Yes, a guild-based progression system is coming! We aren't ready to say too much about it yet, but you should get your best allies together and prepare!

Important to note is that this is a first iteration of the Guild System. We don’t intend for this to be the final version of the feature, and we have lots of ideas for how to expand upon it in the future. Your feedback will be invaluable in the next few weeks, so make sure to communicate with us about what you like or dislike.

Balance
  • Bazooka Scrat
    • Health increased from 60 to 65
    • Damage increased from 200 to 225
    --- Developer comments ---
    Bazooka Scrat has always been the odd one out in terms of anti-building cards, really only ever used for turret disposal. Its applications as a unit that damages the enemy Master tower have always been pretty limited due to its low health pool, and while we don’t want to overbuff that as a result the damage increase should help justify the inclusion of it in a deck. It also makes it best for the immediate removal of those pesky high priority buildings, such as a carelessly placed Scrat Launcher.

  • Crossbow Dudes
    • Attack Speed increased from 1.5 sec to 1.4
    --- Developer comments ---
    Crossbow Dudes is a card that has been underperforming since the loss of the third unit. While we have buffed the card in the past we still feel it’s in a fairly weak spot, so we are introducing a minor buff while remaining cautious of how the change might affect other Crossbow Dude cards such as Crossbow Guild, Raging Reinforcements and the likes.

  • Crystal Arcanist
    • Attack Delay decreased from 1.4 sec to 1.1
    --- Developer comments ---
    Crystal Arcanist, while sounding good on paper, often found herself getting overwhelmed by the very swarm units she was meant to kill due to her slow attacks outside of Mana Surge. It severely limited her capability to deal with swarm cards such as Propeller Horde due to how quickly she could be killed before even getting a single attack off.

  • Crystal Archers
    • Range decreased from 12 to 10
    • Attack Delay decreased from 1.5 sec to 1.1
    --- Developer comments ---
    Crystal Archers have been a very prominent card since their release, and their ability to outrange most masters or even other ranged cards made their overall safety too high for a card that provides glass cannon stats. Reducing the range still makes them have that unique element of being longer range than most units in its class. We chose to reduce the Attack Delay to compensate for this as they have now become a much more defensive unit, especially pre-Mana Surge, so we want to make sure they can still fulfill that purpose.

  • Demon Warrior
    • Health from bonus after fifth play increased from 300 to 350
    --- Developer comments ---
    Demon Warrior’s redesign was with the intent of making her a “glass cannon”, having the single highest attack damage in the game once she’s activated. Unfortunately, her health pool was currently a bit too low for her to actually be in a position to dish out that damage offensively, so we feel a small tweak in her Health is necessary.

  • Divine Warrior
    • Mana Cost decreased from 5 to 4
    • Divine Shield duration decreased from 8 to 5 seconds
    --- Developer comments ---
    Divine Warrior has been a long-time staple of high level play. Some people loved her, the others wanted immediate changes. The sheer amount of value she provided from the extended capability to block damage made her an invaluable asset on the defense with the amount of time she bought you, allowing you in some cases to generate the amount of mana you spent on her in the time she’s soaking up damage. This rescaling isn’t intended to be a straight nerf to the card, hence why she is being made easier to play in exchange for this reduced defensive capability.

Misc
  • Added a new Spotlight rotation on the main menu to replace the Streamer Panel and Event banner. The Spotlight will rotate between current items, such as between the Featured Streamer panel and the current Event.

Bugs
  • Fixed buildings preventing the placement of Diona’s traps - Thanks Floflorian!
  • Fixed Scrat Tank opening and being trapped by Diona’s bear trap, even if there where no enemies nearby - Thanks BOB!
  • Fixed a bug with the new Glory UI bars not filling completely - Thanks Thehagengnome!
  • Fixed Ruffles still retrieving rewards if he is stunned while collecting them - Thanks Datenshi!
  • Fixed an issue where too many expeditions were being shown at once.
  • Fixed a graphical issue with Witch Hunter Ratbo’s attack.
  • Fixed an issue where Werewolf transformations caused the unit’s ragdoll to become a bright colour and stay on the field until the end of the match.
  • Fixed the 2v2 premade timer not appearing.
  • Fixed an AO issue in the victory/defeat screen.

Cheers from BetaDwarf!
Minion Masters - UncleOwnage
Minion Masters!

Guilds
Guilds have finally arrived in Minion Masters! After many delays we’re confident in our new Guilds system, and while this is merely the beginning for the features we intend to implement, we’re ready to put it in the hands of you. Here’s what you can expect from our initial release:

  • Guilds cost 3000 Gold to make, while joining a Guild is completely free.
  • Guilds can have up to 50 members, and can be set as Open, Request Only, or Private.
  • Guilds can have their region set in the settings or upon creation. This does not affect any in-game options, but functions as a search criteria for other players.
  • Users can search for guilds based on their name, region, and member count.
  • Guilds will have custom emblems that you can make from preset backgrounds and icons, which will show up underneath your username along with the guild name in the match introduction and post-game screen. Your guild banner will also display on the Leaderboard.
  • Guilds have their own private chat room that can’t be accessed by people who aren’t members of the Guild.
  • Users in a guild have three different ranks: Member, Officer, and Leader.
    • Officers gain the ability to kick Members from the Guild.
    • Leaders can kick Members from the Guild, as well as change the Guild’s Icon, Description, Region, Application Status, and Promote or Demote other members of the Guild.
    • The Leader can promote an Officer to become Leader of the Guild, at which point they will become an Officer.
  • Any Guild Member can create an open invitation for a match with fellow Guild Members by clicking the Guild Lobby button, located next to the chat window. You can select between 2v2 Premades, a 2v2 Lobby, Mayhem, and a 1v1 Challenge.
  • There will be a Special Guild Quest available for a month after the release of Update 87. Win 10 games through Guild 2v2 Premades and you’ll receive 3000 Gold.
  • You'll notice a tab in the menu saying Guild Pass. Yes, a guild-based progression system is coming! We aren't ready to say too much about it yet, but you should get your best allies together and prepare!

Important to note is that this is a first iteration of the Guild System. We don’t intend for this to be the final version of the feature, and we have lots of ideas for how to expand upon it in the future. Your feedback will be invaluable in the next few weeks, so make sure to communicate with us about what you like or dislike.

Balance
  • Bazooka Scrat
    • Health increased from 60 to 65
    • Damage increased from 200 to 225
    --- Developer comments ---
    Bazooka Scrat has always been the odd one out in terms of anti-building cards, really only ever used for turret disposal. Its applications as a unit that damages the enemy Master tower have always been pretty limited due to its low health pool, and while we don’t want to overbuff that as a result the damage increase should help justify the inclusion of it in a deck. It also makes it best for the immediate removal of those pesky high priority buildings, such as a carelessly placed Scrat Launcher.

  • Crossbow Dudes
    • Attack Speed increased from 1.5 sec to 1.4
    --- Developer comments ---
    Crossbow Dudes is a card that has been underperforming since the loss of the third unit. While we have buffed the card in the past we still feel it’s in a fairly weak spot, so we are introducing a minor buff while remaining cautious of how the change might affect other Crossbow Dude cards such as Crossbow Guild, Raging Reinforcements and the likes.

  • Crystal Arcanist
    • Attack Delay decreased from 1.4 sec to 1.1
    --- Developer comments ---
    Crystal Arcanist, while sounding good on paper, often found herself getting overwhelmed by the very swarm units she was meant to kill due to her slow attacks outside of Mana Surge. It severely limited her capability to deal with swarm cards such as Propeller Horde due to how quickly she could be killed before even getting a single attack off.

  • Crystal Archers
    • Range decreased from 12 to 10
    • Attack Delay decreased from 1.5 sec to 1.1
    --- Developer comments ---
    Crystal Archers have been a very prominent card since their release, and their ability to outrange most masters or even other ranged cards made their overall safety too high for a card that provides glass cannon stats. Reducing the range still makes them have that unique element of being longer range than most units in its class. We chose to reduce the Attack Delay to compensate for this as they have now become a much more defensive unit, especially pre-Mana Surge, so we want to make sure they can still fulfill that purpose.

  • Demon Warrior
    • Health from bonus after fifth play increased from 300 to 350
    --- Developer comments ---
    Demon Warrior’s redesign was with the intent of making her a “glass cannon”, having the single highest attack damage in the game once she’s activated. Unfortunately, her health pool was currently a bit too low for her to actually be in a position to dish out that damage offensively, so we feel a small tweak in her Health is necessary.

  • Divine Warrior
    • Mana Cost decreased from 5 to 4
    • Divine Shield duration decreased from 8 to 5 seconds
    --- Developer comments ---
    Divine Warrior has been a long-time staple of high level play. Some people loved her, the others wanted immediate changes. The sheer amount of value she provided from the extended capability to block damage made her an invaluable asset on the defense with the amount of time she bought you, allowing you in some cases to generate the amount of mana you spent on her in the time she’s soaking up damage. This rescaling isn’t intended to be a straight nerf to the card, hence why she is being made easier to play in exchange for this reduced defensive capability.

Misc
  • Added a new Spotlight rotation on the main menu to replace the Streamer Panel and Event banner. The Spotlight will rotate between current items, such as between the Featured Streamer panel and the current Event.

Bugs
  • Fixed buildings preventing the placement of Diona’s traps - Thanks Floflorian!
  • Fixed Scrat Tank opening and being trapped by Diona’s bear trap, even if there where no enemies nearby - Thanks BOB!
  • Fixed a bug with the new Glory UI bars not filling completely - Thanks Thehagengnome!
  • Fixed Ruffles still retrieving rewards if he is stunned while collecting them - Thanks Datenshi!
  • Fixed an issue where too many expeditions were being shown at once.
  • Fixed a graphical issue with Witch Hunter Ratbo’s attack.
  • Fixed an issue where Werewolf transformations caused the unit’s ragdoll to become a bright colour and stay on the field until the end of the match.
  • Fixed the 2v2 premade timer not appearing.
  • Fixed an AO issue in the victory/defeat screen.

Cheers from BetaDwarf!
Minion Masters - LOLPATROL

Minion Masters!

We hope you’re all ready for the first Master of 2019!
Wolves have roamed the woods for a good month now, terrorizing beneath the light of the Howling Moon.
The desperate cry for help is answered by Diona the Witch Hunter, who specializes in hunting the dark and dangerous.

https://www.youtube.com/watch?v=5zafVoWXB34
Check out her details here or play her in-game - you can acquire her both through the normal Master shop or through the All Master’s DLC.
And don’t miss out on her legendary skin from the Battle Pass!

New Master
  • Diona the Witch Hunter
  • The Witch Hunter Diona uses a variety of traps to deal with any threat. Her trusty sidekick Ruffles fetches useful items from the battlefield for his master.
    • Basic Attack
      • Rapidly fires bolts from her dual crossbows for 20 damage every 1 sec with a range of 10. Lays a Bear Trap every 20 seconds.
      • Bear Trap - Roots a minion in place for 4 seconds. Deals 50 damage, lasts 15 seconds.
    • Perk 1 - Art of the Hunt
      • Add a Trap card to Diona’s deck. The card alternates between Crossbow Trap and Decoy Trap with each draw.
      • Crossbow Trap - Stealth. Fires bolts at nearby minions. Costs 1 mana, deals 30 damage per second, 100 health, lasts 15 seconds.
      • Decoy Trap - Taunts nearby enemy minions. Costs 1 mana, has 300 health, lasts 15 seconds.
    • Perk 2 - Fetch!
      • Every 10 seconds, Ruffles will run to a killed enemy Minion and dig up a prize.
      • Prizes: 2 mana, 3 XP, 250 Master Health.
    • Perk 3 - Thrill of the Hunt
      • Adds another Trap card to Diona’s deck.
  • Diona will be available for purchase for 775 Rubies or 1500 Shards from the Master Selection view.

Balance
  • Call to Arms
    • No longer affects Master Buildings (Buildings unique to a Master such as Tombstones or Snake Totem - will still affect buildings gained from e.g. Apep’s perk 1)
    --- Developer comments ---
    Call to Arms is a bit of challenge, we’ll admit. It’s been severely limited by the powerful synergies when Master’s acquire one or more buildings through their perks, as it always had to be balanced around those (few) set ups, rather than a larger pool of potential strategies.
    It was an obvious time to revisit it during Diona development, as she had the same - or even greater - potential, which would again mean it had to be limited to those strategies.
    We decided to separate Call to Arms from Master buildings to allow it to flourish with deck strategies, as opposed to that centred around the Master. There will still be good synergies, but no more direct combos.
    In turn, we expected to off-set the change with some increased power, but have seen a recent rise in Call to Arms decks that don’t rely on the Master at all. We’d like to see where those decks land in terms of power before we do anything to the spell itself, as it’s heavily reliant on having valuable buildings to fuel it in addition to its own value.

Tri-Team Tourney
The Tri-Team Tourney is back! This time you get to choose which Legendary card you want to own instead of voting for a future card to be in the game. Your reward options are Scott the Sensitive Savage, Troubadour, or a Random Legendary. The teams are as follows:
  • House Valor (Scott the Sensitive Savage) - Stormbringer, Settsu, Ravager
  • House Triumph (Troubadour) - Diona, Milloween, Mordar
  • House Glory (Random Legendary) - Ratbo, Apep, King Puff
  • Volco is taking a vacation for this tournament.
There are 15 keys to collect for each team, which reward 10 shards each. You can only claim one of the three legendaries, so make your choice wisely!

Misc
  • Added Werewolf stats to all Lycanthropy cards.
  • Updated the Glory UI when previewing cards.
  • Added new VIP Streamer Arena and Emotes - For details on how to obtain visit http://minionmastersthegame.com/streamerprogram/
  • The Tier 100 Mystery Skin has been revealed as Duchess Diona! The skin will be automatically unlocked for everyone who achieved Tier 100 before the patch, and available by reaching it for everyone else.

    Bugs
  • Fixed Werewolves being damaged by Howling Moon post-transformation if there are too many units on the field.
  • Fixed Howling Moon’s lycanthropy being granted on a delay, allowing cards played after it to receive the buff and be transformed.
  • Fixed Demon Warrior’s ragdoll being too small when her effect is active.
  • Fixed emoting in 2v2 displaying the wrong avatar.
  • Fixed units visually being red when placed over a building, despite it being a valid placement.
  • Fixed Blastmancers retaining their ability after transforming into a Werewolf - Thanks Save Helgi!

    Cheers from BetaDwarf!
Jan 9
Minion Masters - LOLPATROL

Minion Masters!

Our first patch of 2019, we’re starting it off a little slow with some balance and bug fixes.
If you didn’t get to join the Dev stream, check it out here for discussion on this patch and a preview of our upcoming Master, Diona that With Hunter!


Balance
  • Werewolf (Unit from Lycanthropy buff)
    • Damage decreased from 60 to 45
    • No longer invulnerable during transformation (Technically a bugfix)
    • Transformation time increased from 0.2 to 0.4 seconds.
    --- Developer comments ---
    It was fairly clear that the Werewolf unit was too volatile when Buffs such as Frenzy or Rage were applied to it, giving it DPS values far higher than what we wanted from them. The 25% decrease in attack damage should help ensure that while the deckbuilding elements of those buffs remain viable, the overall damage is significantly reduced. The vulnerability, while technically being a bug fix, opens a new avenue for balancing the card if these changes prove to not be enough.

  • Wolf Among Sheep
    • Mana Cost increased from 4 to 6
    • Unit Count increased from 2 to 4
    • Amount of units affected by Lycanthropy remains unchanged
    --- Developer comments ---
    The 4 mana variant of this card generally proved to be both too reliable and a provider of too much bridge control for other cards to reasonably compete with it at an equal mana cost. By making it a 6 mana design it still provides excellent value if it is unanswered, but the card is overall less spammable and more open to cards that can kill the Legionnaires before the Werewolf transforms.

  • Once Bitten
    • Mana Cost decreased from 3 to 2
    --- Developer comments ---
    This change is mainly a combination of Once Bitten both not seeing much play, and the change to the Werewolf potentially making it even weaker than it was. At 2 mana it should be far more usable but still feel expensive to play due to effectively losing half of a minion to get the Werewolf unit.

  • Lone Wolf
    • Mana Cost decreased from 5 to 4
    --- Developer comments ---
    Similarly, Lone Wolf’s requirements of needing to be the only friendly minion on the field when played to get the maximum value out of it made it difficult to use in the 5 mana slot, and the nerf to the Werewolf unit would similarly deal another blow to the viability of the card. A reduction to 4 mana should make it a strong value card but still require careful management of the board state.

Bugs
  • Fixed users being able to select avatars they don’t own - Thanks ELRiley!
  • Fixed the Twitch Boost button being unusable during a battle.
  • Fixed Defenso Chopper dealing its damage before the stun, allowing a Lycanthropy unit to transform despite hitting it - Thanks Greywolf!
  • Fixed certain units being affected by the Lycanthropy buff that would, upon transformation, heal much faster than usual.
  • Fixed some desync errors regarding post-game Battle Pass XP gain.
  • Fixed a Lycanthropy unit being hit by Chain Lightning twice before and after transformation.
  • Fixed various bugs with clicking the Battle Pass button while on the Power Tower - Thanks Omicron666!
  • Fixed Guardian being able to tank hits despite being dead - Thanks Crabhead!
  • Fixed Masters being in their idle animations when rewarded..
  • Fixed Lycanthropy units being affected by Marksmanship after transformation.
Minion Masters - LOLPATROL

Minion Masters!
The fourth Battle Pass, the Rise of the Howling Moon is upon us! We’re bringing 8 new cards, 4 new emotes, 2 new skins and a fresh new Battle Pass with a nicer look to you, masters! And if that’s not enough, Diona will soon enter Minion Masters mid-season along with an elusive Tier 100 Mystery Skin!

Rise of the Howling Moon
As the sky fades to night, the wolves begin their hunt. Lead by the mysterious Witchwolf they wreak havoc upon those in their path, their lycanthropy instilling paranoia and distrust among even the hardiest group of warriors. Now they arrive in Minion Masters - 100 new tiers of Battle Pass content with all new season rewards and cards ready to be unleashed upon your unsuspecting opponents.

  • This content season will last for 2 months
  • 8 new cards have been released! These are:
    • Nether Bat - 1 mana Common Flying Melee Minion
      Fast, annoying, and unpredictable - Nether Bats are disposable nuisances you can use to quickly reinforce a push or harass vulnerable melee units. They aren’t used to the sunlight of the arenas, though, and their bad vision means their aggro range is significantly reduced compared to that of normal minions. Fortunately, they have the ability to Netherstep towards a random enemy minion on the map occasionally, though sometimes this could be to their own detriment…

    • Wolf Among Sheep - 4 mana Common Melee Minion
      Summons two Legionnaires, one of whom gains the Lycanthropy buff at random. Lycanthropy is the new mechanic in this Battle Pass that will unleash the inner beast of your minions… quite literally. When a Minion affected by Lycanthropy has 50% or less health (and isn’t dead) it will transform into a Werewolf with full Health and any buffs it had before transformation. Your opponent will not know which of your units has Lycanthropy, but there will be an icon around your Master Tower when a card with the effect is played, indicating a Werewolf is lurking on the field. Here are the Werewolf’s stats:
      • Health: 400
      • Damage: 60 (DPS 60)
      • Attack Speed: 1 Sec.
      • Attack Type: Melee
      • Targets: Ground
      • Speed: 8

    • Bats Bats Bats! - 3 mana Rare Spell
      For when just one Nether Bat isn’t enough, Bats Bats Bats is guaranteed to unleash chaos upon the battlefield. For 5 seconds after this spell is cast, any mana spent will cause the same amount of Nether Bats to appear in front of your Master Tower. For instance, if you played Bats Bats Bats and Divine Warrior, 5 Nether Bats will appear at once in front of your tower.

    • Once Bitten - 3 mana Rare Spell
      When you want to be more direct with transforming your minions, Once Bitten will give a random unit within its AoE Lycanthropy. As before, your opponent won’t know which unit it is until it happens, so try to set up some tricky mind games to make it harder for them to remove your Minion before it can transform. If you’re playing against it, remember - A dead unit cannot transform into a Werewolf, so try to take them out with one swift strike!

    • Grasping Thorns - 2 mana Supreme Building
      Grasping Thorns is a building that slows enemy ground minions that walk over it to a speed of 2, and causes them to take 20 damage per second. It features the new mechanic Untargetable, which in essence means it cannot be directly targeted by the attacks of minions or spells, but will still be damaged by Area of Effects, such as a Daggerfall or a Whirly Scrat attack. It can be a real thorn in your opponent’s side to try and crawl through!

    • Lone Wolf - 5 mana Supreme Melee Minion
      This hardy Warrior’s blood rages with the Lycanthropic curse - literally! It’s summoned with the Rage buff, and if there are no other friendly minions on the field it will also gain Lycanthropy, giving you an easy way to create a Raged Werewolf to deal out some serious damage, and its base Warrior can be tough for your opponent to take down before it transforms.

    • Howling Moon - 7 mana Legendary Spell
      The titular Howling Moon marks a feeding frenzy for the werewolves. It grants two random friendly ground minions Lycanthropy and reduces every minion’s health to 50%, instantly creating your two Werewolves to clean up your opponent’s weakened board state. Use it to really turn the tides of battle!

    • Bahra the Witchwolf - 7 mana Legendary Ranged Minion
      The leader of the pack, Bahra treats the cursed woods as his own domain and controls the twisted forces of nature to do his own bidding. When summoned, Bahra roots all enemy ground Minions for 6 seconds, no matter where they are on the battlefield. He attacks with his signature moonbeams, a powerful arcane AoE attack that will devastate all but the mightiest warriors. He isn’t without his weaknesses, though, as he use his powerful (and slow!) attack on minions regardless of their strength, at which point he’ll be defenseless and open to a counterattack.
  • The new cards are available in Season Tokens found in the Battle Pass (see above)
  • They can also be Recruited for 3x the normal shard value of other cards
  • After 2 months, the cards will be part of the normal set, get their crafting costs set back to normal, and appear in normal Power Tokens
  • 2 new skins and 4 new emotes are also available from the Battle Pass.
  • A third skin is yet to be revealed and waits at Tier 100, and will unlock with the release of Diona the Witch Hunter mid-season.



Balance
  • Armored Escort
    • Mana Cost increased from 6 to 7
    --- Developer comments ---
    Armored Escort was always intended to provide value through your ability to bank mana, but also with an immediate gain to getting multiple minions from the card. The banking aspect proved stronger than expected, especially coupled with large pushes.

  • Dragonball
    • Activator Mana cost increased from 4 to 6 Mana
    • Damage increased from 150 to 170
    --- Developer comments ---
    Dragon Ball has been much talked about lately, because it’s been quite popular ever since Season 1. At this point it has replaced a lot of other cards because of the value it can bring, without the activator providing much of a limitation.
    We wanted to maintain Dragon Ball at 5 mana because it allows it to be used unactivated without being terrible, which means the activator needs to play a factor in how you can get the value.
    At the same time, we’ve been looking at the basic Fireball’s popularity lately, and found this opportunity to buff it a bit, also allowing for more value in Dragon Ball with the high limitations.

  • Fireball
    • Damage increased from 150 to 170
    --- Developer comments ---
    As mentioned, Fireball’s been in our sights because the popularity fell drastically in the last 6 months. We’d like it to be more relevant, and just want to add a little bit of power to it.

  • Battle Shi-Hou
    • Attack Speed down from 2.0 to 1.8
    • Attack Speed Bonus rescaled
      • Old Attack Speed:
        • No enemies nearby - 2.0 sec
        • 1 enemy - 1.5 sec
        • 2 enemies - 1.0 sec
        • 3 enemies - 0.6 sec
        • 4 enemies - 0.4 sec
        • 5 enemies - 0.2 sec
      • New Attack Speed:
        • No enemies nearby - 1.8 sec
        • 1 enemy - 1.3 sec
        • 2 enemies - 1.0 sec
        • 3 enemies - 0.7 sec
        • 4 enemies - 0.5 sec
        • 5 enemies - 0.4 sec
    --- Developer comments ---
    The Battle Shi-hou’s recent increase in Attack Speed made it quite a lot more powerful with full stacks, leading to quite volatile games where people died before they had a chance to react. We decided to rescale him a bit more so that he is now more relevant at lower stacks and “only” as good as before the buff at full stacks. He still packs quite a punch though, so watch those scrat hordes!

  • Chain Lightning
    • Cast Delay decreased from 2 seconds to 1.5
    • Stun Duration increased from 0.5 seconds to 1
    --- Developer comments ---
    Chain lightning hasn’t been very popular since the delay was increased, despite other buffs to it. With this change we’re trying to cement the spell with its own identity, returning a bit of speed to it but also further increasing the stun to make it more relevant.

  • Colossus
    • Damage increased from 250 to 275
    --- Developer comments ---
    We’ve seen quite a lot of buffs to mid-range units recently, in an attempt to provide more power for the mana investment they require. The same approach goes for bigger Minions, which haven’t really managed to become popular in recent times.
    To hit certain thresholds, and to make Colossus worth the investment we’re giving him a slight power increase.

  • Living Statue
    • Damage increased from 120 to 140
    --- Developer comments ---
    Living statue was quite difficult to bring to your opponents tower despite its large health pool. Making it a great payoff in itself will focus the fight more around it as a bigger Minion.

  • Stun Lancers
    • Health increased from 120 to 150
    • Damage increased from 20 to 30
    --- Developer comments ---
    A fun and popular card that simply couldn’t provide enough power for the cost, they deserved an increase to make them more useful without backup.

  • Troubadour
    • Health increased from 1600 to 1700
    --- Developer comments ---
    Again a bigger Minion we’ve been keeping an eye on for a while. We’re treading carefully with the buffs here because we don’t want to go overboard, but a slight increase to health should make him not just more of a threat in himself, but also give you a bit more time to combo him.

  • Wizard Puff
    • Attack Speed increased from 2 seconds to 1.8
    • Attack Delay improved by 10% to match Attack Speed increase
    --- Developer comments ---
    While the death effect of the Wizard Puff is powerful, the Minion itself was a bit underwhelming when not playing against really big Minions.

Card-House Contest Continuation

We’ve decided to refresh the Card-House Contest!
Stormy took the event, rather fittingly, by storm, so it will be added to the game in the future. For this contest the new concept Spawn of Fury will enter the ring - Cast this spell on Minions to bring pain and duplication. The event will last for 3 weeks, from December 17th to January 9th. Here’s the team lineups for this event:

  • House Valor - Spawn of Fury: Stormbringer, Voclo, Ratbo
  • House Triumph - Taurus: Apep, Settsu, Mordar
  • House Glory - Mal’Shar: Milloween, Ravager, King Puff

When you open the chest for your team and card of choice, you will be registering your vote for that card. As always, you can only open the chest once, so choose wisely!

We also included a host of fixes this time, thank you all for the feedback!

Cheers from BetaDwarf!
Minion Masters - @BaboonLord


Minion Masters!
Today, entrance to the arenas becomes free!

Minion Masters is now free to play on Steam
MM will still be in early access till release early next year, but this is a step towards preparing for that release.
We're doing it to ensure everything related to this change works well before the release, and we’ve had some good talks with Valve on how to prepare for that on Steam. To set expectations, we believe it will increase the playerbase a bit now, but the main increase is expected when leaving early access, releasing and promoting everything all together on Pc and Consoles at the actual release next year.


Early access content
The paid early access bonus content, being the Nightbringer skin and the release gift will no longer be given to players who get the game from now on, as it's now free to play. Everyone who got the game before that will still keep the content and get the gift on release day.

Mana Puff Celebration Gift!
Apparently a lot of Mana Puffs got super excited about these news and wanted to celebrate with you! So they made this gift code to offer their friendship to you:

  • Code: PuffBuff

How to use code

However, they also said, that if you don't accept them before December 12th, they will feel neglected and make mana for someone else..

Yeah, who would have thought Puffs could be offended like that..

Also if you haven't followed the Minion Masters blog or newsletter in December, have a look, there’s lots of big news!


Cheers from BetaDwarf (and some Mana Puffs)!
Nov 28, 2018
Minion Masters - LOLPATROL

Minion Masters!
We’ve got a heap of Balance Changes heading your way, along with some adjustments to the Mayhem structure and some other improvements.

Balance
  • Arcane Bolt
    • Kill Threshold from 400 to 500
    • Stun duration from 7 to 9 seconds
    --- Developer comments ---
    Arcane Bolt was in general underperforming and wasn’t really worth considering, as it wouldn’t have enough of an effect for its mana cost against slightly larger units. By increasing its kill threshold it will be able to take down more mid-range units and help tackle larger singular units thanks to its lengthy stun.

  • Lord-Sentinel Thelec
    • Health from 450 to 500
    • Damage from 60 to 70
    --- Developer comments ---
    Rather than create a massive redesign of the Archer summoning that’s key to the identity of the card, we’re opting to try making Thelec himself much more dangerous to go up against, so that there is still value to be obtained from him. An increase from 60 to 70 damage adds a lot of additional DPS to him, which should make him a more prominent threat even if the Crystal Archers are eliminated.

  • Ghost Turret
    • Health from 250 to 325
    --- Developer comments ---
    Ghost Turret was originally nerfed from 8 range to 6 as it became too much of a “answer everything” card. We don’t really want to push it back to that role, so we’re opting to give it an identity as the tanky close range turret that still has its excellent DPS, making it a good answer to melee minions at the expense of not taking the bridge.

  • Styxi
    • Depression time from 10 to 6
    --- Developer comments ---
    Styxi has been a fan favourite of some for a long time, but he always suffered too much against midrange matchups for 6 mana. The 10 second depression time was brutal and he was only good against Swarm or multi-unit minions as a result, so we’re hoping to make him a bit more consistent and playable with this.

  • Gax the World Bomb
    • Damage from 150 to 175
    --- Developer comments ---
    Gax is a legendary card that has been underperforming for a long time despite some niche deck usage. We believe that by giving it an extra 25 Damage he should be able to have that much more of an impact on the board state, even on minions he doesn’t outright kill. At the same time we’re wary of over-buffing him, since he can have such a massive impact.

  • Ghost
    • Attack Speed from 4.0 to 3.5 seconds
    --- Developer comments ---
    What this means in realistic terms is the speed at which Ghost possesses a unit will increase. Ghost is a risky card to play, but the rewards for it are great - We’re hoping a buff like this can help balance out the risk and reward factor of it.

  • Battle Shi-Hou
    • Base Attack Speed from 2.2 to 2.0 seconds
      • Old Attack Speed:
        • No enemies nearby - 2.2 sec
        • 1 enemy - 1.7 sec
        • 2 enemies - 1.2 sec
        • 3 enemies - 0.8 sec
        • 4 enemies - 0.6 sec
        • 5 enemies - 0.4 sec
      • New Attack Speed:
        • No enemies nearby - 2.0 sec
        • 1 enemy - 1.5 sec
        • 2 enemies - 1.0 sec
        • 3 enemies - 0.6 sec
        • 4 enemies - 0.4 sec
        • 5 enemies - 0.2 sec

    --- Developer comments ---
    Battle Shi-Hou suffered a lot from its previous big nerf after its release, being too inconsistent to consider putting in a deck. It was simply too slow at lower stacks, struggling to deal with most common matchups even after the recent HP buff it was given. We hope that by increasing the Base Attack Speed his performance with lower amounts of stacks should greatly improve, while his high stack attack speed will remain relatively the same.

  • Scrat Launcher
    • Health from 300 to 400
    --- Developer comments ---
    Generally seen as one of the worst buildings for a while, Scrat Launcher was far too easy to kill at 5 mana since it had to be played so close to the bridges that any ranged unit could attack it with ease. With this HP buff it should be more resilient to ranged chip damage while still remaining vulnerable to said units, or a handy Bazooka Scrat.

Mayhem Changes
As mentioned in our blog posts, we are including some revisions to the Mayhem structure in this update. Here’s what is changing:

  • There will no longer be a Deluxe Mayhem option that requires rubies to enter.
  • The regular Gold-based Mayhem will cost 750 gold and have rewards that are roughly a mid-point between the original and Deluxe Mayhem options. The free try will still have no Glory requirement.
  • Mayhems will happen once a week and last for 3 days.

These changes are largely experimental and are not set in stone for the future, so we’d love to hear your feedback on them after you’ve given it a try.

Misc
  • The Streamer UI has been modified based on user feedback. The blue and red back panels are gone, and the positions of the name and health bars have been swapped. Additionally, the Mana Bar has been placed on top of your hand.
  • Moved the replay GUI so it doesn’t conflict with the Streamer UI.
  • Streamer Boost chat commands now require a ! in-front of them to work. For example: !throw beer
  • The throw chat command has been adjusted so that the thrown objects don’t stick to the streamer arena as much.
  • King Puff’s second perk, Buff Dealer, has been renamed to King Buff.
  • The Leaderboard has been extended to show the top 150 players in each mode.

Bugs
  • Fixed Gax the World Bomb’s egg having 40 health instead of 50 - Thanks Memfisto and Khazlariko!
  • Fixed Auburn Milloween’s hand sparks being the wrong colour.
  • Fixed Empowered Soul Stealer’s description incorrectly stating he started with 0 souls - Thanks Excaliber80 & myst!
  • Fixed Blood Infested Settsu’s description being incorrect.
  • Fixed an issue where you couldn’t spectate a live match that was already being spectated - Thanks to the King Puff Cup!
  • Fixed Wheel of Doom having a ragdoll on low quality settings - Thanks Rabbit!
  • Fixed players not being able to see each other’s pings - Thanks Digniss, Omicron666, the_red_soul and Macstabby!

Cheers from BetaDwarf!
Minion Masters - LOLPATROL

Masters! Some of you have seen an approaching Black Friday Sale in the in-game news items, and here are the full details as to the event:

Starting from Midnight Thursday 22nd (so starting with today's rotations) to Midnight Monday Nov 26th, our in-game Shop will be having a Black Friday Sale. What's different about this compared to regular shop rotations?

  • Daily offers will rotate every 6 hours
  • Featured offers will rotate every 12 hours
  • Each Rotation has one daily and one featured offer at a 75% discount.
  • All other offers have at least a 10% discount

Make sure not to miss any juicy deals that come up this weekend!

Cheers from BetaDwarf!
Nov 14, 2018
Minion Masters - LOLPATROL

Minion Masters!
We’ve received some great feedback from you with the latest patches, and we’re iterating on the Streamer Features and bringing in a new Key-based Event for you to enjoy. Let’s dive right in to what you can expect from Update 82.

Card-House Contest
We’re starting up another key event with this patch! This time you’ll be voting for your favourite of three cards to be added to Minion Masters in the future. The event will last for 5 weeks, from November 14th to December 17th, so there’s plenty of time to collect all the keys your want and make your decision. There will be 20 keys per team to collect again, and each team is split into different houses, with a different card to vote for:

  • House Valor: Stormbringer, Ravager, Apep
  • House Triumph: Volco, King Puff, Settsu
  • House Glory: Mordar, Ratbo, Milloween

When you open the chest for your team and card of choice, you will be registering your vote for that card. As always, you can only open the chest once, so choose wisely! Here's what team represents what card:

  • House Valor: Stormy - If this cloudy little helper attacks your target, they’re in for a world of hurt!
  • House Triumph: Charger - Charges into the fray with reckless abandon! It might not be the smartest minion around, though.
  • House Glory: Mal'Shar - An assassin with a powerful electric fork. It's rumoured he killed a Storm Spirit to infuse it!

The reward for opening the chest in the Card-House Contest is 2 copies of a random legendary card. We decided to move away from giving the chosen card for free as it caused a lot of frustration regarding how long it took Wheel of Doom to be implemented into the game, leaving a lot of the users that completed that previous event feeling they didn’t actually get their reward until months down the line.
We’re planning for a January release of the winner of this event, but as always this can be subject to change.

Streamer Feature Iterations
  • We’ve revamped the previous Streamer Arena to help set it apart from the Default arena a bit more - A couple of boxes really didn’t fit your grand twitch audiences, after all. Now we have a full stadium setup with proper seating available for your puffs to cheer you on from.
  • The Streamer Arena will now be prioritized when queuing in 2v2.
  • The Audience puffs' character limit has been increased to 12.
  • Some known bots have been added to a blacklist so that they will not show up in-game.
  • Added a /kickaudience [NAME] command to remove a puff from your audience.
  • Viewers that donate bits to your stream through the "party" bit will have their name turn Golden until the Streamer exits the game. They will also be prioritised higher for the Streamer audience if there are too many viewers to fit in the arena.
  • Viewers can now customise their puff’s appearance by typing a colour of choice, and then either Hat, Body, Hand or Flag in the following format: [COLOUR] [PART]. These will persist in-game and last until the game is closed.
    For example: Red Flag
  • The Jump command’s animation has been redone.
  • Viewers can throw miscellaneous objects around the arena in-game, now. The chat command is: throw X Y, where X is Force, and Y is Direction. The maximum for both X and Y is 100. Each viewer can only throw 3 objects during a match.
    For example: throw 75 50

Misc
  • Increased the size of the card description text slightly.
Bugs
  • Fixed a bug with Rabid Prowler having Frenzy again.
  • Fixed an issue with Dark Fury Storm Ranger.
  • Fixed Brutish Betrayer being able to have the Turncoat buff twice.
  • Fixed Emote previews being invisible.
  • Fixed the Streamer UI avatars facing outwards.
  • Fixed Crystal Stormbringer having snow on him in the Snow skybox.
  • Fixed the Streamer Arena saying it would be available in future shop offers - Thanks Crabhead!
  • Fixed an instance where taunts didn't properly redirect Minion attacks - Thanks Greywolf!
  • Fixed the Emote tower being unusable for the rest of the match if you and a premade partner use the High Five emote - Thanks Julaiwnl!
  • Fixed an issue where clicking on a spot in the Twitch Boost page would bring up the legal webpage - Thanks Crabhead & Omicron666!
  • Fixed an issue where units that had their mana cost increased by Disruptor Puffs would not lose buffs gained from King Puff's second perk when they are returned to their normal mana cost - Thanks Julaiwnl!
  • Fixed an issue where a unit can take a bridge and then not contest it when another unit steps onto it - Thanks Omicron666!
  • Fixed an issue where Wizard Puff's polymorphed Mana Puff would start generating mana before it reached the bridge - Thanks Khazlariko!
  • Fixed an issue where Milloween's attack delay would reset when all units within her range die, and then new units enter - Thanks Steven!
  • Fixed 2v2 Mayhem only letting you see one opponent's deck - Thanks Omicron666!
  • Fixed Blood Infested Settsu having the same ragdoll as the regular Infested Settsu - Thanks Elide!
  • Fixed the Premium Upgrade still appearing to be purchasable in the same session you bought it on Discord - Thanks Rosey!
  • Fixed the "Get the game FREE" text being cut off - Thanks Hayazo & Excaliber80!

Cheers from BetaDwarf!
Oct 31, 2018
Minion Masters - LOLPATROL


Minion Masters!
The Memote Mêlée has finally ended, with Team PuffChamp having the most members by a landslide. Thanks to everyone who participated and got involved with the community during the event!

But with that out of the way, we’ve got the long awaited Wheel of Doom release as well as some new features for our Streamer audience!

Wheel of Doom
The Wheel of Doom is finally here! This legendary card is the easiest way to create some chaos on the battlefield and was the winner of the Best of House Valor event quite some time ago. Everyone who completed that event will receive a free copy of the card, whereas for other users it’s available for crafting as of this update. But what is the Wheel of Doom, you ask?

It’s a 4 mana line AoE spell, firstly. Think about it like how Milloween’s Arcane Missiles are cast in that regard, but with a larger radius. This spinning death wheel will deal two instances of 150 damage to any unit it comes into contact with (including your own), dealing a total of 300 damage (50% to Master tower). However, if any unit survives both hits, the wheel will shatter and the spell will end, leaving everything behind the unit unharmed. Get out there and cause some mayhem!

Streamer Arena
This new arena you’ll notice on the Arena selection will become available when the game detects someone is streaming through the Twitch Boost feature. It’s like the default arena, but your audience can pop in to cheer you on in your matches as puff fans! They can emote and jump around while you’re in the menus or while you’re playing the game using commands in twitch chat. You can find all of the currently available commands here: http://minionmaster.com/streamerboost

To disable this feature, simply select another arena. This is a first iteration, so we’re looking forward to getting your feedback on what we can change or improve! Make sure to give us your feedback on our Stomt, Discord or Steam Forums.

Streamer Battle UI
We’re also including an optional alternate UI designed to help streamers find the space to fit all of their graphics and cameras. Selectable in the Settings menu under either Twitch Boost or the Visual settings, this will rearrange parts of the UI to give you plenty of space at the bottom of the screen to put your webcam, streamer graphics, and anything else you want to store. Give it a try and let us know what you think!

Misc
  • The Twitch Memote Melee event has ended, and Watch & Win codes are back to giving 200 Gold again.
  • There is now a notification underneath the Battle Pass if you have unclaimed rewards.
  • The Featured Shop Offer slots now rotate between two different featured offers. This means there are now four featured offers at a time.
  • Added a button on the menu that will take you to a Youtube search for Minion Masters videos underneath the Twitch Panel.
  • The Master Tower ragdoll has been updated to better fit the new one.
  • The Gold tooltip has been updated to mention Shop Offers, Draft Tickets and Mayhem Runs - Thanks Steven!

Bugs
  • Fixed an issue with the Russian translation that would crash the game.
  • Fixed an issue with the Spanish translation that would make 1 mana Soul Stealers invade the Deckbuilding.
  • Fixed Assassin not benefitting from King Puff’s second perk properly - Thanks Mutrock!
  • Fixed Raging Reinforcements missing its high resolution Card Art.
  • Fixed an instance where Zeppelin Bomber could hit Troubadour from a long distance - Thanks Greywolf!
  • Fixed the Armored Escort icon not appearing on the enemy master when cast.
  • Fixed the Mana Surge bar not appearing if you had a Mana Surge card in your opening hand.
  • Fixed Morgrul the Swarmer King not properly granting on-kill benefits to Soul Stealer when killed - Thanks Xiniu!
  • Fixed the friends list being bugged sometimes in Expeditions - Thanks Crabhead!
  • Fixed Re-boomer being stuck in a Sacrifice state if killed while under the effects of Gor’Rakk Sacrifice - Thanks BOB!
...

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