Minion Masters - LOLPATROL


Minion Masters!

The time has come for season 2! A new Battle Pass is coming, and with it, 8 new Season cards! This time, it’s all about Rage, and the summer heat! Those new cards should spice up your games quite a bit. Feel free to enjoy the summer by trying out all of these new really angry cards, and make your own new combinations. We have even made a video for you to discover the changes!
This update also comes with its share of balance changes. Enjoy the new changes, and as always, let us know what you think on STOMT, Discord, Reddit, and the Steam forums!

Balance
  • Soul Stealer
    • Attack Speed 1.6 > 1.5
    • Attack Speed per stack reduced by 0.1 > Attack Speed per stack increased by 20%
    --- Developer comments ---
    Soul Stealer is one of those cards that seems really cool in your mind, but in reality is so hard to pull off that it very rarely works out. We believe one of the reasons can be found in the way he stacks up. His slow attack speed makes it hard for him to capitalize on swarm and collect souls. This change to percentage based increase should mean that his early stacks have a bigger impact, combine that with the small starting attack speed buff should allow him to more reliably be able to stack up on souls and become the threat he is supposed to be.
  • Mordar
    --- Developer comments ---
    Tombstones can now only resurrect one unit at a time.
--- Developer comments ---
Mordar has been a bit of a terror for 2v2 for quite some time, and we’ve been pondering solutions for a while. We find Mordar to be in a really good spot in general so we’re a little cautious about doing too much to him as most of the problem seems to be derived from double Mordar in 2v2. We believe this change targets that issue as it removes the situation where you, as the opponent, are forced to kill a high value target that will then be duplicated 4 times. We don’t believe that it’s a problem that you can duplicate 4 times as you are using the entire value of your perks to do so, but it is a problem that you can collect all of that value into one giant push. This does affect the way Mordar normally plays a bit, for the better and for the worse. It means you can’t get a double resurrection of course, but that also means that when that pesky scrat dies, it’ll only cost you one tombstone.

Season of the Raging Heat
  • This content season will last for 2 months
  • 8 new cards have been released! These are:
    • Cheese Date - 3 mana Common Spell
      Outside of being a great way to bring more Scrats to your decks this is also a great way to bring reliable rage triggers for some of the other cards in this pack, like Empowered Soul Stealer and Rabid Prowler.
    • Propeller Horde - 4 mana Common Flying Minion
      This card will fit very well into any decks that plan to use Rage as a tool. The sheer body count helps this card be an absolute menace against high health targets such as Living Statue or Blue Golem.
    • Rabid Prowler - 6 mana Rare Minion
      Another Rage condition card. This is an alternative to the regular prowler or the cleaver in decks that plan to bring Rage. The Frenzy makes the prowler into a scary killing machine, the added movement speed combined with his leap ability makes him a very immediate threat.
    • Tantrum Throwers - 3 mana Rare Minion
      Much like the original Spear Throwers card this offers a bit of anti air potential to help remove prime targets such as Xiao Long or Dragon Whelps. The extra body that comes with not owning bridges makes this a great opener and a card that might help you come back into a game that looks bleak. This card also works well as a board control suppleant in a deck where reliable Rage is key, if you for instance combine it with the next card, Empower Soul Stealer.
    • Empowered Soul Stealer - 7 mana Supreme Flying Minion
      Marksmanship helps the Soul Stealer win certain trades with other ranged minions without losing too much of his valuable health in the process. Combine him with a raged card and he will start with a few souls. This means he is already a threat as he hits the board, and it helps him gain even more stacks faster.
    • Sun Burn - 4 mana Supreme Spell
      This spell is the second damage over time spell in the game (not counting Master Cards) and with the recent influx of shields this might become a great tool to handle those pesky weak shielded Minions. Other than it’s damage the card also gives targets Rage, which enables it to be a solid clear and buff combo. For instance it is able to remove the Dragon Whelp from your Blue Golem and give your Golem rage. It does deal damage to ALL minions, so there is a bit of a health trade off.
    • Screaming Scrat - 2 mana Legendary Minion
      Only a few things in the game allow you to make opponent units retarget which can be helpful to get the pressure off a value target. We wanted to experiment a bit more with that, and with this cards ability to taunt combined with it’s speed makes it perfect for kiting enemy Minions. We believe this will bring rich opportunities to get creative and turn fights into your favor.
    • Clear Skies - 4 mana Legendary Spell
      This card has a lot of different usages. It is a mass heal card that can be used to win certain trades, but it is also the very first Master burst heal card. It does heal opponent Minions and Masters as well so the timing of the card has to be right to gain any significant value. On the other side the card also acts as the first purge effect in the game, removing Rage and Shields from all Minions. This can also be very helpful in turning certain fights to your favor.
  • 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

Misc
  • The Master selection menu will now display the skin description.
  • Reworked the Battle Pass rewards for them to be less confusing and more usable.
  • Many sounds have been reworked. We are in the process of replacing most of them, so be on the lookout for changes in the coming weeks!
  • It is now possible to search the collection for Season cards specifically. Use “Season” or “Battle Pass” to list all season cards, add a number or a title (Season of the Demon, Season of Raging Heat or Season 2) to search for a specific season. Lastly you can use “current” which will always show the cards in the current battle pass.

Bugs
  • Fixed occasional timeout errors during expedition matches - thanks Zgriptor!
  • Fixed a bug that would render one or more card slots unusable during a battle - thanks truteo!
  • Fixed a bug where the glory for a card would always been shown as 400 when hovering them in the collection - thanks eps!
  • Fixed issues that would make queuing stop randomly in 1v1 and Draft - thanks FFA!
  • Fixed an issue where the timer for time remaining until next battle chest would display a negative number - thanks Jamez28!
  • Fixed an issue where the view when spectating would be slightly different from the view when playing.
  • Fixed an issue where you had to claim Extended Battle Pass tiers despite there being no reward - thanks Neo!
  • Fixed an issue that would cause a player to stop queuing when finishing a match with the queue master.
  • Fixed an issue that would make screenshake effects affect the camera angle.
  • Fixed an issue where Divine Warrior would take damage on spawn - thanks wurmfury!
Cheers from Betadwarf
Minion Masters - LOLPATROL

Minion Masters!

While we get ready for the release of Season 2, we’ve decided to tune some of the balance of both this season’s cards and some common requests from the community. Enjoy the balance changes, and let us know what you think!

Balance
  • Stormbringer
    • Base Damage 30 > 40
    --- Developer comments ---
    Ever since the visual rework in Update 60, Stormbringer took a hefty hit to his overall effectiveness that he hasn’t quite been able to recover from since. Due to the decreased arena size and increased minion speed, he had far less time to get value out of his first perk in particular, and his third perk would ultimately make little difference in many matchups. With this change we hope to make Stormbringer on par with other masters by increasing the power of what he does best, while keeping his weaknesses so that he can be kept in check.
  • Flightless Dragons
    • Unit Count 2 > 3
    --- Developer comments ---
    Flightless Dragons was intended to be a defensive card with a high DPS for its mana cost, yet the value provided wasn’t enough for the card to see play. With this change, Flightless Dragons will have an extremely high DPS for its cost (The highest of any card, excluding Blood Imps), yet remain easy to kill for them to not be an oppressive threat when on the offensive.
  • Lost Legionnaires / Legionnaires / Last Stand
    • Legionnaire Health 150 > 160
    --- Developer comments ---
    Legionnaires have felt rather outdated for a while in terms of the high-cost cards they are involved with. They were too susceptible to removal which meant their efficient DPS would often get answered very quickly by cards like Fireball. At the same time, Lost Legionnaires by itself was by no means a bad card, so when buffing the base unit we took care to ensure that we would not be pushing that card over the line.
  • Wall
    • Mana Cost 3 > 2
    • Health 1500 > 600
    • Duration 30 > 20
    --- Developer comments ---
    Wall was considered by many to be the end-all of an enemy push, providing a consistent 1500 HP buffer to whatever was played behind it at a low mana cost. Understandably, many players found this unfun to play against, with a familiar choice quote being that “your twitch audience can interact with it as much as you can”. With this rework we aim to make Wall a card that requires more calculated usage in order to gain the maximum effectiveness of, as well as remove its ability to stop any push without consequence.
  • Beam of DOOM!
    • Mana Cost 6 > 7
    --- Developer comments ---
    Beam of DOOM! has always been a flexible card despite its cost, and its strength would often massively overshadow other spells, as well as the card being too oppressive towards certain strategies. With this change we want to make the card less of an auto-include in decks yet retain its effectiveness as a consistent Minion removal.
  • Brutish Betrayer
    • Now also spawns with Rage (+50% Damage)
    --- Developer comments ---
    Brutish Betrayer was originally designed to be a risk-reward card that put the original player in control of its effectiveness. Unfortunately the value that could be achieved from the card was considered not worth either the card slot or the damage that could be taken in return. By giving the card Rage, we hope to make the card far more interesting to play with, and more efficient to combo into your existing push strategies.
  • Gor’Rakk Sacrifice
    • Mana Cost 4 > 3
    --- Developer comments ---
    Gor’Rakk Sacrifice was struggling to see use at its current mana cost. It was often deemed too high for the risk involved and would restrict popular combos, with the card being too easy to answer for the Mana Advantage gained in response. This change should make comboing Gor’Rakk Sacrifice with other cards far easier, as well as making the loss less severe if it is countered by your opponent.
  • Gor’Rakk Brutes
    • Spell Card required to Activate Mana Cost 4 > 3
    --- Developer comments ---
    Similarly, the combined mana cost required to utilise Gor’Rakk Brutes was considered too high for the card to regularly see play. Hopefully, combined with the Gor’Rakk Sacrifice change, the card should be easier to implement in a variety of strategies.


Misc
  • Hovering over a card in your deck will now show its Glory.
  • Updated maximum number of shards to 500,000
  • Fixed a grammar error when telling a player there are no featured streamers - Thanks Zgriptor
  • Fixed a minor grammar error in World Cleaver Volco’s description.

Bugs
  • Fixed the visual timer on 6+ mana cost cards jumping up and resetting at the start of a game.
  • Fixed Incubus jumping towards a stunned Turret - Thanks videogamer77
  • Fixed an instance where Hypnotise would not return all units to their original team
  • Fixed Status Effect text appearing above invisible units - Thanks Sinilil
  • Fixed Lightbringer and Storm Ranger skins not having the lightning bowstring - Thanks Greywolf
  • Fixed Walking Blind Date having nothing in it - Thanks to everyone who reported it
  • Fixed an instance where matches could freeze up, and no inputs could be made - Thanks Burning Scrat Tournament and King Puff Cup
  • Fixed Incubus targeting its own master after being ghosted - Thanks Neo
  • Fixed an instance where Incubus would jump to its own master after being hypnotised - Thanks HyperHobbit
  • Fixed Azali granting you a shield if you possessed her while already controlling a bridge.
  • Fixed an issue where Infested Settsu’s spells would come flying down from the heavens - Thanks Neo & truteo
  • Fixed an instance where Incubus would jump to a master and then turn around to target a different unit
  • Fixed an issue where the enemy master tower could become highlighted red for the rest of the match - Thanks Zgriptor & FFA
  • Fixed Netherstep visuals and actual teleportation not matching up.
  • Fixed an issue where there would be no Free rotation master available - Thanks truteo

Cheers from Betadwarf
Minion Masters - LOLPATROL


Minion Masters!

End of the Best of House Valor Event

Thank you for taking part in the Best of House Valor Event!
You have fought with your favorite master and worked for your favorite card to join the game!
Ultimately, Mordar was shown to be the most Valorous of Masters! Perhaps it’s his ever-burning desire for new knowledge, his steadfast principles on how Minion death should really be carried out, or maybe he’s just lived long enough to know how to rig the tournament in his favor. Whatever the cause, he’s your champion, and with him comes a whole new way of killing stuff!
The Wheel of Doom card will be available sometime soon, keep an eye on our blogs for information!

Card rework
Harbinger - formerly Drone Force One
  • Mana cost 8 > 7
  • Health 220 > 270
  • Damage 200 > 250
  • Added knockback to hit
  • Speed 2 > 3
  • Range 18 > 14
--- Developer comments ---
The Harbinger is a complete replacement of the visual appearance of the Drone Force One. We’ve always wanted to replace the original model as it wasn’t made for that kind of size, and we saw an opportunity to cement some other factions using this new one. Additionally, we’ve wanted to take a look at its design for a while, so we changed some stats to make it both less frustrating overall and more viable at higher levels.

Misc
  • The Lightning Bolt now has a new effect that makes minions look like they are electrocuted when killed by it.
  • Upgraded the VFX for new purchases in the store.
  • Replaced timers for effects on minions with VFX cues.


Bugs
  • Fixed a bug where Burn The Bridges would cause lag - thanks AyyJman14!
  • Fixed a bug where Settsu’s piercing shots would fire from the wrong master in a Team Battle.
  • Fixed an issue where the reward FX for Draft would go the wrong direction in the menu.
  • Fixed an issue where your partner’s ghosts on the ground - that indicate they are placing minions - was not yellow anymore.
  • Fixed a bug where the partner’s placement ghost stayed in one corner of the field - thanks Omicron666!
  • Fixed an issue where the comment box was overlapping on top of the UI in-game.
  • Fixed an issue where a player could be stuck on the result screen - thanks ElGreenGo!
  • Fixed a bug where the friends list would display “0 0” - thanks Omicron666!
  • Fixed a few errors in some of the commands - thanks Vango and DerpSmashed!
  • Fixed an error displaying “none” and returned to the menu - thanks SMNCUB!
  • Fixed a bug where Scott would be immune to Stuns after crying while stunned - thanks Truteo!
  • Fixed an issue where the blue glyph effect would also appear underneath the Season token on the Power Tower.
  • Fixed an issue where the Boomers’ and Reboomers’ highlight on the field would not turn white when mana reaches the right amount.
  • Fixed a bug where Gor’Rakk Sacrifice would stop working if the minion enters a Black Hole.
  • Fixed a disconnection issue that would timeout and keep players from entering matches - thanks Rik van den Bosch!
  • Fixed an issue where Settsu’s stun particle was too long and too big.
  • Fixed a bug where the Stun Blast would not show a visual effect, targets would just stand still- thanks Steven!
  • Fixed a bug where Arcane Golem would become level 5 after Hypnotize - thanks Vango!
  • Fixed a bug that would break the screen resolution for the game, and couldn’t be changed - thanks NYA?NYAN!
  • Fixed a bug where all of the ragdolls would spawn at once when starting to spectate a match halfway through.

Cheers from Betadwarf
Minion Masters - LOLPATROL


Minion Masters!

Hey everyone,

This new updates brings many new things to the table to make the game more enjoyable: a new event, polish and reworks here and there, and the usual batch of bug fixes!

We talked about said event and the rework yesterday live in our weekly Dwarf stream on Twitch and to improve these streams, we need your feedback. Thanks everyone in advance!

Best of House Valor Event

For two weeks starting today, play as one of the masters from House Valor; Stormbringer, Mordar and Volco, and take part in the House Valor Tournament! Victories when playing as one of these masters can make you win keys. Each master has its own set of 15 keys. Once you have all of a master’s keys, you can open the event chest for that master, and place your vote to put their Legendary card in the game.

At the end of the event, in two weeks, the master with the most open chests will win the tournament. The victorious master will have the card linked to them put into the game at a further date. Once the winner is chosen and their card has been added to Minion Masters, everyone who opened a chest will receive a copy, regardless of which master they voted for.

And if that’s not enough, inside the chest you open with your vote is 2 Season Tokens just for participating!

Here’s what each master is bringing to the table:
  • Stormbringer - Stormy
    If this cloudy little helper attacks your target, they're in for a world of hurt!

  • Volco - Taurus (AKA The Charger)
    Charges into the fray with reckless abandon! May not be the smartest Minion around.

  • Mordar - Wheel of Doom
    Rolls through the Arena to wreck your opponent’s day!

All 3 masters will be available on the free rotation for a week, so everyone has a chance to cast their vote. Vote tallies will not be displayed until a week has passed, just like last time.

Special Season Quest
Who likes free Season Tokens? Everyone? Great! With this patch a one-time special quest will be available to everyone. Win 10 Online matches and receive 3 Season Tokens! The quest will last until the end of the season, so you have plenty of time to get those games in. You can find it underneath the Daily Quests, in the Special Quests section.

Balance
  • Demon Warrior
    • Base HP 200 > 400
    • Base Damage 40 > 100
    • Movement Speed 2 > 4
    • No longer scales linearly with levels
    • After being played 5 times, she will gain +300 HP and +300 Damage
    • This gives her a DPS of 160 once the condition is met.
    --- Developer comments ---
    Much has been said about the Demon Warrior, most people calling for us to nerf it, but we've always found it a very popular card because of the inherent stories connected to it. However, for all the good it does, we also felt the frustration related to playing against the card, and decided it was time to change it. This change is intended to rework the Demon Warrior, as we found her quite unbalanced.
    First, we've changed the focus of the card on its ability to deal damage, which means there's greater pressure on the one using it to be effective. More counters also become relevant, and combined with the fact that it has been 'normalized', i.e. higher base potential but lower max potential, it should feel much more fun to engage with. The drawback is of course that it can't win you the game alone anymore, but perhaps it's time to bring 2 or 3 then.
    Second, we've changed the way Demon Warrior grows by going from "gaining stats every time she's played" to "gaining stats once she's been played at least X time". The aim of this change is to emphasize both the phase during which the Demon Warrior is weak, and the phase during which it is strong. By removing the perpetual ramp up the card had and replacing it by an instantaneous one, we expect the card to feel less frustrating and also easier to play against as there is only two versions of her instead of ten.

Misc
  • There are now more cues for buffs and effects, with timers and labels, to allow for a better understanding of what is going on on screen. For example, Divine Warrior now has a timer above her that will tell you the duration of her shield.
  • Minor improvements to the Battle Pass UI to make it easier to understand and faster to use.
  • Made perks icons look cleaner on the edges.
  • Updates to the summary interface makes it easier to understand overall.
  • Additions to the UI to provide more feedback, when making or joining a new lobby for instance.
  • Slight rework on the Glory particle effects after a match.
  • Devil Puff emojis are now available in chat! Type /h emoticons to view the emote codes.
  • If you have an Illusory Cleaver and a Cleaver in the same deck, they will both use the regular Cleaver’s Glory effect. Previously, it was very easy to tell them apart if one was at a higher Glory level than the other.
  • Need somebody to blame? The new /blame command in chat will blame a random member of the BetaDwarf team. #BlameFDM

Bugs
  • Fixed server issues including errors “failed to join in time” and “incorrect match results” issues - thanks SMNCUB and Mr.Win!
  • Fixed an issue where the opponent would get an “incorrect match result” error - thanks YokoZar and Grey Wolf!
  • Fixed a bug that would give a loss to the winning player in 1v1 - thanks Hill Tribe!
  • Fixed a bug where the game would freeze, disconnect, and give the player a loss - thanks Ktoto Zachemto!
  • Fixed an issue where the creator of a lobby would get the wrong message displayed on screen when the match is starting.
  • Fixed a bug that could make invert the results in 2v2 (winners would lose and losers would win) - thanks FallenAngel
  • Fixed a bug that would throw players out of 2v2 battles, back to the menu - thanks Neo!
  • Fixed a bug where Stint would get covered in snow when in snowy environments - thanks StevenEven!
  • Fixed a small misalignment issue on Twitch Boost pane.
  • Fixed draft card art that had smaller frames than the actual pictures.
  • Fixed an issue that would make the spin fail at times - thanks Eugen Kras!
  • Fixed a bug where the player would stay stuck in the draft loading screen forever - thanks bnD!
  • Fixed a bug where the game could get stuck on the chest rankup screen - thanks DX2!
  • Fixed a bug where the Battle Pass UI would show up after a match, even after all tiers have been claimed - thanks Kishin!
  • Fixed an issue with the way arena were showed when obtained as rewards.
  • Fixed a few shading issues with the menu in Glorious display mode - thanks Kishin
  • Fixed an issue where Mordar could kill a mana puff on the edge of the bridge - thanks Adren
  • Fixed an issue where Volco’s second perk would start to damage minions before the fire visuals appear at their spot.
  • Fixed a bug where players would be stuck on the victory ending animation if Alt+Tab was performed - thanks FFA!
  • Fixed an issue where the Area Of Effect for Healing Shrine would be too wide - thanks Kishin!
  • Fixed an issue where the range for Healing Shrine’s effect would be too large with some units specifically.
  • Fixed an issue with premade team battle icon being “squished” in match summary - thanks MellowMarshHD!
  • Fixed an issue where the close button for the friends list in Lobby would sometimes not respond - thanks vegetation998
  • Fixed an issue where the cards would be shown as having uneven glory numbers - thanks Grey Wolf & Khazlariko!
  • Fixed an issue where Blind Date wouldn’t give Marksmanship when spawning an A.I.M Bot - thanks StevenEven
  • Fixed some issues with Battle Pas that would keep players from accessing their rewards, or need several wins to gain any progress - thanks to many of you who contributed to the solving of these problems!
  • Fixed an issue where Scott would not receive frenzy from Ravager’s 2nd perk if he is in a black hole while the perk is unlocked. It does happen - thanks ecke!
  • Fixed an issue that could make a player stuck at the Power Tower after spinning 4 tokens - thanks the_red_soul!
  • Fixed an issue that could prevent from recruiting or promoting cards because of “not enough currency” error, when the player actually has enough shards - thanks truteo
  • Fixed the chat input box that would have the text “overflow” out of it.
  • Fixed a bug where season tokens would not open.

Cheers from Betadwarf
Minion Masters - UncleOwnage

Minion Masters!

This week is one of the minor patches - but as the third in a row of weekly ones, we don’t really blame it.
We’re sure you’ll find lots of interesting stuff in it, and make sure you follow our official blog for news about upcoming development!

Balance
  • Fire Imp
    • Damage reduced from 50 to 20
    • Tick rate increased from 1 to 0.4
    • Ground Damage duration unchanged
    --- Developer comments ---
    Fire Imp’s DPS stays the same at 50, but total damage is reduced from 250 to 220 due to loss of damage on the initial impact.
    He’ll work exactly as before, except the damage on the ground is more continuous.

  • Blastmancer/Spiritmancer
    • Damage reduced from 10 to 4
    • Attack Speed increased from 0.8 to 0.3
    • Total DPS increased from 12.5 to 13.3
    --- Developer comments ---
    The updates to these cards were previously restricted by Bannerman’s Inspire effect making them too strong. Now that the effect does not exist on any of the current cards in the game we have had the opportunity to revisit how the above cards feel to play.

  • Volco: Burn the Bridges
    • Tick damage reduced from 40 to 8
    • Tick rate increased from 1 to 0.2
    • Total Duration unchanged
    --- Developer comments ---
    While most interactions between this perk and minions will stay roughly the same, Burn the Bridges should hopefully feel more like an actual fire, now.

  • Scott the Sensitive Savage
    • Attack Speed increased from 0.9 to 0.7
    • Total DPS is now 107, up from 83.3
    --- Developer comments ---
    Originally, we wanted Scott to be more like a berserker, but inspire restricted this design. Now Scott is the true threat on the battlefield we wanted him to be, but is still held back by his ability. This change should make Scott far more rewarding to play.

Misc
  • New “Close” button next to friends list when sending invite for premade battles.
  • Revamped animation when opening battle chest.
  • Gor’Rakk Sacrifice will now find a new target if the intended unit dies before the spell is fully cast.
  • Some changes have been made to the Battle Chest to make it easier to understand and use.
  • The Battle Pass rewards screen after a battle has been slightly updated to feel more comfortable to use.
  • Skins and emojis now show their rarity level in the detailed view.
  • The Battle Pass pane now shows the cost of the Battle Pass (or a tier) directly on the “Purchase” button.
  • The Conditional Cards that existed before the demon pack(such as Last Stand and Red Golem) now glow yellow when their activation condition is met.
  • Prowler’s texture has been updated.
  • Adjusted the way Mordar attacks minions. We adjusted Mordar's auto-attack to not hit all enemy minions instantly, but more like a swift wave of damage hitting closer enemy units first.
  • All Card rarities have been revamped with new gem frames (Not related to Glory Frames)

Bugs
  • Fixed a bug where you could get the wrong Master icon in the deckbuilding menu.
  • Fixed a bug where Blind Date’s visual effects would be too big on summon.
  • Fixed a bug where Scrats could get two shields from using Commander Azali and Banner Man.
  • Fixed a bug where Fire imps would miss their fireball shots. - thanks GrafSchnecke
  • Fixed a bug that would make Guardian react weirdly to stuns. - thanks Jamez28
  • Fixed a bug where the Scrat Tank would have bugged animations when dying.
  • Fixed a bug where Mordar’s foot would appear to be under the tower’s floor.
  • Fixed a bug where Styxi would not appear correctly as invisible or not. - thanks Khazlariko
  • Fixed the tutorial to show the correct card to add to your deck depending on the language.
  • Fixed the tutorial CrossRealm Qualifiers tournament view that had disconnected lines.
  • Fixed a bug where Commander Azali would not give shield. - thanks Videogamer77
  • Fixed the bug where Dragon Ball can summon an unreachable Dragon Whelp behind the master. - thanks [TC]Čiαиєz
  • Fixed a bug where Commander Azali’s ragdoll would not behave properly. - thanks Kishin
  • Fixed a bug where Settsu’s ammo UI would be visible during VS screens. - thanks FFA
  • Fixed a typo in Molten Apep’s description where an “I” was not capitalized. - thanks FFA
  • Removed a small misplaced box behind keys on tri-team wins.
  • Fixed visible shield on invisible Styxi. - thanks Steven
  • Fixed Rammer’s ragdoll behavior.
  • Fixed an error in the italian sign for “Team level”. - thanks [TC]Čiαиєz
  • Made Party Girl Milloween’s music louder, as it was too low to be heard. - thanks Grey Wolf
  • Fixed a problem in the scaling of Arcane Golem’s shield that made it impossible to see.
  • Fixed a mana symbol that was missing for the Hero perks list. - thanks Khazlariko
  • Fixed an issue where Settsu’s magma storm would appear to come from the sky.
  • Resolved a problem with shields given by Commander Azali after Hypnosis. - thanks FFA
  • Fixed an issue where Incubus would ignore Wizard Puff. - thanks BOB
  • Fixed an issue where Incubus would deal damage to units behind him after teleporting. - thanks Beancake12
  • Fixed a bug where Fire Imp would be ignored by enemies. - thanks ElGreenGo
  • Fixed a bug that could cause the “time until next battle chest is available” to be wrong.
  • Removed Game speed increase that caused timeout errors, kicking players out of games.
  • Fixed a bug that would keep players from interacting with menu buttons when in custom lobby. - thanks Vango
  • Fixed a bug that would make buying more than one power token impossible during intro sequence.
  • Fixed a typo in Black Hole’s card description.
  • Reworked the summoning vfx underneath minions when putting them on the field to be more Fantasy.
  • Fixed issues regarding rewards for premium being given twice on the client, and then updating when you relogged (“losing” the resources)
  • Fixed low resolution images in Battle Pass interface.
  • The Minion Masters logo is no longer in front of the maximized chat.
  • Fixed an issue where the “Premium upgrade” button in the shop would not work.

Cheers from Betadwarf
Minion Masters - LOLPATROL


Minion Masters!

We’re bringing you a few rapid updates these weeks as we iterate on the Battle Pass.
We also fixed some bugs and included some of the balance changes we’ve been looking at.
Our current plan is to do another update in a week, which contains more of the gameplay changes we’ve been working on (but didn’t make it into this update) and additional improvements in all of the game.

As always, plans may change, and we’ll try to keep you updated with the timer in-game :)

Balance
  • Scott, The Sensitive Savage
    • Health up from 550 to 600
    --- Developer comments ---
    Scott’s been getting multiple buffs over time, and while we’re seeing him become more and more viable, he’s not quite where we want him - impactful and hilarious to both players in the match.
    Today will just be a slight change to his staying power, but it’s only half of the stuff we’re working on with him, so we’re ready to give him another bump depending on how this performs.


  • Infiltration
    • Unit count up from 3 to 4
    --- Developer comments ---
    When Shars’Rakk Twins came out people looked to the 5-mana Spells, and immediately concluded only two were of any use - Dragon Ball and Magma Storm.
    This made us sad :(
    Infiltration has been in our sights for a while though, and after considering different perspectives we arrived at a higher count partly because of the simplicity.

  • AtG Drone x8
    • Health up from 200 to 250
    --- Developer comments ---
    The AtG received an experimental change recently, with the targeting. Regardless of how that pans out, we’re confident it was lacking staying power, now serving as a rather tanky flying Minion in your repertoire.


    Misc
    • Added the Battle Chests to the Battle Pass view for an easy overview of how many Battle Chests are currently active
    • Added a countdown for the next Battle Chest
    • Added Season Tokens as a reward to Expeditions instead of Power Tokens
    • Added a stat for the jump range to the Incubus and Succubus card preview
    • Limited particles spawning when objects disappear for optimization purposes

    Bugs
    • Fixed a bug with Dragon Ball being able to spawn a Dragon Whelp behind Master towers - thanks Memfisto & Inojin
    • Fixed a bug where a shield applied to Styxi was visible, while Styxi was invisible - thanks Memfisto
    • Fixed a bug with Gor’Rakk Brutes, where Rammer wasn’t shown in hover mode - thanks Memfisto
    • Fixed an issue with the skin preview mode from Battle Pass - thanks SMNCUB
    • Fixed a bug where Glory didn’t update correctly (only visually) after promoting cards - thanks Zgriptor
    • Fixed a bug where tier 70 of the Battle Pass was unclaimable - thanks 肋排杀手
    • Fixed a bug with dragging cards of your teammate in team battle would leave the card slot blank - thanks Beancake12
    • Fixed a bug where the replay function from the match result screen stopped Glory from being added - thanks HedonicBro
    • Fixed a bug where clicking on other peoples decks in the in-game chat would show white cards - thanks ZaXaZ & 9ameplay
    • Fixed a bug where sometimes the hover animation of your teammate’s cards wasn’t shown in team battles - thanks katten
    • Fixed a bug where sometimes HP bars of units where outside of the screen when played on the top border of the arena - thanks Memfisto, Khazlariko & Beancake12
    • Fixed typos in the Lightbringer description
    • Fixed an issue where players couldn’t join matches in time
    • Fixed an issue where replays couldn’t be started in the middle of the aftermatch Battle Pass animation
    • Fixed an issue that caused infinite loading times on match found
    • Fixed an issue where purchasing a Battle Pass tier would cause disconnections
    • Fixed an issue where Season Bonus Glory rewards from the Battle Pass were heavily delayed
    • Fixed an issue where the Expedition battle icon didn’t switch back to the normal mouse cursor
    • Fixed an issue where the match result screen could cause being stuck after receiving the Battle Pass XP
    • Fixed Emotes being wrongly called Emojis in rewards
    • Fixed synchronisation issues with the Battle Pass
    • Fixed an issue where the Draft deck wasn’t shown correctly when queueing for Expedition matches

    Cheers from Betadwarf
Minion Masters - LOLPATROL


Minion Masters!

The long-awaited Glorious Battle Pass is here!
This feature has been in the works for quite some time, and we’re excited to present it to you.
There’s still plenty of stuff to improve on it, but we wanted to get feedback and try it out as early as possible.

With it, we release 8 new cards you can find in the Season Tokens.

As a quick note: we have to cancel our planned Dwarf stream today. We’ll see you all next Tuesday, June 19th at 20:00 UTC!

But now, let's jump right in:

Battle Pass


Level up your Battle Pass! - Unlock Awesome loot!

As you play Minion Masters you’ll level up your Battle Pass, unlocking extra loot worth more than 20,000 Rubies!

How does it work?
There are two types of Pass: Free Pass & Battle Pass.

Everyone can level up the Free Pass and get the rewards from it. If you want the insane value from the Battle Pass, you can spend 1500 Rubies or $9.99 to get instant rewards and unlock its full potential.

There are 70 tiers of rewards that you can reach by playing with the Battle Pass. The way you unlock new tiers is by playing the game and winning! If you own the Battle Pass you also get the Free Pass rewards.

The Battle Pass season is around 2 months and should you reach the end, you can actually go beyond tier 70 and keep receiving Season Token rewards until the end of the season.

There are also ways to speed up the Battle Pass leveling if you want it all faster. You can buy tiers for 250 Rubies each or increase your deck Glory by promoting Cards.

What can be found in the Battle Pass?
  • Season Tokens (contain only the latest cards!)
  • NEW Skins
  • NEW Emotes
  • Profile XP
  • Rubies
  • Gold
  • and more!

What if I buy the Battle Pass after I already unlocked multiple free tiers?
As soon as you buy the Battle Pass you will receive all the rewards up to the tiers you’ve already unlocked by playing with the Free Pass, retroactively.

Do I keep my rewards?
Yes! You keep cosmetics, currency, cards and glory you unlock during the season.

Exclusive rewards you missed may appear in limited shop offers at a later date.

Card Glory
We are changing the way having duplicate cards work. From now on, you only have one card and that card can get increased Glory. You increase your Glory by promoting your cards or getting a duplicate card. The amount of glory gained depends on rarity and stays on the card forever.
E.g: You have a Swarmers card with 6 glory, then you receive one more Swarmers and now that card has 8 glory. Because common cards give 2 glory for each new card you get.

  • Cards have a base Glory depending on rarity. Getting a duplicate card will Promote that cards Glory
  • Glory does not increase the power of the cards
  • Promoted cards gain new Card Frames and special play VFX
  • The more total Glory your deck has, the more Battle Pass XP you earn for winning matches
  • Promote specific cards by spending shards
  • Power Tokens now give rarity dependent shard bonus every time you spin
  • No more salvaging cards. Your collection will only expand
  • A Battle Chest is available every day. Fill it with Glory and unlock it by winning 3 matches. You can stack up to 3 Battle Chests, similar to Daily Quests.
  • The match summary screen has been updated to accommodate all these glorious changes
  • Deckbuilding has been updated to show your Glory, mouseover your total glory for a breakdown
  • Wild Cards will work similar as before. Getting two Swarmers will increase the Glory and enable one Wild Card for that card. Getting three will enable both Wild Cards.
  • The Regular rarity cards have become normal rarities with this update.


Season of the Demon
  • This content season will last for 2 months
  • 8 new cards have been released! These are:
    • Ravenous Swarmers - 2 mana Common Minion
    • Brutish Betrayer - 3 mana Rare Minion
    • Netherstep - 3 mana Legendary Spell
    • Gor’Rakk Sacrifice - 4 mana Rare Spell
    • Dragon Ball - 5 mana Common Spell
    • Shars'Rakk Twins - 7 mana Supreme Minion
    • Commander Azali - 8 mana Legendary Minion
    • Gor’Rakk Brutes - 8 mana Supreme Minion
  • 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 and appear in normal Power Tokens

Gameplay
  • Damage projection now has an added element of timing. Minions will take into account whether their own hit could arrive before another source of damage, and try to finish off the opponent faster even if it means wasting a little damage.
  • Card cost effects now trigger on the current card cost rather than original cost. Examples of changes: Using Future Present with King Puff, if you got a Succubus before (3-cost), it would trigger with his Perk 2 buffs. Now, it will not. Conversely, getting a Blue Golem from Future Present will now trigger (5-cost), as opposed to before.


Misc
  • Updated Level rewards to fit with the new glory system, granting more cards at certain levels.
  • Fixed a lot of loading setup, this should improve lag when spawning minions substantially.
  • There is now a new and even bigger pack of Rubies available in the shop now.
  • The Streamer button is no longer clickable when there is no featured streamer.
  • Updated formatting in opponent view of Match summary - thanks Owo
  • Updated notifications for Expeditions and Spins in the menu bar to be less invasive.
  • Improved loading during matches to load arenas over time.
  • Currency increases now visually happen after receiving the rewards - thanks Vango
  • Removed the Read More functionality in card texts and sized down card descriptions to fit by default.
  • Succubus and Incubus descriptions updated to say “teleport” and be clearer.

Bugs
  • Fixed a bug where King Puff and Rampage would cause visual issues - thanks Galactic Grass!
  • Fixed a bug where Scott was moonwalking - thanks Edelweiss!
  • Fixed lag issues that would appear especially for the first match - James Bondfire!
  • Fixed a bug where Stormbringer’s attacks were considered a ranged minion’s in Expedition mode - thanks Shadyken!
  • Fixed a bug where spectator UI was missing - thanks Vango!
  • Fixed a bug where Assassin was not cloaked but still invisible to minions and masters - thanks Vango!
  • Fixed a bug where a resurrected Assassin from a tombstone would be completely invisible - thanks Vango!
  • Fixed a bug where hovering on the tower wouldn’t highlight it when Settsu was away - thanks Khazlariko!
  • Fixed an inconsistency in visuals where cards could appear with the wrong gem colors when watching the Collection - thanks StevenEven!
  • Fixed a bug where you could complete quests involving playing only low level cards even when playing high level cards - thanks StevenEven!
  • Fixed a bug where match results would give an error for no reason - thanks Zgriptor!
  • Fixed a bug where the Rampage effects would be invisible or act weird- thanks Zgriptor and Wesam Adel!
  • Fixed a bug where card UI and master were appearing twice on screen in spectator mode - thanks Terra Reveene!
  • Fixed a bug that made Combustion not work properly on enemy towers - thanks Greywolf and Dipshit!
  • Fixed a bug where going back 10s during Replays could cause the game to think it’s back at the start - thanks FFA!
  • Fixed a bug where the minions were not making the correct sounds when summoned.
  • Fixed a bug where selecting cards in Draft made a weird illustration appear.
  • Fixed a bug that would make minions’ and spells’ textures and mana costs disappear when not unlocked.
  • Fixed a bug that would make controller LB and RB buttons not work for switching pages in menus.
  • Fixed a bug where Volco’s visual effects when hitting a minion would not show.
  • Fixed a bug where some tooltips (when hovering menu buttons) such as chat and mute would appear misplaced on the screen.
  • Fixed missing effects in “The Ugly” graphics mode, such as highlighting on enemy units.
  • Fixed a bug where match summary bars after a match wouldn’t display numbers inside showing you how far you are from next level/rank.
  • Fixed a bug where the roads of certain arenas were not displaying.
  • Fixed a bug where the Leaderboard would not show Masters for decks.
  • Fixed a weird purple thing on the Scrat Arena - Thanks FFA!
Cheers from Betadwarf

Hotfix for update 67, v67.33

Hello all!

We’ve had a lot of reports since the release of update 67, and with your help have found issues that we wanted to correct immediately.
The hotfix this morning brings a few changes

  • If you fail to connect to a game, you no longer get a defeat and lose points
  • The timeout length for connecting to a game was increased to 20 seconds.
  • Fixed some issues where the game failed to connect to a match if it dropped certain packages.
  • Increased the connection attempts when starting a match.
  • Fixed a bug where in certain situations, failing to connect would not cause it to not try again
  • Added increased logging for clients for more information
  • Added the capability to update some game server code without bringing the server down.

Thank you again for all the reports, we’d still love more information about issues you experience after this hotfix.
Minion Masters - UncleOwnage


Minion Masters!

Remember when we did small patches? When we could fit the notes on a single page?
We remember, but we wouldn’t ever want to go back!
This week we’ve got a complete game server rework for you, tons of improvements and rework behind the scenes to streamline the code base and prepare for other platforms, and balance!

Note the game server will be rough around the edges, and we’ll need your help to polish it up. More details below.

Finally, today was the end of the Tri-Team Tourney 2018, bringing us the victors of House Valor!
Standing well above the other houses, Valor proves without a doubt that whether faced with hordes of scrats or otherworldly technology, courage will prevail!

We asked Volco how it felt to be a second time winner of the tourney, and he said: “I AM THE EARTHQUAKE!!!”.
You can take that as you will.

Tri-Team Tourney 2018 ends!
  • House Valor wins!
  • Stormbringer, Mordar and Volco proceed to the Best of House Valor tournament happening at a later time.
  • Each Master brings a card idea to the Best of tournament, and compete to bring it into the game. The details of the cards will be revealed as we get closer.
  • Stormbringer is ready to reveal his contestant - an old friend of his wants to bring a little more shock and awe to the audience, like they did back in FORCED SHOWDOWN! You guessed it, iiiiiiit’s Stormy!
  • What will Stormy’s powers be, and will he even make it through the tournament? Don’t miss it!

Game server rework
We’ve reworked the code that handles game connections and matches, making our own instead of using licensed software. In short we did it for
  • More control of connections
  • Optimization towards Minion Masters - a specialized solution will always beat a general one
  • Increased security
  • A number of requirements for other platforms
  • Better handling of latency and dropped packages, especially for connections over long distances.
  • We’re really excited to roll this out, and even thought this version is very rough and will likely have some issues, we’d rather get to iterating as quickly as possible. Especially given the feedback about connections issues in the most recent months.
  • We will need your help in polishing this up, so send us feedback on the Steam forums, Reddit or Discord including all the information you can.

Balance
  • AtG Drone x8 now moves within 4 range before beginning its attack
    --- Developer comments ---
    We received a lot of feedback that the AtG could use some love, and part of it suggested making it move closer to enemies before attack, like the Whirly.
    This change will make it more effective at dealing with swarms of units placed to defend against it, since it will hit more things per volley.
    However, it also means it will be slightly worse at dealing with singular enemies, as it will not attack as efficiently.
    The change aims mostly to make the card feel better, something we’d love your feedback on.
    We’ll still keep an eye on it, since it’s quite possible we need to make further changes to it.

  • Milloween’s Arcane Golem:
    • Health gained per spell level increased from 30 to 40.
    • Damage gained per spell level increased from 5 to 6.
    --- Developer comments ---
    While Milloween has shown some promise recently, especially in tournaments, she is still not considered as good as we’d like by the community.
    One of the things her rework brought some time ago was a reduced reliance on Spells, but it’s quite possibly it went a little overboard. We’d still like Milloween to be a Spell Master, so we’re looking into making changes that emphasize her synergy with them, such as improving the Arcane golem more if you play them.

  • Ground targeting units will now stop their attack if a target dies during their animation. This affects Volco, the Fire Imp and Grenadier.
  • The grace area around buildings in which other buildings cannot be placed has been modified. It now scales with both buildings’ radii, and is generally smaller, allowing for placing buildings closer to each other.
  • Cannon Roller - Attack speed from 2.2 to 2.0 (DPS 54 to 60)
  • Armored Scrats - Attack speed from 1.2 to 1.0 (DPS 16 to 20)
  • Grenadier Health - up from 75 to 85
  • Wizard Puff - Damage up from 50 to 60
  • Ratbo’s More Dakka! Spell - Damage to Masters increased from 20% to 33%
  • Wall radius increased from 1750 to 2000 to match visuals
  • Tombstone radius decreased from 2375 to 1750 to match visuals.


Misc
  • Reworked the code behind the lobbies, mostly relating to creating, joining and leaving lobbies. This is preparation for cross-platform lobbies and other improvements.
  • Players now have to manually ready up in lobbies before the host can begin searching or start the game.
  • Merged a number of larger backend changes into current development including how we handle assets.This affects a lot of loading, and will be an ongoing project to make things better. In general it has improved load times into matches and reduced RAM usage of the game, but starting the game takes a little longer and other cases may occur where optimization is necessary. Do give us feedback!
  • Moved streamer highlight to the upper left corner to avoid overlapping with chat while it’s not maximized.
  • Streamer highlight button rolled into bottom bar.
  • Optimized spectators in stands during gameplay.
  • The Emote menu now opens on mouse-over like it used to
  • You can now see your rank points in a league by mousing over your rank in the main menu.
  • Made some small optimization improvements to main menu rewards and scaling.

Bugs
  • Fixed some warning messages displaying cut off text - Thanks Khazlariko
  • Fixed a spelling error in the Drone Arena description - Thanks That Sprite
  • Fixed a bug where certain expedition objectives would not appear in the match - Thanks Grey Wolf and FFA
  • Fixed a bug where “New skin” notifications would appear in the main menu when you won a match - thnaks Markljunggren
  • Fixed Flightless Dragons’ illustration becoming low res in certain situations.
  • Disabled friend lobby during intro flow.
  • Fixed a minor skinning issue on the Living Statue.
  • Fixed an issue where Soul Stealer would retarget for no reason - Thanks BOB
  • Fixed an issue where Stun Lancers would retarget when they shouldn’t - Thanks [TC]Čiαиєz
  • Fixed the Troubadour still using taunt while stunned - thanks FFA & Memfisto
  • Fixed Expedition objective: Give 3 or more minions increased life not working - Thanks Renoku
  • Healing shrine no longer counts for Expedition objective: Give 3 or more minions increased life - thanks FFA
  • Fixed a bug where the New Expedition notification would not display in main menu.
  • Fixed an issue where Musketeer would not play his walk animation while moving - Thanks StevenEven and GrafSchnecke
  • Fixed a bug where the Scrat Tank would close up visually between every attack.
  • Fxied a bug where Spear Throwers would maintain Marksmanship after becoming melee - Thanks Sprite Fights #1
  • Fixed some issues with deckbuilding page selectors showing as selected when they shouldn’t - thanks StevenEven
  • Fixed a bug where increased range on Minion was not displayed during placement preview - thanks Memfisto.
  • Fixed an issue where Last Stand would not use sticky placement properly.
  • Fixed the Spirit Vessel playing it’s attack animation and then freezing during preview.
  • Removed the “disable emojis” point in settings - it had no code hooked up to it, was never made and a bug that it appeared.
  • Fixed regular cards displaying the wrong rarity on loading screens and in draft - Thanks StevenEven and BOB
  • Fixed an issue where windows with options such as clicking someone’s name would stay when you changed scenes, like entering a match - Thanks FFA.
  • Fixed the link on the King Puff Invitational 2 skin not working - Thanks FFA and Hotair10
  • Fixed a bug where Morgrul could be killed by Musketeer even when protected by a Guardian - Thanks SMNCUB and NuclearGoo
  • Fixed an issue where the chat would disappear in a match - thanks That Sprite
  • Swarmer Totem now properly displays production time as 6.6 (it was wrongly displaying 7.5 before)
  • Fixed a bug where Incubus would not jump to the same enemy twice in a row - Thanks Khazlariko

Wow, that’s a lot of reports FFA, thank you!
Cheers from Betadwarf
Minion Masters - UncleOwnage

Minion Masters!

Today is a big update. We’re bringing two major visual overhauls to the game, and a new event leading up to a decision on which card to include in the game. Your decision on which card will make it into the game!

Besides all these things we’re looking forward to some major features and improvements in the next updates, so stay tuned!

Tri-Team Tourney 2018!
  • The Tri-Team Tourney returns a year after its first run.
  • Each Master has joined one of three houses - Valor, Triumph or Glory
  • During the event you can unlock keys by winning online matches or by getting codes from watching streamers.
  • Streamers have a higher chance of getting keys, and their keys are shareable with viewers. There is no Watch & Win during this event.
  • You unlock keys for the House your Master is in, each key grants a small reward.
  • When you’ve collected all 15 keys for a House, you can claim the final reward chest for that House - this will give your vote in the tournament to the House.
  • You can still collect keys for the other Houses, but you cannot claim the chest again, nor vote for them.
  • The winning House proceeds to the upcoming “Best of” event, where each Master competes to get their card included in the game.
  • The rewards are the same when claiming the chest, no matter the circumstances.
  • After a week, a bar will appear showing the standing of each team in the tournament.
  • The weekly Master rotations have been evenly distributed between the Houses so you always have access to at least one Master in each House.
  • The event ends in 2 weeks.

UI visual overhaul
  • Thank you all for the feedback from the Blog posts. Your initial reactions helped us make more improvements before releasing the new UI look.
  • The UI has received a visual overhaul from a sci-fi look to a fantasy look.
  • This is part of an initiative to make Minion Masters feel more cohesive, both visually and lore-wise.
  • This is all done in service to new players, from whom we received the feedback that the world was rather confusing with its mix of different settings.
  • Some elements of the main menu have been moved around to collect connected elements, such as social (leaderboards, friends etc) and progression (ranks, levels, resources).
  • Cards now have their rarity shown with a Rarity gem in the corner, and the amount of cards in your collection now shows with icons above them, where the Wild cards will also show when used.
  • Card previews have been condensed, with tooltips for icons appearing on hover, rather than always.
  • More improvements will be made as we continue, so we’d love your feedback on what works and what doesn’t.

Drone Minions visual overhaul
  • The Drone cards now have a blue theme to their emissions and visual FX
  • Drones have received a more worn down look to root them in the world of Minion Masters.
  • Another part of the initiative to make Minion Masters more cohesive, making the Drones feel like they belong, and replacing some of them, is a process that will continue from here.
  • Watch out for an upcoming replacement of the Drone Force One model!

Misc
  • Replaced some sci-fi elements of the tutorial with fantasy
  • Improved a number of texture sizes
  • Replaced the Master Tower with an upgraded and more fantasy-like building
  • Reduced the volume of the confetti sound in tutorial intro
  • Replaced the Stun Lancers’ ragdolls to make it look more like a death.
  • Added a personalized welcome back in News.
  • Milloween’s Perk 3 text clarified to: The minimum level of Arcane Golem is now 5.
  • Visually increased the size of Beam of Doom, to make it clearer when it hits things.
  • It’s now possible to use controller bumper buttons to change pages for e.g. decks, collection, leaderboards and more.
  • Removed a number of obsolete animations to optimize loading times for many Minions.
  • Units now only count half their radius for how close to the border they can be placed, as opposed to their full radius. Spells that spawn Minions have received an individual size buffer for how close they can be played.
    This change should make it possible to tuck Minions and Buildings behind the Master Tower again - an experimental change spurred by a fix to a bug that we ultimately decided reduced the amount of possible player choices too much.

Bugs
  • Fixed an issue with Settsu’s skins scaling wrongly
  • Fixed an issue with overly aggressive bloom in the Cursed Valley Expedition
  • Fixed a bug where draft selection could break and cause you to lose from unowned cards - Thanks StevenEven
  • Fixed a bug where Incubus would hit targets behind him
  • Fixed a bug where A.I.M. Bot would appear from a Blind Date spell and not get Marksmanship - Thanks Khazlariko
  • Fixed the Play button not updating when you opened and closed settings menu - Thanks wtfblub
  • Fixed a visual issue where Succubus’ Marksmanship icon would appear in her new position before her.
  • Fixed a bug where you could end up in a limbo state when getting Team Battle Matches, which caused you to get disconnected and try to connect to other matches. Thanks Videogamer7777777_91, Memfisto, DiMonti and others!
  • Fixed a bug where you could select the same card in draft multiple times and get out of sync with the actual draft - Thanks everyone for the reports!
  • Fixed a bug where Styxi would not be revealed when attacked - Thanks Khazlariko
  • Fixed an issue where Settsu would not target the closest enemy upon returning to the Tower - Thanks Khazlariko
  • Fixed Team Battle Solo queue not working from expeditions - thnaks FFA
  • Fixed a bug where you could get new quests for the last few days despite having a full quest log and finishing them - Thanks GreyWolf, StevenEven and Rabbit
  • Fixed an issue where Last Stand Minions would not spawn using sticky placement - they now spawn within the borders of the play area.
  • Fixed some issues with Watch & Win events not triggering properly.
Cheers from Betadwarf!
Minion Masters - UncleOwnage


Minion Masters!

King Puff Cup this Saturday was amazing! If you were unable to make it to the live stream in time, had to go early or tuned in late, you should definitely check out the VOD

This week brings the last part of the Draft madness, this time with a guaranteed Legendary Card at 12 wins!

We’ve also got some interesting balance changes for you all this week :)

Legendary Draft event
  • For one week, you can gain extra one-time rewards when reaching a certain number of wins in Draft.
  • 3 wins - 750 Gold
  • 6 wins - 100 Shards
  • 9 wins - 100 Rubies
  • 12 wins - Random Legendary card
  • You can only claim these rewards once
  • No special rules for card choices.

A.I.M. Bot available!
  • The A.I.M Bot is now available outside of Draft through spins and crafting.
  • 5 Mana, Rare.
  • The A.I.M. Bot is a Drone Walker that comes with an Automated Intelligent Murder system pre-loaded to gain Marksmanship!

Balance
  • Black hole - Mana cost 3 to 2, Duration down 7 to 6
    --- Developer comments ---
    Black hole took too much of a backseat when it was changed last time. The high mana cost made it clunky, and with the Beam of Doom changes the use of it changed as well. It’s a fun and spectacular card at high levels of play, and we would like to see it used more.

  • Combustion - Damage up from 100 to 150
    --- Developer comments ---
    Combustion feedback before its’ release saw it too powerful in many cases, but it was perhaps scaled back a little too much.
    We decided to increase the damage because we wanted to maintain the card as a high skill card that could provide a great reward. This change also emphasizes the sacrifice aspect of it.

  • Snake Druid - Damage from 20 to 25, Attack delay 500 to 400
    --- Developer comments ---
    The Attack delay specifically targets Snake Druids interaction with Minions that have 5 speed and 6 range like the Succubus. He should now be able to keep them at bay, thus providing more utility. The damage increase helps him be viable in more situations, too.

  • Crossbow Dudes - Attack cooldown from 1.6 to 1.5 sec. Also affects Shielded Crossbow Dudes, Raging Reinforcements and Crossbow Guild.
  • Troubadour - Damage from 250 to 300 (dps 50 to 60)
  • Whirly Scrat - Health 360 to 390, Damage 50 to 55
  • Musketeer - Damage from 60 to 65

Misc
  • We’ve made some further improvements to matchmaking, specifically to reduce the cases where players encounter people far away in rank.
Cheers from Betadwarf!
...

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