Minion Masters - UncleOwnage


Minion Masters!

The Team Battle event is over, but we’ve decided not to disable the mode just yet.
We are keeping it around for longer, although we may need to disable it in the future when doing some iterations.

We loved the King Puff Cup 2 vs 2 tournament in the weekend, with many players and viewers, and we’re looking forward to the future of both the mode and the Cup.
If you missed the fun, you can check out the VOD here
https://www.twitch.tv/videos/157822041

Update 36 is focused on improving our game intro, with the introduction of a small storyline for how you join the show.
Head on over and watch our video of the Minion Masters Pan-Galactic Qualifiers

For all existing players - we have changed some initial volume levels, which will mess with your settings, so make sure you check that they’re correct :)


Tutorial improvements
  • Added Intro Cinematic
  • Tweaked all C-SAR voice lines for the tutorial fights
  • Reworked the UI between matches to be the Minion Masters Pan-Galactic Qualifiers
  • Changed Ratbo’s arena and skybox

Balance
We have no “real” balance changes this week, just a few bug fixes that will impact balance for some minions
  • Gax now properly receives +100% damage from rage
  • Troubadour now calculates taunt based on the enemy units radius. - Thanks PakoMANIAC
    This fixes issues like the Troubadour being unable to taunt Masters because their center was too far away. This will mean he effectively has longer range, although only slightly in most cases.
  • Troubadour taunt now stops when he is stunned

Misc
  • Xbox icons no longer appear when you unfocus the game
  • Improved a few UI menus by adding some movement when opening them - Rank in Team lobby, crafting info box in deckbuilding, Master menu in deckbuilding and more.
  • You now lose 15% less ranking points from losing in ranks below Grand Master
  • Reworked parts of the intro flow for a smoother transition from the tutorial to playing Battles.
  • The Battle button is now green, to differentiate it from other flow buttons such as back and cancel.
  • The guaranteed Rare Token rewards now have progress bars rather than counters in the UI
  • Tweaked the bottom currency bar alpha in the Main Menu.
  • Sounds in the tutorial now pause when you pause the game.
  • Added spotlight FX to the Night Stadium skybox
  • Added a number of new localizations
  • The confirmation for increasing settings no longer allows you to revert.
  • Tweaked the Emoji menu to stay longer when trying to select an emoji
  • Added Spell Icons when targeting for all Master Spells
  • Added new search tags for deckbuilding:
    Random, Range(d), Group, Swarm, AoE, Shield, Heal(ing) - Thanks Dipshit
  • Changed some Season Reset data handling on startup
  • Improved some data handling as a result of the ranking reset.
  • Improved AI targeting, making them able to hit e.g. Swarmers with a Beam of Doom
  • Added all existing cards as Loading Tips
  • Loading Tips are now displayed in the loading screen going out of a match
  • Beam of Doom now has team colour indication
  • The /help command in the chat now has help for Emoticons
  • Changed initial volume levels to 80%
  • Added a Glorious visual setting and moved the recent point light additions to that setting. The default setting is still Beautiful

  • Fixed a bug where continuing a Queue Master fight would result in having an empty hand.
  • Fixed a typo in Ravager’s description saying trough rather than through - Thanks SwampyMuffinz
  • Fixed a SplatMap shader not working with snow
  • Fixed some bugs with Master Towers’ colour and emissions
  • Fixed a bug with Bridge Shrines’ emissions not displaying properly
  • Fixed skyboxes changing every time you used the -10s function in replays
  • Fixed an issue on the Team Battle match summary screen where you had to click twice to view the middle opponent’s deck when already viewing the second opponent’s deck.
  • Fixed the New Card UI label disappearing when you quit the game.
  • Fixed an issue where people could cancel their search after finding a match
  • Match summary data is now handled upon match completion rather than over time
  • Fixed an issue with a Match ending in an error due to missing player data.
  • Fixed an issue where units entering a Black Hole while their health has the white damaged part would make their healthbars entirely white after they got out of the Black Hole
  • Fixed an issue where the Chat would start open when you returned to the main menu in certain situations
  • Fixed an issue where the chat would only display a date instead of the welcome message
  • Fixed some issues with music starting wrongly when a Master was at low health.
  • Fixed an issue where the Spiritmancer card would be outside its borders on the Leaderboard
  • Fixed an issue with King Puff’s Trick Swap not displaying its FX properly in Team Battle - Thanks Eazotop

And thank you to all the people who provide feedback on the forums, even if we forgot to put your name on the list :)

Cheers from BetaDwarf!
Minion Masters - UncleOwnage


Minion Masters!

The Team Battle event is over, but we’ve decided not to disable the mode just yet.
We are keeping it around for longer, although we may need to disable it in the future when doing some iterations.

We loved the King Puff Cup 2 vs 2 tournament in the weekend, with many players and viewers, and we’re looking forward to the future of both the mode and the Cup.
If you missed the fun, you can check out the VOD here
https://www.twitch.tv/videos/157822041

Update 36 is focused on improving our game intro, with the introduction of a small storyline for how you join the show.
Head on over and watch our video of the Minion Masters Pan-Galactic Qualifiers

For all existing players - we have changed some initial volume levels, which will mess with your settings, so make sure you check that they’re correct :)


Tutorial improvements
  • Added Intro Cinematic
  • Tweaked all C-SAR voice lines for the tutorial fights
  • Reworked the UI between matches to be the Minion Masters Pan-Galactic Qualifiers
  • Changed Ratbo’s arena and skybox

Balance
We have no “real” balance changes this week, just a few bug fixes that will impact balance for some minions
  • Gax now properly receives +100% damage from rage
  • Troubadour now calculates taunt based on the enemy units radius. - Thanks PakoMANIAC
    This fixes issues like the Troubadour being unable to taunt Masters because their center was too far away. This will mean he effectively has longer range, although only slightly in most cases.
  • Troubadour taunt now stops when he is stunned

Misc
  • Xbox icons no longer appear when you unfocus the game
  • Improved a few UI menus by adding some movement when opening them - Rank in Team lobby, crafting info box in deckbuilding, Master menu in deckbuilding and more.
  • You now lose 15% less ranking points from losing in ranks below Grand Master
  • Reworked parts of the intro flow for a smoother transition from the tutorial to playing Battles.
  • The Battle button is now green, to differentiate it from other flow buttons such as back and cancel.
  • The guaranteed Rare Token rewards now have progress bars rather than counters in the UI
  • Tweaked the bottom currency bar alpha in the Main Menu.
  • Sounds in the tutorial now pause when you pause the game.
  • Added spotlight FX to the Night Stadium skybox
  • Added a number of new localizations
  • The confirmation for increasing settings no longer allows you to revert.
  • Tweaked the Emoji menu to stay longer when trying to select an emoji
  • Added Spell Icons when targeting for all Master Spells
  • Added new search tags for deckbuilding:
    Random, Range(d), Group, Swarm, AoE, Shield, Heal(ing) - Thanks Dipshit
  • Changed some Season Reset data handling on startup
  • Improved some data handling as a result of the ranking reset.
  • Improved AI targeting, making them able to hit e.g. Swarmers with a Beam of Doom
  • Added all existing cards as Loading Tips
  • Loading Tips are now displayed in the loading screen going out of a match
  • Beam of Doom now has team colour indication
  • The /help command in the chat now has help for Emoticons
  • Changed initial volume levels to 80%
  • Added a Glorious visual setting and moved the recent point light additions to that setting. The default setting is still Beautiful

  • Fixed a bug where continuing a Queue Master fight would result in having an empty hand.
  • Fixed a typo in Ravager’s description saying trough rather than through - Thanks SwampyMuffinz
  • Fixed a SplatMap shader not working with snow
  • Fixed some bugs with Master Towers’ colour and emissions
  • Fixed a bug with Bridge Shrines’ emissions not displaying properly
  • Fixed skyboxes changing every time you used the -10s function in replays
  • Fixed an issue on the Team Battle match summary screen where you had to click twice to view the middle opponent’s deck when already viewing the second opponent’s deck.
  • Fixed the New Card UI label disappearing when you quit the game.
  • Fixed an issue where people could cancel their search after finding a match
  • Match summary data is now handled upon match completion rather than over time
  • Fixed an issue with a Match ending in an error due to missing player data.
  • Fixed an issue where units entering a Black Hole while their health has the white damaged part would make their healthbars entirely white after they got out of the Black Hole
  • Fixed an issue where the Chat would start open when you returned to the main menu in certain situations
  • Fixed an issue where the chat would only display a date instead of the welcome message
  • Fixed some issues with music starting wrongly when a Master was at low health.
  • Fixed an issue where the Spiritmancer card would be outside its borders on the Leaderboard
  • Fixed an issue with King Puff’s Trick Swap not displaying its FX properly in Team Battle - Thanks Eazotop

And thank you to all the people who provide feedback on the forums, even if we forgot to put your name on the list :)

Cheers from BetaDwarf!
Minion Masters - UncleOwnage


Minion Masters!

We’re excited about how you’ve all been hammering the Team Battle mode with many exciting strategies only possible when you work together.
The event continues for another week, whereupon we will disable 2 vs 2 for a period to make some improvements.
During this final week, you will also get one extra daily quest - the Team Battle Tryout quest.

This week we’ve got a lot of fixes and some balance changes for you, but much more exciting is the fact that the King Puff Cup is running a 2 vs 2 tournament this weekend!

The Dwarves will be watching this with ale in hand, so sign up and show us who the real Minion Masters are!

It’s easy to sign up, just go here

Rules are found in the original forum post

Changelog

Balance
  • Spirit Vessel - Damage from 35 to 40
    --- Developer comments ---
    The Spirit Vessel was assumed to provide more value than a Warrior since you could get the Spirit on something that would better utilize it.
    Unfortunately, the potential of this hasn’t been enough to make Spirit Vessel popular.
    This slight buff to damage will hopefully make the Spirit Vessel a more viable medium-range tank.

  • Warrior and Divine Warrior - Damage from 60 to 70
    --- Developer comments ---
    The Warriors haven’t seen much action since the big Call to Arms rework. While the Warrior is a strong tank with good value, the lack of a special mechanic makes it hard to get value out of at higher levels.
    Coming back to Call to Arms, it’s also relevant that getting value from that is very hard with the new version, so we increased the reward from getting a good Call to Arms setup.
    Lastly, the change also helps the Divine Warrior stand alone by accomplishing something while her shield is up, rather than needing backup to gain value from it.

  • Stun Blast - Duration from 6 to 5
    --- Developer comments ---
    Stun Blast can be rather frustrating to play against and has been included in a lot of very aggressive decks since the mana reduction. The potential of a good timing is still there with this change, but you’ll have to be slightly more careful about the timing.

  • Milloween - Basic attack damage per Arcane Spark up from 8 to 10
    --- Developer comments ---
    Milloween has has a problem with being a Master who could really only do one or two strategies. While she was obviously intended to be focused on Spells, the fact that you had to include Dragon Nest or bet everything on your Arcane Golem made her rather limited.
    This change helps her defend herself, and makes her able to defend herself rather handily with a full hand of Spells, which should benefit most strategies using her.

  • King Puff - Basic attack Attack Speed from 2.25 to 2.5. Range reduced from 10 to 8.
    --- Developer comments ---
    We’ve been keeping a close eye on King Puff for a while, and despite his slightly diminishing popularity compared to the previous Season, we believe he is still a little too strong in some aspects.
    His powerful basic attack allows him to ignore many units, especially once he unlocks the third perk, but his abilities have also started to show a lot of potential at many different levels of play.
    We’re scaling his basic attack a little so it’s slower, but also finally reintroducing the idea of a Master with a slightly lower range than others. This makes for a few interesting dynamics when King Puff faces off against Stormbringer, or decks including long range units like the Mancers.

  • S.T.INT - Health from 85 to 80
    --- Developer comments ---
    The S.T.INT. has still been very popular and feels like a card you often want to include in your deck. While we’re still waiting to see the effects of the previous change, we feels it’s still strong and also wanted to bring it more in line with other interactions. Putting it at 80 health leaves it at a different threshold, as it will now take 1 less hit to kill it from many units, which should weaken it more than such a small change suggests.

Misc
  • Introduced pages for the Master Selection GUI and Shop. Temporarily removed the ? entry to avoid a page with nothing but a teaser. Don’t worry, we’re still working on it ;)
  • Removed the “Card Play Failed” message when your teammates card failed to play in Team Battle.
  • Disabled the ability for non-hosts of a lobby to stop searching for a game
  • Moved the Replay GUI back to the lower left.
  • Chain Lightning’s placement circle is now blue or red depending on whether a teammate or enemy played it.
  • Prepared the shop for something special..
  • Added a countdown for the Team Battle event in the menu
  • Settsu can no longer be revived by Mordar’s tombstone
  • During the final week of the Team Battle event, an extra quest will be granted every day.

  • Fixed a number of issues with the July Season Reset causing ranks and rewards to be given multiple times and disappearing.
  • Fixed an issue where the shop “Locked until level 7” tooltip would appear far from the cursor
  • Fixed the card play/summoning effects playing for both masters in Team Battle when only one player played a card
  • Fixed an issue with the pre-placement sound FX playing multiple times on top of each other in Team Battle
  • Fixed the Musketeer card art being low resolution at lower settings
  • Fixed an issue where you couldn’t change the Master linked to a deck once you’d had a lobby open
  • Fixed some issues with the Master being changed to Stormbringer when you exited a menu while looking at locked Masters. It now selects your last selected Master.
  • Fixed not being able to rotate arenas with mouse-drag in arena selection
  • Fixed Settsu gaining the benefits of Perk 3 at level 2.
  • Fixed Xiao Long’s card buffs staying on cards in Team Battle even after Xiao Long died.
  • Fixed Stormbringer’s Marksmanship buff stacking when playing with two Stormbringers in Team Battle.
  • Fixed an issue with your Teammates hand in a Team Battle replay showing wrongly.
  • Fixed an issue where King Puff’s third perk would not make his team properly immune in Team Battle if he was player 3 or 4.
  • Fixed an issue with Prowler and Musketeer causing their targets to become untargetable if they died while charging.
  • Fixed an issue where you could play with an unowned Master by selecting him during matchmaking
  • Corrected Styxi’s description from “miss” to “misses”
  • Fixed an issue with some skyboxes causing players that had unselected Bloom to have flipped screens in-game.
  • Fixed an issue with Reboomer not causing the Succubus to blink if she survived the explosion
  • Fixed Team Battle decks appearing on the Battle leaderboards.

Cheers from BetaDwarf!
Minion Masters - UncleOwnage


Minion Masters!

We’re excited about how you’ve all been hammering the Team Battle mode with many exciting strategies only possible when you work together.
The event continues for another week, whereupon we will disable 2 vs 2 for a period to make some improvements.
During this final week, you will also get one extra daily quest - the Team Battle Tryout quest.

This week we’ve got a lot of fixes and some balance changes for you, but much more exciting is the fact that the King Puff Cup is running a 2 vs 2 tournament this weekend!

The Dwarves will be watching this with ale in hand, so sign up and show us who the real Minion Masters are!

It’s easy to sign up, just go here

Rules are found in the original forum post

Changelog

Balance
  • Spirit Vessel - Damage from 35 to 40
    --- Developer comments ---
    The Spirit Vessel was assumed to provide more value than a Warrior since you could get the Spirit on something that would better utilize it.
    Unfortunately, the potential of this hasn’t been enough to make Spirit Vessel popular.
    This slight buff to damage will hopefully make the Spirit Vessel a more viable medium-range tank.

  • Warrior and Divine Warrior - Damage from 60 to 70
    --- Developer comments ---
    The Warriors haven’t seen much action since the big Call to Arms rework. While the Warrior is a strong tank with good value, the lack of a special mechanic makes it hard to get value out of at higher levels.
    Coming back to Call to Arms, it’s also relevant that getting value from that is very hard with the new version, so we increased the reward from getting a good Call to Arms setup.
    Lastly, the change also helps the Divine Warrior stand alone by accomplishing something while her shield is up, rather than needing backup to gain value from it.

  • Stun Blast - Duration from 6 to 5
    --- Developer comments ---
    Stun Blast can be rather frustrating to play against and has been included in a lot of very aggressive decks since the mana reduction. The potential of a good timing is still there with this change, but you’ll have to be slightly more careful about the timing.

  • Milloween - Basic attack damage per Arcane Spark up from 8 to 10
    --- Developer comments ---
    Milloween has has a problem with being a Master who could really only do one or two strategies. While she was obviously intended to be focused on Spells, the fact that you had to include Dragon Nest or bet everything on your Arcane Golem made her rather limited.
    This change helps her defend herself, and makes her able to defend herself rather handily with a full hand of Spells, which should benefit most strategies using her.

  • King Puff - Basic attack Attack Speed from 2.25 to 2.5. Range reduced from 10 to 8.
    --- Developer comments ---
    We’ve been keeping a close eye on King Puff for a while, and despite his slightly diminishing popularity compared to the previous Season, we believe he is still a little too strong in some aspects.
    His powerful basic attack allows him to ignore many units, especially once he unlocks the third perk, but his abilities have also started to show a lot of potential at many different levels of play.
    We’re scaling his basic attack a little so it’s slower, but also finally reintroducing the idea of a Master with a slightly lower range than others. This makes for a few interesting dynamics when King Puff faces off against Stormbringer, or decks including long range units like the Mancers.

  • S.T.INT - Health from 85 to 80
    --- Developer comments ---
    The S.T.INT. has still been very popular and feels like a card you often want to include in your deck. While we’re still waiting to see the effects of the previous change, we feels it’s still strong and also wanted to bring it more in line with other interactions. Putting it at 80 health leaves it at a different threshold, as it will now take 1 less hit to kill it from many units, which should weaken it more than such a small change suggests.

Misc
  • Introduced pages for the Master Selection GUI and Shop. Temporarily removed the ? entry to avoid a page with nothing but a teaser. Don’t worry, we’re still working on it ;)
  • Removed the “Card Play Failed” message when your teammates card failed to play in Team Battle.
  • Disabled the ability for non-hosts of a lobby to stop searching for a game
  • Moved the Replay GUI back to the lower left.
  • Chain Lightning’s placement circle is now blue or red depending on whether a teammate or enemy played it.
  • Prepared the shop for something special..
  • Added a countdown for the Team Battle event in the menu
  • Settsu can no longer be revived by Mordar’s tombstone
  • During the final week of the Team Battle event, an extra quest will be granted every day.

  • Fixed a number of issues with the July Season Reset causing ranks and rewards to be given multiple times and disappearing.
  • Fixed an issue where the shop “Locked until level 7” tooltip would appear far from the cursor
  • Fixed the card play/summoning effects playing for both masters in Team Battle when only one player played a card
  • Fixed an issue with the pre-placement sound FX playing multiple times on top of each other in Team Battle
  • Fixed the Musketeer card art being low resolution at lower settings
  • Fixed an issue where you couldn’t change the Master linked to a deck once you’d had a lobby open
  • Fixed some issues with the Master being changed to Stormbringer when you exited a menu while looking at locked Masters. It now selects your last selected Master.
  • Fixed not being able to rotate arenas with mouse-drag in arena selection
  • Fixed Settsu gaining the benefits of Perk 3 at level 2.
  • Fixed Xiao Long’s card buffs staying on cards in Team Battle even after Xiao Long died.
  • Fixed Stormbringer’s Marksmanship buff stacking when playing with two Stormbringers in Team Battle.
  • Fixed an issue with your Teammates hand in a Team Battle replay showing wrongly.
  • Fixed an issue where King Puff’s third perk would not make his team properly immune in Team Battle if he was player 3 or 4.
  • Fixed an issue with Prowler and Musketeer causing their targets to become untargetable if they died while charging.
  • Fixed an issue where you could play with an unowned Master by selecting him during matchmaking
  • Corrected Styxi’s description from “miss” to “misses”
  • Fixed an issue with some skyboxes causing players that had unselected Bloom to have flipped screens in-game.
  • Fixed an issue with Reboomer not causing the Succubus to blink if she survived the explosion
  • Fixed Team Battle decks appearing on the Battle leaderboards.

Cheers from BetaDwarf!
Minion Masters - UncleOwnage


Minion Masters!

This week marks the start of our Team Battle event, where you can play with friends or strangers and finally try out that ridiculous combo you came up with but needed 16 cards to make work.

There are now three ladders:


Each rank only resets when the Season does, so your premade rank is the same no matter which friend you play with.
You can also play Friend Team Battles by inviting 3 friends to the same lobby. There is no ranking in friend battles, just like in the Battle mode.

But how does it actually work in the game?
It’s actually really simple; There’s two Masters on the Master Tower. Health is increased and each Master has their own mana and hand, although mana is reduced a little.
XP is shared, so both Masters on a team level up together.

The event will run for two weeks, but Team Battles will stay afterwards - perhaps being disabled for short periods while in Beta.

Free Legendary card - Musketeer
Those who completed the Best of Brawny event will automatically get the new Legendary card - Musketeer for their collection. It’s also available for crafting by anyone.


He’s an elite fighter of the Slither Servants, trained for decades in the art of fencing and agile maneuvers.
The Musketeer has the ability to avoid an attack with a parry, though he is still vulnerable to spells.
If an enemy is nearby after a parry, he can riposte for critical damage.
After parrying, it takes a short time for him to be able to parry again.

Misc
  • Season Reset - Ranking points gained for each Wood rank climbed increased from 0 to 50.
  • Introduced icons and Rank title to better identify which is currently active.
  • Reworked Mordar’s Basic Attack VFX to be clearer and fit with his channeling pulses.
  • Added a new skybox - Stadium Lights
  • New massive graphical improvement using Unity’s Post-Processing Stack. This shows a noticeable difference on lights, bloom and many other things.
  • Added better lights on Braziers for arenas and bridges
  • Unit spawning spells with a delay now leave a small beacon to indicate where you cast it. This affects Infiltration and Settsu’s Blast Entry. The beacon is not visible to the opponent.
  • Hid the Draft Average Mana icon until the first card is selected.
  • Changed text when finding a match from “Online Match Found” to “Match Found”
  • Reduced the frequency of Masters’ Overkill voicelines
  • Polished Settsu’s High-Powered Laser shot so the damage occurs more in line with the effects.
  • Added a cursor indicator to the Deckbuilding Search field.
  • Improved the feedback players get if trying to join a lobby that was already full.
  • Polished Sniper Scrat setup animations based on their new attack speed.
  • Updated Stormbringer’s ragdoll to the new model
  • Moved the Solo Challenges to the fourth space in the main menu.

  • Fixed a number of issues with Win Statistics being inaccurate. This is a work in progress ;)
  • Fixed an issue where units with stacks would display 10 with the numbers on different lines.
  • Fixed an issue where Settsu would not fire her High-Powered Laser correctly if she turned level 3 on the field and hadn’t shot a bullet yet. -Thank you King Puff Cup 5.
  • Fixed an issue where the Prowler would break if stunned during a jump - Thank you Edelweiss
  • Fixed an issue where enemies would detarget the Tranquil Shi-Hou because they predicted he would die from attacks that he then outhealed. -Thanks Hyanen
  • Fixed an issue with Ratbo gaining massive bursts of attack speed if stunned during More Dakka! Casting.
  • Fixed an issue with C-SAR announcing the wrong team was at low health.
  • Fixed an issue with hypnotize’s animation ending wrongly.
  • Fixed an issue with Styxi’s Laser sight not pointing in the same direction as his weapon.
  • Fixed an issue where Gax would refuse to explode when taunted by the Troubadour - Thanks Khazlariko
  • Fixed Priestess sometimes showing healing VFX on things inside a Black Hole.
  • Fixed the lobby gui showing when you had left a lobby in some cases
  • Fixed an issue with Prowler performing weird pounces while rooted by a Snake Druid

Cheers from BetaDwarf!
Minion Masters - UncleOwnage


Minion Masters!

This week marks the start of our Team Battle event, where you can play with friends or strangers and finally try out that ridiculous combo you came up with but needed 16 cards to make work.

There are now three ladders:


Each rank only resets when the Season does, so your premade rank is the same no matter which friend you play with.
You can also play Friend Team Battles by inviting 3 friends to the same lobby. There is no ranking in friend battles, just like in the Battle mode.

But how does it actually work in the game?
It’s actually really simple; There’s two Masters on the Master Tower. Health is increased and each Master has their own mana and hand, although mana is reduced a little.
XP is shared, so both Masters on a team level up together.

The event will run for two weeks, but Team Battles will stay afterwards - perhaps being disabled for short periods while in Beta.

Free Legendary card - Musketeer
Those who completed the Best of Brawny event will automatically get the new Legendary card - Musketeer for their collection. It’s also available for crafting by anyone.


He’s an elite fighter of the Slither Servants, trained for decades in the art of fencing and agile maneuvers.
The Musketeer has the ability to avoid an attack with a parry, though he is still vulnerable to spells.
If an enemy is nearby after a parry, he can riposte for critical damage.
After parrying, it takes a short time for him to be able to parry again.

Misc
  • Season Reset - Ranking points gained for each Wood rank climbed increased from 0 to 50.
  • Introduced icons and Rank title to better identify which is currently active.
  • Reworked Mordar’s Basic Attack VFX to be clearer and fit with his channeling pulses.
  • Added a new skybox - Stadium Lights
  • New massive graphical improvement using Unity’s Post-Processing Stack. This shows a noticeable difference on lights, bloom and many other things.
  • Added better lights on Braziers for arenas and bridges
  • Unit spawning spells with a delay now leave a small beacon to indicate where you cast it. This affects Infiltration and Settsu’s Blast Entry. The beacon is not visible to the opponent.
  • Hid the Draft Average Mana icon until the first card is selected.
  • Changed text when finding a match from “Online Match Found” to “Match Found”
  • Reduced the frequency of Masters’ Overkill voicelines
  • Polished Settsu’s High-Powered Laser shot so the damage occurs more in line with the effects.
  • Added a cursor indicator to the Deckbuilding Search field.
  • Improved the feedback players get if trying to join a lobby that was already full.
  • Polished Sniper Scrat setup animations based on their new attack speed.
  • Updated Stormbringer’s ragdoll to the new model
  • Moved the Solo Challenges to the fourth space in the main menu.

  • Fixed a number of issues with Win Statistics being inaccurate. This is a work in progress ;)
  • Fixed an issue where units with stacks would display 10 with the numbers on different lines.
  • Fixed an issue where Settsu would not fire her High-Powered Laser correctly if she turned level 3 on the field and hadn’t shot a bullet yet. -Thank you King Puff Cup 5.
  • Fixed an issue where the Prowler would break if stunned during a jump - Thank you Edelweiss
  • Fixed an issue where enemies would detarget the Tranquil Shi-Hou because they predicted he would die from attacks that he then outhealed. -Thanks Hyanen
  • Fixed an issue with Ratbo gaining massive bursts of attack speed if stunned during More Dakka! Casting.
  • Fixed an issue with C-SAR announcing the wrong team was at low health.
  • Fixed an issue with hypnotize’s animation ending wrongly.
  • Fixed an issue with Styxi’s Laser sight not pointing in the same direction as his weapon.
  • Fixed an issue where Gax would refuse to explode when taunted by the Troubadour - Thanks Khazlariko
  • Fixed Priestess sometimes showing healing VFX on things inside a Black Hole.
  • Fixed the lobby gui showing when you had left a lobby in some cases
  • Fixed an issue with Prowler performing weird pounces while rooted by a Snake Druid

Cheers from BetaDwarf!
Minion Masters - UncleOwnage

21.06.2017
After a delay, we've finally got Update 33 ready for you!

What a show!

With an overwhelming victory in the Best of Brawny finals, it is quite clear that Apep not only has worshippers in the Slither Servants faction, but also in the Minion Masters community!
Worship the serpent god, and he will bestow upon you the gift of power, as he brings the Musketeer from his armies to the show.

The Musketeer will enter the show next week in update 34.
He’s an elite fighter of the Slither Servants, trained for decades in the art of fencing and agile maneuvers.
The Musketeer has the ability to avoid an attack with a parry, though he is still vulnerable to spells.
If an enemy is nearby after a parry, he can riposte for critical damage.
After parrying, it takes a short time for him to be able to parry again.

We mentioned in the event that you would have the opportunity to influence the design of the winning card, but we’re saving that for another time because it doesn’t make sense this time around.
We’d like to put the Musketeer in your hands as early as possible after the event, but polling delays the whole process, and puts us at risk of running into more bugs and unforeseen issues.

We also believe it would be hard for you to give input on card stats for a concept you haven’t played with at all. At the same time these stats may need balancing later, in which case your choices may be negated.
We’ll figure out a good way to do something within the spirit of the original idea in the future, because we’d love to get your input on the direction of the game
Thank you for your understanding.

Balance
  • Xiao Long - Spell Punish damage up from 150 to 250
    --- Developer comments ---
    Xiao Long didn’t provide the exciting match focus and dilemma we had hoped for.
    It was supposed to offer a choice for the opponent on how he played his cards, as the order and specific allocation became much more important - did you remove Xiao Long first or could you accept taking the damage?
    However, it often didn’t have enough of an effect, and including it in your deck meant you sometimes got a little extra damage directly on the enemy, but at a low efficiency, especially considering the Minion itself lost most of its fights.
    This change emphasizes his mechanic, and we’re hoping people can use him not just as a counter strategy to spell-heavy decks, but also to cover the weaknesses of decks especially prone to spells.

  • Styxi - fixed a bug where he would take 4 seconds to shoot again after killing an enemy, rather than the 2 seconds listed
    --- Developer comments ---
    This is more of a bug fix, but we’re listing it in balance because it has a profound impact on Styxi’s ability to handle swarms.
    This not only sets him more apart from the regular snipers given the recent change to them, but also gives him a wider breadth of things to handle.
    We’re still considering more tweaks to his balance, but would like to see the effects of this fix first.

  • Settsu - High-Powered Laser shots no longer hit enemies behind Settsu.
    --- Developer comments ---
    While we don’t currently feel the ability is too strong, we did think the High-Powered Laser could be extremely frustrating in some situations because of the stun. The fact that it hit enemies behind Settsu meant there was very little counter-play to her outside of stunning her, even when she was on your field!
    This change makes it possible to use positioning to take out Settsu, especially if she’s currently focusing on the enemy Master.

  • Bridge colliders are now slightly wider, extending them further towards the middle gap.
    --- Developer comments ---
    Also more of a bug fix, but it changes balance a bit - We found some cases with flying Minions and Minions pushed out of the middle gap where the Bridge wouldn’t be captured when it should have - Thanks Khazlariko

Misc
  • Introduced a lobby system to custom games. You must now create a lobby before inviting friends to a challenge. This was done to make it easier to understand how to play against friends, but also in preparation for the upcoming Team Battle mode.
  • Offensive Spawner spells (Infiltration and Blast Entry) now have GUI indications for eligible areas, and warn for Out of Bounds when trying to cast outside the areas.
  • Updated Sniper Scrat description to reflect the recent changes.
  • Added an extra . to the “Searching..” text on battle buttons - Thanks Omicron666
  • Scaled up the Warrior’s ragdoll to reflect her model size.
  • Renamed the online modes to Battle and Draft
  • Removed a ; from Stormbringers perk 2 description
  • Xiao Long’s Spell Punish ability now shows as Card Buffs on the opponent’s cards, warning him of the consequences.
  • Xiao Long’s description now says “they use a Spell” instead of “he uses a Spell”
  • Changed some spawn FX to fit more with C-SAR’s theme.
  • Added average mana cost indicator to Draft deckbuilding.
  • Polished some of the effects of the new shaders on lower quality settings based on user feedback.
  • Prepared a lot of data for the upcoming 2v2 mode - this is what caused the update to be so complex.

  • Fixed an issue where card details would sometimes not appear when getting a reward, leaving you in a stuck state
  • Fixed an issue where Ghost taking over Dragon Nest would cause Spells from both players to trigger it, even after death. Thanks PakoManiac & NuclearGoo
  • Fixed level up text saying “Draft Draft Ticket” for level 9. It is now Draft & Draft Ticket
  • Fixed an issue where using a Beam of Doom while another Beam of Doom was already firing made it visually glitch
  • Fixed the Warrior’s preview animation initial state being standing (she would sit down then get up)
  • Fixed an issue with the Streamer icon in chat being a Puff rather than a Twitch icon.
  • Fixed the Sniper Scrat sound FX being out of sync with the new attack
  • Fixed some issues with missing spaces after / in page-based menus

Feel the Might of Apep!
Minion Masters - UncleOwnage

21.06.2017
After a delay, we've finally got Update 33 ready for you!

What a show!

With an overwhelming victory in the Best of Brawny finals, it is quite clear that Apep not only has worshippers in the Slither Servants faction, but also in the Minion Masters community!
Worship the serpent god, and he will bestow upon you the gift of power, as he brings the Musketeer from his armies to the show.

The Musketeer will enter the show next week in update 34.
He’s an elite fighter of the Slither Servants, trained for decades in the art of fencing and agile maneuvers.
The Musketeer has the ability to avoid an attack with a parry, though he is still vulnerable to spells.
If an enemy is nearby after a parry, he can riposte for critical damage.
After parrying, it takes a short time for him to be able to parry again.

We mentioned in the event that you would have the opportunity to influence the design of the winning card, but we’re saving that for another time because it doesn’t make sense this time around.
We’d like to put the Musketeer in your hands as early as possible after the event, but polling delays the whole process, and puts us at risk of running into more bugs and unforeseen issues.

We also believe it would be hard for you to give input on card stats for a concept you haven’t played with at all. At the same time these stats may need balancing later, in which case your choices may be negated.
We’ll figure out a good way to do something within the spirit of the original idea in the future, because we’d love to get your input on the direction of the game
Thank you for your understanding.

Balance
  • Xiao Long - Spell Punish damage up from 150 to 250
    --- Developer comments ---
    Xiao Long didn’t provide the exciting match focus and dilemma we had hoped for.
    It was supposed to offer a choice for the opponent on how he played his cards, as the order and specific allocation became much more important - did you remove Xiao Long first or could you accept taking the damage?
    However, it often didn’t have enough of an effect, and including it in your deck meant you sometimes got a little extra damage directly on the enemy, but at a low efficiency, especially considering the Minion itself lost most of its fights.
    This change emphasizes his mechanic, and we’re hoping people can use him not just as a counter strategy to spell-heavy decks, but also to cover the weaknesses of decks especially prone to spells.

  • Styxi - fixed a bug where he would take 4 seconds to shoot again after killing an enemy, rather than the 2 seconds listed
    --- Developer comments ---
    This is more of a bug fix, but we’re listing it in balance because it has a profound impact on Styxi’s ability to handle swarms.
    This not only sets him more apart from the regular snipers given the recent change to them, but also gives him a wider breadth of things to handle.
    We’re still considering more tweaks to his balance, but would like to see the effects of this fix first.

  • Settsu - High-Powered Laser shots no longer hit enemies behind Settsu.
    --- Developer comments ---
    While we don’t currently feel the ability is too strong, we did think the High-Powered Laser could be extremely frustrating in some situations because of the stun. The fact that it hit enemies behind Settsu meant there was very little counter-play to her outside of stunning her, even when she was on your field!
    This change makes it possible to use positioning to take out Settsu, especially if she’s currently focusing on the enemy Master.

  • Bridge colliders are now slightly wider, extending them further towards the middle gap.
    --- Developer comments ---
    Also more of a bug fix, but it changes balance a bit - We found some cases with flying Minions and Minions pushed out of the middle gap where the Bridge wouldn’t be captured when it should have - Thanks Khazlariko

Misc
  • Introduced a lobby system to custom games. You must now create a lobby before inviting friends to a challenge. This was done to make it easier to understand how to play against friends, but also in preparation for the upcoming Team Battle mode.
  • Offensive Spawner spells (Infiltration and Blast Entry) now have GUI indications for eligible areas, and warn for Out of Bounds when trying to cast outside the areas.
  • Updated Sniper Scrat description to reflect the recent changes.
  • Added an extra . to the “Searching..” text on battle buttons - Thanks Omicron666
  • Scaled up the Warrior’s ragdoll to reflect her model size.
  • Renamed the online modes to Battle and Draft
  • Removed a ; from Stormbringers perk 2 description
  • Xiao Long’s Spell Punish ability now shows as Card Buffs on the opponent’s cards, warning him of the consequences.
  • Xiao Long’s description now says “they use a Spell” instead of “he uses a Spell”
  • Changed some spawn FX to fit more with C-SAR’s theme.
  • Added average mana cost indicator to Draft deckbuilding.
  • Polished some of the effects of the new shaders on lower quality settings based on user feedback.
  • Prepared a lot of data for the upcoming 2v2 mode - this is what caused the update to be so complex.

  • Fixed an issue where card details would sometimes not appear when getting a reward, leaving you in a stuck state
  • Fixed an issue where Ghost taking over Dragon Nest would cause Spells from both players to trigger it, even after death. Thanks PakoManiac & NuclearGoo
  • Fixed level up text saying “Draft Draft Ticket” for level 9. It is now Draft & Draft Ticket
  • Fixed an issue where using a Beam of Doom while another Beam of Doom was already firing made it visually glitch
  • Fixed the Warrior’s preview animation initial state being standing (she would sit down then get up)
  • Fixed an issue with the Streamer icon in chat being a Puff rather than a Twitch icon.
  • Fixed the Sniper Scrat sound FX being out of sync with the new attack
  • Fixed some issues with missing spaces after / in page-based menus

Feel the Might of Apep!
Minion Masters - UncleOwnage


Greetings Masters,!

The Best of Brawny finals are well underway, with the results heavily favoring Apep so far.
Remember that you’ll get the card no matter which Master you select, but which card it is depends on who the community supported the most. There’s still 7 days left for Volco to make a comeback!

This week we’re bringing you some balance changes to shake up a few things.

Balance
  • Gax - Damage up from 100 to 150
    --- Developer comments ---
    Gax was intended to be a board clear type of card with a warning, but unfortunately he never really accomplished that with a damage of 100. With this change, he will now kill many 4 mana cards, and even some 5 mana ones, giving him a greater chance of being worth playing.
  • Sniper Scrat & Bounty Sniper - Damage up from 50 to 100, Attack cooldown from 3 to 4.
    --- Developer comments ---
    The Snipers are receiving a buff with a slight rescaling. Besides being a markable increase in DPS, this allows them to handle most flying units much better, and also pose a threat to mid-cost cards. In return, they’re less efficient at taking out swarms.
  • Spear Throwers - Count up from 3 to 4, Damage down from 20 to 15
    --- Developer comments ---
    The Spear Throwers received a buff recently, but they’re still not used much outside of Draft play. This buff allows them to more efficiently distribute the damage from their ranged attack, and also gives them more staying power when fighting.
  • Annihilator - Attack cooldown from 2.5 to 2.1
    --- Developer comments ---
    The guy with the biggest gun felt a little too clunky, and because of his speed he ended up not countering some cards he theoretically should (I’m looking at you Dragon Pack)
    This change mostly emphasizes his ability to counter swarms, but he still remains vulnerable to tanks or high damage spells.
  • S.T.INT. - Range down from 8 to 6
    --- Developer comments ---
    The S.T.INT. has been extremely popular since it was released, probably because it traded a little too well with most other low cost cards.
    We see this as an opportunity to differentiate it more from other cards by trying a shorter range, which will help melee units get closer, and some ranged units to get the jump on it.
Misc
  • Made some improvements to player connections during the start of online matches to avoid desyncing the match when a player was loading slower than the other.

  • Fixed an issue where you could make the reward music play twice on top of each other when skipping Daily Quest reward animations
  • Fixed an issue where you could get stuck in Card preview or Reward screen when skipping.
  • Fixed the Queue Master battles resuming without any cards in hand.

Cheers from BetaDwarf!
Minion Masters - UncleOwnage


Greetings Masters,!

The Best of Brawny finals are well underway, with the results heavily favoring Apep so far.
Remember that you’ll get the card no matter which Master you select, but which card it is depends on who the community supported the most. There’s still 7 days left for Volco to make a comeback!

This week we’re bringing you some balance changes to shake up a few things.

Balance
  • Gax - Damage up from 100 to 150
    --- Developer comments ---
    Gax was intended to be a board clear type of card with a warning, but unfortunately he never really accomplished that with a damage of 100. With this change, he will now kill many 4 mana cards, and even some 5 mana ones, giving him a greater chance of being worth playing.
  • Sniper Scrat & Bounty Sniper - Damage up from 50 to 100, Attack cooldown from 3 to 4.
    --- Developer comments ---
    The Snipers are receiving a buff with a slight rescaling. Besides being a markable increase in DPS, this allows them to handle most flying units much better, and also pose a threat to mid-cost cards. In return, they’re less efficient at taking out swarms.
  • Spear Throwers - Count up from 3 to 4, Damage down from 20 to 15
    --- Developer comments ---
    The Spear Throwers received a buff recently, but they’re still not used much outside of Draft play. This buff allows them to more efficiently distribute the damage from their ranged attack, and also gives them more staying power when fighting.
  • Annihilator - Attack cooldown from 2.5 to 2.1
    --- Developer comments ---
    The guy with the biggest gun felt a little too clunky, and because of his speed he ended up not countering some cards he theoretically should (I’m looking at you Dragon Pack)
    This change mostly emphasizes his ability to counter swarms, but he still remains vulnerable to tanks or high damage spells.
  • S.T.INT. - Range down from 8 to 6
    --- Developer comments ---
    The S.T.INT. has been extremely popular since it was released, probably because it traded a little too well with most other low cost cards.
    We see this as an opportunity to differentiate it more from other cards by trying a shorter range, which will help melee units get closer, and some ranged units to get the jump on it.
Misc
  • Made some improvements to player connections during the start of online matches to avoid desyncing the match when a player was loading slower than the other.

  • Fixed an issue where you could make the reward music play twice on top of each other when skipping Daily Quest reward animations
  • Fixed an issue where you could get stuck in Card preview or Reward screen when skipping.
  • Fixed the Queue Master battles resuming without any cards in hand.

Cheers from BetaDwarf!
...