Minion Masters - pkourousis
Minion Masters!

The 3rd season of Outlandish Operations is here!!! Scrap Yard and R4Z:0R Squadron joins the Minion Masters universe along with a host of balance changes and bug fixes.

Ready…. Steady…… GO!
Outlandish Operations - Season Pass #3
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Added to the game:





  • The Season Pass will end on June 3rd.
Card Balance
Apep - Shield Totem
  • Duration 10 > 7
  • Health 200 > 250
Dev Comment: This makes the totem a little more resistant toward certain spells while reducing its potential to negate damage from entire pushes on its own.

Mordar- Tombstone
  • Activation time 8 -> 9
Dev Comment: Mordar is currently performing a little too well in top ranks. We are looking into other solutions at the moment but this should bring him more in line for now.

All Masters - Mythic
  • Are now considered Mythic
Dev Comment: Mythic rules have been a little messy, some not even listed, like the fact that you cannot push mythic units with Knockback or Vortex, etc. This change goes into a larger effort to make the rules more clear and consistent.

Mythic rules added to cards
The following cards can now no longer affect mythic minions (including Master Minions)
  • Netherstep
  • Gor'Rakk Sacrifice
  • Once Bitten
  • Spawn Of Fury
Once Bitten
  • Now targets the minion closest to center instead of random within the area
Dev Comment: This is really more a QOL fix, but it could in certain cases pertain to balance, so we decided to list it here.

Arcane Bolt
  • kill threshold 450 -> 400
Dev Comment: Arcane bolt is a bit too efficient at getting quick kills on semi-high health targets such as Cleaver and Blue Golem, this should make such kills a bit harder.

Ghost
  • Base Stun 5 > 10
  • Now Stuns Mythic Minions for 10 seconds
Dev Comment: To make up for not being able to possess Mythic minions anymore we've given the stun duration a bump, so it's still a fairly significant effect to use against Mythic creatures, such as Nyrvir.

Snake Druid
  • Attack Delay 1.4 > 1
  • Root Duration 6 > 5
This change is an attempt to make him slightly easier to use while removing a bit of the frustrating element.

Akinlep's Gong of Pestilence
  • Cost 6 > 7
Ring the Gong Changes
  • Cost 1 > 0
  • Increase cost 1 on each use
This is an attempt to nerf the minion a little while also making the gong a slightly bigger part of the design. By making the first use free and introducing rising cost the first three uses of the gong equal the same cost as before the change. However, the initial investment is bigger, nerfing cases where you wouldn't use the gong at all.

Zealots of the burning fist + Shield-Captain Avea
  • Damage 100 > 120
Both Avea and the Zealots could use a little more oomph

Brothers of Light + Caeleth
  • Hp 600-> 550
Brothers of light are a bit too oppressive in some high level strategies and need to be toned down, we will look into a buff for Caeleth in the future after we see how hard this hits him.

Ratbo
  • Minigun warm-up time 3 > 2
  • Now only gets Armored Scrats from your own cards
Dev Comment: Our last change did what we intended to do (i.e. Make him weaker in 1v1 and stronger in 2v2 to even him out.) Unfortunately, it was a little too efficient. This should hopefully tilt him back into a more balanced position.

Improvements

Red Golem Rework - It's finally here. It's about time this big boy get's a touch up like his smaller brother.


Bugs
  • Fixed an issue with R3-KT dodging attacks by teleporting breaks units pathfinding
  • Removed T.A.A.S and Akinlep’s gong from the random pool.
  • Fixed an issue with Rapid Prowler’s Call Slitherbound also having Sacrifice 2
  • Fixed a typo with Nyrvir's Breath description
  • Fixed an issue with stunned r3kt shadow dance causing the clone to not do anything
  • Fixed an issue with hitting r3kt who uses shadow dance with aoe abilities causes them to fail hitting targets after him
  • Fixed an issue with playing 2x shadow dance in rapid succession causes 2 real r3kt's and 2 clones to spawn
  • Listed true damage on Pincer of Dread
  • Fixed an issue with Arcane Missiles (milloween) targeting
  • Fixed a valorian graphical bug
  • Fixed Avea Shield bug reacting fast enough to fireball to block the fireball’s damage on unitys around her (for real it’s been fixed now!!)
  • Banned users now get a banned message when they login
  • Fixed an issue with Pincer of Dread killing Jing/Xiao Long while they were phased out.
  • Fixed an incorrect interaction between Black Hole and Re-Boomer
  • Fixed a rare issue with Morder ressing teammates units stolen from enemy Mordar with Ghost
  • Haste and Slow now increases or reduces movespeed by a minimum of 1.
Minion Masters - RGL_Trinity
Version 1.23
Minion Masters!

Outlander reinforcements have arrived! R3KT finally joins the Minion Masters universe along with a host of balance changes and bug fixes.

Don’t worry, even though it’s April Fools’ Day, all these changes are 100% real. FDM told me, and he wouldn’t lie to me.

Outlandish Operations - Season Pass #2
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Added to the game:




  • The Season Pass will end on the May 6th.

Card Balance

Blood Imps/Brutish Betrayer
  • Return damage 50% -> 65%
Blood Imps and Brutish Betrayer have truly had a resurgence since the blood pact rework. We're happy to see them being played though we also understand they can be a tad coin flippy as things are. This is an attempt to mitigate their power a little, hopefully without completely breaking their value.

Border Patrol
  • Mana Freeze 2 -> 1
  • Add 1 mana freeze and gain shield
This card feels like it should be good, and we worry it might be a little underrated as things are now. So this change is an attempt to not make it stronger, but more consistent. You can now choose to play it without the shield (in case your opponent plays shield piercing spells) and retain that 1 mana for other things.

Dragon Whelp
  • Attack cooldown 1.1 -> 1.2
Pretty much all dragon cards are very strong at the moment, this is just an attempt to make them slightly less oppressive without destroying the cards

Flightless Dragons
  • Attack cooldown 1.1 -> 1.2
Pretty much all dragon cards are very strong at the moment, this is just an attempt to make them slightly less oppressive without destroying the cards

Hypnotize
  • Cost 4 -> 3
  • Duration 6 -> 5
  • Call Slitherbound 2 -> 1
The intention here is to make the card stronger and more viable to play as well as making it slightly less to frustrating to play against.

Jing Long
  • Shocking Re-Entry Damage 0 -> 40
  • Damage 20 -> 25
Jing Long is not performing very well, so here's an attempt to give him a little more consistent value

Nyrvir’s Breath
  • Damage 325 -> 180
  • Summon 4 skeletons over the duration
  • Duration 4 -> 3
  • Accursed Ascension -> +120 damage and +4 skeletons
This card has been a contentious one for a while and we've been looking at solutions for a bit but haven't found a concrete proposal until now. What this intends to do is to make it a fair bit weaker in the early game, so that it's true power can be felt after Ascension has been achieved.
We've also decided to make the skeleton generation be more consistent. It's already a pretty strong swarm counter, there's really no reason it should also be even more empowered by swarm.


Pincer of Dread
  • Fix targeting issues
  • Target health highest -> closest
  • Delay 1 -> 0.5
We believe the only thing holding this card back is that it's very cumbersome to use. By making it easier to hit your intentioned target we believe it can potentially see a lot more play.

Rabid Prowler
  • Sacrifice 1 -> 2
  • Instead gain Berserker’s Rage
Dev Comment: This card sees very little play and this change is an attempt to give the card a little more umf, that might make it a good alternative to something like a Cleaver, especially in Slither/Sacrifice decks.

Resonating Blast Crystal
  • Damage 130 -> 100
  • Remove Mana Freeze 1
  • If you explode 2 crystals mana freeze 1
Resonating crystal blast is everywhere at the moment, it's both very strong and very versatile. This change should bring it a bit more in line with the other spells

Shield-Captain Avea
  • Damage 70-100
  • Deal 10% damage to self on attack
Yet another Avea change. We're slowly getting there :) - This brings her into the Burning Fist sub-faction and ties her to the Zealot's. One interesting thing this does is that it allows her to proc her own effect.

Shieldguard of Light
  • Damage 70 -> 80
It's been a while since this big boy was relevant. Let's give him a little push and see if he can stand up to the plate.

Whirly Scrat
  • Health 390 -> 350
Whirly has been one of the best performing cards for a long time, however now it's also become very popular. This is just a small change to bring it's power more in line with all the other cards.

Xiao Long
  • Get Jing Long Spell Dodge instead of shield
  • Damage 20 -> 25
This is honestly mostly to consolidate the two Long cards. We do feel the new dodge mechanic Jing Long introduced feels better than the shield, as it doesn't actually empower the minion vs anything other than spells. This does also mean that you can now activate Xiao with your own spells (as with Jing), however that opens him for a counter play from the opponent.

Master Balance
Ratbo
  • Also summons scrats on teammate’s minion cards
  • Spends 3 seconds to charge minigun from attack cooldown 1 - 0.3
Ratbo has the opposite problem to Stormbringer, in that he performs incredibly well in 1v1 but is very lackluster in 2v2. So we're essentially doing the opposite to the attempted Stormbringer fix in that we're allowing him to bank value off his teammate. This is to hopefully even out his value across the modes so that he can be more easily balanced in the future for all modes.
We realize there's a bit of a consistency issue with these changes, however, we have chosen to sacrifice that for a more even balance across modes.


Valorian
  • Perk 1 heal 15 -> 18
It seems we may have over-nerfed Valorian a tad. We discussed simply reupping his basic attack damage, however landed on upping the heal effect a little instead. We feel this goes a little further into what makes him unique, and as the "Flying receives half healing" rule is now in effect it feels less dangerous.

Bugs
  • Fixed decoy trap not taunting both players in team play.
  • Fixed haunting hugger failing to generate accursed ascension progress on direct kills
  • Fixed vortex not pulling once flying units are out of gap. - Thanks Matt
  • Fixed Sugilite shield blocking sunder - Thanks BadAsAFish80
  • Fixed Crossbow trap incorrectly unstealthing - Thanks DeathShoottOneyOoney
  • Fixed mark persisting after the marking unit has died - Thanks BadAsAFish80
  • Fixed marked target failing on werewolf transform - Thanks BadAsAFish80
  • Fixed T.A.A.S and Akinlep not retaining mana reduction through future past/present or Apep’s perk - Thanks tODDlife and Jackk
  • Fixed Hellfire’s ability being shorter than the indicator - Thanks You Fools
  • Fixed Settsu having spasms on the master tower - Thanks FFA and everyone else in the universe
  • Fixed a bug causing a stunned spiritmancer to keep attacking.

Minion Masters - RGL_Trinity
CLAIM IT HERE: https://store.steampowered.com/app/1560570/Minion_Masters__Outlandish_Operations/

Minion Masters has just been updated to include the Outlandish Operations update for free! Plus, act now before March 12 to get the new Outlander DLC for free.

Brand new Huge expansion - The Outlanders make their triumphant return to Minion Masters.

One man's junk is another man's treasure. This is why the scrapyard of fallen spacecraft debris and damaged drone parts is a veritable gold mine for the destitute Outlanders. The ingenious grow bolder as their newest inventions begin to take form.

Even more exciting content is on the way with this update, including many gameplay and balance changes. We also have a new master being added to the game. He's not quite ready yet, but you can still get a preview of him in-game ;)

Read all about the new expansion in the patch notes or just jump right into the game!

Cheers from BetaDwarf!
Minion Masters - RGL_Trinity
Version 1.22
Minion Masters!

More Outlanders are finally here! Version 1.22 marks the start of the Outlandish Operations expansion, and we have some key bug fixes, and a lot of exciting content coming along with it… even a new master?!

Outlandish Operations - Season Pass #1
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Two new cards have been added to the game:




  • The Season Pass will end on the April Fools Day.

Card Balance
A.I.M Bot
  • Starts with shield
  • Outlander Tech - Spend 40 tech to gain marksmanship, spend 40 more to also gain haste

Bannerman
  • Health 150 -> 250

Throughout the last couple of years many cards have been introduced that makes Bannerman's value very precarious.
Effects like Poison, Sun burn, vortex all negate the shields in one way or another.
We don't want him to simply counter those spells as well, as we don't want him to be a one-size-fits-all solution. So instead we added to his value as a fighter by upping his tankiness substantially. This way he can contribute on his own, while his effect remains useful in certain matchups.


Bats, Bats, Bats
  • Cost 5 -> 4
  • Bats jump in the direction of the card that was played

This change is an attempt to make the value of Bats Bats Bats slightly less extreme, but instead a little more reliable. It should be possible to spread your bats out more, and hopefully not lose them all to one spell anymore. On the other hand, Bats are now weaker (see Nether Bat change) so it should be less scary to face the card without a spell counter.

Crystal Construct, Dormant Defenders, and Guardian
  • Damage 80 -> 100

Dormant Defenders
  • Cost 6 -> 7

Ghost Turret
  • Attack Cooldown 0.8 -> 1

Heal Puff
  • Health Per Second 25 -> 20

Illusory Cleaver
  • Damage 0 -> 100
  • Remove Voidborne Wound

Adding some consistent damage value to the illusions should make them worth their 2 mana cost. While they don't pose as big of a threat as their non-illusory counterparts they now need to be dealt with or they can amass quite a bit of value over time. On the other hand, they are very easy to deal with, so the value from the damage should not run amok.

Illusory Dragon Whelp
  • Damage 0 -> 15

Adding some consistent damage value to the illusions should make them worth their 2 mana cost. While they don't pose as big of a threat as their non-illusory counterparts they now need to be dealt with or they can amass quite a bit of value over time. On the other hand, they are very easy to deal with, so the value from the damage should not run amok.

Lord Fanriel the Stormcharger
  • Fix true damage issues
  • Damage 100 -> 130

When we introduced True Damage, we wasn't 100% sure what to expect in terms of power, and admittedly over-nerfed Fanriel quite a bit.
With some fixes to True damage that makes it more consistent, though also weaker, we believe it's only right to give Fanriel some of his Oomf back.

Netherbat
  • Title Change: Nether Bat -> Nether Bats
  • Damage 35 -> 20
  • Count 1 -> 2
  • On Spawn, netherstep forward in a v shape

Once Bitten
  • Cast Delay 0.5 -> 0

Scratillary
  • Damage Per Rocket 50 -> 45

Screaming Scrat
  • Explode when Barrel is broken
  • Explosion Damage 130 -> 100

S.T.int
  • Outlander Tech - Spend 50 tech to claim the furthest bridge on spawn.

Vortex
  • Damage 80 -> 50

Vortex continues to dominate all leaderboards and still has an incredibly high use rate. We're targeting damage this time as we feel the minion displacement and area denial capabilities are what make the card fun an unique to the game. So we'd rather remove some power and versatility in the straight removal aspect of which there are plenty of alternatives.

Zeppelin Bomber
  • Movement Speed 5 -> 7
  • Attack Cooldown 2 -> 1.6

Master Balance
Diona
  • Perk 2 - Only drops potions for enemies dying on your side and on the bridges

This change will likely split the waters a bit. The intend of this is to nerf Diona in the case where she's already winning and spends a lot of time in offence. But buff her in cases where she struggles.
The idea is that potions dropped on the other side of the field in situations where you are behind or losing are almost always lost, and as such just add a hidden cooldown. With this change it should be more likely that you can pick up most if not all potions as they will always spawn in a place where you have at least some control.

Stormbringer
  • Perk 2 - Only give Minions under your control Marksmanship

New master?!
  • You’ll have to check him out in-game for details, he’s not ready to sit atop the master tower just yet ;)

    Bugs
    • Fixed issues with Settsu’s Perk 3 stun
    • Fixed Harald Ah’Mun not healing properly after the healing changes to flying units
    • Fixed Sunder not doing damage
    • Fixed Resonating Blast Crystal’s remnant not going away
    • Fixed a visual bug with Resonating Blast Crystal not showing the exploding animation
    • Corrected Zeppelin Bomber’s description to show correct stats.
    • Changed the indicator on spell cards to green when your teammate played Jing Long
    • Fixed a bug causing Gong to stay in your hand if Akinlep's Gong of Pestilence was transformed into a wolf
    • Fixed Chain Gang causing FPS drops
    • Fixed Twitch drops
    • Fixed color differences between cleaver/whelp and illusory cleaver/whelp
    • Fixed Boom Buggy firing too fast on occasion
    • Fixed Armored Escort tooltip not showing with priestess
    • Fixed a bug causing Haunting Hugger to be targeted while invisible
    • Fixed a bug causing Ghost to be interrupted by unholy ground
    • Fixed guilds getting the same conquest cards repeatedly

    Misc
    • Created a counter for Ascension that is always visible
    • Added purple feedback to show that a card is an ability card that will return to your hand
    • Added more search tags
    • 2v2 randoms no longer allows the same master in a team
Minion Masters - RGL_Trinity
Minion Masters!

We hope you have been enjoying the Uprising expansion! 1.21 adds the last two cards of the expansion into the game: Lash of Ah’Mun and Shroom Puff.

As you know, this means we will soon release info on our next expansion coming out in March! We can honestly say that we are super excited to share what the team has come up with for the next expansion; it’s really out there.

But for now, for 1.21 we have some balance changes, two new cards, and a variety of bug fixes coming your way.

On to the changes!

Uprising - Season Pass #3
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Two new cards have been added to the game:





  • Dark Fury Dryad Morellia has also been added to the game!



  • The Season Pass will end on the 4th of March.

Card Balance
Arcane Bolt
  • Mana Freeze 3 -> 2
  • Threshold 500 -> 450

Boom Buggy
  • Cooldown 5 -> 4.5
  • Delay 2 -> 1.5

Bridge Shrine
  • Health 350 -> 400

Crossbow Dudes
  • Attack Cooldown 1.8 -> 2

Dragon Ball
  • Summon a flightless dragon if not activated

Empowered Soul Stealer
  • On spawn gain 2 stacks and +1 for each sacrifice
  • Remove Call Slitherbound

Grasping Thorns
  • Cost 3 -> 2
  • Damage 200 -> 170

Lord Fanriel The Stormcharger
  • Damage 120 -> 100
  • Charge Damage 150 -> 100
  • Charge damage is now true damage

This introduces a new damage type, True Damage which is essentially just armor piercing. Certain things like Pincer of Dread already has this, though this is the first Minion to get this. Fanriel's design was always to force you to defend with big minions. This removes Shielded Crossbow Dudes and Armored Scrats as value answers to his charge.

Nether Bat
  • Nethersteps forward on spawn

These are attempts at making more 2 mana cards feel valuable to play, it may or may not workout, in which case we will keep working on them

Sewer Scrat
  • Basic attacks inflict 2 seconds of poison
  • Poison on hit duration 3 -> 2

These are attempts at making more 2 mana cards feel valuable to play, it may or may not workout, in which case we will keep working on them

Shen Stormstrike
  • Attack Stun Duration 2.5 -> 2
  • Zen Chi Flow Stun Duration 3 -> 2
  • Zen Chi Flow Stun Radius 4.5 -> 6

This is to unify the stuns a bit more so that they work the same. Also in the case of Zap shrine we wanted less of it's value to be in that first Zen-Chi Flow stun, but instead make the building provide slightly more reliable value afterwards.

Shield-Captain Avea
  • Shield Range 6 -> 8
  • Now counts toward the quest even if the target unit already has a shield.

Ting Teng Tung
  • Health 300 -> 270

Void Altar
  • Cost 9 -> 8

Zap Shrine
  • Zen Chi FLow Stun Duration 3 -> 2
  • Health 75 -> 100

This is to unify the stuns a bit more so that they work the same. Also in the case of Zap shrine we wanted less of it's value to be in that first Zen-Chi Flow stun, but instead make the building provide slightly more reliable value afterwards.

[/h1]Healing Balance[/h1]
[/list]
  • Flying minions have healing reduced by half

Last patch we tried this with Valorian's perk 1 only, and we feel it worked out nicely. Now we're trying it to all healing on flying Minions, mostly to keep things consistent and hopefully easier to keep track of.

Master Balance
Volco
  • Perk 2 - Embers of Flame changed to all minions gain rage
  • Perk 3 - Embers changed to melee minions gain berserkers rage instead

This change gives him more diversity for his deckbuilding while still retaining incentive to go for aggression. In longer games Melee will still prevail for him, but now ranged minions should feel like less of a compromise to bring along to balance out the deck.

Bugs
  • Fixed Jing Long’s shock entry radius size being visible in preview
  • Fixed Jing Long’s card status icons referring to Xiao Long. Thanks me
  • Added the indicator for blood pact to Brutish Betrayer
  • Fixed Avea’s shields reacting fast enough to fireball to block the fireball’s damage on units around her
  • Fixed blood imp sound and animations. Thanks hinkyt25
  • Fixed the indicator for Pincer of Dread showing that it damages buildings
  • Fixed the master selection interface breaking in draft
  • Fixed a bug causing Sugilite Shield to block melee damage
  • Fixed Avea’s drop rates from tokens being too high. Thanks Huffchux, Brit Churchill and all the other people who reported this and got us to actually check the values.
  • Fixed the hitboxes for Laser Turret and Magma cannon to match their new models. Thanks Coconut Commander

Misc
  • Puff cards have been removed from Jungle Rumble

Edits - Added missing dev comments, missing grasping thorns change, and missing healing change for flying minions.
Minion Masters - RGL_Trinity
Minion Masters!

Did you enjoy the first season pass for the latest Uprising expansion? We hope you did, but now it’s time to go over the changes accompanying the second season pass.

For 1.20 we have some balance changes, two new cards, and a variety of bug fixes coming your way.

On to the changes!

Uprising - Season Pass #2
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Two new cards have been added to the game:




  • Shadow Viper has also been added to the game!



  • The Season Pass will end on the 4th of February.

Card Balance
Accursed Ascension
  • Threshold 60 -> 70

Accursed Ascension decks have been really strong for quite a while now. This is a small adjustment to delay the power spike moment a little. 10 mana is around half a cycle, and as it comes late game where mana generation is high, it shouldn't delay the ascension more than 15~20 seconds, for most ascension decks.


Arcane Ring
  • Damage Per Projectile 25 -> 30

Ardent Aegis
  • Remove Empyrean Army.
  • Healing only applies to Empyrean minions.

With the introduction of the new Brutish Betrayer, Ardent Aegis could have been an amazing combo card, too good, it was found during testing. Added to the fact that it was never meant to be a card that fit into an aggressive style, we decided to remove the Empyrean Army effect and instead make the healing only apply to Empyrean minions. As Empyrean Minions for the most part have Slow-Medium movement speed and the healing should therefore be used more to turn fights rather than to maximize direct tower damage.

Akinlep’s Gong of Pestilence
  • Cost 7 -> 6

AtG Drone x8
  • Health 275 -> 250

Black Hole
  • Duration 1.8 -> 2
  • Cast Delay 0.2 -> 0

This card has been through a lot of changes, and we believe it's close to a good spot. It does have a tendency to flip quite dramatically. As soon as it's viable it can pretty much take over the meta. So we're taking things slow and doing small changes here to see if we can get it to a place where it can provide slightly more consistent value without taking over games completely. Combined with the recent change to Leiliel's Vortex, which has taken over a lot of Black Hole's utility use cases, we believe this should make the card see more play in the future.

Brutish Betrayer
  • Remove Turncoat
  • Give Blood Connection - Your master loses health equal to half of the damage they take, even overkill damage.

We've been working a lot with turncoat and tried out different variations but we haven't been able to find a solution that we really loved. So we're now removing the mechanic completely (It still exists in Adventures). Instead we're choosing to consolidate the Voidborne faction slightly more by introducing the blood imp mechanic to more cards. We think this is an interesting mechanic to play around with and we believe it retains the spirit of the original card designs quite well, as it still emphasizes the aggressive play that signifies the Voidborne faction.

Crystal Sentry
  • Mana Cost 4 -> 3
  • Gain Mana Freeze - 1

Elite Swarmer
  • Health 225 -> 250

Gor’Rakk Gate
  • Cost 3 -> 4
  • Remove Turncoat
  • Give Blood Connection - Your masters loses health equal to half of the damage they take, even overkill damage.

We've been working a lot with turncoat and tried out different variations but we haven't been able to find a solution that we really loved. So we're now removing the mechanic completely (It still exists in Adventures). Instead we're choosing to consolidate the Voidborne faction slightly more by introducing the blood imp mechanic to more cards. We think this is an interesting mechanic to play around with and we believe it retains the spirit of the original card designs quite well, as it still emphasizes the aggressive play that signifies the Voidborne faction.

Grenadier
  • Attack Cooldown 2.1 -> 2
  • Attack Delay 0.6 -> 0.5

Jolo the hero scrat
  • Reworked his dodge mechanic, his dodge chance starts at 100% but decreases by 10% for each successful dodge.

Jungle Jumble
  • Mana 5 -> 4

Morgrul’s Ragers
  • Health 225 -> 250

Morgrul The Swarmer King
  • Health 225 -> 250

Mountainshaper
  • Stack Delay 5 -> 4

Princer of Dread
  • Now deals damage through shields.

Swarmer Totem
  • Health 350 -> 325

Wizard Puff
  • Damage 60 -> 70

Master Balance
Stormbringer
  • Marksmanship only applies to minions.

The heavy turret focused defensive strategy is very strong in particular with Stormbringer, as the added range removes many of the different buildings weaknesses. We believe there is a space for that playstyle in Minion Masters, but atm it's too strong and too uninteractive. With this change we believe these decks will have to supplement with more utility and/or aggressive cards to solve certain problems, and in doing so make the deck less hyper focused on pure defense.
Valorian
  • Perk 1 healing halved for flying minions.

We're quite happy with the spot Valorian currently has within the meta, however he has developed a niche for flying minions as his healing ability can make them very difficult to remove. Particularly with flying minions those few additional HP can mean a lot in those cases where it brings it just out of range for a removal spell. We don't want to remove this playstyle completely, but we do believe that the perk synergizes a little too well with flying minions. This should help mitigate that.
As a footnote: we're currently considering making this a shared rule for all healing, a cross the board.



Bugs
  • Free token notification dot is removed.
  • Fixed an issue preventing searching in deckbuilding.
  • Fixed the refund symbol showing up on offers where the only duplicate item is cards.
  • Fixed caber tosser getting stuck. Thanks mezlat.
  • Fixed Mar'Dred constantly laughing.
  • Fixed Akinlep with cost reduction issue. Thanks StarDrifter.
  • Fixed Thelec failing to summon archers after summoning Akinlep. Thanks hinkyt25.
  • Made Improvements to Boom Buggy targeting. Thanks DeathShoottOneyOoney

Misc
  • Updated various avatars to reflect new card art.
  • Christmas decorations have been turned off.

Edits: added a balance change for Jolo the Hero Scrat, which was initially forgotten.
Minion Masters - That Sprite
100% OFF - WEEKEND DEAL

Get the new $15 Uprising DLC 100% off for only this weekend!

CLAIM IT HERE: https://store.steampowered.com/app/1467210/Minion_Masters__Uprising_DLC/

Uprising - OUT NOW!

An Uprising has come to Minion Masters! The Slitherbound are in desperate need of help. You must fight to clear a path for their escape and keep them from the shackles which once bound them.

This new updated features new cards, a new Adventure, a new legendary skin and more.

Read all about the new expansion on the Update Site, or just jump right into the game!

Cheers from BetaDwarf!
Minion Masters - RGL_Trinity
Minion Masters!

The Slitherbound are in desperate need of help. You must fight to clear a path for their escape and keep them from the shackles which once bound them.

Stay tuned to our update site for more reveals about upcoming Season Passes.

Uprising - Season Pass #1
  • A new Season Pass has arrived to Minion Masters!
  • Tons of new rewards, including 2 cards, a Legendary Skin, bonus cards, and more!
  • Two new cards have been added to the game:

    Chain Gang


    Akinlep's Gong Of Pestilence


  • Dryad Morellia has also been added to the game!



  • The Season Pass will end on the 7th of January.

New Adventure
  • Brand New Story - Fight against the mighty Apep
  • Play as a special Adventures version of Slither Beast
  • This is a 3 Chapter Adventure that costs 2,010 Rubies or 1,000 rubies for just chapter 1.
  • Completing the Chapter will get you some cool rewards!
  • The adventure AI has been improved so opponents use a wider variety of cards, including high-cost cards. This applies retroactively and will impact older adventures.
  • Replays for adventures are now available.
  • The Adventure releases on December 10th.

Economy Changes
As we mentioned in our latest blog post, there will be some changes to the Minion Masters economy coming in 1.19. For details, read our blog post here https://blog.betadwarf.com/2020/11/minion-masters-economy-changes-follow-up.html

Shop Changes
  • All master skins will be available for purchase from the master selection screen.
  • If you receive a duplicate cosmetic item or master, you will receive a reimbursement of gold.

Glory Changes
  • Season bonus glory will no longer apply to conquest. While it still improves season pass progress, we wanted to make sure that users that buy the season pass don't have an unfair advantage in their conquest runs compared to free-to-play players.

Card Balance
Ardera
  • Divine shield is now only given to Empyrean Minions

Armored Scrats
  • Count 4 -> 3
  • Barrel Shield Health 50 -> 60

Blood Imps
  • Now only deals 50% damage to its controller’s master

Call to Arms
  • Disables building abilities on transform

This will only affect two interactions: Ghost Turret and Crystal Construct. They will no longer produce a spirit or mana, respectively, when transformed into a Warrior.

Crossbow Dudes
  • Damage 15 -> 20
  • Attack Cooldown 1.4 -> 1.8

Crystal Arcanist
  • Health 45 -> 40
  • AoE Range 2.5 -> 3

Crystal Archers
  • Health 45 -> 40
  • Damage 25 -> 30

Dormant Defenders
  • Duration 20 -> 40

Illusory Cleaver
  • Illusion Damage 30 -> 50

Illusory Dragon Whelp
  • Illusion Damage 30 -> 50

Leiliel’s Vortex
  • No longer moves allied units.

Screaming Scrat
  • Cost 1 -> 2
  • Explosion Damage 30 -> 130
  • Explosion Delay 5 -> 4
  • Barrel Shield Health 50 -> 60

Last patch we brought this back to 1 mana, however we've since learned that was a mistake. It simply has too many uses to be balanced at 1 mana, and with the puff rework there was no doubt in our minds that Screaming Scrat would have become the #1 premiere 1 drop in 85% of decks. So we decided to bring it back to 2 mana but increase its power to hopefully find a good balance.

Shield Captain Avea
  • Shield Radius 4 -> 6

Slitherbound Darter
  • Damage 5 -> 8

Slitherbound Lancer
  • Damage 10 -> 15

Soul Stealer
  • Attack Cooldown 1.5 -> 1.6

Sunburn
  • Damages its controller’s units as well

Puffs Rework

Ever since we did the 1 mana overhaul some patches back, we've seen Puffs have an incredible resurgence in play rate. While we definitely do not mind puffs being popular at all, we did find it slightly concerning when we looked at their win rates. One problem we ran into is that their main power is their ability to grab the bridges, cheap, quick and reliably. This means we'd have to nerf their inherent power level to find a good spot, but we feel that would be the wrong direction for them, as the puffs aren't meant to be a bridge grabbing unit but rather fun and quirky utility Minions. So instead we decided to restrict their spawn path in order to further emphasize the mechanics that make the unique.

  • ”Puff” is now a card type, not a faction. Puff cards can only be spawned by the master tower and do not trigger minion abilities like Ratbo’s first and third perks.

Puffs have always been a bit of a weird faction, and as they are mostly designed around quirky utility purposes, they are not necessarily cards that you would build decks around. This sort of goes against our idea of what a faction is, and as we don't produce a ton of puff cards, it would always be underrepresented. We decided it was because Puffs shouldn't be a faction but a card type. This allows us to impress certain rules on these cards, as well as put them into factions where they might actually contribute to deck building.

Disruptor Puff
  • Faction - Puff -> Outlander
  • Card Type - Minion -> Puff
  • First teleport proc delay 3 -> 2
  • Speed 5 -> 10

Heal Puff
  • Faction - Puff -> Zen Chi
  • Card Type - Minion -> Puff
  • Cost 2 -> 1

Mana Puff
  • Faction - Puff -> Crystal Elf
  • Card Type - Minion -> Puff
  • First mana proc delay 10 -> 4

Mana Puff Madness
  • Cost 2 -> 3

Squire Puff
  • Faction - Puff -> Empyrean
  • Card Type - Minion -> Puff
  • First shield proc delay 10 -> 4

Wizard Puff
  • Faction - Puff -> Crystal Elf
  • Card Type - Minion -> Puff
  • Attack Cooldown 1.6 -> 1.4

Master Balance
Valorian
  • Damage boost per Empyrean card in hand 5 -> 3

Volco
  • Damage 40 -> 50
  • Burn the Bridges Cost 2 -> 1

Bugs
  • Reworked the jump and charge animations to ensure Bahra’s beam doesn’t become disconnected from targets.
  • Updated Cursebearer’s description to reflect the intended interaction with transform effects.
  • Fixed a bug causing Wreckinator’s self-destruct mode to do more damage with rage.
  • Fixed Propeller HOrde not getting beserkers rage.
  • Barrel scrats no longer move faster than normal scrats after their shield is broken.
  • Changed ghost’s attack type to special so it no longer picks up Volco’s bridge perk.
  • Fixed a bug causing bats bats bats to spawn the incorrect number of bats if played by two players at the same time.
  • We fixed the amount of points won/lost in contender not scaling correctly.
  • Nyrvir’s Breath no longer creates skeletons after breath’s effect has ended.

Misc
  • Xbox users can now take advantage of Twitch integration. Note that if you previously connected an account, you will likely have to email support@betadwarf.com to switch to a new account.
  • Christmas decorations have been turned on.
  • We made some changes to unit collision. Units that are standing still will move out of the way of same-sized units that are moving.
Minion Masters - That Sprite
Hey everyone, we want to start off by thanking you for engaging in this discussion passionately and bringing up your concerns. We understand that this is highly contentious news, so we wanted to clarify in some areas while we discuss things further behind the scenes.

Know that your feedback is always important, and we take it very much to heart when there’s a strong reaction.

Rubies
To start, we can be super honest with you about the problem that we are facing. Minion Masters has always had systems in place that were generous with rubies. Right now, approximately 50% of rubies spent in Minion Masters were “grinded” as opposed to purchased. For a premium currency that is an issue. 

Our main goal was to rebalance the economy by replacing them with other rewards that provide more overall value, but come in different forms. However, we recognise that we may have gone too far with the amount of Rubies removed and that some of the new rewards don’t feel particularly good, and we’re making the following adjustments;


  • Rubies moved from Grand Master to Diamond to make them more achievable
  • Grand Master reward is 150 Shards
  • Grand Master reward in the future may be replaced with exclusive avatars
  • These exclusive avatars would come as special versions of existing avatars
  • Contender reward increased to 3000 Gold

  • Every 10th Profile Level after 50 grants 250 Rubies
  • Power Token rewards in Profile Levels increased from 2 to 3

Here’s what that looks like on the tables we used before:

Ranked Rewards
Rank
New
Stone
5 Copies of an Unknown Common Card
Bronze
1000 Gold
Silver
3 Copies of an Unknown Rare Card
Gold
2 Power Tokens
Platinum
3 Copies of an Unknown Supreme Card
Diamond
100 Rubies
Master
3 Power Tokens
GM
150 Shards
Contender
3000 Gold
Profile Level Rewards

Note: These rewards repeat infinitely. The Level value is used for the purpose of clarity.

X Level
New
x1
1000 Gold
x2
1000 Gold
x3
Boost
x4
1000 Gold
x5
3 Power Tokens
x6
1000 Gold
x7
1000 Gold
x8
3 Power Tokens
x9
1000 Gold
x0
250 Rubies

We’d love to hear what you think about these changes and what kind of alternatives to Rubies you’d like to see, but regardless we hope this comes across as a more fair alteration of the existing reward paths.

Skins & The Shop
Focusing on selling skins often comes up, and while we’ve discussed it in the past, we’d like to reiterate here. We wanted Minion Masters to be carried by skins. We hoped for that, it’s the major reason we introduced them besides customization. Unfortunately Adventures and cosmetics, even the high-end skins, just don’t make the money necessary for the game to be sustainable by themselves, with new content being much more desirable. 

A frequent request we’ve seen regarding the Shop in response to our post, however, is to “open up” in regards to what skins are being sold at any one time. We’re happy to announce that, starting with Version 1.19, all purchasable skins will be available at their full price, all the time. The Featured Shop Offers page will remain however, with periodic discounts being offered on the skins, much like before. There might be some bugs with the system due to its rapid inclusion in the upcoming update, but we deemed it’s important to make good on your feedback as soon as possible.

Battle Pass & Ranked
There’s been some very valid concerns about reducing new content in the battlepass. We know it’s a major part of keeping the game fresh. However, it also takes a lot of focus, and we’ve gotten a lot of feedback that too many cards are being released with barely time to balance it out. We take that to heart, and scaling down should help balance and quality, and also make time for more on gameplay improvements. 

We're also working hard on the ELO system tests, which will make the ranked system more meaningful and there are so many other great suggestions from the community we would like to implement. We can't reveal too much about it now, however, but it's a promising opportunity to improve Minion Masters in the future.


Lastly, we want to give some peace of mind and inform you that we don’t intend to alter the Minion Masters economy again for a while - we don’t like making changes to it just as much as you. As always, we’re listening closely to your responses and taking them seriously. We realize that we have missed the mark with some of the initial changes. Hopefully this gives you a bit more insight into why we are making these changes, and we’re open to your suggestions about how we can improve our plan.

Cheers from BetaDwarf!
Minion Masters - That Sprite
Minion Masters!

We've made a follow-up post in response to your feedback. Check it out here:
https://steamcommunity.com/games/489520/announcements/detail/2933494053288575237

Version 1.19 Economy Rework
We're reformatting the Free Spin rewards and moving it into free shop offers, removing some Ruby rewards and changing the Battle Pass price.


In previous posts, we've detailed how we need to make adjustments to the Minion Masters Battle Pass system in order to ensure that the game isn't "too free", as well as to create a more sustainable game for us to continue to work on going forwards.

While the recent changes have proven favorable, it also began to highlight that we would need to make further changes to how the Economy of Minion Masters functions for us to achieve this goal, and to keep supporting the game we love. In particular, one of these necessary changes are to the income of Rubies a player receives.

Their inclusion in the natural economy of the game has been enjoyed by players for a long time, but as the game has aged they have also harmed the game's monetization to a significant extent by creating scenarios where players don't feel they have any "buying power" when it comes to Rubies. "Why spend money on the game's premium resource if it's so readily available just by playing the game?" is a sentiment we've seen echoed many times throughout the community, and it's something we've been able to measure the true impact of on Minion Masters. As such, it was apparent to us that they were the primary element about the in-game economy that had to be changed, and a lot of the reworks we will be discussing in this post come about as a result of this.

As always, our continued goal with Minion Masters, and top priority with these changes, is to ensure that the game remains "fair to play" for everyone, regardless of if you pay for access to new content or not. We're working to keep Minion Masters the most generous F2P game out there, and we don't want to start pinching people's wallets. New content should be available faster if you pay for it, but not be stronger than content you can earn for free. Cards should afford new opportunities - not advantages.

But to keep the game sustainable, we need some measure of control over the premium economy, which we are currently lacking.

Free Daily Resource Changes

The first step we're taking is to replace the "Free Spin" resource token you receive every day with a free Shop Offer instead. The main reason behind this is due to the ability to gain Rubies from the Free Spins, which is the resource we are looking to limit in how much you can earn with these changes.

If we simply removed the Rubies from the spin however, we also feel it wouldn't be very interesting for a player to use every day, so we're aiming to replace it with constant Free shop offers that allow us to potentially create more interesting daily rewards, like random copies of cards that might be more valuable to players than a small sum of Gold.

Level Up & Ranked Rewards

The larger source of Ruby income we're changing, however, is those that you receive from ranking up in 1v1, 2v2, and 2v2 Premade modes, as well as the large quantities you receive every 5 levels after Account Level 50.

These were by far the largest source of free Ruby income for players, and were the biggest contributing factor to the feeling of Ruby purchases being unnecessary for experienced players, while feeling somewhat unfair to players that weren't capable of reaching the higher ranks in each mode. They also made it feel somewhat mandatory to "grind out" Grand Master in all 3 modes each month, else you would miss out on a significant amount of free player income.

To put it into perspective, a player that reached Grand Master in every mode would earn 975 Rubies - If they earned 10 Profile Levels, they would be getting an extra 550. This meant the typical monthly Ruby income for this player was 1525 Rubies - enough to cover the price of the Battle Pass. If you were a player that could consistently achieve this every month, there was essentially no reason to ever pay for Rubies, and this had significantly hurt the sustainability of Minion Masters for a long time.

As such, our goal is to keep it a generous and rewarding track, but to separate it from the premium economy. These plans are subject to possible change, but in the interests of transparency we've detailed the alterations below:

Ranked Rewards

Rank
Old
New
Stone
50 Shards
5 Copies of an Unknown Common Card
Bronze
75 Rubies
1000 Gold
Silver
1000 Gold
3 Copies of an Unknown Rare Card
Gold
75 Shards
2 Power Tokens
Platinum
1200 Gold
2 Copies of an Unknown Supreme Card
Diamond
100 Rubies
1500 Gold
Master
1500 Gold
2 Power Tokens
GM
150 Rubies
100 Rubies
Contender
None
2000 Gold

Profile Level Rewards:
Note: These rewards repeat infinitely. The Level value is used for the purpose of clarity.

Level
Old
New
51
1000 Gold
1000 Gold
52
1000 Gold
1000 Gold
53
Boost
Boost
54
1000 Gold
1000 Gold
55
200 Rubies
2 Power Tokens
56
1000 Gold
1000 Gold
57
1000 Gold
1000 Gold
58
2 Power Tokens
2 Power Tokens
59
1000 Gold
1000 Gold
60
350 Rubies
5 Copies of an Unknown Supreme Card

Battle Pass Adjustments

With these changes in mind, we're also making the decision to make further adjustments to the Battle Pass to reflect the new economy.

  • Price is now 1250 Rubies
  • Contains 2 new cards each month
  • One card will be in the Premium path only
  • Existing customization is being added, as well as a refund feature
  • 1 Legendary Skin
  • 2 Avatars
  • 2 Emotes
  • Unlocking customization you already own will refund 20% of its Gold value.
  • Still contains new Customization

Most of these changes come as an evolution of the previous adjustments we made in Version 1.16, where we considered making the Legendary card from each Season Pass only available in the Premium Path. Our main goal with the new Battle Pass design was to find ways we can downscale the scope of the individual passes without sacrificing the quality of their contents, and making players feel their purchases are still valuable.

To this end, the change to create two new cards per month instead of three can be seen as somewhat of a benefit - It allows us to focus our efforts on putting more creativity and time into more polished, interesting cards, rather than having to make ones players feel are less exciting for the sake of filling the contents of the Battle Pass.

As a result of this, we're choosing to reduce the price of the Battle Pass to reflect the lower amounts of new content being added, but also to make it more affordable in the reworked Minion Masters economy. We're hoping that the addition of extra customization items also helps to make up for the value of that extra new card, being a valuable addition to both new and old players alike.

As a final note, the addition of existing customization options should not affect new content of those types - We're still planning on having exciting new Skins, Avatars and Emotes with the new pass system.

We'd like to thank you for taking the time to read this lengthy post. We're optimistic that these changes can help aid Minion Masters in truly becoming sustainable as we wish, and we hope we've been able to shed some light on why we feel these changes are necessary for us to perform. As always, if you have questions, we're open to answer them in our usual channels.

A note from That Sprite

Hey Masters, That Sprite here. For a while now I've been in charge of our blog posts and newsletter communication, as well as the Patch Notes and general responsibilites of the BetaDwarf Community Manager. This week will be my last post as I begin to part ways with BetaDwarf, with my responsibilities being transferred over to RGL_Trinity, who'll be undertaking the role going forward.

This isn't a sudden decision and comes amicably, and we've been working to make it happen as smoothly as possible over the last few months, so nothing should be immediately different for you and I'm confident it's being left in the right hands. You'll likely still see me hanging around the Minion Masters crowd and I'll always be available for a friendly chat.

I'm not one for overly long farewells, but it's been a great two and a half years working with the exceptionally talented people at BetaDwarf, and I couldn't be more glad for the opportunity and the experiences I've shared with everyone. Thanks for everything!

- "That Sprite", Community Manager

Cheers from BetaDwarf!
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