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Version 1.24 Patch notes

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!
[h2]Outlandish Operations - Season Pass #3[/h2]
  • 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.

[h2]Card Balance[/h2]

Version 1.23 Patch Notes

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.


Outlandish Operations Update Live Now, Plus 100% off new DLC

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!

Outlandish Operations - New Expansion out now!

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?!

Version 1.21 Patch Notes

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.

Healing Balance
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.