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Update 87 - Guilds!

Minion Masters!

Guilds

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

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


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

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


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


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


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


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


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


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


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


Cheers from BetaDwarf!

Update 86 - Diona the Witch Hunter

Minion Masters!

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

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

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


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


Tri-Team Tourney

The Tri-Team Tourney is back! This time you get to choose which Legendary card you want to own instead of voting for a future card to be in the game. Your reward options are Scott the Sensitive Savage, Troubadour, or a Random Legendary. The teams are as follows:
  • House Valor (Scott the Sensitive Savage) - Stormbringer, Settsu, Ravager
  • House Triumph (Troubadour) - Diona, Milloween, Mordar
  • House Glory (Random Legendary) - Ratbo, Apep, King Puff
  • Volco is taking a vacation for this tournament.

There are 15 keys to collect for each team, which reward 10 shards each. You can only claim one of the three legendaries, so make your choice wisely!

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

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

Cheers from BetaDwarf!