Thursday, March 4, 2021

Version 1.22 Patch Notes

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
  • amage 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 - Thanks DeathShoottOneyOoney
  • Fixed Harald Ah’Mun not healing properly after the healing changes to flying units
  • Fixed Sunder not doing damage - Thanks Frogling
  • Fixed Resonating Blast Crystal’s remnant not going away - Thanks me
  • Fixed a visual bug with Resonating Blast Crystal not showing the exploding animation - Thanks tODDlife
  • Corrected Zeppelin Bomber’s description to show correct stats. - Thanks Mr.ShabtanTengu
  • Changed the indicator on spell cards to green when your teammate played Jing Long - Thanks Zectbumo
  • Fixed a bug causing Gong to stay in your hand if Akinlep's Gong of Pestilence was transformed into a wolf - Thanks Broken
  • Fixed Chain Gang causing FPS drops - Thanks Monelique
  • Fixed Twitch drops - Thanks for your help Ejziponken
  • Fixed color differences between cleaver/whelp and illusory cleaver/whelp
  • Fixed Boom Buggy firing too fast on occasion - Thanks Lazur
  • Fixed Armored Escort tooltip not showing with priestess - Thanks crimsonxiii
  • Fixed a bug causing Haunting Hugger to be targeted while invisible - Thanks hinkyt25
  • Fixed a bug causing Ghost to be interrupted by unholy ground - Thanks Matt
  • 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
  • There will be no adventures in this expansion