Welcome to version 1.33
Developer notes: We are overall happy with how Mordar plays now, but he underperforms a little and needs a nudge.
Resurrected Minions also gain Spirit.
Developer notes: We changed the functionality of the targeting Marked. This should make Marked more predictable.
Marked radius 16 > 25
Now applies Marked to the closest minion.
Prowler health 310 > 350
Copies 3 > 1
Mana 4 > 3
Damage 40 > 50
Production 3 > 4
Scrats summoned on moving 3 > 4
Now has Spirit
Crystal Sentry HP 300 > 325
Damage 180 > 200
Mana 4 > 3
No longer gives Shield to himself
Health 550 > 600
Dam 45 > 40
Mana 6 > 5
HP 350 > 400
Developer notes: Dragon Nest has been a problem to balance. In combination with Milloween it becomes a powerhouse. We have changed it to rely less on filling your deck with cheap spells.
Summon a Dragon Whelp for every 4 mana you spend on spells
Duration 25 > 35
Mana 4 > 3
Developer notes: Once Bitten is an issue because it makes Werewolves harder to balance around other spells because of its cheap cost. This design makes Once Bitten a little harder to use optimally, but can still create powerful plays.
Mana 2 > 4
Radius 4 > 6
1 Minion > 2 Minions gain lycanthropy
Siege Imperator Ruby
Developer notes: It’s too easy for Ruby to defend herself using Plasma Blast, which was not the intention of her design.
Double minimum Plasma Blast range
Coax the Diplomancer
Developer notes: while we think Diplomancer is in a good place balance-wise, but the Hypnotize effect feels frustrating to play against in many situations, so we have decided to reduce the frustrating element, while increasing the damage.
Damage 4 > 6
Hypnotize effect 10 > 5 secs
Developer notes: 3x rammer decks feel overwhelming to play against. Reducing the amount of Rammers to 2 might make Rammers too weak, but we will keep an eye out for them throughout this patch.
Copies 3 > 2
Developer notes: Harmful Souls has become the removal spell of choice in most decks, which was never the intention of the design. So we have adjusted its value to benefit more from being played in Accursed Ascension decks.
Dam 100 > 80
Accursed: 1 > 3 extra souls
HP 160 > 150
Radius 3 > 2.5
Effect replaced with: Scrat Swarm: Summon 4 Armored Scrats
Radius 4.5 > 5.5
Dam 100 > 75
Healing 100 > 75
Dam 100 > 75
Season Pass Changes:
We have heard a lot of comments on our decision to move the new Legendary card into Premium. In this season, we are making the following changes to the Season Pass. This is very much a test and might change in upcoming seasons.
The new Legendary card has been moved from Premium to Free (in tier 49). It will still be available in Tier 1 in the Premium Season Pass.
Most of the customization will be moved from Free to Premium.
There were no Mayhems last season, we have fixed that, and there will be constant Mayhems this patch, and depending on how that goes, we will go back to the old schedule, or leave the new schedule in place.
More dakka was the only ability card that was interruptible with stuns stun, to put it in line with all the other ability cards it is not interruptible with stuns anymore.
Hellfire was doing incorrect face damage since its damage got changed from 170 to 180 and have been fixed
Face damage: 85 -> 90
MM version number
The minion masters version number was not at the top left, making it hard to know what version you were on, it is back now.
Monitor Gn4ts grounding/movement
Monitor Gn4ts would stop their movement if grounded by unholy ground. This is no longer the case.
Monitor Gn4ts outliving their host
Monitor Gn4ts would sometimes survive the unit that is hosting them. Now they die when the host dies.
Victory not being translated
The victory text after the match was over was always in english, now it is back to being translated into different languages.
Friendlist Recruit friends freeze
The recruit friends button no longer freezes the game.
Emotes cropped and rotated
Emotes were packed too closely and rotated in their atlas, this has been fixed now 🙃
Emote menu crash
There was a series of actions in the emote menu that could freeze and crash the game. This has been fixed.
Chain Gang/Void Brothers desync
If you played Chain Gang and the next card you drew was Void Brothers, Void Brothers would swap sides again, but only for the team that did this, meaning it spawned an Assassin for one team, and a Fire Imp for the other team. This caused a desync and has been fixed now.
Because of the Unity Engine version update some texts got misaligned slightly and have been realigned: