[img=http://forced2.com/mm/MMupdate_33.png]
21.06.2017
After a delay, we've finally got Update 33 ready for you!
What a show!
With an overwhelming victory in the Best of Brawny finals, it is quite clear that Apep not only has worshippers in the Slither Servants faction, but also in the Minion Masters community!
Worship the serpent god, and he will bestow upon you the gift of power, as he brings the Musketeer from his armies to the show.
The Musketeer will enter the show next week in update 34.
He’s an elite fighter of the Slither Servants, trained for decades in the art of fencing and agile maneuvers.
The Musketeer has the ability to avoid an attack with a parry, though he is still vulnerable to spells.
If an enemy is nearby after a parry, he can riposte for critical damage.
After parrying, it takes a short time for him to be able to parry again.
We mentioned in the event that you would have the opportunity to influence the design of the winning card, but we’re saving that for another time because it doesn’t make sense this time around.
We’d like to put the Musketeer in your hands as early as possible after the event, but polling delays the whole process, and puts us at risk of running into more bugs and unforeseen issues.
We also believe it would be hard for you to give input on card stats for a concept you haven’t played with at all. At the same time these stats may need balancing later, in which case your choices may be negated.
We’ll figure out a good way to do something within the spirit of the original idea in the future, because we’d love to get your input on the direction of the game
Thank you for your understanding.
Balance
- Xiao Long - Spell Punish damage up from 150 to 250 --- Developer comments --- Xiao Long didn’t provide the exciting match focus and dilemma we had hoped for. It was supposed to offer a choice for the opponent on how he played his cards, as the order and specific allocation became much more important - did you remove Xiao Long first or could you accept taking the damage? However, it often didn’t have enough of an effect, and including it in your deck meant you sometimes got a little extra damage directly on the enemy, but at a low efficiency, especially considering the Minion itself lost most of its fights. This change emphasizes his mechanic, and we’re hoping people can use him not just as a counter strategy to spell-heavy decks, but also to cover the weaknesses of decks especially prone to spells.
- Styxi - fixed a bug where he would take 4 seconds to shoot again after killing an enemy, rather than the 2 seconds listed --- Developer comments --- This is more of a bug fix, but we’re listing it in balance because it has a profound impact on Styxi’s ability to handle swarms. This not only sets him more apart from the regular snipers given the recent change to them, but also gives him a wider breadth of things to handle. We’re still considering more tweaks to his balance, but would like to see the effects of this fix first.
- Settsu - High-Powered Laser shots no longer hit enemies behind Settsu. --- Developer comments --- While we don’t currently feel the ability is too strong, we did think the High-Powered Laser could be extremely frustrating in some situations because of the stun. The fact that it hit enemies behind Settsu meant there was very little counter-play to her outside of stunning her, even when she was on your field! This change makes it possible to use positioning to take out Settsu, especially if she’s currently focusing on the enemy Master.
- Bridge colliders are now slightly wider, extending them further towards the middle gap. --- Developer comments --- Also more of a bug fix, but it changes balance a bit - We found some cases with flying Minions and Minions pushed out of the middle gap where the Bridge wouldn’t be captured when it should have - Thanks Khazlariko
Misc
- Introduced a lobby system to custom games. You must now create a lobby before inviting friends to a challenge. This was done to make it easier to understand how to play against friends, but also in preparation for the upcoming Team Battle mode.
- Offensive Spawner spells (Infiltration and Blast Entry) now have GUI indications for eligible areas, and warn for Out of Bounds when trying to cast outside the areas.
- Updated Sniper Scrat description to reflect the recent changes.
- Added an extra . to the “Searching..” text on battle buttons - Thanks Omicron666
- Scaled up the Warrior’s ragdoll to reflect her model size.
- Renamed the online modes to Battle and Draft
- Removed a ; from Stormbringers perk 2 description
- Xiao Long’s Spell Punish ability now shows as Card Buffs on the opponent’s cards, warning him of the consequences.
- Xiao Long’s description now says “they use a Spell” instead of “he uses a Spell”
- Changed some spawn FX to fit more with C-SAR’s theme.
- Added average mana cost indicator to Draft deckbuilding.
- Polished some of the effects of the new shaders on lower quality settings based on user feedback.
- Prepared a lot of data for the upcoming 2v2 mode - this is what caused the update to be so complex.
- Fixed an issue where card details would sometimes not appear when getting a reward, leaving you in a stuck state
- Fixed an issue where Ghost taking over Dragon Nest would cause Spells from both players to trigger it, even after death. Thanks PakoManiac & NuclearGoo
- Fixed level up text saying “Draft Draft Ticket” for level 9. It is now Draft & Draft Ticket
- Fixed an issue where using a Beam of Doom while another Beam of Doom was already firing made it visually glitch
- Fixed the Warrior’s preview animation initial state being standing (she would sit down then get up)
- Fixed an issue with the Streamer icon in chat being a Puff rather than a Twitch icon.
- Fixed the Sniper Scrat sound FX being out of sync with the new attack
- Fixed some issues with missing spaces after / in page-based menus
Feel the Might of Apep!
