Fire Archer - Attack speed (attacks per second): 0.97 -> 0.95
Dark Mage - Health: 560 -> 590 - Damage: 31 -> 36 - Mind Warp: Attack speed: 80% -> 60%
Shifting some power from Mind Warp to base stats to allow Nightmare/Doppelganger to be more viable on their own and in Mastermind
Green Devil - Damage: 40 -> 41
Head Chef - Necromancy: Range: 600 -> 700
Nightmare - Health: 1120 -> 1200
Doppelganger - Health: 2350 -> 2500
Lord of Death - Health: 1200 -> 1240 - Damage: 58 -> 60
Hades - Necromancy: Range: 600 -> 700
Grove
Daphne - Damage: 95 -> 97 - Nature’s Touch: Slow: 25% (92% at max stacks) -> 15% (77% at max stacks)
Mech
Pyro - Health: 2500 -> 2450
Mercenaries - All mercenary costs decreased by 20%
Workers are now effectively 20% more valuable. This change will have a major (and somewhat unpredictable) effect on the meta, so please expect some game imbalance for a patch or two. We’ll be watching closely and making adjustments in follow-up patches.
Fire Archer - Attack speed (attacks per second): 0.97 -> 0.95
Dark Mage - Health: 560 -> 590 - Damage: 31 -> 36 - Mind Warp: Attack speed: 80% -> 60%
Shifting some power from Mind Warp to base stats to allow Nightmare/Doppelganger to be more viable on their own and in Mastermind
Green Devil - Damage: 40 -> 41
Head Chef - Necromancy: Range: 600 -> 700
Nightmare - Health: 1120 -> 1200
Doppelganger - Health: 2350 -> 2500
Lord of Death - Health: 1200 -> 1240 - Damage: 58 -> 60
Hades - Necromancy: Range: 600 -> 700
Grove
Daphne - Damage: 95 -> 97 - Nature’s Touch: Slow: 25% (92% at max stacks) -> 15% (77% at max stacks)
Mech
Pyro - Health: 2500 -> 2450
Mercenaries - All mercenary costs decreased by 20%
Workers are now effectively 20% more valuable. This change will have a major (and somewhat unpredictable) effect on the meta, so please expect some game imbalance for a patch or two. We’ll be watching closely and making adjustments in follow-up patches.
Pathing & Targeting - Units are now faster to attack acquired targets (Increased bandwidth for issuing new orders)
Granddaddy - Fixed a bug where Reconstructive Exoskeleton wasn’t disabled when attacking
Minibosses - Now spawn in the center of the wave (but they may still walk to the side if blocked). Affects Giant Scorpion (Wave 5), Giant Quadrapus (Wave 15), Legion King (Wave 21).
Summoned Pets - Pets are now summoned a maximum of 200 range in front of the summoner. Affects Gateguard, Harbinger, Lord of Death, Hades.
Wave 21 - Fixed a bug where the Mythium Received message was incorrect after the first wave of wave 21
3v3 Games - Fixed a bug where mercenaries were being sent to the wrong player
Custom Games - Fixed a bug where the Mercenaries Received message wasn't appearing in games with less than 8 players
King - Slightly improved King AI after casting Judgment (now resorts targets after casting Judgment)
Matchmaking Updates
New Player Ratings - Players with less than 30 Normal games are considered “new” players - New players now gain/lose 2x rating points per game - Non-new players who are *partied* with a new player now gain/lose 0.5x rating points per game
These changes should accomplish a few things: (1) new players will get to their correct rating faster, (2) smurf boosting is punished, because smurfs will climb faster, and the boosted account will gain much less rating, (3) high skill players can play for fun with lower skill newer players and not fear losing too many rating points, which hopefully helps introduce friends to the game.
Party Ratings - Increased the penalty to parties with high rating variance (e.g. an 1800 duoing with a 1200) - Now shows green/red +/- in loading screen
This change also punishes smurf boosting. For details on party rating adjustments, check out the Rating & Matchmaking Guide.
Matchmaking - Duos will now always be lined up positionally against other duos, if possible. (Added a post-processing step that sorts parties within a team by their party size). This means a duo will always send to a duo. - Now accelerates faster, so it's less likely that you will wait 15+ minutes for a match. This usually only happens to very low or very high rated players.
Play vs. AI - Fixed a bug where it would display the incorrect (D), (T), (F) suffixes
Rating Decay - Now more severe (lose 3 rating points per day, if you haven’t logged on in a month)
In the future, we will make it based on last game played, rather than last login time.
Client Updates
Stability - Fixed some crash issues (upgraded PopcornFX library from v2.9p2 → 2.9p9) - Fixed an infinite loading issue (now checks for duplicate hotkeys and unbinds any duplicates)
Spectate - Fixed a bug where the HUD wasn't fully hidden (some parts were visible) - Fixed a bug where you would get AFK detected while spectating
As a reminder, spectate is an experimental feature only available to a few people and it only works in custom games.
Reconnecting - Added a message that says when an allied player reconnects
Debugging - Added a “income X” debug command to set your income to X
Game Balance
Cross / Dual Building
Shared Workers Workers are now shared between you and your cross partner. - This means if you have 6 workers and your partner has 2 workers, you will each gain mythium as if you have 4 workers. - “Half” workers are supported, so if you have 4 workers and your partner has 3 workers, you’ll each gain mythium as if you had 3.5 workers. - Worker sharing for the cross partners only applies when at least one player builds in the middle
This removes a major frustration point when playing against cross (defending against the “incomer” who had 3 workers on wave 1 and 10 workers by wave 7).
Haste - Attack speed: 18% -> 15%
Having shared workers is significant nerf to cross, so we’re reducing Haste to compensate. We're approaching cross balance conservatively and iteratively so we don't unleash a firestorm of rage.
King
Giant Slayer - Max health damage: 3.5% -> 5%
The king is now stronger, especially against high health targets, such as Granddaddy and Drill Golem. This change also nerfs long/all-in saves by reducing gold from Pillage and risk of lethal.
Pathing & Targeting - Units are now faster to attack acquired targets (Increased bandwidth for issuing new orders)
Granddaddy - Fixed a bug where Reconstructive Exoskeleton wasn’t disabled when attacking
Minibosses - Now spawn in the center of the wave (but they may still walk to the side if blocked). Affects Giant Scorpion (Wave 5), Giant Quadrapus (Wave 15), Legion King (Wave 21).
Summoned Pets - Pets are now summoned a maximum of 200 range in front of the summoner. Affects Gateguard, Harbinger, Lord of Death, Hades.
Wave 21 - Fixed a bug where the Mythium Received message was incorrect after the first wave of wave 21
3v3 Games - Fixed a bug where mercenaries were being sent to the wrong player
Custom Games - Fixed a bug where the Mercenaries Received message wasn't appearing in games with less than 8 players
King - Slightly improved King AI after casting Judgment (now resorts targets after casting Judgment)
Matchmaking Updates
New Player Ratings - Players with less than 30 Normal games are considered “new” players - New players now gain/lose 2x rating points per game - Non-new players who are *partied* with a new player now gain/lose 0.5x rating points per game
These changes should accomplish a few things: (1) new players will get to their correct rating faster, (2) smurf boosting is punished, because smurfs will climb faster, and the boosted account will gain much less rating, (3) high skill players can play for fun with lower skill newer players and not fear losing too many rating points, which hopefully helps introduce friends to the game.
Party Ratings - Increased the penalty to parties with high rating variance (e.g. an 1800 duoing with a 1200) - Now shows green/red +/- in loading screen
This change also punishes smurf boosting. For details on party rating adjustments, check out the Rating & Matchmaking Guide.
Matchmaking - Duos will now always be lined up positionally against other duos, if possible. (Added a post-processing step that sorts parties within a team by their party size). This means a duo will always send to a duo. - Now accelerates faster, so it's less likely that you will wait 15+ minutes for a match. This usually only happens to very low or very high rated players.
Play vs. AI - Fixed a bug where it would display the incorrect (D), (T), (F) suffixes
Rating Decay - Now more severe (lose 3 rating points per day, if you haven’t logged on in a month)
In the future, we will make it based on last game played, rather than last login time.
Client Updates
Stability - Fixed some crash issues (upgraded PopcornFX library from v2.9p2 → 2.9p9) - Fixed an infinite loading issue (now checks for duplicate hotkeys and unbinds any duplicates)
Spectate - Fixed a bug where the HUD wasn't fully hidden (some parts were visible) - Fixed a bug where you would get AFK detected while spectating
As a reminder, spectate is an experimental feature only available to a few people and it only works in custom games.
Reconnecting - Added a message that says when an allied player reconnects
Debugging - Added a “income X” debug command to set your income to X
Game Balance
Cross / Dual Building
Shared Workers Workers are now shared between you and your cross partner. - This means if you have 6 workers and your partner has 2 workers, you will each gain mythium as if you have 4 workers. - “Half” workers are supported, so if you have 4 workers and your partner has 3 workers, you’ll each gain mythium as if you had 3.5 workers. - Worker sharing for the cross partners only applies when at least one player builds in the middle
This removes a major frustration point when playing against cross (defending against the “incomer” who had 3 workers on wave 1 and 10 workers by wave 7).
Haste - Attack speed: 18% -> 15%
Having shared workers is significant nerf to cross, so we’re reducing Haste to compensate. We're approaching cross balance conservatively and iteratively so we don't unleash a firestorm of rage.
King
Giant Slayer - Max health damage: 3.5% -> 5%
The king is now stronger, especially against high health targets, such as Granddaddy and Drill Golem. This change also nerfs long/all-in saves by reducing gold from Pillage and risk of lethal.
Balance-only patch in response to some emergent gameplay concerns. For the most part, the game is in a balanced state. All legion win rates are 50% +/- 1% and all units are being used with reasonable success.
What we’re currently working on: - Changes to help address smurf boosting - Onboarding multiple engineers (this allows us to release more content/features in the long run) - Improved internal data tracking - Public developer API - Cross redesign
Game Balance
Haste Buff - Attack speed: 12% -> 18% (nerf to cross) - No longer affects units after mid lane (this makes holding in front of the king much easier)
We are working on a redesign for cross that encourages dual building, rather than having a valuer and incomer. As a temporary solution, we are nerfing cross and intentionally leaving it as weak until we successfully redesign the strategy. Feel free to share ideas! And keep in mind that we patch the game roughly every week.
King - Health decreased by 11% at all levels (king is overall slightly stronger now with the changes to Haste, longer range, and smarter prioritization) - Autoattack and Judgment range: 600 -> 625 - Now smarter about prioritizing bosses - Now smarter about not prioritizing targets that will soon die to Judgment area-of-effect damage - Now smarter about prioritizing high threat mercenaries, such as Four Eyes
Forsaken
Bone Crusher - Health: 1020 -> 1030
Hades Buffing the baseline power of Hades while nerfing the abuse cases (mass summons, T1s, cross) - Health: 3000 -> 3100 - Damage: 142 -> 150 - Raise Imp: Mana cost: 8 -> 10
Grove
Daphne - Nature’s Touch damage reduction: 4 (stacking up to 36) -> 5 (stacking up to 45)
Balance-only patch in response to some emergent gameplay concerns. For the most part, the game is in a balanced state. All legion win rates are 50% +/- 1% and all units are being used with reasonable success.
What we’re currently working on: - Changes to help address smurf boosting - Onboarding multiple engineers (this allows us to release more content/features in the long run) - Improved internal data tracking - Public developer API - Cross redesign
Game Balance
Haste Buff - Attack speed: 12% -> 18% (nerf to cross) - No longer affects units after mid lane (this makes holding in front of the king much easier)
We are working on a redesign for cross that encourages dual building, rather than having a valuer and incomer. As a temporary solution, we are nerfing cross and intentionally leaving it as weak until we successfully redesign the strategy. Feel free to share ideas! And keep in mind that we patch the game roughly every week.
King - Health decreased by 11% at all levels (king is overall slightly stronger now with the changes to Haste, longer range, and smarter prioritization) - Autoattack and Judgment range: 600 -> 625 - Now smarter about prioritizing bosses - Now smarter about not prioritizing targets that will soon die to Judgment area-of-effect damage - Now smarter about prioritizing high threat mercenaries, such as Four Eyes
Forsaken
Bone Crusher - Health: 1020 -> 1030
Hades Buffing the baseline power of Hades while nerfing the abuse cases (mass summons, T1s, cross) - Health: 3000 -> 3100 - Damage: 142 -> 150 - Raise Imp: Mana cost: 8 -> 10
Grove
Daphne - Nature’s Touch damage reduction: 4 (stacking up to 36) -> 5 (stacking up to 45)
We've got some exciting news to share - a new team balance patch!
AutoAttack Games - Team members: 2 -> 3
I’d like to introduce Jean "Curing" Go as our Art Director and the newest member to join AutoAttack Games. Jean is an incredibly talented multi-faceted artist who previously worked as an illustrator and concept artist at Riot Games for the past 4 years. If you play League of Legends, she's probably made a few of your favorite champion splashes.
Jean was born in the US but grew up in Sweden and South Korea and is fluent in English and Korean. She gained an interest in art when she was 8 and had a special love for drawing comics. She went on to study illustration at RISD, one of the top art and design schools in the world. Her professional game industry experience began in 2011 as a character artist. Jean is proficient in many aspects of art, including graphic design, illustration, concept art, modeling, texturing, and VFX.
Jean is also an avid gamer. Among her favorites are Ragnarok Online, classic Dota, World of Warcraft, the Rayman series, Heroes of Might and Magic, Tales of Monkey Island, and League of Legends.
Jean will be starting work in early March. Her first project will be making the 5th legion for Legion TD 2, so make sure to bug her and tell her what you'd like to see. In addition to the 5th legion, she'll be looking to improve, polish, and optimize existing art assets.
Lisk and I are thrilled to have Jean join the Legion TD 2 team. Her design sense, artistic genius, and industry experience will help take the game to the next level.
We've got some exciting news to share - a new team balance patch!
AutoAttack Games - Team members: 2 -> 3
I’d like to introduce Jean "Curing" Go as our Art Director and the newest member to join AutoAttack Games. Jean is an incredibly talented multi-faceted artist who previously worked as an illustrator and concept artist at Riot Games for the past 4 years. If you play League of Legends, she's probably made a few of your favorite champion splashes.
Jean was born in the US but grew up in Sweden and South Korea and is fluent in English and Korean. She gained an interest in art when she was 8 and had a special love for drawing comics. She went on to study illustration at RISD, one of the top art and design schools in the world. Her professional game industry experience began in 2011 as a character artist. Jean is proficient in many aspects of art, including graphic design, illustration, concept art, modeling, texturing, and VFX.
Jean is also an avid gamer. Among her favorites are Ragnarok Online, classic Dota, World of Warcraft, the Rayman series, Heroes of Might and Magic, Tales of Monkey Island, and League of Legends.
Jean will be starting work in early March. Her first project will be making the 5th legion for Legion TD 2, so make sure to bug her and tell her what you'd like to see. In addition to the 5th legion, she'll be looking to improve, polish, and optimize existing art assets.
Lisk and I are thrilled to have Jean join the Legion TD 2 team. Her design sense, artistic genius, and industry experience will help take the game to the next level.
Performance - Fixed a bug that caused Fenix to cause significant lag
Pathing & Targeting - Ranged units should be less likely to run ahead accidentally. (Made a variety of targeting improvements, mainly: (1) Implemented allied target sharing (2) Target sorting now has an extra scoring function which deprioritizes out-of-range targets) - Units are slightly less bouncy (but may overlap a bit more)
King - Improved targeting AI. (Now revaluates threat prioritization every second, so when new targets come into range or targets become damaged, he may switch targets before the current target is killed) - Improved Judgment AI (If close to full mana, he will switch off low HP targets that would be killed by the upcoming AOE spell damage)
Workers - Fixed a bug where some players might have 1 extra mythium compared to a player with the same workers pre-wave 1
Hiring Mercenaries - You now have slightly more time to send mercenaries before the wave spawns, after the timer hits 0. (This should help you squeeze off a mercenary just before the wave spawns)
Game Balance
Cross Delaying is no longer the standard strategy for cross - Building mid causes you to be unable to build in your solo lane - Building in your solo lane causes you to be unable to build in your mid lane
We'll be evaluating cross balance this patch to see if the Haste buff needs to be decreased.
Forsaken
Fire Archer - Projectile speed: 1300 -> 1800
Lord of Death - Damage: 55 -> 58
Hades - Damage: 137 -> 142
Grove
Ranger - Projectile speed: 1500 -> 2000
Daphne - Projectile speed: 1600 -> 2000
Mech
MPS - Damage: 125 -> 127
Leviathan - Damage: 125 -> 128
Berserker - Reduced collision size to improve pathing
Fatalizer - Reduced collision size to improve pathing
Mercenaries Now much easier to hire multiple of the same expensive mercenary. Prepare for 2x Kraken late game. - Stock refresh timers: 20-75 -> 30 seconds for all - Total stock: 1-2 -> 2 for all
Snail Reverting the v1.67 Snail change because it was reducing risk-taking early game and overall worker counts and income. We’re not afraid to experiment or to admit we were wrong and revert. Also nerfing Snail’s base stats further to encourage more risk-taking. - Health: 320 -> 300 - Damage: 15 -> 13 - Income/Bounty: 5 -> 6
Brute - Health: 850 -> 870 - Damage: 44 -> 45
Safety Mole Shaving off some base power off to solidify Safety Mole as a counter to low damage units, rather than just being the best choice most of the time. - Health: 810 -> 790 - Damage: 42 -> 40
Mimic - Health: 2100 -> 2150
Shaman - Health: 3000 -> 3200
Waves
(19) Wale Chiefs - Health: 4500 -> 4400
(20) Maccabeus Now easier to clear but stronger against the king - Attack speed (attacks per second): 2 -> 2.22 - Immolate: Number of bounces: 3 -> 2
Performance - Fixed a bug that caused Fenix to cause significant lag
Pathing & Targeting - Ranged units should be less likely to run ahead accidentally. (Made a variety of targeting improvements, mainly: (1) Implemented allied target sharing (2) Target sorting now has an extra scoring function which deprioritizes out-of-range targets) - Units are slightly less bouncy (but may overlap a bit more)
King - Improved targeting AI. (Now revaluates threat prioritization every second, so when new targets come into range or targets become damaged, he may switch targets before the current target is killed) - Improved Judgment AI (If close to full mana, he will switch off low HP targets that would be killed by the upcoming AOE spell damage)
Workers - Fixed a bug where some players might have 1 extra mythium compared to a player with the same workers pre-wave 1
Hiring Mercenaries - You now have slightly more time to send mercenaries before the wave spawns, after the timer hits 0. (This should help you squeeze off a mercenary just before the wave spawns)
Game Balance
Cross Delaying is no longer the standard strategy for cross - Building mid causes you to be unable to build in your solo lane - Building in your solo lane causes you to be unable to build in your mid lane
We'll be evaluating cross balance this patch to see if the Haste buff needs to be decreased.
Forsaken
Fire Archer - Projectile speed: 1300 -> 1800
Lord of Death - Damage: 55 -> 58
Hades - Damage: 137 -> 142
Grove
Ranger - Projectile speed: 1500 -> 2000
Daphne - Projectile speed: 1600 -> 2000
Mech
MPS - Damage: 125 -> 127
Leviathan - Damage: 125 -> 128
Berserker - Reduced collision size to improve pathing
Fatalizer - Reduced collision size to improve pathing
Mercenaries Now much easier to hire multiple of the same expensive mercenary. Prepare for 2x Kraken late game. - Stock refresh timers: 20-75 -> 30 seconds for all - Total stock: 1-2 -> 2 for all
Snail Reverting the v1.67 Snail change because it was reducing risk-taking early game and overall worker counts and income. We’re not afraid to experiment or to admit we were wrong and revert. Also nerfing Snail’s base stats further to encourage more risk-taking. - Health: 320 -> 300 - Damage: 15 -> 13 - Income/Bounty: 5 -> 6
Brute - Health: 850 -> 870 - Damage: 44 -> 45
Safety Mole Shaving off some base power off to solidify Safety Mole as a counter to low damage units, rather than just being the best choice most of the time. - Health: 810 -> 790 - Damage: 42 -> 40
Mimic - Health: 2100 -> 2150
Shaman - Health: 3000 -> 3200
Waves
(19) Wale Chiefs - Health: 4500 -> 4400
(20) Maccabeus Now easier to clear but stronger against the king - Attack speed (attacks per second): 2 -> 2.22 - Immolate: Number of bounces: 3 -> 2