Feb 22, 2018
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
Addressing some emergent issues from v1.76

Game Balance

Legion Spells
- Now guaranteed at least one spell with immediate defensive capability (Militia, Loan, Sacrifice, Allowance, Hero, Villain, Savior, Reroll)

Reroll
- Gold bonus: +40 -> +80

Savior
- Heal: 20% missing health -> 25%

Transmute
- Now capped at converting up to 200 Gold or up to 200 Mythium (starting value capped)
- New icons for Transmute, which are much clearer

Leak Bounty
- Now more punishing to leak, especially late game
-- Bounty to leaker: 45% scaling to 0% on wave 20 -> 45% scaling to 0% on wave 16
-- Bounty to opposing team: 50% scaling to 95% on wave 20 -> 50% scaling to 95% on wave 16, accelerating to 120% on wave 20
-- Bounty to leaker on wave 10: 90 -> 80

Waves

(11) Quill Shooters
- Health: 960 -> 1040
- Damage: 68 -> 64

Weakening the synergy with tank mercenaries, which allows wave 11 to remain a reasonable threat on its own
Feb 22, 2018
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
Addressing some emergent issues from v1.76

Game Balance

Legion Spells
- Now guaranteed at least one spell with immediate defensive capability (Militia, Loan, Sacrifice, Allowance, Hero, Villain, Savior, Reroll)

Reroll
- Gold bonus: +40 -> +80

Savior
- Heal: 20% missing health -> 25%

Transmute
- Now capped at converting up to 200 Gold or up to 200 Mythium (starting value capped)
- New icons for Transmute, which are much clearer

Leak Bounty
- Now more punishing to leak, especially late game
-- Bounty to leaker: 45% scaling to 0% on wave 20 -> 45% scaling to 0% on wave 16
-- Bounty to opposing team: 50% scaling to 95% on wave 20 -> 50% scaling to 95% on wave 16, accelerating to 120% on wave 20
-- Bounty to leaker on wave 10: 90 -> 80

Waves

(11) Quill Shooters
- Health: 960 -> 1040
- Damage: 68 -> 64

Weakening the synergy with tank mercenaries, which allows wave 11 to remain a reasonable threat on its own
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
Announcements

- Our 3rd team member just officially started. Our plan is to release the first unit from the 5th legion in March.

Patch is live!

New Major Feature: Legion Spells



Legion Spells are in-game upgrades that boost your economy, empower your units, or provide other benefits. At the start of the game, all players are given the same 3 randomized Legion Spells. After wave 10 ends, you must select and use one Legion Spell before wave 11 spawns.


Allowance
+100 Gold


Press the Attack
+80 Mythium


Investment
+30 Income


Full House
+30 Supply Cap
+30 Maximum Supply Cap (150 -> 180)


Market
+35 Gold
+25 Mythium
+10 Income


Loan
+200 Gold
-30 Income


Transmute
Convert all your gold into mythium at a rate of 3:2, or all mythium into gold at a rate of 2:3 (your choice)


Sacrifice
Undeploys one of your units for 100% value + 80 gold


Militia
+400 Gold
-4 Supply Used
-4 Workers

There is no harm in selecting Militia early. Mythium you would have lost by selecting Militia early is immediately given to you.


Savior
+80 gold
Heals the king by 20% missing life (does not reset Pillage)

If multiple allies cast Savior, they will be used one after another.


Hero
Designates one of your fighters as a hero
- Increases health by 500
- Grants Heroism Aura: Boosts defense and damage by 5%


Villain
Corrupts one of your fighters into a villain
- Increases health by 500
- Grants Villainy: Autoattacks amplify damage taken by 16% (8% for ranged)


Reroll
+40 gold
Swap up to 4 of your existing fighters for new fighters
- You are presented with your current 6 fighters + 4 randomized fighters, and you choose 6
- Works for both Mastermind and standard legions


Giant Snail
Your Snails are replaced by Giant Snails, which have 250% health and damage

...and more to come!


Taxed Allowance
+80 Gold
(automatically occurs if you fail to select and use a Legion Spell before wave 11 spawns)

Legion Spells are different than Enchantments (pre-game specs), which are coming at a later date.

Matchmaking Updates

- Party penalties decreased slightly (a 1600-1400-1200 trio is now less likely to get matched with a solo 1600)
- “Find me any game as soon as possible” now increases the window of acceptable rating differences by 200, instead of completely removing the cap (this makes matchmaking stricter and safer for high rated players)
- Now much easier to hit level 2 (allows new players to get into Casual Queue faster)

Client Updates

Global Chat
- Now disabled by default. You must now click Enable Global Chat to join. This option will be saved to Options > Social.

Chat Commands
- Fixed a bug where /profile wasn't working on player names with spaces

Game Systems Guide
- Updated Cards info

Scoreboard
- Fixed a bug where clicking player towers didn't pan the camera properly when on East Team

Game Updates

Mastermind
- No longer guaranteed at least one T2/T3 fighter

This was causing T1-T3 fighters to be too common because you’re already guaranteed at least one T1 fighter and at least one T1-T3 Arcane fighter.

Bonus Damage
- Now rounds to the nearest integer. For example, an 8% damage buff would give +1 damage to unit 10 base damage (previously it would have given it +0 damage)

Model Sizes
- Tweaked some unit model sizes (visual only)
- Mind Warp and Blood Rush now increase the affected unit’s model size (visual only)

Recommended Values
- Tweaked for players and bots

Leak Bounty
- Fixed some cases where leak bounty was not rewarded properly (noticed especially on Granddaddy) (leaked_unit buff is now given at the end of mid lanes)

Pathing Routes
- Fixed some cases where units would return to the previous checkpoint

Wave 21
- Fixed some cases where waves stopped spawning

Dual Building
- Fixed a bug where the Haste buff would persist even if you sold all your towers (Dual Building status is now recomputed every wave)

Game Balance

Preparation timer
- Wave 11: 34 seconds -> 45

Longer preparation time to compensate for Legion Spells

King
- Attack speed (attacks per seconds): 0.83 -> 0.85
- Judgment: Projectile speed: 2000 -> 3000
- No longer affected by Carapace’s Deflection or Killer Slug’s Spell Resistance [bug fix]
- No longer swaps back and forth between targets (for now, we had to disable the logic that allowed the king to “think ahead” with Judgment)

Forsaken

Dark Mage
- Mind Warp: Attack speed: 60% -> 50%
- Mind Warp: Movement speed: 0% -> 50%

Green Devil
- Lacerate: Damage amplification against bosses: 1% (9% at max stacks) -> 2% (20% at max stacks) [bug fix]

Butcher
- DPS: 57.8 -> 58.3
-- Damage: 63 -> 67
-- Attack speed (attacks per second): 0.92 -> 0.87

Now perfectly 2-shots wave 3, making it a more viable opener

Head Chef
- Mana: 10 -> 30
- Necromancy: Mana per dying unit: 1 -> 0.5

Now casts Skull Stew more upfront, less reliant on Necromancy, and significantly less likely to get stuck at max mana

Nightmare
- Health: 1250 -> 1300

Doppelganger
- Health: 2600 -> 2750

Making Nightmare and Doppelganger more viable picks in Mastermind

Lord of Death
- Undead Dragon: Damage: 74 -> 78

Hades
- Mana: 10 -> 30
- Necromancy: Mana per dying unit: 1 -> 0.5
- Imp: Damage: 65 -> 55

Now casts Raise Imp more upfront, less reliant on Necromancy, and significantly less likely to get stuck at max mana

Grove

Daphne
- Damage: 97 -> 99
- Nature’s Touch: Slow: 15% (77% at max stacks) -> 10% (61% at max stacks)

Stronger but less abusive against waves 20 and 21

Mech

Berserker
- Attack speed (attacks per seconds): 1.3 -> 1.25
- Brawler: Damage: 30 (60 to bosses) -> 30 (90 to bosses)

Fatalizer
- Attack speed (attacks per seconds): 1.3 -> 1.25
- Brawler: Damage: 80 (160 to bosses) -> 80 (240 to bosses)

Berserker and Fatalizer are now harder counters to wave 5, 10, 15, 20, and 21

Millennium
- Attack type: Impact -> Pure

Doomsday Machine
- Attack type: Impact -> Pure

Mech had an overabundance of Impact damage

Mercenaries
- All movement speeds increased by 14%

Dragon Turtle
- Health: 760 -> 850
- DPS: 37.4 -> 37.6
-- Damage: 37 -> 38
-- Attack speed (attacks per second): 1.01 -> 0.99
- Range: 250 -> Melee

Now a more effective Arcane tank early game

Ghost Knight
- Now spawns further in front of the wave

Shaman
- Mana: 3 -> 10
- Blood Rush: Attack speed: 15% -> 10%
- Blood Rush: Movement speed: 0% -> 50%

Now casts Blood Rush more upfront. Weaker on wave 20, stronger on other waves

Kraken
- No longer considered a “Boss unit” (this has little to no effect on Kraken’s balance)

Waves
- All movement speeds increased by 14%
- Waves 7-9, 11-17 buffed by 1-4%

Waves are still too weak, and the introduction of Spells increases the amount of gold in the ecosystem, which makes waves even easier. We’re buffing them further to compensate.

Making waves stronger in v1.75 was effective for 2 reasons:
- Stronger waves reduced worker spam in low Elo
- Stronger waves made long saves weaker in high Elo (for example, even though wave 11 was buffed, the % of games ending on 11 actually decreased because waves 8, 9, and 10 became more difficult to hold without income gold


(7) Sludges
- Damage: 34 -> 35

(8) Kobra
- Health: 530 -> 560

(9) Carapaces
- Damage: 45 -> 47
- Deflection: No longer affects the king

(11) Quill Shooters
- Health: 870 -> 960

(12) Mantises
- Health: 1050 -> 1100
- Attack speed (attacks per second): 0.95 ->

(13) Drill Golems
- Health: 3000 -> 3100
- Damage: 180 -> 195

(14) Killer Slugs
- Health: 1750 -> 1800
- Damage: 113 -> 120
- Spell Resistance: No longer affects the king

(15) Quadrapuses
- Giant Quadrapus: Health: 7600 -> 8200
- Giant Quadrapus: Damage: 500 -> 520
- Quadrapus: Health: 1900 -> 2050
- Quadrapus: Damage: 125 -> 130

(16) Cardinals
- Health: 1500 -> 1600
- Damage: 100 -> 105

(17) Metal Dragons
- Health: 2800 -> 290
- Damage: 145 -> 155

(18) Dire Toads
- Health: 3000 -> 3100

(19) Wale Chiefs
- Health: 4400 -> 4500
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
Announcements

- Our 3rd team member just officially started. Our plan is to release the first unit from the 5th legion in March.

Patch is live!

New Major Feature: Legion Spells



Legion Spells are in-game upgrades that boost your economy, empower your units, or provide other benefits. At the start of the game, all players are given the same 3 randomized Legion Spells. After wave 10 ends, you must select and use one Legion Spell before wave 11 spawns.


Allowance
+100 Gold


Press the Attack
+80 Mythium


Investment
+30 Income


Full House
+30 Supply Cap
+30 Maximum Supply Cap (150 -> 180)


Market
+35 Gold
+25 Mythium
+10 Income


Loan
+200 Gold
-30 Income


Transmute
Convert all your gold into mythium at a rate of 3:2, or all mythium into gold at a rate of 2:3 (your choice)


Sacrifice
Undeploys one of your units for 100% value + 80 gold


Militia
+400 Gold
-4 Supply Used
-4 Workers

There is no harm in selecting Militia early. Mythium you would have lost by selecting Militia early is immediately given to you.


Savior
+80 gold
Heals the king by 20% missing life (does not reset Pillage)

If multiple allies cast Savior, they will be used one after another.


Hero
Designates one of your fighters as a hero
- Increases health by 500
- Grants Heroism Aura: Boosts defense and damage by 5%


Villain
Corrupts one of your fighters into a villain
- Increases health by 500
- Grants Villainy: Autoattacks amplify damage taken by 16% (8% for ranged)


Reroll
+40 gold
Swap up to 4 of your existing fighters for new fighters
- You are presented with your current 6 fighters + 4 randomized fighters, and you choose 6
- Works for both Mastermind and standard legions


Giant Snail
Your Snails are replaced by Giant Snails, which have 250% health and damage

...and more to come!


Taxed Allowance
+80 Gold
(automatically occurs if you fail to select and use a Legion Spell before wave 11 spawns)

Legion Spells are different than Enchantments (pre-game specs), which are coming at a later date.

Matchmaking Updates

- Party penalties decreased slightly (a 1600-1400-1200 trio is now less likely to get matched with a solo 1600)
- “Find me any game as soon as possible” now increases the window of acceptable rating differences by 200, instead of completely removing the cap (this makes matchmaking stricter and safer for high rated players)
- Now much easier to hit level 2 (allows new players to get into Casual Queue faster)

Client Updates

Global Chat
- Now disabled by default. You must now click Enable Global Chat to join. This option will be saved to Options > Social.

Chat Commands
- Fixed a bug where /profile wasn't working on player names with spaces

Game Systems Guide
- Updated Cards info

Scoreboard
- Fixed a bug where clicking player towers didn't pan the camera properly when on East Team

Game Updates

Mastermind
- No longer guaranteed at least one T2/T3 fighter

This was causing T1-T3 fighters to be too common because you’re already guaranteed at least one T1 fighter and at least one T1-T3 Arcane fighter.

Bonus Damage
- Now rounds to the nearest integer. For example, an 8% damage buff would give +1 damage to unit 10 base damage (previously it would have given it +0 damage)

Model Sizes
- Tweaked some unit model sizes (visual only)
- Mind Warp and Blood Rush now increase the affected unit’s model size (visual only)

Recommended Values
- Tweaked for players and bots

Leak Bounty
- Fixed some cases where leak bounty was not rewarded properly (noticed especially on Granddaddy) (leaked_unit buff is now given at the end of mid lanes)

Pathing Routes
- Fixed some cases where units would return to the previous checkpoint

Wave 21
- Fixed some cases where waves stopped spawning

Dual Building
- Fixed a bug where the Haste buff would persist even if you sold all your towers (Dual Building status is now recomputed every wave)

Game Balance

Preparation timer
- Wave 11: 34 seconds -> 45

Longer preparation time to compensate for Legion Spells

King
- Attack speed (attacks per seconds): 0.83 -> 0.85
- Judgment: Projectile speed: 2000 -> 3000
- No longer affected by Carapace’s Deflection or Killer Slug’s Spell Resistance [bug fix]
- No longer swaps back and forth between targets (for now, we had to disable the logic that allowed the king to “think ahead” with Judgment)

Forsaken

Dark Mage
- Mind Warp: Attack speed: 60% -> 50%
- Mind Warp: Movement speed: 0% -> 50%

Green Devil
- Lacerate: Damage amplification against bosses: 1% (9% at max stacks) -> 2% (20% at max stacks) [bug fix]

Butcher
- DPS: 57.8 -> 58.3
-- Damage: 63 -> 67
-- Attack speed (attacks per second): 0.92 -> 0.87

Now perfectly 2-shots wave 3, making it a more viable opener

Head Chef
- Mana: 10 -> 30
- Necromancy: Mana per dying unit: 1 -> 0.5

Now casts Skull Stew more upfront, less reliant on Necromancy, and significantly less likely to get stuck at max mana

Nightmare
- Health: 1250 -> 1300

Doppelganger
- Health: 2600 -> 2750

Making Nightmare and Doppelganger more viable picks in Mastermind

Lord of Death
- Undead Dragon: Damage: 74 -> 78

Hades
- Mana: 10 -> 30
- Necromancy: Mana per dying unit: 1 -> 0.5
- Imp: Damage: 65 -> 55

Now casts Raise Imp more upfront, less reliant on Necromancy, and significantly less likely to get stuck at max mana

Grove

Daphne
- Damage: 97 -> 99
- Nature’s Touch: Slow: 15% (77% at max stacks) -> 10% (61% at max stacks)

Stronger but less abusive against waves 20 and 21

Mech

Berserker
- Attack speed (attacks per seconds): 1.3 -> 1.25
- Brawler: Damage: 30 (60 to bosses) -> 30 (90 to bosses)

Fatalizer
- Attack speed (attacks per seconds): 1.3 -> 1.25
- Brawler: Damage: 80 (160 to bosses) -> 80 (240 to bosses)

Berserker and Fatalizer are now harder counters to wave 5, 10, 15, 20, and 21

Millennium
- Attack type: Impact -> Pure

Doomsday Machine
- Attack type: Impact -> Pure

Mech had an overabundance of Impact damage

Mercenaries
- All movement speeds increased by 14%

Dragon Turtle
- Health: 760 -> 850
- DPS: 37.4 -> 37.6
-- Damage: 37 -> 38
-- Attack speed (attacks per second): 1.01 -> 0.99
- Range: 250 -> Melee

Now a more effective Arcane tank early game

Ghost Knight
- Now spawns further in front of the wave

Shaman
- Mana: 3 -> 10
- Blood Rush: Attack speed: 15% -> 10%
- Blood Rush: Movement speed: 0% -> 50%

Now casts Blood Rush more upfront. Weaker on wave 20, stronger on other waves

Kraken
- No longer considered a “Boss unit” (this has little to no effect on Kraken’s balance)

Waves
- All movement speeds increased by 14%
- Waves 7-9, 11-17 buffed by 1-4%

Waves are still too weak, and the introduction of Spells increases the amount of gold in the ecosystem, which makes waves even easier. We’re buffing them further to compensate.

Making waves stronger in v1.75 was effective for 2 reasons:
- Stronger waves reduced worker spam in low Elo
- Stronger waves made long saves weaker in high Elo (for example, even though wave 11 was buffed, the % of games ending on 11 actually decreased because waves 8, 9, and 10 became more difficult to hold without income gold


(7) Sludges
- Damage: 34 -> 35

(8) Kobra
- Health: 530 -> 560

(9) Carapaces
- Damage: 45 -> 47
- Deflection: No longer affects the king

(11) Quill Shooters
- Health: 870 -> 960

(12) Mantises
- Health: 1050 -> 1100
- Attack speed (attacks per second): 0.95 ->

(13) Drill Golems
- Health: 3000 -> 3100
- Damage: 180 -> 195

(14) Killer Slugs
- Health: 1750 -> 1800
- Damage: 113 -> 120
- Spell Resistance: No longer affects the king

(15) Quadrapuses
- Giant Quadrapus: Health: 7600 -> 8200
- Giant Quadrapus: Damage: 500 -> 520
- Quadrapus: Health: 1900 -> 2050
- Quadrapus: Damage: 125 -> 130

(16) Cardinals
- Health: 1500 -> 1600
- Damage: 100 -> 105

(17) Metal Dragons
- Health: 2800 -> 290
- Damage: 145 -> 155

(18) Dire Toads
- Health: 3000 -> 3100

(19) Wale Chiefs
- Health: 4400 -> 4500
Feb 12, 2018
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
Announcements

25% Off Sale
- Now's a great chance to introduce the game to a friend

Up next: Powerups (in-game enhancements)
- Big gameplay feature coming likely this week

New Feature: Matchmaking 3.0
(A solo player counts as a party of 1)
- Matches are found faster for all parties <1800 rating (99+% of players)
- 1100-1299 parties cannot match with parties rated 500 less than your party
- 1300-1999 cannot match with parties rated 400 less than your party
- 2000+ parties cannot match with parties rated 1600 or lower
- At any time, 1600+ parties may override this and further accelerate matchmaking speed by clicking “Find me any match as soon as possible” (this option is available to the highest rated player in the party)
-- If you select this option, you should expect shorter queues
-- If you do not select this option, you should expect fairer games



Game Updates

Pathing & Targeting
- Mercenaries and creatures are now less likely to get stuck

Unit Icons
- Now properly ordered by cost

Mastermind
- Fixed a bug where Mastermind would sometimes fail to give a T4/T5

Bots
- Now smarter/more aggressive about pushing workers after wave 10
- Fixed a bug where bots wouldn't hire mercenaries in time if you sent right before the round ended

Game Balance

+
Guide: How to beat Brutes on wave 6:
- When your attacker saves mythium, stop pushing workers
- Send mercenaries on wave 5 to get income gold
- Spend all of your gold on fighters, including the last bit of gold on T1s
- Hard counters: Bone Warrior, Fire Archer, Bazooka, Zeus, Windhawk, Violet, Butcher, and Gateguard
- Soft counters: Proton, Rogue Wave + Fire Elemental (must have both), Buzz, Antler, Tempest, Wileshroom, Canopie, Dark Mage

Dual Building
- Haste: Attack speed: 15% -> 14%

Leak Bounty
- Gold to leaker reduced, especially late game (50% scaling to 7% -> to 0%)
- Gold to opposing team increased, especially late game (45% scaling to 88% -> to 95%)

This encourages non-lethal undercutting (sending one wave before the opposing team’s send)

King
- Now smarter about prioritizing bosses
- Now has 50% more health and health regeneration in 1v1 games
- Now has 12.5% more health and health regeneration in 2v2 games

Element

Rogue Wave
- Health: 1120 -> 1100

Fire Elemental
- Damage: 64 -> 63

Violet
- Health: 2100 -> 2050

Mudman
- Attack speed (attacks per second): 0.7 -> 0.72

Golem
- Attack speed (attacks per second): 0.7 -> 0.72

Disciple
- Attack speed (attacks per second): 1.03 -> 1.01

Fenix
- Health: 3500 -> 3460

Forsaken

Fire Archer
- Attack speed (attacks per second): 0.95 -> 0.93

Bone Crusher
- Health: 1030 -> 1020

Green Devil
- Damage: 41 -> 42

Head Chef
- Skull Stew: Heal: 300 + 10% over 3 seconds -> 300 + 10% over 2 seconds
- Necromancy: Range: 700 -> 800

Nightmare
- Health: 1200 -> 1250

Doppelganger
- Health: 2500 -> 2600

Hades
- Damage: 150 -> 155
- Necromancy: Range: 700 -> 800

Grove

Honeyflower
- Health: 1300 -> 1400
- Fragrance: Damage per second: 10 + 0.4% -> 10 + 0.2%

Deathcap
- Health: 3750 -> 4000
- Noxious Scent: Damage per second: 35 + 0.6% -> 35 + 0.4%

Banana Bunk
- Health: 2700 -> 2760

Banana Haven
- Damage: 59x3 -> 58x3

Mech

Pyro
- Health: 2450 -> 2400

The nerf is intentionally conservative because the buff to wave 10 is also an indirect nerf to Pyro

Mercenaries
- Movement speeds are now all 350 instead of varying between 314-328

Hermit
- Health: 720 -> 700
- Healing Aura: Range: 600 -> 800

Safety Mole
- Health: 1290 -> 1200
- Damage: 65 -> 61
- Safety Aura: Range: 400 -> 800

Pack Leader
- Health: 1720 -> 1740
- Damage: 80 -> 85
- Leadership Aura: Damage amplification: 10 (20 for bosses) -> 8 (20 for bosses)
- Leadership Aura: Range: 400 -> 800

Aura mercenaries are slightly weaker but are no longer countered by wave splitting

Waves
- Movement speeds are now all 350 instead of varying between 285-342
- Waves 8+ buffed by 1-5%

Stronger waves discourages worker spam in low Elo games and makes long saves in high Elo riskier. Some waves in high Elo may actually become easier due to shorter saves.

(8) Kobra
- Damage: 29 -> 30

(9) Carapaces
- Damage: 44 -> 45

(10) Grandaddy
- Attack speed (attacks per second): 2.08 -> 2.27
- Gold to leaker: 100 -> 90

(11) Quill Shooters
- Damage: 66 -> 68

(12) Mantises
- Damage: 80 -> 83

(13) Drill Golems
- Damage 170 -> 180

(14) Killer Slugs
- Damage: 107 -> 113

(15) Quadrapuses
- Giant Quadrapus: 480 -> 500
- Quadrapus: Damage: 120 -> 125

(16) Cardinal
- Health: 1430 -> 1500
- Damage: 95 -> 100

(17) Metal Dragons
- DPS: 139 -> 145
- Damage: 140 -> 145
- Attack speed (attacks per seconds): 0.99 -> 1

(18) Dire Toads
- Attack speed (attacks per seconds): 1 -> 1.03

(19) Wale Chiefs
- Damage 290 -> 300

(20) Maccabeus
- Attack speed: 2.22 -> 2.33

(21) Legion Lords
- Legion King: Damage: 225 -> 250
- Legion Lord: Damage: 1350 -> 1500

Matchmaking Updates

Casual Queue
- Now waits a little longer before adding bots

Client Updates

Minimap
- Improved texture resolution

Bots
- Fixed a bug where bots would show loading timers

Mythium Received Message
- Your mythium received is now colored orange

Scoreboard
- You can now left-click players’ towers to pan the camera to their lane
- Fixed a bug where player name dropdown menus weren’t showing up when a player’s name was clicked

Ping Wheel
- Fixed a bug where you couldn’t ping “Send Now” after Wave 21 started

Party Members
- Fixed a bug where members would sometimes be displayed in the wrong order in the client

Post-game Stats
- Fixed a bug where gold advantage was colored green if you were always behind
Feb 12, 2018
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
Announcements

25% Off Sale
- Now's a great chance to introduce the game to a friend

Up next: Powerups (in-game enhancements)
- Big gameplay feature coming likely this week

New Feature: Matchmaking 3.0
(A solo player counts as a party of 1)
- Matches are found faster for all parties <1800 rating (99+% of players)
- 1100-1299 parties cannot match with parties rated 500 less than your party
- 1300-1999 cannot match with parties rated 400 less than your party
- 2000+ parties cannot match with parties rated 1600 or lower
- At any time, 1600+ parties may override this and further accelerate matchmaking speed by clicking “Find me any match as soon as possible” (this option is available to the highest rated player in the party)
-- If you select this option, you should expect shorter queues
-- If you do not select this option, you should expect fairer games



Game Updates

Pathing & Targeting
- Mercenaries and creatures are now less likely to get stuck

Unit Icons
- Now properly ordered by cost

Mastermind
- Fixed a bug where Mastermind would sometimes fail to give a T4/T5

Bots
- Now smarter/more aggressive about pushing workers after wave 10
- Fixed a bug where bots wouldn't hire mercenaries in time if you sent right before the round ended

Game Balance

+
Guide: How to beat Brutes on wave 6:
- When your attacker saves mythium, stop pushing workers
- Send mercenaries on wave 5 to get income gold
- Spend all of your gold on fighters, including the last bit of gold on T1s
- Hard counters: Bone Warrior, Fire Archer, Bazooka, Zeus, Windhawk, Violet, Butcher, and Gateguard
- Soft counters: Proton, Rogue Wave + Fire Elemental (must have both), Buzz, Antler, Tempest, Wileshroom, Canopie, Dark Mage

Dual Building
- Haste: Attack speed: 15% -> 14%

Leak Bounty
- Gold to leaker reduced, especially late game (50% scaling to 7% -> to 0%)
- Gold to opposing team increased, especially late game (45% scaling to 88% -> to 95%)

This encourages non-lethal undercutting (sending one wave before the opposing team’s send)

King
- Now smarter about prioritizing bosses
- Now has 50% more health and health regeneration in 1v1 games
- Now has 12.5% more health and health regeneration in 2v2 games

Element

Rogue Wave
- Health: 1120 -> 1100

Fire Elemental
- Damage: 64 -> 63

Violet
- Health: 2100 -> 2050

Mudman
- Attack speed (attacks per second): 0.7 -> 0.72

Golem
- Attack speed (attacks per second): 0.7 -> 0.72

Disciple
- Attack speed (attacks per second): 1.03 -> 1.01

Fenix
- Health: 3500 -> 3460

Forsaken

Fire Archer
- Attack speed (attacks per second): 0.95 -> 0.93

Bone Crusher
- Health: 1030 -> 1020

Green Devil
- Damage: 41 -> 42

Head Chef
- Skull Stew: Heal: 300 + 10% over 3 seconds -> 300 + 10% over 2 seconds
- Necromancy: Range: 700 -> 800

Nightmare
- Health: 1200 -> 1250

Doppelganger
- Health: 2500 -> 2600

Hades
- Damage: 150 -> 155
- Necromancy: Range: 700 -> 800

Grove

Honeyflower
- Health: 1300 -> 1400
- Fragrance: Damage per second: 10 + 0.4% -> 10 + 0.2%

Deathcap
- Health: 3750 -> 4000
- Noxious Scent: Damage per second: 35 + 0.6% -> 35 + 0.4%

Banana Bunk
- Health: 2700 -> 2760

Banana Haven
- Damage: 59x3 -> 58x3

Mech

Pyro
- Health: 2450 -> 2400

The nerf is intentionally conservative because the buff to wave 10 is also an indirect nerf to Pyro

Mercenaries
- Movement speeds are now all 350 instead of varying between 314-328

Hermit
- Health: 720 -> 700
- Healing Aura: Range: 600 -> 800

Safety Mole
- Health: 1290 -> 1200
- Damage: 65 -> 61
- Safety Aura: Range: 400 -> 800

Pack Leader
- Health: 1720 -> 1740
- Damage: 80 -> 85
- Leadership Aura: Damage amplification: 10 (20 for bosses) -> 8 (20 for bosses)
- Leadership Aura: Range: 400 -> 800

Aura mercenaries are slightly weaker but are no longer countered by wave splitting

Waves
- Movement speeds are now all 350 instead of varying between 285-342
- Waves 8+ buffed by 1-5%

Stronger waves discourages worker spam in low Elo games and makes long saves in high Elo riskier. Some waves in high Elo may actually become easier due to shorter saves.

(8) Kobra
- Damage: 29 -> 30

(9) Carapaces
- Damage: 44 -> 45

(10) Grandaddy
- Attack speed (attacks per second): 2.08 -> 2.27
- Gold to leaker: 100 -> 90

(11) Quill Shooters
- Damage: 66 -> 68

(12) Mantises
- Damage: 80 -> 83

(13) Drill Golems
- Damage 170 -> 180

(14) Killer Slugs
- Damage: 107 -> 113

(15) Quadrapuses
- Giant Quadrapus: 480 -> 500
- Quadrapus: Damage: 120 -> 125

(16) Cardinal
- Health: 1430 -> 1500
- Damage: 95 -> 100

(17) Metal Dragons
- DPS: 139 -> 145
- Damage: 140 -> 145
- Attack speed (attacks per seconds): 0.99 -> 1

(18) Dire Toads
- Attack speed (attacks per seconds): 1 -> 1.03

(19) Wale Chiefs
- Damage 290 -> 300

(20) Maccabeus
- Attack speed: 2.22 -> 2.33

(21) Legion Lords
- Legion King: Damage: 225 -> 250
- Legion Lord: Damage: 1350 -> 1500

Matchmaking Updates

Casual Queue
- Now waits a little longer before adding bots

Client Updates

Minimap
- Improved texture resolution

Bots
- Fixed a bug where bots would show loading timers

Mythium Received Message
- Your mythium received is now colored orange

Scoreboard
- You can now left-click players’ towers to pan the camera to their lane
- Fixed a bug where player name dropdown menus weren’t showing up when a player’s name was clicked

Ping Wheel
- Fixed a bug where you couldn’t ping “Send Now” after Wave 21 started

Party Members
- Fixed a bug where members would sometimes be displayed in the wrong order in the client

Post-game Stats
- Fixed a bug where gold advantage was colored green if you were always behind
Feb 7, 2018
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
Relatively small patch with pathing improvements, bug fixes, UI improvements, and some light balance changes. Big feature patch coming next week.

Game Updates

Pathing & Targeting
- Fighters are now less likely to be fully stuck behind other fighters (they will now squeeze through to the front after being stuck for a short time)

Game Balance

Intentionally avoiding too many balance changes as we continue evaluating the effects of v1.72 and v1.73. Expect a larger balance patch next week.

Waves

(10) Granddaddy
- Leak gold to opposing team: 40 -> 60

(15) Quadrapuses
- Giant Quadrapus: 460 -> 480
- Quadrapus: Damage: 115 -> 120

(21) Legion Lords
- Pillage gold is now disabled
- Mercenaries no longer give bounty

Matchmaking Updates

We have some major matchmaking improvements planned for next week.

Normal Queue
- A player is considered a new player if <20 games instead of <30 games (for the purposes of rating changes)

Casual Queue
- The matchmaker may add a bot if players are waiting too long
- Teams are now sorted from high to low rating (this helps make lane matchups fairer)

Client Updates

Scalable Minimap
- You can now scale up/down the minimap via Interface Options

Tab Scoreboard
- Now shows game mode in the top left corner
- Now shows a [D] next to the player who is defending against you

King HP
- Fixed a bug where it would sometimes show an incorrect value after the King was upgraded
Feb 7, 2018
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
Relatively small patch with pathing improvements, bug fixes, UI improvements, and some light balance changes. Big feature patch coming next week.

Game Updates

Pathing & Targeting
- Fighters are now less likely to be fully stuck behind other fighters (they will now squeeze through to the front after being stuck for a short time)

Game Balance

Intentionally avoiding too many balance changes as we continue evaluating the effects of v1.72 and v1.73. Expect a larger balance patch next week.

Waves

(10) Granddaddy
- Leak gold to opposing team: 40 -> 60

(15) Quadrapuses
- Giant Quadrapus: 460 -> 480
- Quadrapus: Damage: 115 -> 120

(21) Legion Lords
- Pillage gold is now disabled
- Mercenaries no longer give bounty

Matchmaking Updates

We have some major matchmaking improvements planned for next week.

Normal Queue
- A player is considered a new player if <20 games instead of <30 games (for the purposes of rating changes)

Casual Queue
- The matchmaker may add a bot if players are waiting too long
- Teams are now sorted from high to low rating (this helps make lane matchups fairer)

Client Updates

Scalable Minimap
- You can now scale up/down the minimap via Interface Options

Tab Scoreboard
- Now shows game mode in the top left corner
- Now shows a [D] next to the player who is defending against you

King HP
- Fixed a bug where it would sometimes show an incorrect value after the King was upgraded
Feb 6, 2018
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
New Major Feature: Casual Queue



Casual Queue
- Cards, XP, and Essence are enabled
- FairPlay is enabled (you can be suspended for leaving/AFKing frequently or griefing)
- Stat tracking and rating changes are disabled
- Matchmaking matches you with players of all skill levels
- Partying will guarantee you get in the same game, but not necessarily on the same team (The reason parties may be split up is that teams would be impossible to balance if, say, a group of high-rated players decided to party in Casual Queue)

Casual Queue is intended for trying new builds, playing with friends of different skill level, and enjoying more relaxed games. Normal games should remain the default way to play the game.

Level requirements
- Level requirement for Casual: 1
- Level requirement for Normal: 2 -> 3

Game Updates

- Tuned recommended values for players and bots
- Fixed a bug where wave 21 would fail to spawn

Game Balance

Emergent balance changes in response to v1.72

King
- Fixed a big where the king would upgrade on waves 2/5/8/11/14/17/20 instead of on 3/6/9/12/15/18/21

Mercenaries
- All mercenaries nerfed by ~8%

Mercenaries are too strong after the 20% reduced cost from v1.72. This change should also make constant saving in high Elo a bit less effective.

Snail
- Health: 300 - > 280
- Damage: 13 -> 12

Lizard
- Health: 370 -> 320
- Damage: 25 -> 24

Fiend
- Damage: 30 -> 27

Brute
- Health: 870 -> 800
- Damage: 48 -> 46

Dragon Turtle
- Health: 820 -> 760
- Damage: 39 -> 37

Hermit
- Health: 800 -> 720
- Damage: 40 -> 36

Dino
- Health: 1450 -> 1330
- Damage: 58 -> 54

Safety Mole
- Health: 1400 -> 1290
- Damage: 71 -> 65

Drake
- Health: 1400 -> 1300
- Damage: 90 -> 83

Pack Leader
- Health: 1900 -> 1720
- Damage: 85 -> 80

Mimic
- Health: 2200 -> 2040
- Damage: 141 -> 131

Ghost Knight
- Health: 2530 -> 2400
- Damage: 166 -> 149

Four Eyes
- Health: 2300 -> 2130
- Damage: 105 -> 96

Centaur
- Health: 3700 -> 3370
- Damage: 160 -> 146

Shaman
- Health: 3200 -> 2950
- Damage: 182 -> 168

Kraken
- Health: 7100 -> 6580
- Damage: 250 -> 232

Waves

(6) Rockos
- Impale: No longer stuns
- Impale: Now each attack amplifies damage taken by 4% (1% against the king), stacking up to 20 times

(10) Granddaddy
- Attack speed (attacks per second): 1.96 -> 2.08

(20) Maccabeus
- Damage: 600 -> 800

Hitting wave 21 should be a rare feat

(21) Legion Lords
- Legion King: Damage: 1200 -> 1350
- Legion Lord: Damage: 200 -> 225
- Total bounty: 120 -> 0

Client Updates

Post-game Stats
- Fixed a bug where rating changes didn't take into account new player multipliers from the previous patch (actual rating changes remain unchanged)

Loading Screen
- Fixed some cases where your rating wasn't up to date (Cache is now updated when you queue up for a game)

FairPlay
- Fixed a bug where mutes would go away after one game (automated 24-hour mute now last either 24 hours, or 3 games)
Feb 6, 2018
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames
New Major Feature: Casual Queue



Casual Queue
- Cards, XP, and Essence are enabled
- FairPlay is enabled (you can be suspended for leaving/AFKing frequently or griefing)
- Stat tracking and rating changes are disabled
- Matchmaking matches you with players of all skill levels
- Partying will guarantee you get in the same game, but not necessarily on the same team (The reason parties may be split up is that teams would be impossible to balance if, say, a group of high-rated players decided to party in Casual Queue)

Casual Queue is intended for trying new builds, playing with friends of different skill level, and enjoying more relaxed games. Normal games should remain the default way to play the game.

Level requirements
- Level requirement for Casual: 1
- Level requirement for Normal: 2 -> 3

Game Updates

- Tuned recommended values for players and bots
- Fixed a bug where wave 21 would fail to spawn

Game Balance

Emergent balance changes in response to v1.72

King
- Fixed a big where the king would upgrade on waves 2/5/8/11/14/17/20 instead of on 3/6/9/12/15/18/21

Mercenaries
- All mercenaries nerfed by ~8%

Mercenaries are too strong after the 20% reduced cost from v1.72. This change should also make constant saving in high Elo a bit less effective.

Snail
- Health: 300 - > 280
- Damage: 13 -> 12

Lizard
- Health: 370 -> 320
- Damage: 25 -> 24

Fiend
- Damage: 30 -> 27

Brute
- Health: 870 -> 800
- Damage: 48 -> 46

Dragon Turtle
- Health: 820 -> 760
- Damage: 39 -> 37

Hermit
- Health: 800 -> 720
- Damage: 40 -> 36

Dino
- Health: 1450 -> 1330
- Damage: 58 -> 54

Safety Mole
- Health: 1400 -> 1290
- Damage: 71 -> 65

Drake
- Health: 1400 -> 1300
- Damage: 90 -> 83

Pack Leader
- Health: 1900 -> 1720
- Damage: 85 -> 80

Mimic
- Health: 2200 -> 2040
- Damage: 141 -> 131

Ghost Knight
- Health: 2530 -> 2400
- Damage: 166 -> 149

Four Eyes
- Health: 2300 -> 2130
- Damage: 105 -> 96

Centaur
- Health: 3700 -> 3370
- Damage: 160 -> 146

Shaman
- Health: 3200 -> 2950
- Damage: 182 -> 168

Kraken
- Health: 7100 -> 6580
- Damage: 250 -> 232

Waves

(6) Rockos
- Impale: No longer stuns
- Impale: Now each attack amplifies damage taken by 4% (1% against the king), stacking up to 20 times

(10) Granddaddy
- Attack speed (attacks per second): 1.96 -> 2.08

(20) Maccabeus
- Damage: 600 -> 800

Hitting wave 21 should be a rare feat

(21) Legion Lords
- Legion King: Damage: 1200 -> 1350
- Legion Lord: Damage: 200 -> 225
- Total bounty: 120 -> 0

Client Updates

Post-game Stats
- Fixed a bug where rating changes didn't take into account new player multipliers from the previous patch (actual rating changes remain unchanged)

Loading Screen
- Fixed some cases where your rating wasn't up to date (Cache is now updated when you queue up for a game)

FairPlay
- Fixed a bug where mutes would go away after one game (automated 24-hour mute now last either 24 hours, or 3 games)
...