We're excited to announce some big changes coming to Legion TD 2.
Behold the next legion: Atlantean!
An ancient legion that once flourished on an isolated island nation. A three-headed water deity gave them magic, and with that magic came growth and power. As their civilization grew, they forgot the origin of their power. This angered the sea god, so he sank the island with a thunderous tide, banishing its inhabitants to the depths of the ocean. For a thousand years, they scourged the seabed, waiting for their moment to reaffirm their loyalty. With hope nearly lost, they found the most peculiar of signs - a glowing egg. The radiance of the egg invigorated them. Re-imbued with energy, they emerge from the murky waters. Commanded by a beautiful empress and ruled by a monstrous titan, they seek to claim the continent of Nova as their empire. Beware that which hatches, adapts, and evolves.
Introducing the next official legion: Atlantean! Instead of releasing as a full legion, we're releasing units on a rolling basis to Mastermind. The first fighter and upgrade will be playable on March 26th. We'll be releasing fighters and upgrades every ~2 weeks until Atlantean can be played as a complete legion. We plan to continue releasing new units (fighters, mercenaries, etc.) on a more regular basis to have a steady stream of new content and keep the game fresh. Each new unit has an impact on the game's balance and meta, so prepare for things to shake up a lot.
We're keeping the first fighter a surprise for now, but here's a small teaser:
All of the new art coming into the game is brought to you by our new team member, Curing.
Try your skills at 2v2!
Legion TD 2 will be 2v2 (instead of 4v4) from March 26th to April 9th. This is a change being considered for the game, and we're excited to try it out and collect feedback.
Here's our rationale behind the change:
Gameplay The reason Legion TD 2 is 4v4 is that we wanted to stay true to the original mod. The mod was 4v4 because Lisk has two brothers and wanted to play with both of them. In terms of game design, Lisk actually preferred 2v2.
We believe Legion TD 2 will be more fun as a 2v2 game. You'll spend less time doing menial tasks like scanning your screen across 8 players and more time actually making decisions and playing the game. Making the game 2v2 does not "dumb down the game." On the contrary, it allows you to express skill through decision-making, rather than through information-gathering.
Matchmaking The complaint we hear about the most is matchmaking. The reality is that our matchmaker is very good, but even the best matchmaking system is limited by playerbase size. It's incredibly difficult and often impossible to find 8 players of the same skill level queueing at the same time. It's easy to find 4 players.
2v2 games will have significantly faster queues and fairer matches. For 99.7% of players, we can guarantee you will be matched with players within 200 rating of you, and most of the time, within 0-100 rating of you. For players rated over 2000, we can guarantee you will be matched with 1800+ players. High-rated games will also be possible at any time, not just during peak hours.
Performance & Pathing/Targeting Legion TD 2 isn't a perfectly optimized game. Some players experience late-game lag and others have trouble running the game entirely. There are even some games that hit the 1200 unit maximum, which causes the game to crash. Pathing and targeting is also affected by the number of units in the game. The more units there are, the less responsive and intelligent units are.
In 2v2, the game will have improved performance, units will feel more responsive, and we'll be able to design new, unique units and introduce gold into the ecosystem without fear of breaking the game.
Accessibility Legion TD 2 is a great competitive game once you learn it, but it's not so friendly to new players. We've found that the majority of new players have trouble understanding the game - so much that they don't even give it a chance.
If we want Legion TD 2 to grow, we need to make some big changes to the game. By cutting the number of lanes in half, we're making the game more accessible without compromising strategic depth. We believe this change will help attract and retain new players. We also have other accessibility improvements, such as a tutorial, in the works.
Data The vast majority of players (91%) play the game solo or duo.
Tournaments It's not a surprise that the only ongoing Legion TD 2 tournament/league right now is 2v2. It's hard to form teams of 4, and a lot of players prefer how the game feels in 2v2. Shout-out to SiK Myth for being awesome and hosting this tournament.
FAQ:
Will there be a new map? Yes, but not right away. For a few weeks, the game will still be played on the current map with the right two lanes disabled. If 2v2 is fully implemented, we will create a new and improved map that is optimized for a 2v2 experience.
Can we still play 4v4 customs? Yes, custom games will still allow for 4v4.
Will matchmade 4v4 ever come back? Potentially, yes, when we have a larger playerbase that can support it.
What if I prefer playing as a trio/quad? As much as we want everyone to be happy, the reality is that we have to embrace change to grow the game. If we stay as 4v4, the game will continue to struggle with matchmaking. The good news is that you can play Legion TD 2 1v1, 2v2, 3v3, or 4v4 in custom games, which is a lot more flexible than most games.
Why is this change being done at the end of the season? Although it seems like a huge change, 2v2 actually plays very similarly to 4v4, so you're not going to have to relearn the game. The improved matchmaking that comes with 2v2 also allows for a fairer competitive environment.
What if I don't like the change? We expect some players to react negatively to this change simply because it's a change and because it's different from the original. You're welcome to dislike the change and to give feedback now, but we ask that you approach the change with an open mind and share your thoughts after trying it. Anyone that knows us, knows that we are constantly engaged with the community and that we take your feedback seriously.
Can we just go free-to-play to get more players? We're happy to consider free-to-play in the future, but it's not possibile right now. We need to improve server stability/scalability, improve our banning tools, build out a store, and do a hundred other things first.
Growing the playerbase!
Next month, we're going to start marketing for the first time. In April, Legion TD 2 will be featured on the front page of Steam and will go on sale. Our goal is to bring as much attention to the game as possible. You can help by playing the game, streaming, creating YouTube videos, and telling your friends. We're confident Legion TD 2 has a lot of room to grow and are excited to see where the future takes us.
We're excited to announce some big changes coming to Legion TD 2.
Behold the next legion: Atlantean!
An ancient legion that once flourished on an isolated island nation. A three-headed water deity gave them magic, and with that magic came growth and power. As their civilization grew, they forgot the origin of their power. This angered the sea god, so he sank the island with a thunderous tide, banishing its inhabitants to the depths of the ocean. For a thousand years, they scourged the seabed, waiting for their moment to reaffirm their loyalty. With hope nearly lost, they found the most peculiar of signs - a glowing egg. The radiance of the egg invigorated them. Re-imbued with energy, they emerge from the murky waters. Commanded by a beautiful empress and ruled by a monstrous titan, they seek to claim the continent of Nova as their empire. Beware that which hatches, adapts, and evolves.
Introducing the next official legion: Atlantean! Instead of releasing as a full legion, we're releasing units on a rolling basis to Mastermind. The first fighter and upgrade will be playable on March 26th. We'll be releasing fighters and upgrades every ~2 weeks until Atlantean can be played as a complete legion. We plan to continue releasing new units (fighters, mercenaries, etc.) on a more regular basis to have a steady stream of new content and keep the game fresh. Each new unit has an impact on the game's balance and meta, so prepare for things to shake up a lot.
We're keeping the first fighter a surprise for now, but here's a small teaser:
All of the new art coming into the game is brought to you by our new team member, Curing.
Try your skills at 2v2!
Legion TD 2 will be 2v2 (instead of 4v4) from March 26th to April 9th. This is a change being considered for the game, and we're excited to try it out and collect feedback.
Here's our rationale behind the change:
Gameplay The reason Legion TD 2 is 4v4 is that we wanted to stay true to the original mod. The mod was 4v4 because Lisk has two brothers and wanted to play with both of them. In terms of game design, Lisk actually preferred 2v2.
We believe Legion TD 2 will be more fun as a 2v2 game. You'll spend less time doing menial tasks like scanning your screen across 8 players and more time actually making decisions and playing the game. Making the game 2v2 does not "dumb down the game." On the contrary, it allows you to express skill through decision-making, rather than through information-gathering.
Matchmaking The complaint we hear about the most is matchmaking. The reality is that our matchmaker is very good, but even the best matchmaking system is limited by playerbase size. It's incredibly difficult and often impossible to find 8 players of the same skill level queueing at the same time. It's easy to find 4 players.
2v2 games will have significantly faster queues and fairer matches. For 99.7% of players, we can guarantee you will be matched with players within 200 rating of you, and most of the time, within 0-100 rating of you. For players rated over 2000, we can guarantee you will be matched with 1800+ players. High-rated games will also be possible at any time, not just during peak hours.
Performance & Pathing/Targeting Legion TD 2 isn't a perfectly optimized game. Some players experience late-game lag and others have trouble running the game entirely. There are even some games that hit the 1200 unit maximum, which causes the game to crash. Pathing and targeting is also affected by the number of units in the game. The more units there are, the less responsive and intelligent units are.
In 2v2, the game will have improved performance, units will feel more responsive, and we'll be able to design new, unique units and introduce gold into the ecosystem without fear of breaking the game.
Accessibility Legion TD 2 is a great competitive game once you learn it, but it's not so friendly to new players. We've found that the majority of new players have trouble understanding the game - so much that they don't even give it a chance.
If we want Legion TD 2 to grow, we need to make some big changes to the game. By cutting the number of lanes in half, we're making the game more accessible without compromising strategic depth. We believe this change will help attract and retain new players. We also have other accessibility improvements, such as a tutorial, in the works.
Data The vast majority of players (91%) play the game solo or duo.
Tournaments It's not a surprise that the only ongoing Legion TD 2 tournament/league right now is 2v2. It's hard to form teams of 4, and a lot of players prefer how the game feels in 2v2. Shout-out to SiK Myth for being awesome and hosting this tournament.
FAQ:
Will there be a new map? Yes, but not right away. For a few weeks, the game will still be played on the current map with the right two lanes disabled. If 2v2 is fully implemented, we will create a new and improved map that is optimized for a 2v2 experience.
Can we still play 4v4 customs? Yes, custom games will still allow for 4v4.
Will matchmade 4v4 ever come back? Potentially, yes, when we have a larger playerbase that can support it.
What if I prefer playing as a trio/quad? As much as we want everyone to be happy, the reality is that we have to embrace change to grow the game. If we stay as 4v4, the game will continue to struggle with matchmaking. The good news is that you can play Legion TD 2 1v1, 2v2, 3v3, or 4v4 in custom games, which is a lot more flexible than most games.
Why is this change being done at the end of the season? Although it seems like a huge change, 2v2 actually plays very similarly to 4v4, so you're not going to have to relearn the game. The improved matchmaking that comes with 2v2 also allows for a fairer competitive environment.
What if I don't like the change? We expect some players to react negatively to this change simply because it's a change and because it's different from the original. You're welcome to dislike the change and to give feedback now, but we ask that you approach the change with an open mind and share your thoughts after trying it. Anyone that knows us, knows that we are constantly engaged with the community and that we take your feedback seriously.
Can we just go free-to-play to get more players? We're happy to consider free-to-play in the future, but it's not possibile right now. We need to improve server stability/scalability, improve our banning tools, build out a store, and do a hundred other things first.
Growing the playerbase!
Next month, we're going to start marketing for the first time. In April, Legion TD 2 will be featured on the front page of Steam and will go on sale. Our goal is to bring as much attention to the game as possible. You can help by playing the game, streaming, creating YouTube videos, and telling your friends. We're confident Legion TD 2 has a lot of room to grow and are excited to see where the future takes us.
Last patch before our big announcement next week. Friendly reminder that Season 1 will end on April 9, 2018. Details here.
Client Updates
Main Menu Improvements - New patch notes presentation
- Options and Store buttons replaced with button icons in the bottom left - Text size scales with resolution
Post-game Stats - Now shows Legion Spell - MVP score now takes into account pressure applied to opponent via saves
Game Updates
Dynamic Recommended Value - Recommended Value now increases if your attacker is saving (it's a rough approximation because the calculation intentionally doesn't take into account how many workers your attacker has)
Recommended Value is only meant to be a guideline. Hit F10 in-game to see recommended values and types.
Undeploy Confirmation - If undeploying fighters with a total value greater than 100 (all selected units combined), a popup will ask for confirmation. - This does not apply for Recalling fighters (100% sell) or Downgrading fighters
Wave Info (F10) - Now no longer shows previous 1-2 waves (it was confusing some people)
Game Balance
Leak Bounty - Now moderately more punishing to leak late game and slightly less punishing to leak very early game (more or less, unchanged waves 1-10) -- Bounty to leaker: 45% scaling to 0% on wave 16 -> 48% scaling to 0% on wave 14 -- Bounty to opposing team: 50% scaling to 95% on wave 16, accelerating to 120% on wave 20 -> 47% scaling to to 95% on wave 14, accelerating to 140% on wave 20
Making the opposing team leak most of wave X only to be 100-0’d on wave X+1 feels wrong, so we’re making that less likely to happen
King - Attack speed: 0.87 -> 0.89 - Now smarter about targeting bosses
Games are ending a bit too early on average, so we’re slightly buffing the king
Last patch before our big announcement next week. Friendly reminder that Season 1 will end on April 9, 2018. Details here.
Client Updates
Main Menu Improvements - New patch notes presentation
- Options and Store buttons replaced with button icons in the bottom left - Text size scales with resolution
Post-game Stats - Now shows Legion Spell - MVP score now takes into account pressure applied to opponent via saves
Game Updates
Dynamic Recommended Value - Recommended Value now increases if your attacker is saving (it's a rough approximation because the calculation intentionally doesn't take into account how many workers your attacker has)
Recommended Value is only meant to be a guideline. Hit F10 in-game to see recommended values and types.
Undeploy Confirmation - If undeploying fighters with a total value greater than 100 (all selected units combined), a popup will ask for confirmation. - This does not apply for Recalling fighters (100% sell) or Downgrading fighters
Wave Info (F10) - Now no longer shows previous 1-2 waves (it was confusing some people)
Game Balance
Leak Bounty - Now moderately more punishing to leak late game and slightly less punishing to leak very early game (more or less, unchanged waves 1-10) -- Bounty to leaker: 45% scaling to 0% on wave 16 -> 48% scaling to 0% on wave 14 -- Bounty to opposing team: 50% scaling to 95% on wave 16, accelerating to 120% on wave 20 -> 47% scaling to to 95% on wave 14, accelerating to 140% on wave 20
Making the opposing team leak most of wave X only to be 100-0’d on wave X+1 feels wrong, so we’re making that less likely to happen
King - Attack speed: 0.87 -> 0.89 - Now smarter about targeting bosses
Games are ending a bit too early on average, so we’re slightly buffing the king
We have major changes coming in March and April that will improve the game, add new content, dramatically improve matchmaking, and attract new players. Stay tuned for a detailed announcement in the next week or two. To commemorate the changes, we are ending Season 1 and entering Season 2.
Season 1 will end on April 9, 2018. At the start of Season 2, there will be a soft rating reset - all players will move closer to 1200 rating.
Rewards: - Season 1 Badge: Reach at least level 4. Upgraded for each level you reach beyond 4. (all rating badges require at least level 4) - Bronze Badge: Finish the season at least 1000 rating - Silver Badge: Finish the season at least 1200 rating (or achieve a peak rating of 1300) - Gold Badge: Finish the season at least 1400 rating (or achieve a peak rating of 1500) - Platinum Badge: Finish the season at least 1600 rating (or achieve a peak rating of 1700) - Diamond Badge: Finish the season at least 1800 rating (or achieve a peak rating of 1900) - Expert Badge: Finish the season at least 2000 rating (or achieve a peak rating of 2100) - Master Badge: Finish the season at least 2200 rating (or achieve a peak rating of 2300) - Senior Master Badge: Finish the season at least 2400 rating (or achieve a peak rating of 2500) - Grandmaster Badge: Finish the season at least 2600 rating (or achieve a peak rating of 2700)
Badges will be displayed on your profile and in the loading screen.
v1.78 Patch Notes
Client Updates
Match Cancellation - Fixed a bug where matches with (Closed) slots weren’t canceled
Trophies - Class C, B, A renamed to Gold, Platinum, Diamond
Game Updates
Legion Spells - Now available for players level 2 and higher
Pack Leader - Damage: 85 -> 82 - Leadership Aura: 8 (20 for bosses) -> 8 (16 for bosses)
Four Eyes - Health: 2130 -> 2200 - Death Stare: 8% damage amplification per stack (100% at max stacks) -> 25 damage for each consecutive attack against the same target
Shaman - Health: 2950 -> 2700 - Damage: 168 -> 120 - Blood Rush: Now also increases damage by 50
Waves
Our analysis on wave balance:
The reason there is a wave 13 meta is as follows: - Area-of-effect units (Pyro, Banana Haven, Deathcap) are overpowered - These units are very weak against waves 10/13 and generally strong against waves 9/11/12 - This leads to 10 -> 13 meta, especially due to the fact that 3 waves is the sweet spot for saving
We believe the following will disrupt the wave 13 meta: - Nerfs to Pyro, Banana Haven, Deathcap will encourage sending on waves 9/11/12 and discourage sending on waves 10/13 - Nerf to Four Eyes, which is a staple mercenary on wave 13 - Changes to Berserker/Fatalizer to be stronger counters to wave 13
We have major changes coming in March and April that will improve the game, add new content, dramatically improve matchmaking, and attract new players. Stay tuned for a detailed announcement in the next week or two. To commemorate the changes, we are ending Season 1 and entering Season 2.
Season 1 will end on April 9, 2018. At the start of Season 2, there will be a soft rating reset - all players will move closer to 1200 rating.
Rewards: - Season 1 Badge: Reach at least level 4. Upgraded for each level you reach beyond 4. (all rating badges require at least level 4) - Bronze Badge: Finish the season at least 1000 rating - Silver Badge: Finish the season at least 1200 rating (or achieve a peak rating of 1300) - Gold Badge: Finish the season at least 1400 rating (or achieve a peak rating of 1500) - Platinum Badge: Finish the season at least 1600 rating (or achieve a peak rating of 1700) - Diamond Badge: Finish the season at least 1800 rating (or achieve a peak rating of 1900) - Expert Badge: Finish the season at least 2000 rating (or achieve a peak rating of 2100) - Master Badge: Finish the season at least 2200 rating (or achieve a peak rating of 2300) - Senior Master Badge: Finish the season at least 2400 rating (or achieve a peak rating of 2500) - Grandmaster Badge: Finish the season at least 2600 rating (or achieve a peak rating of 2700)
Badges will be displayed on your profile and in the loading screen.
v1.78 Patch Notes
Client Updates
Match Cancellation - Fixed a bug where matches with (Closed) slots weren’t canceled
Trophies - Class C, B, A renamed to Gold, Platinum, Diamond
Game Updates
Legion Spells - Now available for players level 2 and higher
Pack Leader - Damage: 85 -> 82 - Leadership Aura: 8 (20 for bosses) -> 8 (16 for bosses)
Four Eyes - Health: 2130 -> 2200 - Death Stare: 8% damage amplification per stack (100% at max stacks) -> 25 damage for each consecutive attack against the same target
Shaman - Health: 2950 -> 2700 - Damage: 168 -> 120 - Blood Rush: Now also increases damage by 50
Waves
Our analysis on wave balance:
The reason there is a wave 13 meta is as follows: - Area-of-effect units (Pyro, Banana Haven, Deathcap) are overpowered - These units are very weak against waves 10/13 and generally strong against waves 9/11/12 - This leads to 10 -> 13 meta, especially due to the fact that 3 waves is the sweet spot for saving
We believe the following will disrupt the wave 13 meta: - Nerfs to Pyro, Banana Haven, Deathcap will encourage sending on waves 9/11/12 and discourage sending on waves 10/13 - Nerf to Four Eyes, which is a staple mercenary on wave 13 - Changes to Berserker/Fatalizer to be stronger counters to wave 13
Crash Fixes - Fixed compatibility with Windows Vista (Upgraded to Coherent GT 1.15)
This fixes the missing UI bug for Windows Vista users. Windows Vista users can now play Legion TD 2!
This is also a potential fix for other operating systems. If this issue still occurs for you, please report on the forums
Debugging - Coherent GT logs are now written to file again
Graphics - Fixed a bug where antialiasing wasn't working even when enabled via options
Matchmaking
Stricter matchmaking for high-rated players - Solos/parties rated 1600-1999: Cannot match with solos/parties rated 300 less than your party (used to be 400) - Solos/parties rated 2000+: Cannot match with solos/parties rated <1700 (used to be <1600) - Hitting “Find me any game as soon as possible” still increases the threshold by 200 rating. If you are 1800+ and want to find a fast game during off-hours, you should hit the button.
Game Updates
Hiring Mercenaries - Fixed a bug where double-clicking a mercenary would use up an extra count if you couldn't afford the second one
Crash Fixes - Fixed compatibility with Windows Vista (Upgraded to Coherent GT 1.15)
This fixes the missing UI bug for Windows Vista users. Windows Vista users can now play Legion TD 2!
This is also a potential fix for other operating systems. If this issue still occurs for you, please report on the forums
Debugging - Coherent GT logs are now written to file again
Graphics - Fixed a bug where antialiasing wasn't working even when enabled via options
Matchmaking
Stricter matchmaking for high-rated players - Solos/parties rated 1600-1999: Cannot match with solos/parties rated 300 less than your party (used to be 400) - Solos/parties rated 2000+: Cannot match with solos/parties rated <1700 (used to be <1600) - Hitting “Find me any game as soon as possible” still increases the threshold by 200 rating. If you are 1800+ and want to find a fast game during off-hours, you should hit the button.
Game Updates
Hiring Mercenaries - Fixed a bug where double-clicking a mercenary would use up an extra count if you couldn't afford the second one
Our major priorities right now are the 5th legion, a tutorial for new players, and translating the game. In the meantime, we’ll continue releasing patches with bug fixes, balance changes, and quality-of-life improvements. Please note that while we release balance patches frequently, less than 5% of our time is spent balancing the game.
New Feature: Automatic Match Canceling
If a player is AFK or fails to connect to the match (remains a "Closed" slot) on both waves 1 and 2, the game will be marked as a tie on wave 3 with no rating changes. To prevent abuse, players who are AFK or quit from loading screen will automatically lose 8 rating.
Matchmaking Updates
Party restrictions - Duos: No restrictions - Trios: Cannot have a party rating > 1900 - Quads: Cannot have a party rating > 1800
If multiple very high-rated players party together, it is nearly impossible for the matchmaker to find a fair game, so we’re adding a restriction that only affects the top 1% of players.
Party Sorting - Players of similar ratings are now more likely to match up against each other. Teams are now sorted by (1) party size and (2) party rating.
Client Updates
Chat Calculator - You can now do simple math in the game by typing the math expression followed by an equals ("=") sign - Example: If you type "24+20=" it will display the result (24+20=44)
Text Commands - “-ratings” now shows party type (D) for duo, (T) for trio, (F) for quad
Video Options - You can now toggle "Enable Bloom" and "Enable Antialiasing"; change to OFF for performance gains
Interface Options - Fixed a bug where Minimap Scale wasn't being saved between sessions
Legion Selection - Now shows Legion Spell choices in chat, so you can see them before you choose a legion
v1.76a Bug Fixes - Scrolling within the game chat window no longer causes the game to zoom - Right-click canceling a worker no longer pings the ground - Tooltips are no longer covered by the HUD - Fixed the green box that appeared when you drag around HUD elements
Game Updates
Pathing & Targeting - Melee/short-ranged units are now smarter about prioritizing low health targets. They now use the same targeting logic as ranged units.
Game Balance
Legion Spells
Sorcerer - Increases health by 500 - Grants: Sorcery: Aura that increases damage of spells by 12%
Venture - Pay up to 100 gold - Gain 300% of your investment when wave 12 ends
King - Attack speed (attacks per second): 0.85 -> 0.87
Element
Aqua Spirit - Damage: 24 -> 30 - Water Bounce: Bounce damage: 100% -> 50%
Less variance during early waves
Violet - Health: 2050 -> 2000
Mudman - Attack speed (attacks per second): 0.72 -> 0.77
Golem - Attack speed (attacks per second): 0.72 -> 0.77
We designed an ability for Mudman/Golem, but it has high implementation cost, so it will come in a later patch. For now, we’re just buffing their stats.
Forsaken
Fire Archer - Attack speed (attacks per second): 0.93 -> 0.91
Bone Warrior and Fire Archer are still incredibly versatile/strong and far-and-away the most used fighters by high-rated players.
Green Devil - Damage: 42 -> 43
Head Chef - Health: 2190 -> 2300 - Damage: 121 -> 130
Nightmare - Health: 1300 -> 1350
Doppelganger - Health: 2750 -> 2900
Lord of Death - Undead Dragon: Damage: 78 -> 82
Hades - Damage: 155 -> 160
Mech
Pyro - Health: 2400 -> 2350
Mercenaries
Fiend - Health: 410 -> 480 - Damage: 27 -> 24
Too much of Fiend’s power was due to whether it was targeted at the beginning or end
Brute - Health: 800-> 780 - Damage: 46 -> 44 - Maul: No longer has a percent chance to stun - Maul: Now slows attack speed by 12% (3% against the king), stacking up to 9 times
Brute now slows your salty tears instead
Shaman - Blood Rush: Mana cost: 3 -> 2.5
Waves - Waves 11-17 buffed by 3-4% - Waves 18 and 19 swapped
Our major priorities right now are the 5th legion, a tutorial for new players, and translating the game. In the meantime, we’ll continue releasing patches with bug fixes, balance changes, and quality-of-life improvements. Please note that while we release balance patches frequently, less than 5% of our time is spent balancing the game.
New Feature: Automatic Match Canceling
If a player is AFK or fails to connect to the match (remains a "Closed" slot) on both waves 1 and 2, the game will be marked as a tie on wave 3 with no rating changes. To prevent abuse, players who are AFK or quit from loading screen will automatically lose 8 rating.
Matchmaking Updates
Party restrictions - Duos: No restrictions - Trios: Cannot have a party rating > 1900 - Quads: Cannot have a party rating > 1800
If multiple very high-rated players party together, it is nearly impossible for the matchmaker to find a fair game, so we’re adding a restriction that only affects the top 1% of players.
Party Sorting - Players of similar ratings are now more likely to match up against each other. Teams are now sorted by (1) party size and (2) party rating.
Client Updates
Chat Calculator - You can now do simple math in the game by typing the math expression followed by an equals ("=") sign - Example: If you type "24+20=" it will display the result (24+20=44)
Text Commands - “-ratings” now shows party type (D) for duo, (T) for trio, (F) for quad
Video Options - You can now toggle "Enable Bloom" and "Enable Antialiasing"; change to OFF for performance gains
Interface Options - Fixed a bug where Minimap Scale wasn't being saved between sessions
Legion Selection - Now shows Legion Spell choices in chat, so you can see them before you choose a legion
v1.76a Bug Fixes - Scrolling within the game chat window no longer causes the game to zoom - Right-click canceling a worker no longer pings the ground - Tooltips are no longer covered by the HUD - Fixed the green box that appeared when you drag around HUD elements
Game Updates
Pathing & Targeting - Melee/short-ranged units are now smarter about prioritizing low health targets. They now use the same targeting logic as ranged units.
Game Balance
Legion Spells
Sorcerer - Increases health by 500 - Grants: Sorcery: Aura that increases damage of spells by 12%
Venture - Pay up to 100 gold - Gain 300% of your investment when wave 12 ends
King - Attack speed (attacks per second): 0.85 -> 0.87
Element
Aqua Spirit - Damage: 24 -> 30 - Water Bounce: Bounce damage: 100% -> 50%
Less variance during early waves
Violet - Health: 2050 -> 2000
Mudman - Attack speed (attacks per second): 0.72 -> 0.77
Golem - Attack speed (attacks per second): 0.72 -> 0.77
We designed an ability for Mudman/Golem, but it has high implementation cost, so it will come in a later patch. For now, we’re just buffing their stats.
Forsaken
Fire Archer - Attack speed (attacks per second): 0.93 -> 0.91
Bone Warrior and Fire Archer are still incredibly versatile/strong and far-and-away the most used fighters by high-rated players.
Green Devil - Damage: 42 -> 43
Head Chef - Health: 2190 -> 2300 - Damage: 121 -> 130
Nightmare - Health: 1300 -> 1350
Doppelganger - Health: 2750 -> 2900
Lord of Death - Undead Dragon: Damage: 78 -> 82
Hades - Damage: 155 -> 160
Mech
Pyro - Health: 2400 -> 2350
Mercenaries
Fiend - Health: 410 -> 480 - Damage: 27 -> 24
Too much of Fiend’s power was due to whether it was targeted at the beginning or end
Brute - Health: 800-> 780 - Damage: 46 -> 44 - Maul: No longer has a percent chance to stun - Maul: Now slows attack speed by 12% (3% against the king), stacking up to 9 times
Brute now slows your salty tears instead
Shaman - Blood Rush: Mana cost: 3 -> 2.5
Waves - Waves 11-17 buffed by 3-4% - Waves 18 and 19 swapped