Legion TD 2 will be 50% off and featured on the front page of Steam on April 19th at 10am PST for 48 hours. Jaidefinichon, Maxim, Firebat, Resttpowered, LForward, Akitos, and others will be streaming and creating video content to help promote the game. Make sure to support their streams and videos, and let your friends know about the game!
NEW! 2v2 Map
We're so excited to introduce the new official map of Legion TD 2! The goals are to: - Improve the overall aesthetic and design of the map - Optimize assets to improve performance and reduce lag - Condense the map to improve information accessibility
We temporarily removed dual building from the game. In the future if it's re-added, it will be played by sharing a standard lane, instead of having a separate middle lane.
We added a Mythium gate that prevents units from advancing until both battles have ended on your team. This ensures that the holder can properly catch leaked units.
Now that Curing is done with the new map, she's back to working on the next Atlantean fighters!
HUD Updates
Loading Screen Improvements - Now shows a border around your avatar that represents last season's rating tier (these borders will be improved in the future) - No longer displays rating or rating changes (but still shows which tier you are in) - No longer displays party status ((D), (T), (F)) - You can still type -ratings in-game to see ratings, rating changes, and parties - No longer shows Open slots
The goal of this change is to stop shoving rating into your face. The reality is that most players will be significantly happier if they just play and not worry that their ally is 50 rating lower or that their opponents are 50 rating higher. In the end, it all balances out. If you have a lower-rated ally or higher-rated opponents, you will gain more rating if you win and lose less rating if you lose. Highly competitive players that prefer to see exact ratings every game can still type -ratings.
Post-Game Screen - No longer shows ratings - No longer shows rating change for losses - You can now use up/down to change graphs
Building Grid - Now restricted to your buildable area (improves gameplay clarity)
Scoreboard - Removed [D] and [A] from names, since we already have several other ways to see this relationship
Mini Scoreboard - Now shows leak gold for both teams so it is easy to see which team has leaked more
Lobby Updates
Lobby Stability - Improved stability (fixed a case where the lobby server would restart if refreshing a profile took significantly longer than expected)
Game Updates
Pathing & Targeting - Hovering/flying melee units are now no longer always focused before ground melee units. When positioned in front, tanks such as Mudman now more consistently tank before hovering/flying units such Windhawk, Nightmare, Gateguard, and Canopie.
Leaked Percent - Fixed a bug where leaked percent was incorrect (it was showing numbers that were too high)
4v4 - Long games should no longer stop spawning enemies (increased unit cap to 2000)
Leviathan - Selection circle size decreased so that it’s easier to deploy fighters in front of it
Game Balance
Atlantean
Sea Serpent - Health: 850 -> 870
Deepcoiler - Health: 2550 -> 2600
Element
Disciple - Mana Burst: Damage: 400 -> 300 - Mana Burst: Mana cost: 15 -> 12
Wileshroom - Attack speed (attacks per second): 0.93 -> 0.95
Mech
Individually, Mech’s fighters are strong, but the legion as a whole is weak. One reason for this is that all of their fighters are more expensive, which limits build flexibility. We’re decreasing fighter price points, adjusting attack types, and making APS/MPS stronger early game to make Mech feel better to play.
Big news! Legion TD 2 will be 50% off and featured on the front page of Steam on April 19th.
Jaidefinichon, Maxim, Firebat, Resttpowered, LForward, Akitos, and others will be streaming and creating video content to help promote the game. Make sure to support their streams and videos, and let your friends know about the game!
We also have a big patch coming soon. We're super excited for this opportunity to grow the game. :)
Season 1 ends April 9th! On April 9th at noon PST, rating changes will temporarily turn off, season reward badges will be given out, and ratings will be soft-reset (everyone will move closer to 1200).
Big sale and marketing push on April 19th! On April 19th, Legion TD 2 will be 50% off and featured on the front page of Steam for one day. If you have a friend who's on the fence about the game, now's the chance for them to play! We're also working with some big influencers to help promote the game around this time.
2v2 continues! After a lot of evaluation, we're excited to keep 2v2 as the primary game mode for Legion TD 2. We know that this is a big change that may upset some of you, and we hope you understand that this decision was not made lightly. 2v2 is necessary for matchmaking to work. As the playerbase grows, we'll consider re-adding 4v4, but it's just not logistically possible right now. 4v4 will remain available in custom games.
If you care about Legion TD 2, we hope you can allow the game to grow and adapt gracefully, rather than try to undermine it.
A few of the other v2.00 changes led to some frustrations, and we heard your feedback. We're confident those changes were unrelated to 2v2 and are addressed this patch.
Right now, Curing is hard at work on a new and improved 2v2 map, which we plan to release this month!
v2.10 Patch Notes
To be deployed on Monday, April 9th
Game Interface Updates
NEW! Game Notifications v2.0 - Important game events now have their own notifications. This helps make it easier for players to know what's going on in the game. - Pings when you clear or leak - Pings when you or the other team leaks to king - A variety of other notifications not listed here - Fixed a variety of inconsistencies with notifications messages and sounds
NEW! Event History - View a history of important events on the scoreboard
NEW! Mini Scoreboard - Added a mini-scoreboard that displays your team's value, workers, and mercenaries for this wave. Now you don’t have to spam TAB as often.
NEW! Recommended Fighters System - Highlights recommended fighters based on damage/defense types - Shows a bar that turns green if you're near recommended value and yellow or red if you're not - Recommends whether you should build or not based on the recommended value - You can disable this system in Options if you prefer - Fixed a bug where recommended value wouldn't update properly
This system is primarily meant for new players and should be used as a guideline. You should not entirely rely on it to make decisions for you.
King HP Bars - Now your team's lifebar is always green and the enemy's lifebar is always red - Now shows the wave icon - Improved King tooltips - Clicking the King (or hotkeys, by default 4 and 5) now pans the camera with a single click (before you had to double click)
Fighters & Mercenaries - Fighters and mercenaries are now grayed out if you can't afford them
Post-Game Builds - You can now use up/down arrows to navigate between waves
Graphics & Sound Updates
Fighter Graphics - Enabled ZWrite to improve appearance of units with overlapping shapes - Fixed some glitches where transparent regions would appear white
Wave Sounds - When receiving at least one 240+ mythium mercenary, the sound of the most expensive mercenary will play
Game Stability
Infinite Loading Bug - Potentially fixed by relaxing some constraint on initial time sync - Added more logging to see where the point of failure is if we get more logs
Matchmaking Updates
Infinite Matchmaking Queue Bug - Added additional logging & failsafes - If you encounter this bug still (where you are stuck in queue forever), please ping @Lisk in Discord
New Players - Players are considered "new" if they have fewer than 10 games, instead of 20 (this prevents new players from dropping too low too quickly)
Duo Queue - Rating penalty lowered slightly
Game Updates
Summoned Pets - Fixed a bug where pets (Chaos Hound, Cerberus, Undead Dragon, Imp) wouldn't warp after clearing the wave
Play vs. AI - Fixed a bug where bots would accidentally roll unusable Atlantean towers if they picked Mastermind
Bots - No longer restrict themselves to one Honeyflower/Deathcap (This restriction was from a while ago when those auras did not stack) - No longer restrict themselves to one Fire Elemental/Rogue Wave - Improved fighter selections (Now uses Fighter Effectiveness system, which is used by the new Recommended Fighters system) - Now try to avoid putting auras on the edges of the lane
Game Balance
Legion Spells
Giant Snail - Snail health and attack multiplier: 2.5x -> 2.4x
Militia - Gold: +280 -> +290
Economy - There is now more gold in the ecosystem, which allows for more workers and results in fewer “starved” games
Workers - Starting workers: 1 -> 2
More mythium to make aggressive plays early game and more income to survive mid-late game and push workers
Leak Bounty - Leaking is now slightly less punishing -- Bounty to the leaker increased moderately -- Bounty to the opposing team increased slightly
One mistake early game is less likely to make you unable to recover
Example: You leak 2 Rockos - How much gold you get: 11 -> 15 - How much gold the opposing team gets: 25 -> 27
King - Judgment: Mana cost: 6 -> 5 - Giant Slayer: 5% max health -> 20% current health - Health: 1800 scaling to 37100 -> 1700 -> 39700 - Damage: 50 scaling to 1030 -> 47 scaling to 1100 - Judgment: 70 scaling to 1442 -> 66 -> 1543
About even in power early game, stronger late game and against big leaks
Mastermind - Bonus starting income: 2 -> 3
Atlantean
Sea Serpent - Ambush: Unburrows 4.5 seconds after being aggro’d -> 5
Deepcoiler - Ambush: Unburrows 4.5 seconds after being aggro’d -> 5
We recommended positioning Sea Serpent/Deepcoiler 6-7 squares ahead of your frontline tank
Nightmare and Doppelganger are balanced in Mastermind but too strong in Forsaken. Given their strong synergies with Dark Mage and Butcher/Head Chef, it’s difficult to balance them for both Mastermind and Forsaken, so we’re shifting some of their power to their health. Their identity is still overwhelmingly as DPS, and they remain the highest DPS-gold efficiency units in the game.
Season 1 ends April 9th! On April 9th at noon PST, rating changes will temporarily turn off, season reward badges will be given out, and ratings will be soft-reset (everyone will move closer to 1200).
Big sale and marketing push on April 19th! On April 19th, Legion TD 2 will be 50% off and featured on the front page of Steam for one day. If you have a friend who's on the fence about the game, now's the chance for them to play! We're also working with some big influencers to help promote the game around this time.
2v2 continues! After a lot of evaluation, we're excited to keep 2v2 as the primary game mode for Legion TD 2. We know that this is a big change that may upset some of you, and we hope you understand that this decision was not made lightly. 2v2 is necessary for matchmaking to work. As the playerbase grows, we'll consider re-adding 4v4, but it's just not logistically possible right now. 4v4 will remain available in custom games.
If you care about Legion TD 2, we hope you can allow the game to grow and adapt gracefully, rather than try to undermine it.
A few of the other v2.00 changes led to some frustrations, and we heard your feedback. We're confident those changes were unrelated to 2v2 and are addressed this patch.
Right now, Curing is hard at work on a new and improved 2v2 map, which we plan to release this month!
v2.10 Patch Notes
To be deployed on Monday, April 9th
Game Interface Updates
NEW! Game Notifications v2.0 - Important game events now have their own notifications. This helps make it easier for players to know what's going on in the game. - Pings when you clear or leak - Pings when you or the other team leaks to king - A variety of other notifications not listed here - Fixed a variety of inconsistencies with notifications messages and sounds
NEW! Event History - View a history of important events on the scoreboard
NEW! Mini Scoreboard - Added a mini-scoreboard that displays your team's value, workers, and mercenaries for this wave. Now you don’t have to spam TAB as often.
NEW! Recommended Fighters System - Highlights recommended fighters based on damage/defense types - Shows a bar that turns green if you're near recommended value and yellow or red if you're not - Recommends whether you should build or not based on the recommended value - You can disable this system in Options if you prefer - Fixed a bug where recommended value wouldn't update properly
This system is primarily meant for new players and should be used as a guideline. You should not entirely rely on it to make decisions for you.
King HP Bars - Now your team's lifebar is always green and the enemy's lifebar is always red - Now shows the wave icon - Improved King tooltips - Clicking the King (or hotkeys, by default 4 and 5) now pans the camera with a single click (before you had to double click)
Fighters & Mercenaries - Fighters and mercenaries are now grayed out if you can't afford them
Post-Game Builds - You can now use up/down arrows to navigate between waves
Graphics & Sound Updates
Fighter Graphics - Enabled ZWrite to improve appearance of units with overlapping shapes - Fixed some glitches where transparent regions would appear white
Wave Sounds - When receiving at least one 240+ mythium mercenary, the sound of the most expensive mercenary will play
Game Stability
Infinite Loading Bug - Potentially fixed by relaxing some constraint on initial time sync - Added more logging to see where the point of failure is if we get more logs
Matchmaking Updates
Infinite Matchmaking Queue Bug - Added additional logging & failsafes - If you encounter this bug still (where you are stuck in queue forever), please ping @Lisk in Discord
New Players - Players are considered "new" if they have fewer than 10 games, instead of 20 (this prevents new players from dropping too low too quickly)
Duo Queue - Rating penalty lowered slightly
Game Updates
Summoned Pets - Fixed a bug where pets (Chaos Hound, Cerberus, Undead Dragon, Imp) wouldn't warp after clearing the wave
Play vs. AI - Fixed a bug where bots would accidentally roll unusable Atlantean towers if they picked Mastermind
Bots - No longer restrict themselves to one Honeyflower/Deathcap (This restriction was from a while ago when those auras did not stack) - No longer restrict themselves to one Fire Elemental/Rogue Wave - Improved fighter selections (Now uses Fighter Effectiveness system, which is used by the new Recommended Fighters system) - Now try to avoid putting auras on the edges of the lane
Game Balance
Legion Spells
Giant Snail - Snail health and attack multiplier: 2.5x -> 2.4x
Militia - Gold: +280 -> +290
Economy - There is now more gold in the ecosystem, which allows for more workers and results in fewer “starved” games
Workers - Starting workers: 1 -> 2
More mythium to make aggressive plays early game and more income to survive mid-late game and push workers
Leak Bounty - Leaking is now slightly less punishing -- Bounty to the leaker increased moderately -- Bounty to the opposing team increased slightly
One mistake early game is less likely to make you unable to recover
Example: You leak 2 Rockos - How much gold you get: 11 -> 15 - How much gold the opposing team gets: 25 -> 27
King - Judgment: Mana cost: 6 -> 5 - Giant Slayer: 5% max health -> 20% current health - Health: 1800 scaling to 37100 -> 1700 -> 39700 - Damage: 50 scaling to 1030 -> 47 scaling to 1100 - Judgment: 70 scaling to 1442 -> 66 -> 1543
About even in power early game, stronger late game and against big leaks
Mastermind - Bonus starting income: 2 -> 3
Atlantean
Sea Serpent - Ambush: Unburrows 4.5 seconds after being aggro’d -> 5
Deepcoiler - Ambush: Unburrows 4.5 seconds after being aggro’d -> 5
We recommended positioning Sea Serpent/Deepcoiler 6-7 squares ahead of your frontline tank
Nightmare and Doppelganger are balanced in Mastermind but too strong in Forsaken. Given their strong synergies with Dark Mage and Butcher/Head Chef, it’s difficult to balance them for both Mastermind and Forsaken, so we’re shifting some of their power to their health. Their identity is still overwhelmingly as DPS, and they remain the highest DPS-gold efficiency units in the game.
We're excited to share the Season 1 badges for Legion TD 2, all designed and illustrated by our wonderful team member Curing. Your badges will display on your profile and in the loading screen of each game, so you can show off your skills. We plan to also add profile and loading screen borders in the future.
Season 1 officially ends on April 9th at noon PST. Best of luck climbing in the final few days!
Season 1 Badge - Reach at least level 4. Upgraded for each level you reach beyond 4. - You must hit at least level 4 to achieve any of the ranked badges below.
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)
We're excited to share the Season 1 badges for Legion TD 2, all designed and illustrated by our wonderful team member Curing. Your badges will display on your profile and in the loading screen of each game, so you can show off your skills. We plan to also add profile and loading screen borders in the future.
Season 1 officially ends on April 9th at noon PST. Best of luck climbing in the final few days!
Season 1 Badge - Reach at least level 4. Upgraded for each level you reach beyond 4. - You must hit at least level 4 to achieve any of the ranked badges below.
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)
Small patch in response to some emergent issues from v2.00 - King felt a bit too weak - Forsaken was too strong - Supply felt bad - Leaks reached the king too fast
Game Balance
Movement speed - All waves and mercenaries movement speed decreased from 400 -> 250 - When both players’ battles end, waves and mercenaries movement speed increases from 250 -> 450 - When you clear, your fighters will port immediately to defend the king
These changes make it so that the holder’s fighters more consistently arrive before the leaked units reach the king
Rogue Wave - Delusion: Now amplifies damage taken from spells by 20% (10% against bosses)
Fire Elemental - Damage: 80 -> 65 - Number of attack bounces: 0 -> 1 - Combustion: 100 damage over 2 seconds -> 50 damage over 2 seconds - Combustion: No longer requires Delusion to ignite
Mudman - Fixed an abuse case where you could upgrade Golem and downgrade it to remove the Harden penalty (the Harden penalty now persists through the upgrade)
Try deploying Wileshrooms and Canopies in the back to let their regeneration have the maximum effect. The slower movement speed for waves/mercenaries this patch is also an indirect buff to Wileshroom and Canopie.
Small patch in response to some emergent issues from v2.00 - King felt a bit too weak - Forsaken was too strong - Supply felt bad - Leaks reached the king too fast
Game Balance
Movement speed - All waves and mercenaries movement speed decreased from 400 -> 250 - When both players’ battles end, waves and mercenaries movement speed increases from 250 -> 450 - When you clear, your fighters will port immediately to defend the king
These changes make it so that the holder’s fighters more consistently arrive before the leaked units reach the king
Rogue Wave - Delusion: Now amplifies damage taken from spells by 20% (10% against bosses)
Fire Elemental - Damage: 80 -> 65 - Number of attack bounces: 0 -> 1 - Combustion: 100 damage over 2 seconds -> 50 damage over 2 seconds - Combustion: No longer requires Delusion to ignite
Mudman - Fixed an abuse case where you could upgrade Golem and downgrade it to remove the Harden penalty (the Harden penalty now persists through the upgrade)
Try deploying Wileshrooms and Canopies in the back to let their regeneration have the maximum effect. The slower movement speed for waves/mercenaries this patch is also an indirect buff to Wileshroom and Canopie.
This is the largest patch we’ve done to date, so please expect some temporary bugs and imbalance.
New Atlantean Fighter
Sea Serpent (T3) - Cost: 90 gold + 1 supply - Health: 850 (Swift) - Damage: 55 (Pierce) - Attack speed (attacks per second): 0.9 - Range: Melee - Ability: Ambush - Starts the battle burrowed and unburrows 3.5 seconds after being aggro’d
Deepcoiler (T3U) - Upgrade cost: 185 gold + 1 supply - Health: 2550 (Swift) - Damage: 189 (Pierce) - Attack speed (attacks per second): 0.79 - Range: Melee - Ability: Ambush - Starts the battle burrowed and unburrows 3.5 seconds after being aggro’d
2v2 Begins
All matchmade games are now 2v2. If you missed it earlier, check out our 2v2 announcement to learn why this change is happening.
- For a few weeks, the game will 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. - You can queue for Casual games as a party of 3-4, and it will match you against each other - You can still play 3v3 and 4v4 in Custom games
API Update
We have made significant progress made on the Developer API which will make player & game data available for community developed apps. This will make it possible to develop apps like op.gg, Dota Buff, etc. for Legion TD 2. Expect an announcement in the future.
Matchmaking Updates
- Now faster (2v2 matchmaking is significantly faster than 4v4) - Now stricter (less likely to have unfair games)
Restrictions - Solos/duos rated <1000 cannot match with solos/duos rated more than 300 lower - Solos/duos rated 1000-2000 cannot match with solos/duos rated more than 200 lower - Solos/duos rated 2000+ cannot match with solos/duos rated below 1800
Party Adjustments - Duo: 20 + extra weight for higher rated member of party -> 50 + extra weight for higher rated member of party
Client Updates
Revamped Post-Game scores Builds tab - Now shows fighter positions per wave, mercenaries received, and leaks
Game Updates
New Feature: Lane Markers - It is now easier to see who a lane belongs to as well as who is attacking which lane - More improvements to come in the future!
Pathing & Targeting - Units are now smarter when their target dies/becomes untargetable (they now no longer attack-move to the last known location of the unit after it died/became untargetable)
Mastermind Rolls - Fixed a bug where the rolls window sometimes never showed up (added a failsafe) - Your rolls are now shown in chat after you select Mastermind
Pillage - Fixed a bug where pillage would cause lag when lots of ticks happened at once
Tower Graphics - Tall fighters in tower form no longer fade out near the bottom - Slight performance boost
Client Performance - Improved performance when playing multiple games (you may still need to restart the client periodically)
Lifebars & Minimap Graphics - Fixed some glitches where lifebars appeared when they shouldn't (added some failsafe)
Unit Selection - Fixed a bug where hovering a unit wouldn't show a semi-transparent selection circle
Camera Bookmarks - Camera bookmarks (F1...F8) now work during the night
Automatic Muting - Players who are server-muted are now automatically muted by all other players in-game; other players can choose to unmute at their own risk
Player Colors - Swapped Teal and Orange to improve colorblind-friendliness in 2v2
Drake - Now actually breathes fire (new VFX)
Game Balance
Aura Rework - Fighter auras now affect nearby units based on where they are deployed, instead of based on their proximity during the battle
The goals of this change are to: - Make auras more less frustrating and more intuitive - Reduce battle RNG (even with proper positioning, aura units would sometimes be out of range of other units due to chance) - Encourage multiple aura units (rather than having one and trying to position all other units around that aura unit)
Legion Spells
Hero - Heroism: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching the Hero
Sorcerer - Sorcery: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching the Sorcerer
King - Health values slightly adjusted in 2v2 to have cleaner numbers - Judgement: Mana cost: 8 -> 7
Fighters - All base fighters now cost 1 supply and upgrades cost 1 additional supply
The goals of this change are to: - Make supply less frustrating and more intuitive - Reduce the average supply cost of fighters (to compensate for the higher supply cost for workers) - Make getting “supply blocked” less punishing (it’s still going to be punishing but is less likely to cost you the entire game)
Element
Proton - DPS: 9.9 -> 9 -- Attack speed (attacks per second): 1.23 -> 1.28 -- Damage: 8 -> 7 - New ability: Ionic Force: Increases damage by 1% for each 2% current mana - New ability: Generator: Starts with 0 mana but regenerates 1 mana per second
Atom - Total cost: 1 -> 2 - Damage: 32 -> 30 - Mana: 0 -> 100 - New ability: Ionic Force: Increases damage by 1% for each 2% current mana - New ability: Generator: Starts with 0 mana but regenerates 1 mana per second
Fire Elemental - Damage: 65 -> 80 - Attacks no longer bounce - Combustion: 80 damage over 2 seconds -> 100 damage over 2 seconds
Decreasing the variance from the Rogue Wave + Fire Elemental combo
Windhawk - Health: 730 -> 740
Mudman - New ability: Harden: Can be activated during the night to increase damage reduction by 10% temporarily for one wave. The following wave, Mudman’s damage reduction becomes -10% and Harden cannot be activated.
Golem - Total supply cost: 3 -> 2 - Health: 4850 -> 4900 - Damage: 148 -> 151 - New ability: Harden: Can be activated during the night to increase damage reduction by 10% temporarily for one wave. The following wave, Golem’s damage reduction becomes -10% and Harden cannot be activated.
Disciple - Total supply cost: 2 -> 1 - Mana Burst: Damage: 600 -> 400 - Mana Burst: Mana cost: 20 -> 15
Starcaller - Total supply cost: 4 -> 2 - Health: 3000 -> 3300 - Damage: 190 -> 195 - Asteroid: Damage: 1200 -> 800 - Asteroid: Mana cost: 20 -> 15 - Amplify Magic: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Starcaller
Fire Lord - Total supply cost: 2 -> 1 - Health: 1870 -> 1820 - Damage: 120 -> 119
Bone Warrior - Health: 160 -> 170 - Attack speed (attacks per second): 0.88 -> 0.91
Fire Archer - Total supply cost: 1 -> 2 - Health: 440 -> 460 - Damage: 25 -> 26 - Potentially fixed the issue where Flaming Arrows would cause Fire Archer to switch targets
Dark Mage - Total supply cost: 1 -> 2 - Health: 590 -> 630 - Damage: 36 -> 37
Bone Crusher[ATTACH=full]3727[/attach] - Total supply cost: 1 -> 2 - Health: 1020 -> 1040 - Attack speed (attacks per second): 0.69 -> 0.71
Green Devil - Damage: 44 -> 42 - Lacerate: Amplifies damage by 2% (19.5% at max stacks) -> Amplifies damage by 2 (18 at max stacks)
Butcher - Total supply cost: 2 -> 1 - Range: Melee -> 300 - Leech: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Butcher - Leech: 5 life on-hit + 10% lifesteal -> 5 life on-hit + 12% lifesteal
Head Chef - Total supply cost: 3 -> 2 - Range: Melee -> 300 - Cannibalism: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Head Chef - Cannibalism: 10 life on-hit + 15% lifesteal -> 10 life on-hit + 18% lifesteal
Nightmare - Total supply cost: 2 -> 1 - Attack speed (attacks per second): 1.92 -> 1.89
Peewee - Health: 310 -> 320 - Damage: 11 -> 10 - New ability: Booster: Pay 5 gold during the night to increase attack speed by 125% temporarily for one wave.
Veteran - Total supply cost: 1 -> 2 - Health: 1230 -> 1290 - Damage: 39 -> 41 - New ability: Stimpack: Pay 20 gold during the night to increase attack speed by 125% temporarily for one wave.
Tempest - Attack speed: 1.33 -> 1.28 - New ability: Anti-Air Turret: Shoots a nearby flying enemy for 5 Impact damage every 0.25 seconds
Leviathan - Total supply cost: 3 -> 2 - Health: 3500 -> 3200 - Damage: 128 -> 115 - Aerial Command: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Leviathan - Aerial Command: Bonus damage: 5 + 10% -> 10 + 10% - New ability: Shrapnel: Each attack hits up to 3 nearby non-flying enemies for 30 Impact damage
APS - Total supply cost: 2 -> 1 - Range: 550 -> 350 - Energize: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching APS - Energize: Attack speed bonus: 12% for ranged, 16% for melee -> 16% for all
MPS - Total supply cost: 4 -> 2 - Range: 550 -> 350 - Mythium Core: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching MPS - Mythium Core: Attack speed bonus: 18% for ranged, 24% for melee -> 24% for all
Berserker - Total supply cost: 2 -> 1 - Attack speed (attacks per second): 1.18 -> 1.16
Mercenaries - All incomes and bounties increased by 17-20%
2v2 games are faster-paced than 4v4 games (waves last 11% shorter, on average). This leads to fewer workers, so we’re increasing the income of mercenaries to compensate and encourage more workers.
Snail - Income and bounty: 6 -> 7
Lizard - Income and bounty: 12 -> 14
Fiend - Income and bounty: 12 -> 14 - Health: 480 -> 540 - Damage: 24 -> 21
Brute - Income and bounty: 15 -> 18
Dragon Turtle - Income and bounty: 18 -> 21
Hermit - Income and bounty: 20 -> 24
Dino - Income and bounty: 24 -> 28 - Health: 1300 -> 1240 - Damage: 57 -> 63
Safety Mole - Income and bounty: 30 -> 36
Drake - Income and bounty: 36 -> 42
Pack Leader - Income and bounty: 40 -> 48
Mimic - Income and bounty: 48 -> 56
Ghost Knight - Income and bounty: 60 -> 72 - Health: 2400 -> 2300 - Damage: 149 -> 159
Four Eyes - Income and bounty: 60 -> 72 - Attack speed (attacks per second): 1.1 -> 1.14
Centaur - Income and bounty: 80 -> 96
Shaman - Income and bounty: 80 -> 96
Kraken - Income and bounty: 100 -> 120 - Health: 6580 -> 6200 - Damage: 232 -> 265
Waves
(5) Scorpions - Scorpion King: Now spawns more in front (makes it easier to consistently focus)
(15) Quadrapuses - Giant Quadrapus: Now spawns more in front (makes it easier to consistently focus)
This is the largest patch we’ve done to date, so please expect some temporary bugs and imbalance.
New Atlantean Fighter
Sea Serpent (T3) - Cost: 90 gold + 1 supply - Health: 850 (Swift) - Damage: 55 (Pierce) - Attack speed (attacks per second): 0.9 - Range: Melee - Ability: Ambush - Starts the battle burrowed and unburrows 3.5 seconds after being aggro’d
Deepcoiler (T3U) - Upgrade cost: 185 gold + 1 supply - Health: 2550 (Swift) - Damage: 189 (Pierce) - Attack speed (attacks per second): 0.79 - Range: Melee - Ability: Ambush - Starts the battle burrowed and unburrows 3.5 seconds after being aggro’d
2v2 Begins
All matchmade games are now 2v2. If you missed it earlier, check out our 2v2 announcement to learn why this change is happening.
- For a few weeks, the game will 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. - You can queue for Casual games as a party of 3-4, and it will match you against each other - You can still play 3v3 and 4v4 in Custom games
API Update
We have made significant progress made on the Developer API which will make player & game data available for community developed apps. This will make it possible to develop apps like op.gg, Dota Buff, etc. for Legion TD 2. Expect an announcement in the future.
Matchmaking Updates
- Now faster (2v2 matchmaking is significantly faster than 4v4) - Now stricter (less likely to have unfair games)
Restrictions - Solos/duos rated <1000 cannot match with solos/duos rated more than 300 lower - Solos/duos rated 1000-2000 cannot match with solos/duos rated more than 200 lower - Solos/duos rated 2000+ cannot match with solos/duos rated below 1800
Party Adjustments - Duo: 20 + extra weight for higher rated member of party -> 50 + extra weight for higher rated member of party
Client Updates
Revamped Post-Game scores Builds tab - Now shows fighter positions per wave, mercenaries received, and leaks
Game Updates
New Feature: Lane Markers - It is now easier to see who a lane belongs to as well as who is attacking which lane - More improvements to come in the future!
Pathing & Targeting - Units are now smarter when their target dies/becomes untargetable (they now no longer attack-move to the last known location of the unit after it died/became untargetable)
Mastermind Rolls - Fixed a bug where the rolls window sometimes never showed up (added a failsafe) - Your rolls are now shown in chat after you select Mastermind
Pillage - Fixed a bug where pillage would cause lag when lots of ticks happened at once
Tower Graphics - Tall fighters in tower form no longer fade out near the bottom - Slight performance boost
Client Performance - Improved performance when playing multiple games (you may still need to restart the client periodically)
Lifebars & Minimap Graphics - Fixed some glitches where lifebars appeared when they shouldn't (added some failsafe)
Unit Selection - Fixed a bug where hovering a unit wouldn't show a semi-transparent selection circle
Camera Bookmarks - Camera bookmarks (F1...F8) now work during the night
Automatic Muting - Players who are server-muted are now automatically muted by all other players in-game; other players can choose to unmute at their own risk
Player Colors - Swapped Teal and Orange to improve colorblind-friendliness in 2v2
Drake - Now actually breathes fire (new VFX)
Game Balance
Aura Rework - Fighter auras now affect nearby units based on where they are deployed, instead of based on their proximity during the battle
The goals of this change are to: - Make auras more less frustrating and more intuitive - Reduce battle RNG (even with proper positioning, aura units would sometimes be out of range of other units due to chance) - Encourage multiple aura units (rather than having one and trying to position all other units around that aura unit)
Legion Spells
Hero - Heroism: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching the Hero
Sorcerer - Sorcery: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching the Sorcerer
King - Health values slightly adjusted in 2v2 to have cleaner numbers - Judgement: Mana cost: 8 -> 7
Fighters - All base fighters now cost 1 supply and upgrades cost 1 additional supply
The goals of this change are to: - Make supply less frustrating and more intuitive - Reduce the average supply cost of fighters (to compensate for the higher supply cost for workers) - Make getting “supply blocked” less punishing (it’s still going to be punishing but is less likely to cost you the entire game)
Element
Proton - DPS: 9.9 -> 9 -- Attack speed (attacks per second): 1.23 -> 1.28 -- Damage: 8 -> 7 - New ability: Ionic Force: Increases damage by 1% for each 2% current mana - New ability: Generator: Starts with 0 mana but regenerates 1 mana per second
Atom - Total cost: 1 -> 2 - Damage: 32 -> 30 - Mana: 0 -> 100 - New ability: Ionic Force: Increases damage by 1% for each 2% current mana - New ability: Generator: Starts with 0 mana but regenerates 1 mana per second
Fire Elemental - Damage: 65 -> 80 - Attacks no longer bounce - Combustion: 80 damage over 2 seconds -> 100 damage over 2 seconds
Decreasing the variance from the Rogue Wave + Fire Elemental combo
Windhawk - Health: 730 -> 740
Mudman - New ability: Harden: Can be activated during the night to increase damage reduction by 10% temporarily for one wave. The following wave, Mudman’s damage reduction becomes -10% and Harden cannot be activated.
Golem - Total supply cost: 3 -> 2 - Health: 4850 -> 4900 - Damage: 148 -> 151 - New ability: Harden: Can be activated during the night to increase damage reduction by 10% temporarily for one wave. The following wave, Golem’s damage reduction becomes -10% and Harden cannot be activated.
Disciple - Total supply cost: 2 -> 1 - Mana Burst: Damage: 600 -> 400 - Mana Burst: Mana cost: 20 -> 15
Starcaller - Total supply cost: 4 -> 2 - Health: 3000 -> 3300 - Damage: 190 -> 195 - Asteroid: Damage: 1200 -> 800 - Asteroid: Mana cost: 20 -> 15 - Amplify Magic: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Starcaller
Fire Lord - Total supply cost: 2 -> 1 - Health: 1870 -> 1820 - Damage: 120 -> 119
Bone Warrior - Health: 160 -> 170 - Attack speed (attacks per second): 0.88 -> 0.91
Fire Archer - Total supply cost: 1 -> 2 - Health: 440 -> 460 - Damage: 25 -> 26 - Potentially fixed the issue where Flaming Arrows would cause Fire Archer to switch targets
Dark Mage - Total supply cost: 1 -> 2 - Health: 590 -> 630 - Damage: 36 -> 37
Bone Crusher[ATTACH=full]3727[/attach] - Total supply cost: 1 -> 2 - Health: 1020 -> 1040 - Attack speed (attacks per second): 0.69 -> 0.71
Green Devil - Damage: 44 -> 42 - Lacerate: Amplifies damage by 2% (19.5% at max stacks) -> Amplifies damage by 2 (18 at max stacks)
Butcher - Total supply cost: 2 -> 1 - Range: Melee -> 300 - Leech: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Butcher - Leech: 5 life on-hit + 10% lifesteal -> 5 life on-hit + 12% lifesteal
Head Chef - Total supply cost: 3 -> 2 - Range: Melee -> 300 - Cannibalism: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Head Chef - Cannibalism: 10 life on-hit + 15% lifesteal -> 10 life on-hit + 18% lifesteal
Nightmare - Total supply cost: 2 -> 1 - Attack speed (attacks per second): 1.92 -> 1.89
Peewee - Health: 310 -> 320 - Damage: 11 -> 10 - New ability: Booster: Pay 5 gold during the night to increase attack speed by 125% temporarily for one wave.
Veteran - Total supply cost: 1 -> 2 - Health: 1230 -> 1290 - Damage: 39 -> 41 - New ability: Stimpack: Pay 20 gold during the night to increase attack speed by 125% temporarily for one wave.
Tempest - Attack speed: 1.33 -> 1.28 - New ability: Anti-Air Turret: Shoots a nearby flying enemy for 5 Impact damage every 0.25 seconds
Leviathan - Total supply cost: 3 -> 2 - Health: 3500 -> 3200 - Damage: 128 -> 115 - Aerial Command: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Leviathan - Aerial Command: Bonus damage: 5 + 10% -> 10 + 10% - New ability: Shrapnel: Each attack hits up to 3 nearby non-flying enemies for 30 Impact damage
APS - Total supply cost: 2 -> 1 - Range: 550 -> 350 - Energize: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching APS - Energize: Attack speed bonus: 12% for ranged, 16% for melee -> 16% for all
MPS - Total supply cost: 4 -> 2 - Range: 550 -> 350 - Mythium Core: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching MPS - Mythium Core: Attack speed bonus: 18% for ranged, 24% for melee -> 24% for all
Berserker - Total supply cost: 2 -> 1 - Attack speed (attacks per second): 1.18 -> 1.16
Mercenaries - All incomes and bounties increased by 17-20%
2v2 games are faster-paced than 4v4 games (waves last 11% shorter, on average). This leads to fewer workers, so we’re increasing the income of mercenaries to compensate and encourage more workers.
Snail - Income and bounty: 6 -> 7
Lizard - Income and bounty: 12 -> 14
Fiend - Income and bounty: 12 -> 14 - Health: 480 -> 540 - Damage: 24 -> 21
Brute - Income and bounty: 15 -> 18
Dragon Turtle - Income and bounty: 18 -> 21
Hermit - Income and bounty: 20 -> 24
Dino - Income and bounty: 24 -> 28 - Health: 1300 -> 1240 - Damage: 57 -> 63
Safety Mole - Income and bounty: 30 -> 36
Drake - Income and bounty: 36 -> 42
Pack Leader - Income and bounty: 40 -> 48
Mimic - Income and bounty: 48 -> 56
Ghost Knight - Income and bounty: 60 -> 72 - Health: 2400 -> 2300 - Damage: 149 -> 159
Four Eyes - Income and bounty: 60 -> 72 - Attack speed (attacks per second): 1.1 -> 1.14
Centaur - Income and bounty: 80 -> 96
Shaman - Income and bounty: 80 -> 96
Kraken - Income and bounty: 100 -> 120 - Health: 6580 -> 6200 - Damage: 232 -> 265
Waves
(5) Scorpions - Scorpion King: Now spawns more in front (makes it easier to consistently focus)
(15) Quadrapuses - Giant Quadrapus: Now spawns more in front (makes it easier to consistently focus)