Stability - Fixed a bug where you sometimes couldn't recall/undeploy a tower (StringListTimeline race condition) - Fixed a rare bug where a fighter would spawn with missing hp (better failsafe)
Routing - Fixed some cases where enemies would run back to the spawn (when antistucking an enemy unit, if it is in a lane, it will be routed to the end of the lane rather than the nearest waypoint)
Shaman - Fixed a bug where a Shaman would buff mercenaries in the holding area
Tutorial: Defend Your Lane - Fixed a bug where King panning took too long
Game Improvements
Bots - Slightly smarter about not getting too many aura/supportive units
Game Ties - If you train a worker or deploy a fighter on wave 1 (even if you undeploy it), the game will not be marked as a tie. This is for players who want to do a fighter-less wave 1 opening, which we don’t recommend but think should be an option.
Cosmetic Improvements
VFX - Improved Quadrapus/Giant Quadrapus missiles
UI - New indicators for aura units that show their exact range
Overwork - Added a sound when done resting
Leaked Granddaddy - Percent leaked message now takes into account % hp
Client Improvements
Screenshots - Pressing PrintScreen will now save a screenshot to your desktop
Game Balance
Final balance patch before the Masters Cup on Saturday/Sunday. The goal is to make sure we see a variety of openings and strategies. We’re also tuning back some of the stronger legions and buffing Atlantean fighters, which is a buff to Mastermind.
On-Hit Behaviors - OnHit behaviors are now applied even if the unit was already dead - Some examples: Aqua Spirit's bounce attack will now bounce even if the target was already dead. Same goes for Pyro splash. - This change does not affect Millennium and Doomsday's Explosive Shells abilities
Atlantean
Pollywog - Attack speed: 1.12 -> 1.15
Devilfish - Health: 1130 -> 1150
Seraphin - Damage: 49 -> 51
We missed the mark on Pollywog, Devilfish, and Seraphin’s balance. These changes should make them more viable.
Ocean Templar - Damage: 155 -> 158
Element
Atom - Damage: 30 -> 31
Fire Elemental - Health: 1330 -> 1280
The last nerf was effective, but Fire Elemental still remains the strongest opening in the game. We’re hitting the health again specifically to nerf it as an opening (when health matters more) without affecting its mid-late game viability as DPS
If you and a friend have an average peak rating this season of 1600+, you are eligible to sign up for the Masters Cup, Legion TD 2's first official tournament. All participants will receive an exclusive badge in their profile that can also be used as an avatar.
Signing up early gives you a +50 rating seed bonus. Early sign-up closes on Monday, June 18 at 3pm PST (11pm CET).
The Masters Cup is the first official Legion TD 2 tournament. The top 16 teams, ranked by average rating, will compete in a best-of-one double-elimination tournament. Sign-ups open with the release of this patch. If you're not participating, we encourage you to tune in on Twitch when the tournament begins. See the tournament thread for full details.
NEW! Tutorial
We're thrilled to release the Legion TD 2 tutorial, which Lisk has been hard at work on for the past few weeks! The tutorial has 7 unique missions, each designed to teach a fundamental part of the game. The goal of the tutorial is for new players to have a better experience, more quickly learn the basics, and eventually come to appreciate the strategic depth of the game.
In the future, we plan on adding missions for experienced players, as well as customizable bot difficulties for players that want a break from PvP.
NEW! Spectator Mode
We're also excited to release spectator mode for custom games! Up to 4 players can spectate a custom game by joining the lobby before the game starts. Spectators can even ping and communicate with each other. We'll be continuously iterating on and improving spectator mode with your feedback and ideas.
In the future, we'd love to add the ability to spectate normal games, but it's low on the priority list for now.
New Player Experience
Tutorial - New players must play the first 2 missions of the tutorial before hitting level 2 and progressing to casual queue
Friendly Casual Queue - New players with less than 3 casual queue wins will now play against easier bots
Game Fixes
Recommended Value & Fighters - Fixed a bug where the wrong recommendations were being shown (it was showing recommendations for the following wave in some circumstances)
Low Resolution - Improved some usability for low resolution screens
Game Balance
In v2.25, we upgraded our data tracking to be able to analyze specific openings (fighters you deploy on wave 1). Based on data and in-game experience, we’re nerfing some openings and buffing some fighters to allow them to be more viable openings. The goal is to increase the diversity of openings you play and play against from game-to-game.
The openings that are too dominant are Fire Elemental, Honeyflower, and to a lesser extent, Grarl, Berserker, and Nightmare. Players are opening with one of these 5 units 70% of the time.
New Player Ratings - Fixed a bug where New Player Rating Bonus (+20) was not being awarded properly - Fixed a cosmetic bug where New Player Rating Bonus (+20) was appearing in unranked (non-Normal) games
Pings - Canceling a fighter placement by right-clicking no longer causes a ping
Stability - Fixed a bug where scheduled actions were running 1 game tick later than intended (this fixes various symptoms like buffs lasting for slightly incorrect durations)
Game Updates
Legion Select - You now have less time to select your Legion (60 seconds, instead of 83 seconds)
This should help new players who run out of time to build because they took too long to select their legion
Bots - Smarter at positioning fighters (they now spread out their build and stagger fighters, to maximize aura usage) - Smarter at choosing fighters - Now have "(Bot)" suffix so it is clear they are bots - In AI games, now attempts to use one of each bot type to avoid having repeats
Leaver Bots - Now better about not ruining your early-game build if you had to restart the client at the start of the game (Leaver bots now skip their logic if it is wave 1 or wave 2, and you have at least 140 value)
Camera - Clicking lane markers now smoothly pans the camera - Added ability info and # per spawn
Hiring Mercenaries - Mercenaries now show a green floating text that shows how much income they gave you
Buffs - Improved responsiveness of various buffs (buffs that have effects that require periodic updating, such as effects based on % hp or % missing hp, are now resolved immediately for their first tick)
Unit Selection - When holding down SHIFT and clicking the ground, your selection is no longer cleared. This should make it easier to select, for example, a few Peewees without accidentally clearing your selection if you misclick. - When double-clicking or CTRL-clicking to select units of the same type, it will now filter for the same abilities. This makes it easier to select, for example, Peewees that haven't been boosted yet or Mudmen that haven't been hardened yet.
FairPlay Updates
Chat Mutes - Fixed a bug where server-muted players weren't auto-muted by other players if those other players had been playing for a while
Leaver Punishments - Made automated punishments harsher for players that leave games frequently
Tracking - We now have better tracking of players that are flagged by FairPlay
Game Balance
Workers - Train time: 3 seconds -> 2 seconds - Train time (after wave 15): 2 seconds -> 1 second
Legion Spells
Dark Ritual - Damage to king: 20% -> 15% - Fixed a bug where Dark Ritual sometimes wouldn’t damage the king
Daphne - Nature’s touch: Damage reduction -> 10 (5 against bosses) -> 10 (10 against bosses)
Honeyflower - Health: 1280 -> 1270 - Fragrance: Area of effect: 225 -> 250
Reducing the effects of RNG that sometimes caused units to be slightly outside of Fragrance range, despite good positioning
Deathcap - Noxious Scent: Damage: 35 + 0.4% (0.2% to bosses) max health -> 30 + 0.5% (0.25% to bosses) max health - Noxious Scent: Area of effect: 225 -> 250
Shifting some early game power into late game to provide more options for wave 18
Antler - Health: 2260 -> 2200 - New ability: Thick Hide: Reduces damage taken by 2
Now a more viable starting fighter
Mech
Cost reductions to make Mech fighters more accessible
We’re hard at work making a full-fledged tutorial and varying bot difficulties to help players learn the game and have a better experience. The next two Atlantean fighters (6 units total) are fully designed and currently being modeled.
NEW! Atlantean fighter
Ocean Templar (T4U) - Upgrade Cost: 250 gold + 1 supply - Health: 2250 (Natural) - Damage: 175 (Magic) - Attack speed (attacks per second): 0.83 - Range: 400 - Ability: Delicacy - May be sold for 90% of its total cost, decreasing by 10% each wave until 60% - Ability: Resonance - Grants 15 + 0.2% max health regeneration to adjacently-deployed allies
Game Balance
Pathing & Targeting - Units now prioritize enemy units in range in the order that they were first attacked. You can use this to better control which fighters are focused (e.g. not having Berserker focused before Veteran)
Legion Spells
NEW! Overwork - Your workers gain mythium 175% as fast this wave, but 75% as fast next wave
Dark Ritual - Fixed a bug that caused it to trigger pillage gold (this is a significant buff) - Fixed a bug where it sometimes didn't damage the right amount (it now damages instantly instead of over time) - New icon
Savior - Fixed a bug where it sometimes didn't heal the right amount (it now heals instantly instead of over time)
Projectile speeds - Most ranged units now have faster projectile speeds, which will result in fewer wasted attacks
Mastermind - Now guaranteed to not have 4x T1s or 4x T6s - Fixed a bug where T4/T5 units were slightly rarer than they should have been
Atlantean
King Claw - Shell Shock: Damage: 100 -> 80
Element
Violet - Health: 2000 -> 2040
Fenix - Damage: 238 -> 280 - Overheat: 1% bonus damage for each 1% missing mana -> 1% bonus damage for each 2% missing mana
Fenix is still optimal when used as an off-tank, but is now more viable as backline DPS and less reliant on using mana
We have a new ability for Millennium/Doomsday Machine designed, but it’s tricky to implement, so we’re holding off for this patch and just giving them a small buff.
Mercenaries
Four Eyes - Attack speed (attacks per second): 1.19 -> 1.22
Shaman - Damage: 115 -> 110 - Range: 400 -> 450
This change makes Shaman get focused after Giant Quadrapus (see change below)
Waves
(10) Granddaddy - Bounty gold is now based on % missing life + an additional 20 gold for not leaking - This makes leaking the boss with low life less punishing and leaking the boss with high life more punishing (breakeven point is at 37% health)
The goal behind these changes is to reduce RNG and risk aversion. You now have more control over which fighters are focused by Granddaddy, and you are no longer overly punished when you leak the boss with a sliver of health.
(15) Quadrapuses - Giant Quadrapus now spawns behind Quadrapuses - Giant Quadrapus: Range: 250 -> 400 - Movement type: Hovering -> Ground (they will no longer bunch up so much)
You can no longer manipulate aggro on Giant Quadrapus with tank mercenaries
Grarl (T4) - Cost: 145 gold + 1 supply - Health: 1500 (Natural) - Damage: 78 (Impact) - Attack speed (attacks per second): 0.83 - Range: 100 - Ability: Delicacy - May be sold for 90% of its total cost, decreasing by 10% each wave until 60%
King Claw (T4U) - Upgrade Cost: 275 gold + 1 supply - Health: 4000 (Natural) - Damage: 170 (Impact) - Attack speed (attacks per second): 0.83 - Range: 100 - Ability: Delicacy - May be sold for 90% of its total cost, decreasing by 10% each wave until 60% - Ability: Shell Shock - Deals 100 impact damage to all nearby enemies and slows their movement and attack speed by 10% (5% against bosses), stacking up to 9 times. 61% (37% against bosses) at max stacks. Mana cost = 12
??? (T4U) - To be released next week
Game Updates
Casual Queue - No longer breaks up duos - You can still queue up for a Casual game as a trio or quad, and the matchmaker will automatically calculate and form the fairest teams
Workers - Train time after wave 15: 3 seconds -> 2 seconds
Spammer Control - Staff can now instantly server mute players who are spamming Global Chat
Bug Reporting - Fixed a bug with -bug where the logs didn't send properly
API Updates - Public API is getting really close. The main functionality is fully implemented; we're still testing/QA'ing it before it is ready for beta release.
APS/MPS - Fixed a visual bug where it would appear as if APS wasn’t buffing itself - FIxed a visual bug where it would appear as if MPS wasn’t buffing melee units
Post-Game Stats - Fixed a bug where "leak value" and "catch value" were sometimes displayed incorrectly
Game Balance
Legion Spells
NEW! Dark Ritual - Damages the king for 25% of current health - +150 gold
Mythium Gate - Now opens separately for each team (once each team's leaks fully arrive at the gate)
The goal of this change is to prevent cases where one team won despite leaking significantly more and faster because they had marginally higher king health.
Forsaken
Shifted some power in summoned units from health to damage. This makes battles shorter, so that summoner builds aren’t so unbreakable late game.
Head Chef - Skull Stew: Mana cost: 10 -> 13 - Skull Stew: Heal: 300 + 10% max health over 2 seconds -> 300 + 10% max health over 1 second - Skull Stew: Cast range: 500 -> 700 - Necromancy: Mana restore per unit death: 0.5 -> 1
Weaker two-fighter power spike (e.g. Doppelganger+Head Chef, Banana Bunk+Head Chef)
Lord of Death - Undead Dragon: Health: 1050 -> 950 - Undead Dragon: Damage: 85 -> 89
Hades - Raise Imp: Mana cost: 10 -> 12 - Necromancy: Mana restore per unit death: 0.5 -> 1
Pyro start on wave 1 is now an option again. This used to be problematic during the alpha, but since then, workers have been buffed and Brute/Hermit/Safety Mole have become stronger early game. We believe these changes keep Pyro start in check.
Micropatch with a new bug report feature, matchmaking improvements, and bug fixes. The next Atlantean fighter and its two upgrades are fully designed, concepted, modeled, and textured. After being animated, they will be released. We've also gotten a headstart on the following Atlantean unit.
New Feature! Quick Bug Reporting
- You can now type “-bug [bug description]” while in-game to report a bug. This will send a small report with your game logs and bug description to the devs. Making a bug report on the forum is still preferred if possible, especially if you have video/screenshots, but this is an option for reporting bugs quickly.
Game Fixes
Catch Area - Fixed some rare cases where catch fighters would wander up through the gate or wander down to the king area (added some failsafes to warp them back) - Fixed a bug where summoned units in the catch area would be invulnerable
Matchmaking - Queue times should now be faster for very low and very high-rated players - Now more heavily prioritizes finding a match for players who are waiting a long time in queue
Upgrade Supply - Fixed a bug where confirming supply upgrade didn't work
Map - Black background instead of gray - Added light shafts (only on high or better graphics settings) - Fixed some misc. lighting issues - Fixed some misc. map glitches
Character Inking - Fixed a bug where certain units like Banana Bunk/Haven had glitchy outlines (fade now correctly loops through all skinned mesh renderers instead of just topmost one)
Mac OS - Fixed a compatibility issue with some hardware specs
The next Atlantean fighter and both of its upgrades are expected to be released next week. We also just started working with another artist, which will allow us to make new units at a faster pace.
New Feature! New Player Matchmaking
- New players now start at 1000 rating instead of 1200 - New players gain 20 rating per game for their first 10 Normal games (in addition to the standard rating change from winning/losing)
This helps new players have a better experience when they first jump into Normals and also helps experienced 1200 players avoid being matched with new players. In the future, we’d love to match new players exclusively with other new players, but it’s not possible right now, so this is the best option.
Matchmaking Updates
Stuck in queue bug - Fixed a rare case where the matchmaker would stop forming matches until players rejoined the queue (added a failsafe to protect against empty parties being on queue)
Find me a game ASAP button (available to parties 1600+) - Now expands the maximum acceptable rating difference by an additional 100 after 3 minutes (this makes long queues for high-rated players less likely)
Game Fixes
Stability - Fixed a case where fighter and mercenary HP would sometimes be 0 (added a failsafe to max their HP after they are created) - Fixed a case where catch area fighters would wander off, sometimes running through unplayable areas (they now are issued a Stop order after warping) - Fixed a bug where a player would be filled with a bot in Normal queue, instead of the game being marked a a tie, if a player connected to the loading screen then disconnected before finishing loading - Fixed a rare bug where wandering catch area fighters would be ported to the top of the corridor (mythium gate) instead of the catch area due to a bug in failsafe code - Fixed a bug where catch area fighters would keep turning back when trying to attack enemies that were past the mythium gate; this typically happened with melee fighters vs. ranged enemies (made wandering catch fighters failsafe more conservative)
Recommended Value - Fixed a bug where the recommended value bar would accidentally be set to your gold value at the start of the game
Options - Fixed a bug where the hotkey rebind popup wasn't showing up
Post-game Graphs - Fixed a bug where arrow keys couldn't navigate to the bottom-most graph (Workers)
Debugging - Using "-clearwest" and "-cleareast" now warps all your fighters to catch area and opens the gate
Game Updates
Upgrade Supply - Now asks for confirmation if you have at least 5 free supply (aka you probably don't want to upgrade supply if this is the case)
Creature Color - Made the green darker (was previously too hard to see on the minimap)
Sounds - New wave cleared sound
Options - You can now rebind camera panning (default is arrow keys)
Log Revamp - These changes will make it easier to upload the correct logs, which will help solve bugs moving forward - Logs now contain the game ID - Logs from different sessions (each reconnect) in the same game will now be merged into the same zip file
Game Balance
Legion Spells - Disabled Militia and Transmute
We plan to rework these spells and add new ones in the near future. For now, we’re just removing Militia and Transmute because they make the game less fun.
Mythium Gate - The gate now only opens once all leaked units have arrived. This makes clear/leak “timing” a non-factor in terms of which king takes more damage.
King - Attack speed (attacks per second): 0.87 -> 0.9 to compensate for the wave/mercenary movement speed change and mythium gate change
Even with the king buff, we expect games to end a bit earlier on average
Fighters - Movement speeds standardized to 275
This may cause some optimal fighter positioning to change, but overall, it will be much easier to learn and understand in the future
Element
Proton - Attack speed (attacks per second): 1.28 -> 1.25 - Ionic Force: Damage boost: 1% for each 2% current mana -> 1% for each 1% current mana - Mana regeneration is now affected by Sorcery (legion spell) and Starcaller’s Amplify Magic
Atom - Health: 940 -> 910 - DPS: 38.5 -> 36.3 -- Damage: 30 -> 29 -- Attack speed (attacks per second): 1.28 -> 1.25 - Mana regeneration is now affected by Sorcery (legion spell) and Starcaller’s Amplify Magic - Ionic Force: Damage boost: 1% for each 2% current mana -> 1% for each 1% current mana
Mercenaries - Fixed a rare bug where mercenaries were attacked by creatures (added a failsafe for ensuring mercenary ownership is transferred to NPC player) - Fixed a bug where mercenaries with auras in the holding area would affect creatures & fighters
Fighters - Fixed a bug where fighters would sometimes hop over walls and enter the mercenary/worker areas (Added a failsafe as well as moved walls back one square)
Fog - Fixed a bug where sometimes fog would obscure part of the enemy lane
Stability - Fixed a bug where in some cases a player's UI wouldn't be populated after selecting a legion (Fixed a server-side race condition with loading progress updates.) - Fixed various client-side stability bugs (Fixed a client-side race condition where a player who loaded after the game started (but not a reconnect) wouldn't sync time properly. Also fixed a race condition that occurred when the lighting theme was set before the scene was fully loaded.) - Fixed some crash issues on some computers (removed some redundant dll plugins that were causing dependency reference errors)
Interface - Fixed a bug where zooming, pings, etc. would go “through” the HUD (fixed client-side initialization logic that was broken during the transition to the 2v2 map/multi-map support) - Fixed a bug where training/canceling workers wouldn't update the HUD recommendations (things would be grayed out when they shouldn't have been, vice versa)
Leaks - Fixed a bug where leaks where an enemy killed in lane would still be counted as a leak (Leaked unit logic is now run after enemies reach the end of the lane instead of immediately when the player leaks) - Visually, it may still display that you leaked, but you will be given the correct amount of gold
Catch Area - Fixed a bug where fighters would sometimes wander back into lane and never return (added a failsafe to warp them back if they reach a certain point)
Interface Updates
Scoreboard - Now shows country flags next to your name
Game Guide - Updated with new images and videos
Performance Updates
Workers - Reduced worker lag (Only the first 8 workers are rendered)
Graphics Options - Renamed "Enable Doodads" to be more clear: "Toggle Environment Assets" with a full description - Medium and lower graphics settings now hide the lake water (significant FPS boost for 2v2 map)
Game Balance
Intentionally only doing minor tweaks - Shifting some power out of Tier 2 fighters into other fighters - Making fewer games go to wave 21
We know there are some balance issues with the mythium gate, and we'll be looking into them in a future patch.
King - Attack speed (attacks per second): 0.89 -> 0.87
Mastermind - Income bonus: +3 -> +2
Even after this change, Mastermind will remain the strongest/most dominant choice for most competitive players, but we’re just making it less overwhelmingly strong.
We know Sea Serpent and Deepcoiler are difficult to use right now and plan to improve them in the future. For now, we recommend deploying them ~7 squares ahead of your frontline tank.
Four Eyes - Attack speed (attacks per second): 1.15 - > 1.18
Waves
(14) Killer Slugs - Health: 1930 -> 1950
(16) Cardinals - Health: 1650 -> 1700 - Attack speed (attacks per second): 0.98 -> 0.95 A Hermit will now make Cardinals survive 3 volleys of the King’s Judgment
(17) Metal Dragons - Attack speed (attacks per second): 1.02 -> 1.01
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.