Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Last patch before Lisk gets married. This is a balance-only patch because we don’t want to risk anything breaking anything critical while Lisk is gone. When Lisk comes back, we’ll be releasing two new mercenaries and four fighters (two tiers) from legion 6.

Pathing & Targeting
- Melee units are less likely to lock onto targets that are far away

This fixes some cases where a fighter placed on the side would travel across to the other side, when receiving a tanky mercenary (in front), because it was trying to hard to help out its ally. This unintended behavior likely came about as a combination of v2.33 pathing improvements as well as having tanky mercenaries spawn more in front.

Game Balance

Starting this patch, we’re providing data context on why fighters are getting buffed or nerfed. We evaluate data at all rating brackets, and the specific data below is for 1600+ games.

Keep in mind the vast majority of fighters are 49-51% win rate, and usage rate is often a better indicator of power. <50% win rate usually means overrated/overused and >50% win rate usually means underrated/underused. In the long run, everything converges to 50%. A 50% win rate fighter picked 10% of the time is likely weaker than a 50% win rate fighter picked 30% of the time because it is the optimal choice in fewer situations.

Tier 1


Bone Warrior
- Attack speed: 0.89 -> 0.88


Bone Crusher
- Health: 1100 -> 1090

Very high usage (38%)
Average win rate (50%)



Buzz
- Attack speed: 1.11 -> 1.12


Consort
- Attack speed: 1.08 -> 1.09

Low usage (14%)
Low win rate (48%)



Peewee
- Attack speed: 0.98 -> 0.97

High usage (29%)
High win rate (51%)


Tier 2


Aqua Spirit
- Attack speed: 0.76 -> 0.75


Rogue Wave
- Attack speed: 0.8 -> 0.79


Fire Elemental
- Attack speed: 0.77 -> 0.76

High usage (31%)
Very high win rate (53%)


Tier 3


Windhawk
- Attack speed: 1.04 -> 1.06


Violet
- Lightning Strike: Damage: 140 -> 150

Very low usage (10%)
Low win rate (49%)



Gateguard
- Chaos Hound: Attack speed: 1.02 -> 1.06


Harbinger
- Cerberus: Attack speed: 1.02 -> 1.06

Very low usage (9%)
Very low win rate (43%)



Wileshroom
- Health: 1450 -> 1460


Canopie
- Health: 3750 -> 3780

Average usage (21%)
Very low win rate (45%)



Tempest
- Anti-air turret: Range: 350 -> 400

Very low usage (7%)
Average win rate (50%)


Tier 4


Grarl
- Health: 1420 -> 1410
- Attack speed: 0.82 -> 0.81

Very high usage (40%)
Average win rate (50%)



Honeyflower
- Health: 1140 -> 1150

Low usage (11%)
Low win rate (48%)


Tier 5


Priestess
- Damage: 33x3 -> 34x3

Average usage (17%)
Low win rate (48%)



Doppelganger
- Attack speed: 1.85 -> 1.89

Very low usage (7%)
Very low win rate (46%)



Whitemane
- Health: 4300 -> 4250

High usage (31%)
High win rate (51%)


Tier 6


Banana Haven
- Health: 6050 -> 6000

Very high usage (40%)
High win rate (51%)



Doomsday Machine
- Detonation: Damage: 170 -> 160

Average usage (22%)
Very high win rate (53%)


Mercenaries


Siege Ram
- Health: 5700 -> 5650


Kraken
- Health: 6400 -> 6500
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


The final day of the Masters Cup II begins TODAY at 10am PST (7pm CEST). Watch the top-ranked Legion TD 2 players compete in a 10-round tournament, with the winning team facing the devs. Games will be casted by Legion TD veterans Akitos and LForward at https://www.twitch.tv/akitos.
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Announcements

Masters Cup II
The Masters Cup II participant list and bracket are up! We have 42 teams signed up with representation from Germany, Bulgaria, Romania, The United States, Austria, The Netherlands, Poland, France, Canada, Spain, Switzerland, Norway, Australia, Russia, Ukraine, and Belgium.

The tournament will be casted and streamed live beginning August 11th at 10am PST (7pm CEST). Get ready to watch the most competitive Legion TD 2 you've ever seen!

Thank you!
As a thank you to jitsuc4 for helping us fix such a critical bug, Curing made this:



If you ever experience an issue, here are the best ways to help (in order of helpfulness):

1. Repro steps
2. Video
3. Screenshot
4. Logs
5. Report it on the forums (LegionTD2.com/community)
6. Report it in-game using the -bug command
7. Let us know in Discord (LegionTD2.com/chat)

If you experience a bug, there's a 95% chance we're not aware of it, and probably 100 other people that had the same bug but didn't report it. If you see something, say something!

v2.34 Patch Notes

NEW! Atlantean Released

With the release of Priestess of the Abyss and Azeria, Atlantean is now officially playable as a legion! Atlantean features 16 units that are unique to the Legion TD 2 world: Pollywog, Seraphin, Devilfish, Angler, Bounty Hunter, Kingpin, Sea Serpent, Deepcoiler, Grarl, Ocean Templar, King Claw, Priestess of the Abyss, Azeria, Eggsack, Hydra, and Hydraling.



Priestess of the Abyss
- Cost: 190 gold + 1 supply
- Movement type: Ground
- Health: 1400 (Arcane)
- Damage: 33 (Magic)
- Attack speed: 0.91
- Range: 600
- Ability: Echostrike: Each attack launches 2 extra attacks, dealing 100% damage

This is mostly a flavor ability, but it does make her stronger with flat damage modifiers such as APS/MPS



Azeria
- Upgrade Cost: 350 gold + 1 supply
- Movement type: Ground
- Health: 3500 (Arcane)
- Damage: 67 (Magic)
- Attack speed: 0.91
- Range: 600
- Ability: Echostrike: Each attack launches 2 extra missiles, each dealing 100% damage + 0.04% max health
- Ability: Invigorate: Buffs herself, granting +100% attack speed and healing for 10% missing health/sec for 5 seconds (mana cost: 20)

NEW! French

Legion TD 2 is now translated into French, in addition to Russian, German, Spanish, Castilian, Brazilian Portuguese, Swedish, and Dutch. Thank you to everyone who contributed.

Game Updates

Mastermind Rolls
- Fixed a bug where Bazooka (Pyro) was inadvertently satisfying the condition of “tank” for Mastermind rolls

Pathing & Targeting
- Reenabled some pathing & targeting improvements from v2.33 (they had been temporarily reverted while investigating the game drop bug, which is now resolved)

Profiles
- Fixed a bug where profiles stopped loading after you viewed 4 profiles

Translations
- Fixed a number of broken translations

Wale
- Icon updated to no longer be meme-worthy

->

Game Balance

We’re intentionally not changing much to avoid disrupting the meta before the Masters Cup II. The goal is to nudge fighters with small balance tweaks, so we see a wide variety of rolls and openings.

Legion Spells


Sorcerer (Spell Damage)
- No longer reduced on Honeyflower and Deathcap

This makes the combo strong, as it should be, just like other combos in the game (e.g. Hero + Kingpin, Villain + Banana Haven, and Vampire + Fenix).

Tier 1


Bone Warrior
- Attack speed: 0.91 -> 0.89


Buzz
- Health: 170 -> 180
- Attack speed: 1.08 -> 1.11


Consort
- Attack speed: 1.08 -> 1.1


Peewee
- Attack speed: 1 -> 0.98

Tier 2


Aqua Spirit
- Attack speed: 0.78 -> 0.76

Tier 3

SeaSerpent.png
Sea Serpent
- Health: 770 -> 760


Deepcoiler
- Health: 2280 -> 2250

Counter waves: 5, 9, 11, 15, 18, 20
Counter mercenaries: Siege Ram, Dino, (Giant) Snail, Centaur



Gateguard
- Damage: 31 -> 32


Harbinger[/b]
- Health: 1950 -> 1970
- Damage: 112 -> 117

Tier 4


Grarl
- Attack speed: 0.833 -> 0.819


Ocean Templar
- Upgrade cost: 195 -> 185
- Resonance: Heal: 25 + 0.4% max health -> 30

This makes Ocean Templar more appealing early game with lower tier fighters, such as Green Devil, rather than always paired with expensive tanks.


Honeyflower
- Health: 1100 -> 1140

The Dragon Turtle last patch change last patch hit Honeyflower’s ability to consistently push 5 workers on wave 2. This buff won’t change that, but it’s some compensation. This buff is intentionally conservative because we’re happy with the high variety of openings in the game and don’t want Honeyflower to be overly dominant.

Tier 6


Banana Haven
- Health: 6150 -> 6050
- Damage: 56x3 -> 55x3


Doomsday Machine
- Detonation: Damage: 180 (110 to flying) -> 170 (100 to flying)
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Free sign-up. $500 prize pool. Sign-up ends Monday, August 6.

See tournament thread for details: https://legiontd2.com/community/threads/masters-cup-ii-with-prize-pool.16237/
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Thanks to contributions by the community, Legion TD 2 is now officially translated into Russian, German, Spanish, Castilian, Brazilian Portuguese, Swedish, and Dutch.

These are the first of many languages to come. Another 20 languages are in progress. If you’d like to contribute, check out our translation thread for details.
Jul 27, 2018
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


The last time we really introduced the team was in 2016 during the Kickstarter, so we wanted to introduce ourselves for anyone that doesn't know us.

Meet the Team

Lisk



Created the original Legion TD for Warcraft III in 2009. Life-long game designer. Studied electrical engineering and computer science at UC Berkeley.

Favorite games: Subspace, Pokémon, RollerCoaster Tycoon, Ragnarok, Warcraft III

Responsibilities:
  • 90%: Program and design the entire game
  • 10%: Manage contracted engineers
Favorite legion: Mech, Mastermind

Jules



Former game designer and balance/data expert at Riot Games. Hit top 200 at League of Legends in Season 4. Studied statistics at Harvard.

Favorite games: Chess, Total Annihilation, Advance Wars, Warcraft III, League of Legends

Responsibilities:
  • 30%: Game design and balance
  • 20%: New unit creation and contract management
  • 20%: Marketing and game growth
  • 20%: Communication and community management
  • 10%: Boring business, legal, and financial responsibilities
Favorite legion: Mastermind master race

Curing



Former splash artist and concept artist at Riot Games. Proficient in illustration, concept art, modeling, texturing, and VFX. Studied illustration at RISD.

Favorite games: Ragnarok, classic DotA, World of Warcraft, Heroes of Might and Magic, Tales of Monkey Island, League of Legends.

Responsibilities:
  • 30%: Concept new units
  • 20%: Manage and provide feedback for contracted artists
  • 20%: Model and texture new units
  • 20%: New unit icons and cards
  • 10%: Miscellaneous art assets
Favorite legion: Grove, Atlantean
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Announcements



50% Off Sale
Legion TD 2 will be 50% off starting July 30! This is a great opportunity to introduce your friends to the game.

Masters Cup II
37 teams signed up so far! Over $400 prize pool, and growing. Sign-up is free. See Masters Cup II thread for details.



Atlantean Update
Tier 5 (and unlocked Atlantean legion) coming Monday, August 6.

Team Summer Update
Lisk is getting married soon. See team summer update thread for details.

v2.33 Patch Notes

NEW! Translations

Thanks to contributions by the community, we’re excited to release Legion TD 2 into Russian, German, Spanish, Castilian, Brazilian Portuguese, Swedish, and Dutch. Thank you to everyone who helped.

These are the first of many languages to come. Another 20 languages are in progress. If you’d like to contribute, check out our translation thread for details.

Translator Rewards


- In-game translator badge for significant contributors (will be distributed when your language is released)
- 200% card drop rates from July 27 - August 3

NEW! Atlantean Fighters



(T6) Eggsack
- Cost: 275 gold + 1 supply
- Movement type: None
- Health: 2000 (Natural)
- Damage: None
- Ability: Azurite Shell - Damages enemies that attack it for 10 + 5% damage taken as Pure damage
- Ability: Incubation - Hatches into a Hydra in 2 waves, or hatches prematurely if killed. If 2-waves premature, -40% damage and damage reduction. If 1-wave premature, -20% damage and damage reduction.



Hydra
- Movement type: Ground
- Health: 2700 (Natural)
- Damage: 165 (Impact)
- Attack speed: 0.9
- Ability: Hydralings: Upon death, splits into 3 Hydralings



Hydraling
- Movement type: Ground
- Health: 900 (Natural)
- Damage: 55 (Impact)
- Attack speed: 0.9

Game Fixes

Stability
- Fixed a rare bug in attack-move code that would cause the server to silently crash late-game (possible index out of bounds when heavily throttled)

Pathing & Targeting
- Fixed a bug where ranged units would run too close at the start of a wave

Technical Details: "far-away" targets range increased to a flat amount, rather than acquisition range dependent - this means targets that are out of attack range but still somewhat near will be considered

Sea Serpent & Deepcoiler
- Now much less likely to run into the cave
- No longer affect the wave pathing while burrowing (They are now invulnerable at the start of the wave until they pop out)

Routing
- Fixed a bug where units that made it to the cave while the wave was still in progress (typically Sea Serpent and Deepcoiler) would get stuck in a loop (Units that make it to the cave while wave in progress will now warp to above the gate if the player hasn't cleared yet, instead of in the catch area below the gate)

4v4 Map
- Fixed a bug where player 4 and player 8 had fighters that appeared 'underground'
- Fixed a bug where deploying fighters in the mid regions caused them to be invisible and not appear on the scoreboard

Catch Area
- Moved down a bit, to prevent units from being aggroed across the gate (and teleporting repeatedly)

Lobby Updates

Reconnection 2.0
- Improved reliability of tracking games in progress, which should fix a lot of cases where you couldn’t reconnect to a game

Technical Details: Rewrote unified data structure for storing game in progress data, and decoupled it from ActiveGames API call which is not always up-to-date

Global Chat
- Now shows all players, including those who are in-game. Players in-game will be grayed out.

Player Data Updates
- Fixed some cases where outdated data was used/shown (User data is now cached immediately whenever it is written to the backend)

Custom Games
- Removed "-reroll" command, since you can already reroll normally

Friends List Optimization
- Removed taglines from friends list (unfortunately this is a performance bottleneck, so we will likely keep it disabled for now)
- Significantly improved performance (mostly noticeable on backend, not really noticeable for players)
- This should fix some rare miscellaneous bugs that result from server load, such as ratings occasionally not being updated after a game

Technical Details: Replaced instances of GetPlayerCombinedInfo with GetPlayerProfile whenever possible, especially in Friends List. Also only pulls statistics when needed, such as viewing a profile or in loading screen. This should reduce backend load considerably, since GetPlayerProfile scrapes way less data.

Game Updates

Bot Guidance: Mercenary Pings
- Now you can ping a mercenary (right click) to tell your bot to prefer sending that mercenary
- It only considers your most recently pinged mercenary
- It clears the ping each wave after mercenaries are warped
- More improvements/commands to come in the future

Bots
- Now smarter about when to deploy certain fighters, including Bone Crusher

Game Interface

All Menus
- Improved responsiveness of various menus when alt+tabbing (MouseOver/MouseLeave events are now forced when application focuses/unfocuses). This should make it less likely to accidentally select the wrong Legion, for example.

Chat Mutes
- Your mutes are now saved between sessions
- You can find your mute list in your game files (Config/Mutes.txt)

New Interface Option: Show All Ratings
- Turn on to show all rating changes in the loading screen & post-game stats. Off by default.

Text Commands
- "-rolls" now shows icons as well as initial rolls

Healing Text
- Added small green healing text when a unit heals due to lifesteal. Lifesteal now feels even better!

Debugging
- Added "-clientbug" command for reporting a bug with the client (this will upload your logs) *WARNING* This has been known to freeze some people's computers!
- Improved server teardown logging to help debug rare cases where backend pushes (stat/profile updates) failed at the end of the game

Minor Fixes
- Chat Window Focus: Chat window no longer requires an extra click to close, when clicking something outside the chat window
- Advanced Camera: Fixed a bug where advanced camera hotkeys (Home, End, Delete) would accidentally work even while chatting
- Team Chat: Fixed a bug where allied game chat would appear twice in your Team Chat while you were selecting a legion
- King HP: Now rounds up, since it looked weird to have king HP at 0% when it wasn't dead
- Localization: Fixed some miscellaneous text bugs

Matchmaking

Matchmaking
- Now much faster for solos and duos rated <1200

“The Button”
- Fast matchmaking via “the button” is now available for solos and duos rated 1500+, instead of 1600+

Duo penalty
- Duo penalty for teams with large differences in ratings (e.g. an 1700 duo’d with a 1200)
-- Decreased for teams in which the highest rated member of the duo is <2000 rating (the penalty was too punishing for most teams)
-- Increased for teams in which the highest rated member of the duo is 2000+ rating (to discourage people from smurf-boosting to the top of the ladder)

Leaver forgiveness
- Leaver forgiveness detection is now more friendly and activates more often: 3 waves disconnected and not present at the end of the game -> 2 waves disconnected and not present at the end of the game OR 4 waves disconnected

Rating decay
- Rating decay for 1800+: Now starts after 2 weeks, instead of 4 weeks. Now 5 rating/day, instead of 3/day
- Rating decay for 1400-1800: Unchanged (4 weeks, 3 rating/day)
- Your rating cannot decay below 1400

Too many players camping the top of the leaderboard

FairPlay

Leaver penalties
- Leaver and AFK penalties are now harsher (more likely to result in suspensions)

Griefer penalties
- Griefer reports and auto-detection are now only enabled for solo players (you cannot be suspended for griefing as a duo)

AFK detection
- Now kicks in much faster (180 seconds -> 90 seconds)

Game Balance

Mastermind
- Fixed a bug where Proton was being considered as fulfilling all attack/armor types in a roll

Flying units
- Flying/hovering units' “bonus range” decreased slightly
-- This will make targeting feel more natural and expected (this should fix Berserker tanking before Peewees, Buzzes, and other flying units on wave 10 despite positioning Berserker in the back)

King
- Judgment area of effect now has an instant projectile so the king is less likely to overkill (wasting an autoattack)

Arcane units
- Arcane: Damage reduction from Magic: 30% -> 25%

We’re reducing the necessity of Arcane fighters. They’ll still be important, but less mandatory to have in every roll. This change effectively nerfs all Arcane units and buffs all Magic units, so we’re compensating some Arcane units with buffs and some Magic units with nerfs.

Legion Spells


NEW! Vampire
- +500 health
- Grants Vampirism Aura: Drains health by 0.5% of max health per second, but grants 15% lifesteal and spell vamp


Sorcerer
- Sorcery Aura: 12% mana regeneration and 12% spell damage -> You choose: 20% mana regeneration or 20% spell damage

Tier 1


Dark Mage
- Mind Warp: Now smarter about prioritizing which targets to buff (increased priority for Berserker, Fatalizer and decreased priority for Leviathan)


Veteran
- Health: 1390 -> 1410

Tier 2


Angler
- Junior Fisherman: No longer gets a bonus stack for last hitting
- Maximum aptitude: 75 -> 50


Bounty Hunter
- Commercial Fisherman: No longer gets a bonus stack for last hitting
- Maximum aptitude: 150 -> 100


Kingpin
- Elite Fisherman: 1 damage per 1.5 aptitude -> 1 damage per 1 aptitude (total damage unchanged at maximum aptitude)

More viable to start Angler or to go for a second Kingpin mid-late game


Fire Elemental
- Attack speed: 0.78 -> 0.77

Despite previous nerfs, Fire Elemental remains as the most popular opening with one of the highest win rates


Ranger
- Mark Target: Damage amplification: 1 (0.5 against bosses) -> 1

More Mastermind options against waves 10 and 20


Bazooka
- Damage: 30 -> 31

No longer leaves wave 2 with a sliver of health


Zeus
- Health: 850 -> 950

Goal is to allow Bazooka and Zeus to be more viable openings


Pyro
- Attack speed: 1.96 -> 1.94

Tier 3


Sea Serpent
- Health: 800 -> 770


Deepcoiler
- Health: 2400 -> 2280
- Damage: 227 -> 224


Gateguard
- Health: 700 -> 720


Harbinger
- Health: 1850 -> 1950
- Damage: 100 -> 112
- Removed Crushing Blow


Wileshroom
- Health: 1420 -> 1450


Canopie
- Health: 3700 -> 3750

Tier 4


Deathcap
- Health: 3300 -> 3270

Tier 5


Doppelganger
- Attack speed: 1.79 -> 1.85


Whitemane
- Health: 4350 -> 4300

Tier 6


Fire Lord
- Health: 1820 -> 1750
- New ability: Intellect: Last hitting an enemy restores 10% of max mana


Fenix
- Health: 3460 -> 3300
- New ability: Intellect: Last hitting an enemy restores 10% of max mana


Lord of Death
- Undead Dragon: Health: 900 -> 800
- New ability: Intellect: Last hitting an enemy restores 10% of max mana


Hades
- Raise Imp: Mana cost: 14 -> 15
- New ability: Intellect: Last hitting an enemy restores 10% of max mana

Intellect encourages you to get these fighters earlier, instead of just spamming them late game


Millennium
- Health: 2200 -> 2250


Doomsday Machine
- Health: 5250 -> 5350
- Detonation: Damage: 200 (120 to flying) -> 180 (110 to flying)

Mercenaries
- Tank mercenaries spawn a bit faster
- Melee DPS mercenaries spawn a bit further back


Dragon Turtle
- Cost: 60 -> 40
- Income: 18 -> 12
- Health: 890 -> 610
- Damage: 39 -> 25


Fiend
- Cost: 40 -> 60
- Income: 12 -> 18
- Health: 540 -> 910
- Damage: 21 -> 27

Fiend and Lizard have too similar of a use right now


Hermit
- Damage: 33 -> 34


Safety Mole
- Range: 100 -> 150

Extended range so it’s less likely to get focused


Pack Leader
- Range: 100 -> 150
- Damage: 85 -> 88

Extended range so it’s less likely to get focused


Mimic
- Health: 2150 -> 2250


Siege Ram
- Health: 5500 -> 5700
- Damage: 280 -> 290
- Income: 96 -> 80

Reducing the income of Siege Ram to make it a higher-risk, higher-reward mercenary, compared to Dino


Kraken
- Health: 6200 -> 6400
- Damage: 270 -> 290

We have plans to rework Kraken in the future, but for now, just a buff

Waves

Waves are already close to balanced. These are slight adjustments to compensate for the Arcane change and to tune things in a positive direction


(2) Wales
- Attack speed: 0.93 -> 0.94


(3) Hoppers
- Attack speed: 1.06 -> 1.05


(5) Scorpions
- Scorpion: Health: 320 -> 330
- Scorpion King: Health: 1280 -> 1320


(8) Kobras
- Attack speed: 1 -> 0.99


(9) Carapaces
- Attack speed: 0.72 -> 0.73


(10) Granddaddy
- Attack speed: 2.22 -> 2.24


(12) Mantises
- Health: 1150 -> 1170


(17) Metal Dragons
- Health: 3000 -> 3050


(20) Maccabeus
- Attack speed: 3.23 -> 3.13
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


We've got great news! The translation backend is done, thanks to a lot of hard work from Lisk. That means we're ready to translate the game.

To be a translator, we ask that you:
  • Speak English proficiently
  • Speak another language natively fluently
  • Have played at least 20 hours of Legion TD 2
To translate:
  1. Go to http://legiontd2.com/translate
  2. Request edit access only to the language(s) that you are fluent in
  3. If your language is not listed, contact @Jules in our #translations Discord channel
  4. Translate the column that says english (reference) directly into the adjacent column that says "german," "russian", spanish," or whatever language you're translating to.
Details:
  • Keep but do not translate functions and references, such as $1, $2, $3, |c(ffcc00): |r, |img(icons/Brute.png), |n, |proper(), |amp
  • For example, only the bolded parts should be translated: |c(ffebad): wants to research |img($1) $2 (|rNeed |img(icons/Mythium.png) |c(33ffff): $3|r|c(ffebad):)|r
  • In general, don't worry about perfectly "accurate" translations. Think about what would feel most natural to native speakers of your language. It's okay to keep some words in English if that is best.
  • Names should be translated with extra care. For example, think about what "Grarl" or "Arcane" or "Mind Warp" should be named in your native language. It's okay to keep some names in English if that is best.
  • If you have questions or need additional context for a particular translation, feel free to ask in our #translations Discord channel
We're excited to finally translate Legion TD 2 and are confident this will help grow the game. Thank you to everyone who contributes to the translations.
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


The Masters Cup II prize pool is now over $400 and growing! If your team is 1500+ peak rating, you should definitely sign up. Sign-up is free and even if you don't win, you're guaranteed to play 10 tournament-quality games.

Details: https://legiontd2.com/community/threads/masters-cup-ii-with-prize-pool.16237/
Legion TD 2 - Multiplayer Tower Defense - AutoAttackGames


Masters Cup II
- Sign-ups close August 6 (bonus for signing up early)
- Every team is guaranteed to play 10 games
- Contribute to the prize pool for free by entering coupon code ltd2 or clicking event sponsor links. AutoAttack Games will 1:1 match all contributions, up to $200.



To sign up:
  1. You and your teammate type /join <team name> (e.g. /join Snail Kings) in Global Chat to join a private lobby.
  2. One of you types /signup while in the private lobby.
See the Masters Cup II thread for full details.

Game Fixes

Stability
- Possible fixes and debug information for quit freeze bug

Game Balance

Mastermind buffs and some more Mech nerfs

Mastermind
- Now guaranteed at least one tier 6 fighter
- Now guaranteed at least one T2-T6 Natural/Fortified tank or off-tank
-- Angler, Gateguard, Mudman, Grarl, Antler, Banana Bunk
- Bonus starting income: 2 -> 3


New Mechanic: Mulligan
- Can now mulligan (discard) your rolls twice before wave 1 for 10 new rolls
-- The first mulligan costs 1 income
-- The second mulligan costs 2 income

Tier 2

Angler
- Junior Fisherman: 3 aptitude per killing blow -> 2 aptitude per killing blow (still +1 when a nearby enemy dies)
- Maximum aptitude: 100 -> 75

g
Bounty Hunter
- Commercial Fisherman: 3 aptitude per killing blow -> 2 aptitude per killing blow (still +1 when a nearby enemy dies)
- Maximum aptitude: 200 -> 150


Kingpin
- Elite Fisherman: 1 damage per 2 aptitude -> 1 damage per 1.5 aptitude (total damage unchanged at maximum aptitude)

More viable to start Angler or to go for a second Kingpin mid-late game


Zeus
- Damage: 18 -> 19


Pyro
- Upgrade cost: 155 -> 160

Tier 3


Tempest
- Attack speed: 1.316 -> 1.35


Leviathan
- Health: 2800 -> 2700
- Damage: 55 -> 50

Leviathan is still too strong by itself for being an aura fighter

Tier 6


Doomsday Machine
- Health: 5300 -> 5250
- Damage: 750 -> 740
...