- The game is now smarter about detecting default language for new players - Post-game screen and cards/items are now ready to be translated (they were previously missing from the translation docs) - All tooltips now use variables instead of hardcoded values. This means that when we change an ability from 90 -> 100 damage, you won’t have to update the translation (it automatically does it now) -- We ran a script that automatically converted all existing translations to the new variable format. A small number of translations may have reversed variables ($1 and $2 swapped), so please help us correct those.
If you’re interested in helping, check out http://legiontd2.com/translate. Any help is greatly appreciated and will allow us to significantly grow the player base (larger player base = better matchmaking, more featured game modes, etc.). Thank you to everyone who has contributed.
v3.13c
This is the final balance patch before the Masters Cup III. The goals of this patch are to:
1. Ensure we see a variety of strategies to create an optimal experience for both participants and viewers 2. Not disrupt the meta or ruin existing strategies, which is why we’re going light on the changes and mostly doing buffs
King - Fixed a bug where the king would sometimes get more than 10 upgrades
Peewee - Attack speed: 0.97 -> 0.99
Veteran - Health: 1410 -> 1430
Butcher - Health: 1300 -> 1320
Head Chef - Health: 3200 -> 3250
Tempest - Attack speed: 1.11 -> 1.09
Zeus - Attack speed: 2.17 -> 2.2
Pyro - Attack speed: 1.67 -> 1.65
Doppelganger - Health: 3700 -> 3800
Fire Lord - Attack speed: 1 -> 1.02
Fenix - Attack speed: 1 -> 1.02
Hades - Raise Imp: Mana cost: 16 -> 15
Waves
(12) Mantises - Health: 1170 -> 1190
(13) Drill Golems - Health: 3200 -> 3170
(20) Maccabeus - Damage: 160 -> 155
We’re very close to getting wave 20 in a decent spot. “Decisiveness” is the probability that the game ends on the current wave. In the past, wave 20 had 95%+ decisiveness. After recent changes, it currently has 72% decisiveness, and we believe a healthy number is between 60% and 70%.
(21) Legion King - Attack speed: 1 -> 1.02
v3.13b
- Fixed a pathing bug
v3.13a
Reconnecting - Fixed a bug where you couldn't reconnect
Not enough time has passed to make any major balance changes. Just doing a few tweaks based on preliminary data and feedback.
v3.13 Patch Notes
- Released to Public Test Realm (PTR). How do I join PTR? - Released to live servers!
NEW! Custom Games 2.0
You can now select game modes and adjust starting resources in custom games. More modes and options to come in the future.
Pathing & Targeting - Fixed a pathing bug where melee units would sometimes keep trying to turn around when trying to attack a unit in the cave - Fixed a rare edge case where a unit moved faster than intended
Quality of Life - Profiles now show Classic wins/losses (we just started tracking this statistic now, so everyone will start at 0 wins, 0 losses even if you already played classic games earlier this season) - Leaderboards and profile percentile rankings are now more accurate (it now only compares you against players that are active this season, not all players) - Post-game score screen now shows win/losses for that queue type - Post-game score screen Waves tab now shows King hp percents - Custom Games now start with normal resources (no longer -debug and resources by default). This should make it easier to practice builds or play co-op with friends. - Buff tooltips now show a larger icon
Chat - New chat emojis :sob: and :money:
Stability - Fixed a matchmaking bug where the matchmaker would get stuck and not form the correct matches (iterator was mistakenly being incremented when in skip phase (substep); should only be incremented when it’s a new main step) - Fixed a concurrency issue (OnMatchMade now fires after the lock is released) - Added a failsafe where the lobby will restart if no ranked matches start in a 5-minute span
Debugging - Fixed a bug with -wave 0 not clearing properly
Making these abilities feel better against Froggos and Lizards
Fighters
Desert Pilgrim - Improved Chain Heal autocast AI and bounce behavior: it will now bounce to any injured targets, instead of only targets missing a certain amount of hp. This fixes a few cases where it wouldn't bounce to an injured target that it should have bounced to.
Whitemane - Health: 4450 -> 4400
Fatalizer - Attack speed: 1.47 -> 1.43
Eggsack - Incubation: No longer immediately hatches a weakened Hydra on the wave Eggsack breaks (still hatches a weakened Hydra the following wave) - New ability: Eggsplosion: Upon death, deals 80 Pure damage to nearby enemies - Now aggroes the rest of your lane a bit later so that melee DPS can be used more effectively with Eggsack (we recommend testing once in a custom game)
Hydra - New ability: Ancient Power: Gains +1% damage and +1% damage reduction for each wave that has passed (the wave number matters, not how long Hydra has been out) - Health: 3150 -> 2850 - Damage: 120 -> 114 - Hydraling: Health: 1050 -> 950 - Hydraling: Damage: 40 -> 38
The goals of these changes are to:
Nerf the strategy of using Eggsack as a tank mid-late game
Make protecting Eggsack a viable strategy mid-late game
Make sure it isn’t overly punishing if your Eggsack breaks on wave 3
Hades - Raise Imp: Mana cost: 17 -> 16
Great Boar - Stampede: Damage increased by 10% - Stampede: Area of effect: 250 -> 400
Red Eyes - Thunderous Charge: Damage increased by 10% - Thunderous Charge: Area of effect: 250 -> 400
Centaur currently shuts down too many builds and makes certain units (notably Swift/Arcane tanks and lower tier tanks) obsolete late game. Shifting some power from splash to base stats. It will still be strong against those units, but less extreme.
Kraken - Health: 6600 -> 6400 - Damage: 290 -> 280 - Spell Resistance: Removed - New ability: Ancient Power: Gains +1% damage and +1% damage reduction for each wave that has passed
Kraken was only used to hard counter Honeyflowers and Pyros on ranged waves. It will still be strong against those units, but Kraken deserves to be more versatile, epic, and stronger late game.
Waves
(5) Scorpions - Fixed an unintended case where Scorpion King would avoid getting aggroed first against some builds
(6) Rockos - Health: 800 -> 830 - Damage: 38 -> 39 - Impale: 4% stacking up to 20 times -> 3% stacks up to 9 times
Note that Impale never actually stacked 20 times, except in rare cases in 4v4 dual building or when 8+ Rockos leaked to the king
Rockos’s Impale is insanely strong when focusing the same target, which is sometimes the result of RNG. It also makes tier 1 spam and splits even stronger than they should be (they will still be strong). Also worth noting that a high % of lower-rated games end on wave 6 due to cheese strategies, undervaluing tier 1 units, and not understanding splits.
With the introduction of Witch and Maccabeus’ fast attack speed, summoners and tier 1 spam aren’t broken anymore - if anything, they are weak on wave 20. The goal of this change is to increase the number of viable units on wave 20, while also nerfing it. Maccabeus is really cool (he’s a fire breathing turtle), but it feels unfair to have a boss wave be so decisive. Some games will still end on 20, but now a higher percentage of games will go to 21.
Projectile Speeds
Slow projectile speeds inflate the power of tier 1 spam and splits, so we’re making them faster for mercenaries and waves. These changes should only be minor buffs against very low health units
- Released to Public Test Realm (PTR). How do I join PTR? - Released to live servers
NEW! King Spells
The king now starts with a random spell, instead of Judgment every time (same spell for both kings). The spells are thematically unique but intentionally have a similar effect. Their purpose is to make sure large leaks aren’t overly punishing to the king, which keeps small-medium leaks relevant.
Judgment - Mana cost: 5 -> 4 - Damage: Reduced by 23% - Now has a small amount of damage variance that independently applies to each unit (to avoid hard thresholds that occasionally made Upgrade Spell overpowered or useless)
Immolation - Deals damage every second to all nearby enemies
Chain Frost - Mana cost: 4 - Releases an orb of frost that jumps to all nearby enemies, dealing +2% damage per bounce - Slows attack speed by 15% for 3 seconds (1.5 seconds to bosses). This effect is also amplified by Upgrade Spell
Lightning Hammer - Mana cost: 3 - Drains mana over his next 3 attacks, unleashing bouncing lightning bolts
NEW! Tier 6 & Nomad Release
Great Boar - Cost: 270 gold + 1 supply - Upgrades to: Red Eye - Movement type: Ground - Health: 3200 (Fortified) - Damage: 55 (Pierce) - Attack speed: 1.0 - Range: Melee
Stampede Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 15 damage per 10 mana and slows attack speed by 10% in an area of effect
Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.
Thunderous Charge Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 35 damage per 10 mana and slows attack speed by 15% in an area of effect
Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.
With the release of Great Boar and Red Eyes, Nomad is now a fully playable legion. Progress on legion 7 has already begun.
Game Fixes & Improvements
Loading Screen - Now also displays your current rank
Sounds - Significantly improved sound mixer. Spells/buffs/special effects are now better prioritized over attack sounds. Previously it would be impossible to hear these sounds because attack sounds would drown them out
Stability - Fixed a few cases where some things wouldn't load properly on the client (RendererDispatcher concurrency fixes)
Gameplay Fixes - Fixed a pathing/targeting bug where melee units would accidentally move slower after acquiring a target that was far away - Fixed a few misc interface bugs - Fixed a minor abuse case where your lane's enemies would warp back to the cave after pulling enemies from another player's lane
Translations - Updated! If you notice any missing or incorrect translations, check out LegionTD2.com/translate
Game Balance
Mastermind - Significantly improved roll equitability (reduced range by 9 percentage points). You will now see every unit in your roll with similar frequency. Mastermind guarantees (at least one Tier 1, etc. still exist)
Leak Bounty - Bounty to opposing team slightly decreased early game (same late game). The goals are to slightly reduce snowballiness early game and slightly reduce gold in the ecosystem in high leak games, which also reduces long saving for 5+ waves
Legion Spells
Villain - Damage amplification: 17% (11% for ranged) -> 17% (13% for ranged)
Fighters
Pollywog - Attack speed: 1.22 -> 1.176
Peewee - Health: 310 -> 320
Green Devil - Health: 760 -> 780
Kingpin - Health: 4000 -> 4250 - Big Game Hunter: Heal: 12% -> 10%
Despite Angler being a popular opening, data strongly suggests Kingpin is weak. Shifting power from Big Game Hunter to base stats so that it stays relevant late game without being overly dominant early game
If you start Pyro, you can now get your 4th worker at the end of wave 1 instead of at the start of wave 2
Sky Queen - Damage: 84 -> 83
The data suggests Sky Queen is too strong, but we’re going light on the nerfs because some of the strongest tanks, which are important to a Sky Queen build, are also receiving nerfs
We previously made Head Chef ranged so it would be able to heal before dying, but that made the unit feel worse because it stopped tanking for DPS units like Nightmare. We’re making Head Chef melee, tankier, and shifting some power out of Skull Stew into base stats.
Azeria - Damage: 67 -> 66
Shaving off a little power to allow Green Devil and Lord of Death to compete with Azeria.
Doppelganger - Health: 3600 -> 3700
After the range nerf a few patches ago, Doppelganger still dies too easily
Whitemane needs a nerf, and it’s hard to continue nerfing base stats without the aura becoming too much of the unit’s power budget (the aura is still incredibly strong)
Fatalizer - Attack speed: 1.52 -> 1.47
Sand Badger - Attack speed: 0.833 -> 0.806
Iron Scales - Attack speed: 0.833 -> 0.806
Eggsack - Hydra now spawns with 3x the number of stacks (instead of 2x) on the wave Eggsack breaks
Lord of Death - Undead Dragon: Devour: Health restore: 15% -> 25%
Hades - Imp: Devour: Health restore: 15% -> 25%
Early game buff. Makes it not as bad when Undead Dragon or Imp steal a kill from Lord of Death or Hades.
These units have been dominant for far too long. Time to give them a legitimate nerf in the early-mid game, while still keeping them relevant late game.
Warg - Health: 970 -> 990
Alpha Male - Health: 3300 -> 3350
Waves
Wave balance is in a good spot. Just doing some slight adjustments.
50% Off Sale Friendly reminder that Legion TD 2 is currently on sale. Great opportunity to introduce the game to a friend!
v3.11 Patch Notes
- Released on public test realm (PTR) with some known issues - Expected release to live servers: 2/18
The main purpose of this patch is to release a new unit and game mode and fix a number of important bugs. Other gameplay changes and design improvements to king upgrades on the way in v3.12
NEW! Featured Game Mode
Featured game modes are a new way to play the game with special rules and mechanics. They're just for fun and will occasionally be enabled on weekends.
The next featured game mode is 2x Chaos Mode 4v4, in which you get a random roll (6 new fighters) every wave, and waves have 2x the number of spawns in a 4v4 brawl. Fair warning: depending on your specs, things can get laggy late game with all the extra units, but it's still a lot of fun.
2x Chaos Mode 4v4 will be enabled from Friday 2/22 - Sunday 2/24.
These units intentionally have no ability. Their primary purpose is to serve as a true arcane tank.
Game Fixes & Improvements
New "Pro Leak" Emoji - Type :proleak: to use it
Leaderboards - Added Peak Rating (All) leaderboard - Fixed a bug with the Leaderboard showing your peak rating incorrectly (it was showing current rating instead)
Profile - Max player level increased to 35 - Now shows ranked win rate
Gameplay Fixes - When dual building in 4v4, fighters now warp instantly after clearing the wave - Fixed a bug where bots would mistakenly hire cheap mercenaries after hiring a mercenary that a player pinged (after hiring the pinged mercenary, they should hire according to normal preferences now) - Fixed an issue that sometimes caused the aura tutorial to be impossible to beat
Stability Fixes - Fixed a rare bug where the game would become unstable if the last few enemies of a wave died at the same time
Major Fixes - Fixed a party bug where players sometimes didn't rejoin their party (got dropped from party) after a game - Fixed a party bug where the party order was sometimes not preserved between games - Fixed a party bug where sometimes invites didn't work - Fixed a party bug where you couldn't invite a friend who was Viewing Scores - Fixed a HUD bug where your deploy cursor got canceled when your ally deployed his first fighter - Fixed a HUD bug where the shield button would be disabled sometimes
Minor Fixes - Fixed a cosmetic bug where some lane markers didn't display text when hovered over - Fixed a HUD bug where the King upgrades HUD for the other team showed the value from last game at the start - Fixed a HUD bug where the king hp bar would flash red (damaged) during the night when he wasn't actually being attacked
Quality of Life - Sound: Added a different sound effect for warnings (leaks), so it is different than the normal ping sound - Post-game stats: Now shows country flags next to player names
Translations - Updated! If you notice any missing or incorrect translations, check out LegionTD2.com/translate
Game Balance
Not enough time has elapsed since v3.10c to make any major balance changes. Data suggests that all fighters are viable, and there aren't any significant outliers. You can expect more balance changes in v3.12
We've postponed the Unity Upgrade due to third-party issues (VFX solution caused crashes). This was a tough call because the upgrade has taken ~200 hours of dev time, but we cannot wait any longer for things out of our control. Once the third-party issues are resolved, we'll re-prioritize the Unity Upgrade and will let you know when this happens.
We're currently doing some workflow improvements, which will automate the patch deploy process, reduce the chance of bugs, and reduce conflicts that arise when multiple engineers work on the codebase.
ETA for v3.11 is 2/25, though we're hoping we can release the patch late next week. You can at least expect patch notes next week.
50% Off Sale Legion TD 2 will be 50% off starting tomorrow February 15th!
v3.10c Patch Notes
- Released on live servers!
This is just a mini patch to address some emergent balance concerns. The goal is to make king upgrades feel better early game. We have other improvements planned in the future, as well as a content patch (v3.11) on the way.
The reason we couldn't do this earlier is technical limitations. Sorry we've dropped the ball here. We're learning from our mistakes and doing our best.
King Upgrades
Upgrade Attack - Income: +3 -> +4
Upgrade Regen - Cost: 20 -> 15 - Regeneration: 0.02% -> 0.015% - Number of upgrades: 8 -> 10
King upgrades are a new mechanic to the game and will be available in 2v2, 4v4, featured game modes and custom games!
King Upgrades - You can upgrade as few or as many upgrades as you want - Can be upgraded on any wave during the night (build phase) - Upgrade pool is shared by all players on your team - King upgrades count towards your MVP score (which is just for bragging rights anyway) - You will be notified at the start of the following wave when the opposing team upgrades their king - King upgrades stack additively
Upgrade Attack - Cost: 15 mythium - Number of upgrades: 10 - Income: +3 - King: +10% attack damage
Upgrade Regeneration - Cost: 20 mythium - Number of upgrades: 8 - Income: +4 - King: +0.025% missing health regeneration per second
Upgrade Spell - Cost: 25 mythium - Number of upgrades: 6 - Income: +5 - King: Increases area of effect spell damage by 15%
We're still testing and fine-tuning the balance, so don't be surprised if some of these numbers change!
Game Improvements & Fixes
Leaderboards - New leaderboard: Peak Rating (peak rating this season) - Overall level added to Level leaderboard
Fixes - Bots: Fixed a case where sometimes bots wouldn't build (added a failsafe to handle the case where they try to build in a blocked position)
Quality of Life - Dual Building: Grid lines now disappear for your lane if you build mid and vice versa - Dual Building: Scoreboard now shows averaged mythium per 10 sec - Ranked: Now skips legion select screen - VFX: Fixed a bug where visual effects would sometimes be the wrong size, especially with units that got bigger from being buffed - Interface: Now grays out "Upgrade Supply" if you can't afford it - Interface: Added small triangular arrows to show where tabs expand - Interface: A few other misc improvements
4v4 map - Reduced dust effect, which will make things look less glitchy at normal zooms
Tutorial - Fixed a bug with Saving Mythium where the wave didn't end properly (due to a failsafe from a previous patch)
Post-Game Stats - Now shows king upgrades and how many workers you had when the wave spawned
Game Balance
King Base Stats - Attack speed: 0.92 -> 0.87 - Health regeneration: 0.5/sec -> 0 - Area of effect damage: 66 scaling to 1543 -> 57 scaling to 1342
Pyro - Damage: 32 -> 33
Dual Building in 4v4 - You can now build in the four corners of the middle area - The following abilities now only affect a maximum of 20 units, which is functionally only a nerf to dual building -- Pyro’s Pyromancy -- Honeyflower’s Fragrance -- Deathcap’s Noxious Scent -- King Claw’s Shell Shock -- Millennium’s Explosive Shells -- Doomsday Machine’s Detonation
We heard your feedback. Instead of limiting 4v4 to custom games, we've created a 4v4 queue that uses Speedy Matchmaking (forms a match as soon as possible and shuffles teams based on rating, while preserving parties). Depending on reception and popularity, we're open to the idea of supporting 4v4 with ratings in the future.
NEW! Desert Ridge 4v4 Map
We designed a brand new map to accompany the return of 4v4!
One of the primary goals of the map is to improve performance, so players don’t crash in the loading screen or experience lag. That’s why the map’s theme is a desert and there aren’t a lot of environment props.
NEW! Play vs. AI Queue
You can now play solo or with friends against a team of bots! Current difficulty options: Easy, Medium, Hard. This queue is great for practicing and for players that prefer a PvE experience.
NEW! Ranked Borders
Season 2 ends on January 14 at 10am PST / 7pm CET. Rewards are based on your peak rating and level, so there’s no risk in playing. For details, check out the Season 3 Announcement. Best of luck in the final few days!
On January 14, all ratings will be soft reset. Rating changes will be disabled until Season 3 officially starts (expected January 28).
NEW! Leaderboards
Leaderboards are now in three categories: Rank, Level, and Collection Value
Play Menu Update
Play menu is now separated into Play and Training.
Play - Ranked: 2v2 mastermind-only with skill-based matchmaking - Classic: 4v4 with speedy matchmaking - Featured Game Mode: Special rules and mechanics, enabled occasionally on weekends - Custom: For tournaments and in-houses
Training - Tutorial: Learn the game - Play vs. AI: Play against a team of easy, medium, or hard bots - Sandbox: A quick way to create a solo custom game with -debug enabled and 10k resources.
Fixes and Improvements
- Updated translations - Options Menu now loads instantly when discarding changes - Fixed a rare bug where a creep wandering into another player's lane got lost - Fixed a rare bug where a wave would end twice if a Froggo was spawned just as the wave was cleared - Fixed a rare bug where a unit getting stuck in a wall would cause the game to become unstable
Game Balance
Mastermind - Bonus income: 4 -> 3
With ranked becoming mastermind-only, the extra income isn’t necessary. The 3 income is still in place for rerolling on wave 1.
Shifted into the role of an off-tank and faster attack speed
Desert Pilgrim - Chain Heal: Improved autocast behavior (now less likely to hold on to the spell at full mana)
Lost Chieftain - Gaia Shield: Shield: 700 -> 650 - Gaia Shield: Improved autocast behavior (now more likely to buff melee units over ranged units) - Fixed a bug where Lost Chieftain would sometimes fail to cast Gaia Shield, usually on itself
Eggsack - Now has more consistent aggro - Fixed a bug where breaking Eggsack early would decrease damage and damage reduction by 10% per stack (intended amount is 15% per stack)
This significantly nerfs the strategy of intentionally “sacking” the Eggsack by placing it in front or using it to stall the wave
Four Eyes - Health: 2400 -> 2500 - DPS (without spell): 105 -> 140 -- Damage: 90 -> 70 -- Attack Speed: 1.16 -> 2 - Death Stare: Damage ramp: 25 -> 5 (this number looks small, but due to the significantly faster attack speed, Death Stare is still about half as strong as before)
Still strong against heavy tanks but is no longer completely neutralized by smaller units. Has very good damage thresholds against base T1 fighters.
Centaur currently shuts down too many builds and makes certain units (notably Swift/Arcane tanks and lower tier tanks) obsolete late game. Shifting some power from splash to base stats.
Waves
(14) Killer Slugs - Spell Resistance: 25% -> 20%
Our next Nomad release is a true arcane tank, which will make wave 14 more manageable
(16) Cardinals - Health: 1800 -> 1850
This wave is already a bit weak, plus the Centaur change allows units such as Devilfish, Doppelganger, and Fatalizer to more effectively counter wave 16
King Upgrades (coming soon)
- Expected released on PTR: January 18 - Expected release on live: January 21
Here’s our current design for king upgrades! We’d love to hear your feedback and any ideas you have.
- Meant to be a defensive tool, not a replacement for workers - Can only be upgraded during the night (build phase) - Upgrade pool is shared by all players on your team - Generally stronger late game but can also be used situationally early game -- Upgrading Regeneration if your king takes significant damage early game -- Upgrading Attack or Spell if you predict taking king damage -- Using leftover gold to supplement income
Upgrade Attack - Cost: 30 gold - Number of upgrades: 10 - Income: +3 - King: +6% attack speed
Upgrade Regeneration - Cost: 40 gold - Number of upgrades: 8 - Income: +4 - King: +0.05% missing health regeneration per second
Upgrade Spell - Cost: 50 gold - Number of upgrades: 6 - Income: +5 - King: Increases mana gained from auto attacks by 0.25 - Possible: various spells with unique effects?
Keep in mind that Season 2 ends on January 14 at 10am PST / 7pm CET. Rewards are based on your peak rating and level. For details, check out the Season 3 Announcement.
We've also got some exciting news to share: a new team balance patch!
AutoAttack Games - Team members: 3 -> 4
I’d like to introduce Daniel "Dani" as an Engineer and our newest member to join AutoAttack Games.
Dani is a talented, young engineer based out of Germany. He studied Media Technology at the Technology Arts Science TH Köln in Cologne. After working on a number of web development projects, he realized his true passion is video games. In 2018, Dani teamed up with Light Bringer Games to release an indie puzzle game called Inline.
After learning Unity and C#, he aspired to create his own multiplayer tower defense, and during his research, he came across Legion TD 2. Looking to contribute, Dani reached out to the team back in early 2017. Since then, he's been involved in different aspects of the game, from coding the subreddit's CSS to moderating the forums to building tools for the team. We're excited to finally welcome Dani in a more official capacity.
As our second engineer, Dani will be instrumental in helping us release new content and features much faster. In the short run, we'll be rewriting workflows and refactoring code (lots of additional complexity going from one engineer to two), but it's clear that this is a giant step in the right direction for the team and Legion TD 2.
Dani is a private boi, so for now, his picture is just a derpy penguin
Favorite games: League of Legends, Overwatch, Portal 1 and 2, Warcraft III
Responsibilities:
50% Web stuff (website, forums, etc.)
30% Game development (game client and server)
10% Game QA (testing and debugging)
10% In-game support and moderation
Favorite Legion: Element
Bonus clip of Dani playing Element 1v1 against Jules in the early alpha days of Legion TD 2 (April 2017): https://www.youtube.com/watch?v=vP3SKOWly4o Lisk, Curing, and I are thrilled to have Dani join the Legion TD 2 team. Please join us in welcoming him!
Featured game modes are a new way to play the game with special rules and mechanics. They're just for fun and will occasionally be enabled on weekends.
The first featured game mode is Chaos Mode, in which you get a random roll (6 new fighters) every wave.
Chaos Mode will be enabled from Friday 12/14 - Sunday 12/16.
Game Updates
King - Now throws snowballs
Fatalizer - Fixed animations
Game Balance
Legion Spells
Giant Snail - Health: 670 -> 690
Lizard Army - Now also gives +10 mythium
Tier 4
Desert Pilgrim - Chain Heal: 140 -> 130 - Chain Heal: Improved autocast behavior (now less likely to hold on to the spell at full mana) - Fixed a bug where Chain Heal would sometimes cast twice - Fixed a bug where Chain Heal would sometimes damage a unit with increased max health (Gaia Shield, Hero, etc.)
Lost Chieftain - Gaia Shield: 800 -> 700 - Gaia Shield: Significantly improved autocast behavior (takes into account damage reduction, % health regeneration, the overall tankiness of the unit, and current % health)
Desert Pilgrim/Lost Chieftain released with a 48% win rate, but their win rate has been gradually climbing above 50% as players learn to use them effectively. We'll be monitoring to see if further nerfs are needed.
Tier 6
Eggsack - Now satisfies the Natural/Fortified tank requirement for Mastermind - If your Eggsack dies, it now immediately spawns a premature Hydra during the wave. Stacks are doubled on the wave it emerges (e.g. if you Eggsack breaks two waves early, it will have 4 stacks of -15% and still the standard 2 stacks on the following wave)
(20) Maccabeus - Fixed a case where Maccabeus sometimes focused targets in an incorrect order. It should now focus melee units that attack him first. This makes builds perform more consistently and makes it easier to clear (you can now manipulate aggro better so your tanks are focused before your melee DPS)