Pathing & Targeting - Fixed a bug where wave enemies would sometimes approach towards Sea Serpents that were burrowed (thank you Pennywise and Shadowings for the bug report and video) - Fixed some cases of ranged units running too far forward instead of keeping their distance
Dark Mage - Fixed a bug where Mind Warp casted on the second highest priority unit in some cases instead of the highest priority unit
Account Progression - Tripled experience gain for all players level 7 and higher. Enjoy the much faster level ups!
Quality of Life - HUD: Added some convenient calculations to the Gold mouseover tooltip - Sandbox Mode: Press Shift+B to open the Legion Select menu (easier than typing -builder X)
Other Fixes & Improvements - Profile: Fixed a bug where clicking Match History immediately after loading a Profile wouldn't load the results - Loading Screen: Updated various tips - Postgame Graphs: Fixed a variety of bugs where certain graphs weren't lined up properly or had zero-values when they shouldn't have - Guild Invites & Custom Game Invites: Fixed a bug where pressing Back wouldn't load the correct popup again - Weekly Challenge: Fixed a bug with Orchid gold refund for Shuriken Cyclone - Tab Scoreboard: Fixed a bug where enemy Legion Spells (like Hero, Sorcerer, etc.) would be shown on Wave 11 when they shouldn't have been shown until the next wave - Mastermind Lock-In: Improved game message to show which fighter you locked-in - Unit Hitboxes: Fixed a bug where box selection and other unit hitbox dependent interactions sometimes didn't work - Reconnecting: Fixed some bugs with wave timer & Legion Spells - Power Score Scoreboard: Text now shrinks if too wide, instead of wrapping to a new line - Target Frame: Fixed a bug where UI would break if a unit name was too long (like Machine de l'Apocalypse) - VFX: Fixed a bug where some VFX would fly across the screen - VFX: Fixed a bug with Pulverizer VFX that made it sometimes flicker
Game Balance
Shutdowns - Shutdown bounties reduced by 30%, but players now go on fire faster - Shutdown bounties are now in increments of 25 gold instead of 50 - Reduced the weight of mythium on power score to reduce cases where saving mythium wrongly caused you to go on fire - In 4v4 only, players who are ahead receive less shutdown gold, and players who are behind receive more shutdown gold
By the time a team went on fire, the game was often already decided. Now the winning team will go on fire faster, but the bounty is 25 instead of 50. It also takes a 30% bigger lead than before to accumulate the same bounty
Mastermind - Low durability melee units no longer have their defense type counted for the randomizer. Affected units: Looter, Sea Serpent, Nightmare. This means Nightmare will no longer be your only swift or natural defense
Sorcerer - Sorcery: +17% ability damage aura >> +50% ability damage to one unit
Sorcerer often warped the game, giving a significant advantage to the team that could better utilize it. It's now stronger up front, but has less upside and no longer forces your entire build to revolve around it
Fighters
Green Devil - Damage: 48 >> 47
No longer perfectly 2-shots wave 3. Green Devil has a 52.5% win rate, high pick and usage rates, and is indirectly buffed by the changes to waves 7 and 9. A nerf is needed.
Hades was causing too much lag and, as cute as Imps were, they just didn't feel epic enough for an upgraded tier 6. We’re replacing Imp with a more powerful summon: Thanatos.
Waves
(6) Rockos - King damage on wave 6 increased by 5%
- In classic queue, low-rated players on the lower-rated team now start with bonus income. The amount is based on the degree of unfairness of the teams, considering players' ranked ratings and hidden classic ratings. - 4-stack parties are no longer split up
We're testing this mechanic as a way to: 1) Keep queue times fast 2) Keep games reasonably fair 3) Always allow 4-stacks to play on the same team
In the future, our goal is to implement skill-based matchmaking for classic queue.
New Feature: Postgame Reporting
- You can now report players for verbal abuse in the postgame screen by right-clicking their name - These reports use the standard report ammo. 1 ammo restored every 8 games, up to 2 ammo held at a time - As before, griefing (intentional losing) must be reported in-game via the TAB scoreboard, so that in-game information can be used to strengthen the report - As before, leaving and afk'ing are automatically punished, so they don't need to be reported - Additionally, FairPlay is now smarter about detecting toxic players
Improvements & Fixes
Major Improvement: Performance Boost - Overall performance boost, especially with many units on the screen. Rewrote client-side movement rendering
Minor Improvements - Spectator Mode (beta feature for tournament hosts only): Added a game message whenever a spectator joins a game - Classic Queue: No longer shows the number of players in queue. It was bugged and not easily fixable. Will consider implementing this in a future patch - Mastermind Options (Greed, Lock-In, Redraw): Now shows a game message to teammates and spectators when picked - Weekly Challenge: Clicking "View my best build" no longer plays a sound - Maintenance Message (top menu bar): Now hidden unless you are viewing the main menu or login screen
Gameplay Fixes - Added more debug information for the "wave units stuck in cave" bug. Please report logs in Discord (https://discord.gg/legiontd2) if you experience this bug in v7.02! - Shift+Clicking a mercenary now has less risk of accidentally sending it after the wave spawned (reduced retry attempts from 5 to 4). Shift+clicking before income remains the same. - Dark Mage: Now less likely to buff Berserker/Fatalizer on non-boss waves. Thank you to Widderson for the report - Lost Chieftain: Fixed a bug introduced in v7.00 where it buffed the wrong target - In 4v4, enemy wave now only start sprinting once all players are finished fighting, rather than just your team. Thank you to Cornep for the suggestion
Ping Wheel - Replaced "maximize value" button with a thumbs-up button, which should be more useful
Game Balance
There hasn't been enough time since v7.00 to make significant balance changes, so we're only addressing outliers this patch.
Hero / Leviathan - Percent damage bonuses now factor in existing damage bonuses, rather than only taking into account a unit’s “base” damage. This buffs Hero with Nekomata, Doppelganger, Fenix, and Kingpin. It also buffs Leviathan with Fenix
Pyro is slightly weaker on its own but now less hard-countered by Safety Mole. Pyro was changed a few patches ago to attack rapidly to thematically be a flamethrower, but it had balance concerns. We’re partially reverting that change and also giving Pyro new VFX.
Happy new year, everyone! We hope 2021 is better than 2020 and wish you a year of health and happiness.
Season 7 Begins
January 4: Season 6 ends at 8am PST / 5pm CET. Ranked disabled. Player ratings are soft-reset
January 5: Patch 7.00 is released
January 6: Season 7 begins at 8am PST / 5pm CET. Ranked games re-enabled
2x Chaos Featured Game Mode This featured game modes lasts from January 4 to 6. The rules of 2x Chaos are:
Random roll (6 new fighters) every wave
Waves have 2x the number of spawns
Start with 300 gold instead of 250
Sponsored Tournaments We are now sponsoring community tournaments and leagues with essence for organizers and premium essence for winners. See the official thread for qualification and details.
LIHL Diamond Division The LIHL (Legion TD 2 In-House League) now has two divisions: Grandmaster and Diamond. The Diamond Division is intended for competitive players outside of the ~top 50. Winners get premium essence and qualification into the Grandmaster Division. See the official thread for signup instructions and details.
7.01 Hotfix
Pathing - Fixed a major bug where mercenaries were sometimes being spawned in the wrong position, depending on what other mercenaries were being sent
Shutdowns - Fixed a major bug with power score being computed incorrectly after sending mercenaries. This caused players to be on fire in highly unexpected and unintended cases - Venture no longer decreases your power score. This means players are less likely to unexpectedly go on fire when the other team picks Venture - Treasure Hunting now properly increases your power score on the next wave - Hero, Villain, Sorcerer, Magician, Titan, Pulverizer, and Guardian Angel now increase your power score by the same amount as Allowance. This (1) removes cases where the other team becomes on fire because they picked economic spells, and (2) allows you to hide your legion spell selection better - Added Team Power Score Advantage graph in post-game stats. Power Score takes into account income and mythium, in addition to net worth
4v4 - Reverted the 5% mythium gather rate reduction
Duoing - The rank 1 player is no longer (unintentionally) heavily penalized for duoing
Stability - Fixed a bug where a variety of glitches would result (unable to build, HUD glitches, etc.) when a game didn't properly fully reset from the previous game
7.00 Patch Notes
New Secret Cards: Fiesta & Et tu, Brute?
Visit the Card Trader each week to reveal how secret cards drop in-game
New Feature: Online Guild Members - You can now see a list of online guild members in Global Chat - Players who are in-game will have names shown with an asterisk (*)
New Feature! Fighter Role Icons - Fighters now have role icons to quickly communicate whether they are tanky, DPS/support, balanced, or an aura
Thank you to Maraudaur for the suggestion
Pathing & Targeting - The wave and mercenaries now run directly downwards instead of diagonally towards the bottom-center of your lane. This makes pathing more consistent whether you built at the top or bottom of your lane. - Separation (when two units overlap) is less bouncy and less random. This makes units less likely to loop-de-loop - When a ranged unit pulls aggro (typically when furthest in front), it is now less likely to run forward - Tank mercenaries now spawn less ahead of the wave. This makes tank mercenaries less likely to dramatically affect pathing behavior - Center units (minibosses, bosses, and some mercenaries) now more consistently go right with an even height and even range split
Together, these changes make pathing more consistent and splitting more reliable. There may be some needed positioning adjustments. Thank you to Pennywise and Shadowings for help with testing and feedback
New Mechanic: Shutdowns - When a team is significantly ahead, they are considered "on fire." Making anyone on that team leak will grant a shutdown bounty of gold to your team. Only one shutdown bounty can be awarded per wave. - Power score is used to determine whether a team is ahead. Power score is based on your team's gold, mythium, and income. For every 500 power score one team is ahead of another team in 2v2 (1000 in 4v4), a shutdown bounty of 50 gold is accrued. - Decreased leak gold given to the leaking player and to the opposing team by ~5% to avoid gold inflation
Legion TD 2 is a snowbally game - when you get ahead, you typically stay ahead and get more ahead. As players have gotten better at the game, the game has become even more snowbally, with one early game mistake, risk, or unlucky pathing/targeting deciding the game. Early game decisions and advantages are still highly impactful, but this change makes it more possible to come back.
Power Score - Improved formula to be more accurate and to not fluctuate at unexpected times - Now updated at the end of the battle phase instead of at the start. This is because power score changes typically happen during the battle phase - Fixed a bug where power score was computed incorrectly when using Pack Rat's Treasure Hunt - The length of the power score bar now rounds to the nearest 100 to avoid giving away too much information, especially early game
Recommended Value - Now takes into account your attacking opponent's unspent gold to help hide worker count when "shifting" gold (notably with 2-worker Grarl openings) - Tweaked numbers to be more accurate
High Elo Duos - Disabled the harsh duo penalties for top 40 players. Due to a technical limitation, it still affects the rank 1 player (in a future patch, it will be fully disabled) - If players abuse this by smurf boosting to the top of the ladder, we will re-enable it
XP Gain - Significantly increased XP gain from levels 3 to 7. This helps players level up faster and gain more essence to unlock mastermind options and special builders
Cards - Increased drop rate - Card Trader no longer carries the same cards two weeks in a row - Card Trader now carries secret cards on a fixed rotation (rather than completely random every week), so each secret card will appear once before appearing again a second time, and so on
Guilds - Application cooldown: 24 hours --> 6 hours - Essence gain from contribution increased: 1% per 3000 --> 1% per 2000 - Guild War now shows # of wins to help you keep track
Game Coach - Added a new recommendation if you leak hard while doing a long save (be careful about saving too long and starving yourself)
Thank you to Babelfish for the suggestion
Postgame Stats - Added a new wave stat: Average Leak % Per Wave - Now shows your avatar next to your name instead of which legion you picked - Improved net worth calculation: now considers 2x workers correctly as 50g instead of 100g - Fixed a bug where workers in the queue weren't counted for net worth calculation - Fixed a bug where mercenaries hired right before income weren't counted towards the income stat - Fixed a bug where power score of the final wave would be shown incorrectly on the main screen
Classic Queue Loading Screen - Now shows your total non-ranked wins instead of current rank - Your number of wins now changes color at different thresholds
Classic has hidden Elo, which can sometimes mislead players about the fairness of the teams. This change makes that clearer, especially for highly experienced non-ranked players
FairPlay - More aggressive AFK detection - Improved griefer detection
Game Client - Fixed a rare bug where hitting the Play Again button with an out-of-date client wouldn't trigger the patch maintenance popup - Fixed a bug where applying to a guild via the guild's profile, rather than the Browse Guilds menu, would get stuck at "Loading..." - Fixed various bugs where middle-clicking (guild member on the Guild page, card in collection, etc.) would put the client in an unresponsive state
Stability - Added additional multithreading to fix some rare instances of dropped frames resulting in general instability (may result in different glitches though - can easily rollback changes if needed) - Fixed a rare bug where some portions of the UI didn't function properly if the game couldn't write to disk - Some performance optimizations with pathfinding - Fixed a long-time bug that caused occasional stuck units, especially in 4v4. (Region boundaries were slightly misaligned between different data structures in some situations)
Chat - Tweaked colors. Now that we’ve added party chat, guild chat, and other chat types over the years, it was due for an overhaul to avoid reusing colors. - Global Chat now displays a warning if you are sending messages too quickly (being spammy). The limit is stricter if you have a Toxicity alert. The limit only applies to in-game messages, not those sent from a Discord client.
Other Fixes & Improvements - APS and Butcher are now less likely to be recommended by the unit recommender or built on waves 1-4 - When No Save mode is enabled, workers gather mythium 5% slower - Improved VFX for Immolation and Chain Frost - Fixed a bug where the game would think you leaked if another unit died while a reviving unit (Eternal Wanderer, Samurai Soul, Guardian Angel) was in the middle of reviving - Fixed a bug where last week's Weekly Challenge winner displayed the wrong score - Fixed guild leaderboards’ "around me" section which wasn't working properly in some cases - Fixed a 1440p+ bug where Power Score was wider than it should have been - Added Masters Cup 7 badges and LIHL 2 badge
Balance Changes
4v4 - Workers now gather mythium 5% slower. With the introduction of shutdowns, games will have more gold and workers, leading to longer and laggier games. This change is needed to keep things in check. - Fixed a bug where Soul Gate wouldn't start summoning units if no other units owned by that player were aggroed (typically when one player builds in the front and another builds Soul Gates in the back)
Legion Spells
Guardian Angel - Maximum health on revive: 1900 >> 1750
Hero - Damage and damage reduction: 6.25% >> 6%
Sorcerer - Ability damage bonus: 18% >> 17%
Titan - Health: 1300 >> 1250
Villain - Damage amplification: 30% (15% for ranged) >> 32% (16% for ranged)
Fighters
Proton / Atom - Attack speed: 1 >> 1.06 - Ionic Force: Attack speed gain: 25% >> 20% - Fixed a bug where Proton’s backswing was unintentionally reducing its effective attack speed at 7+ stacks. Overall, their DPS is affected as follows:
Dark Mage - Fixed a bug where Mind Warp would sometimes cast on the 2nd best target instead of the best target
Sky Queen - Projectile speed: 1400 >> 3000 - Fixed a bug where Sky Queen’s backswing was unintentionally reducing its effective attack speed at 10+ stacks of Acrobatics. At max stacks, Sky Queen now attacks 13% faster.
Rather than over-nerfing Grarl’s stats, we’re nerfing its flexibility as an opening. This change makes Grarl take three attacks (instead of two) to kill wave 2, but buffs it on other waves
Hey everyone! Hope you're enjoying the shop/guilds patch and higher recent activity. We're excited to announce the end of season 6, the start of season 7, and an upcoming featured game mode.
January 4: Season 6 ends at 8am PST / 5pm CET. Ranked disabled. Player ratings are soft-reset
January 4: Patch 7.00 is released. 7.00 will be a relatively small patch
January 6: Season 7 begins at 8am PST / 5pm CET. Ranked games re-enabled
The next featured game mode is 2x Chaos 2v2 from January 4 to January 6. The rules of 2x Chaos are:
Random roll (6 new fighters) every wave
Waves have 2x the number of spawns
Start with 300 gold instead of 250
Season 6 Rewards
Ranked badges and loading screen borders are based on your peak rating in season 6. You are not penalized for dropping below a tier you already achieved. Eligibility for each tier requires 10 ranked games and a peak rating in season 6 of:
Bronze: 1000
Silver: 1200
Gold: 1400
Platinum: 1600
Diamond: 1800
Expert: 2000
Master: 2200
Senior Master: 2400
Grandmaster: 2600
Legend: 2800
Best of luck in the final weeks of season 6! Remember - you cannot lose a ranked reward by playing. Rewards are based on your peak rank this season.
The moment we’ve all been waiting for: SHOP & GUILDS are here! Before diving into the details, we wanted to reflect on how the game has evolved over the years.
As a 4-person indie team, we’re thankful to have such a supportive community and are excited to continue growing and improving the game. Cheers!
Now, let’s talk about the shop and guilds. The shop offers a variety of character skins, collectible cards, mastermind options, and special builders… with more to come!
Currencies
The shop uses two currencies: essence and premium essence. Essence is earned by playing games. Essence gain is enabled in ranked, classic, featured, play vs. AI, and custom games with multiple human players. You can also gain essence via:
First win of the day
Beating the Weekly Challenge
Leveling up
High behavior score
Selling cards
Hosting tournaments
You will keep all essence you’ve accumulated before the shop’s release.
Premium essence can be purchased in the shop. It can also be gained by:
Leveling up your guild
Winning tournaments
Cards
Cards are collectibles that have a chance of dropping each time you get a kill. Cards increase your collection value and can be used as avatars, sold for essence, or donated to your guild.
Card drops are enabled in ranked, classic, featured, and play vs. AI. Each game you play without finding a card gives you 1 pity point. Each pity point increases your drop rate by 1%. For example, after 150 games without a card, you will have +150% (or 2.5x) drop rate.
This patch also introduces 39 new cards. Instead of being standalone avatars, all waves now have cards, including Scorpion King, Giant Quadrapus, Legion King, and Blob.
Duplicate cards now have special value. 3 cards of the same type give the card a silver trim, and 10 cards give it a gold trim. When that card is equipped, the special trim applies to your avatar and everywhere your avatar is displayed, including your profile and in-game.
Secret Cards
Secret cards are a very rare type of card that have a chance of dropping when certain events happen in game. As a sneak peek, here are some events:
This is Fine Has a chance to drop when all players leak 80%+
C H O N K Y Nekomata Has a chance to drop when Nekomata devours 10 enemies on the same wave
The rest of the events are hidden and can only be discovered as players find secret cards, or as they are revealed by the card trader (more on that soon).
Card Trader
The card trader is Legion TD 2’s newest addition to the family. Every week, he offers 24 random cards with the following rarities: 10 uncommon, 7 rare, 4 epic, 2 legendary, 1 secret. When you unlock a card, you receive one of the 24 cards at random, each with equal probability. May the odds be ever in your favor.
Hovering that week’s secret card will reveal how to achieve it in-game, but your best chance is with the card trader.
Mastermind Options
Mastermind options are a new gameplay mechanic that allow you to spec into different playstyles. This mechanic replaces the ability to pay income to reroll on wave 1. Each game, you select one mastermind option:
Redraw: +3 income, and you may redraw your initial roll up to two times for free
Lock-in Fighter: +3 income, and you may lock-in a fighter of your choice
Greed: +5 income
Redraw is similar to old mastermind, with the advantage of being able to redraw for free (instead of paying income). It’s recommended if:
You have strong preferences for certain rolls
You liked mastermind as it was
Multiple units synergize with one of the available legion spells
Lock-in Fighter is the default option and something all players start with. It’s recommended if:
There’s a unit you can’t live without
You’re still learning all the units
A unit synergies with one of the available legion spells
Greed is greed. It’s recommended if:
You’re versatile and can play with any roll
You live life on the edge
Mastermind options are unlockable with essence to help players progress and learn mastermind at a good pace. Veteran players will be able to unlock all mastermind options immediately.
Special Builders
Special builders can be picked in place of a legion or mastermind. They are playable in classic, featured, play vs. AI, and custom games. On release, the shop offers Chaos and Hybrid builders, and we plan to design more.
Chaos
Start with a random roll. One fighter from each tier
At the start of every battle phase, get a new random roll
+5 income
Hybrid
Build tiers instead of fighters. Each time you build a tier, get a random fighter from that tier
Cost of each tier is lower than the average cost of each fighter in that tier
Sell units for 80% instead of 60%. Sell Eggsack for 95%
All players that are currently level 5+ are given the Chaos and Hybrid builders for free.
Guilds
Guilds are a way to form communities, compete, and earn rewards. Each guild member has a role:
Leader: The top dog. Can perform all guild-related actions.
Officer: Can invite new members, kick members, and edit member titles
Member
Guilds also have levels. Each time a guild member is added, wins a game, or donates a card, your guild gains experience. You and your guild earn rewards as your guild levels up. Fully unlocked guilds have custom titles, custom emblems, and a maximum of 30 members. At level 10 and for each subsequent level, every member of your guild earns 100 premium essence.
When a player donates a card to their guild, the player gains Contribution. Contribution permanently increases your essence gain. The donated card contributes to the guild’s level and can be used as the guild’s avatar. 15 or 50 of the same card gives the guild’s avatar a silver or gold trim.
Guild Emblems
Guild emblems are customizable images that show up in-game for all guild members at the bottom of your lane. Use responsibly.
Guild Wars
Guild Wars occur every Saturday from 9am to 1pm PST (6pm to 10pm CET). During Guild Wars, each time you win a ranked, classic, or featured game, your guild earns victory points:
5 victory points for each of your first three wins
15 victory points for your fourth win
You can earn victory points playing solo, partying with guild members, or partying with non-guild members. The ten guilds with the most victory points earn guild experience and bragging rights. The winning guild earns more experience and a spot on the Guild War wins leaderboard.
The first Guild War begins Saturday December 5 at 9am PST / 6pm CET.
For players in Asian and Oceanic time zones, we understand these hours aren’t ideal for you and plan to host some future events at more favorable times.
Skins
Skins are special cosmetic changes to units. Depending on the skin’s tier, this includes a new texture design, new VFX, and a different model with new accessories. On release, the shop offers 28 skins with the following rarities: 6 standard, 16 rare, 2 epic, and 4 Kickstarter-exclusive… with more to come!
We’re so happy to bring you the shop and guilds. Any money spent goes directly towards improving the game and allows us to continue working full-time on Legion TD 2. Thank you for your support.
Announcements
Steam Promotion On December 4th, starting at 10am PST / 7pm CET, Legion TD 2 will be featured on the front page of Steam. We’re expecting an influx of new players, returning players, and increased activity. If you can play or stream on the weekend of December 4th-6th, it would be awesome!
If you're new to the game, check out our video guide:
Masters Cup 7 The Masters Cup is our semi-annual official Legion TD 2 tournament. Compete against the world's best players!
$500 prize pool + in-game badges for top 3 teams
Select games are streamed and casted
Sign up as a team or individually. Must be 1800+ Elo. The first 60 players to sign up will be guaranteed a spot; the rest will be waitlisted. See the official tournament thread for details and sign-up instructions.
Dodging Games - FairPlay penalty doubled - Elo penalty: 4 >> 6
We’re seeing too much intentional game dodging, especially in high Elo
Special Commands - Added -damage and -damagetaken commands, in addition to -dps and -lifetime. Type them in-game during the build phase - Fixed a bug with -dps not working properly for units with summons - You can now click a build in the Postgame Builds tab to copy it to your clipboard. To load it, start a Sandbox game, type -load, and paste the text in
Bots - Now smarter about using Pyro - Now smarter about playing against Giant Snail - Now smarter about properly valuing when an enemy player Treasure Hunts - Takeover bots: Fixed a bug where they would be too eager to place a new aura instead of upgrading an existing one - Takeover bots: Slightly stronger preference to upgrade existing fighters instead of building new ones
Weekly Challenge - Scoring system changed to count 1 point for each 1 extra gold (should be easier to understand this way) - Fixed a bug where selling a Hydra crashed the game - Fixed a bug where Grarl, King Claw, and Ocean Templar accidentally used Delicacy instead of 100% Sell
Translations - The Steam page is now translated into Korean
Tooltips - Added numbers and additional details to pre-selection tooltips for Giant Snail, Hero, Magician, Protector, Pulverizer, Sorcerer, Vampire, and Villain
Game Coach - Now smarter about when to suggest training fewer workers
FairPlay - Improved clarity of warnings to help players improve their behavior
Environment - Improved lighting during build phase (less intense blue light)
Audio - Added a sound for Pulverize - Improved transitions between background music & special themes
Country Flags - Added new icons, which are optimized for smaller resolutions. Should be smoother looking than the previous ones.
Fixes - Fixed leak % calculation for wave 21 (it was based on health before, but is now correctly based on bounty) - Fixed a profile bug where "New!" text would display excessively when switching between different accounts on the same computer - Inviting to party now no longer requires an extra confirmation (it was unintended to have the extra confirmation screen) - Fixed a bug where post-game Power Score wouldn't take into account mythium that you sent during the final wave (that the game ended on) after the wave already spawned - Fixed a very rare bug where the wave wouldn't be treated as cleared after all enemies died. Thank you to n0rserman for the bug report
Game Balance
Chaos Builder - You now get new rolls at the start of this wave’s battle phase instead of the start of next wave’s build phase. This gives you more time to plan ahead
Dual Building - Haste: Attack speed buff to enemy units: 5% >> 3%
King - Now smarter about target selection on waves 5, 10, 15, 20, and 21 - Fixed a bug where Judgment would fail to cast in some situations on the 4v4 map
Guardian Angel - Maximum life on revive: 2100 >> 1900
Hero - Damage and damage reduction: 6.5% >> 6.25%
Pawn Shop - Gold: +80 >> +85
Protector - Health: 650 >> 700 - Protection Aura: Regeneration: 0.5% >> 0.6% - No longer works on revived Eternal Wanderer and Samurai Soul - Fixed a bug where the Protector buff would remain on summoned units even if they were no longer in aura range or the aura caster died
Pulverizer - Now also gains +10% attack speed
Magician - Mana regeneration: 22% >> 21%
Sorcerer - Ability damage: 19% >> 18%
Titan - Health: 1350 >> 1300 - No longer works on revived Eternal Wanderer amd Samurai Soul
This change makes Pyro a bit stronger on its own but more vulnerable to Safety Mole. It also thematically brings Pyro back as a fast-attacking flamethrower
Lost Chieftain - Gaia Shield: Health gain: 1350 >> 1500 - Fixed a bug where Gaia Shield would be wrongly cast on summoned units when built near the top of the lane
Pick rate: Average Win rate: 47.2%
MPS - Health: 2180 >> 2300 - Damage: 92 >> 95
Pick rate: Average Win rate: 50%
Head Chef - Health: 3050 >> 3400 - Damage: 112 >> 124
Pick rate: High Win rate: 47.2%
Sand Badger - Health: 2550 >> 2520
Pick rate: High Win rate: 52.2%
A light change, as the wave 7 and 14 nerfs indirectly nerf Sand Badger
Ocean Templar - Health: 2000 >> 2200 - Damage: 160 >> 165 - Resonance: 2% max health regeneration >> 1% missing health regeneration + 20% damage reduction from magic damage
Pick rate: Extremely High Win rate: 49.5% Priestess of the Abyss - Health: 970 >> 950
As players have learned how to position Priestess, she has become one of the strongest openings in the game in high Elo. With nerfs to other strong openings like Atom and a shift in power from wave 7 to 8, we’re doing some small preemptive nerfs to her
The Masters Cup is our semi-annual official Legion TD 2 tournament. Compete against the world's best players!
Free sign-up
$500 prize pool + in-game badges for top 3 teams
Select games are streamed and casted
Sign up as a team or individually. The first 60 players to sign up will be guaranteed a spot; the rest will be waitlisted. See the official tournament thread for details and sign-up instructions.
- Fixed a bug where Proton and Atom were gaining mana 20% faster than intended. This fix nerfs them back to 6.03 power level on their own and keeps the synergy nerf with Sacred Steed
6.04.1-6.04.4
- Various bug fixes
Announcements
LIHL
The second season of the Legion TD 2 In-House League (LIHL) is underway!
Featuring 24 of the highest-ranked players in the game.
Small maintenance patch with bug fixes and balance changes
Game Improvements
Mac Users - Fixed a critical bug where the game would crash or have game-breaking graphical glitches in menu screens. If this fix doesn't work for you, delete your Config/Options.ini file - ask in Discord if you need help.
FairPlay - Fixed a display-only bug where players would get an AFK warning popup after a game finished if they AFK'ed at the victory/defeat screen
Audio Updates - Various new UI sounds - Various new ping sounds for leaking enemy lane as well as reaching enemy king (the goal is to have unique identities for each of these pings)
Game Balance
Legion Spells
All Out Assault - Income: -15 >> -20
All Out Assault was intended to be a way to end the game when ahead or a way to surprise your opponents when behind. We're increasing the income penalty to emphasize that identity.
Guardian Angel - Maximum revive health: 2300 >> 2100
Press the Attack - Mythium: 75 >> 70
Protector - Bonus health: 600 >> 650
Pulverizer - Percent chance to stun: 27% (15% for ranged) >> 32% (16% for ranged)
Sacrifice - The +90 gold is now gained immediately, rather than after Sacrificing a unit
This makes Sacrifice viable to use on later waves
Sorcerer - Ability damage: 20% >> 19%
Vampire - Life steal and ability vamp: 22% >> 21%
Villain - Damage amplification: 27% (15% for ranged) >> 30% (15% for ranged)
Fighters
Peewee / Veteran - Now considered ranged when boosted
This is technically a bug fix but also a situational nerf with Villain and Pulverizer and against wave 9 and Siege Ram
Proton / Atom - Synergy with Sacred Steed/Pegasus nerfed by 17%
Win rate: 52.6% Pick rate: Average
Nekomata - Attack speed: 0.91 >> 0.88
Win rate: 52.4% Pick rate: High
Grarl - Damage: 74 >> 72
Grarl remains the highest pick rate unit in the game with a solid win rate. Delicacy (90% sell) is what makes the unit fun/versatile/unique, so we’re intentionally nerfing base stats instead of Delicacy
LIHL Season 2 of the Legion TD 2 In-House League (LIHL) is starting October 5th. The top 12 highest-rated teams will qualify. See thread for details and sign-up instructions.
Steeni Halloween Cup The second Steeni Cup will be on October 31st. ~$300 prize pool. Details and sign-up instructions coming soon.
6.03 Patch Notes
We're hard at work on the shop, so this is primarily a balance, bug, and quality-of-life patch
Game Improvements
Leak Percent Rework - Leak percent is now relative to a wave's bounty. This is a visual change that doesn't affect gameplay -- Old leak percent = Bounty Leaked / Total Bounty of Wave and Mercenaries -- New leak percent = Bounty Leaked / Total Bounty of Wave - This means you can leak more than 100% - This means leak percent now reflects how much gold you leaked and gives a good idea of how much damage your king will take - Adjusted big leak and color thresholds to account for the above changes - Leak message now shows mercenaries received & shows a “x” icon on the mercenaries the player killed:
Play vs. AI - New Difficulty: Beginner - Play vs. AI Easy is now more difficult
Chat - Now automatically attempts to reconnect if it fails to connect after 7 seconds - New party chat hotkey: hold CTRL + Enter to type to party (adds a "/p" similar to SHIFT + Enter for "/all" chat)
4v4 Surrender - Players can now surrender with a majority 3/4 vote starting on wave 11. Wave 10 and prior still requires a unanimous 4/4 vote
Trophies - New trophy: Ultimate Terminator - Defeat Insane bots in Play vs. AI mode as a duo party - The original Terminator trophy is now only awarded for solo parties
Fighter Value - If you Treasure Hunt a Pack Rat, it now decreases your displayed fighter value by 75 - Hydra’s value changed to more accurately reflect its power -- Full power: 470 >> 420 -- 1-stack debuff: 400 >> 360 -- 2-stack debuff: 340 >> 300 - If you boost a Peewee, Veteran, Infiltrator, or Orchid, the boost gold is added to your displayed fighter value
Weekly Challenge - Added a button "View my best build" to view your best build for the current week - Fixed some bugs relating to score calculation and saved builds - Fixed a bug where it didn't display any message if you tied the challenge score - Fixed a bug where you could use Treasure Hunt (it is now disabled) - Mudman and Golem no longer become un-Hardened after resetting the wave
FairPlay - Chat bans are now more aggressive - Added extra protection against false positive bans - Fixed a rare bug where players could be wrongly punished for being AFK
Avatars - Fixed a bug where some badges were unselectable as avatars
Tooltips & Clarity - Added “Flying” to the descriptions of all flying units - If upgrading a unit causes it to lose the ability to fly, it is now clarified in the description - Every ability that deals ability damage now specifically mentions it - Auras now explicitly state they do not stack with themselves - Improved tooltip clarity for all aura units and auras - Improved tooltip clarity of value bar recommendations - Improved tooltip clarity for Embargo, Haste, Mind Warp, Gateguard, Maccabeus, and Legion King - Increased aggressiveness of eco strat warnings - Spawn Bias renamed to Spawn Position - Changed references of “deploy” to “build” - Changed references of “undeploy” to “sell” - Changed references of “creatures” to “waves” - Changed remaining references of “spell damage” to “ability damage” - Changed references of “day” to “battle phase” - Changed references of “night” to “build phase”
Game Interface - Tooltips: Fixed a bug where sometimes the wrong armor type tooltip was displayed when mousing over a unit's armor icon - Gameplay: Fixed a bug where ready button wouldn't show "Waiting on" message below the button - Gameplay: Selling a fighter with a Hero-style legion spell will now prompt a "Confirm Sell" popup to prevent accidental sells - Game Camera: Camera bookmarks (most commonly: 1, 3, and spacebar hotkeys) now jump to the "action" (fighters) during the battle phase - Game Camera: Fixed a bug in 2v2 map where F3/F4 keys didn't properly jump to the opposing players' lanes
Client Interface - Invites: New Invite UI (now shows confirmation window with that player's name/avatar) - Players: Fixed a bug where Send Message was grayed out unless you were friends (despite being able to whisper non-friends) - Chat: Fixed a bug where Global Chat messages from Discord were displaying even if you had Global Chat disabled - Chat: You can now click most links in chat messages - Codex: Fixed a bug where animations would be frozen after quitting a game - Inbox: Message now expire (auto-delete) after 30 days - Inbox: Bottom-bar icon gold number now represents # unread messages rather than # total messages - News: Added new maintenance messages that can display up-to-date information when servers are down - Matchmaking: More accurate estimated wait time - Tutorial: Now auto-selects first incomplete mission by default
Game Coach - Less likely to wrongly say you’re overvalued on wave 1 - Less likely to wrongly say you’re overvalued with Sky Queen
Profile - Fixed a bug where pick rates were not properly updating when playing non-Mastermind Legions. This will fix data moving forward, but unfortunately can't fix data before this patch
Stability - Fixed a rare bug where an error would cause a hidden crash popup that would prevent connecting to a new match - Fixed a rare loading screen bug where the game wouldn't load properly under certain conditions - Fixed a rare bug where keyboard controls would become unresponsive after partially typing an emoji - Fixed some cases of the client freezing on exit (other cases still remain) - Potentially fixed a crash issue when changing options in-game (Disabled VFX plugin while adjusting options)
Gameplay Improvements
Pathing & Targeting - Reverted a change from patch 6.02 where units wouldn't aggro targets that were far away outside their range (this was causing some units to not aggro properly) - Units should switch targets less often (no longer attempt to retaliate if they already have a target, even if that target is outside range). This should improve Wave 10 to be less dizzy when targeting your ranged fighters. - Units are now a bit more conservative about "looping" around when they reach a blockage (May have side effects - please share videos on Discord if you can!) - Fixed some cases where units would waste time moving to the position of an already-dead unit
Hydra & Alpha Male - Hydra no longer debuffs Alpha Male
Sacred Steed & Pegasus - Fixed a bug where they wouldn't self-cast if a full-mana Angler or Bounty Hunter was nearby. They will now self-cast in those situations
Bots - Fixed a bug where bots would sometimes not full-send when they should have - Now smarter about using Guardian Angel - Now smarter about using Pyro, Honeyflower, and Hydra - Now smarter about valuing properly on wave 9 with ranged units
Giant Snails - Fixed a bug where you could only train 7 or fewer Giant Snails when you should have been able to train 8
Legion Spells - Fixed a bug where Hero-style legion spells became unusable on new fighters built after you used Harden on Mudman or Golem
Game Balance
Primary goals: - Improve mercenary balance. Nerfs to Brute early game and Four Eyes + Shaman late game - Shift power from base fighters to upgrades - Shift power from tier 1 to higher tier fighters - Nerf abusive combos (Leviathan + Lord of Death, APS + multi-attackers) 4v4 Dual Building - Value, recommended value, and workers now properly display a shared number on scoreboards. Workers display an average, and value and recommended value display a sum. This is a significant quality-of-life buff - Haste: Enemy units no longer have bonus movement speed - Banana Bunk and Banana Haven no longer count as area-of-effect units - Soul Gate and Hell Gate now behave normally in the dual-build area, rather than spawning units too soon
Mastermind - Aqua Spirit and Violet no longer satisfy the magic requirement - Smarter auto-picker (default roll selection)
King - Now smarter about not wasting autoattacks when the king has Immolation (depriotizes targets that are close to dying from Immolation) - Now smarter about target prioritization on wave 15 - Now smarter about target prioritization against Four Eyes (the king will now switch targets to Four Eyes if its damage has ramped up enough) - Health increased by 25% in 1v1 and single-player games
Legion Spells
Pulverizer - Stun duration: 1.5 seconds (0.3 for bosses) >> 2 seconds (0.5 for bosses)
We’ve missed the mark on Pulverizer balance, so here’s a big boy buff
Vampire - Life steal and ability vamp: 23% >> 22% - Ability vamp is no longer reduced for area-of-effect abilities
Bringing back a long lost synergy
Fighters
Mana Adjustment - In patch 4.05, we added 1 mana to some fighters to help prevent them from sitting at max mana. More recently, we implemented behavior for most mana users to autocast at max mana. This removes the need for the extra mana, so we're removing it from the following units and compensating some of them with slight buffs: Gateguard, Harbinger, Desert Pilgrim, Lord of Death, Hades, Disciple, Starcaller, Witch, Shaman
Tier 1 Tier 1 fighters are some of the most-picked and highest win rate units in the game. In high-rated games, it's not uncommon to pick 2, sometimes 3, tier 1 fighters to optimize and snowball early game with workers. This patch nerfs tier 1 and shifts power from base fighters to upgrades.
The goal is to make it feel better to pick higher tier units and strong late game combos (e.g. Starcaller + Soul Gate). There will always be a tradeoff between early game snowball and late game synergies, but right now, early game comps are too strong.
Sea Serpent - Attack speed: 0.93 >> 0.91 - Fixed a bug where Sea Serpents would sometimes never burrow if targets were far away - Now burrows immediately when the lane is aggroed. This primarily affects backline Sea Serpents, which previously burrowed later.
Deepcoiler - Health: 1700 >> 1760 - Attack speed: 0.8 >> 0.81 - Fixed a bug where Deepcoilers would sometimes never burrow - Now burrows immediately when the lane is aggroed. This primarily affects backline Deepcoilers, which previously burrowed later.
Shifting some power from Sea Serpent to Deepcoiler
Butcher - Health: 1250 >> 1230 - Leech: Ability vamp is no longer reduced for area-of-effect abilities
Head Chef - Damage: 110 >> 112 - Cannibalism: Ability vamp is no longer reduced for area-of-effect abilities - Necromancy removed - Mana regeneration increased by 100%
Necromancy as a mechanic on Head Chef was mostly unknown and ignored
Multi-attackers (Masked Spirit, Trinity Archer, etc.) were heavily balanced around APS and MPS. Without the attack damage buff, those units can be more viable on their own and less oppressive with APS and MPS.
Win rate: 51.5% Pick rate: Average
Elite Archer - Attack speed: 0.94 >> 0.97
Trinity Archer - Attack speed: 0.94 >> 0.97
Win rate: 48.9% Pick rate: Average
Priestess of the Abyss - Attack speed: 0.91 >> 0.94
Azeria - Attack speed: 0.91 >> 0.94
Win rate: 47% Pick rate: Average
Nightmare - Attack: 1.85 >> 1.79
Win rate: 53% Pick rate: Average
Antler - Health: 2180 >> 2350 - DPS: Unchanged -- Damage: 93 >> 72 -- Attack speed: 0.74 >> 0.95 - Thick Hide no longer gives 2 flat damage reduction. Now clarifies that Antler receives 10% bonus damage reduction when built next to a Whitemane.
Thick Hide was originally meant to make Antler a viable opening, back when there were far fewer viable openings, but it’s no longer serving its purpose.
This change allows Antler to continue to be a safe 4-worker opening, but to be stronger at most stages of the game. Tuned damage thresholds to be stronger on waves 3-4 and to clear waves 1-2 faster.
Lord of Death - Can no longer be buffed by Leviathan’s Aerial Command
In the future, we plan to make Aerial Command work with Undead Dragon, but it’s not possible right now due to a technical limitation
Hades - Raise Imp: Mana cost 33 >> 25 - Necromancy: Now only applies to dying enemy units (wave and mercenaries) - Necromancy: Mana gain: 1 >> 3 - Imp: Health: 1700 >> 1600
More generally viable, and no longer reliant on spamming tier 1 fighters
Win rate: 51.9% Pick rate: High Red Eyes - Thunderous Charge: Damage increased by 3% - Thunderous Charge: Attack speed slow: 15% >> 25%
No longer casts 4 times at the start of the battle, which nerfs Shaman as an omnipresent late game option, with multiple Four Eyes, and against the king.
Waves
Boss Partial Bounty - Minibosses on waves 5, 15, and 21 now give partial bounty based on their missing health. 25% of the bounty is in the kill, so it’s still better to get the kill than to leave them at 1 health. - As a reminder, bosses on waves 10 and 20 also give partial bounty with 13% of the bounty in the kill. This is unchanged.