Hey everyone! We're excited to announce the end of season 7 and start of season 8. Big things are coming for Legion TD 2 this year, so stay tuned.
July 12: Season 7 ends at 8am PDT / 5pm CEST. Ranked disabled. Player ratings are soft-reset.
July 12: Patch 8.00 is released.
July 14: Season 8 begins at 8am PDT / 5pm CEST. Ranked re-enabled.
Get ready for our next featured game mode! 2x Hybrid from July 12 to 14. The rules of 2x Hybrid are:
Build "tiers" instead of fighters. Each time you build a tier, a random fighter from that tier is built.
Waves have 2x the number of spawns.
Season 7 Rewards
Ranked badges and loading screen borders are based on your peak rating in season 7. 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 7 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 7! Remember - you cannot drop ranked rewards by playing. Rewards are based on your peak rank this season.
Congratulations to adames and Widderson on winning season 3 of the Grandmaster LIHL (Legion TD 2 In-House League), and a big thank you to the community for organizing and casting the tournament. If you didn't catch the action live, here's the video.
Translations
Ukrainian is now released. Thank you to Joi Krokodeel and koi.
Polish is now improved. Thank you to rafaleck.
If you can contribute, please visit https://legiontd2.com/translate. Your help is instrumental in getting the game ready for full launch this year.
Improvements & Fixes
Gameplay - Fixed a bug where Wileshroom and Canopie gained too much health from Gaia Shield and Titan - Fixed a bug where Nekomata revived with too much health from Guardian Angel - Fixed a bug where units built at the very front of the lane died before Gaia Shield could cast
MVP Score - More heavily rewards players who pressure opponents and players who are pressured in the early game - No longer over-rewards players for hiring tons of workers
Bots - Smarter about not training too many workers late game - Smarter about which mercenaries they send
Quality of Life - Display Mode and Resolution can now be changed in-game (if this causes your game to crash, please let us know in Discord) - Smarter fighter recommender (green border) - Recommended value now shows next to your fighter value in the tab scoreboard - Re-enabled in-game trophy full-screen popup for most trophies
Other Fixes - Fixed a bug where your UI would become unresponsive if you found a match while in the middle of purchasing a card from the Card Trader - Fixed a display-only bug where it appeared that you built a fighter at the last second, but it wasn’t actually built in time - Fixed a rare case of certain game actions not running during lag - Fixed a display-only bug where recommended value displayed incorrectly - Fixed some description and translation bugs - Fixed a display-only bug where number of enemies alive displayed incorrectly - Hopefully fixed some cases where king animations didn’t play - Hopefully fixed some cases of units running in place
Game Balance
Hybrid - Harpy and Sea Serpent can now be sold for 90% instead of 60% - Eggsack can be now sold for 90% instead of 95%
Guardian Angel - Maximum health on revive: 1650 >> 1500
Guardian Angel has a high win rate, and higher than similar single-target spells: Protector, Pulverizer, Sorcerer, Titan, and Villain
Magician - Magic Aura: 20% bonus mana regeneration and mana gain >> +0.3 mana regeneration per second. Works with every mana user except Angler and its upgrades.
Now works more like Sacred Steed, where it’s viable with cheap fighters and strong with more expensive fighters - rather than being only viable with a small number of units. We're sad to say goodbye to the Boar + Magician combo, but believe this design is much better and opens up a lot of new combos.
Mana gained from Magician: - Proton: +782% - Fire Archer: +400% - Harpy: +300% * - Fire Lord: +275% - Fenix: +275% - Zeus: +253% - Head Chef: +225% - Atom: +200% - Gateguard: +110% - Sacred Steed: +76% - Pegasus: +76% - Dark Mage: +71% - Desert Pilgrim: +51% - Radiant Halo: +50% - Violet: +36% - King Claw: +35% - Priestess of the Abyss: +25% - Harbinger: +9% - Arc of Justice: +6% - Lord of Death: +3% * - Disciple: +2% * - Sky Queen: -5% * - Hades: -5% * - Azeria: -7% - Starcaller: -8% * - Soul Gate: -50% - Hell Gate: -67% - Great Boar: -90% * - Red Eyes: -90% *
* These units have abilities that make the net effect situational
Vampire - Life steal and ability vamp: 20% >> 22%
Buzz / Consort - Attack speed: 1.05 >> 1.03
Angler - Max mana: 75 >> 100
This change allows you to sit on Angler for longer, rather than being pressured into upgrading to Bounty Hunter at an inopportune time.
Priestess of the Abyss / Azeria Attack speed: 0.97 >> 0.96
Priestess of the Abyss is arguably the highest skill cap unit in the game. As players continue to optimize her positioning, her win rate has increased, and she's become top tier in high Elo.
Starcaller - Amplify Magic: 30% bonus mana regeneration and mana gain >> +0.5 mana regeneration per second. Works with every mana user except Angler and its upgrades.
Now works more like Sacred Steed, where it’s viable with cheap fighters and strong with more expensive fighters - rather than being only viable with a small number of units.
Mana gained from Amplify Magic: - Proton: +880% - Fire Archer: +456% - Harpy: +363% * - Zeus: +320% - Fire Lord: +317% - Fenix: +317% - Head Chef: +267% - Atom: +233% - Gateguard: +133% - Sacred Steed: +96% - Pegasus: +96% - Dark Mage: +90% - Desert Pilgrim: +68% - Radiant Halo: +67% - Violet: +52% - King Claw: +50% - Priestess of the Abyss: +39% - Harbinger: +21% - Arc of Justice: +18% - Lord of Death: +5% * - Disciple: +3% * - Sky Queen: -3% * - Hades: -3% * - Azeria: -4% - Starcaller: -5% * - Soul Gate: -44% - Hell Gate: -63% - Great Boar: -90% * - Red Eyes: -90% *
* These units have abilities that make the net effect situational
Hydra - Damage and health decreased by 2.5% - Damage and damage reduction penalty per stack of hatching early: -20% >> -17.5%
Reverting this change from v7.03. 17.5% feels like the sweet spot, where protecting your Eggsack is rewarded but not overpowered, and intentionally dying Eggsacks aren’t abusive.
Great Boar / Red Eyes - Mana while charging: +6%
Soul Gate / Hell Gate - Mana regeneration: +3%
Compensation buffs for nerfs with Magician and Starcaller
Made translating the game significantly easier by removing thousands of rows. Many duplicates have been removed, and many translations now reference each other, reducing the burden of work on translators.
Released Norwegian!
Deprecated Spanish (Castilian). The Spanish translation should be neutral/international.
If you can contribute, please visit https://legiontd2.com/translate. We're a 4-person indie team, so your help is instrumental in getting the game ready for full launch this year.
Released Languages:
Chinese (Simplified) - 97% complete
Chinese (Traditional) - 75%
Dutch - 85%
French - 99%
German - 95%
Japanese - 60%
Korean - 99%
Latvian - 75%
Norwegian - 90%
Polish - 90%
Portuguese (Brazilian) - 90%
Russian - 97%
Spanish - 96%
Swedish - 80%
Turkish - 90%
Unreleased Languages:
Arabic - 1% complete
Bulgarian - 2%
Croatian - 2%
Czech - 25%
Danish - 30%
Finnish - 20%
Greek - 0%
Hungarian - 15%
Indonesian - 7%
Italian - 0%
Lithuanian - 0%
Persian - 1%
Portuguese (European) - 0%
Romanian - 15%
Slovak - 2%
Slovenian - 8%
Ukrainian - 0%
Vietnamese - 5%
If your language is not listed here, contact Jules in the Discord
Steam Page:
Chinese - 100% complete
Spanish - 100%
All other languages - 0%
Game Improvements
Server Risk Mitigation
Our backup matchmaker (when Microsoft PlayFab matchmaker is down) now supports parties.
Implemented Safety Mode for when there are server issues: 50% rating gain and 0% rating loss.
MVP Score
Increased for players who pressure opponents (by saving, instead of income sending)
Significantly increased for players who are pressured by opponents
Fixed a bug where MVP Score overly rewarded king upgrades
Taglines
You can now set your tagline in your profile by clicking your existing tagline
Typing /tagline now brings up an input dialogue box
Improvements & Fixes
Trophies: Fixed a bug where win/rating-based trophies were sometimes missing
Chat: Messages that are received while picking legion, mastermind variant, etc. (before you get into game) are now re-sent once you get fully in-game.
After level ~5, players will receive a friendly Inbox message to consider reviewing the game on Steam. This only happens once.
Fixed some In-Game Coach cases
Steam Friends: You can now see some in-game information
Wave 21: Fixed a bug where the map was revealed after the first wave
Profile: Fixed a bug where Tactician accidentally included pure-kingup sends
Tab Scoreboard: Fixed a bug where resources would be a little slow to update
4v4 Map: Fixed a bug where a unit that reached the cave too early would be warped to the catch area instead of the bottom of lane
Fixed a rare bug where a game would have various glitches (missing loading screen panels, missing mythium received messages, and other glitches)
Fixed a rare bug where Angler or Bounty Hunter had their mana reset
Catch Area: Warped fighters spawn in a ~30% tighter box to make it less likely for some fighters to not get aggroed when catching leaks
Animations: Fixed some cases where a stationary unit would appear like it was walking
Rendering: Fixed a bug where unit “artifacts” would flicker across the screen when warping/teleporting
Graphics: Fixed a bug where super-effective VFX were either appearing delayed or not at all
Graphics: Fixed a bug where some VFX would appear discolored
Custom Games: Fixed a game-breaking bug when playing with asymmetric matchups
Game Balance
Damage Minimum - Minimum: 3 >> 0
(only affected Green Devil on wave 3 and Safety Mole in some situations)
The damage minimum was an unnecessary and somewhat hidden mechanic that harmed the gameplay purpose of Safety Mole.
King - Health on waves 7 and 8: +5% - Health on wave 9 and 18: -5% - Giant Slayer: 20% >> 18% - AOE damage on waves 13+: -5% scaling to -15% - Chained Frost AOE damage on waves 1-9: +3% - Upgrade Spell: 8.5% >> 9% - Upgrade Attack: 8.5% >> 8%
Too many games are going to late game, especially wave 21, in 2v2 and 4v4. Leaks on late game waves will now be more lethal.
Mastermind - No longer your only source of impact damage: Chained Fist, Butcher - Redraw: Starting income bonus: 4 >> 3
After the buff a few patches ago, Redraw became ubiquitous in high Elo and made each game less unique and fun. Reverting the buff to shift back towards a Greed meta. We have plans to improve the design of Redraw in the future.
Kingpin - Health: 4400 >> 4900 - Big Game Hunter: removed
Big Game Hunter was so powerful early game, it pigeonholed players into only building 1 Kingpin. We tried to encourage multiple Kingpins by over-buffing Angler, but that caused players to use Anglers for raw stats and not upgrade them. These changes allow Anglers to be built in the mid game and for players to build Kingpins later in the game.
Harpy - Damage: 16 >> 15
Sky Queen - Damage: 65 >> 67
Shifting some power from Harpy into Sky Queen. Harpy is currently outperforming Sky Queen in most situations.
Green Devil - Attack speed: 1.37 >> 1.34 - Effective health on wave 3 increased by 4% due to removal of the damage minimum
Sacred Steed / Pegasus - Adjusted mana synergies with Mana Blessing and Mana Miracle as follows: - Harpy: +50% - Zeus: +25% and improved cast responsiveness at max mana - Proton: +18% - Fire Archer: +17% - Dark Mage: +14% - Desert Pilgrim: +11% - Gateguard: +8% - Azeria: -6% - Arc of Justice: -6% - Starcaller: -10%
You can now queue for classic games with parties of 5-8 players! If you queue with 5-8 players, your party will be split up on separate teams in the same game. Think of this as a more streamlined way of playing Legion TD 2 when you're in a squad of more than 4.
Preferable to custom games because:
Classic automatically fills the game with other players in queue and forms the fairest possible teams.
Classic has card drops, trophy achievements, higher essence gain, and contributes to guild XP. Custom games do not.
New Feature: In-Game Coach
Game Coach now gives you real-time feedback during the game. Prepare for class, ladies and gentlemen.
Game Coach is tailored for new players but will be of help to most players. He calls out big mistakes and also gives you a pat on the back when playing well. Game Coach can be disabled in settings, but doing so will make him sad.
Game Improvements
Pathing & Targeting
Fixed a bug where ranged units would run ahead/into melee range when you had fighters at the front of your lane.
Partially fixed a bug in the 4v4 map where catch area fighters would wander back to lane. They may still wander, but they should turn around now. Also added additional tracking that will help with finding a full fix. Please share your logs in Discord if you see this bug happening!
New Player Experience
Play vs. AI difficulties rethemed from Easy, Medium, etc. to Bronze, Silver, etc.
New Play vs. AI difficulty added in between old Easy and old Medium.
Tutorial and campaign are now visually recommended for new players.
Modified level restrictions for play vs. AI, ranked, and classic.
Custom Game & Party UI
You can now more easily invite friends to custom games.
Interface for inviting a friend via entering their name now auto-reopens after sending an invite, plus it shows whether you successfully invited someone or not
Custom game list shows a loading spinner when it is loading games, instead of showing “No rooms available” when it was still loading
Join button is easier to see & click now
Party UI now shows how many players are in your party
Stability
Fixed a major bug where if you had more than 100 friends, the client would get increasingly laggy (thanks BerntDasBROT for help debugging this)
Fixed a rare bug where player ratings/stats/match history wouldn’t properly update after a match finished
Fixed a rare bug where a newly built fighter would sell/downgrade for the wrong amount (thanks 1withALL for logs)
Fixed a rare bug where a takeover bot would continue to act for a reconnected player for one wave build phase (thanks Rostad for logs)
Fixed a rare bug where Soul Gate/Hell Gate would die during the build phase
Fixed a rare bug where a loading screen would take ~30-60 seconds to load into the game even after all players finished loading
Fixed a rare bug where a player would get stuck in the loading screen (thanks Hadsi for logs)
Fixed a rare bug where a player would fail to connect to a game (stuck on Match Found)
Potentially fixed some display-only bugs where units would appear to teleport or drift
Potentially fixed bug where Sea Serpent/Deepcoiler wouldn’t play their burrow animation
Improvements & Fixes
Increased flat duo Elo adjustment by 10. Duos are overperforming Elo-adjusted expected win rates by around 2%. This should bring things closer to parity.
Graphics: Added a glow for fighters when they have an upgrade available (makes it much easier for players to know which fighters they can upgrade when they haven’t memorized costs yet)
Sound: Added option for “Mute insufficient resources alerts” to mute “Not enough gold”/“Not enough mythium” sounds
Codex: Now shows amount per spawn for waves
Matchmaking: (Affects high rated games during off-peak hours only) Queue now restarts after 30 minutes, instead of 15 minutes
Friends List: When signed out of Steam Friends, now properly hides your friends list, instead of showing a buggy/outdated friends list
HUD: Recommended fighter (green border) no longer shows up for fighters that would put you over 115% recommended value, even if that fighter had the best attack/armor type
Postgame Game Coach: Fixed some false positives
Campaign: Opponent display ratings are now a bit more accurate and are different for Normal vs. Hard mode
Custom Games: When inviting players, no longer need to confirm the player’s name
Tab Scoreboard: You can now mouseover enemy fighters during the build phase
King Upgrades: Removed “Upgrade Complete” sound. This lets the unique sounds per upgrade type be heard more clearly.
Guild War: Now only shows the results popup if you participated in the guild war.
Friends List: Now shows “Entering main menu” for players who are still starting up the game, to make it clearer that they can’t be invited to party/custom game yet.
Some new worker and other sound effects
Fixed a bug where an avatar didn’t show up in your avatars list after newly unlocking it from the Card Trader
Fixed some false positive warnings with FairPlay
Fixed missing Taxed Allowance sound
Fixed a bug where purchasing Premium Essence didn’t work for some players
Fixed a bug where you couldn’t hire Giant Snails after reconnecting
Fixed a bug where disconnected/AFK players would accidentally automatically ready up for wave 1
Fixed some cases where player avatars would be duplicated in the chat member list
Fixed display-only bug where Gaia Shield highlighted Sea Serpent/Deepcoiler
Game Balance
Legion Spells
Magician - Mana regeneration and mana gain: 21% >> 20%
Nerfing AOE to reduce frustration and buffing/nerfing some outliers. Harpy / Sky Queen - Attack speed: 1.27 >> 1.29
Zeus - Health: 950 >> 940
Zeus is one of the strongest openings in high Elo. This slight nerf make it more consistently leak 42% to Dragon Turtle on wave 2 (when left alone) instead of sometimes 33%
Canopie - Health: 4600 > 4700
Honeyflower - Health: 1290 >> 1310 - Fragrance: Damage: 10 + 0.05% max health >> 10 + 0.03% max health
Deathcap - Health: 3920 >> 3980 - Noxious Scent: Damage: 30 + 0.15% max health >> 30 + 0.1% max health
Berserker is ubiquitous in high Elo, being the most common opening in the game and having a high win rate. It is now slightly stronger on wave 2 (leaking 31% to a Lizard when left alone, instead of 39%) but weaker on wave 3, no longer perfectly 3-shotting the wave.
Now better matches Berserker’s durability and damage profile. Fatalizer previously had less damage ramp per gold than Berserker and now has the same.
Priestess of the Abyss / Azeria - Invigorate: Healing: 10% >> 8%
From a data perspective, these are the strongest units in the game. In high Elo, Priestess is one of the most common openings and rocks an absurdly high 60% win rate.
Tank mercenaries are now stronger on wave 15 to keep short-range AOE units from hitting the wave.
(16) Cardinals - Attack speed: 1.17 >> 1.156
16 remains the strongest wave in the game, and it is also the wave where AOE shines. Shifting the meta away from wave 16 indirectly nerf AOE.
7.04 Patch Notes
Translations In anticipation of Legion TD 2's full launch this year, we are looking for members of the community to help translate the game and Steam page. The Steam page is a new addition to the translation docs. If you're able to contribute, please visit LegionTD2.com/translate.
LIHL Diamond Division Congratulations to Cynick and YoggYogg on winning the 1st season of the LIHL Diamond Division. The top 4 teams earned premium essence, and the top 2 teams advance to the upcoming Grandmaster Division.
New Feature: Campaign
Introducing Legion TD 2's first campaign map: Crystal Coast. Explore a coastal climate flush with natural resources, and meet its unique inhabitants.
Battle your way through 7 missions with 3 tiers of completion. Gain 100 bonus essence for 1-starring a mission, 200 bonus essence for 2 stars, and 300 bonus essence for 3 stars. Play solo, or team up with with friends as a party of up to 4.
Thank you to TheSlimeKing, Ssamji, and Galaxy Smash for testing and feedback.
Look out, Brute! Imp is here to offer another option for early game aggression.
Major Improvement: New Player Experience
Our goal this patch is to make Legion TD 2 easier and more fun to learn for new players, especially in preparation for the game's full launch this year. If you have a friend who is considering picking up the game, now's a great time to join the community.
New Player Queue New players are now much more likely to match with each other in their first classic games and ranked games.
Lower Starting Elo New players now start at 800 Elo (instead of 1000) but gain significantly more Elo for winning. This - Makes new players more likely to match with each other and unranked players and less likely to match with silver+ players - Improves the win rate of new players for their first games - Helps skilled new players and smurfs climb the ladder faster
In-Game Coach The Game Coach now helps players during games for their first 10 wins.
Bots / Play vs. AI - All bots are now much consistent and make fewer unintended mistakes - Bots now play mastermind, instead of legions, to make them more dynamic and to help players familiarize themselves against mastermind - Beginner and Easy bots no longer forget to build, but now make mistakes that new players often make - Hard and Insane bots are now significantly smarter - Hard bots no longer cheat with income - Insane bots bonus income reduced from +65 to +50 - Takeover bots (for disconnected players in classic and ranked) are now smarter - Bots now show the difficulty in their name (first letter only). B - Beginner, E - Easy, M - Medium, H - Hard, I - Insane
Tutorial - Made improvements to the pacing and difficulty of the tutorial - The 3rd tutorial mission is now required to help players learn about sending before income - The 7th tutorial mission (1v1 against bot) is now removed in favor of the campaign
Classic & Ranked Level Requirement - Minimum level required to play classic and ranked increased from 2 to 3. Partially playing through the tutorial or campaign is now required before going into matchmade games
Game Improvements
New Feature: Pausing (Custom games only) Press ESC then select Pause/Unpause to use it
Pathing & Targeting - Fixed a bug where air/hover units would move too far forward, especially after killing a target - Units are now a bit smarter about not moving forward when they already have a target in range - Brute, Mimic, Safety Mole, Pack Leader, Ogre, and Imp are now more likely to be correctly targeted when slightly injured on waves 4+
Dodge Penalty - Elo penalty for dodging increased from 6 to 8 - FairPlay penalty for dodging increased - Dodging a game now prevents you from queueing for 5 minutes
King - Fixed a bug where queueing multiple king upgrades would sometimes result in only some upgrades actually taking effect - Fixed a visual bug where upgrading regeneration caused the king's health to be wrong, sometimes for multiple waves - Fixed a visual bug where the king's health would jump up/down between waves when it should have remained the same - Fixed a visual bug where the east team's king would sometimes appear to be fully upgraded at the start of the game
Quality of Life - Guilds: Added "Last Played" column - When a mercenary is out of stock, it now grays out the button - In the Builds tab, you can now mouseover a player's value to see their recommended value for that wave - Sound Options: Now has a separate slider for Special Music (Card Trader, King in Danger, Campaign Music, etc.) - Pinging fighter value/recommended value now shows the difference from recommended
Eternal Wanderer, Samurai Soul - Fixed a bug where Eternal Wanderer, Samurai Soul, and units with Guardian Angel would sometimes spawn in the wrong spot, often behind enemy ranged units
Hybrid - Fixed some cases where a placeholder fighter was built instead of an actual fighter
Other Fixes & Improvements - Fixed chat window width on 1440x900 resolution - Fixed a rare bug where a player couldn't train workers - Fixed a bug where income displayed incorrectly when dual-building (it would accidentally display your partner's income sometimes) - Fixed a bug where Wave Stats only showed Ranked, even when selecting Classic - Fixed fighter value when using -load for most builds - Improved Power Score text when displaying double digits - Removed "Guild War" menu entry. Instead, the Guild War icon next to the Play button is now clickable to quickly open the Guild War Leaderboard (when Guild War is active) - Fixed a rare case when queueing for a Ranked game as a duo, one player would sometimes fail the ready check - Fixed a rare bug where a player would appear to be afk-flagged at the end of the game, if after their game failed to load the victory/defeat popup - Fixed a bug with Pulverizer's VFX where it would sometimes be hidden by the ground
Game Balance
Mastermind - Buzz, Infiltrator, Windhawk, Honeyflower, Butcher, Soul Gate, and Firelord will no longer be your only options for swift or natural defense - Angler, Gateguard, and Soul Gate will no longer be your only options for fortified or natural defense - Redraw (Mastermind Option): Starting income: 3 >> 4
Reroll - Tier 1 fighters are no longer rolled
This increases the chance of a clutch Reroll mid and late game.
Nerfing AOE in dual-building and buffing other strategies. In this context, AOE is defined as any ability whose power scales roughly linearly with the number of enemies. Affected units: Pyro, Honeyflower, Deathcap, King Claw, Yozora, Arctaire, Millennium, Doomsday Machine, Great Boar, Red Eyes
Too much of Green Devil’s power was in its strength on very early waves, which made it a noob trap on waves 7, 8, and 15, where it should be viable. A solo Green Devil now leaks slightly to Snail on wave 2, but is stronger on waves 3 and 5 - 21.
Angler - Health: 460 >> 470 - Damage: 22 >> 23
Kingpin - Fighter value increased by 1 per mana
This gives players a better sense of their effective fighter value, rather than having to mentally adjust for Kingpins. It also gives players with Kingpins a higher and more accurate power score, which reduces abuse cases where early high-stack Kingpins (especially with Sacred Steed or eco strategies) had underestimated power scores.
Pyro - Attack speed: 1.69 >> 1.62
Ranger - Attack speed: 1.12 >> 1.15
Daphne - Mark Target: Maximum stacks: 10 >> 20
Harpy - Damage: 21 >> 16 - Attack speed: 0.83 >> 1.27 - Acrobatics: Mana gain from moving reduced by 25%
Sky Queen - Damage: 85 >> 65 - Attack speed: 0.83 >> 1.27 - Maximum stacks: 20 >> 15 - Acrobatics: Mana gain from moving reduced by 25%
Sky Queen now gains less mana from moving and hits max stacks faster, nerfing synergies with Starcaller and Magician and buffing synergies with APS and Leviathan and its viability on its own.
Sacred Steed / Pegasus Mana synergies adjusted for the following units: - Harpy: +67% - Proton: +50% - Fire Archer: +25% - Atom: +20% - Gateguard: +19% - Great Boar: +17% - Radiant Halo: +9% - Arc of Justice: -7% - Starcaller: -11% - Hell Gate: -11% - Azeria: -13%
Nerfing with high cost units and buffing with low cost units to introduce some new viable synergies.
Bringing back Grarl’s ability to 2-shot wave 2 to allow for more Grarl opening options and mind games, but nerfing stats to weaken it, notably on wave 6.
Priestess of the Abyss - Health: 920 >> 1000 - Attack speed: 0.94 >> 0.97 - Invigorate: Health restore: 15% missing health per second >> 10%
Azeria - Health: 3000 > 3250 - Attack speed: 0.94 >> 0.97 - Invigorate: Health restore: 15% missing health per second >> 10%
Priestess and Azeria have become Bone Crusher 2.0 in high Elo, where optimal positioning is hugely advantageous, but a half-square small misplacement (or a bit of unluckiness) means a big leak. We like that these units are high skill cap, but they are too extreme. These changes reduce variance and make Priestess and Azeria more viable outside of very high Elo.
Banana Bunk is too strong early game, especially after last patch’s attack speed changes to 7 and 9. Shifting power from Banana Bunk into Banana Haven and making Banana Haven more viable past wave 12.
Soul Gate / Hell Gate - Damage of all spawns increased by 4%
Mercenaries
Safety Mole and Pack Leader now spawn in the middle of the wave to make them consistent with other non-tank melee mercenaries. Note that this situationally nerfs Pack Leader on wave 8, which abused the fact that its spawn position made it tank halfway through the battle.
Hermit - Healing Aura: 6 + 0.1% (0.05% for bosses) >> 7 (14 for bosses)
Hermit and Safety Mole are now stronger early game and weaker late game, increasing the number viable low income mercenaries early game and decreasing the power of always sending auras late game.
Waves
Giving AOE weaknesses by making boss wave leaks more punishing and changing wave 18 to be an elite wave. Also, shifting power out of 6/14/16 into 4/5/13/15.
Bosses (10, 20) - Partial bounty for damaging: 87% >> 83% - Bounty for killing: 13% >> 17%
Minibosses (5, 15, 21) - No longer reward partial bounty for damaging
(4) Flying Chickens - Attack speed: 1.05 >> 1.07
(5) Scorpions - Attack speed: 0.98 >> 0.99
(6) Rockos - Attack speed: 0.8 >> 0.79
Shifting power from wave 6 to 4 and 5 because they are comparatively weak, to reduce the wave 6/7 guessing game meta in high Elo, and to reduce all-ins on wave 6 in low Elo.
v7.03.2 * Fixed a bug where units would sometimes not target a high priority (low life) target, usually when that unit came from far away (a split) * Fixed a HUD bug with the Estimated Gold tooltip not updating income when you hired a mercenary
* Green Devil reverted to pre-v7.03, but with a slight HP nerf (900 -> 870) * Fixed some rendering issues dealing with lag compensation * Fixed a display-only bug where Shutdown Gold message & sound effect sometimes didn't show up * Fixed a display-only bug where a "too soon" warning message would mistakenly be displayed to all players (instead of one player) when you type -damage/etc. commands too quickly * Fixed a bug where the Rank Up popup would show even after you already received it that season * Fixed a bug in Classic where the income autobalancer would cancel out Chaos/Hybrid income bonuses * Fixed a rare bug where a server would fail to start, resulting in players being stuck on Match Found * Fixed a bug where Sea Serpent/Deepcoiler sometimes didn't show on the Tab Scoreboard * Fixed a bug where Tab Scoreboard went blank for 1-2 seconds when the wave started/ended * Fixed some cases where Sea Serpent/Deepcoiler didn't play the correct Burrow animation
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.