Not all Targoroth dragons were large. Some of them stopped developing and remained dragons forever.
Thus, the Gastres dragon was the smallest of the brood. Members of the royal dynasty did not want to take it, so the lizard went to Gartosh Targoroth, a bastard. Because of his background, he could not hold official positions, so he became a master of spies. In such a craft, the small dragon Gastres came into place. Together with his master, the lizard penetrated enemy castles and started arson, stole artifacts and obtained valuable information about enemies.
Is this story true? No one knows. But the dragon Gastres remains in the past of the Sphere and right now everyone can become its happy owner.
Hydra’s health, damage, and value decreased by 20%
Reverted the nerfs to Priestess of the Abyss and Azeria - Gaia Shield gives the full health buff again - Invigorate stacks infinitely again
PvE mode: Dwarf Banker and Big Wig maximum mana decreased by 33%
Tower Defense mode: All players are now Ordered Chaos (Chaos with the same matching rolls for all 8 players)
Going forward for Classic, balance changes will only be made to outliers, particularly overpowered outliers. The bar for what is considered an outlier will be high. For special modes that are particularly imbalanced, like Tower Defense mode, we’ll consider creative solutions like Ordered Chaos to prevent players from abusing Double Lock-In, Lock-In, Redraw, and legions.
Thanks to Snek and many other players who contributed to discussions around Classic balance.
Systems
Leak Gold
Increased the share of leak gold your team receives (when you break an opponent) that goes to the more behind player on your team
Decreased the share of leak gold going to the more fed player
This mechanic has existed in the game for years, and we’re scaling it up in response to feedback from players.
Bounties
High income mercenaries: Gold per mythium: 0.3 → 0.2
Power mercenaries: Gold per mythium: 0.25 → 0.3
These new bounties better reflect the true power of each mercenary. It also makes leak percentages more predictive of damage to the king.
It didn’t make sense that Brute gave less bounty than a Fiend. It also didn’t make sense that 3 Drakes had a higher leak percentage than a Needler, but Needler did significantly more damage.
Masterminds
Cartel - Income after wave 10: -36 → -38
Cartel is the top performing mastermind in top ladder and Division 1 Nova Cup, and we’re okay with that, given Cartel has a high skill cap. However, it’s currently too strong with a high win rate and pick rate as high as the bottom 10 masterminds combined.
Double Lock-In Starting income: 1 → 2
This buff affects ranked only. Double Lock-In is significantly underperforming to the point where it discourages players from playing Megamind. We considered removing it from the Megamind pool, but felt that would hurt its identity of randomly picking among all masterminds. We intend for Double Lock-In to remain a niche pick and slightly weak at Master+ but don’t want it to feel like an auto-loss for Megamind players.
If Double Lock-In becomes too strong, we’ll consider reverting this change.
Fiesta - Gold gained from leaking on waves 2-12: Increased by 1 - Gold gained from leaking on waves 13-21: Increased by 2
The changes in patches 11.00, 11.01, and 11.04 over-nerfed Fiesta, so it deserves a buff.
Redraw Gold cost for Redrawing: 1 to 45 → 1 to 40 We’re happy that Redraw is starting to see play below Master, as well as in Classic, but a buff is in order.
Legion Spells
Battle Scars Stats per stack: 330 health and 3.7% attack speed → 320 health and 3.6% attack speed
High win rate and slightly high pick rate.
Investment Income: 31 → 30
High pick rate. This should make Investment less of a default pick.
Loan Income penalty: -31 → -30
Low pick rate. Loan is an interesting spell because it can be used both defensively and offensively, but it’s currently undertuned.
Fighters
This patch is light on fighter balance, as there are changes to masterminds, mercenaries, and systems that will shake up the meta.
Priestess of the Abyss - Invigorate: Heal: 8% missing health → 35 + 1.5% max health
Azeria - Invigorate: Heal: 8% missing health → 100 + 2% max health
This change balances the Azeria-Lost Chieftain-Sacred Steed combo and also leads to more consistent outcomes for Priestess and Azeria. Right now, it's much better (to an extreme) if you get off a last-second heal, not only due to the fact that it’s an extra cast, but also because the heal is based on missing health.
Lord of Death / Hades - Intellect: Mana restore on kill: 7% → 5% - Mana regeneration increased by ~15%
Shifting power out of the on-kill mechanic to reduce rng and make Lord of Death and Hades more reliable summoner carries.
Mercenaries
The mercenary bounty changes indirectly buff tank income mercenaries and indirectly nerf tank power mercenaries, so these are compensation changes.
Snail - Damage: 9 → 8
Dragon Turtle - Damage: 18 → 16
Fiend - Damage: 20 → 18
Dino - Damage: 48 → 43
Ghost Knight - Health: 3730 → 3800
Siege Ram - Health: 5200 → 5300
Kraken - Health: 7400 → 7540
Waves
Waves 6/13/18 - Staggering delay increased slightly to allow greater separation for split tanking
These waves had a tendency to stack on the same target. This change makes it a bit easier to break them up for 3 and 4-way split tanking.
Wave 17: Metal Dragons - Health: 3370 → 3400
Wave 20: Maccabeus - Health: 62000 → 60000
The ability to clear Wave 20 is relatively roll dependent. One positive thing about this is that it acts as a comeback mechanic by neutralizing leads. On the other hand, it can be frustrating, so we’re removing power from Maccabeus.
Pathing & Targeting Fixes
Fixed a bug where Gatling Gun and Vulcan Cannon wouldn’t properly prioritize damaged targets in some circumstances. Thanks to Pennywise.
Fixed a bug where tank mercenaries spawned behind your fighters. Thanks to thaeltras.
Fixed a bug where Boars charged past the wave. Thanks to Bonobo and thaeltras.
Balance Watchlist
The dev team is constantly monitoring game balance, between looking at data and listening to community feedback. If anything is being more closely monitored than usual, it will be listed in this Balance Watchlist section. For this patch, the following are on the watchlist: - Double Lock-In
Developer Note
In patch 11.01, we increased the share of leak gold going to the breaking player and decreased the amount of gold going to teammates.
We’re happy with the positive effects of this change, which include:
Rewarding players who apply pressure and break their opponents
Increasing the parity between incomers and breakers, rather than always forcing breakers to be the supportive player while incomers were the carry
Improving the early game meta and better aligning the meta of ladder games with tournament play
However, this change had some unintended consequences on snowballing, which we’re addressing by:
Shifting leak gold from the more fed player to the more behind player
Reducing the snowballing of players who break their opponents with income mercenaries
This way, we can preserve the benefits of the change, while directly addressing community feedback with a real-time lever to rein in snowballing.
We know this has been a hot topic in the community and kindly ask everyone to try this patch with an open mind. Thank you to everyone for giving feedback respectfully. Sometimes the preferred ways to get there are different, but remember we all want what's best for the game :)
Improvements & Fixes
Classic
Bonus essence for voting yes → bonus essence for voting for anything
Hot mode percentage: 80% → 100%. Thanks to Weow.
Hot mode rotation time: 24 hours → 6 hours. Thanks to Weow.
Increased the FairPlay penalty for dodging games. We're also aware of an abuse case around dodging, which we'll be looking into in a future patch. Thanks to Toikan.
Slightly increased the rating adjustment for 3-stacks and moderately increased it for 4-stacks.
Other improvements and fixes
Improved the win prediction model by decreasing the weight of king health slightly. Thanks to Ofma.
Improved the accuracy of recommended value on waves 11, 13, and 16. Thanks to Drachir and Ofma
Fixed some cases where certain legion spells would unexpectedly disappear after the unit revived. Thanks to thaeltras.
Fixed a bug in Superhero games where Sorcerer was mistakenly lost after being revived (if the unit had both GA and Sorcerer)
Fixed a bug where Campaign boss Drachia on 2-stars would have your king mistakenly start at 100% health instead of 30% health
Community Updates
Game Translations
Legion TD 2's translations continue to be improved, thanks to major contributions from community members! If you'd like to contribute to improving the game's texts further, visit the following link:
HUGE thank you to everyone who has helped up to this point!
Legion TD 2 Stats
If you love Legion and data, you're in for a treat! Drachir built a new website where you can see win rates, pick rates, and other valuable data to help level up your strategies: Drachbot Legion TD 2 Stats
Nemesis League
Shadowings' Nemesis League is a new weekly tournament featuring 8 teams
If you're interested in participating, sign up directly with Shadowings in the Legion TD 2 Discord
If you're interested in watching, games are casted every Wednesday and Saturday on Twitch
Thanks to Shadowings for organizing, Firebat for ideation, and GodForbid for the poster.
Closing Remarks
This patch has some exciting meta improvements and introduces new summoners to the game - Crab Warlock and Crabomancer!
As always, with any major patch, we'll keep a close eye on things and rapidly hotfix as long as needed.
Thank you again for playing Legion TD 2! We hope you continue to enjoy the game.
If you've enjoyed the game, but haven't left a review yet, please consider posting a short (hopefully positive ) review for the game! If the game reaches 90% positive, Steam will give it more visibility = more players = more freelo better matchmaking!
If you enjoy these updates, please give it a Thumbs Up, too!
If you have constructive criticism, let's chat about it. Discord and /r/LegionTD2 on reddit are our main channels of communication, and aside from the development team, there are community helpers who can ensure your feedback is heard, as well as answer pretty much anything you've ever wanted to know about the game. If you want a guaranteed answer from the devs, the monthly AMAs on /r/LegionTD2 are your best bet.
Greetings, residents of Golden Bay. In the wake of "The Incident", our community has faced massive disruption and change. The City Authority acknowledges the uncertainty many of us are experiencing during this time. To address this, we have prepared this essential guide so that each resident is well-informed and equipped to navigate the challenges and thrive amid the new normal:
Resource Gathering
To ensure a brighter future for Golden Bay, securing essential supplies is crucial. We encourage residents to contribute, whether by foraging natural resources or reclaiming lost assets. Just remember that looting and theft, while tempting, only harms our community. Choose your path wisely, as cooperation is key to our survival.
Build & Fortify
The whole community is invited to take an active role in addressing the need for safe and stable housing. Select a vacant plot. Consider strategic locations that provide security, access to resources, and a clear vantage over the landscape. Then build your fortress, a safe haven where none can disrupt your peace. Safeguard your future today.
Discover Golden Bay
In light of recent events, it is crucial for residents to familiarize themselves with the new conditions in Golden Bay. Those exploring the territory can do so from the safety and convenience of a wide range of vehicles. However, travellers on foot are advised to exercise caution and remain armed for their own safety. Whichever you choose, every journey contributes to understanding and mastering the environment of our home.
Caution is Key
We remind everyone that safety should be your top priority. Remain vigilant as unseen threats and dangerous elements remain active throughout the city and beyond. Your caution and cooperation are essential to maintaining a secure environment for everyone.
Join The Community
We extend our sincere appreciation to our community and every visitor has taken an interest in Golden Bay. Your commitment and support are our greatest strengths as we navigate this new chapter together.
Wishlist FREELIFE now and join our growing community at Discord
Welcome to Golden Bay, where the future is forged by those bold enough to claim it.
This patch does the following: - Gets rid a crash related to trading. - Gets rid another crash related to drinking milk. - When dismantling damaged drawbridges, the hp-bar will disappear as well. - When wall banners placed on the outside of buildings will become transparent when view indoors.
Alright, now the update hiatus begins (assuming there's no urgent bugs in this one) - the next big update (3.0.0) will contain 8 new turrets & 19 new perks, but that will release in roughly a month's time. Until then: Sink your teeth into this loaded patch, which replaces the turret you unlock for clearing Depth 5 of Shmup Mode...
NEW TURRET:
Viper:"The GALACTIC Guardian!"
If you weren't convinced yet that Genome Guardian can feel like a vertical shmup, you sure will be now! Each weapon on Viper fires out of different barrels, each with unique modifiers:
Weapon 1: rapid, accurate, alternating
Weapon 2: angled spread
Weapon 3: side missiles
Weapon 4: damaging exhaust
Viper is also the first turret you can unlock that can moveexcluding all the turrets you unlock after finishing the story 😉.
BALANCE:
(perk) Tweezers: Chance of -1 Health when a projectile misses 10% → 5%.
(perk) Hourglass: Now also increases Knockback.
(perk) Amber: Now also increases Knockback.
(perk) Tire: Buffed its effectiveness on regular turrets, but now imposes Health Max -50% (because let's face it, Tire gives you an insane advantage).
CHANGES:
(mode) Shmup: now all you need to do to unlock it is finish the tutorial (aka Extract Mode Depth 0, your first victory)!
(turret) Boombox: will now be unlocked via 10 Extract mode victories instead (if you already have it, you keep it!).
Adjusted the volume of various sound effects (Did you know there's a sound that plays when you start the last wave before victory? Yeah, it was that quiet).
Projectiles on turrets that make projectiles orbit around it now fade in.
FIXES:
(perk) Mushroom: Won't instakill big purple/white you-know-who anymore (but I'll let it take out an 8th of its Health!)
Shield would sometimes show as negative.
Weapons were getting reduced Range if their Speed was too high.
The recently-introduced weapon Firerate circles would sometimes not appear next to the right weapon.
Weapons with Burst Fire would sometimes build Heat faster if a Firerate buff was received during a wave (which is not what's ever supposed to happen on any weapon).
Explosive weapons were continuously building damage with each shot if they exceeded 60/s Firerate!
Some projectiles would fade out before they actually dissappeared.
This month we grew the team a little bit more and we've designated certain team members to improve the quality of some of our existing systems. The last 6 months we have lost a little agility in the original development timeline, but it will all pay dividends later this year when we're able to deliver a much more comprehensive game!
We prepped this month for 4 different benchmarks that we'll be doing this upcoming month, along we an overhaul of the weather system, lighting system, normal maps pipeline, visual shader graph pipeline, AI NPC Design, and a lot more. Our team has been playtesting 8-person multiplayer and we're pleased with the results so far (and it seems like our network optimizations are working out). Without further ado, here are the main updates:
Major Updates
Added Dynamic Lighting System
Added Shadow System (Global and Dynamic Lights)
Redesigned Quest and NPC Systems (attempting to use NLP)
Created Playground environments for Benchmarking
Created new Weather VFX
UI Redesign and VFX
Overhauled Item System for Design Team
Minor Updates
New Earlwood Village Music
Added Guild Hall Building
Worked on Farming Assets
Upgrading and simplifying Main Menu Design
Migrated some Update() jobs to use DOTS
Added Cloud System
Added Puddles that go dry and fill up on weather changes
Created new Water shader
Added support for Widescreen monitors
Added Timeout screen when loading gets stuck
Added holding SHIFT for new sprint mechanic (uses Stamina)
Created new shader for vitals to see vitals used more clearly
Added Bounce effect to Spell Bar for cooldowns
Added new cooldown look to be easier to see
Added ability to self cast and party cast using HUD
New music transitions for engaging monsters in battle
Added godrays to sunny weather
Added new wind particles to windy weather
new rain VFX
Bugfixes
Fixed dead characters joining server creating a locking loop
Fixed a bug where swapping spells within the spellbar caused weird visual artifacts
Fixed grounded spell playing SFX after disappearing
A-Click would randomly not work, this was due to layer fighting - fixed
Fixed Strong Straight spell not working in multiplayer
Added filter SFX for Escape Menu
Fixed a host of main menu bugs
Fixed respawned players showing up as a corpse until they moved
Fixed monsters sometimes not being able to walk after respawning
Fixed AspectRatioManager sometimes making outside of player's screen bordered in black
Fixed a bug where clients were trying to set server monster's health
Fixed an issue where clients couldn't fight monsters when host was in another scene
Fixed clients getting drunk making the host's screen become drunk
Fixed Quick Jab leaving particles on the ground when making contact with another player
Added ability to hold right click to keep character auto-walking/pathing
Fixed spells coming off cooldown in a safe zone making the spell capsule stay lit
Fixed Ripple spell to not damage players even after they respawned
Decreased respawn speed (no longer doing a full scene reload when spawning in same scene)
Found an incredibly rare bug where someone's computer time settings could be configured in a way that created bad logic in save files and user's couldn't get out of the main menu
Fixed a bug where A-Click was not attacking monster's near it
Fixed WeatherManager not updating clients properly about weather updates
Fixed some bugs with internal engine tools causing issues