Sign-up for the Masters Cup VI is now open! You may sign up as a team or individually. The first 80 players to sign up will be guaranteed a spot; the rest will be on a waitlist. $500 prize pool and badges for winners, and mystery cards for all participants. See the official tournament thread for details.
5.04f Patch
- Major chat code refactor - Legion Spells are now shown in tab scoreboard - Client logs automatically upload after bugged matchmaking to help us debug issues - Improved estimated queue time
Mastermind Rolls - Significantly improved roll variety - Peewee: No longer satisfies pierce guarantee - Bone Warrior: No longer satisfies impact and magic guarantees - Great Boar: No longer satisfies pierce guarantee
Chained Fist - Health: 270 -> 250 - Attack speed: 0.9 -> 0.83 - Unchained Rage: No longer reduces its own damage
Oathbreaker - Health: 1220 -> 1150 - Attack speed: 0.9 -> 0.83 - Unchained Rage: No longer reduces its own damage
Stronger early game and when kept alive <50% health, but weaker otherwise. Intended to be an overall nerf.
Not as hard-countered by Safety Mole, but nerfed synergy with APS and Leviathan
New Features - Tower icons on the TAB scoreboard now turn gray during the wave when the corresponding fighter dies - News Popups now have a "don't show this again" checkbox
Bug Fixes - Fixed a bug where Hydra would accidentally mess up your Value statistic - Fixed Ogre tooltip - Fixed Oathbreaker card image & tooltip - Fixed a server scalability bug with Custom Game Rooms - Fixed a bug with the sell button being missing on a downgraded tower - Fixed a bug with Ready button text not updating properly sometimes - Fixed a bug with Match History that would sometimes cut off older matches (fixed byte encoding to be UTF8 instead of mixing Unicode/UTF8) - Fixed a bug where Custom Game rooms from other branches (PTR, developer) would show up on live Custom Game room listings (and vice versa) - Fixed more misc scalability bugs - Added more monitoring for long queue times in Matchmaking to help us debug further
Unchained Rage Once it reaches 50% life, it attacks 125% faster, but deals 50% less damage and hits random targets
NEW! Emojis 2.0 - Typing in emojis using colon now shows autocomplete suggestions - New emojis
NEW! Chat Room Groups
- Chat rooms now groups players into categories: Developers, Party, Friends, In-Chat, In-Game, Muted. This allows you to more easily find people and message and invite friends - Developers are now highlighted in chat
Cosmetic Improvements
VFX - Game: Unit selection circles (cleaned up some noise), super effective attack type (new FX + also shows up on ranged attacks) - Equips: Eggsack, Eternal Wanderer/Samurai Soul. - Buffs: Fixed a bug where many VFX attached to models were 25% too small (the global scale multiplier was being factored twice) - Auras: Council, Protector, Vampirism, Magician, Leadership, Heroism, Wintry Touch & Frozen Veil, Sorcery, Safety Aura, Healing Aura, Mythium Core - Abilities/Buffs: Poison Tipped Pole, Stampede, Anaphylaxis & Paraphylaxis, Gaia Shield, Dimensional Rift & Dimensional Chasm, Shallow Grave, Guardian Angel, Deflection, - Missiles: Banana Haven, Kobra, Flying Chicken, Millennium & Doomsday Machine, Shaman, Blood Rush, Giant Quadrapus, Tempest & Leviathan, False Maiden & Hell Raiser, Nightcrawler & Elite Nightcrawler
Gameplay - Shift+clicked (queued) mercenaries are now more consistent about being hired the instant before income is given - Fixed a rare bug where some units would sneak through the mythium gate while it was still closed
Matchmaking - New players are now seeded at a lower Classic rating to make matches fairer and make it less likely for new players to get stomped - Fixed a rare bug where a player would be stuck on 'match found' - Fixed a rare bug where a player wouldn't find a match when they should have (after a lobby server restart) - Fixed a rare bug where a player would find a match with much lower or much higher rated players (after a lobby server restart) - Fixed a rare matchmaking bug when hitting “play again” while the lobby server restarted
Reconnecting - Fixed a bug where reconnecting froze the HUD if Giant Snail was used - Fixed a bug where a dropped connection in-game wouldn't properly reconnect you - Fixed a bug where the (Q) wouldn't show up sometimes - Fixed a bug where notifications and the (Q) would show up during loading screen instead of after being done loading - Fixed a bug where bot wouldn't build for you if you were not connected but in the loading screen - Fixed a bug where the reconnect popup wouldn't show up if the game in progress was over 30 minutes old - Fixed a bug where the reconnect popup wouldn't show up if you recently joined the game and quit
Player Profiles - Playstyle chat display formula tweaked to have more contrast between highs & lows - Fixed a bug where viewing a player's profile would load old data - Overview: Fixed a bug where upgraded towers were showing up in Favorite Rolls - Wave Stats: Fixed a bug in where tooltips for Workers On Wave & Income On Wave were accidentally multiplied by 100 - Match History: Now shows MVP (or 2nd, 3rd, etc. if you weren't MVP) - Match History: Now shows Workers after wave 10 (gives you an idea of how fed the game was, as well as how well your opening went)
Bots - Now save on the first wave of Wave 21, then send every wave after that (instead of just doing some weird stuff) - Slightly stronger preference for upgrades after wave 10 - In Play vs. AI, bots now "ready up" after they build (instead of being "instantly" ready before they actually built)
FairPlay - Fixed some cases in Classic queue that weren't being handled properly (false negatives) - Fixed a false positive case where a player would be given punishment points if their party member caused the match to be canceled - Reduced punishment if you disconnect and then rejoin the game
Stability and Performance - Fixed most cases of changing options causing crashes. If you still experience crashes, please let us know. - Disabled x2 mode because it was causing too much server-wide lag (affecting other games too). In the future after optimizations, we'd like to re-enable this and may still include x2 in featured game mode weekends. - Single-player custom games now have a hidden supply cap of 100 (standard fighters use 1 supply and summoners use 2-3 supply) to reduce server-wide lag - Single-player custom games will automatically shutdown if there are over 300+ unit on the map to reduce server-wide lag - Disabled Alt+Enter hotkey (fullscreen switch) since it often causes the game to crash - Improved client performance for fetching profiles (implemented caching system to prevent duplicate parallel backend requests) - Fixed a bug where the server would fail to start up properly (Upgraded PlayFabSDK with concurrency fix for GameserverSDK) - Fixed some rare multithreading issues with logging - Games with an extreme amount of units now run at lower tick rates (this eases some of the load on the servers. It only affects games with 1,000+ units) - Added dashboard for average server CPU/memory metrics, which will help figure out optimal server configurations - Improved performance for storing/fetching profiles (compressed memory & redis footprints by about 600%, using mini-profile pattern) - Improved global chat scaling (now separated chat per lobby server. now prunes non-cached graynames when under heavy load) - Fixed scaling bugs with custom game rooms created on multiple lobby servers - Fixed scaling bugs with queueing for matchmade games when party is split across multiple lobby servers
Quality of Life - Added a "Confirm No Build" Warning: if you attempt to train 6 workers on wave 1 in a matchmade game, you'll now receive a confirmation popup saying "Not building requires permission from your allies" before allowing you to proceed - Global Chat should now load faster - Recommended value is now higher on wave 11 if offensive legion spells exist (primarily to help new players) - Added a unit abilities column to the Wave info window - Added number of players indicator to the Ready button text, so you can see how many people are ready before pressing the button - Added an "X" over your income icon on Wave 21 to show you no longer get income - Fixed a bug where you could still select towers when the Confirm Sell popup was shown, resulting in selling towers you didn't mean to sell - Fixed Power Score tooltip window size - Fixed a bug where the "Don't sell all your towers" warning popup was showing with selling a Grarl on wave 2 (and other similar cases where you would legitimately sell a tower) - Fixed a bug where pings would accidentally fire twice - Fixed Legion Spell window glow graphics clipping - Featured game mode queue now shows # of players in queue - Muting a player now blocks party invites from them - Fixed a bug with multiple party updates where the client would render outdated party info
Other Fixes - Fixed /spectate (experimental feature only available to game masters). Should work now and no longer crashes the lobby server - Fixed a bug with Hydra gold value (based on stacks) not displaying properly when added to your value as well as the Undeploy tooltip - Fixed a bug where in Chaos mode, when playing alone, the rolls window would accidentally be displayed - Fixed a bug where No T1s mode would still allow for T1s if you used Reroll - Fixed a bug where in No Saving mode, the game would crash if you had extra mythium to spend, but no mercenaries available to spend them on - Fixed a rare bug where units would cast abilities after they were dead, which caused some unstable side effects - Fixed a rare bug where a player would appear to have bought extra king upgrades - Fixed a bug where Shrine Wins, Losses, XP weren't being recorded properly. Unfortunately, there's no way to recover lost stats. Sorry about that. - Fixed a bug where some players had their tutorial progress reset by mistake (no way to restore progress)
Game Balance
Pathing and Targeting - Fixed a bug where Eternal Wanderer, Lost Samurai, Sea Serpent, Deepcoiler, Hydraling, and units with Guardian Angel were not being properly prioritized by ranged units
4v4 - Leak bounty scaling from 70% --> 60% - Dual building: Haste: 50 movement speed and 5 + 0.1% health regeneration -> 50 movement speed, 5% attack speed, and 25% damage reduction from AOE -- This change buffs dual building early game, nerfs it late game, and makes it viable to have small amounts of AOE - Hybrid Builder: Gold costs reduced by 3% -- Tier 2: 44 -> 43 -- Tier 3: 85 -> 82 -- Tier 4: 132 -> 128 -- Tier 5: 182 -> 177 -- Tier 6: 260 -> 252
King - Immolation buffed slightly on waves 3-9
Legion Spells
Giant Snail - Health: 540 -> 530
Villain - Damage amplification: 25% (15% for ranged) -> 27% (15% for ranged)
Great Boar, Red Eyes - Stampede and Thunderous Charge: Mana gain per second of moving increased; exponential factor removed. Damage is higher on its own but lower with Starcaller and Magician
Soul Gate - Hellion: Damage: 49 -> 53 - Nightcrawler: Damage: 49 -> 53 - Blood Price: Self-damage per cast: 17% -> 20% - Ocean Templar’s Resonance: Now has 50% reduced effectiveness on Soul Gate and Hell Gate
Hell Gate - Elite Hellion: Damage: 98 -> 106 - Elite Nightcrawler: Damage: 98 -> 106 - Blood Price: Self-damage per cast: 17% -> 20% - Ocean Templar’s Resonance: Now has 50% reduced effectiveness on Soul Gate and Hell Gate
Gates cause lag in 4v4 games, delay battles too long, and are too snowbally when ahead and with Starcaller and Ocean Templar. These changes buff Soul Gate and Hell Gate on their own and when lower value but nerf their scaling potential.
Mercenaries
Brute, Safety Mole, Mimic, Pack Leader - Range: 150 -> 100 - Now more likely to be prioritized after other melee units if same % health (improved consistency)
This is a slight nerf for Brute and Mimic, especially late game, and a roughly neutral change for Safety Mole and Pack Leader
Ogre - Health: 2350 -> 2700 - Damage: 240 -> 100 - Attack speed: 0.625 -> 1.25 - Range: 150 -> 100 - Now prioritized after other melee units if same % health - Knock Out: Reworked: Deals 125 bonus Impact damage every third attack. Refreshes on kill.
Ogre is now stronger, less RNG, and no longer countered by cheap units
Witch - Advanced Necromancy: Mana gain per unit: 2 -> 3 - Summon Froggo: Mana cost: 55 -> 65
Stronger against unit spam
Four Eyes - Attack speed: 2 -> 2.04
Centaur - Attack speed: 0.87 -> 0.89
Shaman - Blood Rush: No longer increases movement speed
Kraken - Health: 6700 -> 6600
Waves
(8) Kobras - Attack speed: 1.06 -> 1.08
(12) Mantises - Attack speed: 1.02 -> 1
The following waves are now stronger against tier 1 fighters:
Chat Improvements - Fixed a bug that caused whispers to appear in the game chat when someone typed in global chat - Limited "x is offline" message when whispering Steam friends to only show once per friend - Fixed a bug that caused global chat messages to be rendered in post game chat - Reduced time to hide whispers in post-game or custom game chat rooms from 30 to 15 minutes - Made global chat subscriber lists more scalable for future lobby updates
Game Balance - Addressing three points of frustration: Brutes, Starcaller combo, and battle variance
Brute - Range: 100 -> 150 - Maul: Attack speed slow per stack: 8% (2% against king) -> 5% (1% against king)
In v4.00, we nerfed Maul, but it was accidentally reverted a few patches ago due to a version control bug. This explains why Brute became too strong. We're un-reverting that change now.
Mimic - Range: 100 -> 150
Most non-tank melee mercenaries (Safety Mole, Pack Leader, and Ogre) have 150 range to make them less likely to be focused. We’re applying that to Brute and Mimic, which allows them to shine as DPS units and also reduces battle variance, primarily on waves 3-7 (“unlucky” timing when you focus a Brute or Mimic halfway through the battle and leak it with 5% life)
Disciple - Mana Burst: Damage: 300 -> 310
Starcaller - Amplify Magic: Mana regen and mana gain bonus: 40% -> 35%
Nerfing Starcaller’s insane synergy with certain units (primarily Gates, Boars, and Harpies), with some minor compensation buffs to Disciple.
v5.03 Patch Notes
AutoAttack Games
- Team size: 4 -> 5
We'd like to introduce Frederik "Rave" Wandtke as an Engineering Intern and the newest member of AutoAttack Games.
Rave discovered his love for programming while creating Warcraft III mods and made a tower defense called Pyro TD. He also worked on the semi-humanoid robot Pepper during a previous internship and has experience as a C# .NET programmer and software architect. Rave has been an active contributor and respected member of the Legion TD 2 community since 2015 when the game was in early development. He won the first-ever tournament, finished top 10 in the alpha, and has a peak rating close to 2400.
We're excited to work with Rave to tackle various technical challenges, develop new features, and leverage his game knowledge to help with balance and testing. Please join us in welcoming him!
New Legion: Divine
The Divine have descended onto the grounds of Nova, casting a blinding golden light. Do not mistake their holiness and beauty for graciousness. They bring justice through conviction and eradication, and without mercy. These ethereal beings believe only servants of the Divine deserve ascension, and they seek to cleanse the world of the unworthy. Are you worthy?
The release of the first Divine unit is planned for next patch v5.04
v5.03 Patch Notes
Game Improvements
Major Fixes - Fixed Mac compatibility for some users
Gameplay Improvements - On the 4v4 map, mid/dual building is now enabled with any combination of Mastermind, Hybrid, or Chaos - Fixed a bug where similar legion spells (e.g. Press the Attack and All Out Assault) were showing up at the same time - Improved legion spell selection logic. Dark Ritual and Loan can no longer show up alongside each other or Allowance and Sacrifice. - Fixed a rare bug where some units (especially Soul Gate & Hell Gate) wouldn't cast their abilities if they tried to cast them as soon as they warped - Fixed a bug where takeover bots weren't working on wave 1 for Classic games
Quality of Life - Holding down CTRL when viewing a unit tooltip now shows unit upgrade costs - AFK detection now activates sooner before wave 6 (80 seconds before wave 6, 120 seconds after wave 6. Previously it was 120 seconds for all waves). - Estimated queue time is now more accurate - When playing Hybrid, the confirm sell threshold is now less conservative (since you are more likely to sell units with Hybrid) - Discord integration: now shows rating badge when you click someone's name who is playing the game - Fixed some cases of stuck units
Other Fixes - Fixed a bug where AFK warnings weren't showing up in Classic games - Fixed a bug in profile graphs where percentages weren't labeled properly (needed to be multiplied by 100) - Fixed a bug with post-game stats where Net Worth Per Wave (graph) wasn't up to date - Fixed a bug with post-game stats where the average Power Score was incorrect - Fixed a bug where match history would show Classic queue matches as +0 rating change - Fixed a bug where names with <> characters didn't display properly in some parts of the UI - Fixed a bug where using Steam's Invite to Game feature would cause the recipient to receive too many party invites (they are only supposed to receive one, when they start the game up) - Fixed some rounding inconsistencies with rating changes
Game Balance
Legion Spells
- Guardian Angel, Hero, Magician, Protector, Sorcerer, Vampire, and Villain can now be cast at any time, even after wave 11
Protector - Protection Aura: 7 health regen + 2 flat damage reduction -> 0.5% missing health regeneration
Protector nullified offensive plays on wave 11, so we're smoothing out the power curve.
Sorcerer - Bonus spell damage: 27% -> 25% - Fixed a bug where Sorcerer didn’t work with the following area-of-effect spells:
Lost Chieftain - Improved Gaia Shield casting logic -- Fixed some cases where it was over-prioritizing Wileshroom and Canopie -- Now slightly prefers units closer to the middle of your lane, in addition to preferring units placed further up, since they are more likely to tank
Soul Gate - Blood Price: No longer gains mana regeneration based on missing life - Blood Price: Self-damage: 15% of max health -> 17% - Hellion: Health: 1280 -> 1320 - Hellion: Damage: 47 -> 49 - Nightcrawler: Health: 640 -> 660 - Nightcrawler: Damage: 47 -> 49
Hell Gate - Blood Price: No longer gains mana regeneration based on missing life - Blood Price: Self-damage: 15% of max health -> 17% - Elite Hellion: Health: 3200 -> 3300 - Elite Hellion: Damage: 94 -> 98 - Elite Nightcrawler: Health: 1600 -> 1650 - Elite Nightcrawler: Damage: 94 -> 98
Blood Price was scaling multiplicatively with Magician and Starcaller, which made the combo overpowered and snowbally. Gates now naturally summon 6 times instead of 7, but that number can be increased with Ocean Templar, Desert Pilgrim, Protector, and other heals.
Hydra - Value now scales with the number of Premature stacks (0 stacks: 470, 1 stack: 400, 2 stacks: 340). This is to more accurately reflect Hydra's power and nerf Pawn Shop + Hydra abuse.
Mercenaries
Ogre - Attack speed: 0.61 -> 0.63
Server 2.0
We just released our Server 2.0 update, which is a major refactor to our lobby server, game server, and matchmaking code. This has been our development focus for the past 6 months. The goal of this update is to improve long-run scalability and stability.
Scalability means the ability to support tens of thousands of concurrent players
Stability means higher uptime and fewer bugs
Technical improvements:
Matchmaking across different lobbies instead of only within a single lobby. Multiple lobbies are needed to support a larger player base.
Monitoring servers in real-time, which improves our ability to debug issues.
Servers run off of a completely new Microsoft Azure-based framework instead of AWS.
Complete refactor to the way servers spin up and down.
New logic for how players connect and reconnect to servers.
New matchmaking algorithm, which leverages Microsoft’s Azure PlayFab matchmaking system.
What you'll notice:
A "Waiting for players..." message when a match is found. If a player fails to connect, the matchmaker will re-queue everyone instead of starting the game with a missing player.
No more "Find me any game as soon as possible" button for players rated 1500+. Our new matchmaker is smarter about accelerating and adjusting for the number of players online.
Some differences in matchmaking logic. We'll be monitoring and doing adjustments as needed.
Improved Classic queue positioning. The matchmaker now prioritizes pairing similarly skilled players in lane match-ups.
Other than that, if we did things correctly, you shouldn't notice too many changes. If you encounter any bugs, please report them on the forums or Discord.
Server 2.0 is a big milestone for the development of Legion TD 2 and the foundation for a better game. Our plan is to market the game and do a free-to-play weekend this year to grow the player base and really take off. Thank you for your support.
v5.02: Chaos & Hybrid Builders
NEW! Chaos & Hybrid Builders
- Chaos and Hybrid are now permanently selectable in all non-ranked games for players level 5+ - When playing Hybrid, towers now sell back for 80%, instead of 60%. Eggsack sells back for 95%. Also, Hybrid T3-T6 now cost less gold. - You can dual build with any combination of Mastermind, Chaos, and Hybrid builders
NEW! Legion Spell Pool
Legion spells are now divided into classes, then randomized, to ensure more interesting choices. Each of the following combinations occurs with 20% probability:
1 defensive, 2 offensive
1 defensive, 1 offensive, 1 scaling
1 defensive, 2 scaling
2 defensive, 1 offensive
2 defensive, 1 scaling
In addition, spells very similar to each other like All Out Assault and Press The Attack, or Savior, Allowance, and Sacrifice, are now mutually exclusive. For example, if Press The Attack is rolled, All Out Assault cannot be rolled.
Offensive: All Out Assault, Giant Snail, Lizard Army, Overwork, Press the Attack
Scaling: Creditor, Embargo, Investment, Hero, Magician, Sorcerer, Venture
Game Fixes & Improvements
Game Balance - Soul Gate & Hell Gate no longer immediately pull lane aggro (they now behave like most fighters) - Soul Gate & Hell Gate changed from Pure/Immaterial to Magic/Natural. This is to communicate what waves they are strong/weak against, but it shouldn't affect their balance much. The attack/defense types of the spawns (Hellion and Nightcrawler) are unchanged. - Lost Chieftain is now slightly more likely to buff Wileshroom, Canopie, Fire Lord, Fenix, and units with Protector
Quality of Life - Added a search bar for looking up other players' profiles - No more worker queue limit. Also, queued worker timers are now more accurate. - Profile fighter stats for upgraded fighters now displays the pick rate of the base fighter (instead of 0%) - Tutorial mission complete/incomplete popups now use new Victory/Defeat popups & music - Post-game builds tab now shows leak percents instead of leak values - Fixed sound when party member initiates matchmaking - Fixed a bug where hotkeys would be still active when typing an in-game player report - Fixed a visual bug when dual building where players would individually leak, when they should instead leak/clear together - Fixed a bug where match history match countries were shown incorrectly - Fixed a bug where match history did not show rating changes due to losses - Fixed a cosmetic bug with Mark Target
AI - Bots are less likely to over-push workers on waves 16+
v5.01: Legion Spell Update, Balance Changes
Happy new year, everyone! Since we just got back from holiday break, we're doing a small balance patch to improve legion spells and address some of the more glaring balance concerns.
Legion Spells
A lot of the power budget of these spells was unintentionally in the +500 health. Now they can be more specialized.
Hero - Health gain: 500 -> 0 - Damage and damage reduction aura: 5% -> 7%
Magician - Health gain: 500 -> 0 - Mana regen aura: 22% -> 27%
The legion spell changes are also indirect buffs to Soul Gate and Hell Gate.
Other
Dragon Turtle - Fixed a bug where it was spawning behind other tank mercenaries
Mastermind Rolls - Priestess of the Abyss, Lord of Death, and Millennium no longer satisfy the arcane requirement because they are ranged DPS (if you get one of these, you're guaranteed to get another arcane unit)
"Unbreakable" Trophy - Collection value: 15 -> 3
When we first designed this trophy, hitting 10,000 fighter value was very rare. It's now more common, especially in Classic games.
v5.00: Season 5
Season 5 Begins
Season 4 has officially ended. Rewards will be distributed in the coming days, and ratings will be soft-reset. Ranked will be disabled on Friday, December 13 at 6pm PST and re-enabled on Monday, December 16 at 9am PST. During this time, we will have a Classic 4v4-only weekend. Season 5 begins as soon as patch v5.00 goes live.
With the release of Soul Gate and Hell Gate, Shrine is now a fully playable legion. Progress on legion 8 has already begun.
A lost civilization of long-standing traditions. Out of respect for the dead, they constructed a gate symbolically connecting the worlds of the living and the dead. One night, there appeared a crescent moon with an eerie reddish hue. At the gate, what was once a white rope warding off spirits was now stained dark red. The inhabitants of the Shrine began experiencing oddities, catching glimpses of the dead, and feeling an impending sense of doom. The realm of the dead grows larger every night, creeping and expanding its unholy dominion. The Shrine is no longer welcome to the living.
NEW! Profile 2.0
Playstyle Radar Chart
- Every player is assigned points in 6 classes based on their playstyle and performance (extra weight given to recent games)
Economist - Most gold from income. It's all about that late-game scaling.
Kingsguard - Most king upgrades. All hail the king.
Architect - Fewest waves leaked. Give no quarter.
Guardian - Most leaks caught. Teamwork is OP.
Breaker - Caused the most opponent leaks. The best defense is a good offense.
Tactician - Most waves with no mythium sent. Keep them guessing.
Favorite Rolls & Openings
Favorite Rolls - The 6 rolls (base fighter only) you picked most often this season
Favorite Openings - The 6 fighters (base and upgrades) you started with most often this season
Past Season Statistics
- You can now view high-level statistics (rating, ranked win rate, etc.) from previous seasons, assuming the data was tracked then
NEW! Fighter Stats
NEW! Wave Stats
NEW! Match History
NEW! Wins Leaderboards
Ranked Wins This Season
Classic Wins This Season
Look & Feel
Play Menu
Legion Select
Victory & Defeat Banners
Audio - New victory & defeat music - New waiting for players & loading screen music - New “King In Danger” theme when the whole team leaks a lot - All Legion Spells now have unique sounds - A variety of sound fixes and tweaks; overall the client should sound smoother now
New icons - Booster, Stimpack, Leech, Cannibalism
2v2 Map - Improved gate graphics
4v4 Map - Texture update to make the map less bright/oversaturated
Floating Texts - Red bonus damage text is now a bit more subdued (affects things like Berserker, Wave 18, etc.)
Matchmaking & Ratings
Placement matches - Your first 10 ranked games in the season are now considered "placement" matches which will have 2x rating changes
Display fixes - Fixed some cases where rating stakes were rounded incorrectly (at most resulted in 1 rating point difference) - Fixed a case where +30/-2 matches were mistakenly being displayed as +31/-1
Quality of Life
Ready Button - You can now click "ready" via a button instead of having to type the -ready command. You can also click the button again to toggle on/off whether you are ready or not. - Wave 1 preparation time: 80 -> 90 seconds
Match Ties - Tied matched (where a player failed to connect on wave 1) will cancel the match after 5 seconds instead of 15 seconds
"Abandoned Match" Fix - Fixed some cases where the "abandoned match" message would show when requeueing after you already finished the game
In-game HUD - Added text that shows a unit's grid position when deploying fighters or selecting an existing fighter (in build phase only). This option can be toggled on in settings (default off). - Added a loading spinner in the middle of the screen if you are lagging badly (out of sync with server) - Lifebar styles are now unified (yours=green, enemy creatures=red, everything else=player colored) - Mercenaries now show base unit tooltip (so players can understand, for example, that Dragon Turtle is more about its arcane tankiness than its magic dps) - Fixed a case where the HUD would ping things instead of clicking them (AltHeld is now reset every couple seconds) - A variety of other fixes and tweaks
Stability - Fixed a case where a client would be continually lagging, but never catch up with the server (disabled full sync throttle) - Fixed a case where initialization would be bugged under certain latency conditions (ForceSyncAllTime was called before game started)
Custom Games - Added a new custom game mode: "Mastermind" which just forces everyone to play Mastermind. Useful for tournament games!
Tournaments - /signup command now supports signing up as a solo player
Official Game Guide - You can now access the official game guide from a link in the client
Build Testing - All -save/-load builds are now contained in player logs (previously was only the final wave's builds). This means after any game, you can reload any player's build from any wave for testing things like: would that build have leaked to brutes instead of fiends? would I have held if I put the bunk further forward? etc.
Tutorial - Fixed a bug where gray borders/graphical artifacts would appear on the arrow graphic Translations - Updated! Visit LegionTD2.com/translate if you'd like to help with translations. Any fixes or additions you make will show up in-game the following patch.
Gameplay Fixes
Pathing - Fixed a rare case where units from one lane would wander into another lane
Angler, Bounty Hunter, Kingpin - Fixed a rare bug where Angler, Bounty Hunter, or Kingpin would jump to full mana (added a failsafe check after upgrading them)
Gaia Shield - Lost Chieftain now smarter about buffing Azeria (whose ability heals it based on max hp) with Gaia Shield
Reviving units - Units that revive (Guardian Angel, Eternal Wanderer, Samurai Soul) are now aggroed later when breaking ties
Attack speed fix - Fixed a long-standing bug with units attacking faster or slower than their attack speed indicated. As a result, a lot of units have had their attack speeds tweaked so that their power remains the same.
Takeover bots - Fixed a bug where bots that take over for a disconnected player that was dual-building wouldn't train workers or send mercenaries when dual building. They still won't build (this is hard to implement), but at least they aren't useless now.
Game Balance
No-build Strategy
(also known as "cross" or "suicide")
This strategy involves one player only training workers, while the other player(s) build to cover. While it's an interesting strategy, it's too strong for how frustrating and chaotic it is. Our goal with this nerf is not to destroy the strategy, but rather to build a lever to nerf or buff it as needed.
Leaking 100% now grants additional gold to the opposing team. This amount is equal to 0.25 x BountyLeaked x WaveFactor, where WaveFactor scales from 0.35 on wave 1 to 1.5 on wave 20. For example, leaking 100% of wave 4 grants 12 bonus gold to the opposing team.
Legion Spells
There’s been a power creep for legion spells over the past year, so we’re nerfing the strongest ones:
Vampire - Vampirism Aura: Spell Vamp: Now 80% as effective with area of effect spells
Area of effect, in this context, is defined as any spell that hits an uncapped number of units
Banana Bunk’s Barbs
Banana Haven’s Barbs
Honeyflower’s Fragrance
Deathcap’s Noxious Scent
Pyro’s Pyromancy
Millennium’s Explosive Shells
Doomsday Machine’s Detonation
King Claw’s Shell Shock
Great Boar’s Stampede
Red Eyes’ Thunderous Charge
Yozora’s Wintry Touch
Arctaire’s Frozen Veil
Market - Removed from the game
With the introduction of so many more interesting spells, Market feels lackluster. Expect some new legion spells in early season 5.
King
Immolation - Buffed slightly on early-mid game waves
Fighters
Looter - Health: 90 -> 80
Ranger - Damage: 38 -> 25 - Attack speed: 0.71 -> 1.1 - Accuracy: 20% bonus damage to bosses -> 5 bonus pure damage to bosses
Daphne - Health: 1130 -> 1050 - Precision: 30% bonus damage to bosses -> 15 bonus damage to bosses - New ability: Mark Target: Amplifies all damage dealt by 1 (0.25 to bosses), stacking up to 10 times
Another season, another Ranger and Daphne rework. Stronger against waves 5, 15, and 20. Daphne now synergizes with many units and fast attackers.
Simplifying typing, filling a shortage of impact units, and decreasing the overabundance of pierce units
Eternal Wanderer - Damage: 36 -> 38 - Now less likely to be instantly focused after reviving - Shallow Grave now procs sequentially with Guardian Angel, instead of at the same time
Samurai Soul - Damage: 112 -> 118 - Now less likely to be instantly focused after reviving - Shallow Grave now procs sequentially with Guardian Angel, instead of at the same time
Leviathan - Aerial Command: Does not stack -> Now stacks up to 2 times
Butcher - Health: 1350 -> 1400 - Attack speed: 0.87 -> 0.95 - Leech: 5 life on-hit + 16% life steal and spell-vamp -> 20% life steal and spell-vamp - Leech: Spell vamp: Now 80% as effective with area of effect spells
Head Chef - Damage: 97 -> 105 - Attack speed: 0.87 -> 0.95 - Cannibalism: 10 life on-hit + 24% life steal and spell-vamp -> 30% life steal and spell-vamp - Cannibalism: Spell vamp: Now 80% as effective with area of effect spells
Butcher and Head Chef are too strong early game and too strong with area of effect units like Banana Haven. We’re shifting power to synergy with single-target DPS units like Doppelganger, Kingpin, and Fenix, which is what Butcher was intended to be strong with.
APS - Attack speed: 0.95 -> 0.91
MPS - Attack speed: 0.95 -> 0.91
Grarl - Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave
Increasing the flexibility of an interesting ability and potentially opening up Grarl into Banana Bunk, Millennium, Lord of Death, Eggsack, Fire Lord, Orchid, or Alpha Male on wave 3
Ocean Templar - Health: 1700 -> 1900 - Damage: 155 -> 160 - Resonance: 25 + 4% missing health -> 4% missing health - Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave
Kingclaw - Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave
Priestess of the Abyss - Attack speed: 0.94 -> 0.96
Millennium - Explosive Shells: Damage no longer reduced against flying units - Fixed a bug where Explosive Shells could not hit more than 20 units at once (no longer has a maximum)
Doomsday Machine - Detonation: Damage no longer reduced against flying units - Fixed a bug where Detonation could not hit more than 20 units at once (no longer has a maximum)
This makes Millennium to a more viable opening and solidifies Doomsday Machine as a powerhouse on wave 17
Centaur’s identity as the anti-spam mercenary was overshadowed by the introduction of Witch. We’re shifting it to become a natural tank, which is currently lacking.
Waves
(2) Wales - Attack speed: 0.87 -> 0.89
(11) Quill Shooters - Attack speed: 0.76 -> 0.78
2x Chaos Weekend & v4.06 Patch Notes
Announcements
Sign-up for the Masters Cup V is now open! You may sign up as a team or individually. The first 80 players to sign up will be guaranteed a spot; the rest will be on a waitlist. $500 prize pool and badges for winners, and mystery cards for all participants. See the official tournament thread for details.
The next featured game mode is 2x Chaos with the following rule changes:
Random roll (6 new fighters) every wave
Waves have 2x the number of spawns
Start with 300 gold instead of 250
2x Chaos will be enabled starting now to Sunday 11/17.
Reminder that season 4 ends in one month. Ranked rewards are based on your peak rating in season 4. You are not penalized for dropping below a tier you already achieved.
v4.06 Patch Notes
- Expected release to live servers: Monday 11/18
Fixes & Improvements
Bots - Now smarter about not undervaluing if they are weak on future waves - Now smarter about using aura fighters - Fixed a bug where bots would hire duplicate aura mercenaries if a player pinged them to (now they will limit themselves to one of each aura at most) - Easy bots (Play vs. AI) are now easier. The AI improvements we've been doing made Easy bots too difficult for new players
Post-game stats - MVP Score: Fixed a bug where it was considering your opponent's leaks caught % instead of your own - Clicking the game ID now copies it to the clipboard - Added a 'Report player' button that automatically starts a Report Player forum thread with the game ID and player name
The best way to report a player is in-game via the tab scoreboard. This gives much more accurate data compared to reporting after the game. So this change is mainly a QoL feature if you forgot to report in-game.
FairPlay - Increased leaver penalty for causing game ties - Added -4 rating penalty for both players if a duo causes a game tie (to prevent an abuse case) - Reduced penalty for a reported griefer if the team wins the game
Chat - Improved stability, implemented auto-reconnect, and added monitoring so we can quickly tell if issues are widespread
Workers - Fixed a bug where queueing many workers with high income wouldn't train all of them
Stability - Fixed some lag with higher latency connections
Unit bug fixes - Guardian Angel now properly transfers buff stacks for Lioness and Alpha Male - Protection Aura now properly heals units in the holding area when the gate is closed
Data tracking - We are now tracking data on "suicide" strategies, where one player doesn't build, to evaluate if it's a problem (particularly in lower-rated games)
Game Balance
We're intentionally keeping the balance changes light to avoid over-disrupting the game before the season end.
Legion Spells
Investment - Income: 32 -> 34
Fighters
This patch, we’re sharing balance data. Let us know if you like that approach.
First, some context: - We strive to make the game fun for all players but generally balance around high-rated games - Data is important, but it doesn’t tell the whole story. There’s a lot we consider in the background. - For fighters, two important pieces are data are pick rate and win rate -- Pick rate is the probability a player picks a fighter, given it’s in their roll. High pick rate can mean new or fun, but it often means high versatility and power, especially among competitive players who are playing to win. The average pick rate of a fighter is 60% (6 picks out of 10 rolls). -- Win rate is the probability a player wins, given they picked a fighter. The average win rate of a fighter is 50%.
Lost Chieftain - Gaia Shield now prefers to target units with Guardian Angel as well as evasion (Yozora/Arctaire) - Gaia Shield will now consider targets with low health if they have regeneration
You may sign up as a team or individually. The first 80 players to sign up will be guaranteed a spot; the rest will be on a waitlist.
Team sign-up
Your team must have an average peak season 4 rating of 1500+ to sign up
Team sign-up begins now and ends November 29 at 11pm PST
Start the game, and join a private lobby with your teammate by typing /join (e.g. /join Snail Kings) in Global Chat
Type /signup while in the private lobby
Individual sign-up
You must have a peak season 4 rating of 1500+ to sign up
Individual sign-up begins now and ends November 25 at 11pm PST
Individuals will be paired with the player closest to them in rating
If there are an odd number of individual sign-ups, the last player to sign up will not be paired and must look for a teammate on his own (team sign-up ends November 29)
To sign up individually, tag Seraphin in tournament-lobby and mention your in-game name
Every player that fully participates without dropping out will be awarded a Mysterious Card, which you reveal to get a random collectible card that can also be used as an avatar.
Hey everyone! Just wanted to share a progress update and tentative timeline of things to come.
We've been hard at work on Lobby 2.0, our major code refactor that allows the game to scale and handle thousands of players online concurrently. It's akin to rebuilding a plane mid-flight. Lobby 2.0 is necessary before we can do a free-to-play weekend and larger marketing efforts to grow the game.
This month, we're completing and releasing two major components of Lobby 2.0:
Matchmaking 2.0, which leverages Microsoft’s Azure PlayFab matchmaking system
Server 2.0, which offers improved reliability, better debugging, and potential fixes to network issues in Germany and Russia
November will also bring patch v4.06 and the Masters Cup V from November 30 - December 1. Sign-up and tournament details coming soon.
As of Monday, we decreased the Euro price of the game from 19.99€ to 16.99€. Most Steam games are priced with the same $ and € because Steam defaulted to a higher Euro price to offset value-added taxes. In an effort to be fair, we're lowering the price, which we also hope will also attract more players.
Season 4 End
December 13: Season 4 ends at 6pm PST
December 14-15: 4v4 Classic Queue-only weekend
December 16: Season 5 begins. Patch v5.00. Full Shrine release. Ranked games re-enabled.
Players are eligible for the following rewards:
Level badges are based on the level you achieve by the end of the season (minimum level 4).
Ranked badges and loading screen borders are based on your peak rating in season 4. You are not penalized for dropping below a tier you already achieved.
Bronze: Finish the season at least 900 rating
Silver: Achieve a peak season 4 rating of 1200
Gold: Achieve a peak season 4 rating of 1400
Platinum: Achieve a peak season 4 rating of 1600
Diamond: Achieve a peak season 4 rating of 1800
Expert: Achieve a peak season 4 rating of 2000
Master: Achieve a peak season 4 rating of 2200
Senior Master: Achieve a peak season 4 rating of 2400
Grandmaster: Achieve a peak season 4 rating of 2600
Legend: Achieve a peak season 4 rating of 2800
v4.05: Yozora, Arctaire, AI Overhaul
50% Off Sale
Legion TD 2 is on sale starting October 7th! Great opportunity to introduce the game to a friend.
Nimble Feet - Evades 40% of attacks (uses pseudo RNG, which makes it more deterministic and less random)
Wintry Touch - Deals 3 pure damage per second and reduces attack speed of nearby enemies by 2% (1% against bosses) in a large area. Stacks with itself.
Nimble Feet - Evades 40% of attacks (uses pseudo RNG, which makes it more deterministic and less random)
Frozen Veil - Deals 10 pure damage per second and reduces attack speed of nearby enemies by 3% (1.5% against bosses) in a large area. Stacks with itself.
Fixes & Improvements
AI Overhaul - Bots are now significantly smarter. Improvements include but not limited to: -- Smarter about building and positioning -- Smarter about sending mercenaries -- Select legion spells -- Properly use auras
Post-game stats - Now shows Avg Catch % and Mythium Received - No longer shows Leak Value / Catch Value (the %'s matter more)
MVP Score - Decreased weight of king upgrades - Increased weight of leaking your opponent - Now takes into account Leak % instead of Leak Value - Now takes into account Catch %
Fixes - Fixed wave 5/15 leak percent not taking some mercenaries into account - Fixed wave 21 leak percent - Fixed a very rare bug where after a match was canceled, your rating would be reset to 1200 (only happened once so far, sorry Weeds54!) - Fixed a rare bug where the Legion Spell window wouldn't appear - Fixed a rare case where if units sneak by your sea serpents on the 4v4 map; they are now teleported back to lane rather than running past
Fairplay - Muted players now have much stricter ping restrictions (can't spam pings)
Chat -ratings is now hidden from chat
Debugging - All player tower builds are now saved to logs (so you can copy a player's build from logs to use via the -load command)
Game Balance
Spell-casting - Most units with spells that cost maximum mana now have +1 additional maximum mana (mana cost of spell unchanged) OR the mana cost of their spell is being reduced by 1 (maximum mana unchanged) - The goal of this is to reduce frustration when units don’t cast their spell immediately upon reaching full mana. Spell-casting logic requires units to have sufficient mana, then autoattack before casting their spell. This is something we’d like to improve in the future, but for now, this should make things feel better. - In addition to reducing frustration, these are buffs (the second spell cast comes out sooner, and the units now regenerate mana while waiting to cast their spell). To maintain power neutrality, some of these units are receiving very slight compensation nerfs
Units affected: - King Claw Maximum mana: 11 -> 12; attack speed: 0.83 -> 0.81 - Violet: Maximum mana: 9 -> 10; attack speed: 1 -> 0.97 - Gateguard: Maximum mana: 20 -> 21, attack speed: 0.71 -> .7 - Harbinger: Maximum mana: 20 -> 21, attack speed: 0.57 -> 0.56 - Zeus: Maximum mana: 6 -> 7; attack speed: 2.22 -> 2.13 - Desert Pilgrim: Maximum mana: 10 -> 11; health: 900 -> 870 - Lost Chieftain: Maximum mana: 14 -> 15; health: 2500 -> 2450 - Witch: Maximum mana: 50 -> 60, mana cost: 50 -> 55 - Azeria, Disciple, Starcaller, Lord of Death - see below for more details
Dual-Building (4v4) - Now requires both players to be Mastermind; otherwise you can't build in the middle - Haste: 50 movement speed and 10% attack speed -> 50 movement speed and 5 + 0.1% health regeneration per second - Removed max targets cap for the following units: King Claw, Honeyflower, Deathcap, Pyro, Great Boar, Red Eyes
The goals here are to:
Make dual-building more accessible and less punishing, rather than always needing certain combinations of units (Hydra, Pyro, etc.)
Make non-AOE units more viable when dual-building
Legion Spells
Creditor - Now capped at 200 gold saved/wave - Gold gain: 40% -> 50%
This buffs Creditor in the average case, while nerfing it in the extreme case