Spirit Offering Costs 20 gold. Eat a tasty fish to permanently increase health by 180 and damage by 9. At max (7) stacks, gains Devour, healing for 8% of its max health each time it gets a kill.
NEW! In-game Scoreboard
- Your score is based on the new Power Score (see below)
Players, especially new players, frequently commented that they thought they were doing well until they suddenly lost. The in-game scoreboard provides quicker feedback when they get ahead or fall behind, which should help with the learning curve.
Power Score - MVP Score has been replaced by Power Score, which takes into account your value, gold, gold spent on workers, and mythium
- Power Score is a measure of how strong you are, not necessarily how well you're playing. You can think of it as Legion TD 2's version of KDA
- Power Score updates at the start of each day (battle phase) to avoid giving away real-time information
The old MVP Score formula took into account lane matchups and sending patterns to describe how well you played. The new Power Score reflects simply how strong you are. This should make the formula easier to interpret and more relevant for the in-game scoreboard.
NEW! Roll Recommender
- Instead of having the first 6 fighters checked by default, the recommender will pre-select a well-balanced roll.
- Some tips will also be displayed if your roll is lacking something important
This should help newer players pick better rolls and learn what makes a good roll. It also offers a more relaxed way to play Mastermind for players that find roll selection stressful.
NEW! Mercenary Queue
- Hold Shift+Click to queue up a mercenary that you can't afford. It will be hired as soon as you can afford it.
- Hold Shift+Right Click to dequeue.
- If you have multiple mercenaries queued up, it will try to save up to try to afford the most expensive one. Once the wave starts; however, it will make sure to spend mythium on the cheaper queued mercenaries.
Example: It's wave 2 and you have 50 mythium. You want to send a Brute for 3, but you aren't sure if you can afford it. If you can't afford it, you'd like to send two Snails instead. You can queue up a Brute and two Snails and when the wave starts, it will try to send a Brute first, but failing that, it will send two Snails.
NEW! Worker Queue
- Hold Shift+Click to queue up a worker that you can't afford. It will be trained as soon as you can afford it.
- Hold Shift+Right Click to dequeue.
- If you can already afford a worker when you queue one up, it will just purchase it right away
Game Fixes & Improvements
Major Localization Update - Significantly improved Chinese/Japanese IME experience; characters now appear instantly when typed, and the autocomplete window now appears next to the input line instead of in the corner of the screen. (Thanks to the Coherent team for help with this implementation!)
- All chat/user-generated text now uses a universal font, so even if your language is set to English for example, you can see text (rather than boxes/glitchy text) from Chinese. The same goes for typing; if your game is set to English, you can type in Chinese if you wanted to.
- Many English game texts are now localized, most notably the post-game score screens. At this point, the whole game is pretty much fully ready for translation!
- If you're interested in helping, check out LegionTD2.com/translate. Any help is greatly appreciated and will allow us to significantly grow the player base. Thank you to everyone who has contributed.
Reworked Unit Tooltips - Revamped tooltips to better communicate relevant information, to provide more detailed stats (range and flying), and to be more fun to read
- You can always have detailed stats visible by adjusting your settings
Quality of Life (In-game) - If you have a tower selected when the wave starts, you will now automatically select the fighter
- Wale Chief (Wave 18) mana bar is now hidden
- A variety of HUD fixes and small improvements, such as adding tooltips and fixing edges
Quality of Life (Client) - If the lobby server restarts, and you were in queue, you will now automatically requeue after reconnecting to the lobby
Stability - Improved lag mitigation and detection when clients/servers get higher than normal amounts of errors
New Emoji: This is fine - Type :this_is_fine: (or :fine: for short)
Post-Game Stats - Overview: MVP Score replaced by Power Score
- Graphs: now has “Power Score†graphs so you can see player scores per wave
Minor Fixes - Fixed bug where -ratings was displaying the message to everyone in-game
- Fixed a minor bug with downgrading Hell Raiser or Kingpin twice
- Fixed some bugs with vfx indicators for Dark Mage (Mindwarp) and Lost Chieftain (Gaia Shield)
- Fixed missing Desert Pilgrim & Lost Chieftain card images
Game Balance
Dark Mage - Mind Warp: No longer increases movement speed (was causing units to sprint to their death)
Bone Crusher - Health: 1100 -> 1120
Masked Spirit - Attack speed: 1.1 -> 1.06
False Maiden - Attack speed: 1.1 -> 1.06
Hell Raiser - Attack speed: 1.1 -> 1.06
Pyro - Attack speed: 1.625 -> 1.6
Honeyflower - Health: 1200 -> 1220
Butcher - Leech: Life steal and spell vamp: 10% -> 12%
Head Chef - Cannibalism: Life steal and spell vamp: 15% -> 18%
It was visually unclear that it existed (most players didn't even know)
It was doubling down on countering spells in an unhealthy way (most spells tend to be magic and 14 is already arcane)
(16) Cardinals - Health: 1900 -> 1930
(20) Maccabeus - Damage: 155 -> 150
(21) Legion Lords - Attack speed: 1.04 -> 1.06
New Game Mode HYBRID Starts Now!
New featured game mode HYBRID starts now! Throwback to Legion TD and get a randomized fighter each time you build a tier.
Available from now to Sunday night.
v3.14: Masked Spirit, False Maiden, Hell Raiser, Hybrid Game Mode
NEW! Featured Game Mode: Hybrid
Featured game modes are a new way to play the game with special rules and mechanics. They're just for fun and will occasionally be enabled on weekends.
The next featured game mode is Hybrid 2v2, in which your fighters are replaced with "tiers." Each time you build a tier, you get a random fighter from that tier.
Hybrid 2v2 will be enabled from Friday 4/12 - Sunday 4/14.
NEW! Legion: Shrine
A lost civilization of long-standing traditions. One of their core values is respect for the dead, and they constructed a gate symbolically connecting the worlds of the living and the dead. One night, there was a strange crescent moon with an eerie reddish hue. Upon visiting the gate, they noticed what was once a white rope that warded off the spirits was now stained dark red. The inhabitants of the Shrine began experiencing oddities in their everyday lives, 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.
v3.14 Patch Notes
- Released to Public Test Realm (PTR). How do I join PTR? - Released to live servers!
Spectral Scream Each attack hits up to 3 random targets and cannot hit the same target more than once.
- Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Starcaller)
- Works with Villain
Spectral Scream Each attack hits up to 3 random targets and cannot hit the same target more than once.
- Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Starcaller)
- Works with Villain
Spectral Scream Each attack hits up to 3 random targets and cannot hit the same target more than once.
- Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Starcaller)
- Works with Villain
Tantrum Enters an enraged state, gaining +20% attack speed, every other wave
NEW! Commands
- Added "-ready" chat command. Type -ready to vote to start wave 1 early.
- Added "-dps" chat command. Type -dps during the night (build phase) to see the DPS performance of each unit last wave
- Added "-lifetime" chat command. Type -lifetime to display how long your units survived last wave
- Added "kills" chat command. Type -kills to display the number of kills for each unit last wave
Game Fixes & Improvements
Classic Queue Matchmaking - Now has fairer matchmaking. It still forms matches as fast as possible, but once a match is formed, it shuffles teams based on hidden ratings that take into account both ranked and classic skill.
- Significantly lowered party rating penalties, which were sometimes unintentionally limiting players from partying when they had a very high-rated player in their party
Ranked Matchmaking - Improved the matchmaker to make it less likely to "skip" very high-rated players
Gameplay Fixes - 4v4: Fixed a bug where a lane would be considered as leaked if its partner lane leaked, even if the original lane was still fighting (This mainly affected no-build/cross strategies)
- 4v4: Match cancellation is now enabled (if a player doesn't do anything before wave 1 starts).
- Fixed a rare antistuck edge case
- Fixed a bug where Lightning Hammer would mistakenly continue where it left off on the previous wave (which could result in it casting on its first attack)
Client Fixes - Fixed a bug where players would mistakenly receive a suspension notification instead of a warning notification, after leaving/afking a game
- Fixed a bug where Enable Global Chat wasn't being saved between sessions
- Fixed a player profile bug where new trophies weren't showing up
- Fixed missing card art for Chaos Hound, Cerberus, Imp, Undead Dragon
- Fixed a bug in post-game stats where W/L was incorrect
Quality of Life - Waves & Attack Type guide windows are now reopened if you had them open last game. Also, they are now open by default to help newer players.
- You can now hold shift + left click + move mouse to deploy multiple fighters
- Selecting a Lost Chieftain tower now displays a green glow to indicate who he will buff when the wave starts
- Selecting a Dark Mage tower now displays a green glow to indicate who he will prefer to buff when the wave starts
- Ramping damage floating text now adds your base damage to the number (Berserker, Fatalizer, Four Eyes)
- Fixed a bug where sandbox mode would spawn wave 1 in 60 seconds instead of 600 seconds
- Fixed a bug where melee projectiles (Peewee, Veteran) weren't showing up properly
Translations - Updated! If you're interested in helping, check out LegionTD2.com/translate. Any help is greatly appreciated and will allow us to significantly grow the player base. Thank you to everyone who has contributed.
Game Balance
King
- Now takes into account Giant Slayer (20% current health damage) when prioritizing targets. This means he will correctly focus higher health units more often now, which also allows him to optimize his AOE better as well.
- Lightning Hammer: Projectile speed: 6000 -> 8000. Damage decreased by 3%
- Immolation: Damage increased 5%
- Chain Frost: Projectile speed: 4000 -> 6000
King Upgrades
- King upgrades are getting more expensive but now have better income efficiency. The goal of this change to make king upgrades more viable early game and when you're behind / know you can't break your opponent.
This is an experimental change, and if it doesn't turn out to be positive, we'll revert it.
- Gold to opposing team decreased by 10% on average early game, increased by 5% on average late game (breakeven on wave 13)
The goal.of this change is to have fewer games decided with one mistake early game. As compensation, we’re slightly buffing early game low-income mercenaries so they remain competitive with high-income mercenaries and king upgrades
Bone Warrior - Health: 170 -> 150
- Skeletal Regeneration: 4% missing health -> 3 + 3% missing health
Fire Archer - Skeletal Regeneration: 4% missing health -> 3 + 3% missing health
Dark Mage - Skeletal Regeneration: 4% missing health -> 3 + 3% missing health
- Greatly improved AI. It now casts as soon as the wave aggros and is more responsive when casting during the round. Also smarter about picking targets for Mindwarp (increased priority for units with ramping effects, such as Berserker, Fatalizer, Doppelganger, and Sky Queen)
- Selecting a Dark Mage tower now displays a green glow to indicate who he will prefer to buff when the wave starts
Bone Crusher - Health: 1060 -> 1100
- Skeletal Regeneration: 4% missing health -> 3 + 3% missing health
Honeyflower - Health: 1180 -> 1200
- Fixed a bug where Fragrance was dealing pure damage instead of magic damage
Deathcap - Fixed a bug where Noxious Scent was dealing pure damage instead of magic damage
Butcher - Health: 1320 -> 1350
Head Chef - Health: 3250 -> 3300
Lost Chieftain - Now smarter about picking targets for Gaia Shield (prefers units that are placed farther forward because they are more likely to tank)
- Selecting a Lost Chieftain tower now displays a green glow to indicate who he will buff when the wave starts
Hydra - Ancient Power: Bonus damage and damage reduction per wave: 1% -> 0.8% (this nerfs Hydra effective health and DPS by 2.5% on wave 11 and 5% on wave 21)
Great Boar - Stampede: Now has a max targets of 20 units, which is consistent with other AOE in the game
Red Eyes - Health: 8300 -> 8250
- Damage: 153 -> 150
- Thunderous Charge: Now has a max targets of 20 units, which is consistent with other AOE in the game
Mercenaries
We're buffing low-income mercenaries that are used early game to make sure they stay competitive with high-income mercenaries and king upgrades.
Kraken - Health: 6500 -> 6700
- Damage: 285 -> 295
- Ancient Power: Bonus damage and damage reduction per wave: 1% -> 0.8% (this nerfs Kraken's effective health and DPS by 2.5% on wave 11 and 5% on wave 21)
(6) Rockos - Damage: 39 -> 40
- Impale: Reworked: Each attack now has a 25% chance to deal 150% damage
The goal of this change is to make wave 6 less extreme and not hard countered by small units. We like that the wave has some extra variance, so we're keeping that flavor with critical strike. Keep in mind that it's not truly random; it's pseudo-RNG, which means that if a Rocko doesn't crit, it's more likely to crit on its next attack (and vice-versa). Ramping damage amplification likely had more RNG than this.
(8) Kobras - Health: 580 -> 600
(18) Wale Chiefs - Poison-tipped Pole: 100 Magic damage per hit -> 300 Magic damage every third hit
The goal is to make the magic damage more visible (most people don't even know it exists). This is probably a slight nerf.
(21) Legion Lords - Attack speed: 1.02 -> 1.04
Masters Cup III Begins Saturday. Tune in on Twitch!
The Masters Cup III begins Saturday, March 30 at 10am PST / 6pm CET. Tune in on Twitch to watch the world's best Legion TD 2 players compete for glory!
- The game is now smarter about detecting default language for new players
- Post-game screen and cards/items are now ready to be translated (they were previously missing from the translation docs)
- All tooltips now use variables instead of hardcoded values. This means that when we change an ability from 90 -> 100 damage, you won’t have to update the translation (it automatically does it now)
-- We ran a script that automatically converted all existing translations to the new variable format. A small number of translations may have reversed variables ($1 and $2 swapped), so please help us correct those.
If you’re interested in helping, check out LegionTD2.com/translate. Any help is greatly appreciated and will allow us to significantly grow the player base (larger player base = better matchmaking, more featured game modes, etc.). Thank you to everyone who has contributed.
v3.13c
This is the final balance patch before the Masters Cup III. The goals of this patch are to:
1. Ensure we see a variety of strategies to create an optimal experience for both participants and viewers
2. Not disrupt the meta or ruin existing strategies, which is why we’re going light on the changes and mostly doing buffs
King
- Fixed a bug where the king would sometimes get more than 10 upgrades
Peewee - Attack speed: 0.97 -> 0.99
Veteran - Health: 1410 -> 1430
Butcher - Health: 1300 -> 1320
Head Chef - Health: 3200 -> 3250
Tempest - Attack speed: 1.11 -> 1.09
Zeus - Attack speed: 2.17 -> 2.2
Pyro - Attack speed: 1.67 -> 1.65
Doppelganger - Health: 3700 -> 3800
Fire Lord - Attack speed: 1 -> 1.02
Fenix - Attack speed: 1 -> 1.02
Hades - Raise Imp: Mana cost: 16 -> 15
Waves
(12) Mantises - Health: 1170 -> 1190
(13) Drill Golems - Health: 3200 -> 3170
(20) Maccabeus - Damage: 160 -> 155
We’re very close to getting wave 20 in a decent spot. “Decisiveness” is the probability that the game ends on the current wave. In the past, wave 20 had 95%+ decisiveness. After recent changes, it currently has 72% decisiveness, and we believe a healthy number is between 60% and 70%.
(21) Legion King - Attack speed: 1 -> 1.02
v3.13b
- Fixed a pathing bug
v3.13a
Reconnecting - Fixed a bug where you couldn't reconnect
Not enough time has passed to make any major balance changes. Just doing a few tweaks based on preliminary data and feedback.
v3.13 Patch Notes
- Released to Public Test Realm (PTR). How do I join PTR? - Released to live servers!
NEW! Custom Games 2.0
You can now select game modes and adjust starting resources in custom games. More modes and options to come in the future.
Pathing & Targeting - Fixed a pathing bug where melee units would sometimes keep trying to turn around when trying to attack a unit in the cave
- Fixed a rare edge case where a unit moved faster than intended
Quality of Life - Profiles now show Classic wins/losses (we just started tracking this statistic now, so everyone will start at 0 wins, 0 losses even if you already played classic games earlier this season)
- Leaderboards and profile percentile rankings are now more accurate (it now only compares you against players that are active this season, not all players)
- Post-game score screen now shows win/losses for that queue type
- Post-game score screen Waves tab now shows King hp percents
- Custom Games now start with normal resources (no longer -debug and resources by default). This should make it easier to practice builds or play co-op with friends.
- Buff tooltips now show a larger icon
Chat - New chat emojis :sob: and :money:
Stability - Fixed a matchmaking bug where the matchmaker would get stuck and not form the correct matches (iterator was mistakenly being incremented when in skip phase (substep); should only be incremented when it’s a new main step)
- Fixed a concurrency issue (OnMatchMade now fires after the lock is released)
- Added a failsafe where the lobby will restart if no ranked matches start in a 5-minute span
Debugging - Fixed a bug with -wave 0 not clearing properly
Making these abilities feel better against Froggos and Lizards
Fighters
Desert Pilgrim - Improved Chain Heal autocast AI and bounce behavior: it will now bounce to any injured targets, instead of only targets missing a certain amount of hp. This fixes a few cases where it wouldn't bounce to an injured target that it should have bounced to.
Whitemane - Health: 4450 -> 4400
Fatalizer - Attack speed: 1.47 -> 1.43
Eggsack - Incubation: No longer immediately hatches a weakened Hydra on the wave Eggsack breaks (still hatches a weakened Hydra the following wave)
- New ability: Eggsplosion: Upon death, deals 80 Pure damage to nearby enemies
- Now aggroes the rest of your lane a bit later so that melee DPS can be used more effectively with Eggsack (we recommend testing once in a custom game)
Hydra - New ability: Ancient Power: Gains +1% damage and +1% damage reduction for each wave that has passed (the wave number matters, not how long Hydra has been out)
- Health: 3150 -> 2850
- Damage: 120 -> 114
- Hydraling: Health: 1050 -> 950
- Hydraling: Damage: 40 -> 38
The goals of these changes are to:
Nerf the strategy of using Eggsack as a tank mid-late game
Make protecting Eggsack a viable strategy mid-late game
Make sure it isn’t overly punishing if your Eggsack breaks on wave 3
Hades - Raise Imp: Mana cost: 17 -> 16
Great Boar - Stampede: Damage increased by 10%
- Stampede: Area of effect: 250 -> 400
Red Eyes - Thunderous Charge: Damage increased by 10%
- Thunderous Charge: Area of effect: 250 -> 400
Centaur currently shuts down too many builds and makes certain units (notably Swift/Arcane tanks and lower tier tanks) obsolete late game. Shifting some power from splash to base stats. It will still be strong against those units, but less extreme.
Kraken - Health: 6600 -> 6400
- Damage: 290 -> 280
- Spell Resistance: Removed
- New ability: Ancient Power: Gains +1% damage and +1% damage reduction for each wave that has passed
Kraken was only used to hard counter Honeyflowers and Pyros on ranged waves. It will still be strong against those units, but Kraken deserves to be more versatile, epic, and stronger late game.
Waves
(5) Scorpions - Fixed an unintended case where Scorpion King would avoid getting aggroed first against some builds
(6) Rockos - Health: 800 -> 830
- Damage: 38 -> 39
- Impale: 4% stacking up to 20 times -> 3% stacks up to 9 times
Note that Impale never actually stacked 20 times, except in rare cases in 4v4 dual building or when 8+ Rockos leaked to the king
Rockos’s Impale is insanely strong when focusing the same target, which is sometimes the result of RNG. It also makes tier 1 spam and splits even stronger than they should be (they will still be strong). Also worth noting that a high % of lower-rated games end on wave 6 due to cheese strategies, undervaluing tier 1 units, and not understanding splits.
With the introduction of Witch and Maccabeus’ fast attack speed, summoners and tier 1 spam aren’t broken anymore - if anything, they are weak on wave 20. The goal of this change is to increase the number of viable units on wave 20, while also nerfing it. Maccabeus is really cool (he’s a fire breathing turtle), but it feels unfair to have a boss wave be so decisive. Some games will still end on 20, but now a higher percentage of games will go to 21.
Projectile Speeds
Slow projectile speeds inflate the power of tier 1 spam and splits, so we’re making them faster for mercenaries and waves. These changes should only be minor buffs against very low health units
- Released to Public Test Realm (PTR). How do I join PTR? - Released to live servers
NEW! King Spells
The king now starts with a random spell, instead of Judgment every time (same spell for both kings). The spells are thematically unique but intentionally have a similar effect. Their purpose is to make sure large leaks aren’t overly punishing to the king, which keeps small-medium leaks relevant.
Judgment - Mana cost: 5 -> 4
- Damage: Reduced by 23%
- Now has a small amount of damage variance that independently applies to each unit (to avoid hard thresholds that occasionally made Upgrade Spell overpowered or useless)
Immolation - Deals damage every second to all nearby enemies
Chain Frost - Mana cost: 4
- Releases an orb of frost that jumps to all nearby enemies, dealing +2% damage per bounce
- Slows attack speed by 15% for 3 seconds (1.5 seconds to bosses). This effect is also amplified by Upgrade Spell
Lightning Hammer - Mana cost: 3
- Drains mana over his next 3 attacks, unleashing bouncing lightning bolts
NEW! Tier 6 & Nomad Release
Great Boar - Cost: 270 gold + 1 supply
- Upgrades to: Red Eye
- Movement type: Ground
- Health: 3200 (Fortified)
- Damage: 55 (Pierce)
- Attack speed: 1.0
- Range: Melee
Stampede Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 15 damage per 10 mana and slows attack speed by 10% in an area of effect
Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.
Thunderous Charge Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 35 damage per 10 mana and slows attack speed by 15% in an area of effect
Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.
With the release of Great Boar and Red Eyes, Nomad is now a fully playable legion. Progress on legion 7 has already begun.
Game Fixes & Improvements
Loading Screen - Now also displays your current rank
Sounds - Significantly improved sound mixer. Spells/buffs/special effects are now better prioritized over attack sounds. Previously it would be impossible to hear these sounds because attack sounds would drown them out
Stability - Fixed a few cases where some things wouldn't load properly on the client (RendererDispatcher concurrency fixes)
Gameplay Fixes - Fixed a pathing/targeting bug where melee units would accidentally move slower after acquiring a target that was far away
- Fixed a few misc interface bugs
- Fixed a minor abuse case where your lane's enemies would warp back to the cave after pulling enemies from another player's lane
Translations - Updated! If you notice any missing or incorrect translations, check out LegionTD2.com/translate
Game Balance
Mastermind
- Significantly improved roll equitability (reduced range by 9 percentage points). You will now see every unit in your roll with similar frequency. Mastermind guarantees (at least one Tier 1, etc. still exist)
Leak Bounty
- Bounty to opposing team slightly decreased early game (same late game). The goals are to slightly reduce snowballiness early game and slightly reduce gold in the ecosystem in high leak games, which also reduces long saving for 5+ waves
Legion Spells
Villain - Damage amplification: 17% (11% for ranged) -> 17% (13% for ranged)
Fighters
Pollywog - Attack speed: 1.22 -> 1.176
Peewee - Health: 310 -> 320
Green Devil - Health: 760 -> 780
Kingpin - Health: 4000 -> 4250
- Big Game Hunter: Heal: 12% -> 10%
Despite Angler being a popular opening, data strongly suggests Kingpin is weak. Shifting power from Big Game Hunter to base stats so that it stays relevant late game without being overly dominant early game
If you start Pyro, you can now get your 4th worker at the end of wave 1 instead of at the start of wave 2
Sky Queen - Damage: 84 -> 83
The data suggests Sky Queen is too strong, but we’re going light on the nerfs because some of the strongest tanks, which are important to a Sky Queen build, are also receiving nerfs
We previously made Head Chef ranged so it would be able to heal before dying, but that made the unit feel worse because it stopped tanking for DPS units like Nightmare. We’re making Head Chef melee, tankier, and shifting some power out of Skull Stew into base stats.
Azeria - Damage: 67 -> 66
Shaving off a little power to allow Green Devil and Lord of Death to compete with Azeria.
Doppelganger - Health: 3600 -> 3700
After the range nerf a few patches ago, Doppelganger still dies too easily
Whitemane needs a nerf, and it’s hard to continue nerfing base stats without the aura becoming too much of the unit’s power budget (the aura is still incredibly strong)
Fatalizer - Attack speed: 1.52 -> 1.47
Sand Badger - Attack speed: 0.833 -> 0.806
Iron Scales - Attack speed: 0.833 -> 0.806
Eggsack - Hydra now spawns with 3x the number of stacks (instead of 2x) on the wave Eggsack breaks
Lord of Death - Undead Dragon: Devour: Health restore: 15% -> 25%
Hades - Imp: Devour: Health restore: 15% -> 25%
Early game buff. Makes it not as bad when Undead Dragon or Imp steal a kill from Lord of Death or Hades.
These units have been dominant for far too long. Time to give them a legitimate nerf in the early-mid game, while still keeping them relevant late game.
Warg - Health: 970 -> 990
Alpha Male - Health: 3300 -> 3350
Waves
Wave balance is in a good spot. Just doing some slight adjustments.
(15) Quadrapuses - Attack speed: 0.84 -> 0.86
(16) Cardinals - Health: 1850 -> 1880
(20) Maccabeus - Damage: 165 -> 160
2x Chaos Mode Begins Now!
2x Chaos Mode is up! Limited time from now to Sunday.
2x the number of spawns
Randomized fighters every wave
Let the chaos begin!
v3.11: Sand Badger, Iron Scales, 2x Chaos Mode
50% Off Sale Friendly reminder that Legion TD 2 is currently on sale. Great opportunity to introduce the game to a friend!
v3.11 Patch Notes
- Released on public test realm (PTR) with some known issues
- Expected release to live servers: 2/18
The main purpose of this patch is to release a new unit and game mode and fix a number of important bugs. Other gameplay changes and design improvements to king upgrades on the way in v3.12
NEW! Featured Game Mode
Featured game modes are a new way to play the game with special rules and mechanics. They're just for fun and will occasionally be enabled on weekends.
The next featured game mode is 2x Chaos Mode 4v4, in which you get a random roll (6 new fighters) every wave, and waves have 2x the number of spawns in a 4v4 brawl. Fair warning: depending on your specs, things can get laggy late game with all the extra units, but it's still a lot of fun.
2x Chaos Mode 4v4 will be enabled from Friday 2/22 - Sunday 2/24.
These units intentionally have no ability. Their primary purpose is to serve as a true arcane tank.
Game Fixes & Improvements
New "Pro Leak" Emoji - Type :proleak: to use it
Leaderboards - Added Peak Rating (All) leaderboard
- Fixed a bug with the Leaderboard showing your peak rating incorrectly (it was showing current rating instead)
Profile - Max player level increased to 35
- Now shows ranked win rate
Gameplay Fixes - When dual building in 4v4, fighters now warp instantly after clearing the wave
- Fixed a bug where bots would mistakenly hire cheap mercenaries after hiring a mercenary that a player pinged (after hiring the pinged mercenary, they should hire according to normal preferences now)
- Fixed an issue that sometimes caused the aura tutorial to be impossible to beat
Stability Fixes - Fixed a rare bug where the game would become unstable if the last few enemies of a wave died at the same time
Major Fixes - Fixed a party bug where players sometimes didn't rejoin their party (got dropped from party) after a game
- Fixed a party bug where the party order was sometimes not preserved between games
- Fixed a party bug where sometimes invites didn't work
- Fixed a party bug where you couldn't invite a friend who was Viewing Scores
- Fixed a HUD bug where your deploy cursor got canceled when your ally deployed his first fighter
- Fixed a HUD bug where the shield button would be disabled sometimes
Minor Fixes - Fixed a cosmetic bug where some lane markers didn't display text when hovered over
- Fixed a HUD bug where the King upgrades HUD for the other team showed the value from last game at the start
- Fixed a HUD bug where the king hp bar would flash red (damaged) during the night when he wasn't actually being attacked
Quality of Life - Sound: Added a different sound effect for warnings (leaks), so it is different than the normal ping sound
- Post-game stats: Now shows country flags next to player names
Translations - Updated! If you notice any missing or incorrect translations, check out LegionTD2.com/translate
Game Balance
Not enough time has elapsed since v3.10c to make any major balance changes. Data suggests that all fighters are viable, and there aren't any significant outliers. You can expect more balance changes in v3.12
Dark Ritual - Gold: +145 -> +140
v3.10c: Early Game King Upgrade Buffs
Announcements
We've postponed the Unity Upgrade due to third-party issues (VFX solution caused crashes). This was a tough call because the upgrade has taken ~200 hours of dev time, but we cannot wait any longer for things out of our control. Once the third-party issues are resolved, we'll re-prioritize the Unity Upgrade and will let you know when this happens.
We're currently doing some workflow improvements, which will automate the patch deploy process, reduce the chance of bugs, and reduce conflicts that arise when multiple engineers work on the codebase.
ETA for v3.11 is 2/25, though we're hoping we can release the patch late next week. You can at least expect patch notes next week.
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v3.10c Patch Notes
- Released on live servers!
This is just a mini patch to address some emergent balance concerns. The goal is to make king upgrades feel better early game. We have other improvements planned in the future, as well as a content patch (v3.11) on the way.
The reason we couldn't do this earlier is technical limitations. Sorry we've dropped the ball here. We're learning from our mistakes and doing our best.
King Upgrades
Upgrade Attack - Income: +3 -> +4
Upgrade Regen - Cost: 20 -> 15
- Regeneration: 0.02% -> 0.015%
- Number of upgrades: 8 -> 10