King upgrades are a new mechanic to the game and will be available in 2v2, 4v4, featured game modes and custom games!
King Upgrades - You can upgrade as few or as many upgrades as you want
- Can be upgraded on any wave during the night (build phase)
- Upgrade pool is shared by all players on your team
- King upgrades count towards your MVP score (which is just for bragging rights anyway)
- You will be notified at the start of the following wave when the opposing team upgrades their king
- King upgrades stack additively
Upgrade Attack
- Cost: 15 mythium
- Number of upgrades: 10
- Income: +3
- King: +10% attack damage
Upgrade Regeneration
- Cost: 20 mythium
- Number of upgrades: 8
- Income: +4
- King: +0.025% missing health regeneration per second
Upgrade Spell
- Cost: 25 mythium
- Number of upgrades: 6
- Income: +5
- King: Increases area of effect spell damage by 15%
We're still testing and fine-tuning the balance, so don't be surprised if some of these numbers change!
Game Improvements & Fixes
Leaderboards - New leaderboard: Peak Rating (peak rating this season)
- Overall level added to Level leaderboard
Fixes - Bots: Fixed a case where sometimes bots wouldn't build (added a failsafe to handle the case where they try to build in a blocked position)
Quality of Life - Dual Building: Grid lines now disappear for your lane if you build mid and vice versa
- Dual Building: Scoreboard now shows averaged mythium per 10 sec
- Ranked: Now skips legion select screen
- VFX: Fixed a bug where visual effects would sometimes be the wrong size, especially with units that got bigger from being buffed
- Interface: Now grays out "Upgrade Supply" if you can't afford it
- Interface: Added small triangular arrows to show where tabs expand
- Interface: A few other misc improvements
4v4 map - Reduced dust effect, which will make things look less glitchy at normal zooms
Tutorial - Fixed a bug with Saving Mythium where the wave didn't end properly (due to a failsafe from a previous patch)
Post-Game Stats - Now shows king upgrades and how many workers you had when the wave spawned
Game Balance
King Base Stats - Attack speed: 0.92 -> 0.87
- Health regeneration: 0.5/sec -> 0
- Area of effect damage: 66 scaling to 1543 -> 57 scaling to 1342
Pyro - Damage: 32 -> 33
Dual Building in 4v4 - You can now build in the four corners of the middle area
- The following abilities now only affect a maximum of 20 units, which is functionally only a nerf to dual building
-- Pyro’s Pyromancy
-- Honeyflower’s Fragrance
-- Deathcap’s Noxious Scent
-- King Claw’s Shell Shock
-- Millennium’s Explosive Shells
-- Doomsday Machine’s Detonation
v3.0: Season 2 Rewards, 4v4 Queue, Bot Difficulties, New Map!
v3.0 Patch Notes
- Released on live servers!
NEW! Classic 4v4 Queue
Welcome back, old friend.
We heard your feedback. Instead of limiting 4v4 to custom games, we've created a 4v4 queue that uses Speedy Matchmaking (forms a match as soon as possible and shuffles teams based on rating, while preserving parties). Depending on reception and popularity, we're open to the idea of supporting 4v4 with ratings in the future.
NEW! Desert Ridge 4v4 Map
We designed a brand new map to accompany the return of 4v4!
One of the primary goals of the map is to improve performance, so players don’t crash in the loading screen or experience lag. That’s why the map’s theme is a desert and there aren’t a lot of environment props.
NEW! Play vs. AI Queue
You can now play solo or with friends against a team of bots! Current difficulty options: Easy, Medium, Hard. This queue is great for practicing and for players that prefer a PvE experience.
NEW! Ranked Borders
Season 2 ends on January 14 at 10am PST / 7pm CET. Rewards are based on your peak rating and level, so there’s no risk in playing. For details, check out the Season 3 Announcement. Best of luck in the final few days!
On January 14, all ratings will be soft reset. Rating changes will be disabled until Season 3 officially starts (expected January 28).
NEW! Leaderboards
Leaderboards are now in three categories: Rank, Level, and Collection Value
Play Menu Update
Play menu is now separated into Play and Training.
Play - Ranked: 2v2 mastermind-only with skill-based matchmaking
- Classic: 4v4 with speedy matchmaking
- Featured Game Mode: Special rules and mechanics, enabled occasionally on weekends
- Custom: For tournaments and in-houses
Training - Tutorial: Learn the game
- Play vs. AI: Play against a team of easy, medium, or hard bots
- Sandbox: A quick way to create a solo custom game with -debug enabled and 10k resources.
Fixes and Improvements
- Updated translations
- Options Menu now loads instantly when discarding changes
- Fixed a rare bug where a creep wandering into another player's lane got lost
- Fixed a rare bug where a wave would end twice if a Froggo was spawned just as the wave was cleared
- Fixed a rare bug where a unit getting stuck in a wall would cause the game to become unstable
Game Balance
Mastermind - Bonus income: 4 -> 3
With ranked becoming mastermind-only, the extra income isn’t necessary. The 3 income is still in place for rerolling on wave 1.
Shifted into the role of an off-tank and faster attack speed
Desert Pilgrim - Chain Heal: Improved autocast behavior (now less likely to hold on to the spell at full mana)
Lost Chieftain - Gaia Shield: Shield: 700 -> 650
- Gaia Shield: Improved autocast behavior (now more likely to buff melee units over ranged units)
- Fixed a bug where Lost Chieftain would sometimes fail to cast Gaia Shield, usually on itself
Eggsack - Now has more consistent aggro
- Fixed a bug where breaking Eggsack early would decrease damage and damage reduction by 10% per stack (intended amount is 15% per stack)
This significantly nerfs the strategy of intentionally “sacking” the Eggsack by placing it in front or using it to stall the wave
Four Eyes - Health: 2400 -> 2500
- DPS (without spell): 105 -> 140
-- Damage: 90 -> 70
-- Attack Speed: 1.16 -> 2
- Death Stare: Damage ramp: 25 -> 5 (this number looks small, but due to the significantly faster attack speed, Death Stare is still about half as strong as before)
Still strong against heavy tanks but is no longer completely neutralized by smaller units. Has very good damage thresholds against base T1 fighters.
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.
Waves
(14) Killer Slugs - Spell Resistance: 25% -> 20%
Our next Nomad release is a true arcane tank, which will make wave 14 more manageable
(16) Cardinals - Health: 1800 -> 1850
This wave is already a bit weak, plus the Centaur change allows units such as Devilfish, Doppelganger, and Fatalizer to more effectively counter wave 16
King Upgrades (coming soon)
- Expected released on PTR: January 18
- Expected release on live: January 21
Here’s our current design for king upgrades! We’d love to hear your feedback and any ideas you have.
- Meant to be a defensive tool, not a replacement for workers
- Can only be upgraded during the night (build phase)
- Upgrade pool is shared by all players on your team
- Generally stronger late game but can also be used situationally early game
-- Upgrading Regeneration if your king takes significant damage early game
-- Upgrading Attack or Spell if you predict taking king damage
-- Using leftover gold to supplement income
Upgrade Attack - Cost: 30 gold
- Number of upgrades: 10
- Income: +3
- King: +6% attack speed
Upgrade Regeneration - Cost: 40 gold
- Number of upgrades: 8
- Income: +4
- King: +0.05% missing health regeneration per second
Upgrade Spell - Cost: 50 gold
- Number of upgrades: 6
- Income: +5
- King: Increases mana gained from auto attacks by 0.25
- Possible: various spells with unique effects?
New Challenger Approaching!
Hey everyone!
Keep in mind that Season 2 ends on January 14 at 10am PST / 7pm CET. Rewards are based on your peak rating and level. For details, check out the Season 3 Announcement.
We've also got some exciting news to share: a new team balance patch!
AutoAttack Games - Team members: 3 -> 4
I’d like to introduce Daniel "Dani" as an Engineer and our newest member to join AutoAttack Games.
Dani is a talented, young engineer based out of Germany. He studied Media Technology at the Technology Arts Science TH Köln in Cologne. After working on a number of web development projects, he realized his true passion is video games. In 2018, Dani teamed up with Light Bringer Games to release an indie puzzle game called Inline.
After learning Unity and C#, he aspired to create his own multiplayer tower defense, and during his research, he came across Legion TD 2. Looking to contribute, Dani reached out to the team back in early 2017. Since then, he's been involved in different aspects of the game, from coding the subreddit's CSS to moderating the forums to building tools for the team. We're excited to finally welcome Dani in a more official capacity.
As our second engineer, Dani will be instrumental in helping us release new content and features much faster. In the short run, we'll be rewriting workflows and refactoring code (lots of additional complexity going from one engineer to two), but it's clear that this is a giant step in the right direction for the team and Legion TD 2.
Dani is a private boi, so for now, his picture is just a derpy penguin
Favorite games: League of Legends, Overwatch, Portal 1 and 2, Warcraft III
Responsibilities:
50% Web stuff (website, forums, etc.)
30% Game development (game client and server)
10% Game QA (testing and debugging)
10% In-game support and moderation
Favorite Legion: Element
Bonus clip of Dani playing Element 1v1 against Jules in the early alpha days of Legion TD 2 (April 2017):
https://www.youtube.com/watch?v=vP3SKOWly4o
Lisk, Curing, and I are thrilled to have Dani join the Legion TD 2 team. Please join us in welcoming him!
v2.44: Featured Game Modes, Hydra Rework
NEW! Featured Game Modes
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 first featured game mode is Chaos Mode, in which you get a random roll (6 new fighters) every wave.
Chaos Mode will be enabled from Friday 12/14 - Sunday 12/16.
Game Updates
King - Now throws snowballs
Fatalizer - Fixed animations
Game Balance
Legion Spells
Giant Snail - Health: 670 -> 690
Lizard Army - Now also gives +10 mythium
Tier 4
Desert Pilgrim - Chain Heal: 140 -> 130
- Chain Heal: Improved autocast behavior (now less likely to hold on to the spell at full mana)
- Fixed a bug where Chain Heal would sometimes cast twice
- Fixed a bug where Chain Heal would sometimes damage a unit with increased max health (Gaia Shield, Hero, etc.)
Lost Chieftain - Gaia Shield: 800 -> 700
- Gaia Shield: Significantly improved autocast behavior (takes into account damage reduction, % health regeneration, the overall tankiness of the unit, and current % health)
Desert Pilgrim/Lost Chieftain released with a 48% win rate, but their win rate has been gradually climbing above 50% as players learn to use them effectively. We'll be monitoring to see if further nerfs are needed.
Tier 6
Eggsack - Now satisfies the Natural/Fortified tank requirement for Mastermind
- If your Eggsack dies, it now immediately spawns a premature Hydra during the wave. Stacks are doubled on the wave it emerges (e.g. if you Eggsack breaks two waves early, it will have 4 stacks of -15% and still the standard 2 stacks on the following wave)
(20) Maccabeus - Fixed a case where Maccabeus sometimes focused targets in an incorrect order. It should now focus melee units that attack him first. This makes builds perform more consistently and makes it easier to clear (you can now manipulate aggro better so your tanks are focused before your melee DPS)
v2.43: Desert Pilgrim, Lost Chieftain, Lizard Army
Ability: Gaia Shield Increases the max health of a nearby ally by 800, maintaining current percent health. Mana cost: 14
NEW! Legion Spell
Lizard Army - Summons Lizards to attack your lane opponent (no income)
- 1 Lizard on wave 11, 2 on wave 12, and 3 on wave 13
Game Improvements
FairPlay - Fixed an edge case where a player might have gotten double-suspended for a single offense
Translations - Updated
Game Balance
Tier 1
Buzz - Attack speed: 1.16 -> 1.2
Consort - Attack speed: 1.12 -> 1.15
Tier 3
Sea Serpent - Damage: 74 -> 75
No longer leaves wave 1 with 1 health
Gateguard - Chaos Hound now spawns further back
Harbinger - Cerberus now spawns further back
This change allows Chaos Hound/Cerberus to live longer, which also means the wave won’t quickly refocus and target your Gateguard/Harbinger.
Warg - Attack speed: 0.819 -> 0.84
Tier 4
Butcher - Attack range: 300 -> 200
Head Chef - Attack range: 300 -> 200
Shorter range allows Butcher and Head Chef to tank better for DPS units
Honeyflower - Health: 1150 -> 1180
- 10 + 0.2% (0.1% to bosses) -> 10 + 0.1% (0.05% to bosses)
Reverting the health nerf from last patch in favor of a % damage nerf
Deathcap - Damage: 30 + 0.4% (0.2% to bosses) -> 30 + 0.3% (0.15% to bosses)
APS - Attack range: 250 -> 200
MPS - Attack range: 250 -> 200
Shorter range allows APS and MPS to tank better for DPS units
Tier 5
Nightmare - Attack range: 150 -> 100
Doppelganger - Attack range: 150 -> 100
Reverting this change, which made Nightmare and Doppelganger act too much like ranged units
Whitemane - Damage: 180 -> 175
Tier 6
Eggsack - Health: 2000 -> 2200
- Azurite Shell: Reflect damage: 10 + 5% -> 10
- When you build an Eggack in front, your fighters now aggro a bit later, which allows you to more easily use melee DPS with Eggsack. We recommend testing things in a custom game.
The following changes are postponed (planned for later):
- If your Eggsack dies, it now immediately spawns a premature Hydra during the wave
- Premature penalty: 15% per stack -> 40% per stack
- Stacking: Multiplicative -> Additive (40% for 1 stack, 80% for 2 stacks)
Goals:
- Make Eggsack less roll-dependent
- Make Eggsack more accessible mid-late game
- Reduce reward of a fully powered Hydra
- Shift Hydra into more of a tank
Loading Screen - Fixed a rare case where the loading screen would get stuck (if the map file can’t be synced, it now falls back to locally cached map file)
Gameplay Fixes - Fixed a rare case where your fighters would teleport twice to the catch area if a Froggo was spawned after you cleared
Mastermind Lords Trophies - Imported Mastermind Lords trophies (designed by Seraphin and his friend). Trophies will be given out this patch
Localization - Updated translations
Game Balance
Mastermind - Extra weight given to some rolls to smooth out randomization and increase variety
-- The Mastermind guarantees we added (must have a Tier 1, Tier 6, Arcane, etc.) were great for buffing Mastermind and reducing the chance of getting a weak roll, but they’re bad for variety. For example, did you know you roll Peewee 50% of the time but Ranger only 20% of the time?
-- This change pulls everything closer to the average (30%). You'll still see Peewee more often than Ranger (because Peewee satisfies more Mastermind guarantees), but it won't be as extreme a discrepancy
-- Will be rolled more: Ranger, Harpy, APS, Honeyflower, Disciple, Tempest, Priestess of the Abyss, Warg, Nightmare, Bazooka, Sea Serpent, Butcher, Windhawk, Berserker
-- Will be rolled less: Peewee, Banana Bunk, Aqua Spirit, Gargoyle, Wileshroom
We know this change will impact the meta, so we're not going overboard with balance changes this patch.
Legion TD 2 is now translated into Simplified and Traditional Chinese! Thank you to everyone who contributed. The translations are still in beta. If you see any mistakes, you can fix them at LegionTD2.com/translate, and your changes will show up in the following patch.
We are also interested in working with a publisher, marketing manager, and/or influencers to promote the game in China. If that applies to you or you believe you can help, please reach out to us at marketing@autoattack.net
Season 3 Is Coming!
Happy Birthday, Legion TD 2!
Happy 1st birthday to Legion TD 2! Today marks exactly one year since the game's launch in Early Access. Legion TD 2 is our first ever game, and we're incredibly proud of how far we've come. As a 3-person studio, we're far from perfect, but we're committed to learning and getting better. Thank you to:
The 92,000 players that have gotten the game
Our talented outsource team
Legion TD 2 streamers, content creators, and app developers
Our dedicated crew of staff and moderators
Everyone that has believed in us and supported the game through ups and downs
Lisk, Curing, and I are grateful to each and every one of you.
To celebrate, Legion TD 2 will be on sale from November 21-27!
Season 2 End
Season 2 end: 1/14/19 at 10am PST / 7pm CET
Season 3 pre-season: 1/14 - 1/28
Season 3 start: 1/28
Season 3 end: June (estimate)
Season 2 Badge - Reach at least level 4. Upgraded for each level you reach beyond 4.
You must hit at least level 4 and play at least 10 Normal games this season to achieve any of the ranked badges below.
Bronze: Finish the season at least 900 rating
Silver: Achieve a peak season 2 rating of 1200
Gold: Achieve a peak season 2 rating of 1400
Platinum: Achieve a peak season 2 rating of 1600
Diamond: Achieve a peak season 2 rating of 1800
Expert: Achieve a peak season 2 rating of 2000
Master: Achieve a peak season 2 rating of 2200
Senior Master: Achieve a peak season 2 rating of 2400
Grandmaster: Achieve a peak season 2 rating of 2600
Legend: Achieve a peak season 2 rating of 2800
Season 3
Before season 3 begins, all ratings will be soft reset (shifted towards 1200). During the pre-season, there will be no rating changes.
On 1/14, patch 3.0 will be released, which will include some major changes to the game.
NEW! King upgrades
NEW! Classic 4v4 queue
Normal queue: Renamed to "Ranked 2v2" and will become Mastermind-only
Casual queue: Discontinued
NEW! Play vs. AI with selectable bot difficulty
King Upgrades
In season 3, we're adding a new major game mechanic with the introduction of king upgrades. The exact design will look different than the king upgrades from Warcraft III Legion TD, but we believe it will increase the game's depth and serve as a proper tribute to the mod.
Return of 4v4
We've heard your feedback about wanting 4v4. Instead of limiting 4v4 to custom games, we're creating a Classic 4v4 queue that will use Speedy Matchmaking (forms a match as soon as possible and shuffles teams based on rating).
Depending on reception and popularity, we're open to the idea of supporting 4v4 with ratings and leaderboards in the future.
Mastermind-Only Ranked
We're making Ranked 2v2 Mastermind-only, while still allowing legions to be played in the Tutorial, Play vs. AI, Classic 4v4, and Custom games. This levels the playing field for ranked and leads to more dynamic games.
Play vs. AI
We want players to have a place to practice new strategies and to have fun and progress in a PvE environment. We're introducing Play vs. AI with selectable bot difficulty to provide a challenge for new players and veterans alike.
These changes are still 8 weeks away, so they are subject to change. As always, we're open to suggestions!
Upcoming Priorities
In general, we're slowing down balance patches in favor of large-scale infrastructure changes to improve and grow the game.
Nomad & New Mercenaries
Featured Game Mode - Details coming soon!
Game Stability - The usual bug and connection fixes
Server Scalability - Allows the game to support 10-100x as many concurrent players (necessary for our planned F2P weekend)
Shop - Time to spend that Essence!
Guilds
China Marketing - China has millions of Legion TD fans that are not aware of Legion TD 2
Growing the Team - We're bringing on a second engineer. Details coming later!