As always, we’re curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - 2v2 Pings and Balancing!
Hey everybody,
another week, another sweet update! This time we’re adding the much-requested Pings for 2v2 and lots of balancing changes, that will help keep the meta fresh and the battles brutal!
In terms of Pings, there are 3 different varieties to choose from. The different types will help you coordinate with your partner for attack and defense, or simply help you point out things of interest on the map. We’re very curious how you guys will use these, and to hear your feedback on them!
Next up are the balancing changes, of which there are quite a lot again. We’ve been trying to identify more underused units, like the Frostgoyle, Oracle, Mulch Digger, or Marksman, and gave them a nice little buff. We’ve also identified some overused tactics, like the turret+aimbot+relocate plays, which we balanced out a bit, to have less of an advantage, but still be usable as a tactical choice.
We're also balancing 2v2 further, to give players more of an defender's advantage at their towers, and to give them a better chance to push an enemy wave back, even when it's reached a decent size.
Check out the full changelist below:
Features
Added a ping feature for all team modes to alert your allies with either a normal, attack and defend ping (better sounds for them are coming soon)
Bug Fixes
Fixed Mirror Slime to not reflect lifted to flying units
Fixed Mirror Slime to reflect status effects to units with Surefire
Fixed Avengers to not reset attack when their health goe below or above the Inner Fire threshold
Balancing
Relocate
Each teleported target now has a 15 seconds immunity to be teleported again
Silenced targets can now be relocated
Oracle increased health from 610 to 675
Breacher reduced Hard Hats splash damage received from 10% to 30%
Echo Projector
Increased reflected projectiles damage from 50% to 60%
Now follows allied units (preferably melee units) except when there are none
2v2 Towers increased ammo +25% at all stages
2v2 Nexus increased ammo +25% at all stages
2v2 Towers increased attack speed from 1s to 0.75s
2v2 Nexus increased attack speed from 1s to 0.75s
Frostgoyle increased damage from 48 to 54
Shatter Ice reduced mana cost from 180 to 150
Void Miasma reduced mana Cost from 130 to 110
Mulch Digger increase Invoke: Rupture range from 2.0 to 2.5
Giant Growth reduced permanent health bonus from 180 to 160
Conductor reduced attack speed from 1.7s to 2.8s
Conductor increased damage from 75 to 130
Reload reduced mana cost from 50 to 40
Marksman increased range from 12 to 13.5
Aimbot
New ability Stationary: It is now both a unit and a building at the same time
Stealth: Stealthed units will now be revealed while being affected by a status effects
You can keep up to date by following us on Twitter and Facebook:
As always, we’re curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - Post-Release Roadmap
Hey guys!
After the release and our recent balancing round, things are looking good and we're seeing lots of positive feedback. So, similar to our pre-release Roadmap, we thought now's the time to let you know what we're working on and what's coming up next!
1) Improving 2v2 mode We're seeing lots of players queueing up for 2v2 matches since release, and we can totally understand why, with their huge armies and crazy battles! Because of this, we are going to be adding some much requested features for 2v2s, like pings (and more tools), so players can communicate better and more quickly during these hectic matches.
2) Ranked Mode We know the community is waiting for this, and it's been top of our wishlist as well for quite some time. Well, good news! - It's coming very very soon! We're still looking into how the details of the rating mechanics will work, but the system is already working and seems stable enough for our first official Ranked season. Ranked play is now right around the corner :)
3) Profile Pages This is another feature that's been on our wishlist for a while. Letting players see their own profile page, with stats and information, and to be able to compare that with others, seems like a clear win for everyone. It's not directly connected, but we'd also love to add some form of achievements at some point, and the profile page is a clear must for that!
4) Stability, Bugfixes and balancing While these aren't super sexy topics, they are always at the top of our mind. Starting with stability fixes for players with Antivirus and Firewall programs that block the game connection, and ending with certain players getting RAM overflow, these are always issues that take top priority for us, because we want to make sure everyone can enjoy the game. Balancing is also constantly being discussed, with lots of input from the community and our expert players.
This weekend, we're again pushing really hard to spread word about the game. Every Steam review, Retweet, post or mention of the game helps us out immensely, and we're always grateful for it. Especially Steam reviews helps people get an idea of the game, which brings in new players and grows the community, making the game better for everyone!
As always, you can keep up to date by following us on Twitter and Facebook:
We’re always curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - First Post-Launch Update!
Hey everybody,
it’s only been a few days since launch, and we’ve already got a nice, little update for you!
First of all, the launch of the game went very well, the servers were stable and we saw a big influx of new players already. Since release, we've been pushing really hard to spread word about the game. Every Steam review, Retweet, post or mention of the game helps us out immensely, and we're very thankful for it!! Especially Steam reviews help people get an idea of the game, and help bring in lots of new players, which means the game can go on to become that much bigger and better.
Back to the update! Today’s patch will focus on fixing some reported bugs and minor annoyances, as well as some nifty balancing. We’re also dialing up the Tower and Nexus health in 2v2 mode, as there is twice the amount of firepower barrelling down on them, and we still want them to give you a good defender’s advantage. For balancing, we’re freshening up the meta a bit, by buffing some underused units and nerfing some overused ones.
Check out the full changelist to maybe find a cool new favorite unit :)
Bug Fixes
Fixed a bug leading to too loud Victory-/Defeat-Music
Fixed navbar positioning for big teams
Fixed lang key error in Crystal Shop Items
Fixed Gatling Drones to stop firing at game finish
Fixed missing spawn of a spawner set on a recently reset spawner grid
Fixed settings menu bug
Fixed level up text font color
Fixed stuck error in tutorial at killing golems with Hail of Arrows
Fixed some particle effects
Balancing
Void Bane health decreased from 240 to 230
Sentinel health increased from 150 to 165
Gatling Drone health decreased from 75 to 70
Soul Cauldron
Health increased from 230 to 250
Damage increased from 51 to 56
Conductor damage decreased from 82 to 75
Monk damage increased from 34 to 38
Brratu health increased from 1450 to 1600
Rootling damage increased from 11 to 12
Aegis health increased from 990 to 1050
Surge of Light heal increased from 180 to 200
Evolve: Thistle reduced mana cost from 180 to 150
Lothar health increased from 780 to 855
Watchtower range increased from 5 to 5.5
Missile Turret
Attack speed increased from 3.6s to 2.8s
Energy increased from 12 to 14
2v2 Towers health +50% at all stages
2v2 Nexus health +50% at all stages
Rescued units now get 10 health instead of 1 health
Pulse of the Forest
Health effect reduced from 50% to 40%
Health effect reduced from 100 to 80
Orbital Strike splash damage increased from 10 to 11
You can keep up to date by following us on Twitter and Facebook:
As always, we’re curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - Crystal Dawn Released!
The big day has come!
The full game is OUT NOW, with the entire Blue Legion, a mechanical army built around energy mechanics and instant teleportation, and of course the long-awaited 2v2 mode, where you can join forces with a friend to lay siege to enemy towers and Nexi!
But that’s not all, we’ve also added: New custom games, hotkey display, better cooldown display, better servers, feature unlocking, and tons and tons of fixes, balancing and improvements. It’s way too much to write about at length, so we’ll just drop this EPIC changelist for your enjoyment:
Miscellaneous
Added the Blue Legion
Added 2v2 as Quick Play and as Custom Game
Added 3v3 and 4v4 Custom Games
Added red flash to nexus healthbar at top of screen when damaged
Added feature unlocks on first levels
Added a login queue for heavy load
Server restructuring, much more power for the release
Improved server game stability
Added option to show hotkeys on cards in deck
Added option to show numeric cooldowns on cards in deck
Added button to revert keybindings to default
Added Video Guides and selection menu
Spawners of flying units are now closer to the ground
Added numbers to the cursor indicating gadget count, charm count, light counters and modular counter
Bug Fixes
Fixed bug that let multi shot units sometimes not attacking a second target which comes in range while firing
The quest to sacrifice a card now also triggers on ascensions
Breacher attack fixed while silenced
Leaderboards ranking fix
Some bugs in loading screen fixed
Fixed Relocate crash
Fixed values and checks of sacrifice screen
Fixed shown ranges of Marksman, Conductor and Bombardier Spawners
Freeze and banish now properly interrupts the current action of their target
Fixed preview persisting into meta client
Fixed Mirror Slime not reflecting lifted state
Fixed some splash effects which did not followed the rule to only affect targets on the same height.
Units now only release a soul for soul gatherer if they die, not if the death is prevented
Fixed Selga heal to not heal enemies
Fixed Monks auto attack to not reset if using Dragon Punch changed while animating the attack
Fixed Snowman orientation
Removed card filter from skin tab in shop
All filter options of the card filter in the deckbuilder now behave in the same manner
Fixed a lot of bugs in the loading screen
Added more detailed information on failure to connect to game servers
Balancing
Banished and stealthed units don't affect capture points anymore
Domains now apply their buffs every 0.5 seconds instead of 2 seconds
Crystal Weaver health reduced from 90 to 60
Minor value tweaks over the whole Crystal Legion to align them with normal Legion balancing
Sentinels
Health reduced from 205 to 150
Damage reduced from 33 to 16
Shield Overload changed to trigger after first hit dealt damage
Warp Strike now has a cooldown of 3 seconds
Induction now replenishes 1 energy instead of 100% maximum energy
Aimbot health increased 39 to 78
Ammo Factory energy decreased from 10 to 4
Atlas now reacting faster after spawn
Breacher maximum energy increased from 1 to 2
Flux Field now increases the maximum energy but not filling it initially
Energy Rift is now castable on Nexus (Spell Immune now counts only for enemy spells)
Yamato Cannon energy costs increased from 2 to 4
Conductor
Damage increased from 68 to 82
Induction now replenishes 1 energy instead of 100% maximum energy
Voidworm
Attack now freeze target only if damage is dealt
Frostexplosion range reduced from 2.5 to 2.0
Damage increased from 36 to 40
Health increased from 86 to 100
Pulse of the Forest now apply its buff every 2 seconds instead of 0.5 seconds (again)
Factory Reset now also resets current targets
Root damage reduced from 2 to 1.5 per second
Entangling Roots
Cost reduced from 130 to 80
Maximum target count reduced from 12 to 10
Relocate now can't teleport silenced targets anymore
Atlas
Health reduced from 205 to 155
Armor reduced from heavy to unarmored
Modular now additionaly increases the armor type (1 unarmored, 2-3 light, 4-5 medium, 6+ heavy)
Active Armor range reduced from 8 to 6.5
Frostgoyle Fountain now applies "Lifetime:Summon" to summoned Frostgoyles (they die after 17 seconds, can be removed by enchanting them)
Mulchdigger health increased from 430 to 490
Vecra
Damage decreased from 390 to 350
Range increased from 5 to 7
Soul Altar reduced Soul Vortex cooldown from 5 to 4 seconds
Mirror Slime now reflects state effect every 0.25 seconds
Light Pulse
Mana cost reduced from 130 to 80
Damage removed
Stun range reduced from 3 to 2.0
Stun target count reduced from 8 to 6
Blind range increased from 3 to 5.5
Blind target count increased from 8 to 14
Skeleton Archer
Damage reduced from 35 to 19
Removed Echoing Shot
Removed energy
Added ability "Grievous Wounds": Every unit dealt damage gains a stack of bleeding up to 20. While affected by bleeding all incoming heal is reduced by 40% and the unit gains 0.5% of its maximum health as damage per second for each stack.
Unholy Experiment reworked
New Name: Void Miasma
Is now a domain
Passive: All enemies within the domain have a reduced auto attack range by 3
Active: Allied units are enchanted with Enchantment:Grievous Wounds (10 charges)
Void Maelstrom now names Soul Maelstrom
Soul Cauldron health increased from 190 to 230
Selga
Damage increased from 97 to 110
Heal increased from 50 to 60
Deep Freeze given health increased from 200 to 250
Gatling Turret maximum energy increased from 15 to 20
Forest Guardian health increased from 295 to 370
Lothar damage increased from 55 to 82
Watchtower health increased from 445 to 520
Promise of Life charges increased from 5 to 8
Solar Flare
Initial heal increased from 650 to 800
Flares heal increased from 15 to 20
Gatling Drone health increased from 60 to 75
Breacher
Health increased from 41 to 56
Damage increased from 6.7 to 10
Crystal Enforcer now loses all charge on being frozen, stunned or banished
Before we let you go.. Thank you so very, very much to all of you that have supported us throughout Early Access! Without your feedback, passion and dedication, none of this would be possible, and we deeply appreciate it.
We send you our thanks from the bottom of our hearts! <3
Now, for new and veteran players alike, we are very much looking forward to what you guys think! If you haven't done so already, please come join us on Discord and share your thoughts:
http://riseoflegions.com/discord
And as always, you can keep up to date by following us on Twitter and Facebook:
we’re finally ready to announce the full release date for Rise of Legions, and it’s now only one week away! It's....
>>> Friday, Aug 30th <<<
Friday next week already! So mark in in your calendars! :)
In preparation for the release, and to ensure everything runs smoothly, we are running the biggest possible server stresstest this weekend! So we need as many players as possible to join in, and to bring your friends as well!
And the best news is: Everyone that takes part will receive a whopping 10,000 crystals as a sign of our appreciation.
The test will be this Saturday, August 24 at 1pm Central (US) time, and will run for one hour.
For reference, this is:
- 11am Pacific time (US)
- 2pm Eastern time (US)
- 20:00 CEST
You can use this tool to ensure you have the correct time where you live: https://everytimezone.com/s/f39ddce7
As always, you can keep up to date by following us on Twitter and Facebook:
We’re always curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - Getting ready for Full Release
Hey guys and gals,
things are slowly starting to heat up over here, as we’re getting closer to release. In fact, we‘re very, very close, probably a lot closer than you might think! :)
While we‘ve had a pause in announcements lately, some of you might have still noticed regular updates going out. The reason is that we wanted to keep testing some things, but also wanted to keep things as fresh as possible for our veteran players for release day!
By now, we‘ve worked through almost all the points of the roadmap we set out back in April. If you want to check that out again, here‘s the link:
https://steamcommunity.com/games/748940/announcements/detail/1648790886593303047
So just to let you know what‘s up, we‘ll keep up the smaller updates leading up to release, and will put together a finalized changelist once launch day is here.
As always, you can keep up to date by following us on Twitter and Facebook:
We’re always curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - Custom 2v2 and Lots of Improvements
Hey everyone,
only one week after the last update, we’re back at it again with another one, just like good ol’ times! This time, we’re adding 2v2 Custom Matches, as well as lots of secondary improvements and fixes that will take us one step closer to release.
Custom 2v2 matches is something many players have asked for, and is now another (un)released feature. Just a reminder: You can access these (un)released features by clicking the big red “Unlock” button on the home screen. We’re also adding better previews for player levels, to give players a bit more long-term motivation and show them what the next level-ups will bring. The Leaderboard have gotten an overhaul, with many more categories, like 2v2 and all the PvE challange modes. These Leaderboards are also now seasonal by month, so if you’ve missed out last month, you can always shoot for the top in the next.
We’ve been listening very intently to player feedback about the game’s unlock progression, and also about the pricing of cards. Based on that feedback and our own testing, we’ve decided to modify the unlock scaling, so progression is more regular and not such a grind. For card pricing, we are raising low level cards’ prices slightly, and lowering high level cards’ prices greatly, by a whopping 50%.
To be fair to our veteran players, we’ll be giving anyone who previously bought high level cards the difference in price back as an instant bonus. We’ll also be deactivating Crystal tier ascension and queues for now, as those modes are going to stay reserved for post-release content. Again, to be fair, anyone who owns a Crystal card already will receive an additional Gold card of that type.
There are lots of other smaller fixes and improvements, as always you can find the full list below:
Miscellaneous
Added button to level up screen to see the level up overview
Added 2v2 custom match mode
Added button to level up screen to have a look at coming level up rewards
Added monthly seasons and resets to the leaderboard
Improved targeting of single target spells
Extended Leaderboard to show 1vE, 2vE and 2v2 statistics
Rebalanced metagame:
- Adjusted all unlock quests to new target values
- Stone cards cost increased from 400 Credits to 600 Credits
- Bronze cards cost increased from 800 Credits to 1200 Credits
- Gold cards cost reduced from 9600 Credits to 4800 Credits
- Legendary cards cost reduced from 14400 Credits to 7200 Credits
- Crystal tier pvp queue and ascension disabled
Weekly quest is now automatically reset by the server and a countdown is shown
Bug Fixes
Fixed Soul Maelstrom to now only target units as originally intended
Fixed invite friend button in the game statistics screen, if your match partner is on the left side
Fixed bug that you could create a deck during queuing
Fixed bug that you don't receive any dialogs after a partner started a game while you were in a dialog
Added stuck detection for loading screen, skipping it and writing further details into the error.log
Balancing
Reduced range of “Missile Turret” from 24 to 14
Missile turret now has ability “Predator: Air” dealing double damage to air units and monumental units (base buildings and very big units like Brratu)
“Pulse of the Forest” now can replenish buildings energy, but does not stack anymore
As always, you can keep up to date by following us on Twitter and Facebook:
We’re always curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - 2v2 is (un)released - Bring a friend!
Heeeeelloooo everyone!
We’ve got some big news for you today! It’s reaaadyyy!! 2v2 is getting (un)released today!! O_O
Why “(un)released” you ask? Good question! We heard from many players that they wanted 2v2 as soon as possible, but we also really want to keep developing this mode with big changes, to make it the best it can possibly be. We think some players wouldn’t like a game mode getting such massive changes, and might get upset if we changed things around too much. So it looked like we could only either: 1) Delay the release, and upset some players, or 2) Throw it out there and keep working on it, which would upset some players. We couldn’t figure out a good way to go about it, until we came up with what we think is the best solution: 3) Give players the choice!
So we are now adding what we call “Unreleased Features”, which you can choose to unlock from the game’s main screen. These are experimental features that are still being heavily worked on, of which 2v2 is the first. These features will start out as fairly unbalanced, they might easily break, and they will keep evolving heavily in upcoming updates. If you don’t like these sorts of things, you can simply ignore the button and keep enjoying the game as before. But if you want to get your hands on these features early, and help us make them even better by giving your thoughts and feedback, you’re just a button click away :)
Another feature being added this update is the new “Refer a friend” system. The idea is to let you easily introduce a friend to the game, and both you and the referred friend gain a nice bonus. The system is set up to be super simple, all you need is to send your friend your friend ID, which they can simply enter on the “Redeem Bonus Code” menu in the shop. This will grant you both some bonus crystals, and your referred friend will also get some premium time and a deck slot to get them going. There is only one requirement, which is that your friend must be level 5 to redeem the referral bonus. Also, to be fair to our veteran players, we have made getting referred available to all legacy accounts as well, so all older accounts will also be able to get referred once.
We’ve also added spawners now creating newly spawned units at the same position they are at, so you can strategically plan your positioning right from the start. Here’s the (short) changelist:
Miscellaneous
Added refer a friend system
Made spawners use grid position for positioning when spawning new units
Added an option to unlock unreleased & experimental features before release
Added 2v2 in experimental mode, need to unlock experimental features to access
Added more languages to CrowdIn
We’re super excited to be getting 2v2 out there so early already, and we’re really looking forward to your feedback on it! Our goal is to keep iterating on it until it’s the very best it can be, so please share your ideas and let us know your thoughts!
As always, you can keep up to date by following us on Twitter and Facebook:
We’re always curious to hear what you think! Join us on the Discord to share your opinion, chat or just hangout!
http://riseoflegions.com/discord
Rise of Legions - Co-op, Fullscreen Meta-Client and lots of Fixes
Hey guys!
How is everybody? After a short pause in updates, we're back and kicking! This time around, we have an update focusing on lots of technical fixes and improvements, but also giving Co-op a better spotlight.
To start things off, as per usual, we've got some balancing changes. The Monk got some love, and Avengers and the Lich got tuned down a bit. Also, Skelly archers got a little nerf. The tower and Mana changes from the last major patch seem to have gone over very well, with us seeing mostly positive feedback from players. As always, we're still open and thankful for feedback on all of this, so please keep it coming!
Co-op is starting to get the attention it deserves this update, starting with an own dedicated tab in the Play menu. Lots of players actually didn't know we even had a Co-op mode, so we hope this will let a lot more people enjoy it. We've rebalanced Co-op and Golem Challenges in general to offer some more interesting gameplay. This will also allow our veteran players to come up with some new and improved strategies to master them. Same as with balancing, we are very interested in your feedback on these changes!
Besides those headliners, we've put a lot of work into some necessary compatibility improvements, like adding more screen sizes in the meta-client. The screen is now resizable from the options menu, which will help players with smaller screens as well as streamers and Youtubers. And as a bonus on top, you can now also switch the meta-client to fullscreen mode!
To round things off, we fixed stuff like the disconnect issue that players were having after one player's connection dropped, deck tiers not showing up correctly and some smaller bugs with certain units. There's also better error reporting, which will definitely pay dividends in the future.
If you wanna see the nitty-gritty, here's the full changelist for you:
Balancing
White
Rebalanced Monk, reduced Light Armor to Unarmored and increased HP from 225 to 265 to compensate
Avenger Bounce fixed to reduce damage by 50% for bounces (dealt full damage)
Green
Fixed Wisp shot to stop bouncing if all damage is distributed
Black
Skeleton Archer attack damage reduced from 38 to 35
Lich attack damage reduced from 92 to 86
Lich nova single target damage reduced from 100 to 50
Golem Challenge & Co-op
Added own tab for Co-op in play menu
Reset Golem Challenge and Co-op Times
Fixed Crystal Power to not trigger if unit receives damage from root
Increased boss defenses at all stages in Co-op Mode
Stone
Increased third camp size slightly
Bronze
Removed Crystal Chanter from spawner pool
Increased boss camp size
Silver
Replaced Crystal Chanter from spawner pool with Crystal Observer
Increased all camp sizes
Gold
Added Crystal Observer and Crystal Enforcer to spawner pool
Increased all camp sizes
Added more buddies to boss golem
Increased early boss wave difficulty slightly
Crystal
Added Crystal Overseer to spawner pool
Increased all camp sizes dramatically
Added more buddies to boss golem
Increased early boss wave difficulty
Miscellaneous
Disconnected players are detected and handled correctly
More options for the meta client size (small screens, streamer, big screens)
Fixed "Heart of the Forest" from waiting in front of an enemy domain
Fixed mouse button input at low frame rates to be more responsive
Added error.log file rotation for easier bug reporting
Fixed deck tier updating correctly when changing it in deckbuilder
Fixed Predator abilities to not boost damage from root
Added Portugese (Brazil) as language
In terms of our roadmap, most of our recent work is squarely within the first two points, "Client Performance / Compatibility" and "Server Stability", which is also why we've been a bit quiet over the last weeks. Most of this work isn't very interesting, but it definitely needs to get done if we want to deliver a quality experience.
Looking into the near-term future, we're almost through with Compatibility now and will soon shift focus to the third point on the roadmap, "Improvements to the User Interface", which will make the overall experience of the game better. After that, we're on track for 2v2 mode, which we're still extremely excited about. So, to sum things up, development is going well and steady, and everything is looking good for the really big steps that are coming soon! :)
You can keep up to date by following us on Twitter and Facebook: