Rise of Legions cover
Rise of Legions screenshot
Genre: Strategy, Indie

Rise of Legions

Rise of Legions - Weekly Balance Update



Hey guys,

here’s this week’s update, including lots of bug fixes and more balancing, based on our awesome community feedback! :)

Check out the full changelist below:

Features


  • Added new language Czech
  • Added new ping sounds


Bug Fixes


  • Fixed some texts not fitting their boxes
  • Fixed Echo Projector to not follow other Echo Projectors
  • Fixed Saplings to not gain more than their maximum health from Homeland
  • Fixed Echo Projector not receiving damage if friendly projectiles hit shielded units
  • Fixed Void Miasma to not stop units from approaching enemies
  • Fixed missing line in black legion tree
  • Fixed quest text of Conductor Spawner
  • Fixed quest to sacrifice a card as tribute
  • Added option for more stable connections in the reconnect screen
  • Fixed connection fallback mechanic to work better
  • Fixed wide screen support
  • If client is out of date it will be marked for update in Steam
  • Fixed impact sound of nexus buster


Balancing


  • Conductor
  • - Damage reduced from 130 to 110
  • - Range reduced from 10 to 8
  • Gatling Drone damage reduced from 12 to 11
  • Tyrus
  • - Soul Undertow target count reduced from 2 to 1
  • - Invoke: Void now generates 1 energy instead of 2 per target
  • Breachers health reduced from 56 to 46
  • MOAGs Yamato Cannon damage reduced from 500 to 400
  • Aimbot Guidance System
  • - Now affect buildings and units differently
  • - Range buff on units reduced from 5 to 3
  • Skeleton Archers
  • - Health increased from 30 to 38
  • - Damage increased from 19 to 22
  • Vecra
  • - Attack speed increased from 2.8s to 2.0s
  • - Attack damage reduced from 350 to 240
  • Lothar damage increased from 82 to 110
  • Hail Of Arrows radius increased from 3.0 to 3.5
  • Sapling Bush
  • - Energy consumption reduced from 6 to 5
  • - Starting/Maximum energy reduced from 6/12 to 5/10
  • Base Buildings in 2v2
  • - Health increased from 150% to 200%
  • - Target count increased from 1 to 2
  • - Attack speed reduced from 0.75s to 1.25s


You can keep up to date by following us on Twitter and Facebook:

https://twitter.com/Rise_Of_Legions
https://www.facebook.com/RiseOfLegions

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:

https://twitter.com/Rise_Of_Legions
https://www.facebook.com/RiseOfLegions

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:

https://twitter.com/Rise_Of_Legions
https://www.facebook.com/RiseOfLegions

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:

https://twitter.com/Rise_Of_Legions
https://www.facebook.com/RiseOfLegions

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:

https://twitter.com/Rise_Of_Legions
https://www.facebook.com/RiseOfLegions

Rise of Legions - Release Date & Stresstest Event



Hey everyone,

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:

https://twitter.com/Rise_Of_Legions
https://www.facebook.com/RiseOfLegions

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:

https://twitter.com/Rise_Of_Legions
https://www.facebook.com/RiseOfLegions

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:

https://twitter.com/Rise_Of_Legions
https://www.facebook.com/RiseOfLegions

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:

https://twitter.com/Rise_Of_Legions
https://www.facebook.com/RiseOfLegions

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:

https://twitter.com/Rise_Of_Legions
https://www.facebook.com/RiseOfLegions

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