1. Legion TD 2
  2. News

Legion TD 2 News

v11.04 Major Update

Expected patch release: Monday, May 6 (Pacific Time)

[h3]News[/h3]
Major Updates


[h3]New Skin: Test Subject Robo[/h3]
Introducing the latest model from the Adventure Laboratories.

[h3]New Secret Card: Unmasked Zeus[/h3]
Hell, it's about time that the mask mandates have been lifted.

[h3]Coming Soon[/h3]
New units coming next month!

Game Balance


[h3]Classic[/h3]

Priestess of the Abyss & Azeria
- Invigorate: Max stacks: 5 --> 3

Nerfing the synergy with Lost Chieftain and Sacred Steed spam in Classic only.

PvE
- Increased mythium sent on waves 21+ to close out games a bit sooner

Megamind
- No longer can roll Hybrid (this was already the case for Ranked).

This makes Megamind consistent across all queues.

[h3]Masterminds[/h3]

Cash Out
- Gold: 21 → 20

Cash Out is out-performing Greed, so bringing it in line with a small nerf.

Fiesta
- Gold gain from leaking: 13-48 → 12-51

Rescaled to give less gold early game and more gold late game. This makes the early game less coin-flippy and gives players more agency against Fiesta.

[h3]Legion Spells[/h3]

Lizard Army
- Mythium: 45 → 50

Low win rate and pick rate.

(Caster Pennywise was right)

[h3]Fighters[/h3]

Looter / Pack Rat
Attack speed: 1.08 → 1.11

Low win rate and pick rate.

Fire Archer
- Attack speed: 0.966 → 0.99

Dark Mage
- Mana regeneration decreased by 7%

Shifting power from Dark Mage to Fire Archer.

Whirlybird
- Giga Boomstick: Now uses mana instead of an ammo system, allowing it to synergize with Sacred Steed, Pegasus, Magician, and Starcaller

This allows Whirlybird to be viable after the early game with mana sources.

Green Devil
- Health: 1250 → 1240
- Attack speed: 1.282 → 1.266

Slightly high win rate and high pick rate.

Berserker / Fatalizer
- Attack speed: 2.22 → 2.17

High win rate and pick rate.

Gatling Gun
- DPS: 117 --> 115
--- Damage: 49 --> 47
--- Attack speed: 2.38 --> 2.44

Nerfed thresholds against wave 3.

Vulcan Cannon
- DPS: 321 --> 317
--- Damage: 135 --> 130
--- Attack speed: 2.38 --> 2.44

Very high win rate.

Holy Avenger / Sovereign
- Aegis / Final Judgment: Attack speed gain per stack: 4% → 3%
- Mana gain on attack increased by 14%
- Mana gain on being attacked increased by 29%

Now reach max mana more quickly but reduced stats.

[h3]Mercenaries[/h3]

Four Eyes
- Damage: 65 → 42
- Death Stare: Damage: 5 → 10

Solidifying its identity as a counter against raid bosses.

[h3]Waves[/h3]

Wave 10: Granddaddy
- Attack speed: 3.64 → 3.57

Wave 11: Quill Shooters
- Attack speed: 1.64 → 1.67

Wave 13: Drill Golems
- Attack speed: 1.55 → 1.57

Shifting power from wave 10 to 11 and 13.

Wave 15: Giant Quadrapuses
- Attack speed: 0.75 → 1.47
- Dual Shot removed

Wave 18: Wale Chiefs
- Damage: 185 → 134
- Attack speed: 1.45 → 2
- Poison-tipped Pole: 270 single-target and 20 splash damage every 4th attack → 180 single-target damage every 3rd attack

Wave 19: Dire Toads
- Attack speed: 0.78 → 2.22
- Spit Shot removed

Experimental changes. If cheap unit spam resurfaces, we may consider bringing Dual Shot, Split Shot, and the area of effect damage on Poison-tipped Pole back.

Wave 21: Legion Lords
- Damage: 135 → 138
- Legion King: Damage: 540 → 552
- Attack speed: 2.63 → 2.56
- Indomitable: +10% damage and damage reduction → +10% attack speed and damage reduction

Now less countered by cheap unit spam.

[h3]Pathing & Targeting Fixes[/h3]

Over the past few weeks, we have fine-tuned the pathing & targeting changes that went out in v11.03 in numerous hotfixes. We will continue to tune them as needed. Most of the changes are already on live servers; v11.04 just has the following:
- Fixed a rare case of units running in circles in lane

[h3]Balance Watchlist[/h3]
The dev team is constantly monitoring game balance, between looking at data and listening to community feedback. If anything is being more closely monitored than usual, it will be listed in this Balance Watchlist section. For this patch, the following are on the watchlist:
- Classic meta and balance outliers (we're still collecting community feedback here)

Improvements & Fixes


[h3]Improvement: Menu Visual Effects[/h3]
Added various visual effects to menu buttons to spice things up!
[previewyoutube][/previewyoutube]

[h3]Minor Improvements[/h3]
  • Emotes: Added a sound effect (max 1 time per second) when you use an emote.
  • Spectator: Improved win probability formula


[h3]Fixes[/h3]
  • Fixed a bug where pinging autosend mistakenly displayed in the pinging player’s language instead of the message recipients’ language


Community Updates


[h3]Game Translations[/h3]


Legion TD 2's translations continue to be greatly improved, thanks to major contributions from community members! If you'd like to contribute to improving the game's texts further, visit the following link:

Help Translate Legion TD 2

HUGE thank you to everyone who has helped up to this point!

Closing Remarks


Last few months' patches were huge; this month we've kept things a bit lighter to fine-tune game balance as we've collected more data & feedback on the recent changes.

As always, with any major patch, we'll keep a close eye on things and rapidly hotfix as long as needed.

Thank you again for playing Legion TD 2! We hope you continue to enjoy the game.

If you've enjoyed the game, but haven't left a review yet, please consider posting a short (hopefully positive ) review for the game! If the game reaches 90% positive, Steam will give it more visibility = more players = more freelo better matchmaking!

If you enjoy these updates, please give it a Thumbs Up, too!

And as always, if you have constructive criticism, let's chat about it. Discord and /r/LegionTD2 on reddit are our main channels of communication, and aside from the development team, there are community helpers who can ensure your feedback is heard, as well as answer pretty much anything you've ever wanted to know about the game. If you want a guaranteed answer from the devs, the monthly AMAs on /r/LegionTD2 are your best bet.

Sincerely,
The Legion TD 2 Team

v11.03 Hotfixes

This post will be updated with April hotfixes, with the most recent at the top.

Hotfix 14
(April 30)

Major Fixes
  • Fixed a pathing/targeting case where ranged waves were being a little too "smart" about sniping injured fighters instead of hitting closer targets; this fix should make it easier to do things like split-tank with Fenix on Wave 11
  • Fixed a pathing/targeting bug where a unit in some circumstances would stop moving when its desired target was far away
  • Fixed a bug where some players were mistakenly getting the new player Classic rating bonus when they shouldn't have been


Hotfix 13
(April 25)

Major Fixes
  • Fixed a bug where a unit would appear to run forward when it should have been standing still/attacking


Hotfix 12
(April 24)

Major Fixes
  • Fixed a bug where in some circumstances, Gatling Gun/Vulcan Cannon stopped attacking


Minor Fixes
  • Fixed an unintended interaction between Sacred Steed/Pegasus and Whirlybird
  • Reduced King prioritization of Four Eyes to match its new balance numbers


Balance
  • Priestess of the Abyss/Azeria: Invigorate now only stacks up to 5 times in Classic. Nerfing their synergy with Lost Chieftain and Sacred Steed, which is too strong in Classic.
  • PvE: Now sends every wave on Wave 21 (like it used to), but now also adds an extra 10% mythium every wave to add more ramping pressure


Hotfix 11
(April 24)

Major Fixes
  • Fixed a few cases of ranged/melee splits being unintentionally disrupted by the previous hotfix
  • Fixed a rare case where towers weren't attacking in Tower Defense mode


Hotfix 10
(April 24)

Major Fixes
  • Fixed a few pathing/targeting issues where a ranged unit would stop attacking when its target was slightly out of range
  • Fixed a few pathing/targeting issues where ranged waves/mercenaries were "sniping" injured fighters a little too eagerly
  • Improved consistency of pathing/targeting priority based on how far forward a unit was built


Hotfix 9
(April 22)

Major Fixes
  • Fixed some rare cases where a unit would stand still in lane as if scared of fighting


Minor Fixes
  • Fixed some miscellaneous display-only bugs


Hotfix 8
(April 19)

Major Fixes
  • Fixed a few more cases of pathing/targeting behaving unexpectedly


Hotfix 7
(April 19)

Major Fixes
  • Fixed a pathing issue where ranged units would sometimes run slightly ahead of where they were supposed to stop
  • Fixed some issues with -save/-load commands not working when loading from Match History


Hotfix 6
(April 18)

Major Fixes
  • 4v4: Fixed a rare bug where your full build would get sold when the game mistakenly thought you were dual building


Balance
  • PvE: Now much more likely to Power Send if skipping the previous wave, and Income Send if doing a resend
  • PvE: Slightly less saving
  • Continuing to monitor various gameplay changes from v11.03, but likely won't make changes till at least after the Nova Cup this weekend


Improvements
  • Postgame: Leaks Covered now has a tooltip that shows the breakdown of which waves the player covered (Screenshot: https://i.imgur.com/U2L0NWW.png). Also now rounds to a whole number.
  • Postgame: Leaks Covered: fixed a bug where bosses were mistakenly being counted as 100% leak value instead of scaling based on remaining health


Hotfix 5
(April 17)

Major Fixes
  • Fixed a bug where Yolo + Reroll didn't work
  • Fixed a bug where Sacred Steed/Pegasus didn't work with Angler/Bounty Hunter/Holy Avenger/Sovereign


Hotfix 4
(April 17)

Major Fixes
  • Fixed a pathing issue where units would rapidly go back and forth between two targets, unable to make up their minds
  • Fixed an attack speed issue where units would unexpectedly sometimes have a longer cooldown between their first and second attacks
  • Fixed an unintended interaction between Sacred Steed/Pegasus & Whirlybird


Balance
  • PvE: Wave 21 now sends every other wave instead of every wave
  • PvE: Mercenaries costing 200+ mythium are now sent in a fixed order, rather than always preferring the most expensive cost mercenaries
  • 1v1: Fixed a bug where an incorrect amount of gold was given for enemy leaks


Minor Fixes
  • Fixed a UI bug where the campaign difficulty selection window sometimes mistakenly showed up in-game/in loading screen
  • Fixed a UI bug where the wave power chart didn't appear immediately after rerolling


Hotfix 3
(April 16)

  • Fixed a UI bug where incorrect icons (like 3 Hydras) would sometimes show up on your UI
  • Fixed a bug where Rerolls did not work in PvE mode


Hotfix 2
(April 16)

  • Fixed some pathing issues with zig-zagging
  • Fixed an unintended interaction with Embargo and PvE mode


Hotfix 1
(April 16)

  • Fixed some game crashes

v11.03 Major Update

Expected patch release: Monday-Tuesday, April 15-16 (Pacific Time)

[h3]News[/h3]
Major Updates


[h3]New Fighter: Goblin Copter[/h3]

Flying. Attacks enemies with a twin cannon.
Goblin Copter Stats
  • Tier 1 (Cost: 20g)
  • Role: DPS
  • Ranged / Impact / Fortified


[h3]New Fighter: Whirlybird[/h3]

Flying. Ditches its wimpy twin cannon for a BIG rocket launcher. Deals extra damage every few attacks.

Whirlybird Stats
  • Tier 1 Upgrade (Cost: 100g)
  • Role: DPS
  • Ranged / Impact / Fortified
  • Giga Boomstick: Every 3 attacks or whenever it gets a kill, its next attack fires an oversized rocket that deals 70 bonus Impact ability damage.


[h3]New Fighter: Oathbreaker (Final Form)[/h3]

Massively boosted stats. Plus, gains 35% damage reduction when Unchained Rage is active.

By popular demand, an additional upgrade for Oathbreaker! Credit to Drachir for the original idea.

[h3]New Classic Mode: PvE[/h3]
Are you among the exclusive group of ultra-chill gamers for whom Income ‘n Chill feels lacking in ‘chill?’ Introducing the mode for you!

PvE Mode: Outlast the other team! Instead of sending mercenaries, mythium automatically turns into income after each wave. All players receive the same-random sends (or saves) every wave.
  • Roughly 50% chance to receive a send each wave. The percentage goes up/down depending on previous waves to reduce the chance of long streaks. Earlier waves are more likely to be income sends, while later waves are more likely to be power sends, but you never know for sure!
  • The size of each send (amount of mythium) is based on the total mythium generated by all players since the last send. So if you don't receive a mythium send, you should still be cautious as usual.
  • Recommended value is similarly scaled off of the total mythium generated since the last send.
  • Map is fully revealed.
Tip: for even greater chill, you can play PvE mode in a Custom game lobby with friends all on one team, for a true PvE experience.

[h3]New Secret Card: Mr. Wiggus[/h3]
Life's too short to make safe bets. Life's also too short to not buy this Secret Card and support the devs.

[h3]New Skin: Snake Staff Shaman[/h3]
You've heard of the golden rule, haven't you? Whoever has the gold makes the rules.

[h3]Campaign 2-Star Rework[/h3]
You now choose between 1-star, 2-star, and 3-star when starting a mission.
  • 1-star: Same as what was previously Normal difficulty
  • 2-star: Your King starts with 30% health
  • 3-star: Same as what was previously Hard difficulty

The new 2-star challenge should be more fun/less frustrating than the previous condition of not leaking 40%+ on any wave, which had unexpectedly punished many cases of smart risk-taking.

Additional Details: All saved progress is preserved, so if you 2-starred or 3-starred missions in the past, you don’t have to beat them again. Also, if you play the 2-star mission without earning the first star yet, and you win, you’ll unlock both stars!

Game Balance


[h3]Pathing & Targeting Overhaul[/h3]

Majorly improved pathing & target to be more consistent and behave as intended.
  • Improved consistency between multiple runs of the same wave, most noticeable in Weekly Challenge/Sandbox, as well as consistency between Sandbox & 2v2 & 4v4.
  • Improved cases where melee units would unexpectedly running a little too close to their target.
  • Improved consistency of various splits; note that this will result in some splits behaving differently than before, so some disruption is expected. In the long run, we feel consistency is worth the cost of short-term disruption.
  • Improved some cases of Sea Serpent/Deepcoiler/Eternal Samurai/Samurai Soul unexpectedly taking aggro earlier than intended.
  • Improved some cases of melee Power mercenaries unexpectedly taking aggro earlier than intended, particularly in mid/late-game.
  • Improved some cases where units would “lock-on” too soon to a target, rather than switching to a better (closer) target.
  • Fixed a long-time bug where initial aggro in some lanes behaved slightly differently than other lanes (especially Lane 4 in the 2v2 map) due to very slight asymmetries in wave spawn positions.
These changes involved a variety of systemic changes, which carry risk, but the reward seems worth it as inconsistent pathing/targeting has been a pain point for years. We will keep a close eye on these changes and release hotfixes as needed, as always.

[h3]General[/h3]

Eco Detection
- Players now have a one-wave “safety net” before eco penalties kick in. This should help players who ran out of time not fall completely out of the game after a single wave.
- Eco Income Penalty: -20% → -25%

This affects players who go full eco and stop trying to clear the wave.

Shutdowns
If you clear your lane within 3 seconds of being shutdown, your shutdown will now be reversed!

This is rare, but should help address some feelsbad cases where you clear the wave just as your fighter draws its last breath (especially Consort or other fighters with damage-over-time spells).

[h3]Classic[/h3]

Classic: Bonus Income
- Rebalanced bonus income formula to be more impactful so that lower-rated teams are not disadvantaged
- Soft-reset the ratings of all players above 3000 Classic rating, to compensate for the above to keep things fair

Even with bonus income, lower-rated teams were disadvantaged, resulting in matches that were unfair, 4-stacks with 80% win rates, a high frequency of players dodging these unfair matches, and heavily-inflated Classic ratings from 4-stacks taking advantage of unfair matchmaking. Matches will now be fairer and Classic ratings will be less inflated going forward.

Classic has no strict skill-based matchmaking, so you'll still match with players of all skill levels. The auto-team shuffler is effective at creating fair matches, but it does not work well when players 3-stack and 4-stack. If you value perfectly fair teams, we recommend playing solo, duo, 5-stack, 6-stack, 7-stack, or 8-stack when playing Classic, or playing Ranked.


Classic: Double Lock-In
- Starting Income: +1 → 0
- Starting Gold: 250 → 245

Classic: AOE Damage
True AOE damage: -10% → -12%

Affected units: Cursed Casket/Cage of Pain/Iron Maiden, Tree of Knowledge, King Claw, Holy Avenger/Sovereign, Honeyflower/Deathcap, Pyro, Millennium/Doomsday Machine, Great Boar/Red Eyes, Seedling, Yozora/Arctaire, and Glacial Touch

AOE and Double Lock In are overpowered in Classic. While our philosophy is to balance for Ranked, we’re willing to make changes to Classic when there are balance outliers.

[h3]Masterminds[/h3]

Champion
- Attack speed and damage reduction: 8.75% → 9%

Low win rate and pick rate, and minimal usage in Nova Cup.

Kingsguard
- 18% attack speed → 10% attack speed and damage reduction

Kingsguard is now stronger in base races, particularly in classic where most games end in base races.

Lock In
- Random: Bonus Gold: 6 → 7

With this buff, Lock In: Random is positioned to become a Yolo-lite mastermind.

[h3]Legion Spells[/h3]

Buffs to aggressive spells and nerfs to scaling spells will help mid game aggression and make games end sooner.

All Out Assault
- Mythium: 100 → 120
- Income penalty: -18 → -20

Low win rate and pick rate.

Battle Scars
- Attack speed per stack: 4% → 3.7%

High win rate and pick rate.

Counterattack
- Mythium: 55 → 60

Low win rate and pick rate.

Lizard Army
- Mythium: 60 → 45
- Lizards spawned on waves 11/12/13: 1/2/3 → 2/3/4

Lizards go brrr

Protector
- Regeneration: 0.7% → 0.6%

Very high pick rate.

Villain
- Damage amplification: 24% → 22%

High win rate.

[h3]Fighters[/h3]

Pollywog / Seraphin
- Attack speed: 1.09 → 1.1

Low win rate.

Oathbreaker
- Health: 1130 → 1110

Compensation nerf for the addition of Oathbreaker Final Form.

Masked Spirit / False Maiden / Hell Raiser
- Spectral Scream: Range: 600 → 650 (base attack range unchanged)

Less likely to get stuck attacking out of range of other units. Thanks SlightQT on Reddit for the idea.

Fire Archer
- Attack speed: 0.952 → 0.966

Dark Mage
- Mana regeneration reduced by 7%

Shifting power from Dark Mage to Fire Archer.

Fire Elemental
- Attack speed: 0.781 → 0.794

Low win rate and pick rate.

Sunfang
- Damage 86 → 88

Very low pick rate.

Gargoyle
- Attack speed: 0.909 → 0.897

Green Devil
- Attack speed: 1.3 → 1.28

Very high pick rate.

Slime Larva
- Health: 310 → 330

Slime Siren
- Health: 1150 → 1170
- Slime Larva: Health: 310 → 330

Low win rate and pick rate.

Sky Queen
- Damage: 58 → 59

Slightly low win rate and pick rate.

Spectral Scallywag
- Health: 2300 → 2500
- Damage: 135 → 125
- Unyielding Spirit: 20 health → 10 health + 0.5 damage

Now weaker synergy with itself and with Tree of Life, and less likely to cause super long waves.

Violet
- Lightning Strike: Damage: 85 + 0.15% max health --> 80 + 0.15% max health

High win rate.

Desert Pilgrim
- Chain Heal: 125 → 120
- Slightly faster spell casting

Lost Chieftain
- Damage: 207 → 205
- Fixed a bug where the chosen target was mistakenly sometimes different on Wave 21 in some types of positionings


Shadow Dancer
- Health: 1700 → 2100
- Damage: 60 → 69
- Clones: 25% health damage → 15%
- Spawned clones now spawn with fixed positioning instead of random

Dread Knight
- Health: 3740 → 4900
- Damage: 132 → 157
- Clones: 25% health damage → 15%
- Spawned clones now spawn with fixed positioning instead of random

Removing power budget from the clones and making Shadower Dancer and Dread Knight less likely to reach “critical mass” where they are never attacked. Now weaker with attack speed buffs, but stronger on their own.

Eggsack
- Fixed a rare bug where Eggsack would improperly hatch if it died a split second after clearing the wave (e.g. solo egg vs. Robo on Wave 2)

Berserker
- Health: 1900 → 1870

Fatalizer
- Health: 5400 → 5260
- Duelist: Damage: 15 → 14

High win rate and pick rate.

Great Boar / Red Eyes
- Charge damage decreased by 8 %

Slightly high win rate and community point of frustration.

[h3]Mercenaries[/h3]

Historically, ranged DPS mercenaries like Witch, Four Eyes, Shaman, and Needler have been over-tuned. Now that they are more balanced, we’re seeing greater creativity and variety in mercenary usage.

We considered a Four Eyes buff, but decided against it, as Four Eyes remains one of the most-used mercenaries. Tip: Stop sending Four Eyes by default ;)

Imp
- Health: 700 → 730

Low win rate and usage rate.

Witch
- Froggo: Damage: 32 → 30

High win rate and usage rate.

Kraken
- Health: 7450 → 7400
- Damage: 291 → 289

High win rate and usage rate.

[h3]Waves[/h3]

Wave 11: Quill Shooters
- Attack speed: 1.626 → 1.639

Wave 13: Drill Golems
- Health: 3270 → 3300

Wave 19: Dire Toads
- Health: 4500 → 4400

[h3]Balance Watchlist[/h3]
The dev team is constantly monitoring game balance, between looking at data and listening to community feedback. If anything is being more closely monitored than usual, it will be listed in this Balance Watchlist section. For this patch, the following are on the watchlist:
- Game pacing
- Early game mercenary meta
- Summoners, life steal, regeneration, and units that scale with battle time

[h3]Custom Modes[/h3]

Tower Defense Mode
- True AOE damage nerf: -10% → -22% (Affected units: Cursed Casket/Cage of Pain/Iron Maiden, Tree of Knowledge, King Claw, Holy Avenger/Sovereign, Honeyflower/Deathcap, Pyro, Millennium/Doomsday Machine, Great Boar/Red Eyes, Seedling, Yozora/Arctaire, and Glacial Touch)
- All waves & mercenaries have +10% damage and max health. This brings wave difficulty in line with standard modes and indirectly nerfs certain exodia builds.
- Fixed a bug where melee/ranged units would aggro differently in some circumstances. Aware of some other issues and will monitor/continue to fix.
- “Infinite” Battle Warp: If a battle is taking too long with no fighters/enemies dying, all units on that side of the map will warp to the king to prevent battles from taking forever. Specifically, starting 60 seconds after the wave spawns, if the number of fighters & enemies alive stays the same for 30 seconds straight, it will trigger this case. For now, this is enabled for Tower Defense Mode only; once it is stable, it may be applied to all modes.

Giga Mercs Mode
- Mimic: Gold gained from Plunder no longer has a bonus multiplier with more Mimics (Plunder naturally scales by the fact that Mimic's increased stats make it more likely to get kills)

Superhero Mode
- Fixed a bug where holding onto Legion Spells didn’t allow you to properly stack them in some circumstances

Dual Build Duel
- Retired from the rotation

[h3]Matchmaking[/h3]

Duo Rating Adjustment for New Player + Non-New Player in Ranked
There has been a fairly uncommon, but feels-bad scenario when a new player exclusively duos with a non-new player and neither play much solo. To resolve this, now:
- If a new player is duoing with a non-new-player, and the new player is higher rated than the non-new-player
- Then both players will gain/lose the same amount of rating points based on evenly dividing the summed individual rating changes
- Known Issue: the post-game stats/match history will not display the adjusted gained/lost rating points as above. Just trust that it works.

Improvements & Fixes


[h3]New Feature: Motion Blur & Vignette Graphics[/h3]

These should make the game appear a bit smoother & more modern. Enabled by default, but toggleable in Options → Video.

[h3]New Feature: Build Position Text 2.0[/h3]

- Now displays next to your mouse cursor and uses A1→Q27 notation, which will take some getting used to, but should be more elegant in the long run than decimals.
- As a reminder, you can enable Build Position Text via Options → Interface → Enable Build Grid Position Text. It is off by default.

[h3]New Feature: Mastermind Selection Info[/h3]

By popular request, the Mastermind selection screen now displays available Legion Spells and your ally’s selected Legion, to help you strategize as a team.

[h3]Improvement: Leaks Covered[/h3]
In the postgame screen, “Leaks Caught” has been replaced with “Leaks Covered” which is the total number of waves (as a percentage) that you covered for your teammates (prevented from reaching the king).

This more accurately communicates how much you covered your teammate throughout the whole game. Previously, it was averaged out across all waves, but that made the numbers less interpretable given most waves don’t have any leaks.

[h3]New Feature: Ladder Points Games Counter[/h3]


Main Menu now displays your Ladder Points games this week, to bait you into playing until you hit your weekly cap.

[h3]New Feature: First Win Bonus Icon[/h3]

Main Menu now displays your First Win of the Day bonus as an icon, also to bait you into playing to get that juicy first win.

[h3]New Feature: Queued King Upgrades[/h3]

Queued King upgrades now show up in the bottom left HUD.

[h3]New Feature: Monument Skins[/h3]

Equipped skins now also apply to Monuments!

[h3]New Feature: Autosend Pings[/h3]

Now, you can ping your & your allies’ AUTO status to more easily coordinate when to start tryharding.

[h3]Minor Improvements[/h3]
  • Campaign: Added a warning telling players that 3 star difficulty is very challenging and intended for experienced players
  • Game Messages: Added a new game message that displays the 6 rolls that you selected to your allies (in addition to your initial roll)
  • Graphics: Improved crispness of floating text rendering
  • Graphics: Hiding the HUD (via Ctrl+H) now applies a vignette effect
  • MVP: Improved formula to put a little less emphasis on leaks covered (other factors are more important)
  • New Player Experience: “Incoming” Tutorial now has you play Mastermind, to introduce players to Mastermind before jumping into Ranked.
  • Options: Emotes: Mousing over the ? now displays the actual emote image instead of dino
  • Performance: Various improvements
  • Reroll Window: Wave Strength Bar now display in high-contrast colors when graphics are set to Color Blind
  • Reroll Window: Wave Strength Bar now displays waves that already passed as grayed out


[h3]Fixes[/h3]
  • Bots: Fixed various cases of bots not behaving as designed (some bugs introduced in recent patches)
  • Game Messages: Fixed a bug where Lock-In mistakenly showed 10 rolls that you couldn’t choose from
  • HUD: Fixed a bug where the king upgrades bar wasn’t fully updated if a player upgraded the king at the last second before the wave started
  • HUD: Fixed a rare bug where a player’s rolls didn’t register, resulting in being unable to build
  • Menus: Fixed a Recommended Value inconsistency where post-game stats colored the undervalue amount yellow if 70-80% of recommended value; this is now colored red to match the in-game UI
  • Profile: Fixed a bug where the past seasons dropdown was displaying the wrong number after selecting it
  • Spectator: Fixed a bug with /spectate where the game would sometimes mistakenly appear dark (black fog over the whole map)
  • Spectator: Fixed a bug where building grids didn’t display during the build phase
  • Spectator: Fixed a bug where rolls didn’t immediately update when a player was drafting rolls
  • Sounds: Fixed a bug where some UI click sounds would accidentally play twice in some circumstances


Community Updates


[h3]Community Emotes[/h3]
New Emote: boxboxCheer


[h3]Game Translations[/h3]


Legion TD 2's translations continue to be greatly improved, thanks to major contributions from community members! If you'd like to contribute to improving the game's texts further, visit the following link:

Help Translate Legion TD 2

HUGE thank you to everyone who has helped up to this point!

Closing Remarks


This patch is huge. THREE new units, plus a long-due pathing overhaul, not to mention a new mode (PvE) and tons of QoL & fixes! Plus a variety of balance changes to further smoothen out some of the bumps that came with the major updates from January/February/March.

As always, with any major patch, we'll keep a close eye on things and rapidly hotfix as long as needed.

Thank you again for playing Legion TD 2! We hope you continue to enjoy the game.

If you've enjoyed the game, but haven't left a review yet, please consider posting a short (hopefully positive ) review for the game! If the game reaches 90% positive, Steam will give it more visibility = more players = more freelo better matchmaking!

If you enjoy these updates, please give it a Thumbs Up, too!

And as always, if you have constructive criticism, let's chat about it. Discord and /r/LegionTD2 on reddit are our main channels of communication, and aside from the development team, there are community helpers who can ensure your feedback is heard, as well as answer pretty much anything you've ever wanted to know about the game. If you want a guaranteed answer from the devs, the monthly AMAs on /r/LegionTD2 are your best bet.

Sincerely,
The Legion TD 2 Team

Sign Up for the April Nova Cup!



Last Month Recap

Congratulations to the winners of last month's Nova Cup!
- D1: barneskirænn (Drachir & FC Lucy)
- D2: blobs before hoes (Xilajon & Tchika)
- D3: beard balm bros (Danwolf & Pyropenguin)
- D4: 牛逼 (shadow big stick & 龙哥二号)
- D5: les roteux (lehotdog & PetiteGuidoune)

Missed the action? Check the brackets, team lists, & VODs for all divisions on the Legion TD 2 eSports portal!

This Month


The upcoming April Nova Cup takes place April 20 - 21.

$875 in prizes and sign-up is free - first come first served!
There are up to five skill divisions, so no matter what your rating is, you have a chance to win.
Participation prize: Every participant who plays all of their matches will receive a FREE random card. If you haven't played a tournament yet, this is a great time to join.

Requirements

- Everyone that is level 3 or higher can join for free! First come, first served. So even if you recently joined the game, feel free to participate!

Twitch Drops



When you watch Nova Cups on the official channel, aside from enjoying shoutcasted top-tier Legion gameplay, you'll also receive in-game rewards based on how long you watch!

Watch the official Legion TD 2 Twitch stream during a Nova Cup to earn the following rewards:
- Watch for 60 minutes: 2,000 essence
- Watch for an additional 90 minutes: 4,000 additional essence
- Watch for an additional 120 minutes: Random card

In other words, if you watch the Nova Cup both days, you'll earn 6,000 total essence and a random card!

IMPORTANT: You'll need to link your Twitch account to your Legion TD 2 account in order to earn the rewards.
Link Your Twitch Account

Team Sign-up Instructions
  • Sign-ups are open from NOW until April 20 9am PDT / 6pm CEST.
  • To sign up, find a teammate and form a party. After you're both in the party, have one player type "/signup [team name]" (e.g. /signup Snail Kings) in chat. You should see a confirmation message that your sign-up went through. For those who participated in previous Nova Cups, you no longer need to do /join to signup.
  • The first 16 teams to sign up in each division can participate. For division 1 and 2 the top 8 teams are drafted per division. Other teams are waitlisted. There are usually no-shows, so waitlisted teams are encouraged to be present in the Discord and ready to play. View the team list to see your sign-up position and division.
  • If there are more than 32 teams checked in, there will be an additional best-of-1 qualifying round to allow more teams to participate. It is a best-of-1, rather than a best-of-3, to keep the event from running overly long.
  • Both players must join the Legion TD 2 Official Tournament Discord. Make sure to set your server nickname to match your in-game name.
Solo Sign-ups
  • You may sign-up as a solo with a suggested team name using the "/signup [team name]" command. Solo teams will be added to the Public Teams list, then be formed into teams on the day of the tournament. Solo teams will be randomly assigned a team name from either of its members.
  • If there is a waitlist, team sign-ups will always take priority over solo sign-ups
  • If you sign up as a solo, but then you find a teammate, you can re-sign up as a team any time before check-ins start. Just use the /signup command again with the new teammate. The tournament organizer will void your old solo signup after they process your new team signup.
  • After check-ins are over, all checked-in solo players will be randomly formed into teams by the tournament organizer. You cannot request a specific teammate at this point; if you want to play with a specific person, you should have signed up as a team instead.
It is still strongly recommended to sign-up as a team to guarantee your spot in the tournament and to give you time to practice with your teammate beforehand.

Schedule


Saturday, April 20
  • Check-in window: 8:45 - 9:15am PDT / 5:45 - 6:15pm CEST
  • Games: 10am - 1:30pm PDT / 7 - 10:30pm CEST
    • Round of 16 (Best of 3)
    • Quarter-finals (Best of 3)


Sunday, April 21
  • Check-in window: 9 - 9:30am PDT / 6 - 6:30pm CEST
  • Games: 10am - 1:30pm PDT / 7 - 10:30pm CEST
    • Semi-finals (Best of 3)
    • Final (Best of 5)
Check-in
  • Teams must check in via the Legion TD 2 Official Tournament Discord. Waitlisted teams should also check in.
  • Any team that fails to check in will be disqualified. The next team on the waitlist that checked in will earn a spot.


Game Format


The custom game room creator should enable Tournament Mode in the room. This will ensure the following settings:
  • 2v2
  • Mastermind only
  • Hybrid disabled
Division 1 & 2 Only
- Conquest rules apply. (Once you win with a Mastermind playstyle, you and your ally can't use that playstyle again for that series)

Final Remarks


For a full list of rules, prizes, and other details, visit the following link:
Nova Cup Rules & FAQ

For questions & support, please join the Legion TD 2 Official Tournament Discord.

See you on April 20th! The Nova Cup will be casted and streamed at twitch.tv/ltd2. Check the Tournament Discord on the event day for links to the other casts.

Sincerely,
Your Legion TD 2 Tournament Staff

AutoAttack Games is joining forces with Ninja Kiwi!



Who is Ninja Kiwi?
Ninja Kiwi is the developer behind Bloons TD 6 and all things Bloons, as well as Zombie Assault and loads of other hit games.

Ninja Kiwi basically took the Tower Defense genre and made it mainstream. Jules and I (Lisk) visited the studio last fall, and the shared passion for crafting awesome games was immediately apparent. We couldn’t imagine a better team to partner with.

What does this mean for the AutoAttack Games team?
We will be starting a new branch of Ninja Kiwi from the ground up!

We will maintain creative & operational control, while being able to tap into Ninja Kiwi's veteran team, connections, and funding support. Our plan is to slowly grow our current team (Lisk, Jules, Dani) to ~8 full-time members. This team size will improve our production capabilities in the long run, while still keeping us agile enough to iterate quickly and small enough to stay close with the community.

What's next?
We are starting development on a brand new game! It will be a competitive multiplayer strategy game set in the Legion world. That's all we can say for now, as it is still years away.

What does this mean for Legion TD 2?
We will continue to release monthly patches with game balance, fixes, and minor QoL. We still have a bunch of new units lined up, too. We'll still be on Discord and reddit as usual.

A big reason we are partnering with Ninja Kiwi is that they share our vision of supporting games & communities for the long haul.

And with that, let's look forward to v11.03 Patch Notes dropping on Friday with some exciting improvements and new units!

Sincerely,
The Legion TD 2 Team