1. Legion TD 2
  2. News
  3. v4.05: Yozora, Arctaire, AI Overhaul

v4.05: Yozora, Arctaire, AI Overhaul



50% Off Sale


Legion TD 2 is on sale starting October 7th! Great opportunity to introduce the game to a friend.

v4.05 Patch Notes
NEW! Shrine Tier 5


Yozora
- Cost: 190 gold
- Health: 1200 (Swift)
- Damage: 50 (Pure)
- Attack speed: 1.25
- Range: Melee

Nimble Feet
- Evades 40% of attacks (uses pseudo RNG, which makes it more deterministic and less random)

Wintry Touch
- Deals 3 pure damage per second and reduces attack speed of nearby enemies by 2% (1% against bosses) in a large area. Stacks with itself.



Arctaire
- Upgrade cost: 360 gold
- Health: 3400 (Swift)
- Damage: 142 (Pure)
- Attack speed: 1.25
- Range: Melee

Nimble Feet
- Evades 40% of attacks (uses pseudo RNG, which makes it more deterministic and less random)

Frozen Veil
- Deals 10 pure damage per second and reduces attack speed of nearby enemies by 3% (1.5% against bosses) in a large area. Stacks with itself.

Fixes & Improvements
AI Overhaul
- Bots are now significantly smarter. Improvements include but not limited to:
-- Smarter about building and positioning
-- Smarter about sending mercenaries
-- Select legion spells
-- Properly use auras

Post-game stats
- Now shows Avg Catch % and Mythium Received
- No longer shows Leak Value / Catch Value (the %'s matter more)

MVP Score
- Decreased weight of king upgrades
- Increased weight of leaking your opponent
- Now takes into account Leak % instead of Leak Value
- Now takes into account Catch %

Fixes
- Fixed wave 5/15 leak percent not taking some mercenaries into account
- Fixed wave 21 leak percent
- Fixed a very rare bug where after a match was canceled, your rating would be reset to 1200 (only happened once so far, sorry Weeds54!)
- Fixed a rare bug where the Legion Spell window wouldn't appear
- Fixed a rare case where if units sneak by your sea serpents on the 4v4 map; they are now teleported back to lane rather than running past

Fairplay
- Muted players now have much stricter ping restrictions (can't spam pings)

Chat
-ratings is now hidden from chat

Debugging
- All player tower builds are now saved to logs (so you can copy a player's build from logs to use via the -load command)

Game Balance
Spell-casting
- Most units with spells that cost maximum mana now have +1 additional maximum mana (mana cost of spell unchanged) OR the mana cost of their spell is being reduced by 1 (maximum mana unchanged)
- The goal of this is to reduce frustration when units don’t cast their spell immediately upon reaching full mana. Spell-casting logic requires units to have sufficient mana, then autoattack before casting their spell. This is something we’d like to improve in the future, but for now, this should make things feel better.
- In addition to reducing frustration, these are buffs (the second spell cast comes out sooner, and the units now regenerate mana while waiting to cast their spell). To maintain power neutrality, some of these units are receiving very slight compensation nerfs

Units affected:
- King Claw Maximum mana: 11 -> 12; attack speed: 0.83 -> 0.81
- Violet: Maximum mana: 9 -> 10; attack speed: 1 -> 0.97
- Gateguard: Maximum mana: 20 -> 21, attack speed: 0.71 -> .7
- Harbinger: Maximum mana: 20 -> 21, attack speed: 0.57 -> 0.56
- Zeus: Maximum mana: 6 -> 7; attack speed: 2.22 -> 2.13
- Desert Pilgrim: Maximum mana: 10 -> 11; health: 900 -> 870
- Lost Chieftain: Maximum mana: 14 -> 15; health: 2500 -> 2450
- Witch: Maximum mana: 50 -> 60, mana cost: 50 -> 55
- Azeria, Disciple, Starcaller, Lord of Death - see below for more details

Dual-Building (4v4)
- Now requires both players to be Mastermind; otherwise you can't build in the middle
- Haste: 50 movement speed and 10% attack speed -> 50 movement speed and 5 + 0.1% health regeneration per second
- Removed max targets cap for the following units: King Claw, Honeyflower, Deathcap, Pyro, Great Boar, Red Eyes

The goals here are to:
  1. Make dual-building more accessible and less punishing, rather than always needing certain combinations of units (Hydra, Pyro, etc.)
  2. Make non-AOE units more viable when dual-building
Legion Spells
Creditor
- Now capped at 200 gold saved/wave
- Gold gain: 40% -> 50%

This buffs Creditor in the average case, while nerfing it in the extreme case

Fighters
Masked Spirit
- Attack speed: 1.05 -> 1.03

False Maiden
- Attack speed: 1.05 -> 1.03

Hell Raiser
- Attack speed: 1.05 -> 1.03

Proton
- Attack speed: 1.05 -> 1.08

Atom
- Attack speed: 1.05 -> 1.08

Daphne
- DPS: Unchanged
-- Damage: 125 -> 71
-- Attack speed: 0.71 -> 1.25

Now perfectly 2-shots wave 3, which likely opens up Daphne as a viable start

Sea Serpent
- Health: 570 -> 580
- Attack speed: 0.91 -> 0.93
- Fixed a bug where Sea Serpents were being targeted too soon

Deepcoiler
- Attack speed: 0.77 -> 0.8
- Fixed a bug where Deepcoilers were being targeted too soon

Infiltrator
- Attack speed: 1.11 -> 1.08

Orchid
- Attack speed: 1.11 -> 1.08
- Shuriken Cyclone: Attack speed bonus: 100% -> 80%

Mudman
- Health: 1710 -> 1700

Golem
- Health: 4830 -> 4750

Ocean Templar
- Upgrade cost: 175 -> 250
- Health: 1600 -> 1700
- Damage: 158 -> 160
- Resonance: Heal: 10 + 2% missing health -> 20 + 5% of missing health

Ocean Templar was only viable to build on wave 11. With this change, we’re aiming for it to also be viable later in the game

Priestess of the Abyss
- Damage: 38 -> 39

Azeria
- Invigorate: Mana cost: 14 -> 13

Disciple
- Maximum mana: 11 -> 10
- Mana Burst: Mana cost: 11 -> 9
- Attack speed: 0.95 -> 0.87

Shifting power into spell damage so that Disciples synergize better with Starcaller

Starcaller
- Maximum mana: 11 -> 10
- Asteroid: Mana cost: 11 -> 9
- Asteroid: Maximum health damage: 0.5% -> 1%
- Attack speed: 0.99 -> 0.87

Lord of Death
- Maximum mana: 30 -> 31
- Undead Dragon now spawns a bit further back, which will help prevent it from getting immediately focused down

Hades
- Imps now spawns a bit further back, which will help prevent them from getting immediately focused down

Great Boar
- Stampede
-- Damage decreased by 10%
-- Attack speed slow: Duration: 5 -> 3

Red Eyes
- Thunderous Charge
-- Damage decreased by 10%
-- Attack speed slow: Duration: 5 -> 3

Mercenaries
Hermit
- Damage: 36 -> 38
- Healing Aura: 6 + 0.2% (0.1% to bosses) -> 6 + 0.1% (0.05% to bosses)

Hermit is too much of a staple send late game

Waves

(12) Mantises red_arrow.png
- Attack speed: 1.05 -> 1.02

(20) Maccabeus
- Insatiable Hunger: Health gain on kill: 50 -> 100

Maccabeus is still a bit too weak against tier 1 spam

(21) Legion Lords
- Inferno (splash damage) removed
- Number of Legion Lords: 8 -> 10
- Legion King
-- Health: 31000 -> 33000
-- Damage: 1000 -> 550
-- Attack speed: 1.05 -> 2
- Legion Lords
-- Health: 7750 -> 6600
-- Damage: 250 -> 110
-- Attack speed: 1.05 -> 2

Wave 21 was too strong against melee units, so we removed the splash and made adjustments to keep tier 1 spam in check