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  3. v4.02: Eternal Wanderer, Samurai Soul, Mastermind/Reroll Rework

v4.02: Eternal Wanderer, Samurai Soul, Mastermind/Reroll Rework



Announcements




Masters Cup IV
The fourth official Legion TD 2 tournament starts this Saturday, July 27 at 9am PST / 6pm CEST. Tune in on Twitch: https://www.twitch.tv/lforward

Featuring:
- Ashton Butcher: current rank #1 and winner of Masters Cup II
- Kingdanzz: former rank #1 and winner of Masters Cups I, II, and III
- Akitos: former rank #1 and winner of Masters Cup I
- Lisk: maker of Legion TD and director of Legion TD 2
- Other players from the top 100

Tournament directed by Seraphin and casted by LForward.

50% Off Sale
Legion TD 2 is on sale, starting now! Great opportunity to introduce the game to a friend. Have them check out the tournament stream if they're curious what gameplay looks like!

v4.02 Patch Notes


NEW! Shrine Tier 4




Eternal Wanderer
- Cost: 125 gold
- Health: 800 (Fortified)
- Damage: 36 (Impact)
- Attack speed: 0.9
- Range: Melee

Shallow Grave
Comes back to life 2 seconds after dying and gains 50% attack speed.

Guardian Angel procs at the same time as Shallow Grove, allowing there to be 2 Eternal Wanderers simultaneously.



Samurai Soul
- Upgrade: 275 gold
- Health: 2500 (Fortified)
- Damage: 112 (Impact)
- Attack speed: 0.9
- Range: Melee

Shallow Grave
Comes back to life 2 seconds after dying and gains 50% attack speed.

Guardian Angel procs at the same time as Shallow Grove, allowing there to be 2 Samurai Souls simultaneously.

Mastermind & Reroll Rework


Mastermind
- Initial roll is now the same as in Season 3
-- You get 2 rerolls on wave 1
-- You start with +3 income. The first reroll costs 1 income. The second costs 2.


Reroll
- Number of rerolls: 5 -> 1
- Reroll design: Get 6 random units -> Get your current 6 units + 4 random units, then pick any 6

This places more emphasis on your starting roll, while still keeping the benefits of rerolling (clutch reroll, comeback potential, bailing you out of a bad/unfamiliar initial roll).

Game Fixes & Improvements
FairPlay
- Fixed a bug where if you were disconnected/afk for 4+ waves, but return and play the rest of the game and win, and it would count as a loss (now counts as a win)

New Emojis
:calculated:
:mild_panic:

Unit Models & Lifebar Size
- Scaled down models by about 20% (this does not affect pathing/targeting at all)
- Fixed selection circle scales for many units
- Lifebars/manabars are smaller (so they overlap less)

These changes should make it easier to follow what's happening in the battle, without affecting any gameplay.

Smarter Bots
- Now use Nekomata's Spirit Offering
- Now use Adapt (Devilfish/Seraphin) depending on the wave
- Now use Boost, Stimpack, Harden, Arm With Shuriken, and Shuriken Cyclone
- Now a bit smarter about opening builds
- Classic Queue Only: Fill bots now get +100 gold and +30 income after wave 10 to help them stay on value and not negatively warp the game

HUD
- Fixed a bug where saved HUD positions weren't loading after restarting the game (they should load now)

Minor Gameplay
- Mastermind Autopicker: Added a few more fighter combos that it will prefer to take
- Mastermind Rolls: Improved algorithm to prevent a rare case of getting a roll with no T1-T5 fort/natural fighters
- Lost Chieftain: Now more likely to cast Gaia Shield on Doppelganger

Post-game Stats
- Builds tab: Now shows your final rolls next to your build
- Builds tab: Now shows king upgrades

Codex
- Now shows "per gold" values next to hp and dps

Game Balance


Legion Spells


Embargo
- Fixed a bug where Embargo couldn't be used if you had upgraded King at any point in the game (instead of just on Wave 11 build phase)

Pawn Shop
- Gold: +50 -> +75


Magician
- Mana regeneration: 20% -> 22%


Savior
- Heal: 35% of missing health -> 10% + 15% of missing health


Villain
- Damage amplification (melee): 17% -> 18%


Vampire
- Lifesteal and spell vamp: 25% -> 20%
- Damage per second: 0.5% -> Removed

Damage penalty removed. We’d like to re-add it in the future after improvements to wave targeting priority. We know this hurts the synergy with Fenix, but it should help a lot with melee DPS units like Doppelganger.

Guardian Angel
- Now persists more abilities such as: Harden, Boost, etc.
- Now persists Nekomata stacks

Fighters


Fire Archer
- Attack speed: 0.90 --> 0.94


Dark Mage
- Mind Warp: Attack speed: 50% -> 40%
- Damage per second: 4% -> Removed

Damage penalty removed. We’d like to re-add it in the future after improvements to wave targeting priority.


Veteran
- Health: 1410 -> 1450

Fire Elemental
- Combustion: Damage: 35 -> 40


Nekomata
- Attack speed: 0.98 -> 0.96

Infiltrator
- Health: 800 --> 775
- Max shuriken charges 5 --> 4


Orchid
- Health: 2740 -> 2660
- Damage: 135 -> 133
- Max shuriken charges 5 --> 4

Sea Serpent
- Attack speed: 0.93 --> 0.95

Deepcoiler
- Attack speed: 0.79 --> 0.80

Doppelganger
- When reviving from Guardian Angel, now recovers 70% bonus damage stacks instead of all 100% stacks


Azeria
- Invigorate: Mana cost: 15 -> 14


Hades
- Health: 3100 -> 3150
- Starting mana: 50 -> 55

Fire Lord
- Attack speed: 1.06 --> 1.08
- Damage: 130 --> 134

Fenix
- Attack speed: 1.06 --> 1.08

Mercenaries



Four Eyes
- Attack speed: 2 -> 2.04


Centaur
- Attack speed: 0.9 -> 0.92

Waves


(10) Granddaddy
- Attack speed: 3.7 -> 3.85


(11) Quill Shooters
- Health: 1100 -> 1070

King
- On wave 6, the King now has 8% more attack and hp (other waves untouched)