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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

v4.04: Leak Ratio Stat QoL Improvements



New Stat: Leak Ratio

In-game scoreboard and post-game stats now show Leak Ratio, which is the number of waves you caused a significant leak (33%+) vs. the number of waves you leaked significantly

For example, a leak ratio of 5/2 means you caused your opponent to leak significantly on 5 waves, while you only leaked significantly on 2 waves.

The goal is to give positive feedback when making your opponent leak and give negative feedback when you leak.

New Feature: Saving & Loading Builds

- Type "-save" during any game to save your build as a line of text
- Type "-load" (in sandbox or after typing -debug in a custom game) to bring up a popup. Then paste the text and press confirm. Your saved build will be automatically built.
- You can also use these commands to share builds/positioning with other players

Fixes & Improvements


Chaos Cup
- Assets added
- Rewards will be distributed this patch

Bots
- Now smarter about placing Antler/Whitemane and Grarl/Ocean Templar

Play Again button (in post-game screen)
- Fixed a bug where it would lock you out of queue if you pressed it too quickly
- Fixed a bug where it would accidentally show up for parties

Post-game stats
- Now has a graph for player income per wave

Rolls
- Fixed a bug where you could deploy fighters while still picking your roll
- Disabled training workers while picking your initial roll (to prevent misclicks)

Matchmaking
- Estimated queue time is more accurate now
- Ranked: Now expands rating tolerance slightly if you’re waiting in queue for a long time
- Classic: Tweaked so that the number of fill bots allowed increases gradually over time and maxes out at 4 fill bots, rather than spiking to up to 7 fill bots

Game Balance


Legion Spells


We're nerfing some of the OP/staple spells and buffing some interactive spells, which are too niche right now

Dark Ritual
- Damage to king: 15% of current health -> 20% of current health

Lizard Army
- Mythium gain: 20 -> 25

Loan
- Income: -32 -> -34

Pawn Shop
- Sellback: 85% -> 90%

Everything is a delicacy now

Protector
- Protection Aura: 2 flat damage reduction + 10 regen -> 2 flat damage reduction + 8 regen

Vampire
- Vampirism Aura: Lifesteal & Spellvamp: 20% -> 18%

Fighters


Proton
- Attack speed: 1.25 -> 1.11
- Ionic Force: 1% damage per mana -> 20% attack speed per 10 mana

Atom
- Attack speed: 1.25 -> 1.11
- Ionic Force: 1% damage per mana -> 20% attack speed per 10 mana

Goal is to better reward players for keeping Protons/Atoms alive and utilizing the spell, while still allowing them to be early-game off tanks if desired

Kingpin
- Damage: 240 -> 200
- Elite Fisherman: 1 damage per mana -> 2 damage per mana

Make Kingpin great again

Leviathan
- Aerial Command: Damage: 4 + 15% -> 5 + 15%

Disciple
- Health: 1240 -> 1200
- NEW: Intellect: Restores 15% mana on kill

Starcaller
- Health: 3100 -> 3000
- NEW: Intellect: Restores 15% mana on kill

Goal is to make Disciple a viable opening and generally buff Disciple/Starcaller, so they can be leveraged more with other mana users

Whitemane
- Health: 4400 -> 4300
- Council: Damage reduction: 5 + 15% -> 5 + 15% (25% for Antlers)

Goal is to make Antler more viable mid and late game, rather than being a one-trick pony (upgrading into Whitemane)

v4.03c: Targeting Mastermind Improvements



Chaos Cup

Last chance to sign up for the Chaos Cup! 21 teams signed up already.



Saturday Schedule:
- Check-in: 8:30am PST (5:30pm CEST) at tournament-checkin
- Games: 8:45am - 12pm PST (5:45pm - 9pm CEST)

Sign up:
  1. Start the game, and join a private lobby with your teammate by typing /join (e.g. /join Snail Kings) in Global Chat
  2. Type /signup while in the private lobby

Signing up is free, and there are no rating requirements. Every player that fully participates will be awarded a Mystery Card, which you reveal to get a random collectible card that can also be used as an avatar. 1st, 2nd, & 3rd place will receive an exclusive gold, silver, or bronze in-game badge.

v4.03c Patch Notes

- Released to Public Test Realm (PTR). How do I join PTR?
- Released to live servers!

Pathing and Targeting

- Fixed a case where a unit would get stuck in mobs
- Waves and mercenaries now prioritize units based on missing life, rather than missing % life. This helps tanks properly take aggro in some situations
- Waves and mercenaries now use tower placement as a tie-breaker when acquiring a target. This means that if you build a Mudman ahead of a Nightmare, the wave will prefer to focus the Mudman, all else equal. The Nightmare will still draw aggro if it previously took more damage or if an enemy creature/mercenary is closer when it's acquiring a target.
- Tanks mercenaries should be less likely to cause your melee DPS units to die before your tanks, especially on ranged waves and boss waves.

These changes don't magically make all your DPS units survive, but they help in some cases. Proper positioning is still very important.

Mastermind

- Increased the probability of getting rolls with magic and impact damage
- Decreased the probability of getting too many rolls with pierce damage

This change compensates for the fact that pierce is the most common type of damage, especially among DPS units. Going forward, we're making an effort to balance out frequencies of attack/defense types, including more magic and impact damage and more swift tanks.

Fixes & Improvements


Classic Matchmaking
- If a player has been waiting longer than 5 minutes, it will now fill with bots. This fixes some cases during off-hours where it would take a very long time to find a match.

Fixes
- Fixed a rare case where a mercenary would spawn with 0 hp

Tutorial
- Tweaked UI to be more clear that only the first two tutorials are required to play multiplayer

Translations
- Updated

Game Balance


Legion Spells


Pawn Shop
- Gold gain: 75 -> 80

Fighters


Fire Elemental
- Damage: 37 -> 35
- Combustion: Damage: 40 -> 45

Infiltrator
- Shuriken: Damage: 40 -> 35

Orchid
- Shuriken: Damage: 40 -> 35

Ocean Templar
- Resonance: Heal: 15 + 1.5% missing health -> 10 + 2% missing health

Hades
- Starting mana: 55 -> 60

Waves


(11) Quill Shooters
- Damage: 65 -> 67

(15) Quadrapuses
- Quadrapus: Damage: 115 -> 112
- Giant Quadrapus: 460 -> 448

v4.03a/b Hotfixes


- King now has 17% more health on wave 10 (other waves untouched)
- Maccabeus: Damage: 150 -> 155
- Legion Lords: Health: 7500 -> 7750
- Legion King: Health: 30000 -> 31000
- Buffed the king's attack speed on waves 6-9 for 2x Chaos mode only
- Decreased wave 1 prep time by 30 seconds for 2x Chaos mode only
- [MVP] now uses the old formula. This takes into account leak value, opponent leak value, and other factors, which should make it more accurately determine if you played well. Note that this means sometimes the MVP will be different than the most fed player (highest Power Score).
- Added Avg % Leaked to post-game stats
- Matchmaking is now faster if fewer players are online (Rating tolerance now expands a bit if fewer players are online)
- Added a notification after you invite someone to a custom game
- Dark Mage is now smarter about not over-prioritizing buffing Berserker on earlier waves

Legion TD 2: New Look



Legion TD 2 has improved and evolved so much since our initial launch, we wanted to give it a brand new look. Introducing our new box art, logo, and launcher icon. We're super excited and hope you are too!



Desktop Wallpaper

Mobile Wallpaper

Process gif, as painted by Curing


Looking Forward


Our biggest priority in the coming months is Server 2.0, which is a major refactor to our server code that allows the game to better scale and handle a large influx of players. After it's completed, we'll be doing a big marketing push and free-to-play weekend to exponentially grow the game. We can't give a specific timeline yet, but rest assured it's everything we're working towards.

In the meantime, we'll continue with:
  • Regular patches for balance changes, bug fixes, and quality-of-life improvements
  • New units (the next Shrine fighter is currently in the works)
  • Featured game modes, events, and tournaments
  • 50% discounts every ~2 months
Chaos Event schedule:
  • Chaos Weekend 1: August 16 - 18
  • Chaos Weekend 2: August 23 - 25 (starts this Thursday at 3pm PST / 11:59pm CEST)
  • Chaos Cup: August 31 - September 1 (sign-up details here)

Thank you to everyone for your support!

- Lisk, Jules, Curing, and Dani

v4.03: Chaos Event, QoL/Balance Changes



NEW! Featured Game Mode

The next featured game mode is 2x Chaos 2v2 with the following rule changes:
  • Random roll (6 new fighters) every wave
  • Waves have 2x the number of spawns
  • Start with 300 gold instead of 250

2x Chaos will be enabled Friday 8/16 - Sunday 8/18 and again 8/23 - 8/25

NEW! Tournament

The Chaos Cup has just been announced! Sign-up begins as soon as this patch goes live (August 15) and ends on August 30.
  1. Start the game, and join a private lobby with your teammate by typing /join (e.g. /join Snail Kings) in Global Chat
  2. Type /signup while in the private lobby

Signing up is free, and there are no rating requirements (must be level 4). The first 40 teams to sign up will be guaranteed a spot. The rest will be on a waitlist.

Every player that fully participates without dropping out will be awarded a Mystery Card, which you reveal to get a random collectible card that can also be used as an avatar. 1st, 2nd, & 3rd place will receive an exclusive gold, silver, or bronze in-game badge.

v4.03 Patch Notes

- Released to Public Test Realm (PTR). How do I join PTR?
- Released to live servers!

Fixes & Improvements


Loading screen
- Improved loading screen stability
- Fixed some issues where a player would crash in the loading screen. Also fixed a case where the game waited too long for a player to finish loading.
- Also, you can now see (D/T/F/Q) player suffixes if they are partied or quit during loading screen

Interface
- Fixed some cases where you would accidentally ping things (alt+click) when you were trying to build (single click).

If you still experience this bug, the usual workaround is to just alt+tab a couple times to reset the alt key sensor.

Main menu
- Fixed a bug where it would always display "New!" next to your profile even if you already viewed all items

Chat
- Chat now only shows recent messages (less than 3 hours old)
- Whispers now stay when switching channels (e.g. when creating a custom game or coming back from a game)
- The chat will now try to recover the connection whenever it disconnects (for example when using a weak wifi signal)
- Other minor chat related bug fixes

Post-game scores
- Implemented "Play Again" button in post-game screen to allow you to quickly queue up again (only works if not in a party and if queued for a matchmade game)

Reroll hotkey
- Removed default hotkey for Reroll. Note this will only overwrite for new players; if you want to remove the hotkey yourself, go to Options --> Controls --> find "Reroll" and right click it to unbind.

Pathing & Targeting (Debug mode only)
- Use the “-experimentalpathing” command to enable experimental pathing/targeting changes
- Creatures/mercenaries now prioritize missing flat HP rather than missing percent HP
- Ranged creatures/mercenaries now take Z-position of the tower of their target into account when breaking ties based on distance

Mudman
- Hardened (recovering) vfx is now easier to see

Hydra
- Value increased to 400 (should help make it easier to judge your recommended value)

Tutorial
- Saving mission: Fixed a case where you would be unable to hire a Ghost Knight
- Attack types mission: Improved some tooltips

Play vs. AI
- Play vs. AI bots now get some extra gold/income after wave 10 (does not affect bots that take over for players)

Game Balance


Legion Spells


Embargo
- Gold and mythium: 85 -> 90

Pawn Shop
- Sell-back: 80% -> 85%

Fighters



Dark Mage
- Health: 600 -> 550


Ranger
- Health: 350 -> 330
- Damage: 36 -> 38
- Accuracy: Bonus damage to bosses: 25% -> 20%


Daphne
- Health: 1200 -> 1130
- Damage: 115 -> 125
- Precision: Bonus damage to bosses: 50% -> 30%

We’re considering design improvements to Ranger and Daphne in the future, but for now, these changes should them more versatile


Pyro
- Health: 1730 -> 1700


Nekomata
- Attack speed: 0.96 -> 0.98
- Spirit Offering: Health gain: 300 -> 280


Gargoyle
- Health: 220 -> 230


Aqua Spirit
- Health: 360 -> 380


Fire Elemental
- Damage: 35 -> 37


Angler
- Mana: 50 -> 75


Bounty Hunter
- Mana: 100 -> 150

Kingpin
- Mana: 100 -> 150

Kingpin can now get +150 permanent damage

Violet
- Damage: 75 -> 73


Desert Pilgrim
- Chain Heal: 130 -> 120


Lost Chieftain
- Gaia Shield: Health gain: 650 -> 700

Honeyflower
- Health: 1240 -> 1220


Orchid
- Health: 2660 -> 2600
- Shuriken Cyclone: Gold cost: 4 -> 5


Hades
- Imp
-- Health: 600 -> 1200
-- Damage: 42 -> 80
-- Mana cost: 20 -> 40

Reducing the number of Imps but making them stronger to reduce server lag

Waves


(10) Granddaddy
- Damage: 163 -> 160

(20) Maccabeus
- Insatiable Hunter: Fixed a bug where Maccabeus was gaining 10 health per kill instead of the intended amount of 50

Mercenaries



Witch
- Froggo
-- Health: 250 -> 500
-- Damage: 20 -> 40
-- Mana cost: 24 -> 50
-- Bounty: 2 -> 4

Reducing the number of Froggos but making them stronger to reduce server lag