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Legion TD 2 News

v3.10c: Early Game King Upgrade Buffs



Announcements
  • We've postponed the Unity Upgrade due to third-party issues (VFX solution caused crashes). This was a tough call because the upgrade has taken ~200 hours of dev time, but we cannot wait any longer for things out of our control. Once the third-party issues are resolved, we'll re-prioritize the Unity Upgrade and will let you know when this happens.
  • We're currently doing some workflow improvements, which will automate the patch deploy process, reduce the chance of bugs, and reduce conflicts that arise when multiple engineers work on the codebase.
  • ETA for v3.11 is 2/25, though we're hoping we can release the patch late next week. You can at least expect patch notes next week.


50% Off Sale
Legion TD 2 will be 50% off starting tomorrow February 15th!

v3.10c Patch Notes

- Released on live servers!

This is just a mini patch to address some emergent balance concerns. The goal is to make king upgrades feel better early game. We have other improvements planned in the future, as well as a content patch (v3.11) on the way.

The reason we couldn't do this earlier is technical limitations. Sorry we've dropped the ball here. We're learning from our mistakes and doing our best.


King Upgrades



Upgrade Attack
- Income: +3 -> +4

Upgrade Regen
- Cost: 20 -> 15
- Regeneration: 0.02% -> 0.015%
- Number of upgrades: 8 -> 10

Upgrade Spell
- Cost: 25 -> 15
- Damage: 15% -> 10%
- Income: +5 -> +4
- Number of upgrades: 6 -> 10

Fighters


Doppelganger
- Health: 3500 -> 3600

Season 3 Begins!



Rating changes for ranked games have been re-enabled. Best of luck carrying, and see you on the ladder.

Season 3 is expected to end in June 2019 (exact date TBD). Keep in mind that ranked rewards will be based on your peak rating.

v3.10: King Upgrades



v3.10 Patch Notes

- Released to live servers!

NEW! King Upgrades


King upgrades are a new mechanic to the game and will be available in 2v2, 4v4, featured game modes and custom games!



King Upgrades
- You can upgrade as few or as many upgrades as you want
- Can be upgraded on any wave during the night (build phase)
- Upgrade pool is shared by all players on your team
- King upgrades count towards your MVP score (which is just for bragging rights anyway)
- You will be notified at the start of the following wave when the opposing team upgrades their king
- King upgrades stack additively


Upgrade Attack
- Cost: 15 mythium
- Number of upgrades: 10
- Income: +3
- King: +10% attack damage


Upgrade Regeneration
- Cost: 20 mythium
- Number of upgrades: 8
- Income: +4
- King: +0.025% missing health regeneration per second


Upgrade Spell
- Cost: 25 mythium
- Number of upgrades: 6
- Income: +5
- King: Increases area of effect spell damage by 15%

We're still testing and fine-tuning the balance, so don't be surprised if some of these numbers change!

Game Improvements & Fixes


Leaderboards
- New leaderboard: Peak Rating (peak rating this season)
- Overall level added to Level leaderboard

Fixes
- Bots: Fixed a case where sometimes bots wouldn't build (added a failsafe to handle the case where they try to build in a blocked position)

Quality of Life
- Dual Building: Grid lines now disappear for your lane if you build mid and vice versa
- Dual Building: Scoreboard now shows averaged mythium per 10 sec
- Ranked: Now skips legion select screen
- VFX: Fixed a bug where visual effects would sometimes be the wrong size, especially with units that got bigger from being buffed
- Interface: Now grays out "Upgrade Supply" if you can't afford it
- Interface: Added small triangular arrows to show where tabs expand
- Interface: A few other misc improvements

4v4 map
- Reduced dust effect, which will make things look less glitchy at normal zooms

Tutorial
- Fixed a bug with Saving Mythium where the wave didn't end properly (due to a failsafe from a previous patch)

Post-Game Stats
- Now shows king upgrades and how many workers you had when the wave spawned

Game Balance


King Base Stats
- Attack speed: 0.92 -> 0.87
- Health regeneration: 0.5/sec -> 0
- Area of effect damage: 66 scaling to 1543 -> 57 scaling to 1342


Pyro
- Damage: 32 -> 33

Dual Building in 4v4
- You can now build in the four corners of the middle area
- The following abilities now only affect a maximum of 20 units, which is functionally only a nerf to dual building
-- Pyro’s Pyromancy
-- Honeyflower’s Fragrance
-- Deathcap’s Noxious Scent
-- King Claw’s Shell Shock
-- Millennium’s Explosive Shells
-- Doomsday Machine’s Detonation

v3.0: Season 2 Rewards, 4v4 Queue, Bot Difficulties, New Map!



v3.0 Patch Notes

- Released on live servers!

NEW! Classic 4v4 Queue


Welcome back, old friend.



We heard your feedback. Instead of limiting 4v4 to custom games, we've created a 4v4 queue that uses Speedy Matchmaking (forms a match as soon as possible and shuffles teams based on rating, while preserving parties). Depending on reception and popularity, we're open to the idea of supporting 4v4 with ratings in the future.

NEW! Desert Ridge 4v4 Map


We designed a brand new map to accompany the return of 4v4!



One of the primary goals of the map is to improve performance, so players don’t crash in the loading screen or experience lag. That’s why the map’s theme is a desert and there aren’t a lot of environment props.

NEW! Play vs. AI Queue


You can now play solo or with friends against a team of bots! Current difficulty options: Easy, Medium, Hard. This queue is great for practicing and for players that prefer a PvE experience.



NEW! Ranked Borders






Season 2 ends on January 14 at 10am PST / 7pm CET. Rewards are based on your peak rating and level, so there’s no risk in playing. For details, check out the Season 3 Announcement. Best of luck in the final few days!

On January 14, all ratings will be soft reset. Rating changes will be disabled until Season 3 officially starts (expected January 28).

NEW! Leaderboards


Leaderboards are now in three categories: Rank, Level, and Collection Value









Play Menu Update


Play menu is now separated into Play and Training.

Play
- Ranked: 2v2 mastermind-only with skill-based matchmaking
- Classic: 4v4 with speedy matchmaking
- Featured Game Mode: Special rules and mechanics, enabled occasionally on weekends
- Custom: For tournaments and in-houses

Training
- Tutorial: Learn the game
- Play vs. AI: Play against a team of easy, medium, or hard bots
- Sandbox: A quick way to create a solo custom game with -debug enabled and 10k resources.

Fixes and Improvements


- Updated translations
- Options Menu now loads instantly when discarding changes
- Fixed a rare bug where a creep wandering into another player's lane got lost
- Fixed a rare bug where a wave would end twice if a Froggo was spawned just as the wave was cleared
- Fixed a rare bug where a unit getting stuck in a wall would cause the game to become unstable

Game Balance


Mastermind
- Bonus income: 4 -> 3

With ranked becoming mastermind-only, the extra income isn’t necessary. The 3 income is still in place for rerolling on wave 1.

Legion Spells


Overwork
- Worker bonus mythium generation on wave 11: +70% -> +60%

Fighters



Gateguard
- Chaos Hound: Attack speed: 1.24 -> 1.15

Harbinger
- Cerberus: Attack speed: 1.24 -> 1.15

The spawn positioning change in v2.44 to Chaos Hound/Cerberus was a significant buff, so these units needs to be nerfed back down


Warg
- Health: 880 -> 970
- DPS: 42 -> 36
-- Damage: 50 -> 31
-- Attack speed: 0.84 -> 1.18
- Now satisfies the Mastermind requirement of a fortified/natural tank or offtank

Shifted into the role of an off-tank, faster attack speed, and better damage thresholds during early waves

Lioness
- DPS: 115 -> 114
-- Damage: 134 -> 97
-- Attack speed: 0.85 -> 1.18

Faster attack speed


Alpha Male
- Health: 3000 -> 3300
- DPS: 143 -> 122
-- Damage: 167 -> 104
-- Attack speed: 0.85 -> 1.18

Shifted into the role of an off-tank and faster attack speed

Desert Pilgrim
- Chain Heal: Improved autocast behavior (now less likely to hold on to the spell at full mana)


Lost Chieftain
- Gaia Shield: Shield: 700 -> 650
- Gaia Shield: Improved autocast behavior (now more likely to buff melee units over ranged units)
- Fixed a bug where Lost Chieftain would sometimes fail to cast Gaia Shield, usually on itself


Eggsack
- Now has more consistent aggro
- Fixed a bug where breaking Eggsack early would decrease damage and damage reduction by 10% per stack (intended amount is 15% per stack)

This significantly nerfs the strategy of intentionally “sacking” the Eggsack by placing it in front or using it to stall the wave


Hydra
- Health: 3000 -> 3150
- Hydraling: Health: 1000 -> 1050

Mercenaries


Four Eyes
- Health: 2400 -> 2500
- DPS (without spell): 105 -> 140
-- Damage: 90 -> 70
-- Attack Speed: 1.16 -> 2
- Death Stare: Damage ramp: 25 -> 5 (this number looks small, but due to the significantly faster attack speed, Death Stare is still about half as strong as before)

Still strong against heavy tanks but is no longer completely neutralized by smaller units. Has very good damage thresholds against base T1 fighters.


Centaur
- Health: 4050 -> 4300
- Damage: 160 -> 190
- Cleave: 50% -> 30%

Centaur currently shuts down too many builds and makes certain units (notably Swift/Arcane tanks and lower tier tanks) obsolete late game. Shifting some power from splash to base stats.

Waves


(14) Killer Slugs
- Spell Resistance: 25% -> 20%

Our next Nomad release is a true arcane tank, which will make wave 14 more manageable


(16) Cardinals
- Health: 1800 -> 1850

This wave is already a bit weak, plus the Centaur change allows units such as Devilfish, Doppelganger, and Fatalizer to more effectively counter wave 16

King Upgrades (coming soon)

- Expected released on PTR: January 18
- Expected release on live: January 21

Here’s our current design for king upgrades! We’d love to hear your feedback and any ideas you have.

- Meant to be a defensive tool, not a replacement for workers
- Can only be upgraded during the night (build phase)
- Upgrade pool is shared by all players on your team
- Generally stronger late game but can also be used situationally early game
-- Upgrading Regeneration if your king takes significant damage early game
-- Upgrading Attack or Spell if you predict taking king damage
-- Using leftover gold to supplement income

Upgrade Attack
- Cost: 30 gold
- Number of upgrades: 10
- Income: +3
- King: +6% attack speed

Upgrade Regeneration
- Cost: 40 gold
- Number of upgrades: 8
- Income: +4
- King: +0.05% missing health regeneration per second

Upgrade Spell
- Cost: 50 gold
- Number of upgrades: 6
- Income: +5
- King: Increases mana gained from auto attacks by 0.25
- Possible: various spells with unique effects?

New Challenger Approaching!



Hey everyone!

Keep in mind that Season 2 ends on January 14 at 10am PST / 7pm CET. Rewards are based on your peak rating and level. For details, check out the Season 3 Announcement.

We've also got some exciting news to share: a new team balance patch!

AutoAttack Games
- Team members: 3 -> 4

I’d like to introduce Daniel "Dani" as an Engineer and our newest member to join AutoAttack Games.

Dani is a talented, young engineer based out of Germany. He studied Media Technology at the Technology Arts Science TH Köln in Cologne. After working on a number of web development projects, he realized his true passion is video games. In 2018, Dani teamed up with Light Bringer Games to release an indie puzzle game called Inline.

After learning Unity and C#, he aspired to create his own multiplayer tower defense, and during his research, he came across Legion TD 2. Looking to contribute, Dani reached out to the team back in early 2017. Since then, he's been involved in different aspects of the game, from coding the subreddit's CSS to moderating the forums to building tools for the team. We're excited to finally welcome Dani in a more official capacity.

As our second engineer, Dani will be instrumental in helping us release new content and features much faster. In the short run, we'll be rewriting workflows and refactoring code (lots of additional complexity going from one engineer to two), but it's clear that this is a giant step in the right direction for the team and Legion TD 2.

Dani is a private boi, so for now, his picture is just a derpy penguin

Favorite games: League of Legends, Overwatch, Portal 1 and 2, Warcraft III

Responsibilities:
  • 50% Web stuff (website, forums, etc.)
  • 30% Game development (game client and server)
  • 10% Game QA (testing and debugging)
  • 10% In-game support and moderation
Favorite Legion: Element

Bonus clip of Dani playing Element 1v1 against Jules in the early alpha days of Legion TD 2 (April 2017):
https://www.youtube.com/watch?v=vP3SKOWly4o
Lisk, Curing, and I are thrilled to have Dani join the Legion TD 2 team. Please join us in welcoming him!