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Legion TD 2 News

5.07: Balance Changes & Season 5 End



50% Off Sale
Legion TD 2 is 50% off! A great opportunity to introduce the game to a friend. We've had over 5000 new players this month. Welcome, everyone!

Translations
- Updated translations for Russian, French, and Swedish
- Korean will go live next patch

Thank you to Robert Mends, Ktulu, Myu, Curing, and everyone who has contributed.

Legion TD 2 has an international community, so translations go a long way in growing the game. If you’d like to contribute, please go to LegionTD2.com/translate

We've seen a big influx of players from Turkey, so if you speak Turkish and English, we could definitely use your help!


LIHL Playoffs
The playoffs for the Legion TD 2 In-House League will be streamed and casted this weekend. Tune in at twitch.tv/LTD2
- Saturday, May 23 at 9am PST / 6pm CEST
- Sunday, May 24 at 10am PST / 7pm CEST

Season 5 End
  • June 21: Season 5 ends at 9pm PST. Ranked disabled
  • June 22 - June 23: 2x Chaos 2v2 featured game mode. Ratings soft-reset
  • June 24: Season 6 begins. Patch 6.00. Ranked games re-enabled
Season 5 Rewards

Ranked badges and loading screen borders are based on your peak rating in season 5. You are not penalized for dropping below a tier you already achieved. Eligibility for each tier requires 10 ranked games and a peak rating in season 5 of:
  • Bronze: 1000
  • Silver: 1200
  • Gold: 1400
  • Platinum: 1600
  • Diamond: 1800
  • Expert: 2000
  • Master: 2200
  • Senior Master: 2400
  • Grandmaster: 2600
  • Legend: 2800




5.07a Balance Hotfix
Dark Mage
- Mind Warp
-- Mana cost: 15 -> 11
-- Attack speed: 50% -> 40%

Sacred Steed/Pegasus
- Mana regeneration nerfed by 15%
- Nerfed synergy with Soul Gate and Hell Gate by 17%

Disciple
- Mana Burst: Damage: 310 -> 320

Compensation buff for Starcaller's nerf

Starcaller
- Amplify Magic: Mana regeneration: 33% -> 30%

We'll likely be revisiting some of these high synergy/scaling potential units in patch 6.00, but for now, doing some nerfs

5.07 Patch Notes
This is a balance-only patch and the final patch of season 5

[h3]Legion Spells[/h3]
Creditor
- Maximum gold gained per wave: 100 -> 90
- Clarified tooltip to say “up to 180 gold saved”

Embargo
- Gold and mythium gained: 90 -> 85

Lizard Army
- Mythium gained: 25 -> 30

[h3]Fighters[/h3]
Dark Mage
- Now starts the battle with zero mana
- Mind Warp
-- Mana cost: 20 -> 15
-- Duration: 7 seconds -> 5
-- Attack speed bonus: 40% -> 50%
-- Cast range: 600 -> 1000

Dark Mage was previously casting too early, which caused wasted buff time, especially for melee units

Chained Fist
- Attack speed: 0.83 -> 0.81
- Unchained Rage: Attack speed bonus: 130% -> 150%

Oathbreaker
- Attack speed: 0.83 -> 0.81
- Unchained Rage: Attack speed bonus: 130% -> 150%

Stronger on early waves when taking partial aggro

Proton
- Ionic Force: Attack speed bonus per stack: 30% -> 25%
- Ionic Force: Stacking type: Additive -> Multiplicative

Atom
- Ionic Force: Attack speed bonus per stack: 30% -> 25%
- Ionic Force: Stacking type: Additive -> Multiplicative

Stronger ramping and synergy with Sacred Steed, Pegasus, Starcaller, and Magician

DPS:
- 10 mana: 27 -> 26
- 30 mana: 40 -> 41
- 50 mana: 78 -> 95
- 100 mana: 84 -> 196


Rogue Wave
- Delusion: Spell damage amplification: 20% (10% to bosses) -> 16% (8% to bosses)

Pyro
- Damage: 31 -> 38
- Attack speed: 1.54 -> 1.23

DPS: 48 -> 47
DPS with APS: 59 -> 57
DPS with MPS: 67 -> 64
DPS with APS and MPS: 81 -> 77
Sacred Steed / Pegasus
- Buffed weak synergies and nerfed overpowered synergies by adjusting the mana cost and regen of some abilities and units

For example, the maximum mana/mana regeneration of Fire Archer and mana cost of Flaming Arrows were halved, which doubles the effectiveness of Sacred Steed's mana buff.

Here is how units are affected:

Buffs
  • Fire Archer +100%
  • Harpy +100%
  • Fire Lord +100%
  • Fenix +100%
  • Red Eyes +100%
  • Great Boar +100%
  • Head Chef +67%
  • Dark Mage +33%
  • Proton: Better ramping
  • Atom: Better ramping
Nerfs
  • Hell Gate -20%
  • Soul Gate -20%
  • Disciple -20%
  • Starcaller -20%
  • Azeria -17%
Desert Pilgrim
- Chain Heal: Cast range: 500 -> 1000

Lost Chieftain
- Gaia Shield: Cast range: 500 -> 700

APS
- Health: 1080 -> 1000
- No longer satisfies the pierce guarantee for mastermind

MPS
- Health: 2550 -> 2400

Berserker
- Health: 2100 -> 2120

Fatalizer
- Health: 5790 -> 5910
- Damage: 91 -> 92

Doomsday Machine
- Health: 5350 -> 5450
- Damage: 810 -> 825

[h3]Mercenaries[/h3]
Witch
- Summon Froggo: Mana cost: 65 -> 61
- Froggo: Defense type: Arcane -> Swift

Four Eyes
- Attack speed: 2.33 -> 2.38

Shaman
- Damage: 100 -> 105
- Blood Rush: Duration: 7 seconds -> 5

[h3]Waves[/h3]
(21) Legion Lords
- Attack speed: 2.22 -> 2.38

New Player Welcome Guide



Legion TD 2 is popping off right now! 1000 new players today and 2x our usual activity. Welcome to the game, everyone!

If you're new, here are some tips to get started:
  1. Read the official gameplay guide.
  2. Join the community Discord. Ask questions!
  3. Finish the in-game tutorial. It's not perfect, but it helps.
  4. Try a couple Easy Play vs. AI games. Bots are a great way to improve in a stress-free environment.
  5. Progress to Medium Play vs. AI, Classic (4v4), and Ranked (2v2) at your own pace.
Keep in mind:
  • This game is not easy, but it's worth it. Keep at it, and you'll have a strategy game you can play for 10,000+ hours.
  • The community is generally friendly, but if you encounter any unsavory players, report and mute them by hitting tab in-game.
  • The game is polished, but we are a 4-person indie team. If you encounter bugs or have suggestions, please let us know in Discord.

Good luck and have fun!
- Lisk, Jules, Curing, and Dani

5.06: Sacred Steed, Pegasus, FairPlay 2.0



Sign-up for the Steeni Cup is open! 150€ Prize pool and mystery cards for all participants. Individual sign-up only. See the tournament thread for details.

The Legion In-House League (LIHL) is also underway. See the LIHL Hub for recordings of casted matches, and stay tuned for an announcement about the upcoming playoffs.

New Units: Divine Tier 3




Sacred Steed
- Cost: 80 gold
- Health: 750 (Arcane)
- Damage: 34 (Magic)
- Attack speed: 0.87
- Range: Melee

Mana Blessing
Restore the mana of nearby allies. Each point of mana restores 0.5 mana, up to a maximum of 1.5 per target. Extra mana will always attempt to bounce to another ally. If there are no nearby allies in need of mana, instead boosts its own attack speed by 20% for 5 seconds.

Affects all mana-using units except Angler, Bounty Hunter, Kingpin, Infiltrator, Orchid, Sacred Steed, or Pegasus.



Pegasus
- Upgrade Cost: 190 gold
- Health: 2470 (Arcane)
- Damage: 112 (Magic)
- Attack speed: 0.87
- Range: Melee

Mana Miracle
Restore the mana of nearby allies. Each point of mana restores 1.5 mana, up to a maximum of 4.5 per target. Extra mana will always attempt to bounce to another ally. If there are no nearby allies in need of mana, instead boosts its own attack speed by 20% for 5 seconds.

Affects all mana-using units except Angler, Bounty Hunter, Kingpin, Infiltrator, Orchid, Sacred Steed, or Pegasus.

New Major Feature: FairPlay 2.0

We've rebuilt FairPlay from the ground up and significantly improved it. As with any new feature, there may be bugs or unoptimized components. Please let us know immediately if you encounter any issues, especially if you're unfairly banned.

Use in-game reporting when you believe a player's actions deserve banning or chat banning. In-game reports are more effective than forum reports and work immediately, rather than requiring review from a moderator.

FairPlay 2.0 Improvements:
  • Now scalable in anticipation of a larger player base
  • Now considers long-term behavior, instead of primarily looking at recent games
  • Less likely to unfairly punish a player who experienced a bug or had internet troubles but otherwise consistently stays in games
  • Much more likely to punish players who previously abused the system by consistently but moderately leaving games (rage quitting, disconnecting, afking, dodging)
  • All players are now evaluated based on their propensity to (1) intentionally lose games, (2) leave games, and (3) create a toxic environment
  • All players now have a Behavior Score. A high score will increase your essence gain, which can be used when the shop is released. A low score will decrease it.
  • Improved Reporting
  • Reporting is now smarter and better taken into account
  • Reports now diminish in weight for players that report recklessly
  • Cheating reports are now monitored more carefully
  • You can now report someone for an Offensive Name in-game.
  • Improved automated detection for intentional losers
  • Improved AFK detection
  • Improved warnings
  • Warnings are now given out more frequently to help players improve their behavior before being banned
  • Now shows a FairPlay client notification any time you receive an [!] at the end of the game
Fixes and Improvements
Matchmaking
- Improved ranked matchmaking quality and speed for players - Matchmaking now speeds up less during off-hours, which means slightly higher quality matches on average for all players. Depending on the results, we may be able to increase match quality further in a future patch.
- Fixed a rare case where the matchmaker would treat you as a 1200-rated player, regardless of your actual rating. This was occasionally causing very high-rated players to match with low-rated players.
- Smarter team shuffling for Classic Queue, which will help better balance the teams, especially for low-rated classic players and new players

Performance
- Improved overall graphics performance (disabled anisotropic textures & lowered shadow cascades, which should hopefully not be noticeable. Also lowered some shadow distances.)
- Improved some performance in games with many units (fixed dynamic playback speed during night time & lowered soft unit caps a bit)
- Improved graphics performance (character no longer receive shadows or use light probes)
- Improved performance of Tab Scoreboard, especially when mousing over unit icons

Stability
- Potentially fixed some crash bugs related to Vertical Sync (disabled it in graphics settings for all quality settings)
- Enforced some limits in custom games to prevent server-wide lag
-- Starting gold cap: 1000 per player
-- Starting mythium cap: 1000 per player
-- Maximum mythium: ~3000 per player (your workers stop harvesting mythium if you have over 3000)
-- Hidden supply cap: (800 / number of players) per player. For example, a 4-player custom game will allow 200 supply per player. Most units use 1 supply, summoners use 2 or 3, and workers use none.

These limits only affect custom games, not ranked or classic. We love creativity and having fun in custom games, but we have to be respectful of overloading the servers.

Visual Improvements
- Fighters are longer transparent during the night. This should allow you to see your fighters better
- Improved outline scaling when zoomed out (and hides outline entirely when zoomed far out)
- Fixed a bug where sometimes life bar positions would be offset for some units under lag conditions
- Fixed a bug where outlines weren't rescaled for secondary meshes
- Improved Fog of War graphics for Low and Medium settings, at the cost of some performance
- Made Leviathan's Aerial Command a bit smaller
- New graphics for Butcher's Leech and Head Chef's Cannibalism
- Fixed Head Chef idle animation (it would accidentally get smaller)
- Fixed Harbinger idle animation (it would accidentally get bigger)
- Fixed a rare bug where you would have an invisible builder unit in your lane

Play vs. AI
- Hard difficulty bots now start with regular (250) gold but have +65 income. This makes them consistently harder, rather than dependent on opening with a lucky tier 6 fighter

Bots
- Fixed a bug where takeover bots for disconnected players in Classic Queue wouldn't build properly if you hadn't selected a legion/builder yet
- Fixed a bug in 3v3 and 4v3 custom games where bots sometimes wouldn't send mercenaries when they should have
- Fixed a case where bots would upgrade regen with an uninjured king, when they should have upgraded spell or attack
- Fixed a bug where bots wouldn't send on Wave 21

Profile
- Fixed a bug where your latest game didn't show up in your profile
- "Loading [X]'s profile" screen should more consistently show up now
- Profiles load slightly faster

Spectator Mode (admin-only)
- Fixed a bug where Change View couldn't be clicked on the right side of the button
- Pings from players no longer play sounds
- Now shows King Upgrades as soon as they happen
- Fixed a bug where Camera Bookmarks didn't work. As a result, the following now pan the camera to the player's lane:
-- Clicking a player's name next to his power score
-- Clicking a player's towers on the tab scoreboard
-- Pressing F1 - F8 jumps between lanes
-- If on 2v2 map, F5 and F6 will jump between Kings.

Post-Game Stats
- MVP Score: Improved formula to better-reward players who cause the enemy team to leak and penalize players who send recklessly
- Builds tab: Net Worth is now updated at the end of the wave (as well as at the end of the game), to be consistent with the Graphs tab
- Added graphs for Player Mythium Sent and Player Mythium Received

New Player Experience
- Now shows a "Congratulations" popup after you beat the first two tutorials with recommendations to play the rest of the tutorials & join Discord
- Play vs. AI (Medium) now unlocks at level 3
- Play vs. AI (Hard) now unlocks at level 4

Quality of Life
- Lioness: Now grows in size for each stack of Entourage
- Alpha Male: Now decreases in size for each stack of Dominion
- “Spell damage” is now referred to as “ability damage”
- Added a red text that shows up if you don't meet the conditions to dual build (requires both players to choose Mastermind, Chaos, or Hybrid and both players to build in the middle)
- Mousing over a unit on the scoreboard now shows buff stacks and buff borders (green = positive, red = negative)
- Now shows a notification when you delete messages from the inbox

Localization
- Fixed message about picking Mastermind/Hybrid/Chaos
- Updated translations and pushed new units to the google docs

If you notice an incorrect or missing translation, please visit LegionTD2.com/translate, and it will be fixed or added next patch
Minor Fixes
- Fixed a bug where white text would briefly flash after you pressed the ready button
- Temporarily disabled Friends List > Invite to Game features since they were causing in-game bugs
- GameID now shows the correct one when viewing a game in Match History

Game Balance
This will be a nerf-heavy patch to compensate for power creep (the tendency for everything to get buffed over time)

[h3]4v4[/h3]
Hybrid Builder
- Starting income: 3 -> 0

Chaos Builder
- Starting income: 3 -> 5

We considered other buffs but decided against them for now, in favor of extra baseline power to make Chaos viable

Equalizer mechanic
- Reduced overall
- Now gives slightly less bonus gold to the player in 4th and slightly more to the players in 2nd and 3rd
- Smarter formula for determining inequity, which makes it much less likely for the 4th place player to leapfrog the 3rd


[h3]King[/h3]
Base stats
- Health increased by 14% in 1v1 games
- Health reduced by 4.7% in 4v4 games
- Health increased by 7% only on wave 6

Upgrade Attack
- Damage increase: 9% -> 8.5%

Upgrade Spell
- Damage and effect increase: 8% -> 8.5%

[h3]Legion Spells[/h3]
Magician
- Mana regeneration and mana gain: 27% -> 25%

[h3]Fighters[/h3]
Dark Mage
- Mind Warp: Autocast logic: Fixed a bug and made it smarter about not casting on low hp units

Violet
- Lightning Strike: Damage: 120 + 0.6% max health -> 120 + 0.3% max health

Despite previous nerfs, Windhawk remains one of the most consistently strong rolls in the game, rocking a 52% win rate and 80% pick rate.

APS
- Health: 1150 -> 1080
- DPS with self buff: 50.9 -> 47.8
-- Damage: 50 -> 38
-- Attack speed: 1.02 -> 1.26

MPS
- Health: 2700 -> 2550
- DPS with self buff: 127 -> 119
-- Damage: 112 -> 90
-- Attack speed: 1.07 -> 1.33

Butcher
- Health: 1320 -> 1250

Head Chef
- Health: 3100 -> 3050
- Damage: 101 -> 110
- Maximum mana: 30 -> 16 (mana cost of Skull Stew is still 15)

Lost Chieftain
- Gaia Shield reworked

Old:
- Casts at the start of battle, then every 14 seconds
- Target unit maintains current % health
- Target health increase: 700
- Target prioritization: Uses a highly complex formula to attempt to make an intelligent selection

New:
- Casts once at the start of the battle
- Target unit always gains the full amount of health (only affects and buffs the synergy with Wileshroom/Canopie and any future units that start with - Target health increase: 1100
- Simple, consistent target prioritization:
  1. Target the most vertically forward unit within range
  2. If there is a tie between two or more units, pick the one that is most centered
  3. If there is still a tie between two units, pick the one on the left
The old formula caused frustration. Sometimes it would buff a bad target, and sometimes it would buff a good target but players perceived it to be a bad choice. The new formula makes things much easier to understand and gives players more control over which unit Gaia Shield buffs. In the future, if we have time for implementation and UI support, it would be interesting to give players the choice of which unit they want to buff.

Nightmare
- Health: 1100 -> 1080
- Attack speed: 1.9 -> 1.85

Hydra
- Ancient Power: Damage and damage reduction per wave: 0.8% -> 0.75%

Despite the niche usage, we just can’t ignore how high Eggsack’s win rate is (55%)

[h3]Mercenaries[/h3]
We developed a new internal metric called the Mercenary Power Index. Based on that, in addition to feedback, we’re making some adjustments to a number of mercenaries.

Drake
- Attack speed: 0.95 -> 0.97

Witch
- Froggo: Attack speed: 0.91 -> 1

Ogre
- Attack speed: 1.25 -> 1.3

Four Eyes
- Damage: 75 -> 65
- Attack speed: 2.04 -> 2.33

Better damage thresholds against tier 1 spam and stronger against big boys like Doppelganger, Arctaire, Kingpin, Fenix, and Gaia Shielded units

Interpolated DPS after
- 0 seconds: 153 -> 151
- 2 seconds: 185 -> 194
- 5 seconds: 247 -> 275
- 10 seconds: 351 -> 410


Centaur
- Attack speed: 0.89 -> 0.91

Shaman
- Damage: 105 -> 100

Kraken
- Ancient Power: Damage and damage reduction per wave: 0.8% -> 0.75%

Toast to the Community



The average number of concurrently online players for Legion TD 2 has doubled in the last 6 months. Our goal is to double that again, or better, by the end of this year. We still have a lot of work to do, but it's always nice to celebrate and see a growing game.

Thank you to every player, streamer, content creator, API developer, tournament organizer, and moderator who has helped foster an amazing community that we're proud to be a part of.

5.05: Golden Buckler, Royal Guard



5.05b Hotfix

- Fixed a bug where Green Devil counted as a flying unit with Leviathan
- Ocean Templar
-- Resonance: Healing: 2.5% -> 2%
-- Health: 1900 -> 2000
-- Attack speed: 0.83 -> 0.85

5.05a Hotfix
Fixes
- Fixed some UI bugs with the new inbox system
- Reverted some sound effects changes (which had some edge cases where sounds would play too softly or be muted)

Matchmaking
- Fixed a bug with Classic matchmaking/shuffling where it was unintentionally penalizing parties by inflating their party rating. In Classic, your party rating will no longer be increased for partying with friends who are lower-rated.
- Matchmaking improved for players rated 2100+. Players rated 2100+ should expect longer queue times but higher-quality matches.

4v4 Equalizer
- Significantly reduced / partially reverted
- Now scales with how far behind the poorest player is
- All players now always get gold for enemy leaks

Based on feedback, we have made this mechanic more reasonable. We believe a small equalizer is good for helping players who get significantly behind but agree it was too extreme before. As with any new mechanic, tuning is required, so thank you for your patience and understanding.

Classic queue has players of all skill levels, from 600 to 2900 rating, which is the difference between a novice and the world rank #1 chess player. Getting destroyed in your first few games of any competitive game is highly correlated with quitting, and I think everyone here wants the game to grow. The goal of this mechanic isn't to completely even the playing field, but to make the experience slightly less miserable for players who fall significantly behind. This applies both to new players and to any player who makes a mistake that sets them behind.

After these improvements, you'll no longer see slingshotting/overcorrecting that causes a player who is behind to get ahead. If everyone on your team is roughly equal in wealth, even if one player is slightly poorer, everyone will get their fair share of the pie (~25%). You'll also always be rewarded with gold for leaking the enemy team, even if you're 100x richer than the poorest player on your team.

Friendly note that a suicide/no-build strategy often causes you to be identified as the richest player on your team because of your high income, so don't expect to get extra benefit from this strategy. A no-build strategy requires permission from a majority of your teammates.


Announcements
Known Telekom Login Issues
There is a known issue preventing some players from logging in, primarily Telekom users. These networking problems are widespread and may affect many games and services. If this affects you, please use a VPN or log in during lower traffic times. Call or create a support ticket with Telekom and explain the issue. The more players that do this, the better. We're doing everything in our power to expedite a solution with Telekom.

Legion TD 2 In-House League
Mick and Seraphin, two longtime members of the community, have organized the Legion TD 2 In-House League (LIHL), a competitive league spanning 5 weeks. A commitment of two games per week is expected. In-game rewards for all participants and winners. Sign-up ends April 12. See thread for details and sign-up instructions.

NEW! Divine Tier 2


Golden Buckler
- Cost: 50 gold
- Health: 570 (Natural)
- Damage: 21 (Impact)
- Attack speed: 0.79
- Range: Melee

Deflection
Takes 15% reduced damage from ranged autoattacks

Royal Guard
- Upgrade cost: 135 gold
- Health: 2080 (Natural)
- Damage: 67 (Impact)
- Attack speed: 0.91
- Range: Melee

Deflection
Takes 15% reduced damage from ranged autoattacks

Golden Buckler and Royal Guard are both intended to be simple and versatile natural tanks

New Features

- You can now mouseover tower icons in tab to see unit stats, kill count, and buffs
- You can now right-click a player’s name in Global Chat to interact with them



Game Improvements
Stability
- Lobby stability improvements (Smarter Global Chat/profile caching and sharing lookups, throttler optimizations)
- Improved monitoring for Telekom bugs

Gameplay Fixes

- Fixed a bug with Pawn Shop when playing Hybrid where it wouldn't add Pawn to currently-built towers
- Fixed a bug where Dark Mage would accidentally buff Soul Gate/Hell Gate

Pathing & Targeting
- Fixed a case where units would target an enemy before higher priority targets (most commonly noticed when targeting a full-life Brute on wave 3 while Hoppers were still alive and in range)
- Revived Units (Guardian Angel, Hydra, and Eternal Wanderer/Samurai Soul) on ranged waves: Tanks are now targeted slightly sooner, while DPS units are targeted slightly later
- Sea Serpents/Deepcoilers are now targeted slightly later on ranged waves

Matchmaking & Ratings
- Duo rating penalty increased when the higher-rated player is 2200+ if the two players are different ratings. It is now impossible to smurf boost past 2200. If the two players are
In an ideal world, we could have perfectly fair duo penalties; however, it's impossible to reliably differentiate between a real player and a smurf. To prevent smurf boosting to the top of the ladder, we have to ramp up duo penalties or disable duoing past 2200. We've opted for the former.

Friends List
- Fixed some cases where Friends List wouldn't show up (more common for players with larger friends lists)
- Added a "Refresh Friends" button (should generally be not needed, but might help fix rare cases where it still doesn't load)

Interface
- Mercenaries Received: Streamlined messages to combine mythium received from mercenaries and king upgrades. Also, cave icons show King Upgrades and total mythium received.
- Fixed a bug where the Ready button status didn't update properly if another player readied up before you picked your rolls

Quality of Life
- When a team agrees to -ff, it now shows a message that "Enemy team agreed to surrender!" or "Your team agreed to surrender!" in chat
- Shift+U now trains a worker (can configure in Options > Controls)
- Ctrl+U now cancels a worker (can configure in Options > Controls)
- Post-game Builds tab now shows income & net worth

Chat
- Fixed a bug in post-game Chat where the "left the room" message was displayed extra times
- Fixed a cosmetic bug where -ratings would show ratings of 1200 for open/closed slots

Profiles
- Fixed a bug where Fighter Stats weren't properly sorted in some cases

Options
- Graphics - Fixed a bug where Windowed mode setting wasn't loading properly after you restarted your game
- Controls - Now shows a tooltip to hint that you can right-click a binding to unbind it

FairPlay
- Fixed a minor bug where [R] wasn't showing up in some disconnection cases where it should have (but they were, in fact, being evaluated the whole time)

Custom Game Modes
- Fixed a bug where Prophet mode wasn't allowing you to Reroll
- Fixed a bug where All Mastermind mode wouldn't allow you to choose rolls

Spectator Mode
- Can now see Mercenaries Received messages (with icons), in addition to the usual "Received 20/20/20/20" style messages
- Disabled scoreboard icons changing colors when low health
- Fixed a bug where "Your team gained from enemy leaks" gold was showing up as 0

New Players
- Hybrid and Chaos legion selection buttons are now grayed out for players level 3-4 rather than hidden (so those players can see they can be unlocked)

Graphics
- Fog of War that covers workers/mercenary holding area is more transparent

Music & Sound Effects
- New Victory theme (starts off a bit quieter)
- Improved formula that decides whether to play the "King In Danger" theme
- Mouseover sound volume lowered a bit
- Regular UI button click volume raised a bit
- Now plays hover/click sounds for the Mastermind Rolls window buttons
- Higher-value units now have slightly higher audio prioritization compared to lower-value units
- Fixed Pollywog accidentally muting other sounds too much (its Attack sound had too much padding)

Discord
- Fixed a bug where games were being posted to #rooms at the end of the game instead of at the start
- Improved monitoring dashboards

Game Balance
This patch is nerf-heavy to fighters to compensate for power creep and has some minor wave buffs to slightly reduce average game time (which has increased over the past few months)

4v4
- New mechanic: the Equalizer
-- Only in 4v4, when your team receives gold due to the enemy team leaking, the gold now goes to the poorest player on your team, rather than split among the whole team. The poorest player is calculated at the start of each wave and determined through a combination of net worth, mythium, and income. All other forms of gold gain, including pillage from damaging the enemy king, are unchanged

The goal of this mechanic is to help players that get behind. It is a catchup mechanic for individual players on a team, not a catchup mechanic for a losing team. Especially in Classic, which has significant skill discrepancies and many new players, we often see one player on each team hard-leaking most mid and late game waves with no hope to recover. The goal is not to make everyone the exact same power level, but to slightly even the playing field. Good players who clear waves and push workers efficiently will still be rewarded and stronger than their teammates.

Hybrid
- Tier 6: Cost: 252 -> 257

To start with a tier 6 on wave 1, you must now roll and gain +7 gold from selling some combination of the following units:
- Nekomata: +5 net gold
- Peewee: +2
- Masked Spirit: +2
- Ranger: +1


Mastermind
- Aqua Spirit no longer satisfies the arcane tank guarantee
- Berserker no longer satisfies the pierce or magic guarantee
- Soul Gate no longer satisfies the magic guarantee

This means fewer rolls where you only have 1 "bad" unit of a certain attack/defense type

Buzz
- Health: 150 -> 170
- Damage: 10 -> 9

Consort
- Health: 850 -> 900
- Damage: 54 -> 50
- Paraphylaxis: Damage: 180 -> 300

Chained Fist
- Health: 250 -> 230
- Damage: 8 -> 7
- Unchained Rage: Attack speed: 125% -> 130%

Oathbreaker
- Unchained Rage: Attack speed: 125% -> 130%

Peewee
- Booster: Range: 300 -> 500

Veteran
- Stimpack: Range: 300 -> 500

Infiltrator
- Health: 760 -> 740
- Attack speed: 1.05 -> 1.03

Violet
- Lightning Strike: Damage: 120 + 1% (0.5% to bosses) max health -> 120 + 0.6% (0.3% to bosses) max health

Violet remains one of the best units in the game with both a high win rate and pick rate. This change nerfs its late game, while allowing it to remain as a viable opening

Ocean Templar
- Resonance: 4% missing health -> 2.5% max health

Ocean Templar was only good with Canopie or Desert Pilgrim stacking. This change increases its versatility.

Butcher
- Health: 1350 -> 1320

Head Chef
- Health: 3200 -> 3100

Doppelganger
- Health: 3400 -> 3300
- Attack speed: 1.96 -> 1.92

Azeria
- Invigorate: Mana cost: 11 -> 10

Fire Lord
- Attack speed: 1.03 -> 1.05

Fenix
- Health: 4050 -> 4100

Starcaller
- Amplify Magic: Mana regeneration: 35% -> 33%

Waves
(13) Drill Golems
- Health: 3120 -> 3160

(16) Cardinals
- Health: 1960 -> 1990

(17) Metal Dragons
- Health: 3200 -> 3220

(18) Wale Chiefs
- Health: 4000 -> 4030

(19) Dire Toads
- Attack speed: 0.87 -> 2.56
- Split Shot: removed

Split Shot was causing melee DPS and backline units to die before tanks