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2x Chaos Weekend & v4.06 Patch Notes



Announcements


Sign-up for the Masters Cup V is now open! You may sign up as a team or individually. The first 80 players to sign up will be guaranteed a spot; the rest will be on a waitlist. $500 prize pool and badges for winners, and mystery cards for all participants. See the official tournament thread for details.



The next featured game mode is 2x Chaos 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 starting now to Sunday 11/17.



Reminder that season 4 ends in one month. Ranked rewards are based on your peak rating in season 4. You are not penalized for dropping below a tier you already achieved.

v4.06 Patch Notes

- Expected release to live servers: Monday 11/18

Fixes & Improvements
Bots
- Now smarter about not undervaluing if they are weak on future waves
- Now smarter about using aura fighters
- Fixed a bug where bots would hire duplicate aura mercenaries if a player pinged them to (now they will limit themselves to one of each aura at most)
- Easy bots (Play vs. AI) are now easier. The AI improvements we've been doing made Easy bots too difficult for new players

Post-game stats
- MVP Score: Fixed a bug where it was considering your opponent's leaks caught % instead of your own
- Clicking the game ID now copies it to the clipboard
- Added a 'Report player' button that automatically starts a Report Player forum thread with the game ID and player name



The best way to report a player is in-game via the tab scoreboard. This gives much more accurate data compared to reporting after the game. So this change is mainly a QoL feature if you forgot to report in-game.
FairPlay
- Increased leaver penalty for causing game ties
- Added -4 rating penalty for both players if a duo causes a game tie (to prevent an abuse case)
- Reduced penalty for a reported griefer if the team wins the game

Chat
- Improved stability, implemented auto-reconnect, and added monitoring so we can quickly tell if issues are widespread

Workers
- Fixed a bug where queueing many workers with high income wouldn't train all of them

Stability
- Fixed some lag with higher latency connections

Unit bug fixes
- Guardian Angel now properly transfers buff stacks for Lioness and Alpha Male
- Protection Aura now properly heals units in the holding area when the gate is closed

Data tracking
- We are now tracking data on "suicide" strategies, where one player doesn't build, to evaluate if it's a problem (particularly in lower-rated games)

Game Balance
We're intentionally keeping the balance changes light to avoid over-disrupting the game before the season end.

Legion Spells
Investment
- Income: 32 -> 34

Fighters

This patch, we’re sharing balance data. Let us know if you like that approach.

First, some context:
- We strive to make the game fun for all players but generally balance around high-rated games
- Data is important, but it doesn’t tell the whole story. There’s a lot we consider in the background.
- For fighters, two important pieces are data are pick rate and win rate
-- Pick rate is the probability a player picks a fighter, given it’s in their roll. High pick rate can mean new or fun, but it often means high versatility and power, especially among competitive players who are playing to win. The average pick rate of a fighter is 60% (6 picks out of 10 rolls).
-- Win rate is the probability a player wins, given they picked a fighter. The average win rate of a fighter is 50%.

Proton
- Attack speed: 1.08 -> 1.02
- Ionic Force: 20% attack speed per stack -> 25%

Atom
- Attack speed: 1.08 -> 1.02
- Ionic Force: 20% attack speed per stack -> 25%

Pick rate: 51%
Win rate: 48.1%


Bone Warrior
- Health: 140 -> 130

Dark Mage
- Health: 550 -> 500
- Damage: 39 -> 38
- Max mana: 20 -> 21 (we forgot Dark Mage in our last round of spell-casting improvements)

Pick rate: 86%
Win rate: 51.4%
Green Devil
- DPS: Unchanged
-- Damage: 47 -> 48
-- Attack speed: 1.33 -> 1.3

Now perfectly 2-shots wave 3, which should open up Green Devil as a viable opening

Zeus
- Total DPS: 92.5 -> 93.3
-- Attack speed: 2.13 -> 2.56
-- Power Surge: Damage: 100 -> 75

Shifting Zeus into a ranged impact damage dealer, since that's a fairly unique identity

Pick rate: 60%
Win rate: 48.5%


Fire Elemental
- Damage: 35 -> 33
- Combustion: Damage: 45 -> 50

Pick rate: 53%
Win rate: 48.9%


Harpy
- Health: 230 -> 240
- Attack speed: 0.79 -> 0.81

Sky Queen
- Health: 1320 -> 1350
- Damage: 88 -> 89

Pick rate: 35%
Win rate: 48.6%


Infiltrator
- Attack speed: 1.08 -> 1.05

Orchid
- Attack speed: 1.08 -> 1.05

Pick rate: 81%
Win rate: 52.3%


Leviathan
- Health: 2350 -> 2150
- Aerial Command: Damage aura: 5 + 15% -> 6 + 18%

Leviathan isn’t weak, but giving it a more powerful aura makes it more interesting and gives it a stronger identity

Pick rate: 39%
Win rate: 50%


Canopie
- Damage: 155 -> 150

Pick rate: 86%
Win rate: 52.1%


Alpha Male
- Health: 3370 -> 3400
- Damage: 101 -> 103

Making Alpha Male more alpha

Pick rate: 44%
Win rate: 49.8%


Lost Chieftain
- Gaia Shield now prefers to target units with Guardian Angel as well as evasion (Yozora/Arctaire)
- Gaia Shield will now consider targets with low health if they have regeneration

Ocean Templar
- Damage: 160 -> 155

Pick rate: 92%
Win rate: 51.1%


Yozora
- Health: 1200 -> 1170
- Damage: 50 -> 47

Arctaire
- Health: 3320 -> 3270
- Damage: 142 -> 131

Pick rate: 91%
Win rate: 52.6%


Fatalizer
- Attack speed: 1.3 -> 1.33

Pick rate: 61%
Win rate: 47.8%


Lord of Death
- Undead Dragon: Health: 600 -> 700

Hades
- Imp: Health: 1200 -> 1300

Pick rate: 39%
Win rate: 48%


Mercenaries
Four Eyes
- Attack speed: 0.5 -> 0.52

Masters Cup V ($500 prize pool)



Sign-up Instructions

You may sign up as a team or individually. The first 80 players to sign up will be guaranteed a spot; the rest will be on a waitlist.

Team sign-up
  • Your team must have an average peak season 4 rating of 1500+ to sign up
  • Team sign-up begins now and ends November 29 at 11pm PST
  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
Individual sign-up
  • You must have a peak season 4 rating of 1500+ to sign up
  • Individual sign-up begins now and ends November 25 at 11pm PST
  • Individuals will be paired with the player closest to them in rating
  • If there are an odd number of individual sign-ups, the last player to sign up will not be paired and must look for a teammate on his own (team sign-up ends November 29)
  1. To sign up individually, tag Seraphin in tournament-lobby and mention your in-game name
Schedule
Saturday, November 30
  • Check-in: 8:40am PST (5:40pm CET) at tournament-checkin
  • Games: 8:55am - 12pm PST (5:55pm - 9pm CET)

To check-in, both players must be present. Any team that is not checked-in before 8:50am PST (5:50pm CET) will be immediately disqualified.

Sunday, December 1 Top 6 teams from Saturday
  • Check-in: 8:50am PST (5:50pm CET) at tournament-checkin
  • Games: 8:55am - 12pm PST (5:55pm - 9pm CET)


Prizes

Every player that fully participates without dropping out will be awarded a Mysterious Card, which you reveal to get a random collectible card that can also be used as an avatar.



1st Place
  • $250 USD
  • Gold Masters Cup V in-game badge
2nd Place
  • $150 USD
  • Silver Masters Cup V in-game badge
3rd Place
  • $100 USD
  • Bronze Masters Cup V in-game badge
Format
  • Mastermind 2v2
  • Day 1: 6-game Swiss. Top 6 teams advance to day 2
  • Day 2: Bo1 Double Elimination
Tournament Lobby: https://discord.gg/jE3twF4
Master Thread: https://legiontd2.com/community/threads/masters-cup-v-500-prize-pool.21911
Tournament Director: Seraphin
Caster: Jules

Season 5 is Coming



Hey everyone! Just wanted to share a progress update and tentative timeline of things to come.

We've been hard at work on Lobby 2.0, our major code refactor that allows the game to scale and handle thousands of players online concurrently. It's akin to rebuilding a plane mid-flight. Lobby 2.0 is necessary before we can do a free-to-play weekend and larger marketing efforts to grow the game.

This month, we're completing and releasing two major components of Lobby 2.0:
  • Matchmaking 2.0, which leverages Microsoft’s Azure PlayFab matchmaking system
  • Server 2.0, which offers improved reliability, better debugging, and potential fixes to network issues in Germany and Russia

November will also bring patch v4.06 and the Masters Cup V from November 30 - December 1. Sign-up and tournament details coming soon.

As of Monday, we decreased the Euro price of the game from 19.99€ to 16.99€. Most Steam games are priced with the same $ and € because Steam defaulted to a higher Euro price to offset value-added taxes. In an effort to be fair, we're lowering the price, which we also hope will also attract more players.

Season 4 End
  • December 13: Season 4 ends at 6pm PST
  • December 14-15: 4v4 Classic Queue-only weekend
  • December 16: Season 5 begins. Patch v5.00. Full Shrine release. Ranked games re-enabled.

Players are eligible for the following rewards:

Level badges are based on the level you achieve by the end of the season (minimum level 4).



Ranked badges and loading screen borders are based on your peak rating in season 4. You are not penalized for dropping below a tier you already achieved.
  • Bronze: Finish the season at least 900 rating
  • Silver: Achieve a peak season 4 rating of 1200
  • Gold: Achieve a peak season 4 rating of 1400
  • Platinum: Achieve a peak season 4 rating of 1600
  • Diamond: Achieve a peak season 4 rating of 1800
  • Expert: Achieve a peak season 4 rating of 2000
  • Master: Achieve a peak season 4 rating of 2200
  • Senior Master: Achieve a peak season 4 rating of 2400
  • Grandmaster: Achieve a peak season 4 rating of 2600
  • Legend: Achieve a peak season 4 rating of 2800


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)