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v3.12: Great Boar, Red Eyes, King Spells



Masters Cup III


  • Sign-ups: End March 25
  • Tournament: March 30-31
  • $500 prize pool
Sign-up instructions
  • You and your teammate must have an average peak rating in season 3 of 1500+ to qualify
  • Have you and your teammate type /join (e.g. /join Snail Kings) in Global Chat to join a private lobby.
  • Have one player type /signup while in the private lobby
Signing up early is advantageous for seed rating

See the tournament thread for details.

v3.12 Patch Notes

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

NEW! King Spells


The king now starts with a random spell, instead of Judgment every time (same spell for both kings). The spells are thematically unique but intentionally have a similar effect. Their purpose is to make sure large leaks aren’t overly punishing to the king, which keeps small-medium leaks relevant.

Judgment
- Mana cost: 5 -> 4
- Damage: Reduced by 23%
- Now has a small amount of damage variance that independently applies to each unit (to avoid hard thresholds that occasionally made Upgrade Spell overpowered or useless)

Immolation
- Deals damage every second to all nearby enemies

Chain Frost
- Mana cost: 4
- Releases an orb of frost that jumps to all nearby enemies, dealing +2% damage per bounce
- Slows attack speed by 15% for 3 seconds (1.5 seconds to bosses). This effect is also amplified by Upgrade Spell

Lightning Hammer
- Mana cost: 3
- Drains mana over his next 3 attacks, unleashing bouncing lightning bolts

NEW! Tier 6 & Nomad Release


Great Boar
- Cost: 270 gold + 1 supply
- Upgrades to: Red Eye
- Movement type: Ground
- Health: 3200 (Fortified)
- Damage: 55 (Pierce)
- Attack speed: 1.0
- Range: Melee


Stampede
Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 15 damage per 10 mana and slows attack speed by 10% in an area of effect

Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.


Red Eyes
- Upgrade Cost: 420 gold + 1 supply
- Movement type: Ground
- Health: 8200 (Fortified)
- Damage: 141 (Pierce)
- Attack speed: 1.0
- Range: Melee

Thunderous Charge
Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 35 damage per 10 mana and slows attack speed by 15% in an area of effect

Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.


With the release of Great Boar and Red Eyes, Nomad is now a fully playable legion. Progress on legion 7 has already begun.

Game Fixes & Improvements


Loading Screen
- Now also displays your current rank



Sounds
- Significantly improved sound mixer. Spells/buffs/special effects are now better prioritized over attack sounds. Previously it would be impossible to hear these sounds because attack sounds would drown them out

Stability
- Fixed a few cases where some things wouldn't load properly on the client (RendererDispatcher concurrency fixes)

Gameplay Fixes
- Fixed a pathing/targeting bug where melee units would accidentally move slower after acquiring a target that was far away
- Fixed a few misc interface bugs
- Fixed a minor abuse case where your lane's enemies would warp back to the cave after pulling enemies from another player's lane

Translations
- Updated! If you notice any missing or incorrect translations, check out LegionTD2.com/translate

Game Balance



Mastermind
- Significantly improved roll equitability (reduced range by 9 percentage points). You will now see every unit in your roll with similar frequency. Mastermind guarantees (at least one Tier 1, etc. still exist)


Leak Bounty
- Bounty to opposing team slightly decreased early game (same late game). The goals are to slightly reduce snowballiness early game and slightly reduce gold in the ecosystem in high leak games, which also reduces long saving for 5+ waves

Legion Spells


Villain
- Damage amplification: 17% (11% for ranged) -> 17% (13% for ranged)

Fighters



Pollywog
- Attack speed: 1.22 -> 1.176


Peewee
- Health: 310 -> 320


Green Devil
- Health: 760 -> 780


Kingpin
- Health: 4000 -> 4250
- Big Game Hunter: Heal: 12% -> 10%

Despite Angler being a popular opening, data strongly suggests Kingpin is weak. Shifting power from Big Game Hunter to base stats so that it stays relevant late game without being overly dominant early game


Pyro
- Upgrade cost: 180 -> 175
- Damage: 33 -> 32
- Range: 200 -> 250

If you start Pyro, you can now get your 4th worker at the end of wave 1 instead of at the start of wave 2


Sky Queen
- Damage: 84 -> 83

The data suggests Sky Queen is too strong, but we’re going light on the nerfs because some of the strongest tanks, which are important to a Sky Queen build, are also receiving nerfs


Violet
- Lightning Strike: Mana cost: 10 -> 9


King Claw
- Damage: 145 -> 140


Golem
- Health: 4900 -> 4830
- Damage: 151 -> 148


Butcher
- Health: 1070 -> 1300
- Damage: 67 -> 45
- Range: 200 -> 100 (Melee)


Head Chef
- Health: 2300 -> 3200
- DPS: 117 -> 84
-- Damage: 130 -> 97
-- Attack Speed: 0.9 -> 0.87
- Range: 200 -> 100 (Melee)
- Skull Stew: Mana cost: 10 -> 15

We previously made Head Chef ranged so it would be able to heal before dying, but that made the unit feel worse because it stopped tanking for DPS units like Nightmare. We’re making Head Chef melee, tankier, and shifting some power out of Skull Stew into base stats.


Azeria
- Damage: 67 -> 66

Shaving off a little power to allow Green Devil and Lord of Death to compete with Azeria.


Doppelganger
- Health: 3600 -> 3700

After the range nerf a few patches ago, Doppelganger still dies too easily


Whitemane
- Health 4200 -> 4450
- Damage: 175 -> 180
- Council: Damage reduction: 5 + 20% -> 5 + 15%

Whitemane needs a nerf, and it’s hard to continue nerfing base stats without the aura becoming too much of the unit’s power budget (the aura is still incredibly strong)



Fatalizer
- Attack speed: 1.52 -> 1.47

Sand Badger
- Attack speed: 0.833 -> 0.806

Iron Scales
- Attack speed: 0.833 -> 0.806


Eggsack
- Hydra now spawns with 3x the number of stacks (instead of 2x) on the wave Eggsack breaks


Lord of Death
- Undead Dragon: Devour: Health restore: 15% -> 25%


Hades
- Imp: Devour: Health restore: 15% -> 25%

Early game buff. Makes it not as bad when Undead Dragon or Imp steal a kill from Lord of Death or Hades.

Banana Bunk
- Health: 2890 -> 2900
- Barbs: Damage: 25 + 10% -> 20 + 10%


Banana Haven
- Health: 6250 -> 6500
- Damage: 51x3 -> 57x3
- Thorns: Damage: 40 + 15% -> 30 + 15%

These units have been dominant for far too long. Time to give them a legitimate nerf in the early-mid game, while still keeping them relevant late game.


Warg
- Health: 970 -> 990


Alpha Male
- Health: 3300 -> 3350

Waves


Wave balance is in a good spot. Just doing some slight adjustments.


(15) Quadrapuses
- Attack speed: 0.84 -> 0.86


(16) Cardinals
- Health: 1850 -> 1880

(20) Maccabeus
- Damage: 165 -> 160

2x Chaos Mode Begins Now!



2x Chaos Mode is up! Limited time from now to Sunday.
  • 2x the number of spawns
  • Randomized fighters every wave

Let the chaos begin!

v3.11: Sand Badger, Iron Scales, 2x Chaos Mode



50% Off Sale
Friendly reminder that Legion TD 2 is currently on sale. Great opportunity to introduce the game to a friend!

v3.11 Patch Notes

- Released on public test realm (PTR) with some known issues
- Expected release to live servers: 2/18

The main purpose of this patch is to release a new unit and game mode and fix a number of important bugs. Other gameplay changes and design improvements to king upgrades on the way in v3.12

NEW! Featured Game Mode




Featured game modes are a new way to play the game with special rules and mechanics. They're just for fun and will occasionally be enabled on weekends.

The next featured game mode is 2x Chaos Mode 4v4, in which you get a random roll (6 new fighters) every wave, and waves have 2x the number of spawns in a 4v4 brawl. Fair warning: depending on your specs, things can get laggy late game with all the extra units, but it's still a lot of fun.

2x Chaos Mode 4v4 will be enabled from Friday 2/22 - Sunday 2/24.

NEW! Nomad Tier 5


Sand Badger
- Cost: 195 gold + 1 supply
- Upgrades to: Iron Scales
- Movement type: Ground
- Health: 2550 (Arcane)
- Damage: 75 (Impact)
- Attack speed: 0.83
- Range: Melee

Iron Scales
- Upgrade Cost: 335 gold + 1 supply
- Movement type: Ground
- Health: 6850 (Arcane)
- Damage: 205 (Impact)
- Attack speed: 0.83
- Range: Melee

These units intentionally have no ability. Their primary purpose is to serve as a true arcane tank.

Game Fixes & Improvements


New "Pro Leak" Emoji
- Type :proleak: to use it



Leaderboards
- Added Peak Rating (All) leaderboard
- Fixed a bug with the Leaderboard showing your peak rating incorrectly (it was showing current rating instead)

Profile
- Max player level increased to 35
- Now shows ranked win rate

Gameplay Fixes
- When dual building in 4v4, fighters now warp instantly after clearing the wave
- Fixed a bug where bots would mistakenly hire cheap mercenaries after hiring a mercenary that a player pinged (after hiring the pinged mercenary, they should hire according to normal preferences now)
- Fixed an issue that sometimes caused the aura tutorial to be impossible to beat

Stability Fixes
- Fixed a rare bug where the game would become unstable if the last few enemies of a wave died at the same time

Major Fixes
- Fixed a party bug where players sometimes didn't rejoin their party (got dropped from party) after a game
- Fixed a party bug where the party order was sometimes not preserved between games
- Fixed a party bug where sometimes invites didn't work
- Fixed a party bug where you couldn't invite a friend who was Viewing Scores
- Fixed a HUD bug where your deploy cursor got canceled when your ally deployed his first fighter
- Fixed a HUD bug where the shield button would be disabled sometimes

Minor Fixes
- Fixed a cosmetic bug where some lane markers didn't display text when hovered over
- Fixed a HUD bug where the King upgrades HUD for the other team showed the value from last game at the start
- Fixed a HUD bug where the king hp bar would flash red (damaged) during the night when he wasn't actually being attacked

Quality of Life
- Sound: Added a different sound effect for warnings (leaks), so it is different than the normal ping sound
- Post-game stats: Now shows country flags next to player names

Translations
- Updated! If you notice any missing or incorrect translations, check out LegionTD2.com/translate

Game Balance


Not enough time has elapsed since v3.10c to make any major balance changes. Data suggests that all fighters are viable, and there aren't any significant outliers. You can expect more balance changes in v3.12

Dark Ritual
- Gold: +145 -> +140

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.