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Masters Cup VI



Watch the best Legion TD 2 players compete for prize money and glory! Tune in on Twitch: twitch.tv/LTD2
  • Saturday at 9am PST / 5pm CET
  • Sunday at 9am PST / 6pm CEST

Notice for all tournament participants:
  • The original schedule had incorrect CET/CEST times, our apologies. It is now updated.
  • Check in Saturday in Discord at 8:40am PST / 4:40pm CET.
  • If possible, log into the game sooner. There are known ISP issues (Telekom and others) that are occasionally preventing players from logging in. Telekom users are encouraged to use a VPN.
  • If you signed up individually, consult the team list for your pairing.

v5.04: Chained Fist, Oathbreaker



Announcements


Sign-up for the Masters Cup VI 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.

[h3]5.04f Patch[/h3]
- Major chat code refactor
- Legion Spells are now shown in tab scoreboard
- Client logs automatically upload after bugged matchmaking to help us debug issues
- Improved estimated queue time

Mastermind Rolls
- Significantly improved roll variety
- Peewee: No longer satisfies pierce guarantee
- Bone Warrior: No longer satisfies impact and magic guarantees
- Great Boar: No longer satisfies pierce guarantee

Chained Fist
- Health: 270 -> 250
- Attack speed: 0.9 -> 0.83
- Unchained Rage: No longer reduces its own damage

Oathbreaker
- Health: 1220 -> 1150
- Attack speed: 0.9 -> 0.83
- Unchained Rage: No longer reduces its own damage

Stronger early game and when kept alive

Proton
- Health: 190 -> 200

Atom
- Damage: 30 -> 31

Seraphin
- Attack speed: 1 -> 1.03

Fire Archer
- Damage: 27 -> 28
- Attack speed: 0.91 -> 89

Now last hits wave 3 better

Masked Spirit, False Maiden, Hell Raiser
- Reverted back to v5.03 (no longer considered flying)

Butcher
- Health: 1370 -> 1350

Head Chef
- Health: 3300 -> 3200

Berserker
- Health: 2080 ->2100

Fatalizer
- Health 5700 -> 5790
- Damage: 90 -> 91

Great Boar
- Damage: 57 -> 60
- Stampede: Damage reduced by 10%

Red Eyes
- Damage: 144 -> 151
- Thunderous Charge: Damage reduced by 10%

[h3]5.04c Balance Hotfix[/h3]
Bone Crusher
- Health: 1130 -> 1140
- Attack speed: 0.69 -> 0.7

Masked Spirit
- DPS: Unchanged
-- Damage: 7 -> 9
-- Attack speed: 1.03 -> 0.8

False Maiden
- DPS: Unchanged
-- Damage: 24 -> 31
-- Attack speed: 1.03 -> 0.8

Hell Raiser
- DPS: Unchanged
-- Damage: 48 -> 62
-- Attack speed: 1.03 -> 0.8

Not as hard-countered by Safety Mole, but nerfed synergy with APS and Leviathan

New Features
- Tower icons on the TAB scoreboard now turn gray during the wave when the corresponding fighter dies
- News Popups now have a "don't show this again" checkbox

Bug Fixes
- Fixed a bug where Hydra would accidentally mess up your Value statistic
- Fixed Ogre tooltip
- Fixed Oathbreaker card image & tooltip
- Fixed a server scalability bug with Custom Game Rooms
- Fixed a bug with the sell button being missing on a downgraded tower
- Fixed a bug with Ready button text not updating properly sometimes
- Fixed a bug with Match History that would sometimes cut off older matches (fixed byte encoding to be UTF8 instead of mixing Unicode/UTF8)
- Fixed a bug where Custom Game rooms from other branches (PTR, developer) would show up on live Custom Game room listings (and vice versa)
- Fixed more misc scalability bugs
- Added more monitoring for long queue times in Matchmaking to help us debug further

NEW! Divine Tier 1


Chained Fist
- Cost: 20 gold
- Health: 270 (Fortified)
- Damage: 8 (Impact)
- Attack speed: 0.9
- Range: Melee


Unchained Rage
Once it reaches 50% life, it attacks 125% faster, but deals 50% less damage and hits random targets



Oathbreaker
- Upgrade cost: 75 gold
- Health: 1220 (Fortified)
- Damage: 36 (Impact)
- Attack speed: 0.9
- Range: Melee


Unchained Rage
Once it reaches 50% life, it attacks 125% faster, but deals 50% less damage and hits random targets

NEW! Emojis 2.0
- Typing in emojis using colon now shows autocomplete suggestions
- New emojis





NEW! Chat Room Groups

- Chat rooms now groups players into categories: Developers, Party, Friends, In-Chat, In-Game, Muted. This allows you to more easily find people and message and invite friends
- Developers are now highlighted in chat

Cosmetic Improvements
VFX
- Game: Unit selection circles (cleaned up some noise), super effective attack type (new FX + also shows up on ranged attacks)
- Equips: Eggsack, Eternal Wanderer/Samurai Soul.
- Buffs: Fixed a bug where many VFX attached to models were 25% too small (the global scale multiplier was being factored twice)
- Auras: Council, Protector, Vampirism, Magician, Leadership, Heroism, Wintry Touch & Frozen Veil, Sorcery, Safety Aura, Healing Aura, Mythium Core
- Abilities/Buffs: Poison Tipped Pole, Stampede, Anaphylaxis & Paraphylaxis, Gaia Shield, Dimensional Rift & Dimensional Chasm, Shallow Grave, Guardian Angel, Deflection,
- Missiles: Banana Haven, Kobra, Flying Chicken, Millennium & Doomsday Machine, Shaman, Blood Rush, Giant Quadrapus, Tempest & Leviathan, False Maiden & Hell Raiser, Nightcrawler & Elite Nightcrawler

Icons
- Units: Blob
- Abilities: Accuracy & Precision, Anaphylaxis & Paraphylaxis, Ancient Power, Junior Fisherman & Commercial Fisherman & Master Fisherman, Council, Deflection, Devour, Eggsplosion, Energize & Mythium Core, Fragrance & Noxious Scent, Insatiable Hunger, Sprint, Stampede & Thunderous Charge



Game Improvements
Gameplay
- Shift+clicked (queued) mercenaries are now more consistent about being hired the instant before income is given
- Fixed a rare bug where some units would sneak through the mythium gate while it was still closed

Matchmaking
- New players are now seeded at a lower Classic rating to make matches fairer and make it less likely for new players to get stomped
- Fixed a rare bug where a player would be stuck on 'match found'
- Fixed a rare bug where a player wouldn't find a match when they should have (after a lobby server restart)
- Fixed a rare bug where a player would find a match with much lower or much higher rated players (after a lobby server restart)
- Fixed a rare matchmaking bug when hitting “play again” while the lobby server restarted

Reconnecting
- Fixed a bug where reconnecting froze the HUD if Giant Snail was used
- Fixed a bug where a dropped connection in-game wouldn't properly reconnect you
- Fixed a bug where the (Q) wouldn't show up sometimes
- Fixed a bug where notifications and the (Q) would show up during loading screen instead of after being done loading
- Fixed a bug where bot wouldn't build for you if you were not connected but in the loading screen
- Fixed a bug where the reconnect popup wouldn't show up if the game in progress was over 30 minutes old
- Fixed a bug where the reconnect popup wouldn't show up if you recently joined the game and quit

Player Profiles
- Playstyle chat display formula tweaked to have more contrast between highs & lows
- Fixed a bug where viewing a player's profile would load old data
- Overview: Fixed a bug where upgraded towers were showing up in Favorite Rolls
- Wave Stats: Fixed a bug in where tooltips for Workers On Wave & Income On Wave were accidentally multiplied by 100
- Match History: Now shows MVP (or 2nd, 3rd, etc. if you weren't MVP)
- Match History: Now shows Workers after wave 10 (gives you an idea of how fed the game was, as well as how well your opening went)

Bots
- Now save on the first wave of Wave 21, then send every wave after that (instead of just doing some weird stuff)
- Slightly stronger preference for upgrades after wave 10
- In Play vs. AI, bots now "ready up" after they build (instead of being "instantly" ready before they actually built)

FairPlay
- Fixed some cases in Classic queue that weren't being handled properly (false negatives)
- Fixed a false positive case where a player would be given punishment points if their party member caused the match to be canceled
- Reduced punishment if you disconnect and then rejoin the game

Stability and Performance
- Fixed most cases of changing options causing crashes. If you still experience crashes, please let us know.
- Disabled x2 mode because it was causing too much server-wide lag (affecting other games too). In the future after optimizations, we'd like to re-enable this and may still include x2 in featured game mode weekends.
- Single-player custom games now have a hidden supply cap of 100 (standard fighters use 1 supply and summoners use 2-3 supply) to reduce server-wide lag
- Single-player custom games will automatically shutdown if there are over 300+ unit on the map to reduce server-wide lag
- Disabled Alt+Enter hotkey (fullscreen switch) since it often causes the game to crash
- Improved client performance for fetching profiles (implemented caching system to prevent duplicate parallel backend requests)
- Fixed a bug where the server would fail to start up properly (Upgraded PlayFabSDK with concurrency fix for GameserverSDK)
- Fixed some rare multithreading issues with logging
- Games with an extreme amount of units now run at lower tick rates (this eases some of the load on the servers. It only affects games with 1,000+ units)
- Added dashboard for average server CPU/memory metrics, which will help figure out optimal server configurations
- Improved performance for storing/fetching profiles (compressed memory & redis footprints by about 600%, using mini-profile pattern)
- Improved global chat scaling (now separated chat per lobby server. now prunes non-cached graynames when under heavy load)
- Fixed scaling bugs with custom game rooms created on multiple lobby servers
- Fixed scaling bugs with queueing for matchmade games when party is split across multiple lobby servers

Quality of Life
- Added a "Confirm No Build" Warning: if you attempt to train 6 workers on wave 1 in a matchmade game, you'll now receive a confirmation popup saying "Not building requires permission from your allies" before allowing you to proceed
- Global Chat should now load faster
- Recommended value is now higher on wave 11 if offensive legion spells exist (primarily to help new players)
- Added a unit abilities column to the Wave info window
- Added number of players indicator to the Ready button text, so you can see how many people are ready before pressing the button
- Added an "X" over your income icon on Wave 21 to show you no longer get income
- Fixed a bug where you could still select towers when the Confirm Sell popup was shown, resulting in selling towers you didn't mean to sell
- Fixed Power Score tooltip window size
- Fixed a bug where the "Don't sell all your towers" warning popup was showing with selling a Grarl on wave 2 (and other similar cases where you would legitimately sell a tower)
- Fixed a bug where pings would accidentally fire twice
- Fixed Legion Spell window glow graphics clipping
- Featured game mode queue now shows # of players in queue
- Muting a player now blocks party invites from them
- Fixed a bug with multiple party updates where the client would render outdated party info

Other Fixes
- Fixed /spectate (experimental feature only available to game masters). Should work now and no longer crashes the lobby server
- Fixed a bug with Hydra gold value (based on stacks) not displaying properly when added to your value as well as the Undeploy tooltip
- Fixed a bug where in Chaos mode, when playing alone, the rolls window would accidentally be displayed
- Fixed a bug where No T1s mode would still allow for T1s if you used Reroll
- Fixed a bug where in No Saving mode, the game would crash if you had extra mythium to spend, but no mercenaries available to spend them on
- Fixed a rare bug where units would cast abilities after they were dead, which caused some unstable side effects
- Fixed a rare bug where a player would appear to have bought extra king upgrades
- Fixed a bug where Shrine Wins, Losses, XP weren't being recorded properly. Unfortunately, there's no way to recover lost stats. Sorry about that.
- Fixed a bug where some players had their tutorial progress reset by mistake (no way to restore progress)

Game Balance
Pathing and Targeting
- Fixed a bug where Eternal Wanderer, Lost Samurai, Sea Serpent, Deepcoiler, Hydraling, and units with Guardian Angel were not being properly prioritized by ranged units

4v4
- Leak bounty scaling from 70% --> 60%
- Dual building: Haste: 50 movement speed and 5 + 0.1% health regeneration -> 50 movement speed, 5% attack speed, and 25% damage reduction from AOE
-- This change buffs dual building early game, nerfs it late game, and makes it viable to have small amounts of AOE
- Hybrid Builder: Gold costs reduced by 3%
-- Tier 2: 44 -> 43
-- Tier 3: 85 -> 82
-- Tier 4: 132 -> 128
-- Tier 5: 182 -> 177
-- Tier 6: 260 -> 252

King
- Immolation buffed slightly on waves 3-9

[h2]Legion Spells[/h2]

Giant Snail
- Health: 540 -> 530

Villain
- Damage amplification: 25% (15% for ranged) -> 27% (15% for ranged)

[h2]Fighters[/h2]

Bone Crusher
- Health: 1120 -> 1130
- Attack speed: 0.676 -> 0.69

Angler
- Attack speed: 0.83 -> 0.86

Masked Spirit, False Maiden, Hell Raiser
- Now considered flying units


Violet
- Attack speed: 0.95 -> 0.925


Butcher
- Health: 1400 -> 1370


Head Chef
- Damage: 105 -> 101


Yozora
- Wintry Touch: Attack speed slow: 2% (1% to bosses) -> 1.5%


Arctaire
- Frozen Veil: Damage: 10 -> 8
- Frozen Veil: Attack speed slow: 3% (1.5% to bosses) -> 2.5%


Fatalizer
- Health: 5740 -> 5700
- Damage: 85 -> 90
- Attack speed: 1.33 -> 1.27
- Duelist: Damage ramp per attack: 20 -> 25


Fire Lord
- Attack speed: 1 -> 1.03


Fenix
- Health: 4000 -> 4050


Millennium
- Health: 2250 -> 2270
- Damage: 340 -> 344


Hades
- Maximum mana: 60 -> 35
- Raise Imp: Mana cost: 40 -> 33
- Imp: Health: 1500 -> 1700
- Imp: Damage: 80 -> 95

Great Boar, Red Eyes
- Stampede and Thunderous Charge: Mana gain per second of moving increased; exponential factor removed. Damage is higher on its own but lower with Starcaller and Magician


Soul Gate
- Hellion: Damage: 49 -> 53
- Nightcrawler: Damage: 49 -> 53
- Blood Price: Self-damage per cast: 17% -> 20%
- Ocean Templar’s Resonance: Now has 50% reduced effectiveness on Soul Gate and Hell Gate


Hell Gate
- Elite Hellion: Damage: 98 -> 106
- Elite Nightcrawler: Damage: 98 -> 106
- Blood Price: Self-damage per cast: 17% -> 20%
- Ocean Templar’s Resonance: Now has 50% reduced effectiveness on Soul Gate and Hell Gate

Gates cause lag in 4v4 games, delay battles too long, and are too snowbally when ahead and with Starcaller and Ocean Templar. These changes buff Soul Gate and Hell Gate on their own and when lower value but nerf their scaling potential.

[h2]Mercenaries[/h2]
Brute, Safety Mole, Mimic, Pack Leader
- Range: 150 -> 100
- Now more likely to be prioritized after other melee units if same % health (improved consistency)

This is a slight nerf for Brute and Mimic, especially late game, and a roughly neutral change for Safety Mole and Pack Leader

Ogre
- Health: 2350 -> 2700
- Damage: 240 -> 100
- Attack speed: 0.625 -> 1.25
- Range: 150 -> 100
- Now prioritized after other melee units if same % health
- Knock Out: Reworked: Deals 125 bonus Impact damage every third attack. Refreshes on kill.

Ogre is now stronger, less RNG, and no longer countered by cheap units


Witch
- Advanced Necromancy: Mana gain per unit: 2 -> 3
- Summon Froggo: Mana cost: 55 -> 65

Stronger against unit spam


Four Eyes
- Attack speed: 2 -> 2.04


Centaur
- Attack speed: 0.87 -> 0.89


Shaman
- Blood Rush: No longer increases movement speed


Kraken
- Health: 6700 -> 6600

[h2]Waves[/h2]

(8) Kobras
- Attack speed: 1.06 -> 1.08


(12) Mantises
- Attack speed: 1.02 -> 1

The following waves are now stronger against tier 1 fighters:


(13) Drill Golems
- DPS: 160 -> 156
- Damage: 200 -> 100
- Attack speed: 0.8 -> 1.59


(14) Killer Slugs
- DPS: Unchanged
- Damage: 90 -> 80
- Attack speed: 1.12 -> 1.27


(15) Quadrapuses
- DPS: Unchanged
- Giant Quadrapus: 448 -> 440
- Damage: 112 -> 110
- Attack speed: 1.12 -> 1.14


(17) Metal Dragons b]
- DPS: Unchanged
- Damage: 120 -> 110
- Attack speed: 1.54 -> 1.68


(18) Wale Chiefs
- Attack speed: 1.25 -> 1.33
- Poison-Tipped Pole: Damage: 200 -> 150
- Poison-Tripped Pole: Refreshes when the ability gets a kill -> Refreshes on any kill


(19) Dire Toads
- DPS: 247 -> 248
- Damage: 75x3 -> 95x3
- Attack speed: 1.1 -> 0.87


(20) Maccabeus
- Insatiable Hunger: Heal on kill: 100 -> 125


(21) Legion Lords
- DPS: Unchanged
- Legion King: Damage: 550 -> 500
- Legion Lord: Damage: 110 -> 100
- Attack speed: 2 -> 2.22  

v5.03: Divine Insignia & Game Balance



v5.03c Hotfix
Chat Improvements
- Fixed a bug that caused whispers to appear in the game chat when someone typed in global chat
- Limited "x is offline" message when whispering Steam friends to only show once per friend
- Fixed a bug that caused global chat messages to be rendered in post game chat
- Reduced time to hide whispers in post-game or custom game chat rooms from 30 to 15 minutes
- Made global chat subscriber lists more scalable for future lobby updates

Game Balance
- Addressing three points of frustration: Brutes, Starcaller combo, and battle variance

Brute
- Range: 100 -> 150
- Maul: Attack speed slow per stack: 8% (2% against king) -> 5% (1% against king)

In v4.00, we nerfed Maul, but it was accidentally reverted a few patches ago due to a version control bug. This explains why Brute became too strong. We're un-reverting that change now.

Mimic
- Range: 100 -> 150

Most non-tank melee mercenaries (Safety Mole, Pack Leader, and Ogre) have 150 range to make them less likely to be focused. We’re applying that to Brute and Mimic, which allows them to shine as DPS units and also reduces battle variance, primarily on waves 3-7 (“unlucky” timing when you focus a Brute or Mimic halfway through the battle and leak it with 5% life)

Disciple
- Mana Burst: Damage: 300 -> 310

Starcaller
- Amplify Magic: Mana regen and mana gain bonus: 40% -> 35%

Nerfing Starcaller’s insane synergy with certain units (primarily Gates, Boars, and Harpies), with some minor compensation buffs to Disciple.

v5.03 Patch Notes
AutoAttack Games

- Team size: 4 -> 5

We'd like to introduce Frederik "Rave" Wandtke as an Engineering Intern and the newest member of AutoAttack Games.

Rave discovered his love for programming while creating Warcraft III mods and made a tower defense called Pyro TD. He also worked on the semi-humanoid robot Pepper during a previous internship and has experience as a C# .NET programmer and software architect. Rave has been an active contributor and respected member of the Legion TD 2 community since 2015 when the game was in early development. He won the first-ever tournament, finished top 10 in the alpha, and has a peak rating close to 2400.

We're excited to work with Rave to tackle various technical challenges, develop new features, and leverage his game knowledge to help with balance and testing. Please join us in welcoming him!

New Legion: Divine


The Divine have descended onto the grounds of Nova, casting a blinding golden light. Do not mistake their holiness and beauty for graciousness. They bring justice through conviction and eradication, and without mercy. These ethereal beings believe only servants of the Divine deserve ascension, and they seek to cleanse the world of the unworthy. Are you worthy?

The release of the first Divine unit is planned for next patch v5.04

v5.03 Patch Notes
Game Improvements
Major Fixes
- Fixed Mac compatibility for some users

Gameplay Improvements
- On the 4v4 map, mid/dual building is now enabled with any combination of Mastermind, Hybrid, or Chaos
- Fixed a bug where similar legion spells (e.g. Press the Attack and All Out Assault) were showing up at the same time
- Improved legion spell selection logic. Dark Ritual and Loan can no longer show up alongside each other or Allowance and Sacrifice.
- Fixed a rare bug where some units (especially Soul Gate & Hell Gate) wouldn't cast their abilities if they tried to cast them as soon as they warped
- Fixed a bug where takeover bots weren't working on wave 1 for Classic games

Quality of Life
- Holding down CTRL when viewing a unit tooltip now shows unit upgrade costs
- AFK detection now activates sooner before wave 6 (80 seconds before wave 6, 120 seconds after wave 6. Previously it was 120 seconds for all waves).
- Estimated queue time is now more accurate
- When playing Hybrid, the confirm sell threshold is now less conservative (since you are more likely to sell units with Hybrid)
- Discord integration: now shows rating badge when you click someone's name who is playing the game
- Fixed some cases of stuck units

Other Fixes
- Fixed a bug where AFK warnings weren't showing up in Classic games
- Fixed a bug in profile graphs where percentages weren't labeled properly (needed to be multiplied by 100)
- Fixed a bug with post-game stats where Net Worth Per Wave (graph) wasn't up to date
- Fixed a bug with post-game stats where the average Power Score was incorrect
- Fixed a bug where match history would show Classic queue matches as +0 rating change
- Fixed a bug where names with <> characters didn't display properly in some parts of the UI
- Fixed a bug where using Steam's Invite to Game feature would cause the recipient to receive too many party invites (they are only supposed to receive one, when they start the game up)
- Fixed some rounding inconsistencies with rating changes

Game Balance

[h3]Legion Spells[/h3]
- Guardian Angel, Hero, Magician, Protector, Sorcerer, Vampire, and Villain can now be cast at any time, even after wave 11

Protector
- Protection Aura: 7 health regen + 2 flat damage reduction -> 0.5% missing health regeneration

Protector nullified offensive plays on wave 11, so we're smoothing out the power curve.

Sorcerer
- Bonus spell damage: 27% -> 25%
- Fixed a bug where Sorcerer didn’t work with the following area-of-effect spells:
  • Banana Bunk’s Barbs
  • Banana Haven’s Thorns
  • Honeyflower’s Fragrance
  • Deathcap’s Noxious Scent
  • Pyro’s Pyromancy
  • Millennium’s Explosive Shells
  • Doomsday Machine’s Detonation
  • King Claw’s Shell Shock
  • Great Boar’s Stampede
  • Red Eyes’ Thunderous Charge
  • Yozora’s Wintry Touch
  • Arctaire’s Frozen Veil

[h3]Fighters[/h3]
Harpy
- Attack speed: 0.81 -> 0.83

Sky Queen
- Damage: 89 -> 90

Infiltrator
- Health: 780 -> 760
- Damage: 40 -> 39

Violet
- Attack speed: 0.97 -> 0.95

Lost Chieftain
- Improved Gaia Shield casting logic
-- Fixed some cases where it was over-prioritizing Wileshroom and Canopie
-- Now slightly prefers units closer to the middle of your lane, in addition to preferring units placed further up, since they are more likely to tank

Nightmare
- Health: 1400 -> 1100
- Attack speed: 1.49 -> 1.89

Doppelganger
- Health: 3800 -> 3400
- Attack speed: 1.82 -> 1.96

Returning Nightmare and Doppelganger to their former glory as the premier melee DPS

Yozora
- Health: 1170 -> 1150
- Damage: 47 -> 46

Berserker
- Health: 2050 -> 2080

Fatalizer
- Health: 5650 -> 5740

Starcaller
- Damage: 190 -> 185
- Health: 3000 -> 2960

Azeria
- Invigorate: Mana cost: 12 -> 11

Lord of Death
- Undead Dragon: Damage: 95 -> 100

Hades
- Imp: Health: 1400 -> 1500

Soul Gate
- Blood Price: No longer gains mana regeneration based on missing life
- Blood Price: Self-damage: 15% of max health -> 17%
- Hellion: Health: 1280 -> 1320
- Hellion: Damage: 47 -> 49
- Nightcrawler: Health: 640 -> 660
- Nightcrawler: Damage: 47 -> 49

Hell Gate
- Blood Price: No longer gains mana regeneration based on missing life
- Blood Price: Self-damage: 15% of max health -> 17%
- Elite Hellion: Health: 3200 -> 3300
- Elite Hellion: Damage: 94 -> 98
- Elite Nightcrawler: Health: 1600 -> 1650
- Elite Nightcrawler: Damage: 94 -> 98

Blood Price was scaling multiplicatively with Magician and Starcaller, which made the combo overpowered and snowbally. Gates now naturally summon 6 times instead of 7, but that number can be increased with Ocean Templar, Desert Pilgrim, Protector, and other heals.

Hydra
- Value now scales with the number of Premature stacks (0 stacks: 470, 1 stack: 400, 2 stacks: 340). This is to more accurately reflect Hydra's power and nerf Pawn Shop + Hydra abuse.

[h3]Mercenaries[/h3]
Ogre
- Attack speed: 0.61 -> 0.63

Server 2.0



We just released our Server 2.0 update, which is a major refactor to our lobby server, game server, and matchmaking code. This has been our development focus for the past 6 months. The goal of this update is to improve long-run scalability and stability.
  • Scalability means the ability to support tens of thousands of concurrent players
  • Stability means higher uptime and fewer bugs

Technical improvements:
  • Matchmaking across different lobbies instead of only within a single lobby. Multiple lobbies are needed to support a larger player base.
  • Monitoring servers in real-time, which improves our ability to debug issues.
  • Servers run off of a completely new Microsoft Azure-based framework instead of AWS.
  • Complete refactor to the way servers spin up and down.
  • New logic for how players connect and reconnect to servers.
  • New matchmaking algorithm, which leverages Microsoft’s Azure PlayFab matchmaking system.

What you'll notice:
  • A "Waiting for players..." message when a match is found. If a player fails to connect, the matchmaker will re-queue everyone instead of starting the game with a missing player.
  • No more "Find me any game as soon as possible" button for players rated 1500+. Our new matchmaker is smarter about accelerating and adjusting for the number of players online.
  • Some differences in matchmaking logic. We'll be monitoring and doing adjustments as needed.
  • Improved Classic queue positioning. The matchmaker now prioritizes pairing similarly skilled players in lane match-ups.

Other than that, if we did things correctly, you shouldn't notice too many changes. If you encounter any bugs, please report them on the forums or Discord.

Server 2.0 is a big milestone for the development of Legion TD 2 and the foundation for a better game. Our plan is to market the game and do a free-to-play weekend this year to grow the player base and really take off. Thank you for your support.

v5.02: Chaos & Hybrid Builders



NEW! Chaos & Hybrid Builders

- Chaos and Hybrid are now permanently selectable in all non-ranked games for players level 5+
- When playing Hybrid, towers now sell back for 80%, instead of 60%. Eggsack sells back for 95%. Also, Hybrid T3-T6 now cost less gold.
- You can dual build with any combination of Mastermind, Chaos, and Hybrid builders

NEW! Legion Spell Pool

Legion spells are now divided into classes, then randomized, to ensure more interesting choices. Each of the following combinations occurs with 20% probability:
  • 1 defensive, 2 offensive
  • 1 defensive, 1 offensive, 1 scaling
  • 1 defensive, 2 scaling
  • 2 defensive, 1 offensive
  • 2 defensive, 1 scaling

In addition, spells very similar to each other like All Out Assault and Press The Attack, or Savior, Allowance, and Sacrifice, are now mutually exclusive. For example, if Press The Attack is rolled, All Out Assault cannot be rolled.

Classes:
  • Defensive: Allowance, Dark Ritual, Guardian Angel, Loan, Pawn Shop, Protector, Sacrifice, Savior, Vampire, Villain
  • Offensive: All Out Assault, Giant Snail, Lizard Army, Overwork, Press the Attack
  • Scaling: Creditor, Embargo, Investment, Hero, Magician, Sorcerer, Venture
Game Fixes & Improvements
Game Balance
- Soul Gate & Hell Gate no longer immediately pull lane aggro (they now behave like most fighters)
- Soul Gate & Hell Gate changed from Pure/Immaterial to Magic/Natural. This is to communicate what waves they are strong/weak against, but it shouldn't affect their balance much. The attack/defense types of the spawns (Hellion and Nightcrawler) are unchanged.
- Lost Chieftain is now slightly more likely to buff Wileshroom, Canopie, Fire Lord, Fenix, and units with Protector

Quality of Life
- Added a search bar for looking up other players' profiles
- No more worker queue limit. Also, queued worker timers are now more accurate.
- Profile fighter stats for upgraded fighters now displays the pick rate of the base fighter (instead of 0%)
- Tutorial mission complete/incomplete popups now use new Victory/Defeat popups & music
- Post-game builds tab now shows leak percents instead of leak values
- Fixed sound when party member initiates matchmaking
- Fixed a bug where hotkeys would be still active when typing an in-game player report
- Fixed a visual bug when dual building where players would individually leak, when they should instead leak/clear together
- Fixed a bug where match history match countries were shown incorrectly
- Fixed a bug where match history did not show rating changes due to losses
- Fixed a cosmetic bug with Mark Target

AI
- Bots are less likely to over-push workers on waves 16+