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Legion TD 2 News

v7.03.2

v7.03.2
* Fixed a bug where units would sometimes not target a high priority (low life) target, usually when that unit came from far away (a split)
* Fixed a HUD bug with the Estimated Gold tooltip not updating income when you hired a mercenary

v7.03.1

* Green Devil reverted to pre-v7.03, but with a slight HP nerf (900 -> 870)
* Fixed some rendering issues dealing with lag compensation
* Fixed a display-only bug where Shutdown Gold message & sound effect sometimes didn't show up
* Fixed a display-only bug where a "too soon" warning message would mistakenly be displayed to all players (instead of one player) when you type -damage/etc. commands too quickly
* Fixed a bug where the Rank Up popup would show even after you already received it that season
* Fixed a bug in Classic where the income autobalancer would cancel out Chaos/Hybrid income bonuses
* Fixed a rare bug where a server would fail to start, resulting in players being stuck on Match Found
* Fixed a bug where Sea Serpent/Deepcoiler sometimes didn't show on the Tab Scoreboard
* Fixed a bug where Tab Scoreboard went blank for 1-2 seconds when the wave started/ended
* Fixed some cases where Sea Serpent/Deepcoiler didn't play the correct Burrow animation

7.03: Radiant Halo, Arc of Justice



New fighters: Radiant Halo & Arc of Justice




Radiant Halo
- Gold cost: 200
- Attack type: Pure
- Defense type: Fortified
- Health: 1200
- Damage: 45
- Attack speed: 1.11
- Attack range: 650

Particle Wave
Deals 9 bonus pure damage (3 against bosses) for each consecutive attack against the same target

Solar Flare
Solar Flare: Gains 100% attack speed for 5 seconds



Arc of Justice
- Upgrade cost: 345
- Attack type: Pure
- Defense type: Fortified
- Health: 3250
- Damage: 122
- Attack speed: 1.11
- Attack range: 650

Purification Beam
Deals 24 bonus pure damage (8 against bosses) for each consecutive attack against the same target

Solar Flare
Solar Flare: Gains 100% attack speed for 5 seconds

New skin: Cryo Fenix




In-game: https://streamable.com/x3dfxh

Game Improvements


Pathing & Targeting
- Fixed a bug where wave enemies would sometimes approach towards Sea Serpents that were burrowed (thank you Pennywise and Shadowings for the bug report and video)
- Fixed some cases of ranged units running too far forward instead of keeping their distance

Dark Mage
- Fixed a bug where Mind Warp casted on the second highest priority unit in some cases instead of the highest priority unit

Account Progression
- Tripled experience gain for all players level 7 and higher. Enjoy the much faster level ups!

Quality of Life
- HUD: Added some convenient calculations to the Gold mouseover tooltip
- Sandbox Mode: Press Shift+B to open the Legion Select menu (easier than typing -builder X)

Other Fixes & Improvements
- Profile: Fixed a bug where clicking Match History immediately after loading a Profile wouldn't load the results
- Loading Screen: Updated various tips
- Postgame Graphs: Fixed a variety of bugs where certain graphs weren't lined up properly or had zero-values when they shouldn't have
- Guild Invites & Custom Game Invites: Fixed a bug where pressing Back wouldn't load the correct popup again
- Weekly Challenge: Fixed a bug with Orchid gold refund for Shuriken Cyclone
- Tab Scoreboard: Fixed a bug where enemy Legion Spells (like Hero, Sorcerer, etc.) would be shown on Wave 11 when they shouldn't have been shown until the next wave
- Mastermind Lock-In: Improved game message to show which fighter you locked-in
- Unit Hitboxes: Fixed a bug where box selection and other unit hitbox dependent interactions sometimes didn't work
- Reconnecting: Fixed some bugs with wave timer & Legion Spells
- Power Score Scoreboard: Text now shrinks if too wide, instead of wrapping to a new line
- Target Frame: Fixed a bug where UI would break if a unit name was too long (like Machine de l'Apocalypse)
- VFX: Fixed a bug where some VFX would fly across the screen
- VFX: Fixed a bug with Pulverizer VFX that made it sometimes flicker

Game Balance


Shutdowns
- Shutdown bounties reduced by 30%, but players now go on fire faster
- Shutdown bounties are now in increments of 25 gold instead of 50
- Reduced the weight of mythium on power score to reduce cases where saving mythium wrongly caused you to go on fire
- In 4v4 only, players who are ahead receive less shutdown gold, and players who are behind receive more shutdown gold

By the time a team went on fire, the game was often already decided. Now the winning team will go on fire faster, but the bounty is 25 instead of 50. It also takes a 30% bigger lead than before to accumulate the same bounty

Mastermind
- Low durability melee units no longer have their defense type counted for the randomizer. Affected units: Looter, Sea Serpent, Nightmare. This means Nightmare will no longer be your only swift or natural defense

Hybrid
- Tier 3 cost: 81 >> 80
- Tier 5 cost: 177 >> 179

[h3]Legion Spells[/h3]

Investment
- Income: +34 >> +36

Loan
- Income: -34 >> -36

Sorcerer
- Sorcery: +17% ability damage aura >> +50% ability damage to one unit

Sorcerer often warped the game, giving a significant advantage to the team that could better utilize it. It's now stronger up front, but has less upside and no longer forces your entire build to revolve around it

[h3]Fighters[/h3]

Green Devil
- Damage: 48 >> 47

No longer perfectly 2-shots wave 3. Green Devil has a 52.5% win rate, high pick and usage rates, and is indirectly buffed by the changes to waves 7 and 9. A nerf is needed.

Canopie
- Health: 4500 >> 4600

Leviathan
- Damage: 65 >> 68

Elite Archer
- Attack speed: 0.97 >> 0.99

Trinity Archer
- Attack speed: 0.97 >> 0.99

Desert Pilgrim
- Chain Heal: 115 >> 120

Lost Chieftain
- Damage: 185 >> 195

Whitemane
- Health: 4300 >> 4600
- Damage: 180 >> 181
- Council: Damage reduction 5 + 15% (25% for Antlers) >> 5 + 10% (25% for Antlers)

Slightly buffed on its own and with Antler. Otherwise, nerfed.

King Claw
- Shell Shock: Attack speed reduction: 10% (5% to bosses) >> 5%

Hydra
- Damage and damage reduction penalty per stack of hatching early: -17.5% >> -20%

Encouraging players to protect their Eggsacks

Millennium
- Health: 2170 >> 2100
- Explosive Shells: Damage: 50 >> 40

Doomsday Machine
- Health: 5350 >> 5170
- Detonation: Damage: 120 >> 100

After the recent attack speed buffs, these abilities have become too strong

Hades
- Raise Imp: Removed
- New ability: Summon Thanatos
- Mana cost: 25 >> 60
- Mana regeneration: 1 >> 1.15
- Imp >> Thanatos
-- Health: 1600 >> 2030
-- DPS: 112 >> 200
-- Range: 100 >> 350

Hades was causing too much lag and, as cute as Imps were, they just didn't feel epic enough for an upgraded tier 6. We’re replacing Imp with a more powerful summon: Thanatos.



[h3]Waves[/h3]

(6) Rockos
- King damage on wave 6 increased by 5%

(7) Sludges
- Sludges: DPS: 27.8 >> 27.6
-- Damage: 40 >> 28
-- Attack speed: 0.69 >> 0.99
- Blobs: DPS: 6.95 >> 6.9
-- Damage: 10 >> 7
-- Attack speed: 0.69 >> 0.99

(9) Carapaces
- DPS: 34.8 >> 34.6
-- Damage: 47 >> 33
-- Attack speed: 0.74 >> 1.05

Right now, Brutes and other sends are almost always better than Pack Leader on waves 7 and 9. This change makes Pack Leader a more competitive option.

(16) Cardinals
- Attack speed: 1.2 >> 1.19

(17) Metal Dragons
- Attack speed: 1.69 >> 1.74

(18) Wale Chiefs
- Attack speed: 1.333 >> 1.316

(19) Dire Toads
- Attack speed: 2.78 >> 2.82

(20) Maccabeus
- Damage: 160 >> 170
- 4v4 only: +8% damage reduction

Returning Maccabeus to its former glory

v7.02.6

Major server performance improvements! No gameplay changes for this patch. New Divine unit (and more!?) coming next major patch!

7.02: 4v4 Auto-Balancer, Postgame Reporting



Expected patch release: Monday, January 18

New Feature: 4v4 Auto-Balancer

- In classic queue, low-rated players on the lower-rated team now start with bonus income. The amount is based on the degree of unfairness of the teams, considering players' ranked ratings and hidden classic ratings.
- 4-stack parties are no longer split up

We're testing this mechanic as a way to:
1) Keep queue times fast
2) Keep games reasonably fair
3) Always allow 4-stacks to play on the same team

In the future, our goal is to implement skill-based matchmaking for classic queue.

New Feature: Postgame Reporting

- You can now report players for verbal abuse in the postgame screen by right-clicking their name
- These reports use the standard report ammo. 1 ammo restored every 8 games, up to 2 ammo held at a time
- As before, griefing (intentional losing) must be reported in-game via the TAB scoreboard, so that in-game information can be used to strengthen the report
- As before, leaving and afk'ing are automatically punished, so they don't need to be reported
- Additionally, FairPlay is now smarter about detecting toxic players

Improvements & Fixes


Major Improvement: Performance Boost
- Overall performance boost, especially with many units on the screen. Rewrote client-side movement rendering

Minor Improvements
- Spectator Mode (beta feature for tournament hosts only): Added a game message whenever a spectator joins a game
- Classic Queue: No longer shows the number of players in queue. It was bugged and not easily fixable. Will consider implementing this in a future patch
- Mastermind Options (Greed, Lock-In, Redraw): Now shows a game message to teammates and spectators when picked
- Weekly Challenge: Clicking "View my best build" no longer plays a sound
- Maintenance Message (top menu bar): Now hidden unless you are viewing the main menu or login screen

Gameplay Fixes
- Added more debug information for the "wave units stuck in cave" bug. Please report logs in Discord (discord.gg/legiontd2) if you experience this bug in v7.02!
- Shift+Clicking a mercenary now has less risk of accidentally sending it after the wave spawned (reduced retry attempts from 5 to 4). Shift+clicking before income remains the same.
- Dark Mage: Now less likely to buff Berserker/Fatalizer on non-boss waves. Thank you to Widderson for the report
- Lost Chieftain: Fixed a bug introduced in v7.00 where it buffed the wrong target
- In 4v4, enemy wave now only start sprinting once all players are finished fighting, rather than just your team. Thank you to Cornep for the suggestion

Ping Wheel
- Replaced "maximize value" button with a thumbs-up button, which should be more useful

Game Balance


There hasn't been enough time since v7.00 to make significant balance changes, so we're only addressing outliers this patch.

Hero / Leviathan
- Percent damage bonuses now factor in existing damage bonuses, rather than only taking into account a unit’s “base” damage. This buffs Hero with Nekomata, Doppelganger, Fenix, and Kingpin. It also buffs Leviathan with Fenix

Pyro
- DPS: 48.7 >> 47.5
-- Damage: 19 >> 28
-- Attack speed: 2.56 >> 1.69

Pyro is slightly weaker on its own but now less hard-countered by Safety Mole. Pyro was changed a few patches ago to attack rapidly to thematically be a flamethrower, but it had balance concerns. We’re partially reverting that change and also giving Pyro new VFX.

Canopie
- Health: 4400 > 4500

Nightmare
- Health: 1080 >> 1060
- Attack speed: 1.79 >> 1.75

Millennium
- Health: 2270 >> 2170

Doomsday Machine
- Health: 5600 >> 5350