v2.36: Looter, Pack Rat, Mac Fix, Stability Improvements

9/14/2018 Discuss on the forums
September 14th, 2018

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We're happy to announce that Lisk is a married man! Congratulations to him and his wife! Lisk, Curing, and I also moved out of California. It's been stressful and we're still unpacking boxes and getting fully up to speed, but we're officially back to work on Legion TD 2!

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v2.36 Patch Notes


NEW Legion! Nomad

Insignia_Nomad_small.png

A nomadic race that resides in the dry badlands of Nova. Due to the harsh environment, they don’t stay put more than a few days at a time. While some intelligent humanoids exist, most of Nomad consists of fierce animal species, each with its own unique adaptations to the habitat. Unlike other legions, the creatures of Nomad are mostly solitary and self-serving. They tend to live with and care for their own, doing only what it takes to survive. In recent years, they have felt pressure from outside monsters that enter the badlands unwelcome. In response, they have formed an unspoken alliance against outsiders, placing a halt on their tribal, isolationist ways. A band of scrappy and crafty creatures, Nomad fights for survival.

Looter_card_small.png

(T1) Looter
- Cost: 10 gold + 1 supply
- Movement type: Ground
- Health: 130 (Swift)
- Damage: 11 (Impact)
- Attack speed: 0.83
- Range: 100 (Melee)

via Sketchfab

PackRat_card_small.png


(T1U) Pack Rat
- Upgrade cost: 65 gold + 1 supply
- Movement type: Ground
- Health: 650 (Swift)
- Damage: 55 (Impact)
- Attack speed: 0.83
- Range: 100 (Melee)
- Ability: Treasure Hunt - Your Pack Rat abandons this wave's battle. When the wave ends, it returns and you gain +10 mythium.

via Sketchfab

Nomad tier 2 and two new mercenaries are also ready to be released. We're going to introduce them one-or-two at a time to allow players to adapt to and explore the new content.

Game Fixes



Loading Screen
- Fixed a bug where the game would start too soon while players were still connecting (Simplified QuickStart failsafe logic; now the loading screen has a single 60 second failsafe timer. Also Client Match Found reconnection failsafe is now more aggressive; 3s from 10s interval)
- Tweaked some sequences to improve initial connection time (You should now get into the loading screen quicker and more reliably)

Buffs
- Fixed an incorrect interaction between dynamic regen (such as Bone Crusher's regen based on missing life) and other buffs where the application of a new buff (such as Brute’s Maul) would cause a unit's dynamic regen to be reset to 0 when added

FairPlay
- Fixed a case where a player would be AFK-detected on wave 1 when they built quickly, then idled for 90 seconds (AFK timer now doesn't kick in until after wave 2; the wave 1 AFK detection if you don't build anything/etc. still applies)

Mac OSX
- Fixed a rare crash on Mac OSX (Upgraded Coherent GT framework to 1.17.0.1 from 1.16.0.2)

Mac players should be able to play again. Please let us know if you have any issues.

Friends List
- Rewrote friends list to load significantly faster. This should be especially noticeable for players with large friends lists. Also, this improves backend stability by significantly reducing backend queries. (Rewrote RefreshFriends to use aggregated GetFriendLeaderboard calls rather than GetPlayerCombinedInfo on each friend)

Stability Fixes
- Fixed a rare bug where Hades would crash the game (infinite loop based on a rare race condition; tweaked SummonPet logic to avoid this. Note, I wasn’t able to reproduce this reliably, so if you still experience the crash, please report it).
- Improved fighter aggro stability (Fixed a bug where your lane would be aggroed multiple times in a single wave, which could cause unintended behavior as well as stability issues in rare cases. Also will improve server performance.)
- Improved unit removal stability (Fixed a bug where a unit could trigger multiple OnDies events if RemoveUnit was called on an already inactive unit - might improve some stability with mass Hades)
- Fixed a few cases where summoned pets weren't cleaned up properly after the round starts (they were spawning a split second after the cleanup ran)

Catch Area
- Fixed a case where units would wander off (it still happens in other cases though)

Game Balance


Tier 1

BoneWarrior.png
Bone Warrior red_arrow.png
- Attack speed: 0.885 -> 0.87
- Fixed a bug where Brute was inadvertently stopping Bone Warrior's regeneration

FireArcher.png
Fire Archer green_arrow.png red_arrow.png
- Attack speed: 0.91 -> 0.9
- Fixed a bug where Brute was inadvertently stopping Fire Archer’s regeneration

DarkMage.png
Dark Mage green_arrow.png
- Fixed a bug where Brute was inadvertently stopping Dark Mage’s regeneration

BoneCrusher.png
Bone Crusher red_arrow.png
- Health: 1090 -> 1050
- Fixed a bug where Brute was inadvertently stopping Bone Crusher’s regeneration

Very high usage (38%)
Average win rate (50%)

Peewee.png
Peewee red_arrow.png
- Health: 320 -> 310

Veteran.png
Veteran red_arrow.png
- Stimpack: Bonus attack speed: 110% -> 100%

High usage (30%)
Average win rate (50%)

Proton.png
Proton green_arrow.png
- Attack speed: 1.25 -> 1.265

Atom.png
Atom green_arrow.png
- Attack speed: 1.25 -> 1.265

Low usage (12%)
Average win rate (50%)

Consort.png
Consort green_arrow.png
- Health: 870 -> 890
- Damage: 54 -> 55

Low usage (13%)
Average win rate (50%)

Tier 2

AquaSpirit.png
Aqua Spirit red_arrow.png
- Attack speed: 0.752 -> 0.74

High usage (29%)
High win rate (51%)

Zeus.png
Zeus red_arrow.png
- Total DPS: 97.6 -> 95.9
-- Autoattack DPS: 51.4 -> 42.2
-- Power Surge DPS: 46.3 -> 53.7
-- Attack speed: 2.7 -> 2.22
-- Power Surge: Mana cost: 8 -> 6

Reduced synergy with APS/MPS, shifted power into spell. According to the data, Zeus is overpowered in Mech (because of MPS) but balanced in Mastermind.

Average usage (21%)
High win rate (51%)

Tier 3

Windhawk.png
Windhawk green_arrow.png

- Health: 740 -> 760

Violet.png
Violet green_arrow.png
- Health: 2040 -> 2100

Low usage (9%)
Very low win rate (47%)

Gateguard.png
Gateguard green_arrow.png
- Chaos Hound: Attack speed: 1.06 -> 1.11

Harbinger.png
Harbinger green_arrow.png
- Cerberus: Attack speed: 1.06 -> 1.11

Low usage (8%)
Very low win rate (46%)

Tier 4

Grarl.png
Grarl red_arrow.png
- Health: 1410 -> 1400
- Attack speed: 0.813 -> 0.806

OceanTemplar.png
Ocean Templar red_arrow.png
- Health: 1800 -> 1750

Very high usage (37%)
Average win rate (50%)

Honeyflower.png
Honeyflower green_arrow.png
- Health: 1150 -> 1170

Low usage (11%)
Low win rate (48%)

MPS.png
MPS red_arrow.png
- Health: 3200 -> 3100
- Damage: 116 -> 112

Average usage (15%)
Very high win rate (53%)

Tier 5

PriestessoftheAbyss.png
Priestess of the Abyss green_arrow.png
- Attack speed: 0.91 -> 0.926

Azeria.png
Azeria green_arrow.png
- Attack speed: 0.91 -> 0.926

Low usage (13%)
Very low win rate (48%)

Doppelganger.png
Doppelganger green_arrow.png
- Attack speed: 1.89 -> 2

Low usage (6%)
Very low win rate (46%)

Antler.png
Antler green_arrow.png
- Attack speed: 0.78 -> 0.8

Whitemane.png
Whitemane red_arrow.png
- Health: 4250 -> 4200

High usage (29%)
Average win rate (50%)

Tier 6

BananaHaven.png
Banana Haven red_arrow.png
- Damage: 55x3 -> 53x3

Very high usage (38%)
Average win rate (50%)

Hydra.png
Hydra red_arrow.png
- Health: 3000 -> 2700
- Damage: 180 -> 168
- Hydraling Health: 1000 -> 900
- Hydraling Damage: 60 -> 56
- Health and damage reduction per stack: 20% -> 15%

Eggsack is warping the meta too much. Reducing the reward of having a fully stacked Hydra while also making it less punishing if your Eggsack gets popped early.

Average usage (22%)
Very high win rate (53%)

Mercenaries

Fiend.png
Fiend green_arrow.png

- Health: 910 -> 920

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