v3.14: Masked Spirit, False Maiden, Hell Raiser, Hybrid Game Mode

Monday, April 8, 2019 Discuss on the forums

Shrine T1 Banner

NEW! Featured Game Mode: Hybrid

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 Hybrid 2v2, in which your fighters are replaced with “tiers.” Each time you build a tier, you get a random fighter from that tier.

Hybrid 2v2 will be enabled from Friday April 12 - Sunday April 14.

NEW! Legion: Shrine

A lost civilization of long-standing traditions. One of their core values is respect for the dead, and they constructed a gate symbolically connecting the worlds of the living and the dead. One night, there was a strange crescent moon with an eerie reddish hue. Upon visiting the gate, they noticed what was once a white rope that warded off the spirits was now stained dark red. The inhabitants of the Shrine began experiencing oddities in their everyday lives, catching glimpses of the dead, and feeling an impending sense of doom. The realm of the dead grows larger every night, creeping and expanding its unholy dominion. The Shrine is no longer welcome to the living.

v3.14 Patch Notes

NEW! Tier 1


Masked Spirit
- Cost: 25 gold + 1 supply
- Upgrades to: False Maiden
- Movement type: Hovering
- Health: 250 (Swift)
- Damage: 7x3 (Pierce)
- Attack speed: 1.1
- Range: 600


Spectral Scream
Each attack hits up to 3 random targets and cannot hit the same target more than once.
- Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Starcaller) - Works with Villain


False Maiden
- Upgrade cost: 70 gold + 1 supply
- Upgrades to: Hell Raiser
- Movement type: Hovering
- Health: 850 (Swift)
- Damage: 24x3 (Pierce)
- Attack speed: 1.1
- Range: 600


Spectral Scream
Each attack hits up to 3 random targets and cannot hit the same target more than once.
- Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Starcaller)
- Works with Villain


Hell Raiser
- Upgrade cost: 120 gold + 1 supply
- Movement type: Hovering
- Health: 1750 (Swift)
- Damage: 48x3 (Pierce)
- Attack speed: 1.1
- Range: 600


Spectral Scream
Each attack hits up to 3 random targets and cannot hit the same target more than once.
- Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Starcaller) - Works with Villain


Tantrum
Enters an enraged state, gaining +20% attack speed, every other wave

NEW! Commands

- Added “-ready” chat command. Type -ready to vote to start wave 1 early.
- Added “-dps” chat command. Type -dps during the night (build phase) to see the DPS performance of each unit last wave
- Added “-lifetime” chat command. Type -lifetime to display how long your units survived last wave
- Added “kills” chat command. Type -kills to display the number of kills for each unit last wave

Game Fixes & Improvements

Classic Queue Matchmaking
- Now has fairer matchmaking. It still forms matches as fast as possible, but once a match is formed, it shuffles teams based on hidden ratings that take into account both ranked and classic skill.
- Significantly lowered party rating penalties, which were sometimes unintentionally limiting players from partying when they had a very high-rated player in their party

Ranked Matchmaking
- Improved the matchmaker to make it less likely to “skip” very high-rated players

Gameplay Fixes
- 4v4: Fixed a bug where a lane would be considered as leaked if its partner lane leaked, even if the original lane was still fighting (This mainly affected no-build/cross strategies)
- 4v4: Match cancellation is now enabled (if a player doesn’t do anything before wave 1 starts).
- Fixed a rare antistuck edge case
- Fixed a bug where Lightning Hammer would mistakenly continue where it left off on the previous wave (which could result in it casting on its first attack)

Client Fixes
- Fixed a bug where players would mistakenly receive a suspension notification instead of a warning notification, after leaving/afking a game
- Fixed a bug where Enable Global Chat wasn’t being saved between sessions
- Fixed a player profile bug where new trophies weren’t showing up
- Fixed missing card art for Chaos Hound, Cerberus, Imp, Undead Dragon
- Fixed a bug in post-game stats where W/L was incorrect

Quality of Life
- Waves & Attack Type guide windows are now reopened if you had them open last game. Also, they are now open by default to help newer players.
- You can now hold shift + left click + move mouse to deploy multiple fighters
- Selecting a Lost Chieftain tower now displays a green glow to indicate who he will buff when the wave starts
- Selecting a Dark Mage tower now displays a green glow to indicate who he will prefer to buff when the wave starts
- Ramping damage floating text now adds your base damage to the number (Berserker, Fatalizer, Four Eyes)
- Fixed a bug where sandbox mode would spawn wave 1 in 60 seconds instead of 600 seconds
- Fixed a bug where melee projectiles (Peewee, Veteran) weren’t showing up properly

Translations
- Updated! If you’re interested in helping, check out http://legiontd2.com/translate. Any help is greatly appreciated and will allow us to significantly grow the player base. Thank you to everyone who has contributed.

Game Balance

King

- Now takes into account Giant Slayer (20% current health damage) when prioritizing targets. This means he will correctly focus higher health units more often now, which also allows him to optimize his AOE better as well.
- Lightning Hammer: Projectile speed: 6000 -> 8000. Damage decreased by 3%
- Immolation: Damage increased 5%
- Chain Frost: Projectile speed: 4000 -> 6000

King Upgrades

- King upgrades are getting more expensive but now have better income efficiency. The goal of this change to make king upgrades more viable early game and when you’re behind / know you can’t break your opponent.

This is an experimental change, and if it doesn’t turn out to be positive, we’ll revert it.


Upgrade Attack
- Mythium cost: 15 -> 20
- Income: 4 -> 6
- Effect: Unchanged


Upgrade Regen
- Mythium cost: 15 -> 20
- Income: 4 -> 6
- Effect: 0.015% missing health regeneration -> 0.005% max health regeneration + 0.005% missing health regeneration

More viable when your king is >50% and less overpowered when your king is very low on health


Upgrade Spell
- Mythium cost: 15 -> 20
- Income: 4 -> 6
- Effect: Unchanged

Bounty

- Gold to opposing team decreased by 10% on average early game, increased by 5% on average late game (breakeven on wave 13)

The goal.of this change is to have fewer games decided with one mistake early game. As compensation, we’re slightly buffing early game low-income mercenaries so they remain competitive with high-income mercenaries and king upgrades

Legion Spells


Giant Snail
- Health: 690 -> 700
- Damage: 29 -> 30


Lizard Army
- Mythium: 10 -> 15


Dark Ritual
- Gold: 140 -> 135


Loan
- Income: -30 -> -32

Fighters


Bone Warrior
- Health: 170 -> 150
- Skeletal Regeneration: 4% missing health -> 3 + 3% missing health


Fire Archer
- Skeletal Regeneration: 4% missing health -> 3 + 3% missing health


Dark Mage
- Skeletal Regeneration: 4% missing health -> 3 + 3% missing health
- Greatly improved AI. It now casts as soon as the wave aggros and is more responsive when casting during the round. Also smarter about picking targets for Mindwarp (increased priority for units with ramping effects, such as Berserker, Fatalizer, Doppelganger, and Sky Queen)
- Selecting a Dark Mage tower now displays a green glow to indicate who he will prefer to buff when the wave starts


Bone Crusher
- Health: 1060 -> 1100
- Skeletal Regeneration: 4% missing health -> 3 + 3% missing health


Peewee
- Health: 320 -> 330
- Attack speed: 0.99 -> 1.02


Looter
- Health: 120 -> 110


Zeus
- Attack speed: 2.2 -> 2.22


Pyro
- Attack speed: 1.65 -> 1.63


Tempest
- Attack speed: 1.087 -> 1.064


Lioness
- Health: 2410 -> 2360


Alpha Male
- Damage: 104 -> 101


Honeyflower
- Fixed a bug where Fragrance was dealing pure damage instead of magic damage


Deathcap
- Fixed a bug where Noxious Scent was dealing pure damage instead of magic damage


Butcher
- Health: 1320 -> 1350


Head Chef
- Health: 3250 -> 3300


Lost Chieftain
- Now smarter about picking targets for Gaia Shield (prefers units that are placed farther forward because they are more likely to tank)
- Selecting a Lost Chieftain tower now displays a green glow to indicate who he will buff when the wave starts


Nightmare
- Attack speed: 1.667 -> 1.724


Berserker
- Attack speed: 1.563 -> 1.49


Antler
- Attack speed: 0.8 -> 0.78


Iron Scales
- Health: 6850 -> 6800
- Damage: 205 -> 200


Fenix
- Attack speed: 1.02 -> 1.04


Banana Bunk
- Health: 2900 -> 2950


Banana Haven
- Health: 6500 -> 6550


Hydra
- Ancient Power: Bonus damage and damage reduction per wave: 1% -> 0.8% (this nerfs Hydra effective health and DPS by 2.5% on wave 11 and 5% on wave 21)


Great Boar
- Stampede: Now has a max targets of 20 units, which is consistent with other AOE in the game


Red Eyes
- Health: 8300 -> 8250
- Damage: 153 -> 150
- Thunderous Charge: Now has a max targets of 20 units, which is consistent with other AOE in the game

Mercenaries

We’re buffing low-income mercenaries that are used early game to make sure they stay competitive with high-income mercenaries and king upgrades.


Brute
- Health: 750 -> 760
- Attack speed: 0.87 -> 0.88


Hermit
- Damage: 34 -> 35


Safety Mole[/b]
- Health: 1200 -> 1250
- Damage: 58 -> 60
- Safety Aura: Cannot no longer decrease damage dealt below 3


Pack Leader
- Health: 1740 -> 1770
- Damage: 88 -> 90


Ogre
- Health: 2300 -> 2320
- Attack speed: 0.6 -> 0.606


Kraken
- Health: 6500 -> 6700
- Damage: 285 -> 295
- Ancient Power: Bonus damage and damage reduction per wave: 1% -> 0.8% (this nerfs Kraken’s effective health and DPS by 2.5% on wave 11 and 5% on wave 21)

Waves


(5) Scorpions
- Health: 330 -> 340
- Scorpion King: 1320 -> 1360


(6) Rockos
- Damage: 39 -> 40
- Impale: Reworked: Each attack now has a 25% chance to deal 150% damage

The goal of this change is to make wave 6 less extreme and not hard countered by small units. We like that the wave has some extra variance, so we’re keeping that flavor with critical strike. Keep in mind that it’s not truly random; it’s pseudo-RNG, which means that if a Rocko doesn’t crit, it’s more likely to crit on its next attack (and vice-versa). Ramping damage amplification likely had more RNG than this.


(8) Kobras
- Health: 580 -> 600


(18) Wale Chiefs
- Poison-tipped Pole: 100 Magic damage per hit -> 300 Magic damage every third hit

The goal is to make the magic damage more visible (most people don’t even know it exists). This is probably a slight nerf.


(21) Legion Lords
- Attack speed: 1.02 -> 1.04

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