v4.05: Yozora, Arctaire, AI Overhaul

Sunday, October 6, 2019 Discuss on the forums

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NEW! Shrine Tier 5

Yozora
- Cost: 190 gold
- Health: 1200 (Swift)
- Damage: 50 (Pure)
- Attack speed: 1.25
- Range: Melee


Nimble Feet
- Evades 40% of attacks (uses pseudo RNG, which makes it more deterministic and less random)


Wintry Touch
- Deals 3 pure damage per second and reduces attack speed of nearby enemies by 2% (1% against bosses) in a large area. Stacks with itself.


Arctaire
- Upgrade cost: 360 gold
- Health: 3400 (Swift)
- Damage: 142 (Pure)
- Attack speed: 1.25
- Range: Melee


Nimble Feet
- Evades 40% of attacks (uses pseudo RNG, which makes it more deterministic and less random)


Frozen Veil
- Deals 10 pure damage per second and reduces attack speed of nearby enemies by 3% (1.5% against bosses) in a large area. Stacks with itself.

Fixes & Improvements

AI Overhaul
- Bots are now significantly smarter. Improvements include but not limited to:
– Smarter about building and positioning
– Smarter about sending mercenaries
– Select legion spells
– Properly use auras

Post-game stats
- Now shows Avg Catch % and Mythium Received
- No longer shows Leak Value / Catch Value (the %’s matter more)

MVP Score
- Decreased weight of king upgrades
- Increased weight of leaking your opponent
- Now takes into account Leak % instead of Leak Value
- Now takes into account Catch %

Fixes
- Fixed wave 515 leak percent not taking some mercenaries into account
- Fixed wave 21 leak percent
- Fixed a very rare bug where after a match was canceled, your rating would be reset to 1200 (only happened once so far, sorry Weeds54!)
- Fixed a rare bug where the Legion Spell window wouldn’t appear
- Fixed a rare case where if units sneak by your sea serpents on the 4v4 map; they are now teleported back to lane rather than running past

Fairplay
- Muted players now have much stricter ping restrictions (can’t spam pings)

Chat
-ratings is now hidden from chat

Debugging
- All player tower builds are now saved to logs (so you can copy a player’s build from logs to use via the -load command)

Game Balance

Spell-casting
- Most units with spells that cost maximum mana now have +1 additional maximum mana (mana cost of spell unchanged) OR the mana cost of their spell is being reduced by 1 (maximum mana unchanged)
- The goal of this is to reduce frustration when units don’t cast their spell immediately upon reaching full mana. Spell-casting logic requires units to have sufficient mana, then autoattack before casting their spell. This is something we’d like to improve in the future, but for now, this should make things feel better.
- In addition to reducing frustration, these are buffs (the second spell cast comes out sooner, and the units now regenerate mana while waiting to cast their spell). To maintain power neutrality, some of these units are receiving very slight compensation nerfs

Units affected:
- King Claw Maximum mana: 11 -> 12; attack speed: 0.83 -> 0.81
- Violet: Maximum mana: 9 -> 10; attack speed: 1 -> 0.97
- Gateguard: Maximum mana: 20 -> 21, attack speed: 0.71 -> .7
- Harbinger: Maximum mana: 20 -> 21, attack speed: 0.57 -> 0.56
- Zeus: Maximum mana: 6 -> 7; attack speed: 2.22 -> 2.13
- Desert Pilgrim: Maximum mana: 10 -> 11; health: 900 -> 870
- Lost Chieftain: Maximum mana: 14 -> 15; health: 2500 -> 2450
- Witch: Maximum mana: 50 -> 60, mana cost: 50 -> 55
- Azeria, Disciple, Starcaller, Lord of Death - see below for more details

Dual-Building (4v4)
- Now requires both players to be Mastermind; otherwise you can’t build in the middle
- Haste: 50 movement speed and 10% attack speed -> 50 movement speed and 5 + 0.1% health regeneration per second
- Removed max targets cap for the following units: King Claw, Honeyflower, Deathcap, Pyro, Great Boar, Red Eyes

The goals here are to:

  1. Make dual-building more accessible and less punishing, rather than always needing certain combinations of units (Hydra, Pyro, etc.)
  2. Make non-AOE units more viable when dual-building

Legion Spells


Creditor buff nerf
- Now capped at 200 gold saved/wave - Gold gain: 40% -> 50%

Fighters


MaskedSpirit nerf
- Attack speed: 1.05 -> 1.03


FalseMaiden nerf
- Attack speed: 1.05 -> 1.03


HellRaiser nerf
- Attack speed: 1.05 -> 1.03


Proton buff
- Attack speed: 1.05 -> 1.08


Atom buff
- Attack speed: 1.05 -> 1.08


Daphne buff
- DPS: Unchanged
– Damage: 125 -> 71
– Attack speed: 0.71 -> 1.25


SeaSerpent buff
- Health: 570 -> 580
- Attack speed: 0.91 -> 0.93
- Fixed a bug where Sea Serpents were being targeted too soon


Deepcoiler buff
- Attack speed: 0.77 -> 0.8
- Fixed a bug where Deepcoilers were being targeted too soon


Infiltrator nerf
- Attack speed: 1.11 -> 1.08


Orchid nerf
- Attack speed: 1.11 -> 1.08
- Shuriken Cyclone: Attack speed bonus: 100% -> 80%


Mudman nerf
- Health: 1710 -> 1700


Golem nerf
- Health: 4830 -> 4750


OceanTemplar buff nerf
- Health: 4830 -> 4750
- Upgrade cost: 175 -> 250
- Health: 1600 -> 1700
- Damage: 158 -> 160
- Resonance: Heal: 10 + 2% missing health -> 20 + 5% of missing health

Ocean Templar was only viable to build on wave 11. With this change, we’re aiming for it to also be viable later in the game


PriestessoftheAbyss buff
- Attack speed: 0.91 -> 0.94


Azeria buff
- Invigorate: Mana cost: 14 -> 13


Disciple buff nerf
- Maximum mana: 11 -> 10
- Mana Burst: Mana cost: 11 -> 9
- Attack speed: 0.95 -> 0.87

Shifting power into spell damage so that Disciples synergize better with Starcaller


Starcaller buff nerf
- Maximum mana: 11 -> 10
- Asteroid: Mana cost: 11 -> 9
- Asteroid: Maximum health damage: 0.5% -> 1%
- Attack speed: 0.99 -> 0.87

Goal is to make Disciple a viable opening and generally buff Disciple/Starcaller, so they can be leveraged more with other mana users


LordOfDeath buff
- Maximum mana: 30 -> 31
- Undead Dragon now spawns a bit further back, which will help prevent it from getting immediately focused down


Hades buff
- Imps now spawns a bit further back, which will help prevent them from getting immediately focused down


GreatBoar nerf
- Stampede
– Damage decreased by 10%
– Attack speed slow: Duration: 5 -> 3


RedEyes nerf
- Thunderous Charge
– Damage decreased by 10%
– Attack speed slow: Duration: 5 -> 3

Mercenaries


Hermit buff nerf
- Damage: 36 -> 38
- Healing Aura: 6 + 0.2% (0.1% to bosses) -> 6 + 0.1% (0.05% to bosses)

Hermit is too much of a staple send late game

Waves


Mantis (12) nerf
- Attack speed: 1.05 -> 1.02


Maccabeus (20) buff
- Insatiable Hunger: Health gain on kill: 50 -> 100

Maccabeus is still a bit too weak against tier 1 spam


LegionLord (21) buff nerf
- Inferno (splash damage) removed
- Number of Legion Lords: 8 -> 10
- Legion King
– Health: 31000 -> 33000
– Damage: 1000 -> 550
– Attack speed: 1.05 -> 2
- Legion Lords
– Health: 7750 -> 6600
– Damage: 250 -> 110
– Attack speed: 1.05 -> 2

Wave 21 was too strong against melee units, so we removed the splash and made adjustments to keep tier 1 spam in check

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