LIHL
Season 2 of the Legion TD 2 In-House League (LIHL) is starting October 5th. The top 12 highest-rated teams will qualify. See thread for details and sign-up instructions.
Steeni Halloween Cup
The second Steeni Cup will be on October 31st. ~$300 prize pool. Details and sign-up instructions coming soon.
6.03 Patch Notes
We’re hard at work on the shop, so this is primarily a balance, bug, and quality-of-life patch
Game Improvements
Leak Percent Rework
- Leak percent is now relative to a wave’s bounty. This is a visual change that doesn’t affect gameplay
-- Old leak percent = Bounty Leaked / Total Bounty of Wave and Mercenaries
-- New leak percent = Bounty Leaked / Total Bounty of Wave
- This means you can leak more than 100%
- This means leak percent now reflects how much gold you leaked and gives a good idea of how much damage your king will take
- Adjusted big leak and color thresholds to account for the above changes
- Leak message now shows mercenaries received & shows a “x” icon on the mercenaries the player killed:
Play vs. AI
- New Difficulty: Beginner
- Play vs. AI Easy is now more difficult
Chat
- Now automatically attempts to reconnect if it fails to connect after 7 seconds
- New party chat hotkey: hold CTRL + Enter to type to party (adds a “/p” similar to SHIFT + Enter for “/all” chat)
4v4 Surrender
- Players can now surrender with a majority 3⁄4 vote starting on wave 11. Wave 10 and prior still requires a unanimous 4⁄4 vote
Trophies
- New trophy: Ultimate Terminator - Defeat Insane bots in Play vs. AI mode as a duo party
- The original Terminator trophy is now only awarded for solo parties
Fighter Value
- If you Treasure Hunt a Pack Rat, it now decreases your displayed fighter value by 75
- Hydra’s value changed to more accurately reflect its power
-- Full power: 470 >> 420
-- 1-stack debuff: 400 >> 360
-- 2-stack debuff: 340 >> 300
- If you boost a Peewee, Veteran, Infiltrator, or Orchid, the boost gold is added to your displayed fighter value
Weekly Challenge
- Added a button “View my best build” to view your best build for the current week
- Fixed some bugs relating to score calculation and saved builds
- Fixed a bug where it didn’t display any message if you tied the challenge score
- Fixed a bug where you could use Treasure Hunt (it is now disabled)
- Mudman and Golem no longer become un-Hardened after resetting the wave
FairPlay
- Chat bans are now more aggressive
- Added extra protection against false positive bans
- Fixed a rare bug where players could be wrongly punished for being AFK
Avatars
- Fixed a bug where some badges were unselectable as avatars
Tooltips & Clarity
- Added “Flying” to the descriptions of all flying units
- If upgrading a unit causes it to lose the ability to fly, it is now clarified in the description
- Every ability that deals ability damage now specifically mentions it
- Auras now explicitly state they do not stack with themselves
- Improved tooltip clarity for all aura units and auras
- Improved tooltip clarity of value bar recommendations
- Improved tooltip clarity for Embargo, Haste, Mind Warp, Gateguard, Maccabeus, and Legion King
- Increased aggressiveness of eco strat warnings
- Spawn Bias renamed to Spawn Position
- Changed references of “deploy” to “build”
- Changed references of “undeploy” to “sell”
- Changed references of “creatures” to “waves”
- Changed remaining references of “spell damage” to “ability damage”
- Changed references of “day” to “battle phase”
- Changed references of “night” to “build phase”
Game Interface
- Tooltips: Fixed a bug where sometimes the wrong armor type tooltip was displayed when mousing over a unit’s armor icon
- Gameplay: Fixed a bug where ready button wouldn’t show “Waiting on” message below the button
- Gameplay: Selling a fighter with a Hero-style legion spell will now prompt a “Confirm Sell” popup to prevent accidental sells
- Game Camera: Camera bookmarks (most commonly: 1, 3, and spacebar hotkeys) now jump to the “action” (fighters) during the battle phase
- Game Camera: Fixed a bug in 2v2 map where F3/F4 keys didn’t properly jump to the opposing players’ lanes
Client Interface
- Invites: New Invite UI (now shows confirmation window with that player’s name/avatar)
- Players: Fixed a bug where Send Message was grayed out unless you were friends (despite being able to whisper non-friends)
- Chat: Fixed a bug where Global Chat messages from Discord were displaying even if you had Global Chat disabled
- Chat: You can now click most links in chat messages
- Codex: Fixed a bug where animations would be frozen after quitting a game
- Inbox: Message now expire (auto-delete) after 30 days
- Inbox: Bottom-bar icon gold number now represents # unread messages rather than # total messages
- News: Added new maintenance messages that can display up-to-date information when servers are down
- Matchmaking: More accurate estimated wait time
- Tutorial: Now auto-selects first incomplete mission by default
Game Coach
- Less likely to wrongly say you’re overvalued on wave 1
- Less likely to wrongly say you’re overvalued with Sky Queen
Profile
- Fixed a bug where pick rates were not properly updating when playing non-Mastermind Legions. This will fix data moving forward, but unfortunately can’t fix data before this patch
Stability
- Fixed a rare bug where an error would cause a hidden crash popup that would prevent connecting to a new match
- Fixed a rare loading screen bug where the game wouldn’t load properly under certain conditions
- Fixed a rare bug where keyboard controls would become unresponsive after partially typing an emoji
- Fixed some cases of the client freezing on exit (other cases still remain)
- Potentially fixed a crash issue when changing options in-game (Disabled VFX plugin while adjusting options)
Gameplay Improvements
Pathing & Targeting
- Reverted a change from patch 6.02 where units wouldn’t aggro targets that were far away outside their range (this was causing some units to not aggro properly)
- Units should switch targets less often (no longer attempt to retaliate if they already have a target, even if that target is outside range). This should improve Wave 10 to be less dizzy when targeting your ranged fighters.
- Units are now a bit more conservative about “looping” around when they reach a blockage (May have side effects - please share videos on Discord if you can!)
- Fixed some cases where units would waste time moving to the position of an already-dead unit
Hydra & Alpha Male
- Hydra no longer debuffs Alpha Male
Sacred Steed & Pegasus
- Fixed a bug where they wouldn’t self-cast if a full-mana Angler or Bounty Hunter was nearby. They will now self-cast in those situations
Bots
- Fixed a bug where bots would sometimes not full-send when they should have
- Now smarter about using Guardian Angel
- Now smarter about using Pyro, Honeyflower, and Hydra
- Now smarter about valuing properly on wave 9 with ranged units
Giant Snails
- Fixed a bug where you could only train 7 or fewer Giant Snails when you should have been able to train 8
Legion Spells
- Fixed a bug where Hero-style legion spells became unusable on new fighters built after you used Harden on Mudman or Golem
Game Balance
Primary goals:
- Improve mercenary balance. Nerfs to Brute early game and Four Eyes + Shaman late game
- Shift power from base fighters to upgrades
- Shift power from tier 1 to higher tier fighters
- Nerf abusive combos (Leviathan + Lord of Death, APS + multi-attackers)
4v4 Dual Building
- Value, recommended value, and workers now properly display a shared number on scoreboards. Workers display an average, and value and recommended value display a sum. This is a significant quality-of-life buff
- Haste: Enemy units no longer have bonus movement speed
- Banana Bunk and Banana Haven no longer count as area-of-effect units
- Soul Gate and Hell Gate now behave normally in the dual-build area, rather than spawning units too soon
Mastermind
- Aqua Spirit and Violet no longer satisfy the magic requirement
- Smarter auto-picker (default roll selection)
King
- Now smarter about not wasting autoattacks when the king has Immolation (depriotizes targets that are close to dying from Immolation)
- Now smarter about target prioritization on wave 15
- Now smarter about target prioritization against Four Eyes (the king will now switch targets to Four Eyes if it’s damage has ramped up enough)
- Health increased by 25% in 1v1 and single-player games
Legion Spells
Pulverizer
- Stun duration: 1.5 seconds (0.3 for bosses) >> 2 seconds (0.5 for bosses)
We’ve missed the mark on Pulverizer balance, so here’s a big boy buff
Vampire
- Life steal and ability vamp: 23% >> 22%
- Ability vamp is no longer reduced for area-of-effect abilities
Bringing back a long lost synergy
Fighters
Mana Adjustment
- In patch 4.05, we added 1 mana to some fighters to help prevent them from sitting at max mana. More recently, we implemented behavior for most mana users to autocast at max mana. This removes the need for the extra mana, so we’re removing it from the following units and compensating some of them with slight buffs: Gateguard, Harbinger, Desert Pilgrim, Priestess of the Abyss, Azeria, Lord of Death, Hades, Disciple, Starcaller, Witch, Shaman
Tier 1
Tier 1 fighters are some of the most-picked and highest win rate units in the game. In high-rated games, it’s not uncommon to pick 2, sometimes 3, tier 1 fighters to optimize and snowball early game with workers. This patch nerfs tier 1 and shifts power from base fighters to upgrades.
The goal is to make it feel better to pick higher tier units and strong late game combos (e.g. Starcaller + Soul Gate). There will always be a tradeoff between early game snowball and late game synergies, but right now, early game comps are too strong.
Looter
- Damage: 8 >> 7
Pack Rat
- Damage: 55 >> 57
Win rate: 49.1%
Pick rate: Average
Pollywog
- Health: 110 >> 80
Seraphin
- DPS: 52 >> 54
-- Damage: 51 >> 50
-- Attack speed: 1.03 >> 1.08
Win rate: 50.1%
Pick rate: Average
Bone Warrior
- Health: 130 >> 110
Dark Mage
- Fixed a bug where Mind Warp was used on the wrong target
Win rate: 50.3%
Pick rate: Very high
Proton
- Health: 180 >> 160
Atom
- Health: 810 >> 830
- Damage: 36 >> 38
Win rate: 48.5%
Pick rate: Very low
Buzz
- Health: 170 >> 150
- Attack speed: 1.11 >> 1.05
Win rate: 52.4%
Pick rate: Average
Chained Fist
- Health: 230 >> 200
- Damage: 7 >> 8
Win rate: 50.9%
Pick rate: Average
Peewee
- Health: 290 >> 260
Win rate: 52.3%
Pick rate: High
False Maiden
- Damage: 24 >> 25
Hell Raiser
- Health: 1510 >> 1590
- Damage: 48 >> 50
Compensation buffs for APS changes
Win rate: 49.9%
Pick rate: Average
Fire Elemental
- Attack speed: 0.73 >> 0.77
Win rate: 48.4%
Pick rate: Average
Sea Serpent
- Attack speed: 0.93 >> 0.91
- Fixed a bug where Sea Serpents would sometimes never burrow if targets were far away
- Now burrows immediately when the lane is aggroed. This primarily affects backline Sea Serpents, which previously burrowed later.
Deepcoiler
- Health: 1700 >> 1760
- Attack speed: 0.8 >> 0.81
- Fixed a bug where Deepcoilers would sometimes never burrow
- Now burrows immediately when the lane is aggroed. This primarily affects backline Deepcoilers, which previously burrowed later.
Shifting some power from Sea Serpent to Deepcoiler
Win rate: 50.8%
Pick rate: Average
Gateguard
- Health: 700 >> 620
- DPS: 24 >> 28
-- Damage: 35 >> 27
-- Attack speed: 0.7 >> 1.05
- Chaos Hound: Damage 25 >> 27
Harbinger
- Health: 1970 >> 1770
- DPS: 66 >> 81
-- Damage: 117 >> 77
-- Attack speed: 0.56 >> 1.05
- Cerberus: Health: 900 >> 860
- Cerberus: Damage: 75 >> 77
Shifting power from tankiness to DPS to solidify Gateguard’s role as a DPS summoner and giving them better damage thresholds to reduce overkill
Win rate: 50%
Pick rate: Average
Windhawk
- Attack speed: 1 >> 0.97
Win rate: 52.3%
Pick rate: Very high
Lost Chieftain
- Health: 2450 >> 2500
- Damage: 170 >> 172
Win rate: 48.8%
Pick rate: Average
Butcher
- Health: 1250 >> 1230
- Leech: Ability vamp is no longer reduced for area-of-effect abilities
Head Chef
- Damage: 110 >> 112
- Cannibalism: Ability vamp is no longer reduced for area-of-effect abilities
- Necromancy removed
- Mana regeneration increased by 100%
Necromancy as a mechanic on Head Chef was mostly unknown and ignored
Win rate: 48.6%
Pick rate: Very high
APS
- Health: 830 >> 900
- DPS: 44 >> 57
-- Damage: 35 >> 38
-- Attack speed: 1.27 >> 1.49
- Energize: 3 damage + 12% attack speed >> 12% attack speed
MPS
- Health: 2020 >> 2180
- DPS: 106 >> 137
-- Damage: 84 >> 92
-- Attack speed: 1.27 >> 1.49
- Mythium Core: 6 damage + 18% attack speed >> 18% attack speed
Multi-attackers (Masked Spirit, Trinity Archer, etc.) were heavily balanced around APS and MPS. Without the attack damage buff, those units can be more viable on their own and less oppressive with APS and MPS.
Win rate: 51.5%
Pick rate: Average
Elite Archer
- Attack speed: 0.94 >> 0.97
Trinity Archer
- Attack speed: 0.94 >> 0.97
Win rate: 48.9%
Pick rate: Average
Priestess of the Abyss
- Attack speed: 0.91 >> 0.96
Azeria
- Attack speed: 0.91 >> 0.96
Win rate: 47%
Pick rate: Average
Nightmare
- Attack: 1.85 >> 1.79
Win rate: 53%
Pick rate: Average
Antler
- Health: 2180 >> 2350
- DPS: Unchanged
-- Damage: 93 >> 72
-- Attack speed: 0.74 >> 0.95
- Thick Hide no longer gives 2 flat damage reduction. Now clarifies that Antler receives 10% bonus damage reduction when built next to a Whitemane.
_Thick Hide was originally meant to make Antler a viable opening, back when there were far fewer viable openings, but it’s no longer serving its purpose.
This change allows Antler to continue to be a safe 4-worker opening, but to be stronger at most stages of the game. Tuned damage thresholds to be stronger on waves 3-4 and to clear waves 1-2 faster._
Win rate: 50.3%
Pick rate: Average
Disciple
- Mana Burst: Mana cost: 9 >> 8
Starcaller
- Asteroid: Mana cost: 9 >> 8
Win rate: 47.2%
Pick rate: Average
Soul Gate
- Hellion: Damage: 62 >> 65
- Nightcrawler: Damage: 62 >> 65
Hell Gate
- Elite Hellion: Damage: 124 >> 130
- Elite Nightcrawler: Damage: 124 >> 130
Win rate: 47%
Pick rate: Very low
Lord of Death
- Can no longer be buffed by Leviathan’s Aerial Command
In the future, we plan to make Aerial Command work with Undead Dragon, but it’s not possible right now due to a technical limitation
Hades
- Raise Imp: Mana cost 33 >> 25
- Necromancy: Now only applies to dying enemy units (wave and mercenaries)
- Necromancy: Mana gain: 1 >> 3
- Imp: Health: 1700 >> 1600
More generally viable, and no longer reliant on spamming tier 1 fighters
Win rate: 51.9%
Pick rate: High
Red Eyes
- Thunderous Charge: Damage increased by 3%
- Thunderous Charge: Attack speed slow: 15% >> 25%
Win rate: 48.4%
Pick rate: Very low
Mercenaries
Dragon Turtle
- Health: 610 >> 600
Brute
- Maul: Attack speed slow per stack: 5% >> 4%
Mimic
- Bounty: 48 >> 45
Bounty now matches its income
Witch
- DPS: 122 >> 123
-- Damage: 100 >> 80
-- Attack speed: 1.22 >> 1.54
- Defense type: Swift >> Arcane
- Necromancy renamed to Witchcraft
- Summon Froggo: Mana cost: 62 >> 60
- Froggo: DPS: Unchanged
-- Damage: 40 >> 34
-- Attack speed: 1 >> 1.18
- Froggo: Defense type: Swift >> Arcane
- Froggo: Bounty: 4 >> 3
Buffs, better thresholds against base tier 1 units, and adding in non-swift defense types for ranged mercenaries
Ogre
- Health: 2700 >> 2750
- Defense type: Natural >> Fortified
Differentiating Brute from Ogre and adding another fortified option between Dino and Siege Ram
Ghost Knight
- Health: 3200 >> 3250
Four Eyes
- Attack speed: 2.38 >> 2.27
- Defense type: Swift >> Natural
Differentiating Drake from Four Eyes and adding non-swift defense types for ranged mercenaries
Centaur
- DPS: Unchanged
-- Damage: 110 >> 92
-- Attack speed: 1.52 >> 1.82
Better thresholds against base tier 1 fighters
Shaman
- Health: 2900 >> 3000
- Attack speed: 1.15 >> 1.25
- Mana: 10 >> 3
No longer casts 4 times at the start of the battle, which nerfs Shaman as an omnipresent late game option, with multiple Four Eyes, and against the king.
Waves
Boss Partial Bounty
- Minibosses on waves 5, 15, and 21 now give partial bounty based on their missing health. 25% of the bounty is in the kill, so it’s still better to get the kill than to leave them at 1 health.
- As a reminder, bosses on waves 10 and 20 also give partial bounty with 13% of the bounty in the kill. This is unchanged.
(7) Sludges
- Attack speed: 0.715 >> 0.7
- Blob: Attack speed: 0.715 >> 0.7
(8) Kobras
- Attack speed: 1.09 >> 1.11
(14) Killer Slugs
- Health: 2050 >> 2020
(19) Dire Toads
- Attack speed: 2.63 >> 2.7