Translations
In anticipation of Legion TD 2’s full launch this year, we are looking for members of the community to help translate the game and Steam page. The Steam page is a new addition to the translation docs. If you’re able to contribute, please visit LegionTD2.com/translate.
LIHL Diamond Division
Congratulations to Cynick and YoggYogg on winning the 1st season of the LIHL Diamond Division. The top 4 teams earned premium essence, and the top 2 teams advance to the upcoming Grandmaster Division.
New Feature: Campaign
Introducing Legion TD 2’s first campaign map: Crystal Coast. Explore a coastal climate flush with natural resources, and meet its unique inhabitants.
Battle your way through 7 missions with 3 tiers of completion. Gain 100 bonus essence for 1-starring a mission, 200 bonus essence for 2 stars, and 300 bonus essence for 3 stars. Play solo, or team up with with friends as a party of up to 4.
Thank you to TheSlimeKing, Ssamji, and Galaxy Smash for testing and feedback.
New Mercenary: Imp
Imp
Mythium cost: 100
Income: 25
Attack type: Magic
Defense type: Natural
Range: Melee
Health: 780
Damage: 37
Attack speed: 1.18
Diabolic Duo: Imps spawn in pairs
Look out, Brute! Imp is here to offer another option for early game aggression.
Major Improvement: New Player Experience
Our goal this patch is to make Legion TD 2 easier and more fun to learn for new players, especially in preparation for the game’s full launch this year. If you have a friend who is considering picking up the game, now’s a great time to join the community.
New Player Queue
New players are now much more likely to match with each other in their first classic games and ranked games.
Lower Starting Elo
New players now start at 800 Elo (instead of 1000) but gain significantly more Elo for winning. This
- Makes new players more likely to match with each other and unranked players and less likely to match with silver+ players
- Improves the win rate of new players for their first games
- Helps skilled new players and smurfs climb the ladder faster
In-Game Coach
The Game Coach now helps players during games for their first 10 wins.
Bots / Play vs. AI
- All bots are now much consistent and make fewer unintended mistakes
- Bots now play mastermind, instead of legions, to make them more dynamic and to help players familiarize themselves against mastermind
- Beginner and Easy bots no longer forget to build, but now make mistakes that new players often make
- Hard and Insane bots are now significantly smarter
- Hard bots no longer cheat with income
- Insane bots bonus income reduced from +65 to +50
- Takeover bots (for disconnected players in classic and ranked) are now smarter
- Bots now show the difficulty in their name (first letter only). B - Beginner, E - Easy, M - Medium, H - Hard, I - Insane
Tutorial
- Made improvements to the pacing and difficulty of the tutorial
- The 3rd tutorial mission is now required to help players learn about sending before income
- The 7th tutorial mission (1v1 against bot) is now removed in favor of the campaign
Classic & Ranked Level Requirement
- Minimum level required to play classic and ranked increased from 2 to 3. Partially playing through the tutorial or campaign is now required before going into matchmade games
Game Improvements
New Feature: Pausing (Custom games only)
Press ESC then select Pause/Unpause to use it
Pathing & Targeting
- Fixed a bug where air/hover units would move too far forward, especially after killing a target
- Units are now a bit smarter about not moving forward when they already have a target in range
- Brute, Mimic, Safety Mole, Pack Leader, Ogre, and Imp are now more likely to be correctly targeted when slightly injured on waves 4+
Dodge Penalty
- Elo penalty for dodging increased from 6 to 8
- FairPlay penalty for dodging increased
- Dodging a game now prevents you from queueing for 5 minutes
King
- Fixed a bug where queueing multiple king upgrades would sometimes result in only some upgrades actually taking effect
- Fixed a visual bug where upgrading regeneration caused the king’s health to be wrong, sometimes for multiple waves
- Fixed a visual bug where the king’s health would jump up/down between waves when it should have remained the same
- Fixed a visual bug where the east team’s king would sometimes appear to be fully upgraded at the start of the game
Quality of Life
- Guilds: Added “Last Played” column
- When a mercenary is out of stock, it now grays out the button
- In the Builds tab, you can now mouseover a player’s value to see their recommended value for that wave
- Sound Options: Now has a separate slider for Special Music (Card Trader, King in Danger, Campaign Music, etc.)
- Pinging fighter value/recommended value now shows the difference from recommended
Eternal Wanderer, Samurai Soul
- Fixed a bug where Eternal Wanderer, Samurai Soul, and units with Guardian Angel would sometimes spawn in the wrong spot, often behind enemy ranged units
Hybrid
- Fixed some cases where a placeholder fighter was built instead of an actual fighter
Other Fixes & Improvements
- Fixed chat window width on 1440x900 resolution
- Fixed a rare bug where a player couldn’t train workers
- Fixed a bug where income displayed incorrectly when dual-building (it would accidentally display your partner’s income sometimes)
- Fixed a bug where Wave Stats only showed Ranked, even when selecting Classic
- Fixed fighter value when using -load for most builds
- Improved Power Score text when displaying double digits
- Removed “Guild War” menu entry. Instead, the Guild War icon next to the Play button is now clickable to quickly open the Guild War Leaderboard (when Guild War is active)
- Fixed a rare case when queueing for a Ranked game as a duo, one player would sometimes fail the ready check
- Fixed a rare bug where a player would appear to be afk-flagged at the end of the game, if after their game failed to load the victory/defeat popup
- Fixed a bug with Pulverizer’s VFX where it would sometimes be hidden by the ground
- Fixed a bug where Sorcerer’s VFX looked like Titan
Game Balance
Mastermind
- Buzz, Infiltrator, Windhawk, Honeyflower, Butcher, Soul Gate, and Firelord will no longer be your only options for swift or natural defense
- Angler, Gateguard, and Soul Gate will no longer be your only options for fortified or natural defense
- Redraw (Mastermind Option): Starting income: 3 >> 4
Hybrid
- Starting income: 0 >> 5
- Sell value: 80% >> 60% (Eggsack still sells for 95%)
- Gold costs:
-- Tier 3: 80 >> 81
-- Tier 4: 128 >> 130
-- Tier 5: 179 >> 180
-- Tier 6: 255 >> 254
Buffing Hybrid, balancing the tiers, and encouraging upgrading.
4v4
- Nerfed waves 15-18 by 1% attack speed and 1% damage reduction
- Nerfed wave 19 by 2% attack speed and 2% damage reduction
- Sprint: Bonus movement speed: 250 >> 300
Scaling back some of the 4v4 wave buffs to make them less oppressive for newer players and allow more games to reach waves 20 and 21.
Dual-building
-- Attack speed: 3% >> 2%
-- AOE Reduction: 33% >> 35%
Nerfing AOE in dual-building and buffing other strategies. In this context, AOE is defined as any ability whose power scales roughly linearly with the number of enemies. Affected units: Pyro, Honeyflower, Deathcap, King Claw, Yozora, Arctaire, Millennium, Doomsday Machine, Great Boar, Red Eyes
Legion Spells
Lizard Army
- Mythium Gained: 40 >> 45
Overwork
- Worker gather rate on wave 12: 40% reduced >> 35% reduced
Protector
- Protection Aura: Regeneration: 0.6% >> 0.8%
Venture
- Maximum gold paid: 120 >> 115
- Maximum gold earned: 360 >> 345
Fighters
Bone Warrior
- Damage: 7 >> 6
Individually, Bone Warrior, Fire Archer, Dark Mage, and Bone Crusher are relatively balanced. Together, their versatility makes them too strong.
Consort
- Paraphylaxis: Damage: 300 >> 280
Gargoyle
- Damage: 18 >> 17
Green Devil
- Health: 870 >> 970
- Granite Skin: Damage reduction: 2 + 40% >> 1 + 40%
Too much of Green Devil’s power was in its strength on very early waves, which made it a noob trap on waves 7, 8, and 15, where it should be viable. A solo Green Devil now leaks slightly to Snail on wave 2, but is stronger on waves 3 and 5 - 21.
Angler
- Health: 460 >> 470
- Damage: 22 >> 23
Kingpin
- Fighter value increased by 1 per mana
This gives players a better sense of their effective fighter value, rather than having to mentally adjust for Kingpins. It also gives players with Kingpins a higher and more accurate power score, which reduces abuse cases where early high-stack Kingpins (especially with Sacred Steed or eco strategies) had underestimated power scores.
Pyro
- Attack speed: 1.69 >> 1.62
Ranger
- Attack speed: 1.12 >> 1.15
Daphne
- Mark Target: Maximum stacks: 10 >> 20
Harpy
- Damage: 21 >> 16
- Attack speed: 0.83 >> 1.27
- Acrobatics: Mana gain from moving reduced by 25%
Sky Queen
- Damage: 85 >> 65
- Attack speed: 0.83 >> 1.27
- Maximum stacks: 20 >> 15
- Acrobatics: Mana gain from moving reduced by 25%
Sky Queen now gains less mana from moving and hits max stacks faster, nerfing synergies with Starcaller and Magician and buffing synergies with APS and Leviathan and its viability on its own.
Sacred Steed/Pegasus
Mana synergies adjusted for the following units:
- Harpy: +67%
- Proton: +50%
- Fire Archer: +25%
- Atom: +20%
- Gateguard: +19%
- Great Boar: +17%
- Radiant Halo: +9%
- Arc of Justice: -7%
- Starcaller: -11%
- Hell Gate: -11%
- Azeria: -13%
Nerfing with high cost units and buffing with low cost units to introduce some new viable synergies.
Warg
- Health: 990 > 980
- Attack speed: 1.11 > 1.09
Alpha Male
- Health: 3400 >> 3360
Grarl
- DPS: 57 >> 53
- Damage: 60 >> 61
- Attack speed: 0.95 >> 0.87
Bringing back Grarl’s ability to 2-shot wave 2 to allow for more Grarl opening options and mind games, but nerfing stats to weaken it, notably on wave 6.
Honeyflower
- Health: 1270 >> 1290
Deathcap
- Health: 3850 >> 3920
Tempest
- Machine Gunner: Damage: 12 >> 13
Leviathan
- Damage: 68 >> 72
- Bombardier: Damage: 80 >> 85
Desert Pilgrim
- Chain Heal: Mana cost: 11 >> 10
Lost Chieftain
- Damage: 195 >> 210
Radiant Halo/Arc of Justice
- Attack speed: 1.11 >> 1.15
Priestess of the Abyss
- Health: 920 >> 1000
- Attack speed: 0.94 >> 0.97
- Invigorate: Health restore: 15% missing health per second >> 10%
Azeria
- Health: 3000 > 3250
- Attack speed: 0.94 >> 0.97
- Invigorate: Health restore: 15% missing health per second >> 10%
Priestess and Azeria have become Bone Crusher 2.0 in high Elo, where optimal positioning is hugely advantageous, but a half-square small misplacement (or a bit of unluckiness) means a big leak. We like that these units are high skill cap, but they are too extreme. These changes reduce variance and make Priestess and Azeria more viable outside of very high Elo.
Banana Bunk
- Health: 3000 >> 3100
- Barbs: Damage reflected: 20 + 10% >> 15 + 10%
Banana Haven
- Health: 6650 >> 7600
- Damage: 57 x 3 >> 63 x 3
- Thorns: Damage reflected: 30 + 15% >> 20 + 15%
Banana Bunk is too strong early game, especially after last patch’s attack speed changes to 7 and 9. Shifting power from Banana Bunk into Banana Haven and making Banana Haven more viable past wave 12.
Hades
- Summon Thanatos: Mana cost: 60 >> 64
Millennium
- Explosive Shells: Damage: 40 >> 35
Doomsday Machine
- Damage: 605 >> 600
- Detonation: Damage: 100 >> 85
Soul Gate/Hell Gate
- Damage of all spawns increased by 4%
Mercenaries
Safety Mole and Pack Leader now spawn in the middle of the wave to make them consistent with other non-tank melee mercenaries. Note that this situationally nerfs Pack Leader on wave 8, which abused the fact that its spawn position made it tank halfway through the battle.
Hermit
- Healing Aura: 6 + 0.1% (0.05% for bosses) >> 7 (14 for bosses)
Safety Mole
- Health: 1460 >> 1680
- Damage: 71 >> 90
- Safety Aura: Damage reduction: 4 >> 3
Hermit and Safety Mole are now stronger early game and weaker late game, increasing the number viable low income mercenaries early game and decreasing the power of always sending auras late game.
Waves
Giving AOE weaknesses by making boss wave leaks more punishing and changing wave 18 to be an elite wave. Also, shifting power out of 6/14/16 into 4/5/13/15.
Bosses (10, 20)
- Partial bounty for damaging: 87% >> 83%
- Bounty for killing: 13% >> 17%
Minibosses (5, 15, 21)
- No longer reward partial bounty for damaging
(4) Flying Chickens
- Attack speed: 1.05 >> 1.07
(5) Scorpions
- Attack speed: 0.98 >> 0.99
(6) Rockos
- Attack speed: 0.8 >> 0.79
Shifting power from wave 6 to 4 and 5 because they are comparatively weak, to reduce the wave 6⁄7 guessing game meta in high Elo, and to reduce all-ins on wave 6 in low Elo.
(13) Drill Golems
- Attack speed: 1.57 >> 1.59
(14) Killer Slugs
- Attack speed: 1.24 >> 1.22
(15) Quadrapuses
- Attack speed: 1.15 >> 1.16
(16) Cardinals
- Attack speed: 1.19 >> 1.17
(18) Wale Chiefs
- Health: 4030 >> 7650
- Damage: 100 >> 150
- Attack speed: 1.32 >> 1.67
- Poison-tipped Pole: 150 magic damage every 3rd attack >> 300 magic damage every 4th attack
- Wale Chiefs spawning: 12 >> 6
- Bounty: 21 >> 42