Happy new year, everyone! We hope 2021 is better than 2020 and wish you a year of health and happiness. Season 7 Begins January 4: Season 6 ends at 8am PST / 5pm CET. Ranked disabled. Player ratings are soft-reset January 5: Patch 7.00 is released January 6: Season 7 begins at 8am PST / 5pm CET. Ranked games re-enabled 2x Chaos Featured Game Mode This featured game modes lasts from January 4 to 6. The rules of 2x Chaos are: Random roll (6 new fighters) every wave Waves have 2x the number of spawns Start with 300 gold instead of 250 Sponsored Tournaments We are now sponsoring community tournaments and leagues with essence for organizers and premium essence for winners. See the official thread for qualification and details. LIHL Diamond Division The LIHL (Legion TD 2 In-House League) now has two divisions: Grandmaster and Diamond. The Diamond Division is intended for competitive players outside of the ~top 50. Winners get premium essence and qualification into the Grandmaster Division. See the official thread for signup instructions and details. Spoiler: 7.01 Patch Notes Pathing - Fixed a major bug where mercenaries were sometimes being spawned in the wrong position, depending on what other mercenaries were being sent Shutdowns - Fixed a major bug with power score being computed incorrectly after sending mercenaries. This caused players to be on fire in highly unexpected and unintended cases - Venture no longer decreases your power score. This means players are less likely to unexpectedly go on fire when the other team picks Venture - Treasure Hunting now properly increases your power score on the next wave - Hero, Villain, Sorcerer, Magician, Titan, Pulverizer, and Guardian Angel now increase your power score by the same amount as Allowance. This (1) removes cases where the other team becomes on fire because they picked economic spells, and (2) allows you to hide your legion spell selection better - Added Team Power Score Advantage graph in post-game stats. Power Score takes into account income and mythium, in addition to net worth 4v4 - Reverted the 5% mythium gather rate reduction Duoing - The rank 1 player is no longer (unintentionally) heavily penalized for duoing Stability - Fixed a bug where a variety of glitches would result (unable to build, HUD glitches, etc.) when a game didn't properly fully reset from the previous game 7.00 Patch Notes New Secret Cards: Fiesta & Et tu, Brute? Visit the Card Trader each week to reveal how secret cards drop in-game New Feature: Online Guild Members - You can now see a list of online guild members in Global Chat - Players who are in-game will have names shown with an asterisk (*) New Feature! Fighter Role Icons - Fighters now have role icons to quickly communicate whether they are tanky, DPS/support, balanced, or an aura Thank you to Maraudaur for the suggestion Pathing & Targeting - The wave and mercenaries now run directly downwards instead of diagonally towards the bottom-center of your lane. This makes pathing more consistent whether you built at the top or bottom of your lane. - Separation (when two units overlap) is less bouncy and less random. This makes units less likely to loop-de-loop - When a ranged unit pulls aggro (typically when furthest in front), it is now less likely to run forward - Tank mercenaries now spawn less ahead of the wave. This makes tank mercenaries less likely to dramatically affect pathing behavior - Center units (minibosses, bosses, and some mercenaries) now more consistently go right with an even height and even range split Together, these changes make pathing more consistent and splitting more reliable. There may be some needed positioning adjustments. Thank you to Pennywise and Shadowings for help with testing and feedback New Mechanic: Shutdowns - When a team is significantly ahead, they are considered "on fire." Making anyone on that team leak will grant a shutdown bounty of gold to your team. Only one shutdown bounty can be awarded per wave. - Power score is used to determine whether a team is ahead. Power score is based on your team's gold, mythium, and income. For every 500 power score one team is ahead of another team in 2v2 (1000 in 4v4), a shutdown bounty of 50 gold is accrued. - Decreased leak gold given to the leaking player and to the opposing team by ~5% to avoid gold inflation Legion TD 2 is a snowbally game - when you get ahead, you typically stay ahead and get more ahead. As players have gotten better at the game, the game has become even more snowbally, with one early game mistake, risk, or unlucky pathing/targeting deciding the game. Early game decisions and advantages are still highly impactful, but this change makes it more possible to come back. Power Score - Improved formula to be more accurate and to not fluctuate at unexpected times - Now updated at the end of the battle phase instead of at the start. This is because power score changes typically happen during the battle phase - Fixed a bug where power score was computed incorrectly when using Pack Rat's Treasure Hunt - The length of the power score bar now rounds to the nearest 100 to avoid giving away too much information, especially early game Recommended Value - Now takes into account your attacking opponent's unspent gold to help hide worker count when "shifting" gold (notably with 2-worker Grarl openings) - Tweaked numbers to be more accurate High Elo Duos - Disabled the harsh duo penalties for top 40 players. Due to a technical limitation, it still affects the rank 1 player (in a future patch, it will be fully disabled) - If players abuse this by smurf boosting to the top of the ladder, we will re-enable it XP Gain - Significantly increased XP gain from levels 3 to 7. This helps players level up faster and gain more essence to unlock mastermind options and special builders Cards - Increased drop rate - Card Trader no longer carries the same cards two weeks in a row - Card Trader now carries secret cards on a fixed rotation (rather than completely random every week), so each secret card will appear once before appearing again a second time, and so on Guilds - Application cooldown: 24 hours --> 6 hours - Essence gain from contribution increased: 1% per 3000 --> 1% per 2000 - Guild War now shows # of wins to help you keep track Game Coach - Added a new recommendation if you leak hard while doing a long save (be careful about saving too long and starving yourself) Thank you to Babelfish for the suggestion Postgame Stats - Added a new wave stat: Average Leak % Per Wave - Now shows your avatar next to your name instead of which legion you picked - Improved net worth calculation: now considers 2x workers correctly as 50g instead of 100g - Fixed a bug where workers in the queue weren't counted for net worth calculation - Fixed a bug where mercenaries hired right before income weren't counted towards the income stat - Fixed a bug where power score of the final wave would be shown incorrectly on the main screen Classic Queue Loading Screen - Now shows your total non-ranked wins instead of current rank - Your number of wins now changes color at different thresholds Classic has hidden Elo, which can sometimes mislead players about the fairness of the teams. This change makes that clearer, especially for highly experienced non-ranked players FairPlay - More aggressive AFK detection - Improved griefer detection Game Client - Fixed a rare bug where hitting the Play Again button with an out-of-date client wouldn't trigger the patch maintenance popup - Fixed a bug where applying to a guild via the guild's profile, rather than the Browse Guilds menu, would get stuck at "Loading..." - Fixed various bugs where middle-clicking (guild member on the Guild page, card in collection, etc.) would put the client in an unresponsive state Stability - Added additional multithreading to fix some rare instances of dropped frames resulting in general instability (may result in different glitches though - can easily rollback changes if needed) - Fixed a rare bug where some portions of the UI didn't function properly if the game couldn't write to disk - Some performance optimizations with pathfinding - Fixed a long-time bug that caused occasional stuck units, especially in 4v4. (Region boundaries were slightly misaligned between different data structures in some situations) Chat - Tweaked colors. Now that we’ve added party chat, guild chat, and other chat types over the years, it was due for an overhaul to avoid reusing colors. - Global Chat now displays a warning if you are sending messages too quickly (being spammy). The limit is stricter if you have a Toxicity alert. The limit only applies to in-game messages, not those sent from a Discord client. Other Fixes & Improvements - APS and Butcher are now less likely to be recommended by the unit recommender or built on waves 1-4 - When No Save mode is enabled, workers gather mythium 5% slower - Improved VFX for Immolation and Chain Frost - Fixed a bug where the game would think you leaked if another unit died while a reviving unit (Eternal Wanderer, Samurai Soul, Guardian Angel) was in the middle of reviving - Fixed a bug where last week's Weekly Challenge winner displayed the wrong score - Fixed guild leaderboards’ "around me" section which wasn't working properly in some cases - Fixed a 1440p+ bug where Power Score was wider than it should have been - Added Masters Cup 7 badges and LIHL 2 badge Balance Changes 4v4 - Workers now gather mythium 5% slower. With the introduction of shutdowns, games will have more gold and workers, leading to longer and laggier games. This change is needed to keep things in check. - Fixed a bug where Soul Gate wouldn't start summoning units if no other units owned by that player were aggroed (typically when one player builds in the front and another builds Soul Gates in the back) Legion Spells Guardian Angel - Maximum health on revive: 1900 >> 1750 Hero - Damage and damage reduction: 6.25% >> 6% Sorcerer - Ability damage bonus: 18% >> 17% Titan - Health: 1300 >> 1250 Villain - Damage amplification: 30% (15% for ranged) >> 32% (16% for ranged) Fighters Proton / Atom - Attack speed: 1 >> 1.06 - Ionic Force: Attack speed gain: 25% >> 20% - Fixed a bug where Proton’s backswing was unintentionally reducing its effective attack speed at 7+ stacks. Overall, their DPS is affected as follows: Dark Mage - Fixed a bug where Mind Warp would sometimes cast on the 2nd best target instead of the best target Harpy - Damage: 23 >> 22 - Projectile speed: 1400 >> 2500 Sky Queen - Projectile speed: 1400 >> 3000 - Fixed a bug where Sky Queen’s backswing was unintentionally reducing its effective attack speed at 10+ stacks of Acrobatics. At max stacks, Sky Queen now attacks 13% faster. Kingpin - Big Game Hunter: Heal: 10% >> 8% Nekomata - Health: 640 >> 600 - Damage: 32 >> 31 - Attack speed: 0.9 >> 0.91 - Spirit Offering: Health gain: 280 >> 290 Nekomata was much more stat efficient at zero stacks. It’s now weaker at 0-4 stacks and stronger at 5+ stacks Fire Elemental - Attack speed: 0.769 >> 0.794 Rogue Wave - Delusion: Ability damage bonus: 16% (8% for bosses) >> 14% (7% for bosses) Zeus - Attack speed: 2.33 > 2.47 Pyro - Health: 1730 >> 1750 - Attack speed: 2.5 >> 2.56 Sacred Steed / Pegasus - Pegasus: Health: 2550 >> 2580 - Adjusted the following synergies: -- Great Boar: +114% -- Red Eyes: +67% -- Fenix: +25% -- Fire Lord: +25% -- Head Chef: +25% -- Gateguard: +5% -- Azeria: -7% -- Violet: -9% -- Desert Pilgrim: -9% -- King Claw -10% -- Harbinger: -20% -- Lord of Death: -25% -- Hell Gate: -25% Honeyflower - Health: 1250 >> 1270 - Fragrance: Damage: 10 + 0.15% max health >> 10 + 0.05% max health Deathcap - Health: 3500 > 3850 - Noxious Scent: Damage: 30 + 0.3% max health >> 30 + 0.15% max health Mass Deathcaps are now less oppressive late game APS - Health: 900 >> 920 - Attack speed: 1.49 >> 1.52 MPS - Health: 2300 > 2450 - DPS: 142 >> 153 -- Damage: 95 >> 101 -- Attack speed: 1.49 >> 1.52 Grarl - DPS: 56.9 >> 57.1 -- Damage: 74 >> 60 -- Attack Speed: 0.77 >> 0.95 Rather than over-nerfing Grarl’s stats, we’re nerfing its flexibility as an opening. This change makes Grarl take three attacks (instead of two) to kill wave 2, but buffs it on other waves Ocean Templar - Health: 2200 >> 2000 - Attack type: Magic >> Pure - Resonance: Regeneration: 1% >> 1.5% Now more versatile, rather than only being viable on a small number of waves (11, 15, 18, 20) Lost Chieftain - Damage: 172 >> 185 Yozora - Health: 1470 >> 1500 - Wintry Touch: Attack speed slow: 1.5% >> 0.75% Arctaire - Health: 4180 >> 4340 - Damage: 131 >> 133 - Frozen Veil: Attack speed slow: 2.5% >> 2% Arctaire and especially Yozora were providing too much value and stalling in base races late game Priestess of the Abyss - Health: 950 >> 920 Azeria - Health: 3200 > 3000 Berserker - Health: 2150 >> 2180 Fatalizer - Health: 6280 >> 6370 Hydra - Damage and damage reduction penalty per stack of hatching early: -15% >> -17.5% Soul Gate - Hellion: Health: 1060 >> 1020 - Nightcrawler: Health: 530 >> 510 Hell Gate - Elite Hellion: Health: 2700 >> 2600 - Elite Nightcrawler: Health: 1350 >> 1300 Millennium - DPS: 143 >> 142 -- Damage: 300 >> 245 -- Attack speed: 0.48 >> 0.58 Doomsday Machine - DPS: 352 >> 350 -- Damage: 740 >> 605 -- Attack speed: 0.48 >> 0.58 Decreasing frustration and making it more viable to build multiple Millenniums and Doomsday Machines. Millenniums now perfectly 1-shot Snails Mercenaries Brute - Maul: Max stacks: 9 >> 6 Nerfing 3+ Brutes to reduce frustration and encourage other mercenary choices at ~180 mythium Centaur - Attack speed: 1.82 >> 1.74 Waves (5) Scorpions - Attack speed: 0.95 >> 0.98 (14) Killer Slugs - Attack speed: 1.27 >> 1.24 (16) Cardinals - Attack speed: 1.22 >> 1.2 (17) Metal Dragons - Health: 3220 >> 3270 (19) Dire Toads - Attack speed: 0.274 >> 0.278 - King health increased by 5% on wave 19 only
The table explains the effects of the changes at each stack of Ionic Force. For example, at 0 stacks, Proton and Atom will have 6% more DPS.
Lots of interesting changes - im missing out a bit the unitstats causing the nerfs - in the past u had the pick and winrates listed Proton feels like a huge nerf for the most relevant stacksizes. LoD synergy is listed for steed - Is Hades same? Millennium perfectly 1-shotting snails includes snails + mole?^^ In the past powerscore had huge variance due to safes that changes after the sends - this could lead to false shutdowngold, but you might have considered in the new powerscoreformular. I'm a bit worried about combination of long starves and shutdowngold. I'm not sure if LTD needs a comebackmechanic. If a team is too far ahead - game usually ends fast. The exception are strong lategamerolls like Starcaller-gate-steed. These rolls into lategame were close to freewins, causing lots of frustration. Giving them additional comebackmechanics might not be the best idea. What is REALLY important about this: Are legionspells like hero/protector aso considered in the powerscore? This is a dangerous spot. if one team takes loan thats already 400 powerscore, if the other team takes venture thats -240 would mean the combackmechanic is already triggered? Economic spells get a significant nerf due to that.if you are behind, you reduce your chances on combackgold if you take them - if you are ahead you risk this more. If not all these cases are properly considered, this can get really frustrating. Legion already had comebackmechanics based on well placed safes and gold as result of king-dmg. And if thats not enough - you still can ff. At some point when you fcked up too much - you dont deserve to come back. Chess does not have that mechanic as well Edit: already answered on Discord - ty I like the tank mercenary spawn is not that faar in the front anymore- does it affect miniboss wave 5? if not would be a suggestion for future Ocean templar pure dps sounds interesting - but the regen still does not feel relevant. But def an improvement. 30 HP Pota nerf was exactly what i was looking for. Gonna be interesting if it is enough since it might be compensated by more consistent pathing now. 20hp more for honey might be interesting on wave 2 now - need to check that out. I like the lategamenerf, but i think with the last nerf it lost its position as solid opener and now there is no point playing it without sorcerer. Zues buff might be a big comeback as opener. Thanks for the early notes, even tho i like the actual patch it might be interesting especially with the pathing.
Higher DPS for the first 20 seconds of the battle probably means it's not a huge nerf. Yes. I did a lot of testing and math and concluded that Lord of Death's synergy was too strong for its cost. Hades' synergy is very strong but reasonable for its cost. Shhh secrets strategies I wanted to do this, but there were some considerations that players like the far-in-front miniboss on wave 5 for splits. Can reconsider in a future patch.
But why has Proton/Atom at 0 stacks 6% more DPS when it gets this change: "Attack speed gain: 25% >> 20%" It sounds like it has to get lower dps on all stacks.
Their base attack speed was increased. It was missing from the patch notes: Attack speed: 1 >> 1.06. The bug fix gives them higher attack speed at max stacks.
A few updates based on testing and feedback: - Buffed Ocean Templar's heal more - Buffed Lost Chieftain DPS more - Nerfed Soul/Hell Gate minion health - Increased penalties for breaking Eggsack - Fixed patch notes: king health is buffed by 10% on wave 19 (not 5%)
There are lots of units that utilize mana in this game, but they often do wildly different things with that mana. Great Boar uses it to calculate how much damage it will do with its impact when crashing into the creeps, Fenix uses it to soak up damage, Azeria uses it to self-buff, King Claw uses it to apply an aoe debuff, etc. They all have their uses but some are more universally appealing than others. For instance, healing a unit for some HP is great (Head Chef) but spawning an entire new unit altogether is almost always straight up better in most circumstances (Hell Gate). Those percentages are straight-up modifiers to how much mana a given unit receives from the Sacred Steed / Pegasus units. So a Hell Gate will get 25% less mana than normal from each restoration Pegasus sends out, while Fenix will get 25% more. It's a way of balancing the impact that said mana restoration has on the game based on which unit is receiving it. Put another way, it reflects the overall "synergy" the units have with mana restoration. It's definitely not the most intuitive thing, the game merely says "restores X mana to the target" on the unit tooltip and it's up to the user to search for clarification if/when they notice some units are actually receiving more mana than others. But on the other hand, it would be impractical to list every single synergy value in-game as-is, to say nothing of when new units are introduced as the game goes on.
Thanks for the clarification Dimlhugion, i'd suggest that the synergy are somehow displayed on the codex tooltips though ;-)
To clarify, it's not actually changing the amount of mana the units receive from Sacred Steed and Pegasus. They always give the same amount of mana. The units just now have smaller or larger mana pools, which increases or decreases the effectiveness of the mana restore. Mana and mana regeneration are visible in-game and in the codex, so none of this information is hidden. I normally dislike heavy-handed approaches to balance, but in this case, it's absolutely critical to the balance of Sacred Steed and Pegasus. Otherwise, they would be very strong with a small number of units and weak with everything else.
Copying/Pasting this rom Discord so things don't get lost as much and can update/reply after more testing has been done. So general day 1 thoughts, taken snippets from @Kingdanzz, @Pennywise and @ithion. Basically what I'd like to see changed. Allow for Pro-Leaks still be part of the game in a useful way instead of causing bounty. This can be done by leaks under 33% not activating the bounty. When sending this needs to be valued on that wave, not after, but during. "On fire" should trigger when the team average is higher than what it is now, maybe an additional 10% ahead in average net-worth. Saved mythium's value needs a slight increase in powerscore to help with the long save into bounty gold. Shutdown mechanic is classic is also clunky. If you're ahead as a player, you get punished as new players on your side will leak, and the opposing team will get bounty because you're pulling the team's average networth high enough. For future mechanic changes, create a new queue that tests that mechanic for 3 days with some good incentive for those participating. Like top 10 get random cards/premium essence, along with rewarding those that provide good constructive feedback with examples.
7.01 Patch Notes Pathing - Fixed a major bug where mercenaries were sometimes being spawned in the wrong position, depending on what other mercenaries were being sent Shutdowns - Fixed a major bug with power score being computed incorrectly after sending mercenaries. This caused players to be on fire in highly unexpected and unintended cases - Venture no longer decreases your power score. This means players are less likely to unexpectedly go on fire when the other team picks Venture - Treasure Hunting now properly increases your power score on the next wave - Hero, Villain, Sorcerer, Magician, Titan, Pulverizer, and Guardian Angel now increase your power score by the same amount as Allowance. This (1) removes cases where the other team becomes on fire because they picked economic spells, and (2) allows you to hide your legion spell selection better - Added Team Power Score Advantage graph in post-game stats. Power Score takes into account income and mythium, in addition to net worth 4v4 - Reverted the 5% mythium gather rate reduction Duoing - The rank 1 player is no longer (unintentionally) heavily penalized for duoing Stability - Fixed a bug where a variety of glitches would result (unable to build, HUD glitches, etc.) when a game didn't properly fully reset from the previous game
Small hotfix patch. v7.01.1 Fixes Fixed a bug where typing in Global Chat caused a lot of lag Fixed a bug with friends list not showing up for friends who hadn't played ranked yet Added additional debug information when a unit gets stuck in the cave (please report in Discord with a screenshot or gameID if you experience this bug. It would help us out a lot!) Improvements Power Score formula improved Also fixed some player ratings which were mistakenly hard-reset instead of soft-reset.
hey! Curve display of the win counter When will normal mystical protection begin to appear in the chaos on the right waves? It’s the first time because of this skipping wave because there is no protection. P.S Screenshots didn't load normally for some reason https://steamcommunity.com/sharedfiles/filedetails/?id=2356790503 https://steamcommunity.com/sharedfiles/filedetails/?id=2356790427 No mystical protection https://steamcommunity.com/sharedfiles/filedetails/?id=2356790703
Thanks for the report. Noted. Chaos = one random tower from each tier. It's possible to get no arcane (mystical protection).
So something has to be done about it! Why does a hybrid get a bonus in the form of a price reduction, and chaos getting a shitty rerol has no bonus
Another small fix for today. v7.01.2 Fixed missing ranked rewards for some players (a very small handful didn't receive their rewards) Fixed a bug where Weekly Challenge wasn't repopulating for the following week Fix in progress: Added more debug info for wave unit stuck in cave bug (please report in Discord if you experience this bug again!)