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v2.41: Warg, Lioness, Alpha Male + Public Test Realm

Discussion in 'Patch Notes' started by Jules, Oct 26, 2018.

  1. Jules

    Jules Developer Staff Member

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    2018_1026_NomadT3.jpg

    Spooky Halloween Sale!
    Legion TD 2 is 50% off from October 29 - November 1. Let your friends know!

    2018_1009_steamsale_bw_s.jpg

    v2.41a/b Patch Notes
    See the bottom of the website patch notes:
    http://beta.legiontd2.com/updates/v241-warg-lioness-alpha-male-public-test-realm/

    v2.41 Patch Notes
    - Released!

    NEW! Nomad Tier 3

    Card_Warg_s.png

    Warg
    - Cost: 85 gold + 1 supply
    - Upgrades to: Lioness, Alpha Male
    - Movement type: Ground
    - Health: 860 (Natural)
    - Damage: 50 (Pierce)
    - Attack speed: 0.82
    - Range: 100 (Melee)

    via Sketchfab


    Card_Lioness_s.png

    Lioness

    - Upgrade Cost: 175 gold + 1 supply
    - Movement type: Ground
    - Health: 2350 (Natural)
    - Damage: 134 (Pierce)
    - Attack speed: 0.83
    - Range: 100 (Melee)

    Entourage.png
    Ability: Entourage
    Damage and damage reduction are increased by 8% for each adjacently-deployed fighter that is higher value than Lioness (260 value)

    via Sketchfab


    Card_AlphaMale_s.png

    Alpha Male

    - Upgrade Cost: 200 gold + 1 supply
    - Movement type: Ground
    - Health: 2930 (Natural)
    - Damage: 167 (Pierce)
    - Attack speed: 0.83
    - Range: 100 (Melee)

    Dominion.png
    Ability: Dominion
    Has powerful combat stats but damage and damage reduction are decreased by 5% for each adjacently-deployed fighter that is equal or higher value than Alpha Male (285 value)

    via Sketchfab


    NEW! Public Test Realm

    We now have a way for players to test patches before they are officially released. Patches will be released to the Public Test Realm (PTR) on the Friday before the official release on Monday. The purpose of the PTR is to test the game for bugs and imbalances and provide feedback.

    To play on the PTR:
    - Right-click Legion TD 2 in Steam > Properties > Betas > Set beta to public_test_realm
    - Hit Play
    - Start or join a custom game on the PTR
    - To play again on live servers, you must set beta to NONE

    NEW! Updated Translation Workflow

    2018_0723_translate_s.jpg

    We now have a way to update translations when we add new content or need to fix something. If you see a translation that is wrong or missing in game, you can now edit it, and your new translation will show up the following patch!

    If you're interested in helping, please see the updated Google docs at LegionTD2.com/translate. Thank you to everyone who contributes.

    Released but need to be updated:
    - Dutch
    - French
    - German
    - Latvian
    - Polish
    - Portuguese (Brazilian)
    - Russian
    - Spanish
    - Spanish (Castilian)
    - Swedish
    - Turkish

    Close to complete:
    - Chinese (Simplified)

    Game Fixes

    Major Fixes
    - Gameplay: Fixed a bug where sometimes you couldn't undeploy a fighter (Reverted a network syncing change from v2.40a that was no longer needed and was causing potential issues)
    - Gameplay: Fixed a bug where Froggo dying last would interfere with determining whether a lane leaked or not (this resulted in incorrect bounty calculations and incorrect catch warping)
    - Matchmaking: Fixed a rare bug where a player would appear to be In Queue, but was actually silently dropped from the queue, leading to infinite queue times (Fixed thread safety for matchmaker step). This fix went live on Oct 24th.

    Minor Fixes
    - Loading Screen: Now a little more tolerant of slower loading players (separated failsafe timer into soft failsafe & hard failsafe)
    - Collection Profile: Fixed a bug where card icons were cut off when you scrolled down (workaround by forcing trivial opacity change when using scroll wheel)
    - Buff Rendering: Stacked buffs are now rendered a bit spaced out in time, which should improve overall appearance of stacked buffs
    - Localization: Fixed legion spell message. Also added a few more fields, like +4 income for Mastermind.

    Game Updates

    NEW: Mercenary & Summon Cards
    - You can now get cards from mercenaries whenever you either (1) kill a mercenary or (2) your mercenary gets a kill
    - You can now get cards from summons when that unit gets a kill
    - New cards: Snail, Giant Snail, Lizard, Dragon Turtle, Brute, Fiend, Hermit, Dino, Safety Mole, Drake, Pack Leader, Mimic, Ogre, Witch, Froggo, Ghost Knight, Four Eyes, Centaur, Shaman, Siege Ram, Kraken, Chaos Hound, Cerberus, Undead Dragon, Imp, Hydraling

    NEW! Undo Nighttime Abilities
    - You can now undo Boost, Stimpack, Harden, and Treasure Hunt

    Cards
    - You can now earn Cards in Casual games
    -- Normals: Cards and Trophies
    -- Casuals: Cards but not Trophies
    -- Customs: Neither

    Bots
    - Smarter about not massing base T1 or T2s when they shouldn’t
    - When Mech, now prefer to do Berserker start instead of Veteran+Peewee

    Client Updates

    Chat mutes reenabled
    - Now saves your mutes across sessions (Reenabled this functionality, which was broken before)

    Autodeletion of old logs
    - Game client now autodetects if you have a lot of old logs and will ask you if you want to delete them. Does not work for Macs yet.

    Improved client notifications
    - Now supports variable icons and URLs (for displaying things like Safety Mode on, monitoring a bug, etc.)

    Improved Tooltips
    - Now shows Lifesteal (% + Flat), Damage Reduction (% + Flat), Hp Regen, Mana Regen if you mouseover a unit's Attack/Defense

    Game Balance

    SkyKing.png
    King green_arrow.png
    - Attack speed: 0.9 -> 0.92

    Mastermind.png
    Mastermind green_arrow.png
    - Starting income: 3 -> 4
    - Rerolling still costs -1 income for the first reroll, then -2 for the second
    - Roll logic is now smarter (this decreases the chance of getting a poor roll)
    -- Buzz no longer satisfies having magic damage
    -- Lord of Death no longer satisfies having pierce damage
    -- Lord of Death no longer satisfies having swift/natural defense
    -- Bone Warrior no longer satisfies having swift/natural defense
    -- Ranger no longer satisfies having swift/natural defense
    -- Bazooka no longer satisfies having swift/natural defense
    -- Harpy no longer satisfies having swift/natural defense
    -- Disciple no longer satisfies having swift/natural defense
    -- Priestess of the Abyss now satisfies having accessible arcane defense

    With every mastermind roll, you are guaranteed:
    - Between 1-3 tier 1
    - Between 1-3 tier 6
    - At least 1 pierce
    - At least 1 impact
    - At least 1 magic
    - At least 1 swift/natural tank or off-tank
    - At least 1 fortified/natural tank or off-tank
    - At least 1 accessible arcane

    Legion Spells

    Savior.png
    Savior green_arrow.png
    - Heal: 30% missing health -> 35%

    DarkRitual.png
    Dark Ritual red_arrow.png
    - Gold: 150 -> 145

    Investment.png
    Investment green_arrow.png
    - Income: 30 -> 32

    Market.png
    Market green_arrow.png
    - Gold: 35 -> 40

    Sorcerer(ManaRegen).png
    Sorcerer (mana regeneration) green_arrow.png
    - Now also applies to other sources of mana gain (previously only applied to base regeneration)
    -- Necromancy (Head Chef, Hades)
    -- Magnetic Accelerator (Zeus)
    -- Acrobatics (Harpy, Sky Queen)
    -- Intellect (Fire Lord, Fenix, Lord of Death, Hades)
    -- Junior/Commercial Fisherman (Angler, Bounty Hunter)

    Tier 2

    GreenDevil.png
    Green Devil green_arrow.png red_arrow.png
    - Lacerate: Damage amplification: 1.5 -> 1.5 (1 against bosses)
    - Damage: 40 -> 41

    SkyQueen.png
    Sky Queen red_arrow.png
    - Damage: 88 -> 86

    Tier 3

    KingClaw.png
    King Claw green_arrow.png
    - Health: 4000 -> 4350
    - Damage: 162 -> 145
    - Shell Shock: Mana cost: 13 -> 12

    The game needs more true tanks. Shifting King Claw’s power into health to allow it to better be used as a tank.

    Leviathan.png
    Leviathan green_arrow.png
    - Aerial Command: 3 + 10% -> 3 + 12%

    Increasing Leviathan's synergies in Mastermind


    Tier 5

    Starcaller.png
    Starcaller green_arrow.png
    - Amplify Magic: Now also applies to other sources of mana gain (previously only applied to base regeneration)
    -- Necromancy (Head Chef, Hades)
    -- Magnetic Accelerator (Zeus)
    -- Acrobatics (Harpy, Sky Queen)
    -- Intellect (Fire Lord, Fenix, Lord of Death, Hades)
    -- Junior/Commercial Fisherman (Angler, Bounty Hunter)

    Tier 6

    Hydra.png
    Hydra green_arrow.png
    - Health: 2700 -> 2790
    - Hydraling: Health: 900 -> 930

    Mercenaries

    Hermit.png
    Hermit green_arrow.png
    - Healing Aura: 6 -> 6 + 0.2% (0.1% for bosses) max health

    Mimic.png
    Mimic green_arrow.png
    - Attack speed: 1.03 -> 1.05

    Witch.png
    Witch

    Witch may be too strong, but she’s keeping tier 1 and summoner spam in check, so we’re not nerfing her right now.

    Ogre.png
    Ogre green_arrow.png
    - Damage: 235 -> 240

    GhostKnight.png
    Ghost Knight green_arrow.png
    - Health: 2300 -> 2350

    Kraken.png
    Kraken green_arrow.png
    - Health: 6500 -> 6600

    Waves

    MetalDragon.png
    (17) Metal Dragons green_arrow.png
    - Health: 3050 -> 3100

    Maccabeus.png
    (20) Maccabeus red_arrow.png
    - Damage: 175 -> 170
    - Now gives partial bounty based on % life with extra bounty for killing it, like Granddaddy

    The goal is to discourage suicide strats on wave 20
     
    Last edited by a moderator: Nov 5, 2018
  2. Nacccho

    Nacccho Member

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    Wait, what?
     
  3. jitsuc4

    jitsuc4 Moderator

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    Easily the best change this patch.

    Just to confirm/clarify, this means Gateguard can still be the only source of pierce damage in a roll?

    Also question regarding this: Does LoD satisfy having accessible arcane using the new logic? Since you only explicitly mentioned pierce damage and swift/natural defense.
    With the removal of a guaranteed arcane T1-3, having undead dragon/imp as your arcane defense might be an interesting roll :p

    Note that they use aptitude and not mana :p
    Maybe the tooltip should include this or aptitude is excluded from being affected?

    I don't think the bounty matters if the kings are dead on 20, which should be very likely when suicide pushing?

    --
    Also, how did this happen, Warg upgrades into kitties? @Curing Don't get me wrong, they're still awesome. :p
     
    Last edited: Oct 27, 2018
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  4. deep fried murlocs

    deep fried murlocs Member

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    Egyptian rengar looks like a fun rush
     
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  5. Mick

    Mick Member

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    Wow, so many great changes! The merc cards, straightforward new unit, PTR, Mastermind Buff (and indirect MM buffs with tank and starcaller). One of those patches that is such a good change in the good direction. I will try to update the Dutch translation and test some on PTR :)
     
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  6. Seraphon

    Seraphon Member

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    Soooooo great patch !!! Love the next unit. Will be interesting to see how it will be used ! I guess "Damage and damage reduction are increased by 8%" + Hero aura on millenium :O :O :O That will be so insane ! And with withemane ahahaha.

    Soo great thing that we will be able to help you to test a new patch ;)

    Not sure to understand well, you can directly edit the translation ingame ? Or you have to go the google doc to edit the translation ?

    Nothing more to say except good job ^^

    I don't think it was necessary since it is already super hard to get a card. I played since November 2017 and still have less than 10% of cards...

    Why this modification ? King was too weak?

    Just soooooo great. Now, player should always have a correct roll but not necessary a god roll. If you want a god roll, you can still rerol and try your chance. I think it's a good thing to increase income by 1. I would like you answer to @jitsuc4 questions about the roll please :)

    I think those changes are really good I think even if I don't think it was necessary to buff Sorcerer. But let's see.

    Really good changes. Still think Sky Queen will be really good. Not because of its stats but because of its attack/Def type and mecanism.

    That's soooooo a great change. However, I don't think it can tank enough. Maybe change a bit more attack/health.

    Starcaller will be insane with Sorcerer + others mana units I think :s

    Afraid about the egg start....

    Yes ! Finally ! Same for Pack Leader now ? :D :D

    GK should be an off tank or a tank? I don't really know what this unit should do exactly.

    Yeah good changes again. 17 was a bit too weak. For wave 20, I think in most cases, it won't change anything but still a very good change.
     
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  7. Jules

    Jules Developer Staff Member

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    Yes, it still counts. Would consider removing in the future, but I'd rather take it one step at a time. Being overly heavy-handed with rolls can lead to some issues.
    It does not. Just Peewee, Gargoyle, Aqua Spirit, Wileshroom, and Priestess of the Abyss.
    The tooltip is updated to say mana instead of aptitude.
    It doesn't fully solve the issue, but the stronger king and weaker boss make surviving on 20 easier, which gives more relevance to Maccabeus' bounty. If it remains an issue, we have some other ideas to address it.
    Keep in mind that the damage and damage reduction are not auras - they are buffing Lioness.
    You go through the Google docs at LegionTD2.com/translate. Any changes you make before the Monday release will make it into the patch. I will import all the Google docs every Monday before each patch.
    Cards are now easier to get. You can acquire them in Casuals and there are 26 new cards. The probability you get a card in a Normal game is ~40% higher than it was before.
    Yes, there's been a slight power creep in the past ~6 months, which makes the king feel too weak. I try my best to avoid this, but it's difficult and happens in a lot of games.
     
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  8. Mick

    Mick Member

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    Tested a bit. Regarding undoing 'boost', now that you are on it, could you also make it so that if you sell the peewee, and it is still boosted, you get the 5/20gold of the boost back? (For example, you newly deployed peewee, boosted it, but want to replace it, and you sell it and forget to undo boost first)

    Played around a bit with new starcaller and sorcerer. I have to say, it does feel a bit OP. Sky queen will be crazy strong with it, 20% more gain per hit will snowball like crazy. Same with the aura for Starcaller. I think this will happen with more of the units that are affected by this change, because an added 20% mana gain is a pretty huge buff.

    Together with the Leviathan buff I think Sky Queen needs some more nerfing. Although her attack will go down a bit, with the buffs of sorcerer, starcaller and Leviathan, she is basically buffed quite hugely. Some speed cap or other way to make sure she cannot snowball out of control with the buffing abilities (also APS).

    Rolls on mastermind definitely feel more stable.
     
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  9. Nacccho

    Nacccho Member

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    I can hear the WOOSH WOOSH of sky queens getting louder, 2 damage reduction won't make up for this. But at least you make it rely more on other units, so we'll wait and see.
    I can say leviathan definetely needed some love. Starcaller didn't, but i see that this is for steering ppl into playing MM.

    This worries me a bit. I've been very successful with hydra still. True that i'm playing on 1,8k average games with the other acc, but i'd guess my wr with hydra is above 70%.
    You gotta understand with the nerf of BWs, "safe" 5 worker starts with slow clear pretty much don't exist anymore. Thats a huge buff to hydra already. I'd tread carefully.
     
    Last edited: Oct 27, 2018
  10. SirCloud

    SirCloud Member

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    Well, fuck playing Legions in higher elos I guess.
     
  11. Nacccho

    Nacccho Member

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    I feel so fucking torn about Sky Queen.

    Its soooooooooooo fun to play, even if it feels broken.
    It even has some weaknesses, but its just too strong in many consecutive waves and too good of a mid holder. But again, man, that wooooosh wooosh wooosh is freaking fun tho.
     
  12. SirCloud

    SirCloud Member

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    I see, you watched Beyblade in your childhood too.
     
  13. jitsuc4

    jitsuc4 Moderator

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    I don't know about her being too good in mid (maybe with some tanks still standing or spam, less so in small numbers/on her own?), but what if she would lose mana while not engaged in combat? Would at least make it possible to separately tweak her laning strength and mid performance.
     
  14. Egekaer

    Egekaer Member

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    Hi guys. hope you had a good weekend.

    First of all i want to say, that the test realm has been a really good edition. Personally i had alot of fun playing with 3 others guys while testing the game and trying out the new unit. Got no clue on how to use the lion king and lioness effective, but i guess it will come at some point.

    The only negative comment I have about this patch is the buff to mm. I know that i have asked for a better balance between mm and legions, but i dont think this is the way to do it.

    1. I do not like that you are differentiating by adding income to mm. I think the difference between the two should be in the ability of picking better towers than the ones you have available when playing legions. I do not think it should be a war about income on unequal terms. So we are back to changing the composition in the legions, since buffing mm rolls also have problems.

    2. I do not like that you have added more restrictions to the mm roll. I think i had king claw in almost all my games on the test realm and I think we all at least had b or a rolls all the time. The reason i think this i bad is because I think it is fascinating when you can get an awkward roll to work. An awkward roll can compete because it is unpredictable, but it cant beat a good legion player. My point is that i think the composition of legions should be changed and some of the limitations to the mm rolls should be removed. I think this would give more exciting games with more wierd stuff going on. If we look at kingdanzz. He is one of the only ones that can get really wierd rolls to outperform the opponent. I think we should all aim to achieve such skills.

    Best regards

    Ege
     
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  15. Seraphon

    Seraphon Member

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    Hum I don't agree since it means you have to outplay/outskilled your opponent with a roll which should not be easy to use/perform well. Also, I really prefer to have something balanced in ranked queue than something random what I have to do the difference with.
    However, I can understand you want something more exciting. So I would propose to apply this restriction only in ranked Q and remove it in casual Q. That's my opinion and we would need to take more opinions I guess. ;)
     
  16. Lisk

    Lisk Director Staff Member

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    Hi everyone, releasing a v2.41a patch with some fixes and minor conservative balance changes. Patch will go live in 30 minutes or so.


    v2.41a

    Small Fixes

    - Fixed a bug where the "-bug" command stopped returning the success message
    - Fixed a bug where expensive mercenary icons would sometimes be shown in the mini scoreboard the next game on Wave 1
    - Fixed a bug where selecting a legion spell wasn't showing the icon

    Tweaks

    - King now shoots pumpkins to celebrate Halloween
    - Minor improvements to FairPlay griefing detection

    Sky Queen

    - Damage: 86 -> 84

    Warg

    - Health: 860 -> 880

    Lioness

    - Health: 2350 -> 2410

    Alpha Male

    - Health: 2930 -> 3000
     
  17. FaithOfHeaven

    FaithOfHeaven Member

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    Cards
    - You can now earn Cards in Casual games

    Are the odds of getting a card in a casual game and in a normal game the same?
     
  18. Bighehe

    Bighehe Member

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    I would assume that the chances in a normal game are 40% higher while the chances in a casual are the same as before
     
  19. Akitos

    Akitos Member

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  20. Nacccho

    Nacccho Member

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    I don't think gargs should be removed from magic damage "satisfaction"(kappa) group.

    I know its damage is irrelevant, but its still magic. Giving you only effective damage units also would be too much.

    While i like the consistency of MM now, i already think it getting too stiff. I legit get grarl and/or bunk on 75%+ of my rolls.
     
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