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v3.13/a/b/c: Cannoneer, Custom Games 2.0

Discussion in 'Patch Notes' started by Jules, Mar 15, 2019.

  1. Jules

    Jules Developer Staff Member

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    2019_0315_Cannoneer.jpg

    Masters Cup III

    2019_0301_masterscup3_medium.jpg

    Already 18 teams signed up! See the team list.
    • Sign-up is free / ends March 25
    • Tournament: March 30-31
    • $500 prize pool
    Sign-up instructions
    1. You and your teammate must have an average peak rating in season 3 of 1500+ to qualify
    2. Have you and your teammate type /join <team name> (e.g. /join Snail Kings) in Global Chat to join a private lobby.
    3. Have one player type /signup while in the private lobby
    See the tournament thread for details.

    Localization Update

    2018_0723_translate_s.jpg

    - The game is now smarter about detecting default language for new players
    - Post-game screen and cards/items are now ready to be translated (they were previously missing from the translation docs)
    - All tooltips now use variables instead of hardcoded values. This means that when we change an ability from 90 -> 100 damage, you won’t have to update the translation (it automatically does it now)
    -- We ran a script that automatically converted all existing translations to the new variable format. A small number of translations may have reversed variables ($1 and $2 swapped), so please help us correct those.

    If you’re interested in helping, check out LegionTD2.com/translate. Any help is greatly appreciated and will allow us to significantly grow the player base (larger player base = better matchmaking, more featured game modes, etc.). Thank you to everyone who has contributed.

    v3.13c

    This is the final balance patch before the Masters Cup III. The goals of this patch are to:
    1. Ensure we see a variety of strategies to create an optimal experience for both participants and viewers
    2. Not disrupt the meta or ruin existing strategies, which is why we’re going light on the changes and mostly doing buffs
    SkyKing.png
    King
    - Fixed a bug where the king would sometimes get more than 10 upgrades

    Peewee.png
    Peewee green_arrow.png
    - Attack speed: 0.97 -> 0.99

    Veteran.png
    Veteran green_arrow.png
    - Health: 1410 -> 1430

    Butcher.png
    Butcher green_arrow.png
    - Health: 1300 -> 1320

    HeadChef.png
    Head Chef green_arrow.png
    - Health: 3200 -> 3250

    Tempest.png
    Tempest red_arrow.png
    - Attack speed: 1.11 -> 1.09

    Zeus.png
    Zeus green_arrow.png
    - Attack speed: 2.17 -> 2.2

    Pyro.png
    Pyro red_arrow.png
    - Attack speed: 1.67 -> 1.65

    Doppelganger.png
    Doppelganger green_arrow.png
    - Health: 3700 -> 3800

    FireLord.png
    Fire Lord green_arrow.png
    - Attack speed: 1 -> 1.02

    Fenix.png
    Fenix green_arrow.png
    - Attack speed: 1 -> 1.02

    Hades.png
    Hades green_arrow.png
    - Raise Imp: Mana cost: 16 -> 15


    Waves

    Mantis.png
    (12) Mantises green_arrow.png
    - Health: 1170 -> 1190

    DrillGolem.png
    (13) Drill Golems red_arrow.png
    - Health: 3200 -> 3170

    Maccabeus.png
    (20) Maccabeus red_arrow.png
    - Damage: 160 -> 155

    We’re very close to getting wave 20 in a decent spot. “Decisiveness” is the probability that the game ends on the current wave. In the past, wave 20 had 95%+ decisiveness. After recent changes, it currently has 72% decisiveness, and we believe a healthy number is between 60% and 70%.

    LegionKing.png
    (21) Legion King green_arrow.png
    - Attack speed: 1 -> 1.02

    v3.13b

    - Fixed a pathing bug

    v3.13a

    Reconnecting
    - Fixed a bug where you couldn't reconnect

    Not enough time has passed to make any major balance changes. Just doing a few tweaks based on preliminary data and feedback.

    Hydra.png
    Hydra red_arrow.png
    - Health: 2850 -> 2820
    - Damage: 114 -> 111
    - Hydraling: Health: 950 -> 940
    - Hydraling: Damage: 38 -> 37

    Kraken.png
    Kraken green_arrow.png
    - Health: 6400 -> 6500
    - Damage: 280 -> 285

    Maccabeus.png
    Maccabeus red_arrow.png
    - Damage: 165 -> 160

    v3.13 Patch Notes
    - Released to Public Test Realm (PTR). How do I join PTR?
    - Released to live servers!

    NEW! Custom Games 2.0

    You can now select game modes and adjust starting resources in custom games. More modes and options to come in the future.

    2019-03-14_23h02_27.png

    2019-03-14_23h02_37.png

    NEW! Mercenary

    Card_Cannoneer_s.png

    Cannoneer
    - Cost: 100 mythium
    - Income: 30
    - Movement type: Ground
    - Health: 950 (Swift)
    - Damage: 102 (Impact)
    - Attack speed: 0.67
    - Range: 500

    via Sketchfab


    Game Fixes & Improvements

    Pathing & Targeting
    - Fixed a pathing bug where melee units would sometimes keep trying to turn around when trying to attack a unit in the cave
    - Fixed a rare edge case where a unit moved faster than intended

    Quality of Life
    - Profiles now show Classic wins/losses (we just started tracking this statistic now, so everyone will start at 0 wins, 0 losses even if you already played classic games earlier this season)
    - Leaderboards and profile percentile rankings are now more accurate (it now only compares you against players that are active this season, not all players)
    - Post-game score screen now shows win/losses for that queue type
    - Post-game score screen Waves tab now shows King hp percents
    - Custom Games now start with normal resources (no longer -debug and resources by default). This should make it easier to practice builds or play co-op with friends.
    - Buff tooltips now show a larger icon

    Chat
    - New chat emojis :sob: and :money:

    Money.png

    Stability
    - Fixed a matchmaking bug where the matchmaker would get stuck and not form the correct matches (iterator was mistakenly being incremented when in skip phase (substep); should only be incremented when it’s a new main step)
    - Fixed a concurrency issue (OnMatchMade now fires after the lock is released)
    - Added a failsafe where the lobby will restart if no ranked matches start in a 5-minute span

    Debugging
    - Fixed a bug with -wave 0 not clearing properly

    Game Balance

    SkyKing.png
    King green_arrow.png red_arrow.png
    - Chain Frost: Bounce speed: 3000 -> 4000
    - Lightning Hammer: Bounce speed: 5000 -> 6000, Damage reduced by 3%

    Making these abilities feel better against Froggos and Lizards

    Fighters

    DesertPilgrim.png
    Desert Pilgrim green_arrow.png
    - Improved Chain Heal autocast AI and bounce behavior: it will now bounce to any injured targets, instead of only targets missing a certain amount of hp. This fixes a few cases where it wouldn't bounce to an injured target that it should have bounced to.

    Whitemane.png
    Whitemane red_arrow.png
    - Health: 4450 -> 4400

    Fatalizer.png
    Fatalizer red_arrow.png
    - Attack speed: 1.47 -> 1.43

    Eggsack.png
    Eggsack green_arrow.png red_arrow.png
    - Incubation: No longer immediately hatches a weakened Hydra on the wave Eggsack breaks (still hatches a weakened Hydra the following wave)
    - New ability: Eggsplosion: Upon death, deals 80 Pure damage to nearby enemies
    - Now aggroes the rest of your lane a bit later so that melee DPS can be used more effectively with Eggsack (we recommend testing once in a custom game)

    Hydra.png
    Hydra green_arrow.png red_arrow.png
    - New ability: Ancient Power: Gains +1% damage and +1% damage reduction for each wave that has passed (the wave number matters, not how long Hydra has been out)
    - Health: 3150 -> 2850
    - Damage: 120 -> 114
    - Hydraling: Health: 1050 -> 950
    - Hydraling: Damage: 40 -> 38

    The goals of these changes are to:
    1. Nerf the strategy of using Eggsack as a tank mid-late game
    2. Make protecting Eggsack a viable strategy mid-late game
    3. Make sure it isn’t overly punishing if your Eggsack breaks on wave 3
    Hades.png
    Hades green_arrow.png
    - Raise Imp: Mana cost: 17 -> 16

    GreatBoar.png
    Great Boar green_arrow.png
    - Stampede: Damage increased by 10%
    - Stampede: Area of effect: 250 -> 400

    RedEyes.png
    Red Eyes green_arrow.png
    - Thunderous Charge: Damage increased by 10%
    - Thunderous Charge: Area of effect: 250 -> 400

    Mercenaries

    Centaur.png
    Centaur green_arrow.png red_arrow.png
    - Health: 4300 -> 4500
    - Damage: 195 -> 205
    - Cleave: 30% -> 20%

    Centaur currently shuts down too many builds and makes certain units (notably Swift/Arcane tanks and lower tier tanks) obsolete late game. Shifting some power from splash to base stats. It will still be strong against those units, but less extreme.

    Kraken.png
    Kraken green_arrow.png
    - Health: 6600 -> 6400
    - Damage: 290 -> 280
    - Spell Resistance: Removed
    - New ability: Ancient Power: Gains +1% damage and +1% damage reduction for each wave that has passed

    Kraken was only used to hard counter Honeyflowers and Pyros on ranged waves. It will still be strong against those units, but Kraken deserves to be more versatile, epic, and stronger late game.

    Waves

    Scorpion.png
    (5) Scorpions red_arrow.png
    - Fixed an unintended case where Scorpion King would avoid getting aggroed first against some builds

    Rocko.png
    (6) Rockos green_arrow.png red_arrow.png
    - Health: 800 -> 830
    - Damage: 38 -> 39
    - Impale: 4% stacking up to 20 times -> 3% stacks up to 9 times

    Note that Impale never actually stacked 20 times, except in rare cases in 4v4 dual building or when 8+ Rockos leaked to the king

    Rockos’s Impale is insanely strong when focusing the same target, which is sometimes the result of RNG. It also makes tier 1 spam and splits even stronger than they should be (they will still be strong). Also worth noting that a high % of lower-rated games end on wave 6 due to cheese strategies, undervaluing tier 1 units, and not understanding splits.


    KillerSlug.png
    (14) Killer Slugs red_arrow.png
    - Health: 2030 -> 2000

    Cardinal.png
    (16) Cardinals green_arrow.png
    - Health: 1880 -> 1900

    Maccabeus.png
    (20) Maccabeus red_arrow.png
    - Damage: 160 -> 165
    - Insatiable Hunger: Removed

    With the introduction of Witch and Maccabeus’ fast attack speed, summoners and tier 1 spam aren’t broken anymore - if anything, they are weak on wave 20. The goal of this change is to increase the number of viable units on wave 20, while also nerfing it. Maccabeus is really cool (he’s a fire breathing turtle), but it feels unfair to have a boss wave be so decisive. Some games will still end on 20, but now a higher percentage of games will go to 21.

    Projectile Speeds

    Slow projectile speeds inflate the power of tier 1 spam and splits, so we’re making them faster for mercenaries and waves. These changes should only be minor buffs against very low health units

    - Lizards: 1500 -> 2500
    - Hermit: 1500 -> 2500
    - Drake: 1500 -> 2500
    - Witch: 1500 -> 2500
    - Froggo: 1500 -> 2500
    - Shaman: 1500 -> 2500
    - Kobras: 1500 -> 2500
    - Quill Shooters: 1750 -> 2500
    - Quadrapuses: 1500 -> 2500
    - Dire Toads: 1500 -> 2500
     
    Last edited by a moderator: Mar 26, 2019
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  2. Bonny

    Bonny Member

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  3. Marchombre

    Marchombre Member

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    I saw what you did there with that mercenary @Jules !

    I remember when you said "love sending drake, still has some nice damage, and love greeding for that income"
    -> you now have a 2nd decent long range fighter to send and income from, right ? :D

    Did your drake felt a little weak against fortified armor frontlines ? :p
     
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  4. reW

    reW Member

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    Dayum, that new 100cost mercanary looks awesome. Finally some ranged impact to destroy early fortified builds 3:)
    Keep up the good work!
     
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  5. Seraphin

    Seraphin Member

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    Finally a mudman killer !! :O thank you very much

    Really good job here. Should be better!

    Yeah whitemane is a bit too strong I think. But this is strong because of his aura not because of hp. however, since it is hard to use with melee units and bunk, it should be now okay.

    Fata is clearly too strong. PArticularly wave 20.

    I don't really know what to think about this unit. Feels sometimes op but sometimes shit. I guess it is due to the fact this is really hard to use well.

    Finally !!

    Yeah it was clearly needed. This unit is shit atm XD

    God thank you for this buff !!

    Well, wave 7 op incoming XD

    yeah it was still a bit too strong. But that's so much better than before!

    Clearly, this wave is shit at the moment. But this is probably not a buff needed since you nerf wave 14.

    This wave is actually horrible. This is 80% roll, 20% if you're ahead or not. Hope this nerf will help.
     
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  6. s0n0fagun

    s0n0fagun Member

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    I absolutely hate the look of this new mercenary. I think Curing got it absolutely wrong with this one. It doesn't fit the legion style in any kind of way and is more suitable for some kind of girlish Japanese anime.

    I have been critical of the work of Curing before. She draws a pretty descent looking unit and then the upgrade looks pretty much exactly like it. This has been the case with great boar > red eyes, sand badger > iron scale, desert pilgrim > lost chieftain and harpy > sky queen.

    Sorry girl, but in my opinion there is room for improvement :)!
     
  7. EpvpDani

    EpvpDani Developer Staff Member

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    That's fine, everyone has a different taste and I think the new mercenary is a great addition for some variety among the mercenaries. What exactly doesnt fit the legion style? How else should it look like? I dont see anything wrong with a steampunk-like character that is a girl

    I don't know if you noticed yet but doesnt almost every upgraded version look similar to the base units? Maybe it could be even on purpose for clarity in the gameplay to make sure you know what unit it is? Take a look at original units like Aqua spirit, etc. and their upgrades, how is this different now?
    Also another factor is that it saves time when reusing existing rig which is currently important to make sure that units can be delivered at a fast pace and dont take several months for just one new unit with their upgrades that would have to look completly different and had no association to the original model.

    That's great but then please also share your knowledge with us how it could be improved in future instead of just saying that you dont like it without any suggestions
     
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  8. Seraphin

    Seraphin Member

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    this is true this does not fit the Legion TD 2 style. However, I think this is a good opportunity to get more style in Legion TD 2.

    Everybody can always improve anyways ;) But as Dani said, give us your point of view about what you would prefer.
    Particularly, you can do like @Marchombre who always give a lot of ideas!!
     
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  9. s0n0fagun

    s0n0fagun Member

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    Off course it is taste, and we are talking about my opinion. So certainly not everyone has to agree with that.

    It's really not my intention to piss all over it, so im not negative about all of Curings work. I mean I really think that great boar, harpy, priestess of the abyss and desert pilgrim were some great base units. But then I see the upgrade and I think "hmmm you could have done a bit more to make it look like an upgrade".

    For example angler > bounty hunter > kingpin or grarl > king claw / ocean templar. There is some clear difference between base and upgrade that I absolutely praise her for!
     
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  10. s0n0fagun

    s0n0fagun Member

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    Distinctive characteristics for an upgrade usually are one or more of these:
    - overall bigger
    - overall different shape
    - more muscular
    - clearly different colors
    - bigger or different attributes or weapons etc. etc.
     
    Last edited: Mar 18, 2019
  11. nimea

    nimea Member

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    Did Curing work at Jinx? ;)

    I like the new merc, good job!
     
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  12. Mick

    Mick Member

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    Yeah, the unit is quite different from the others at the mercenary race, and also does not appear to be in the spirit of the other LTD2 units. However, I honestly like that, especially as a mercenary, since mercenaries should kind of be outlaws and misfits, right? I would not mind a bigger group of steam punk mercenaries at all, or some new race that is designed in a really new way.

    Only thing I would change is the color of bra of the unit. In game it pretty much looks like she is walking around topless. I don't mind, but I could imagine you did not intend that.
     
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  13. Jules

    Jules Developer Staff Member

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    The reason upgrades often look similar to the base unit for newer units isn't laziness or lack of creativity. It saves us a significant amount of time and money (each new tier is around $5000 of labor), which allows us to make units faster, while still maintaining a high quality bar. We made a deliberate call as a team to do this for most new units. If we believe a very different shape would create the best design or if a unit has multiple upgrades, we're happy to put in the extra time and resources.

    Cannoneer looks different than other units, intentionally. We wanted to stretch the boundaries of the Legion TD 2 world and also have a traditionally attractive human character that we could potentially use to help market the game and grow the player base in the near future.

    We're still always open to feedback and criticism, but I just wanted to share that context.

    If you mean the League character Jinx, then yes! She did the concept art and splash art illustration for Star Guardian Jinx. You can check out some of her work here: https://www.artstation.com/jeango
     
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  14. Curing

    Curing Art Director Staff Member

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    Thanks for sharing your thoughts @s0n0fagun ! Looks like @EpvpDani and @Jules took the words right out of my mouth already haha, hope the context behind some decisions make sense :)

    To add, original 4 legions were definitely in a certain style (generally heavily stylized monsters and machines; we have very few actual "humans") and it's definitely has a charm we are familiar with. Cannoneer's visual direction was a result of conscious decision that we saw an opportunity to broaden our "menu" and cater to different tastes, now that we have hundreds of units that had the classic "legion feel" that feels cohesive enough. Think of as one more menu being added to the buffet restaurant line-up!

    @Mick , you are correct on that mercenaries are meant to be an outcast -- as the name implies they are only working for themselves and mythium is the only drive for their battles and will work for any legion that will pay them. It allows us freedom to make units that doesn't have to be tied to existing/future legions, like safety mole or witch.
    We can still have a steampunk legion in the future, then the Cannoneer is probably an outlaw who doesn't care about her own people. :p

    I will look into the bra issue haha, indeed it wasn't intentional to make a topless unit. x)
     
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  15. Bluejin

    Bluejin Member

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    It's not that bad. I really like the entire Grarl/Angler group very much. If I have one complaint, it's that some units look too cute. I mean, fine for Pollies, but Hydra is supposed to be a terrifying sea monster, and the ingame model looks just so cuddly :D
    Kinda similar issue with the Lion King and the new merc.
     
    Last edited: Mar 18, 2019
  16. s0n0fagun

    s0n0fagun Member

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    @Jules @Curing

    Thanks for these sincere and honest comments. I appreciate that a lot!

    With the release of the new units lately I did indeed notice that the base units and their upgrades are very similar. But now that you have provided clear explanations about this, it all makes perfect sense. So I take back my words of critic to curing in terms of drawing.

    That being said,, i still dont like the style of the new mercenary. But thats just a simple mans opinion ;)

    Thx again!
     
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  17. s0n0fagun

    s0n0fagun Member

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    I like the grarl and angler groups aswell. I think you misinterpretated that one ;)
     
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  18. MightyGorgon

    MightyGorgon Member

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    While we’re on the topic of unit designs lemme just add that the Nomad faction as a whole looks SO DOPE!

    Can we get a teaser for the next faction’s theme?? :D
     
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  19. EpvpDani

    EpvpDani Developer Staff Member

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    Soon™
     
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  20. Seraphin

    Seraphin Member

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    Personaly, I don't need to get a tease when I see how fast they develop contents recently ! The waiting is clearly more easy than before :D
     
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