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v3.14: Masked Spirit, False Maiden, Hell Raiser, Hybrid Game Mode

Discussion in 'Patch Notes' started by Jules, Apr 5, 2019.

  1. Jules

    Jules Developer Staff Member

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    2019_0405_Shrine.jpg

    NEW! Featured Game Mode: Hybrid

    2019_0412_GameMode_Hybrid_small.jpg

    Featured game modes are a new way to play the game with special rules and mechanics. They're just for fun and will occasionally be enabled on weekends.

    The next featured game mode is Hybrid 2v2, in which your fighters are replaced with "tiers." Each time you build a tier, you get a random fighter from that tier.

    Hybrid 2v2 will be enabled from Friday 4/12 - Sunday 4/14.

    NEW! Legion: Shrine

    AsianGhost_Announce (1).jpg

    A lost civilization of long-standing traditions. One of their core values is respect for the dead, and they constructed a gate symbolically connecting the worlds of the living and the dead. One night, there was a strange crescent moon with an eerie reddish hue. Upon visiting the gate, they noticed what was once a white rope that warded off the spirits was now stained dark red. The inhabitants of the Shrine began experiencing oddities in their everyday lives, catching glimpses of the dead, and feeling an impending sense of doom. The realm of the dead grows larger every night, creeping and expanding its unholy dominion. The Shrine is no longer welcome to the living.

    v3.14 Patch Notes
    - Released to Public Test Realm (PTR). How do I join PTR?
    - Released to live servers!

    NEW! Tier 1

    Card_MaskedSpirit (1).png

    Masked Spirit
    - Cost: 25 gold + 1 supply
    - Upgrades to: False Maiden
    - Movement type: Hovering
    - Health: 250 (Swift)
    - Damage: 7x3 (Pierce)
    - Attack speed: 1.1
    - Range: 600

    SpectralScream.png
    Spectral Scream
    Each attack hits up to 3 random targets and cannot hit the same target more than once.
    - Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Rogue Wave)
    - Works with Villain

    via Sketchfab


    Card_FalseMaiden (1).png

    False Maiden
    - Upgrade cost: 70 gold + 1 supply
    - Upgrades to: Hell Raiser
    - Movement type: Hovering
    - Health: 850 (Swift)
    - Damage: 24x3 (Pierce)
    - Attack speed: 1.1
    - Range: 600

    SpectralScream.png
    Spectral Scream
    Each attack hits up to 3 random targets and cannot hit the same target more than once.
    - Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Rogue Wave)
    - Works with Villain

    via Sketchfab


    Card_HellRaiser (1).png

    Hell Raiser
    - Upgrade cost: 120 gold + 1 supply
    - Movement type: Hovering
    - Health: 1750 (Swift)
    - Damage: 48x3 (Pierce)
    - Attack speed: 1.1
    - Range: 600

    SpectralScream.png
    Spectral Scream
    Each attack hits up to 3 random targets and cannot hit the same target more than once.
    - Counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Rogue Wave)
    - Works with Villain

    Tantrum.png
    Tantrum
    Enters an enraged state, gaining +20% attack speed, every other wave

    via Sketchfab


    NEW! Commands

    - Added "-ready" chat command. Type -ready to vote to start wave 1 early.
    - Added “-dps” chat command. Type -dps during the night (build phase) to see the DPS performance of each unit last wave
    - Added “-lifetime” chat command. Type -lifetime to display how long your units survived last wave
    - Added “-kills” chat command. Type -kills to display the number of kills for each unit last wave

    ss+(2019-04-04+at+03.58.15).jpg

    Game Fixes & Improvements

    Classic Queue Matchmaking
    - Now has fairer matchmaking. It still forms matches as fast as possible, but once a match is formed, it shuffles teams based on hidden ratings that take into account both ranked and classic skill.
    - Significantly lowered party rating penalties, which were sometimes unintentionally limiting players from partying when they had a very high-rated player in their party

    Ranked Matchmaking
    - Improved the matchmaker to make it less likely to "skip" very high-rated players

    Gameplay Fixes
    - 4v4: Fixed a bug where a lane would be considered as leaked if its partner lane leaked, even if the original lane was still fighting (This mainly affected no-build/cross strategies)
    - 4v4: Match cancellation is now enabled (if a player doesn’t do anything before wave 1 starts).
    - Fixed a rare antistuck edge case
    - Fixed a bug where Lightning Hammer would mistakenly continue where it left off on the previous wave (which could result in it casting on its first attack)

    Client Fixes
    - Fixed a bug where players would mistakenly receive a suspension notification instead of a warning notification, after leaving/afking a game
    - Fixed a bug where Enable Global Chat wasn't being saved between sessions
    - Fixed a player profile bug where new trophies weren't showing up
    - Fixed missing card art for Chaos Hound, Cerberus, Imp, Undead Dragon
    - Fixed a bug in post-game stats where W/L was incorrect

    Quality of Life
    - Waves & Attack Type guide windows are now reopened if you had them open last game. Also, they are now open by default to help newer players.
    - You can now hold shift + left click + move mouse to deploy multiple fighters
    - Selecting a Lost Chieftain tower now displays a green glow to indicate who he will buff when the wave starts
    - Selecting a Dark Mage tower now displays a green glow to indicate who he will prefer to buff when the wave starts
    - Ramping damage floating text now adds your base damage to the number (Berserker, Fatalizer, Four Eyes)
    - Fixed a bug where sandbox mode would spawn wave 1 in 60 seconds instead of 600 seconds
    - Fixed a bug where melee projectiles (Peewee, Veteran) weren't showing up properly

    Translations
    - Updated! 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. Thank you to everyone who has contributed.

    Game Balance

    SkyKing.png
    King
    - Now takes into account Giant Slayer (20% current health damage) when prioritizing targets. This means he will correctly focus higher health units more often now, which also allows him to optimize his AOE better as well.
    - Lightning Hammer: Projectile speed: 6000 -> 8000. Damage decreased by 3%
    - Immolation: Damage increased 5%
    - Chain Frost: Projectile speed: 4000 -> 6000

    King Upgrades
    - King upgrades are getting more expensive but now have better income efficiency. The goal of this change to make king upgrades more viable early game and when you're behind / know you can't break your opponent.

    This is an experimental change, and if it doesn’t turn out to be positive, we’ll revert it.

    UpgradeKingAttack.png
    Upgrade Attack green_arrow.png red_arrow.png
    - Mythium cost: 15 -> 20
    - Income: 4 -> 6
    - Effect: Unchanged

    UpgradeKingRegen.png
    Upgrade Regen green_arrow.png red_arrow.png
    - Mythium cost: 15 -> 20
    - Income: 4 -> 6
    - Effect: 0.015% missing health regeneration -> 0.005% max health regeneration + 0.005% missing health regeneration

    More viable when your king is >50% and less overpowered when your king is very low on health

    UpgradeKingSpell.png
    Upgrade Spell green_arrow.png red_arrow.png
    - Mythium cost: 15 -> 20
    - Income: 4 -> 6
    - Effect: Unchanged

    Coin.png
    Bounty
    - Gold to opposing team decreased by 10% on average early game, increased by 5% on average late game (breakeven on wave 13)

    The goal.of this change is to have fewer games decided with one mistake early game. As compensation, we’re slightly buffing early game low-income mercenaries so they remain competitive with high-income mercenaries and king upgrades

    Legion Spells

    GiantSnail.png
    Giant Snail green_arrow.png
    - Health: 690 -> 700
    - Damage: 29 -> 30

    LizardArmy.png
    Lizard Army green_arrow.png
    - Mythium: 10 -> 15

    DarkRitual.png
    Dark Ritual red_arrow.png
    - Gold: 140 -> 135

    Loan.png
    Loan red_arrow.png
    - Income: -30 -> -32

    Fighters

    BoneWarrior.png
    Bone Warrior green_arrow.png red_arrow.png
    - Health: 170 -> 150
    - Skeletal Regeneration: 4% missing health -> 3 + 3% missing health

    FireArcher.png
    Fire Archer green_arrow.png red_arrow.png
    - Skeletal Regeneration: 4% missing health -> 3 + 3% missing health

    DarkMage.png
    Dark Mage green_arrow.png red_arrow.png
    - Skeletal Regeneration: 4% missing health -> 3 + 3% missing health
    - Greatly improved AI. It now casts as soon as the wave aggros and is more responsive when casting during the round. Also smarter about picking targets for Mindwarp (increased priority for units with ramping effects, such as Berserker, Fatalizer, Doppelganger, and Sky Queen)
    - Selecting a Dark Mage tower now displays a green glow to indicate who he will prefer to buff when the wave starts

    BoneCrusher.png
    Bone Crusher green_arrow.png red_arrow.png
    - Health: 1060 -> 1100
    - Skeletal Regeneration: 4% missing health -> 3 + 3% missing health

    Peewee.png
    Peewee green_arrow.png
    - Health: 320 -> 330
    - Attack speed: 0.99 -> 1.02

    Looter.png
    Looter red_arrow.png
    - Health: 120 -> 110

    Zeus.png
    Zeus green_arrow.png
    - Attack speed: 2.2 -> 2.22

    Pyro.png
    Pyro red_arrow.png
    - Attack speed: 1.65 -> 1.63

    Tempest.png
    Tempest red_arrow.png
    - Attack speed: 1.087 -> 1.064

    Lioness.png
    Lioness red_arrow.png

    - Health: 2410 -> 2360

    AlphaMale.png
    Alpha Male red_arrow.png
    - Damage: 104 -> 101

    Honeyflower.png
    Honeyflower green_arrow.png red_arrow.png
    - Health: 1180 -> 1200
    - Fixed a bug where Fragrance was dealing pure damage instead of magic damage

    Deathcap.png
    Deathcap green_arrow.png red_arrow.png
    - Fixed a bug where Noxious Scent was dealing pure damage instead of magic damage

    Butcher.png
    Butcher green_arrow.png
    - Health: 1320 -> 1350

    HeadChef.png
    Head Chef green_arrow.png
    - Health: 3250 -> 3300

    LostChieftain.png
    Lost Chieftain green_arrow.png
    - Now smarter about picking targets for Gaia Shield (prefers units that are placed farther forward because they are more likely to tank)
    - Selecting a Lost Chieftain tower now displays a green glow to indicate who he will buff when the wave starts

    Nightmare.png
    Nightmare green_arrow.png
    - Attack speed: 1.667 -> 1.724

    Berserker.png
    Berserker red_arrow.png
    - Attack speed: 1.563 -> 1.49

    Antler.png
    Antler red_arrow.png
    - Attack speed: 0.8 -> 0.78

    IronScales.png
    Iron Scales red_arrow.png
    - Health: 6850 -> 6800
    - Damage: 205 -> 200

    Fenix.png
    Fenix green_arrow.png
    - Attack speed: 1.02 -> 1.04

    BananaBunk.png
    Banana Bunk green_arrow.png
    - Health: 2900 -> 2950

    BananaHaven.png
    Banana Haven green_arrow.png
    - Health: 6500 -> 6550

    Hydra.png
    Hydra red_arrow.png
    - Ancient Power: Bonus damage and damage reduction per wave: 1% -> 0.8% (this nerfs Hydra effective health and DPS by 2.5% on wave 11 and 5% on wave 21)

    GreatBoar.png
    Great Boar red_arrow.png
    - Stampede: Now has a max targets of 20 units, which is consistent with other AOE in the game

    RedEyes.png
    Red Eyes red_arrow.png
    - Health: 8300 -> 8250
    - Damage: 153 -> 150
    - Thunderous Charge: Now has a max targets of 20 units, which is consistent with other AOE in the game

    Mercenaries

    We're buffing low-income mercenaries that are used early game to make sure they stay competitive with high-income mercenaries and king upgrades.

    Brute.png
    Brute green_arrow.png
    - Health: 750 -> 760
    - Attack speed: 0.87 -> 0.88

    Hermit.png
    Hermit green_arrow.png
    - Damage: 34 -> 35

    SafetyMole.png
    Safety Mole green_arrow.png red_arrow.png

    - Health: 1200 -> 1250
    - Damage: 58 -> 60
    - Safety Aura: Can no longer decrease damage dealt below 3

    PackLeader.png
    Pack Leader green_arrow.png
    - Health: 1740 -> 1770
    - Damage: 88 -> 90

    Ogre.png
    Ogre green_arrow.png
    - Health: 2300 -> 2320
    - Attack speed: 0.6 -> 0.606

    Kraken.png
    Kraken green_arrow.png red_arrow.png
    - Health: 6500 -> 6700
    - Damage: 285 -> 295
    - Ancient Power: Bonus damage and damage reduction per wave: 1% -> 0.8% (this nerfs Kraken's effective health and DPS by 2.5% on wave 11 and 5% on wave 21)

    Waves

    Scorpion.png
    (5) Scorpions green_arrow.png
    - Health: 330 -> 340
    - Scorpion King: 1320 -> 1360

    Rocko.png
    (6) Rockos green_arrow.png red_arrow.png
    - Damage: 39 -> 40
    - Impale: Reworked: Each attack now has a 25% chance to deal 150% damage

    The goal of this change is to make wave 6 less extreme and not hard countered by small units. We like that the wave has some extra variance, so we’re keeping that flavor with critical strike. Keep in mind that it’s not truly random; it’s pseudo-RNG, which means that if a Rocko doesn’t crit, it’s more likely to crit on its next attack (and vice-versa). Ramping damage amplification likely had more RNG than this.

    Kobra.png
    (8) Kobras green_arrow.png
    - Health: 580 -> 600

    WaleChief.png
    (18) Wale Chiefs red_arrow.png
    - Poison-tipped Pole: 100 Magic damage per hit -> 300 Magic damage every third hit

    The goal is to make the magic damage more visible (most people don’t even know it exists). This is probably a slight nerf.

    LegionLord.png
    (21) Legion Lords green_arrow.png

    - Attack speed: 1.02 -> 1.04
     
    Last edited: Apr 9, 2019
  2. Bonny

    Bonny Member

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    Awesome Progress u make for a few weeks now!
    Looking forward to check this new unit out.

    One Question is left: will the 300 magic dmg on 18 be dealt on 1st and 4th or on 3rd and 6th attack?

    And the new commands are just a blessing
     
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  3. Mick

    Mick Member

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    EA meets phantom <3
     
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  4. Seraphin

    Seraphin Member

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    Really nice job here !!! New contents, some balances. Really appreciate your work. Particularly, I would like to congrats @Curing for those new units which are just awesome !! :D :D

    Just one thing, I still think wave 16,17 and 19 are a bit too weak considering king upcrades. Wave 18 is a good nerf since it is a must send at the moment (2 attack type more or less is just crazily strong!).

    I would like also to say that you buffed a bit king with the power. It means waves will deal less damage to the king in late game than at the moment.....6 months ago, 10 creeps wave 18 or 19 killed your king now it will be just deal....10% damage -_-
    Not sure this is a good way to make most games shorter but we will see :)

    Finally some loves for the Banana !! <3

    EDIT:
    In just some weeks, we had several units which is more than you did a 3 or 4 months last year. We can, now, see how it was useful to do this upcrade on Unity. Congrats for this hard choice which is a real benefit now!
     
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  5. Jules

    Jules Developer Staff Member

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    Currently on PTR, it does it on the 1st and 4th attack, but I asked Lisk to change it to 3rd and 6th, which is how it was intended.
    Great points! I strongly considered a nerf to the king and buffing some late game waves like 19. The reasons I didn't were:
    • The new king upgrades are more expensive, so it's possible we see fewer fully upgraded kings by waves 16-19, which effectively makes the king weaker on those waves. I don't think this is the case, but I'd rather wait and see than wrongly nerf the king this patch then re-buff him next patch.
    • The buffs to waves 5 and 8 and reduced leak bounty early game may cause late game waves to become effectively harder due to slightly reduced workers.
    I'll keep a close eye on things, and if needed, we'll nerf the king and/or buff late game waves.
     
    Last edited: Apr 5, 2019
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  6. Bluejin

    Bluejin Member

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    ahhhm, that new unit...

    Will it be good as a T1 in the traditional sense of using as split etc? No

    Will it need to be nerfed? 99% sure it will, that thing is basically a Sky Queen on steroids without the need to scale up and even better synergy with aps.

    Also not a fan of the 25% chance for rockos, please just give it every forth hit, or buff wave dmg overall, just leave it consistent.
    If you're worried about massing being too strong, you should look at 19/20, where the primary counter is massing meele T1s at the moment.

    Edit : Why on earth are all the units in the pic under the new commands t-posing??? :D
     
    Last edited: Apr 5, 2019
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  7. Jules

    Jules Developer Staff Member

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    Lisk responded in Discord (the crit strike was his idea), but the argument was to keep some flavor and a bit of extra variance on the wave. If people hate it, we'll remove it, though I think it's worth trying.

    I actually played 3 try-hard test games with Cynick, Egekaer, and Pzig on PTR (before the fancy crit text got added), and they didn't even notice anything with wave 6 had changed lol.

    That screenshot is from the editor, rather than the deployed game. We could take a new screenshot, but it's pretty funny, so I'll leave it. :p
     
  8. EpvpDani

    EpvpDani Developer Staff Member

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    Haha probably my bad, I took this screenshot on the editor as jules said and was too lazy to reimport animation stuff so i had just units in static T-pose while locally testing things, didn't really think about it :D

    Bonus screenshot from lisk that has coloring in action (gray means low/bad dps because the unit died early and gold is high/good dps because it survived for longer and dealt more dmg or has proper upgrade):
    image.png
     
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  9. Pennywise

    Pennywise Member

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    The new commands look really useful, great to see what impact your positioning will have on the unit's DPS etc.

    The new unit also looks very cool - though what is "hovering" movement type? Is this a new movement type or is it the same as say Canopie? Does it get buffed by Leviathan aura? If so that's a really strong synergy.

    Overall a very good patch! The only thing I'm not sure about is the wave 6 change but we will have to see how it plays out. Remember wave 6 used to be an RNG stun (or was that only brute? or both?) and everybody hated it. A crit is not quite as bad as a stun (stun-locked berserkers anyone?) but still in general people hate to lose because of that "I would have held if it didn't get that crit" scenario.
     
  10. Marchombre

    Marchombre Member

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    Hovering is the proton's movement type
    It's not flying, so it shouldn't be buffed by levi aura
     
  11. Bonny

    Bonny Member

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    For all those, who had no time to test the new unit on PTR:



    This are my impressions for now.
     
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  12. Berry

    Berry Member

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    I like these changes (Especially the new commands, I proposed them on Reddit but never would have believed to see the come to life this fast!) but I am not sure about wave 6. I see the intention because it really is an extreme wave but the current changes dont allow for any real counter play (as far as I can tell). Maybe its just me and other people have ideas about it but it seems like you have to treat wave 6 now like every other wave (apart from the smaller number of units) which will make the game more stale.
     
  13. Muaddib

    Muaddib Member

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    Good patch ! Cant wait to try it out :)

    Excellent work with the new Unit/Legion. I'm a huge fan of the Gaming-Lores and by now the 'History' of the game is awesome. In this point of view, will we have a PvE content that will 'illuminate' some small parts of a story? How Forsaken grew from graves :D ? Or Atlants came out from the Ocean to control the Planet and destroy the useless humans ? Mech vs. Grove ---> 4-5 Zeuses are trying to hold a wave of 4-5 Flowers/Shrooms or smth like that. :p

    Any news about the 'Shop' ? I have to type it --->GO, GO, TAKE MY MONEY! ( for cosmetic changes :p )
     
  14. Mick

    Mick Member

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    I will have to second this. By now I spent so much time on this game that I really feel I paid way too little for it. Would love to support you more to help with this amazing game :)
     
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  15. Muaddib

    Muaddib Member

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    Indeed :)

    I was thinking - Whole Mech coloured Red , even the Zeus lightning , or if you pick Nomad - the Build area is full of bones, dust, sand, tents, camels etc, Atlans' area be under the water, Grove - Amazon jungle etc.
     
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  16. EpvpDani

    EpvpDani Developer Staff Member

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    I dont want (and cant) promise too much but with the current schedule the shop might be still a few months away and release together with guilds if nothing changes. Next up are Lobby 2.0 (make our servers scaleable to support more players without crashing lobby) and the unity upgrade that got delayed. More details will be in the upcoming progress update (probably coming next week)
     
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  17. Jules

    Jules Developer Staff Member

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    Some changes based on testing and feedback:
    • Hell Raiser: Damage: 50 -> 48
    • Fixed a bug where Spectral Scream was doing pure damage instead of pierce damage
    • Fixed a bug where Masked Spirit, False Maiden, and Hell Raiser were counting as flying units
    • Spectral Scream: Now counts as spell damage and can be buffed by both +damage effects (APS, MPS, Hero) and spell amp effects (Sorcerer, Rogue Wave)
    • Honeyflower/Deathcap: Fixed a bug where their abilities were doing pure damage instead of magic damage
    • Honeyflower: Health: 1180 -> 1200
     
    Last edited: Apr 8, 2019
  18. Damien Davison

    Damien Davison Member

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    Amazing work on this patch guys. I too agree on the cosmetics. I've been playing the game that shall not be named with my daughter recently and blew $300 on skins. Can't wait to blow my money on this game. The creators of the game that shall not be named went from 75 million net worth to 8 billion mainly off skins from a free to play game in a very short amount of time. Love you guys.
     
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  19. Mhearn1002

    Mhearn1002 Member

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    Dang, I'll be on vacation this weekend and unable to play hybrid mode.

    Sounds fun! Hoping we can play featured game modes more often (bi-weekly would be great!)
     
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  20. MightyGorgon

    MightyGorgon Member

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    Literally had no idea that wale chiefs had a poison attack :D

    Sweet patch and cool new unit. I love some multi attacks! Is that extra ability really necessary for its final form though? Seems like a lot for a tier 1.
    Anyways, nice work!
     
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