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v4.05: Yozora, Arctaire, AI Overhaul

Discussion in 'Patch Notes' started by Jules, Oct 3, 2019.

  1. Jules

    Jules Developer Staff Member

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    2019_1002_ShrineT5.jpg

    50% Off Sale

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    Legion TD 2 is on sale starting October 7th! Great opportunity to introduce the game to a friend. Get the game: LegionTD2.com/play

    v4.05a/b Patch Notes

    See https://legiontd2.com/community/threads/v4-05-yozora-arctaire-ai-overhaul.21454/#post-43599

    v4.05 Patch Notes


    NEW! Shrine Tier 5

    Card_Yozora.png

    Yozora
    - Cost: 190 gold
    - Health: 1200 (Swift)
    - Damage: 50 (Pure)
    - Attack speed: 1.25
    - Range: Melee

    Evasion.png
    Nimble Feet
    - Evades 40% of attacks (uses pseudo RNG, which makes it more deterministic and less random)

    T5_Immolation.png
    Wintry Touch

    - Deals 3 pure damage per second and reduces attack speed of nearby enemies by 2% (1% against bosses) in a large area. Stacks with itself.

    via Sketchfab


    Card_Arctaire.png

    Arctaire
    - Upgrade cost: 360 gold
    - Health: 3400 (Swift)
    - Damage: 142 (Pure)
    - Attack speed: 1.25
    - Range: Melee

    Evasion.png
    Nimble Feet
    - Evades 40% of attacks (uses pseudo RNG, which makes it more deterministic and less random)

    T5U_Immolation.png
    Frozen Veil
    - Deals 10 pure damage per second and reduces attack speed of nearby enemies by 3% (1.5% against bosses) in a large area. Stacks with itself.

    via Sketchfab


    Fixes & Improvements

    AI Overhaul
    - Bots are now significantly smarter. Improvements include but not limited to:
    -- Smarter about building and positioning
    -- Smarter about sending mercenaries
    -- Select legion spells
    -- Properly use auras

    Post-game stats
    - Now shows Avg Catch % and Mythium Received
    - No longer shows Leak Value / Catch Value (the %'s matter more)

    MVP Score
    - Decreased weight of king upgrades
    - Increased weight of leaking your opponent
    - Now takes into account Leak % instead of Leak Value
    - Now takes into account Catch %

    Fixes
    - Fixed wave 5/15 leak percent not taking some mercenaries into account
    - Fixed wave 21 leak percent
    - Fixed a very rare bug where after a match was canceled, your rating would be reset to 1200 (only happened once so far, sorry Weeds54!)
    - Fixed a rare bug where the Legion Spell window wouldn't appear
    - Fixed a rare case where if units sneak by your sea serpents on the 4v4 map; they are now teleported back to lane rather than running past

    Fairplay
    - Muted players now have much stricter ping restrictions (can't spam pings)

    Chat
    -ratings is now hidden from chat

    Debugging
    - All player tower builds are now saved to logs (so you can copy a player's build from logs to use via the -load command)

    Game Balance

    Spell-casting
    - Most units with spells that cost maximum mana now have +1 additional maximum mana (mana cost of spell unchanged) OR the mana cost of their spell is being reduced by 1 (maximum mana unchanged)
    - The goal of this is to reduce frustration when units don’t cast their spell immediately upon reaching full mana. Spell-casting logic requires units to have sufficient mana, then autoattack before casting their spell. This is something we’d like to improve in the future, but for now, this should make things feel better.
    - In addition to reducing frustration, these are buffs (the second spell cast comes out sooner, and the units now regenerate mana while waiting to cast their spell). To maintain power neutrality, some of these units are receiving very slight compensation nerfs

    Units affected:
    - King Claw Maximum mana: 11 -> 12; attack speed: 0.83 -> 0.81
    - Violet: Maximum mana: 9 -> 10; attack speed: 1 -> 0.97
    - Gateguard: Maximum mana: 20 -> 21, attack speed: 0.71 -> .7
    - Harbinger: Maximum mana: 20 -> 21, attack speed: 0.57 -> 0.56
    - Zeus: Maximum mana: 6 -> 7; attack speed: 2.22 -> 2.13
    - Desert Pilgrim: Maximum mana: 10 -> 11; health: 900 -> 870
    - Lost Chieftain: Maximum mana: 14 -> 15; health: 2500 -> 2450
    - Witch: Maximum mana: 50 -> 60, mana cost: 50 -> 55
    - Azeria, Disciple, Starcaller, Lord of Death - see below for more details

    Dual-Building (4v4)
    - Now requires both players to be Mastermind; otherwise you can't build in the middle
    - Haste: 50 movement speed and 10% attack speed -> 50 movement speed and 5 + 0.1% health regeneration per second
    - Removed max targets cap for the following units: King Claw, Honeyflower, Deathcap, Pyro, Great Boar, Red Eyes

    The goals here are to:
    1. Make dual-building more accessible and less punishing, rather than always needing certain combinations of units (Hydra, Pyro, etc.)
    2. Make non-AOE units more viable when dual-building
    Legion Spells

    Creditor.png
    Creditor green_arrow.png red_arrow.png
    - Now capped at 200 gold saved/wave
    - Gold gain: 40% -> 50%

    This buffs Creditor in the average case, while nerfing it in the extreme case

    Fighters

    MaskedSpirit.png
    Masked Spirit red_arrow.png
    - Attack speed: 1.05 -> 1.03

    FalseMaiden.png
    False Maiden red_arrow.png
    - Attack speed: 1.05 -> 1.03

    HellRaiser.png
    Hell Raiser red_arrow.png
    - Attack speed: 1.05 -> 1.03

    Proton.png
    Proton green_arrow.png
    - Attack speed: 1.05 -> 1.08

    Atom.png
    Atom green_arrow.png
    - Attack speed: 1.05 -> 1.08

    Daphne.png
    Daphne green_arrow.png
    - DPS: Unchanged
    -- Damage: 125 -> 71
    -- Attack speed: 0.71 -> 1.25

    Now perfectly 2-shots wave 3, which likely opens up Daphne as a viable start

    SeaSerpent.png
    Sea Serpent green_arrow.png
    - Health: 570 -> 580
    - Attack speed: 0.91 -> 0.93
    - Fixed a bug where Sea Serpents were being targeted too soon

    Deepcoiler.png
    Deepcoiler green_arrow.png
    - Attack speed: 0.77 -> 0.8
    - Fixed a bug where Deepcoilers were being targeted too soon

    Infiltrator.png
    Infiltrator red_arrow.png
    - Attack speed: 1.11 -> 1.08

    Orchid.png
    Orchid red_arrow.png
    - Attack speed: 1.11 -> 1.08
    - Shuriken Cyclone: Attack speed bonus: 100% -> 80%

    Mudman.png
    Mudman red_arrow.png
    - Health: 1710 -> 1700

    Golem.png
    Golem red_arrow.png
    - Health: 4830 -> 4750

    OceanTemplar.png
    Ocean Templar green_arrow.png red_arrow.png
    - Upgrade cost: 175 -> 250
    - Health: 1600 -> 1700
    - Damage: 158 -> 160
    - Resonance: Heal: 10 + 2% missing health -> 20 + 5% of missing health

    Ocean Templar was only viable to build on wave 11. With this change, we’re aiming for it to also be viable later in the game

    PriestessOfTheAbyss.png
    Priestess of the Abyss green_arrow.png
    - Attack speed: 0.91 -> 0.94

    Azeria.png
    Azeria green_arrow.png
    - Invigorate: Mana cost: 14 -> 13

    Disciple.png
    Disciple green_arrow.png red_arrow.png
    - Maximum mana: 11 -> 10
    - Mana Burst: Mana cost: 11 -> 9
    - Attack speed: 0.95 -> 0.87

    Shifting power into spell damage so that Disciples synergize better with Starcaller

    Starcaller.png
    Starcaller green_arrow.png red_arrow.png
    - Maximum mana: 11 -> 10
    - Asteroid: Mana cost: 11 -> 9
    - Asteroid: Maximum health damage: 0.5% -> 1%
    - Attack speed: 0.99 -> 0.87

    LordOfDeath.png
    Lord of Death green_arrow.png
    - Maximum mana: 30 -> 31
    - Undead Dragon now spawns a bit further back, which will help prevent it from getting immediately focused down

    Hades.png
    Hades green_arrow.png
    - Imps now spawns a bit further back, which will help prevent them from getting immediately focused down

    GreatBoar.png
    Great Boar red_arrow.png
    - Stampede
    -- Damage decreased by 10%
    -- Attack speed slow: Duration: 5 -> 3

    RedEyes.png
    Red Eyes red_arrow.png
    - Thunderous Charge
    -- Damage decreased by 10%
    -- Attack speed slow: Duration: 5 -> 3

    Mercenaries

    Hermit.png
    Hermit green_arrow.png red_arrow.png
    - Damage: 36 -> 38
    - Healing Aura: 6 + 0.2% (0.1% to bosses) -> 6 + 0.1% (0.05% to bosses)

    Hermit is too much of a staple send late game

    Waves

    Mantis.png
    (12) Mantises red_arrow.png
    - Attack speed: 1.05 -> 1.02

    Maccabeus.png
    (20) Maccabeus green_arrow.png
    - Insatiable Hunger: Health gain on kill: 50 -> 100

    Maccabeus is still a bit too weak against tier 1 spam

    LegionLord.png
    (21) Legion Lords green_arrow.png red_arrow.png
    - Inferno (splash damage) removed
    - Number of Legion Lords: 8 -> 10
    - Legion King
    -- Health: 31000 -> 33000
    -- Damage: 1000 -> 550
    -- Attack speed: 1.05 -> 2
    - Legion Lords
    -- Health: 7750 -> 6600
    -- Damage: 250 -> 110
    -- Attack speed: 1.05 -> 2

    Wave 21 was too strong against melee units, so we removed the splash and made adjustments to keep tier 1 spam in check
     
    Last edited by a moderator: Oct 17, 2019
  2. Jules

    Jules Developer Staff Member

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    Tweaks based on feedback and testing:
    - Priestess buff changed to attack speed instead of damage
    - Ocean Templar stats nerfed
    - Great Boar and Red Eyes charge damage nerfed slightly
    - Increased compensation nerfs for most spell-casters
    - Daphne buffed as an opening
     
    Last edited: Oct 3, 2019
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  3. Lisk

    Lisk Director Staff Member

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    Patch is live!!!
     
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  4. FlyZz GT

    FlyZz GT Member

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    Please count Chaos and Hybrid as Mastermind. Can't Dual-build otherwise.
    And please remove the quad queue restriction of 1800 elo.
     
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  5. Cornep

    Cornep Member

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    I dont think quad queue restriction is effective. we definitely queued with me, ithion, adames and bluejin with 1850-1900 yesterday

    and we lost #imagod
     
  6. Jules

    Jules Developer Staff Member

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    I'll talk with Lisk about removing the Mastermind restriction entirely in custom games. And sure, we'll re-evaluate the 1900 trio and 1800 quad queue restriction. The reason it's there is to prevent significant skill mismatches, but you're right, it may be causing more harm than good.

    Any changes wouldn't happen until next patch.
     
  7. Lisk

    Lisk Director Staff Member

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    v4.05a

    - Fixed some miscellaneous bugs
    - Removed mastermind restriction for dual-building in custom games
    - Removed trio/quad queue restriction for classic queue

    v4.05b

    Fixes
    - Fixed a bug where you could hire more than 8 mercenaries on a single wave (usually Giant Snails)
    - Fixed some cases where the server would crash with too many units

    Fairplay
    - Players who (rage) quit after using all initial rerolls in Classic are now punished a little harder

    Wileshroom (nerf)
    - Now starts with 65% health instead of 50%. Initial health remains the same. This should make synergy with Ocean Templar/heals a bit less extreme.

    Canopie (nerf)
    - Now starts with 65% health instead of 50%. Initial health remains the same. This should make synergy with Ocean Templar/heals a bit less extreme.

    Great Boar (nerf)
    - Stampede damage per stack: 15 --> 13

    Red Eyes (nerf)
    - Thunderous Charge damage per stack: 35 --> 30

    Arctaire (nerf)
    - Health: 3400 --> 3320

    Fatalizer (buff)
    - Damage: 80 --> 85
     
    Last edited: Oct 17, 2019
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  8. Lisk

    Lisk Director Staff Member

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    v4.05c

    - Reverted the Wileshroom change (but kept Canopie change) so that you can still clear wave 1 with Wileshroom (no snail)
     
  9. The_Goods

    The_Goods Member

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    why nerf canopie a very average unit instead of nerfing the clear problem ocean templar
     
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  10. MStylo

    MStylo Member

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    I am open to experimentation as long as the game keeps moving forward at decent pace.
    PS: when is tier 6 shrine scheduled to come out?
     
  11. Lisk

    Lisk Director Staff Member

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    Canopie had 2nd highest pickrate of any fighter and highest winrate (61%) for a long stretch of time, while OT was actually hovering around 50% winrate.

    However, after thinking about it a bit more, the winrate/pickrate might not be telling the full story, so I'll be pushing out a patch later that nerfs OT a bit.

    I'm not sure yet, unfortunately! Hopefully sometime in November, though :) I think it's already on the animation phase.
     
  12. Lisk

    Lisk Director Staff Member

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    v4.05d

    Ocean Templar (nerf)
    - Resonance: 20 + 5% missing hp --> 25 + 4% missing hp

    Canopie (buff)
    - Reverted back to 4300 max hp, 2150 starting hp (same as pre-v4.05b)

    Seraphin (buff)
    - Health: 570 --> 610
     
  13. Seraphin

    Seraphin Member

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    Actually, I would say that the winrate of Canopie is also due to the fact that wave 7 is hard to hold at the moment. Not because the wave is particularly strong but because there are not a lot of units which are adapted to this wave (arcane armor and anything but magic attack).
    If you look at it you have :
    - cat
    - iron scale
    - millenium
    - peewe
    - aqua
    - canopie

    peewe is a T1 and really expensive. Usually, you would prefer to avoid it. Cat is at the moment okay and really strong with butcher, if you can have this combo, you will go for it for sure.
    Iron and millenium are really good for this wave but hard to use since it is expensive (particularly true pour millenium).
    Aqua could be really interesting but it is, at the moment, hard countered by safety mole/hermit + dino.
    Canopie is countered by mimic or brutes. While mimic cannot be easily managed, brutes are easily managed with mass T1.
    Also, Canopie is good for wave 6 also contrary to others unit!

    In consequences, you will always try to get Canopie in most of case to have a draft easier to use. Also, since canopie is not bad for wave 9, consider it as a potential opportunity to greed.

    If you don't want Canopie to be used too much, you will have to reduce wave 7's prower or have more viable unit for wave 7-8.
    You could also decide to nerf wave 7 just a bit.
     
  14. SiegeMentality

    SiegeMentality Member

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    Wileshroom / Canopie are good units for 6, 7, and 8. Now we're being punished for preferring a certain unit again.

    Edit: I think the easiest fix for wileshroom / canopie is increasing the gold cost instead of nerfing it.
     
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