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v5.03: Divine Insignia & Game Balance

Discussion in 'Patch Notes' started by Jules, Jan 30, 2020.

  1. Jules

    Jules Developer Staff Member

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    2020_0130_Divine.jpg

    AutoAttack Games green_arrow.png
    - Team size: 4 -> 5

    We'd like to introduce Frederik "Rave" Wandtke as an Engineering Intern and the newest member of AutoAttack Games.

    Rave discovered his love for programming while creating Warcraft III mods and made a tower defense called Pyro TD. He also worked on the semi-humanoid robot Pepper during a previous internship and has experience as a C# .NET programmer and software architect. Rave has been an active contributor and respected member of the Legion TD 2 community since 2015 when the game was in early development. He won the first-ever tournament, finished top 10 in the alpha, and has a peak rating close to 2400.

    We're excited to work with Rave to tackle various technical challenges, develop new features, and leverage his game knowledge to help with balance and testing. Please join us in welcoming him!

    New Legion: Divine

    Legion_insignia_Divine.jpg


    The Divine have descended onto the grounds of Nova, casting a blinding golden light. Do not mistake their holiness and beauty for graciousness. They bring justice through conviction and eradication, and without mercy. These ethereal beings believe only servants of the Divine deserve ascension, and they seek to cleanse the world of the unworthy. Are you worthy?

    The release of the first Divine unit is planned for next patch v5.04

    v5.03 Patch Notes

    Game Improvements

    Major Fixes
    - Fixed Mac compatibility for some users

    Gameplay Improvements
    - On the 4v4 map, mid/dual building is now enabled with any combination of Mastermind, Hybrid, or Chaos
    - Fixed a bug where similar legion spells (e.g. Press the Attack and All Out Assault) were showing up at the same time
    - Improved legion spell selection logic. Dark Ritual and Loan can no longer show up alongside each other or Allowance and Sacrifice.
    - Fixed a rare bug where some units (especially Soul Gate & Hell Gate) wouldn't cast their abilities if they tried to cast them as soon as they warped
    - Fixed a bug where takeover bots weren't working on wave 1 for Classic games

    Quality of Life
    - Holding down CTRL when viewing a unit tooltip now shows unit upgrade costs
    - AFK detection now activates sooner before wave 6 (80 seconds before wave 6, 120 seconds after wave 6. Previously it was 120 seconds for all waves).
    - Estimated queue time is now more accurate
    - When playing Hybrid, the confirm sell threshold is now less conservative (since you are more likely to sell units with Hybrid)
    - Discord integration: now shows rating badge when you click someone's name who is playing the game
    - Fixed some cases of stuck units

    Other Fixes
    - Fixed a bug where AFK warnings weren't showing up in Classic games
    - Fixed a bug in profile graphs where percentages weren't labeled properly (needed to be multiplied by 100)
    - Fixed a bug with post-game stats where Net Worth Per Wave (graph) wasn't up to date
    - Fixed a bug with post-game stats where the average Power Score was incorrect
    - Fixed a bug where match history would show Classic queue matches as +0 rating change
    - Fixed a bug where names with <> characters didn't display properly in some parts of the UI
    - Fixed a bug where using Steam's Invite to Game feature would cause the recipient to receive too many party invites (they are only supposed to receive one, when they start the game up)
    - Fixed some rounding inconsistencies with rating changes
    - Fixed a crash that would sometimes happen at the victory/defeat screen

    Game Balance

    Legion Spells
    - Guardian Angel, Hero, Magician, Protector, Sorcerer, Vampire, and Villain can now be cast at any time, even after wave 11

    Protector.png
    Protector green_arrow.png red_arrow.png
    - Protection Aura: 7 health regen + 2 flat damage reduction -> 0.5% missing health regeneration

    Protector nullified offensive plays on wave 11, so we're smoothing out the power curve.

    Sorcerer.png
    Sorcerer green_arrow.png red_arrow.png
    - Bonus spell damage: 27% -> 25%
    - Fixed a bug where Sorcerer didn’t work with the following area-of-effect spells:
    • Banana Bunk’s Barbs
    • Banana Haven’s Thorns
    • Honeyflower’s Fragrance
    • Deathcap’s Noxious Scent
    • Pyro’s Pyromancy
    • Millennium’s Explosive Shells
    • Doomsday Machine’s Detonation
    • King Claw’s Shell Shock
    • Great Boar’s Stampede
    • Red Eyes’ Thunderous Charge
    • Yozora’s Wintry Touch
    • Arctaire’s Frozen Veil
    Fighters

    Harpy.png
    Harpy green_arrow.png
    - Attack speed: 0.81 -> 0.83

    SkyQueen.png
    Sky Queen green_arrow.png
    - Damage: 89 -> 90

    Infiltrator.png
    Infiltrator red_arrow.png
    - Health: 780 -> 760
    - Damage: 40 -> 39

    Violet.png
    Violet red_arrow.png
    - Attack speed: 0.97 -> 0.95

    LostChieftain.png
    Lost Chieftain green_arrow.png
    - Improved Gaia Shield casting logic
    -- Fixed some cases where it was over-prioritizing Wileshroom and Canopie
    -- Now slightly prefers units closer to the middle of your lane, in addition to preferring units placed further up, since they are more likely to tank

    Nightmare.png
    Nightmare green_arrow.png red_arrow.png
    - Health: 1400 -> 1100
    - Attack speed: 1.49 -> 1.89

    Doppelganger.png
    Doppelganger green_arrow.png red_arrow.png
    - Health: 3800 -> 3400
    - Attack speed: 1.82 -> 1.96

    Returning Nightmare and Doppelganger to their former glory as the premier melee DPS

    Yozora.png
    Yozora red_arrow.png
    - Health: 1170 -> 1150
    - Damage: 47 -> 46

    Berserker.png
    Berserker green_arrow.png
    - Health: 2050 -> 2080

    Fatalizer.png
    Fatalizer green_arrow.png
    - Health: 5650 -> 5740

    Starcaller.png
    Starcaller red_arrow.png
    - Damage: 190 -> 185
    - Health: 3000 -> 2960

    Azeria.png
    Azeria green_arrow.png
    - Invigorate: Mana cost: 12 -> 11

    LordOfDeath.png
    Lord of Death green_arrow.png
    - Undead Dragon: Damage: 95 -> 100

    Hades.png
    Hades green_arrow.png
    - Imp: Health: 1400 -> 1500

    SoulGate.png
    Soul Gate green_arrow.png red_arrow.png
    - Blood Price: No longer gains mana regeneration based on missing life
    - Blood Price: Self-damage: 15% of max health -> 17%
    - Hellion: Health: 1280 -> 1320
    - Hellion: Damage: 47 -> 49
    - Nightcrawler: Health: 640 -> 660
    - Nightcrawler: Damage: 47 -> 49

    HellGate.png
    Hell Gate green_arrow.png red_arrow.png
    - Blood Price: No longer gains mana regeneration based on missing life
    - Blood Price: Self-damage: 15% of max health -> 17%
    - Elite Hellion: Health: 3200 -> 3300
    - Elite Hellion: Damage: 94 -> 98
    - Elite Nightcrawler: Health: 1600 -> 1650
    - Elite Nightcrawler: Damage: 94 -> 98

    Blood Price was scaling multiplicatively with Magician and Starcaller, which made the combo overpowered and snowbally. Gates now naturally summon 6 times instead of 7, but that number can be increased with Ocean Templar, Desert Pilgrim, Protector, and other heals.

    Hydra.png
    Hydra green_arrow.png red_arrow.png
    - Value now scales with the number of Premature stacks (0 stacks: 470, 1 stack: 400, 2 stacks: 340). This is to more accurately reflect Hydra's power and nerf Pawn Shop + Hydra abuse.

    Mercenaries

    Ogre.png
    Ogre green_arrow.png
    - Attack speed: 0.61 -> 0.63
     
    Last edited: Feb 4, 2020
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  2. Mick

    Mick Member

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    Last edited: Jan 31, 2020
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  3. basti

    basti Member

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    I found pyro td before round about a good year. Its a fun mod. Nice to know who made this mod.
     
  4. Marchombre

    Marchombre Member

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    I guess it has a similar theme, as Curing said:
    Time to see what they did for the archetype :p

    I think I'm still gonna try to create the divine legion, even if you did one on same theme :D
     
  5. Jules

    Jules Developer Staff Member

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    Patch is live! Note that the following balance changes happened Soul Gate and Hell Gate based on weekend testing:
    - Blood Price: Self-damage: 15% of max health -> 17%
    - Spawn damage increased by 4.3%
     
  6. Lisk

    Lisk Director Staff Member

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    v5.03a
    (estimated to go live February 6)
    - Fixed various matchmaking & party bugs
    - Fixed a low-level networking bug where the server would lag for several minutes
    - After a player fails to connect to a game (waiting for x/y players), you will now be requeued automatically instead of having to manually requeue
     
    Last edited by a moderator: Feb 6, 2020
  7. EpvpDani

    EpvpDani Developer Staff Member

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    5.03a is now live
     
  8. EpvpDani

    EpvpDani Developer Staff Member

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    v5.03b
    - Fixed a matchmaking bug that caused high elo players to not get matched correctly
    - Fixed a bug that caused all players to get stuck at "entering queue" once the lobby was running for longer than 24 hours
    - Improved/fixed classic slot positioning

    edit: now live
     
    Last edited: Feb 11, 2020
  9. Jules

    Jules Developer Staff Member

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    v5.03c

    Chat Improvements
    - Fixed a bug that caused whispers to appear in the game chat when someone typed in global chat
    - Limited "x is offline" message when whispering Steam friends to only show once per friend
    - Fixed a bug that caused global chat messages to be rendered in post game chat
    - Reduced time to hide whispers in post-game or custom game chat rooms from 30 to 15 minutes
    - Made global chat subscriber lists more scalable for future lobby updates

    Game Balance
    - Addressing three points of frustration: Brutes, Starcaller combo, and battle variance

    Brute.png
    Brute red_arrow.png
    - Range: 100 -> 150
    - Maul: Attack speed slow per stack: 8% (2% against king) -> 5% (1% against king)

    In v4.00, we nerfed Maul, but it was accidentally reverted a few patches ago due to a version control bug. This explains why Brute became too strong. We're un-reverting that change now.

    Mimic.png
    Mimic green_arrow.png red_arrow.png
    - Range: 100 -> 150

    Most non-tank melee mercenaries (Safety Mole, Pack Leader, and Ogre) have 150 range to make them less likely to be focused. We’re applying that to Brute and Mimic, which allows them to shine as DPS units and also reduces battle variance, primarily on waves 3-7 (“unlucky” timing when you focus a Brute or Mimic halfway through the battle and leak it with 5% life)

    Disciple.png
    Disciple green_arrow.png
    - Mana Burst: Damage: 300 -> 310

    Starcaller.png
    Starcaller red_arrow.png
    - Amplify Magic: Mana regen and mana gain bonus: 40% -> 35%

    Nerfing Starcaller’s insane synergy with certain units (primarily Gates, Boars, and Harpies), with some minor compensation buffs to Disciple.
     
  10. EpvpDani

    EpvpDani Developer Staff Member

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    5.03c is now live
     
  11. Boris

    Boris Member

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    "
    For the insane synergy that it is, i don't think 35% is enough, at least on paper, but lets see how this goes.

    Also a quick feedback after some games on the new patch:

    1.Brutes feel like they are ranged units now, 150 range makes them stand behind the whole wave which doesn't make sense. There are a lot of builds that rely on sniping brutes even if it's not at the start of the wave. Myabe lower the range to 130 and reduce their hit points or something. I'd love to hear more feedback and thoughts from other players on this. The new changes are also making them a lot more viable for late game which is not a good idea for a 60 mythium unit.

    2.Dino (this is not from the new patch but a general thought) - positioning/aggro for this unit is terrible for a tank unit, especially on the waves which are good for sending it like levels 4 and 7 and on some rare occasions on level 3. Since tanks in general are easily controlable using splits (on melee waves that is), they just feel useless as they are not getting aggroed after they join the rest of the wave after the split.

    I know it's a bit off topic but i think unit AI should be improved, so that they focus lower hp targets sticking on fighting a 100% hp unit, when there us a 5%hp unit near it. This is simply annoying, especially on waves like 6 and 13 when there are less units in the wave.

    Last but not least, i know that King is a hard one to balance, but we can always start from somewhere. Spells is a hard topic, but at least impove immolation a bit, it is still a weak early-mid game skill. Might be decent if maxed, but with 0 upgrades, the other skills are just way better. Also is there any chance to bring back King control as it was in LTD1? Two main reasons for this request:

    1. A chance to kill the leaks more efficiently. A lot of times the king is making useless hits, not focusing the best target possible etc.
    2. The game will become more involving, it will allow players to actually be part of what is happening on the field, rather than just building and watching AI fight vs AI. + The number of games that were lost due to bad king focus is not small.
     
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  12. Jules

    Jules Developer Staff Member

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    Thanks for the feedback, Boris.
    Gates with Starcaller now spawn every 7.41 seconds, instead of every 7.14. It's definitely a nerf, but you're right that it might not be enough. Will evaluate and nerf more as needed.
    It's also been like that for Safety Mole, Pack Leader, and Ogre for a long time, and no one really noticed or cared. I agree with you that it looks a bit goofy. The extra range does help them late game, though I still think they are weaker overall (37% attack speed slow at max stacks instead of 53%). I'll look into lowering their range to ~125 and see if that accomplishes the same goal with fewer downsides.
    I don't think this is an issue specifically with Dino, but rather with all tank mercenaries into splits. I've seen players kite a Ghost Knight or Siege Ram on later waves with a split. On one hand, it's annoying and makes them less effective. On the other hand, it's a skill and pretty cool to pull off (predicting the tank send and pulling it with your split).
    This is a good idea. Units do prioritize low health enemies, but if they've already started attacking something, they will stick on it, as you said, rather than switching to a better target. Agreed that this is frustrating and worth improving in the future. My understanding is that it's not easy because it would require units to re-check all available targets every second, which might lag or break the game.
    I'll look into some slight Immolation buffs early-mid game. King control could be a sweet thing to try in a featured game mode and to have as an option for custom games. If players really liked it, we could add it to the main game, though it's not currently planned because we like that Legion TD 2 has fully automated battles. If you ever see the king have bad target selection, let me know. Sharing video would be ideal. We're always looking for ways to make him smarter.
     
  13. Pennywise

    Pennywise Member

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    The king fairly routinely has bad target selection. It happens every time he casts a spell whilst targetting a low hp unit - the spell will kill the unit and the king will waste his next attack firing at an empty spot on the floor.

    In other cases, he will attack a unit on low hp (and kill it) just before casting a spell which would have also killed it - in both cases the attack is wasted.

    I don't have videos, but both of these cases happen so often it can't be hard to reproduce.
     
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  14. Boris

    Boris Member

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    @Pennywise Right on point! I thought this was observed by many people to explain this further, but your clarification is perfect.
     
  15. Jules

    Jules Developer Staff Member

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    Thanks. This is something we're aware of but just haven't gotten around to fixing yet. We'd likely prioritize fixing this before implementing king control, which we'd first try as a featured game mode or custom option to see if players like.
     
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  16. fst760111

    fst760111 Member

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    請拜託,不要讓AI加王!

    Please, do not let AI up king!!
     
  17. Jules

    Jules Developer Staff Member

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    v5.03d is expected to be deployed tomorrow with the following fixes:
    • Fixed player shuffling for ranked games, which would occasionally cause the highest-rated player not to be paired with the lowest-rated players when all 4 players were solo
    • The client will now instantly connect after finding a match, instead of there being a short delay. This fixes a bug where clients would get stuck on "match found."
    • Fixed a bug where reconnecting froze the HUD if Giant Snail was used
    • Fixed an edge case with fetching profiles
    • Fixed a visual bug with match history on high resolutions
    • Improved server chat logs for easier moderation
    • Fixed a bug with name changes
    • Implemented a test queue for local matchmaking testing
    • /join Global Chat now works on the PTR
     
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  18. EpvpDani

    EpvpDani Developer Staff Member

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    5.03d is now live