Legion TD 2 v1.77 Patch Notes |
Posted: 27 Feb 2018 02:56 PM PST Our major priorities[legiontd2.com] right now are the 5th legion, a tutorial for new players, and translating the game. In the meantime, we'll continue releasing patches with bug fixes, balance changes, and quality-of-life improvements. Please note that while we release balance patches frequently, less than 5% of our time is spent balancing the game. New Feature: Automatic Match Canceling If a player is AFK or fails to connect to the match (remains a "Closed" slot) on both waves 1 and 2, the game will be marked as a tie on wave 3 with no rating changes. Matchmaking Updates Party restrictions - Duos: No restrictions - Trios: Cannot have a party rating > 1900 - Quads: Cannot have a party rating > 1800 If multiple very high-rated players party together, it is nearly impossible for the matchmaker to find a fair game, so we're adding a restriction that only affects the top 1% of players. Party Sorting - Players of similar ratings are now more likely to match up against each other. Teams are now sorted by (1) party size and (2) party rating. Client Updates Text Commands - "-ratings" now shows party type (D) for duo, (T) for trio, (F) for quad Video Options - You can now toggle "Enable Bloom" and "Enable Antialiasing"; change to OFF for performance gains Interface Options - Fixed a bug where Minimap Scale wasn't being saved between sessions Legion Selection - Now shows Legion Spell choices in chat, so you can see them before you choose a legion v1.76a Bug Fixes - Scrolling within the game chat window no longer causes the game to zoom - Right-click canceling a worker no longer pings the ground - Tooltips are no longer covered by the HUD - Fixed the green box that appeared when you drag around HUD elements Game Updates Pathing & Targeting - Melee/short-ranged units are now smarter about prioritizing low health targets. They now use the same targeting logic as ranged units. Game Balance Legion Spells Sorcerer - Increases health by 500 - Grants: Sorcery: Aura that increases damage of spells by 12% Venture - Pay 100 gold (you must have at least 100 gold) - Gain 300 gold when wave 12 ends King - Attack speed (attacks per second): 0.85 -> 0.87 Element Aqua Spirit - Damage: 24 -> 30 - Water Bounce: Bounce damage: 100% -> 50% Less variance during early waves Violet - Health: 2050 -> 2000 Mudman - Attack speed (attacks per second): 0.72 -> 0.77 Golem - Attack speed (attacks per second): 0.72 -> 0.77 We designed an ability for Mudman/Golem, but it has high implementation cost, so it will come in a later patch. For now, we're just buffing their stats. Forsaken Fire Archer - Attack speed (attacks per second): 0.93 -> 0.91 Bone Warrior and Fire Archer are still incredibly versatile/strong and far-and-away the most used fighters by high-rated players. Green Devil - Damage: 42 -> 43 Head Chef - Health: 2190 -> 2300 - Damage: 121 -> 130 Nightmare - Health: 1300 -> 1350 Doppelganger - Health: 2750 -> 2900 Lord of Death - Undead Dragon: Damage: 78 -> 82 Hades - Damage: 155 -> 160 Mech Pyro - Health: 2400 -> 2350 Mercenaries Fiend - Health: 410 -> 480 - Damage: 27 -> 24 Too much of Fiend's power was due to whether it was targeted at the beginning or end Brute - Health: 800-> 780 - Damage: 46 -> 44 - Maul: No longer has a percent chance to stun - Maul: Now slows movement speed by 20% and attack speed by 12% (3% against the king), stacking up to 9 times Brute now slows your salty tears instead Shaman - Blood Rush: Mana cost: 3 -> 2.5 Waves - Waves 11-17 buffed by 3-4% - Waves 18 and 19 swapped Waves buffs encourage shorter saves (11) Quill Shooters - Health: 1040 -> 1100 - Damage: 64 -> 65 (12) Mantises - Health: 1100 -> 1150 - Damage: 83 -> 86 (13) Drill Golems - Health: 3100 -> 3200 - Damage: 195 -> 205 (14) Killer Slugs - Health: 1800 -> 1900 - Damage: 120 -> 123 (15) Quadrapus - Giant Quadrapus: 8200 -> 8900 - Quadrapus: Health: 2050 -> 2250 (16) Cardinals - Health: 1600 -> 1650 - Damage: 105 -> 110 (17) Metal Dragons - Health: 2900 -> 3000 - Damage: 155 -> 165 (18) Wale Chiefs - Health: 4500 -> 3900 - Damage: 300 -> 250 (19) Dire Toad - Health: 3100 -> 3900 - Damage: 150 -> 175 Waves 16-18 were previously too vulnerable to Pierce |
Post a Comment