Legion TD 2 v2.00 Patch Notes |
| Posted: 26 Mar 2018 03:43 PM PDT This is the largest patch we've done to date, so please expect some temporary bugs and imbalance. New Atlantean Fighter Sea Serpent (T3) - Cost: 90 gold + 1 supply - Health: 850 (Swift) - Damage: 55 (Pierce) - Attack speed (attacks per second): 0.9 - Range: Melee - Ability: Ambush - Starts the battle burrowed and unburrows 3.5 seconds after being aggro'd Deepcoiler (T3U) - Upgrade cost: 185 gold + 1 supply - Health: 2550 (Swift) - Damage: 189 (Pierce) - Attack speed (attacks per second): 0.79 - Range: Melee - Ability: Ambush - Starts the battle burrowed and unburrows 3.5 seconds after being aggro'd 2v2 Begins All matchmade games are now 2v2. If you missed it earlier, check out our 2v2 announcement to learn why this change is happening. - For a few weeks, the game will be played on the current map with the right two lanes disabled. If 2v2 is fully implemented, we will create a new and improved map that is optimized for a 2v2 experience. - You can queue for Casual games as a party of 3-4, and it will match you against each other - You can still play 3v3 and 4v4 in Custom games API Update We have made significant progress made on the Developer API which will make player & game data available for community developed apps. This will make it possible to develop apps like op.gg, Dota Buff, etc. for Legion TD 2. Expect an announcement in the future. Matchmaking Updates - Now faster (2v2 matchmaking is significantly faster than 4v4)- Now stricter (less likely to have unfair games) Restrictions - Solos/duos rated <1000 cannot match with solos/duos rated more than 300 lower - Solos/duos rated 1000-2000 cannot match with solos/duos rated more than 200 lower - Solos/duos rated 2000+ cannot match with solos/duos rated below 1800 Party Adjustments - Duo: 20 + extra weight for higher rated member of party -> 50 + extra weight for higher rated member of party Client Updates Revamped Post-Game scores Builds tab - Now shows fighter positions per wave, mercenaries received, and leaks Game Updates New Feature: Lane Markers - It is now easier to see who a lane belongs to as well as who is attacking which lane - More improvements to come in the future! Pathing & Targeting - Units are now smarter when their target dies/becomes untargetable (they now no longer attack-move to the last known location of the unit after it died/became untargetable) Mastermind Rolls - Fixed a bug where the rolls window sometimes never showed up (added a failsafe) - Your rolls are now shown in chat after you select Mastermind Pillage - Fixed a bug where pillage would cause lag when lots of ticks happened at once Tower Graphics - Tall fighters in tower form no longer fade out near the bottom - Slight performance boost Client Performance - Improved performance when playing multiple games (you may still need to restart the client periodically) Lifebars & Minimap Graphics - Fixed some glitches where lifebars appeared when they shouldn't (added some failsafe) Unit Selection - Fixed a bug where hovering a unit wouldn't show a semi-transparent selection circle Camera Bookmarks - Camera bookmarks (F1...F8) now work during the night Automatic Muting - Players who are server-muted are now automatically muted by all other players in-game; other players can choose to unmute at their own risk Player Colors - Swapped Teal and Orange to improve colorblind-friendliness in 2v2 Drake - Now actually breathes fire (new VFX) Game Balance Aura Rework - Fighter auras now affect nearby units based on where they are deployed, instead of based on their proximity during the battle The goals of this change are to: - Make auras more less frustrating and more intuitive - Reduce battle RNG (even with proper positioning, aura units would sometimes be out of range of other units due to chance) - Encourage multiple aura units (rather than having one and trying to position all other units around that aura unit) Legion Spells Hero - Heroism: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching the Hero Sorcerer - Sorcery: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching the Sorcerer Economy Workers - Gold cost: 100 -> 50 - Mythium gather rate: +1/5 seconds -> +1/10 seconds This change allows for different openings (0, 1, and 2 worker starts) and more incremental risk-taking throughout the game. Supply - Supply upgrade cost: 50 + 25/level -> 40 + 20/level King - Health values slightly adjusted in 2v2 to have cleaner numbers - Judgement: Mana cost: 8 -> 7 Fighters - All base fighters now cost 1 supply and upgrades cost 1 additional supply The goals of this change are to: - Make supply less frustrating and more intuitive - Reduce the average supply cost of fighters (to compensate for the higher supply cost for workers) - Make getting "supply blocked" less punishing (it's still going to be punishing but is less likely to cost you the entire game) Element Proton - DPS: 9.9 -> 9 -- Attack speed (attacks per second): 1.23 -> 1.28 -- Damage: 8 -> 7 - New ability: Ionic Force: Increases damage by 1% for each 2% current mana - New ability: Generator: Starts with 0 mana but regenerates 1 mana per second Atom - Total cost: 1 -> 2 - Damage: 32 -> 30 - Mana: 0 -> 100 - New ability: Ionic Force: Increases damage by 1% for each 2% current mana - New ability: Generator: Starts with 0 mana but regenerates 1 mana per second Fire Elemental - Damage: 65 -> 80 - Attacks no longer bounce - Combustion: 80 damage over 2 seconds -> 100 damage over 2 seconds Decreasing the variance from the Rogue Wave + Fire Elemental combo Windhawk - Health: 730 -> 740 Mudman - New ability: Harden: Can be activated during the night to increase damage reduction by 10% temporarily for one wave. The following wave, Mudman's damage reduction becomes -10% and Harden cannot be activated. Golem - Total supply cost: 3 -> 2 - Health: 4850 -> 4900 - Damage: 148 -> 151 - New ability: Harden: Can be activated during the night to increase damage reduction by 10% temporarily for one wave. The following wave, Golem's damage reduction becomes -10% and Harden cannot be activated. Disciple - Total supply cost: 2 -> 1 - Mana Burst: Damage: 600 -> 400 - Mana Burst: Mana cost: 20 -> 15 Starcaller - Total supply cost: 4 -> 2 - Health: 3000 -> 3300 - Damage: 190 -> 195 - Asteroid: Damage: 1200 -> 800 - Asteroid: Mana cost: 20 -> 15 - Amplify Magic: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Starcaller Fire Lord - Total supply cost: 2 -> 1 - Health: 1870 -> 1820 - Damage: 120 -> 119 Fenix - Total supply cost: 5 -> 2 - Damage: 245 -> 238 Forsaken Bone Warrior - Health: 160 -> 170 - Attack speed (attacks per second): 0.88 -> 0.91 Fire Archer - Total supply cost: 1 -> 2 - Health: 440 -> 460 - Damage: 25 -> 26 - Potentially fixed the issue where Flaming Arrows would cause Fire Archer to switch targets Dark Mage - Total supply cost: 1 -> 2 - Health: 590 -> 630 - Damage: 36 -> 37 Bone Crusher - Total supply cost: 1 -> 2 - Health: 1020 -> 1040 - Attack speed (attacks per second): 0.69 -> 0.71 Green Devil - Damage: 44 -> 42 - Lacerate: Amplifies damage by 2% (19.5% at max stacks) -> Amplifies damage by 2 (18 at max stacks) Harbinger - Total supply cost: 3 -> 2 - Health: 1940 -> 1860 - Ability changed: Summon Chaos Pack -> Summon Cerberus -- Health: 1260 (Natural) -- Damage: 60 (Pierce) -- Attack speed (attacks per second): 1.02 -- Range: Melee Butcher - Total supply cost: 2 -> 1 - Range: Melee -> 300 - Leech: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Butcher - Leech: 5 life on-hit + 10% lifesteal -> 5 life on-hit + 12% lifesteal Head Chef - Total supply cost: 3 -> 2 - Range: Melee -> 300 - Cannibalism: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Head Chef - Cannibalism: 10 life on-hit + 15% lifesteal -> 10 life on-hit + 18% lifesteal Nightmare - Total supply cost: 2 -> 1 - Attack speed (attacks per second): 1.92 -> 1.89 Doppelganger - Total supply cost: 4 -> 2 - Damage: 82 -> 79 Lord of Death - Total supply cost: 2 -> 1 - Undead Dragon: Health: 1100 -> 1050 - Undead Dragon: Damage: 88 -> 85 Hades - Total supply cost: 5 -> 2 - Imp: Damage: 52 -> 50 Grove Buzz - Health: 160 -> 170 - Attack speed (attacks per second): 1.05 -> 1.08 - Anaphylaxis: No longer stuns - Anaphylaxis: 60 damage over 3 seconds -> 60 damage over 2 seconds Consort - Total supply cost: 1 -> 2 - Health: 770 -> 830 - Damage: 45 -> 51 - Paraphylaxis: No longer stuns - Paraphylaxis: 150 damage over 3 seconds -> 150 damage over 2 seconds Wileshroom - Health: 850 -> 1300 - New ability: Cell Regrowth: Starts with 50% health but regenerates 0.5% health per second Canopie - Health: 2350 -> 3600 - New ability: Cell Regrowth: Starts with 50% health but regenerates 0.5% health per second Deathcap - Total supply cost: 3 -> 2 - Health: 3700 -> 3610 Antler - Total supply cost: 2 -> 1 - Damage: 87 -> 93 Whitemane - Total supply cost: 4 -> 2 - Council: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Whitemane - Council: Damage reduction: 5 + 15% -> 5 + 20% Banana Bunk - Total supply cost: 2 -> 1 - Health: 2850 -> 2820 - Damage: 80 -> 78 Banana Haven - Total supply cost: 5 -> 2 - Health: 6300 -> 6150 - Damage: 57x3 -> 56x3 Mech Peewee - Health: 310 -> 320 - Damage: 11 -> 10 - New ability: Booster: Pay 5 gold during the night to increase attack speed by 125% temporarily for one wave. Veteran - Total supply cost: 1 -> 2 - Health: 1230 -> 1290 - Damage: 39 -> 41 - New ability: Stimpack: Pay 20 gold during the night to increase attack speed by 125% temporarily for one wave. Tempest - Attack speed: 1.33 -> 1.28 - New ability: Anti-Air Turret: Shoots a nearby flying enemy for 5 Impact damage every 0.25 seconds Leviathan - Total supply cost: 3 -> 2 - Health: 3500 -> 3200 - Damage: 128 -> 115 - Aerial Command: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Leviathan - Aerial Command: Bonus damage: 5 + 10% -> 10 + 10% - New ability: Shrapnel: Each attack hits up to 3 nearby non-flying enemies for 30 Impact damage APS - Total supply cost: 2 -> 1 - Range: 550 -> 350 - Energize: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching APS - Energize: Attack speed bonus: 12% for ranged, 16% for melee -> 16% for all MPS - Total supply cost: 4 -> 2 - Range: 550 -> 350 - Mythium Core: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching MPS - Mythium Core: Attack speed bonus: 18% for ranged, 24% for melee -> 24% for all Berserker - Total supply cost: 2 -> 1 - Attack speed (attacks per second): 1.18 -> 1.16 Fatalizer - Total supply cost: 4 -> 2 - DPS: 188 -> 185 -- Damage: 160 -> 165 -- Attack speed (attacks per second): 1.18 -> 1.12 Millennium - Health: 2500 -> 2400 - Damage: 365 -> 355 Doomsday Machine - Total supply cost: 6 -> 2 - Health: 6100 -> 5900 - Damage: 910 -> 890 Mercenaries - All incomes and bounties increased by 17-20% 2v2 games are faster-paced than 4v4 games (waves last 11% shorter, on average). This leads to fewer workers, so we're increasing the income of mercenaries to compensate and encourage more workers. Snail - Income and bounty: 6 -> 7 Lizard - Income and bounty: 12 -> 14 Fiend - Income and bounty: 12 -> 14 - Health: 480 -> 540 - Damage: 24 -> 21 Brute - Income and bounty: 15 -> 18 Dragon Turtle - Income and bounty: 18 -> 21 Hermit - Income and bounty: 20 -> 24 Dino - Income and bounty: 24 -> 28 - Health: 1300 -> 1240 - Damage: 57 -> 63 Safety Mole - Income and bounty: 30 -> 36 Drake - Income and bounty: 36 -> 42 Pack Leader - Income and bounty: 40 -> 48 Mimic - Income and bounty: 48 -> 56 Ghost Knight - Income and bounty: 60 -> 72 - Health: 2400 -> 2300 - Damage: 149 -> 159 Four Eyes - Income and bounty: 60 -> 72 - Attack speed (attacks per second): 1.1 -> 1.14 Centaur - Income and bounty: 80 -> 96 Shaman - Income and bounty: 80 -> 96 Kraken - Income and bounty: 100 -> 120 - Health: 6580 -> 6200 - Damage: 232 -> 265 Waves (5) Scorpions - Scorpion King: Now spawns more in front (makes it easier to consistently focus) (15) Quadrapuses - Giant Quadrapus: Now spawns more in front (makes it easier to consistently focus) (20) Maccabeus - Attack speed: 2.33 -> 3 - Ability removed: Immolate Easier to clear but stronger against the king (21) Legion Lords - Legion King: Now spawns more in front (makes it easier to consistently focus) |
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