Legion TD 2 v2.27: Aura Indicators, Balancing, & Bug Fixes


v2.27: Aura Indicators, Balancing, & Bug Fixes

Posted: 18 Jun 2018 08:29 PM PDT



Game Fixes

Stability
- Fixed a bug where you sometimes couldn't recall/undeploy a tower (StringListTimeline race condition)
- Fixed a rare bug where a fighter would spawn with missing hp (better failsafe)

Routing
- Fixed some cases where enemies would run back to the spawn (when antistucking an enemy unit, if it is in a lane, it will be routed to the end of the lane rather than the nearest waypoint)

Shaman
- Fixed a bug where a Shaman would buff mercenaries in the holding area

Tutorial: Defend Your Lane
- Fixed a bug where King panning took too long

Game Improvements

Bots
- Slightly smarter about not getting too many aura/supportive units

Game Ties
- If you train a worker or deploy a fighter on wave 1 (even if you undeploy it), the game will not be marked as a tie. This is for players who want to do a fighter-less wave 1 opening, which we don't recommend but think should be an option.

Cosmetic Improvements

VFX
- Improved Quadrapus/Giant Quadrapus missiles

UI
- New indicators for aura units that show their exact range



Overwork
- Added a sound when done resting

Leaked Granddaddy
- Percent leaked message now takes into account % hp

Client Improvements

Screenshots
- Pressing PrintScreen will now save a screenshot to your desktop

Game Balance

Final balance patch before the Masters Cup on Saturday/Sunday. The goal is to make sure we see a variety of openings and strategies. We're also tuning back some of the stronger legions and buffing Atlantean fighters, which is a buff to Mastermind.

On-Hit Behaviors
- OnHit behaviors are now applied even if the unit was already dead
- Some examples: Aqua Spirit's bounce attack will now bounce even if the target was already dead. Same goes for Pyro splash.
- This change does not affect Millennium and Doomsday's Explosive Shells abilities


Atlantean

Pollywog
- Attack speed: 1.12 -> 1.15

Devilfish
- Health: 1130 -> 1150

Seraphin
- Damage: 49 -> 51

We missed the mark on Pollywog, Devilfish, and Seraphin's balance. These changes should make them more viable.

Ocean Templar
- Damage: 155 -> 158


Element

Atom
- Damage: 30 -> 31

Fire Elemental
- Health: 1330 -> 1280

The last nerf was effective, but Fire Elemental still remains the strongest opening in the game. We're hitting the health again specifically to nerf it as an opening (when health matters more) without affecting its mid-late game viability as DPS

Windhawk
- Damage: 44 -> 46


Forsaken

Harbinger
- Health: 1760 -> 1780
- Damage: 96 -> 97

Doppelganger
- Health: 3300 -> 3400


Grove

Honeyflower
- Health: 1200 -> 1180

Deathcap
- Health: 3450 -> 3400

Honeyflower and Deathcap are still incredibly dominant


Mech

Bazooka
- Damage: 29 -> 30

Leviathan
- Damage: 105 -> 106
- Aerial Command: Damage bonus: 5 + 10% -> 4 + 10%

Slightly nerfing the Leviathan + Boosted Peewee combo

Waves

(16) Cardinals
- Damage: 103 -> 106

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