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 SpellsSorcerer- 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
ElementAqua Spirit- Damage: 24 -> 30
- Water Bounce: Bounce damage: 100% -> 50%
Less variance during early wavesViolet - 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.ForsakenFire 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
MechPyro - Health: 2400 -> 2350
MercenariesFiend - Health: 410 -> 480
- Damage: 27 -> 24
Too much of Fiend's power was due to whether it was targeted at the beginning or endBrute - 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 insteadShaman - 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