Legion TD 1.8 - Change Log

What changed in each version. Newest first.  ·  Rankings

Beta 45

11 entries

Download

The map is 34 MB smaller: 119 MB down to 85 MB
  • 449 imported files were removed that no unit and no script used any more
  • The Creature race was never playable - it cannot be picked, drafted or randomed - so its models are gone too
  • Everything still in use was checked against the object data, the script and the models themselves

Game end

The end of a game no longer stops halfway through
  • When the king died the game sometimes showed nothing at all - no pause, no victory screen, no end boards
  • Stats, Elo and achievements were saved correctly, only the display never ran
  • Every player's bookkeeping now runs on its own and can no longer take the victory sequence down with it

Leaves

Every leave counter was reset once, for everybody
  • Your old leaves are not deleted, they moved into an archive counter and are shown in the Hall
  • They no longer count against your win rate or your reliability score
  • A restore from an older library entry can no longer raise your leave count again

1v1

1v1 games have their own ladder
  • Until now a 1v1 counted as a full ranked game and went into the same rating as a 4v4
  • A 1v1 now has its own rating and its own win/loss record, starting at 1000
  • XP, level and special achievements count as usual, so playing 1v1 still moves your profile
  • Income, hold, MVP, workers and all your records stay untouched by 1v1 games
  • -elo shows the rating, the Hall has a row for it

Computer players

The AI now plays in every mode combination
  • The AI mode is gone. Computer players were being removed from the game whenever it was not set
  • That is why the AI 'did not build' with some mode combinations - it was never there to begin with
  • A computer slot now always plays, no matter which modes are picked

Shadow

Marrow Leech was stuck at 1 damage
  • The aura read the bone points of the wrong owner, so it always landed on level 1
  • It scales with your Bone Points again: 10 points are 1 damage per second, up to 100
  • New command -bone shows your current Bone Points and the damage the aura is dealing

Night Elf

Starfall stopped working on level 5
  • The spell had no area of effect value for that one level, so it hit nothing
  • Filled in, the series now runs 800 / 825 / 850 / 875 / 900 / 925 and up

Nature

Ancient Sylvan is back to its original design
  • Three damage auras with 500 range had been added to it that were never part of the unit
  • What is left is the old pair: the damage aura affects the Sylvan itself only, and the team aura gives movement speed and life regeneration within 600 range
  • The life regeneration had no value on levels 2 and 3, so it only ever worked on the last level. It now rises 0 / 3 / 6 / 10 per second
  • Its buff no longer collides with Monkey God and Megazord
  • A form that has been alive for more than 100 seconds is reborn as form 1, and every rebirth restarts that timer
  • The tooltips state the real numbers now, and -sylvan shows your current state

Orc

Garrosh - Shockwave
  • Cooldown back to its old value of 0.85
  • Damage reduced by 10 percent

Profile

Win streak and loss streak
  • Your longest win streak and longest loss streak are stored in your profile and shown in the Hall records page
  • They only count in ranked main games - 1v1, PvP and Double Build leave them alone
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Beta 44b

5 entries

Fixes

Profiles could lose their stats - fixed
  • Two profile lines had grown longer than what Warcraft writes into a file, so the line was cut off in the middle
  • The favourite units moved into their own lines, the special counters as well
  • Every line is now measured before it is written, nothing can be cut off again
  • Your profile is now saved a second time as a backup file once per game
The admin library now stores everything
  • Race MVPs, 0 leak stages, kraken sends, boss specials, the PvP ladder and your favourite units were never part of the library
  • A restore rebuilt everything except those, so the badges built on them were lost
  • The library carries all of it now - a restore keeps your badges

Balance - Shadow

Marrow Leech now grows with your skeletons instead of the wave number
  • Damage per second is Bone Points divided by 10, the old 4 / 8 / 12 / 16 per wave bracket is gone
  • Bone Points: Bone Warrior 1, Skeletor, Fire Archer and Dark Mage 10, Dead Eye and Skull Splitter 50, Kel'Thuzad 100, Skeletoro 550
  • That is roughly 1 damage per 100 gold of skeleton value, capped at 100
  • Wave 11 with only the three base skeletons is 3 damage instead of 8
  • The small Bone Warrior carries the aura now as well
  • The requirement is unchanged: one unit from each of the three skeleton tiers

Interface

Rank glow fixed
  • The glow sat below the ground and could only be seen when running up a cliff, it sits on the unit now
  • Rank 4-10 is red - everybody used to glow gold
  • The builder keeps his glow after picking a race
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Beta 44

27 entries

Balance - Mech

Rebel Scum is now called Elite Veteran (upgrade of Veteran)
  • 1,950 HP (was 1,350)
  • 127 damage (was 115)
  • Melee now: 90 range instead of 500
  • New model: Elector Count

Balance - Blood Elf

Mana now equals the unit's total value (all gold spent on the line), not only its own upgrade cost
  • Balthas 130 -> 155, Lor'van 150 -> 305, Beloren 110 -> 160, Isilra 220 -> 380, Kaelen 440 -> 820
  • Aethas 185 -> 280, Bel'anor 265 -> 545
  • Voren 290 -> 480, Kel'zan 350 -> 830, Zyras 390 -> 870, Rielan 355 -> 645, Mardun 660 -> 1,305
  • Galenor and Rael'on 550 -> 1,010, Theron and Faelar 750 -> 1,760, Talan 950 -> 2,710, Sol'arian 1,760 -> 4,470
  • Base units keep their value: Loranar 25, Theronil 50, Aelor 95, Zaldor 190, Elandir 290, Ael'thal 460
  • Anasterian stays at 2,500
Tier 4 line has a flat 250 mana
  • Valerius 125 -> 250 - he can cast Arcane Spark (250 mana) again
  • Myriel stays at 250, Silandor 380 -> 250
Anasterian - True Leader cooldown 30 -> 60 s
Anasterian - True Leader is now visible
  • Battle roar on Anasterian and a floating text with the number of units it reached
  • Every unit it reaches shows a red burst over its head

Bonus Survival

New first bonus wave: Soggodon and the Iron Giants
  • In the first bonus round every lane gets 1 Soggodon + 3 Iron Giants of each kind instead of the Old Leviathan
  • Soggodon: 38,500 HP, 50 armor, 1,000-1,500 chaos damage every 2.0 s
  • Iron Giant (Guillotine): 4,000 HP, 30 armor, 1,200 chaos damage every 3.0 s
  • Iron Giant (Sword): 4,000 HP, 30 armor, 400-800 chaos damage every 1.6 s
  • Iron Giant (Rifle): 4,000 HP, 30 armor, 200 chaos damage every 0.8 s, range 500
  • From the second bonus round on the Old Leviathans come as before
Darth Maul now comes after round 4 (was 5)
Lord Vader joins the bonus survival after round 7
  • 75,000 HP, 2,696-3,110 chaos damage, cooldown 0.85 s, range 120, armor 29
  • Mana Shield: 10,000 mana, absorbs 70% of incoming damage at 1 mana per hit point
Darth Revan still comes after round 10

Achievements & Profile

New special achievements: Kill Darth Maul, Kill Darth Vader, Kill Darth Revan, Kill the Ancient Leviathan
  • Maul and Vader: the player who lands the killing blow gets it
  • Darth Revan and the Ancient Leviathan: the whole team that kills it gets it
  • Each one is worth a mastery point - 19 special achievements in total
Your profile is saved to the library automatically from level 10 on
Achievements now only unlock in ranked games
  • No more unlocks in debug, FUN, PvP, draw or duo games
Bonus rounds raise your best wave by one each
  • Surviving the first bonus round now counts as wave 37, the second as 38 and so on
  • Before, the first one still read as 36
Hall record 'Workers' shows your average at game end
  • Your all-time best is still listed next to it
Hall page 4 lists your top 20 favorite units
  • It used to show only the top 3
  • Score counts damage, kills and healing of that unit across all games
Hall: the badge page is gone, a Duo/PvP page came in - the Hall has 6 pages
  • Page 5 also shows level, XP, Elo, W/L, best wave, best income, workers and badges
  • Page 6 lists the ranked, Double Build and PvP ladders plus practice, debug and leaves
Achievement points and a growing circle model
  • Points = race badges + global achievements x8 + special achievements x18, 2003 at most
  • The -ach overview shows them under Total earned
  • Your achievement circle takes the model of one of 200 fighters sorted by total gold value
  • Every 10 points, so every 0.5 percent, the model steps up: from a 20 gold Ent to THE MOUNTAIN at 8,420
Winrate score now weighs how hard your lobbies were
  • Every counted game stores the Elo prediction for your own team, so you get an average predicted win chance
  • The score is winrate x 1.5 x factor: nothing is taken away for easy lobbies, the harder side is rewarded - 50% predicted keeps it, 25% gives x1.5, 0% gives x2
  • Farming weak lobbies simply stops paying extra, playing the underdog side pays more
Special achievements repeat now
  • Every earn counts, also when the achievement is already unlocked
  • 10 times turns the entry red and gives one extra mastery point
  • 50 times turns it gold and gives another mastery point
-ach pages no longer have gaps or cut-off text
  • Every page wipes all cells before it draws, so nothing of the previous page can stay behind
  • Label columns are wider on the global, special and race pages
New PvP ladder: PvP games now have their own Elo
  • Starts at 1000 with its own games and wins, same formula as the Double Build ladder
  • PvP games stay out of the ranked ladder
  • -elo shows all three ratings
Race mastery reworked - 77 badges per race instead of 54
  • Get MVP and Win Games now step 1, 3, 5, 10, 20, 40, 60, 80, 100, 120, 140, 150, 200, 1000 (was 10, 50, 300, 500, 1000)
  • 0 Leaks until wave: 5, 10, 14, 17, 20, 23, 25, 30, 36 (was 10, 15, 20, 25, 30, 36)
  • Send Kraken by round: 19 down to 10 (was 17 down to 10)
  • Reach wave and best income keep their tiers

PvP mode

Boss rounds now spawn three times as many creeps
  • Only boss rounds spawn in PvP (10, 20, 30, 31, 32, 34, 35), so the armies were too small
New rule: damaging the enemy King pays workers
  • As soon as one of your units damages the enemy King, EVERY player of your team gets +1 Worker
  • Once per round and team, no matter how many units get through - it used to be +1 per single unit
  • The Worker appears at your own Town for free and counts like a bought one - worker limit and max economy still apply

Models

Night Elf: Althania Windshadow has a new model: Huntress

Interface

Top 10 of the overall standings are marked in game
  • Rank 1-3: builder, workers and Trabachos carry a gold glow, the builder's is bigger
  • Rank 4-10: the same in red
  • Standings = average placement in Score, Elo, Income and Hold
-version shows Beta 44
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Beta 43d

27 entries

Balance - Mech

Rebel Scum is now called Elite Veteran (upgrade of Veteran)
  • 1,950 HP (was 1,350)
  • 127 damage (was 115)
  • Melee now: 90 range instead of 500
  • New model: Elector Count

Balance - Blood Elf

Mana now equals the unit's total value (all gold spent on the line), not only its own upgrade cost
  • Balthas 130 -> 155, Lor'van 150 -> 305, Beloren 110 -> 160, Isilra 220 -> 380, Kaelen 440 -> 820
  • Aethas 185 -> 280, Bel'anor 265 -> 545
  • Voren 290 -> 480, Kel'zan 350 -> 830, Zyras 390 -> 870, Rielan 355 -> 645, Mardun 660 -> 1,305
  • Galenor and Rael'on 550 -> 1,010, Theron and Faelar 750 -> 1,760, Talan 950 -> 2,710, Sol'arian 1,760 -> 4,470
  • Base units keep their value: Loranar 25, Theronil 50, Aelor 95, Zaldor 190, Elandir 290, Ael'thal 460
  • Anasterian stays at 2,500
Tier 4 line has a flat 250 mana
  • Valerius 125 -> 250 - he can cast Arcane Spark (250 mana) again
  • Myriel stays at 250, Silandor 380 -> 250
Anasterian - True Leader cooldown 30 -> 60 s
Anasterian - True Leader is now visible
  • Battle roar on Anasterian and a floating text with the number of units it reached
  • Every unit it reaches shows a red burst over its head

Bonus Survival

New first bonus wave: Soggodon and the Iron Giants
  • In the first bonus round every lane gets 1 Soggodon + 3 Iron Giants of each kind instead of the Old Leviathan
  • Soggodon: 38,500 HP, 50 armor, 1,000-1,500 chaos damage every 2.0 s
  • Iron Giant (Guillotine): 4,000 HP, 30 armor, 1,200 chaos damage every 3.0 s
  • Iron Giant (Sword): 4,000 HP, 30 armor, 400-800 chaos damage every 1.6 s
  • Iron Giant (Rifle): 4,000 HP, 30 armor, 200 chaos damage every 0.8 s, range 500
  • From the second bonus round on the Old Leviathans come as before
Darth Maul now comes after round 4 (was 5)
Lord Vader joins the bonus survival after round 7
  • 75,000 HP, 2,696-3,110 chaos damage, cooldown 0.85 s, range 120, armor 29
  • Mana Shield: 10,000 mana, absorbs 70% of incoming damage at 1 mana per hit point
Darth Revan still comes after round 10

Achievements & Profile

New special achievements: Kill Darth Maul, Kill Darth Vader, Kill Darth Revan, Kill the Ancient Leviathan
  • Maul and Vader: the player who lands the killing blow gets it
  • Darth Revan and the Ancient Leviathan: the whole team that kills it gets it
  • Each one is worth a mastery point - 19 special achievements in total
Your profile is saved to the library automatically from level 10 on
Achievements now only unlock in ranked games
  • No more unlocks in debug, FUN, PvP, draw or duo games
Bonus rounds raise your best wave by one each
  • Surviving the first bonus round now counts as wave 37, the second as 38 and so on
  • Before, the first one still read as 36
Hall record 'Workers' shows your average at game end
  • Your all-time best is still listed next to it
Hall page 4 lists your top 20 favorite units
  • It used to show only the top 3
  • Score counts damage, kills and healing of that unit across all games
Hall: the badge page is gone, a Duo/PvP page came in - the Hall has 6 pages
  • Page 5 also shows level, XP, Elo, W/L, best wave, best income, workers and badges
  • Page 6 lists the ranked, Double Build and PvP ladders plus practice, debug and leaves
Achievement points and a growing circle model
  • Points = race badges + global achievements x8 + special achievements x18, 2003 at most
  • The -ach overview shows them under Total earned
  • Your achievement circle takes the model of one of 200 fighters sorted by total gold value
  • Every 10 points, so every 0.5 percent, the model steps up: from a 20 gold Ent to THE MOUNTAIN at 8,420
Winrate score now weighs how hard your lobbies were
  • Every counted game stores the Elo prediction for your own team, so you get an average predicted win chance
  • The score is winrate x 1.5 x factor: nothing is taken away for easy lobbies, the harder side is rewarded - 50% predicted keeps it, 25% gives x1.5, 0% gives x2
  • Farming weak lobbies simply stops paying extra, playing the underdog side pays more
Special achievements repeat now
  • Every earn counts, also when the achievement is already unlocked
  • 10 times turns the entry red and gives one extra mastery point
  • 50 times turns it gold and gives another mastery point
-ach pages no longer have gaps or cut-off text
  • Every page wipes all cells before it draws, so nothing of the previous page can stay behind
  • Label columns are wider on the global, special and race pages
New PvP ladder: PvP games now have their own Elo
  • Starts at 1000 with its own games and wins, same formula as the Double Build ladder
  • PvP games stay out of the ranked ladder
  • -elo shows all three ratings
Race mastery reworked - 77 badges per race instead of 54
  • Get MVP and Win Games now step 1, 3, 5, 10, 20, 40, 60, 80, 100, 120, 140, 150, 200, 1000 (was 10, 50, 300, 500, 1000)
  • 0 Leaks until wave: 5, 10, 14, 17, 20, 23, 25, 30, 36 (was 10, 15, 20, 25, 30, 36)
  • Send Kraken by round: 19 down to 10 (was 17 down to 10)
  • Reach wave and best income keep their tiers

PvP mode

Boss rounds now spawn three times as many creeps
  • Only boss rounds spawn in PvP (10, 20, 30, 31, 32, 34, 35), so the armies were too small
New rule: damaging the enemy King pays workers
  • As soon as one of your units damages the enemy King, EVERY player of your team gets +1 Worker
  • Once per round and team, no matter how many units get through - it used to be +1 per single unit
  • The Worker appears at your own Town for free and counts like a bought one - worker limit and max economy still apply

Models

Night Elf: Althania Windshadow has a new model: Huntress

Interface

Top 10 of the overall standings are marked in game
  • Rank 1-3: builder, workers and Trabachos carry a gold glow, the builder's is bigger
  • Rank 4-10: the same in red
  • Standings = average placement in Score, Elo, Income and Hold
-version shows Beta 43d
back to top

Beta 43c

17 entries

Balance - Mech

Rebel Scum is now called Elite Veteran (upgrade of Veteran)
  • 1,950 HP (was 1,350)
  • 127 damage (was 115)
  • Melee now: 90 range instead of 500
  • New model: Elector Count

Balance - Blood Elf

Mana now equals the unit's total value (all gold spent on the line), not only its own upgrade cost
  • Balthas 130 -> 155, Lor'van 150 -> 305, Beloren 110 -> 160, Isilra 220 -> 380, Kaelen 440 -> 820
  • Aethas 185 -> 280, Bel'anor 265 -> 545
  • Voren 290 -> 480, Kel'zan 350 -> 830, Zyras 390 -> 870, Rielan 355 -> 645, Mardun 660 -> 1,305
  • Galenor and Rael'on 550 -> 1,010, Theron and Faelar 750 -> 1,760, Talan 950 -> 2,710, Sol'arian 1,760 -> 4,470
  • Base units keep their value: Loranar 25, Theronil 50, Aelor 95, Zaldor 190, Elandir 290, Ael'thal 460
  • Anasterian stays at 2,500
Tier 4 line has a flat 250 mana
  • Valerius 125 -> 250 - he can cast Arcane Spark (250 mana) again
  • Myriel stays at 250, Silandor 380 -> 250
Anasterian - True Leader cooldown 30 -> 60 s
Anasterian - True Leader is now visible
  • Battle roar on Anasterian and a floating text with the number of units it reached
  • Every unit it reaches shows a red burst over its head

Bonus Survival

New first bonus wave: Soggodon and the Iron Giants
  • In the first bonus round every lane gets 1 Soggodon + 3 Iron Giants of each kind instead of the Old Leviathan
  • Soggodon: 38,500 HP, 50 armor, 1,000-1,500 chaos damage every 2.0 s
  • Iron Giant (Guillotine): 4,000 HP, 30 armor, 1,200 chaos damage every 3.0 s
  • Iron Giant (Sword): 4,000 HP, 30 armor, 400-800 chaos damage every 1.6 s
  • Iron Giant (Rifle): 4,000 HP, 30 armor, 200 chaos damage every 0.8 s, range 500
  • From the second bonus round on the Old Leviathans come as before
Darth Maul now comes after round 4 (was 5)
Lord Vader joins the bonus survival after round 7
  • 75,000 HP, 2,696-3,110 chaos damage, cooldown 0.85 s, range 120, armor 29
  • Mana Shield: 10,000 mana, absorbs 70% of incoming damage at 1 mana per hit point
Darth Revan still comes after round 10

Achievements & Profile

New special achievements: Kill Darth Maul, Kill Darth Vader, Kill Darth Revan, Kill the Ancient Leviathan
  • Maul and Vader: the player who lands the killing blow gets it
  • Darth Revan and the Ancient Leviathan: the whole team that kills it gets it
  • Each one is worth a mastery point - 19 special achievements in total
Your profile is saved to the library automatically from level 10 on
Achievements now only unlock in ranked games
  • No more unlocks in debug, FUN, PvP, draw or duo games

PvP mode

Boss rounds now spawn three times as many creeps
  • Only boss rounds spawn in PvP (10, 20, 30, 31, 32, 34, 35), so the armies were too small
Fixed: the Worker for reaching the enemy King now really arrives
  • It appears at your own Town for free and counts like a bought one - worker limit and max economy still apply

Models

Night Elf: Althania Windshadow has a new model: Huntress

Interface

Top 10 of the overall standings are marked in game
  • Rank 1-3: builder, workers and Trabachos carry a gold glow, the builder's is bigger
  • Rank 4-10: the same in red
  • Standings = average placement in Score, Elo, Income and Hold
-version shows Beta 43c
back to top

Beta 43b

37 entries

Balance - by race

All races: buildings and the fighter they spawn now show the same HP
  • Where the building was right, the fighter was raised to it - where the fighter was right, the building followed
Assasin
  • SanWuKong Range has his permanent Evasion / Critical Strike ability back - it had been removed
  • That ability is back on its old values: 3.5x critical (was 4.0x) and +45 bonus damage (was +125)
  • SanWuKong Range: Monkey GOD Pain (from Dan 10) now reduces armor by 8 instead of 18
  • Samurai 660 -> 685 HP, Cavalry 1,055 -> 1,025 HP
Beast
  • Gnoll Warrior 55 -> 60 HP, Gnoll Treasure Hunter 850 -> 805 HP
Blood Elf
  • Mana is no longer a flat 250 on every unit - each unit now has as much mana as it costs gold
  • Loranar 250 -> 25, Theronil 250 -> 50, Aelor 250 -> 95, Beloren 250 -> 110, Valerius 250 -> 125, Balthas 250 -> 130
  • Lor'van 250 -> 150, Aethas 250 -> 185, Zaldor 250 -> 190, Isilra 250 -> 220, Myriel 250, Bel'anor 250 -> 265
  • Voren and Elandir 250 -> 290, Kel'zan 250 -> 350, Rielan 250 -> 355, Silandor 250 -> 380, Zyras 250 -> 390
  • Kaelen 250 -> 440, Ael'thal 250 -> 460, Galenor 250 -> 550, Mardun 250 -> 660, Theron 250 -> 750, Talan 250 -> 950, Sol'arian 250 -> 1,760
  • Mana regeneration is unchanged (5 or 15)
  • New tier 5 super unit Anasterian Sunstrider on top of Kel'zan Bloodguard - it replaces the old Val'dyn Sunblade switch and the second Kel'zan step
  • Anasterian: 3,850 HP, 630-650 chaos damage, cooldown 0.90 s, range 120, 2,500 gold, 2,500 mana
  • Anasterian - Plot Armor: invulnerable while a friendly Blood Elf unit stands within 400. Other Anasterians do not count, checked every 0.5 s
  • Anasterian - True Leader: every 30 s every friendly unit within 400 runs the Sin'dorei's Thirst reward, exactly as if it had scored a kill
  • Bloodfire Shot is a bouncing attack instead of a multishot - it used to hit 3/4/5/6 targets for 20/40/80/160 damage every 1.1 s
  • Bloodfire Shot level 1: 1 bounce at 60% damage. Level 2: 2 bounces at 60% and 36%
  • Bloodfire Shot level 3: 2 bounces at 70% and 49%. Level 4: 3 bounces at 70%, 49% and 34%
  • Bloodfire Shot bounce range 400, never hits the same target twice, no buildings, uses the unit's own attack type
  • Quel'Thalas Ward: mana cost per absorbed hit point 10 -> 1, so mana now converts into hit points 1:1 (70% of the damage goes into the shield)
  • Solar Blur evasion 33% -> 20%
  • Vereesa Archers are capped: 5 living archers per player, 10 once the tier 7 Enraged summon is up. Both types share the pool
  • Vereesa Archers no longer expire after 15 seconds - they stay until they die or the round ends
  • Tiers 1, 3, 4 and 6 can now appear in Hybrid in ranked games - they were only in the FUN pool
  • Tier 5 models and icons: Zaldor Vengefire Blood Knight, Voren Flamefury Blood Elf Paladin, Kel'zan Bloodguard Lor'themar
Demi-Human
  • Mutant (Unleashed): attack cooldown 0.70 -> 0.95 s
  • Ordinary Retard 350 -> 400 HP
  • Ordinary Retard evasion 80% -> 83% - shared ability, so Pissed off Retard and Fully retarded Retard too
Demon
  • Avalancher -10% attack speed (0.70 -> 0.78 s)
  • Lost Soul 115 -> 135 HP
Elf
  • Prisoner 570 -> 575 HP
  • Blood Mage 2,680 -> 2,250 HP
  • Priest 760 -> 960 HP
  • Blood Mage attacks again - Starfeather's Grace is cast by a summoned dummy instead of by him
  • He used to be ordered to cast every second, which cancelled every attack. The ability now fires every 7 s
  • Starfeather has a new model: Archer (Ancient Hippogryph Mount)
Element
  • Neptulon gets the old Oceanus LongRange attack back: damage 75-85 -> 169-174, cooldown 0.50 -> 0.98 s (also the wave 31 version)
  • Adept -8% attack speed (1.20 -> 1.30 s)
  • Watcher 335 -> 365 HP, Violet 850 -> 865 HP, Earth Elemental 1,800 -> 2,000 HP
Ghost
  • Specter -5% attack speed (0.33 -> 0.35 s)
  • Wraith -10% attack speed (0.315 -> 0.35 s)
  • Mercurial costs 10 gold more (235 -> 245)
  • Phaseling 800 -> 850 HP
  • Reaper 1,360 -> 1,320 HP
Human
  • City Defender 800 -> 880 HP
  • Murtagh 5,725 -> 6,297 HP
Marine
  • Hatchling 55 -> 50, Fangtooth 660 -> 640, Defiler 765 -> 735
  • King Claw 1,180 -> 1,080, Mermaid 505 -> 485, Highborne 930 -> 875
  • Enchantress 2,150 -> 1,885, Sea Giant 1,380 -> 1,320
  • Hydra 1,660 -> 1,580, Naga Emperor 2,980 -> 2,775
Mech
  • Krogoth -10% attack speed (0.85 -> 0.94 s)
  • Assault Ship 1,420 -> 1,540 HP
Nature
  • Thunderbird 955 -> 825 HP
  • Master Meliai 825 -> 925 HP
Orc
  • Forest Troll Archer 145 -> 135 HP
  • Voodoo Priestess 735 -> 615 HP
  • Black Legion Catapult 3,475 -> 3,750 HP
  • Bone Caster fighter 185 -> 765 HP
Shadow
  • Skeletoro restored: 3,850 -> 15,000 HP, regeneration 5 -> 20, damage 456-468 -> 1,451-1,457
  • Skeletoro keeps his range of 180
  • Skeletoro costs 1,500 -> 5,000 gold (total value 5,605)
  • Hakkar the Forgotten 1,085 -> 4,250 HP
Unholy
  • FelOrc Assassin - Dual Sword 385 -> 345 HP
  • Smaug 6,350 -> 6,850 HP

Autosend & No Saving

Autosend sends summons that fit the wave
  • Melee waves: Blood Orcs / Ghouls
  • Ranged waves (4, 8, 12, 16, 20, 24, 28, 29, 32-36) and the slow waves 2 and 9: Bowmen / Chariots
No Saving shows its old, clear messages again
Autosend only starts switched on in duo games
  • In normal games it starts off - turn it on at your builder

PvP mode

Reaching the enemy King gives workers instead of gold
  • Every one of your units that reaches the enemy King gives +1 Worker, counted once per unit
  • The Worker is trained in your own Town for free, so it comes out of the Town like a bought one
  • A unit that reached the enemy King only pays half bounty when it dies
  • Boss waves are excluded - nothing is paid out there
Hand-sent summons no longer disappear
  • Assign_Summon ran into an endless CreateUnit loop and ate the summon
PvP can be selected in the mode window again
  • It used to fall back to Auto Mode
  • The mode is now called "pm" instead of "pv"
  • Auto Mode loads whenever it is ticked, also together with PvP

Race Selection & Modes

Human and Lizard can no longer be picked in ranked games
  • Still available in FUN
Random and draft modes (SD, OR, AR, RD, FR)
  • Only roll the 16 ranked races
  • Fixed -ar sometimes leaving a player without a builder
The player shuffle vote at game start is gone
  • It worked, but afterwards units and towers were unusable

Achievements & Profile

Race achievements reworked - 54 per race
  • Get MVP (replaces Play Games): 10 - 1,000
  • Win Games: 10 - 1,000
  • Best Income: up to 3,500
  • 0 Leaks until wave 10 - 36
  • Send Kraken by round 17 - 10
Bonus waves count
  • Surviving bonus spawns raises your best wave above 36
Levels now have a real curve
  • Level n -> n+1 costs 1,000 + 200 x (n - 1) XP instead of a flat 1,000
  • Level 20 = 53,200 XP, level 50 = 284,200, level 100 = 1,069,200, level 200 = 4,139,200
  • Your XP is kept - only the level is recalculated from it (199,000 XP is now level 41)
Race Mastery
  • Your race achievements count
  • Your level counts twice as much: level / 10 instead of level / 20
  • Every special achievement is now worth one mastery point - 15 in total
Leaving a ranked game before it ends now always counts as a leave

Fixes & Interface

Evasion works again (e.g. Retard, Drunk Retard, Assassin)
  • Critical strikes no longer remove it
Critical hit numbers now appear above the attacking unit
Duo mode: the report boards now show both lanes you control
  • Units, damage, leaks and value of your 2nd lane
  • Your 2nd lane also appears in the team report
Restricted units can be built up to their real limit again
  • Starfeather, Elune and Aspen Greyfeather
New close button (X) on the Hall and all scoreboards
Faster summon handling (performance)
-version shows Beta 43b
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