Legion TD 1.8 - Change Log

What changed in each version. Newest first.  ·  Rankings

Beta 49

Everything since the published Beta 47 · 17 entries

Loading screen

New loading screen, using the full width of the screen
  • It used to sit in a 4:3 box with black bars - that box is the standard loading screen model, which every map spans at 4:3
  • The model was widened to 16:9 at the same height and centre, and the colours are right as well

Shuffle - your side

Your town comes with you
  • Builder, workers, hall, achievement building and barracks moved to the new lane, but the town stayed behind in the old one
  • It is rebuilt rather than dragged, so shared resources and the worker rally keep working
Your barracks come with you
  • Both barracks and the buildings a mode unhides later now change hands with the lane
  • They keep standing where they are, because the mode triggers address them directly - a rebuilt one would leave those pointing at nothing
Hall and achievement building are back on the right side of the town
  • Their start positions come from two markers that are consumed at game start, so after a swap a rough fallback rule placed them on the wrong side
  • The positions are now remembered per lane and reused
Your workers go back to work
  • After the swap they were set down at the new base but kept standing; they now get the harvest order for the trees of their new lane
Lane players stay on lane, mid players stay mid
  • A mid player could be thrown onto a lane, which is not what you loaded in for
  • The swap only pairs slots of the same role, and the team search only considers splits that can be built that way
The hall row under the Discord sign follows the new teams
  • That row is built three seconds into the game, long before the swap, and was ordered by slot number

Shuffle - your king

Your units go to your own king
  • The warp in round 36 sorted units by the slot number of their owner, and groups 1-4 go to the left king, 5-8 to the right
  • A swapped player keeps his slot number but changes lane, so his units ran to the king of his old side
You can control your own king after a swap
  • Control over the king comes from being in the same team as the king player, and the swap never moved anyone between teams
  • Swapped players were left holding the enemy king, creeps stopped attacking and the game could stall
Teams, win condition and "team has left" follow the new lanes
  • Which king a unit belongs to, who won, and whether a whole team is gone are all decided through alliances - those now follow the lane after a swap

Shuffle - the vote

Every vote is announced, and clicks are no longer dropped
  • With several dialogs open the game does not reliably report which button was pressed, so votes were silently discarded - three players voting yes could end up as a single vote
  • You can also type -yes or -no, which does not depend on the dialog at all
The vote runs 15 seconds and closes as soon as everyone has clicked
  • At five seconds the window was so short that the first click often landed right before the timer closed it for everyone
  • The closing message now says whether everyone voted or the time ran out
Nothing can be done while the vote runs
  • Units are frozen, and the game is released afterwards even if something goes wrong on the way
  • The minimap no longer sits shifted after the vote
New accounts no longer pull the teams apart
  • Players with fewer than 10 ranked games count as 900 rating while the teams are balanced, instead of the 1000 they start at
  • Only the shuffle uses this value - your real rating, the ladder and the booking are untouched

Ranked

Leaving no longer saves a win streak
  • The streak was only ever written for players still in the game, so a leaver kept his run and could protect it by leaving a lost game
  • Your best streak record stays, and a leave does not create a loss streak
back to top

Beta 47c

7 entries

Loading screen

The loading screen is in and uses the full width of the screen
  • It sat in a 4:3 box with black bars left and right - that box is the standard loading screen model, which spans a 4:3 rectangle in every map
  • The model was widened to 16:9 at the same height and the same centre, so the picture now reaches the edges
  • The colours are right as well; the tiles had been written with inverted samples and showed as a negative

Shuffle

Your town comes with you
  • Builder, workers, hall, achievement building and barracks already moved to the new lane, but the town stayed behind in the old one
  • It is moved rather than rebuilt, so shared resources keep working
Lane players stay on lane, mid players stay mid
  • A mid player could be thrown onto a lane, which is not what you loaded in for
  • The swap now only pairs slots of the same role, and the team search only considers splits that can actually be built that way
You get your vote back
  • After clicking you now see what you voted and how many have voted so far
The vote no longer runs the full 7 seconds
  • It closes as soon as the last player has clicked
  • The message now says that the swap happens when the mode starts, so you know what you are waiting for
New accounts no longer pull the teams apart
  • Players with fewer than 10 ranked games count as 900 rating while the teams are balanced
  • A fresh account sat at the 1000 starting rating and looked as strong as an established player
  • Only the shuffle uses this value - your real rating, the ladder and the booking are untouched

Ranked

Leaving no longer saves a win streak
  • The streak was only ever written for players still in the game, so a leaver kept his run and could protect it by leaving a lost game
  • It now ends with the leave
  • Your best streak record stays, and a leave does not create a loss streak
back to top

Beta 47

16 entries

Fixes

-troll works again
  • It only ever checked one unit handle, so after a repick, a random builder or the race picker it silently did nothing
  • It now checks the builder type, so it catches whichever builder you are actually walking with
  • Building is still allowed and finished units stay where they are - only movement is restricted
The Elo readout matches the ladder you are actually on
  • In 1v1 and PvP the balance line showed your MAIN rating while the game booked on the 1v1 or PvP rating
  • That is why a shown 70-30 could pay out 15 Elo - the two numbers came from different ratings
  • The line now says [1v1 Elo], [PvP Elo], [Double Build Elo] or [Elo] and uses that rating; -elo does the same
Your win is saved the moment the last opponent leaves
  • Until now nothing was booked until a king died, so you had to kill the king to get your Elo and your win
  • From round 3 on it is booked immediately; the rest of the game then counts as a test game
  • The round 3 limit is deliberate so remakes cannot be abused
Starfeather has its model back
  • The model file had been truncated to 1 byte and dropped from the import list
  • Only the variant whose texture paths point inside the map renders - that one is back
Marrow Leech really goes to 500
  • The aura already scaled that far, but -bone and the tooltip still said 100
  • The reported damage also stopped at 100, so it under-reported above 1000 Bone Points
The 200 achievement models are ordered by value again
  • The list had fallen out of order in 52 places, worst between 700 and 900 gold
  • They now rise strictly by total unit value; the point thresholds are unchanged
  • The Retards were taken out of that list
New loading screen

Balance

Unholy T2 archers: poison no longer slows attack speed on the lower two
  • Forsaken Archer and Forsaken DarkRanger lose the attack speed part, Silvana keeps it
  • Only movement slow was ever intended - the attack speed part came through by accident
  • Poison damage is unchanged everywhere
Unholy T1 attack speed
  • Goddess of War - Dual Sword attacks 20% faster
  • Goddess of War - Long Sword attacks 8% slower
Holy T4 U2 Templar: Oath Of Protection cools down faster
  • 10 seconds down to 8; duration and mana cost unchanged
Demon T2 U3: the Dark Spellbook summon brings one unit instead of two
  • The random spellbook spawned two Damned Soul fighters at once, which was too strong on mass
  • The other spellbook effects and the odds are unchanged
Darth Revan is immune to stuns and slows of every kind
  • He already had magic immunity, but most slows in this map ride on attacks and ignore it
Uneven teams weaken the bigger team's sends
  • 10% less life and damage per extra player: 4v3 is -10%, 4v2 -20%, 4v1 -30%, 3v2 -10%
  • The smaller team is never weakened
  • Full strength returns the moment the teams are even again

Behind the scenes

The library sync runs by itself
  • 30 seconds after the start, -merge still works by hand
Admin list extended
  • samoDotovi and kNeLe added
-version shows Beta 47
back to top

Beta 46b

1 entries

Profile

Classical Hybrid counts as its own race
  • It used to share a slot, so games on it did not show up separately in the profile
  • It is now race 18 with its own name, wins, best wave and best income
  • The profile checksum still covers the first 17 races, so profiles written by an older version keep loading
back to top

Beta 46

3 entries

Performance

The lag from wave 10 onwards is gone
  • At the end of every round the profile text was rebuilt on every machine for every player
  • Each of those builds allocated thousands of strings that Warcraft never frees during a game
  • The text is now built only on the machine of the player it belongs to
  • Level and achievements are still updated for everyone, nothing is lost

Admins

Admin list extended
  • Everyone who was an admin stays one, the current Top 50 was added

Ranking

Rank glow updated to the current Top 10
back to top

Beta 45c

1 entries

Nothing to report

Same build as 45b, only the version label changed
  • Comparing the two published archives shows no difference beyond the version strings
back to top

Beta 45b

9 entries

Unholy - Archers

Killing Blow finishes the target off for real
  • It used to drop a creep to 1 life and leave it walking, which made the whole skill pointless
  • The poisoned target now dies the moment it falls to the threshold
  • The gold and the kill go to the archer that poisoned it
  • Thresholds are 8% for Forsaken Archer, 12% for Dark Ranger, 18% for Silvana
  • The tooltips state those numbers now - two of them were promising more than the game did
Arrows fly faster from the first upgrade on
  • Projectile speed used to drop with every upgrade instead of rising
  • Dark Ranger 1800 to 3000, Silvana 1700 to 7000, Forsaken Archer unchanged
Silvana is back to her old strength
  • Damage 108 back to 98 and attack speed 0.33 back to 0.42
  • She had been quietly buffed on both at once
Tower and fighter now share the same attack speed
  • All three archers showed one speed on the tower and fought with another

Unholy - Tier 7

The feed ability works again
  • Consume had been removed from Smaug and Deathwing together with its whole trigger
  • Outside a round they can eat one of your own towers again and inherit its skill
  • Prime Matron, Silvana, Lilith, Blood Queen Lana'Thel, Lich King and Arja can be eaten, each type once
  • Prime Matron also grants 20% more maximum life
  • Restored exactly as it was, not rebuilt

Unholy - Tier 4

Self stun lasts longer
  • 0.4 seconds up to 0.6, so it is actually noticeable

Shadow

Marrow Leech is no longer capped at 100 damage
  • The aura stopped scaling at 1000 Bone Points
  • It now keeps rising up to 5000 Bone Points, which is 500 damage per second
  • The rate is unchanged: 10 Bone Points are 1 damage per second

Behind the scenes

Games are counted properly now
  • Each match gets an identifier that every participant records
  • The website can count real matches instead of adding up everyone's game counters
  • Nothing about this is visible in game
-version shows Beta 45b
back to top

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
-version shows Beta 45
back to top

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
-version shows Beta 44b
back to top

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
back to top

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
back to top