The missile truck change is my favorite from the patch. Before, you could get a deathball of missile trucks and it was super oppressive. Now, they can't shoot over each other, so they're able to poke with low damage but never snowball into actually a lot of damage. It's kind of perfect for how they were intended to work.
I've been enjoying 1v1 a LOT since the patch dropped. Raider units still dominate the early game, as they should, but it actually does become a winning move to transition away from them. Having more hp on the mexes and cons makes leaking a little more forgiving - so eco builds stand up a lot better to aggro builds. Also, LLTs are more spammable - and they're good against raiders.
Lower factory costs make tech switching more attractive all around.
The T2 unit changes are more relevant in team games. The T2 AA bots are still largely ignored though, since spamming T1 AA covers more of the map.
Legion now has T1 ship introduction. The destroyer (heat ray, drones) is cool, but lacks depth charges for anti sub. The frigate is purely torpedos, with nothing for hovers and shore skirmish. The scout ship has guns but no radar, and the radar ship has AA but not guns. It is interesting to see the roles hyper-specialized.
I think the T1 arti ship is too expensive for its role. But this is Legion and in keeping with its motif.
AI remains a fun mode for practice, especially macro practice while under threat. The basic challenging barbs are BARBarians (hard or aggressive). They’re tuned to be a little too scared of static defense, but do fine repelling attacks. +50 bonus is a good challenge, particularly on 8v8 open maps. +60 to +70 are a difficult challenge.
Custom barbs are also great. It’s an open source game and you can make your own. SMRT clan has a couple barbs. A few spinoffs like JEFF and Reaper use air very effectively. Fun game mode.
I think the AI generally has huge issues with Radar Jammers and walls. Abusing those is a bit too strong combined with their aversion to static defenses. Though to be fair they will overrun both when they mass much more than required.
I’ve been experimenting with mods that turn off jammers, dragon’s teeth, and spam (you can build 10 ticks, you can’t have 100 on the field at the same time). That’s makes it more appropriate.
They switched one of the announcer voices (IBM's Allison text to speech --- which became paywalled), but also made it so you can add your own announcer voices in the Game. InstallDirectory\Data\Sounds\Voice\en\nameit\wavefiles.
Very cool feature. People have been using AI voice generation to customize their own battle warnings (eg commander under attack, you're out of energy, Titan spotted). I do enjoy the deep amount of customization of this game through widgets, extensive custom keybind support, and modding the game. It brings back memories of WoW's addons and Starcraft's map editor.
However, there's been lots of problems with lobby stability and server hosting stability lately. Lobbies crashed four times in an hour a few days ago. Several games in the past days have been on servers that stall for seconds at a time, across game modes and hosts. I hope that whatever's been causing this is found and fixed.
Legion T2 sea release is out, for people that screw around with legion games. Nice looking models. Not terribly balanced, which almost goes without saying now.
Flagship is more beam weapon than indirect fire, limiting its impact up cliffs and elevation changes.
There’s one ship that can climb onto land. It sprouts legs, more or less.
AI development is mostly paused for the changes and the holiday. Some new LUA/C++ functions were exposed to AI to use about two weeks ago.
Overall AI is pretty decent. See normal players lose to it all the time and improvements will be nice. Especially if the default difficulties can stretch past the current normal one, there are only easier ones right now. Fixing so they treat walls and jammers better would perhaps be enough short term.
Having to use high bonus income % and open maps to get a challenge due to APM stalling isn't great. Though perhaps that shouldn't really be what the AI is about. Should be more about what is fun to play against than it being very good.
The official game discord has discussions on merging the role-based and aggressive AIs made by SMRT clan members Felnious & Centrifugal. They may be the regular barb difficulty sometime early next year.
They are still a tad buggy, but solve the problem of static arti (esp T2 static arti) repelling early barb attacks unjustifiably. And they have expressly coded tech and support roles that can do things like nuke rush and hand allied ai teammates t2 constructors. +40 barbs get a nuke out around 17 minutes, at +50 it’s around 15 minutes.
On December 22 2025 06:38 dyhb wrote: Legion T2 sea release is out, for people that screw around with legion games. Nice looking models. Not terribly balanced, which almost goes without saying now.
Flagship is more beam weapon than indirect fire, limiting its impact up cliffs and elevation changes.
There’s one ship that can climb onto land. It sprouts legs, more or less.
AI development is mostly paused for the changes and the holiday. Some new LUA/C++ functions were exposed to AI to use about two weeks ago.
Legion also has new seaplanes and some new graphics. One is a drone-carrier seaplane. Another is basically a pounder with wings. These are cool concepts that will need some tuning. Legion as a class is more focused around fun rather than game balance.
Season 3 balance tweaks are ongoing. T2 economy changes. Some unit changes.
One new testing option is to limit tech boosting and slinging via a "Tech Blocking" mechanic. The "commie" tactic requires most teammates to funnel metal to a single player in order to deploy fast t2 army onto the field and overwhelm. The changes time-gate the t2 transition behind points accrued by each player's t1 factories (bot labs, vehicle plants, and aircraft plants). It is intended to be a separate game mode that reins in the extremes of commie tactics.
I have been thinking a melee only faction with shields could be interesting and very different. Where in small numbers you overrun, while in large you get burst rapidly. So have to skirmish or quickly tech up. Perhaps focus a bit more on mines and artillery deployment of units.