I know I’m a day early for this, but I figured I might as well make the topic for this now, and we can start discussing and hypothesizing.
I know I’m a day early for this, but I figured I might as well make the topic for this now, and we can start discussing and hypothesizing.
Well it it's a bit early, like you said, but I'd guess that we have to look to the ARG page again to get our hints.
Or FV Legacy's innate power...which has two things that Legacy doesn't otherwise do: manipulate the Environment deck, or allow players to play cards.
So that's probably not helpful.
Three things spring to mind, looking at the Harbinger (https://greaterthangames.com/harbinger): one, Legacy gets his superpowered butt handed to him (but is not actually incapacitated); two, "Legacy's leadership" is what he contributes; three, he's clearly taking damage for the team.
My starting guesses involve Inspiring Presence, Lead from the Front, and having Legacy at 1HP.
I was also thinking playing multiple Heroic Interceptions as a possibility. It's another way of demonstrating "taking one for the team" and can be tricky to pull off. Redirecting lots of damage from Lead from the Front also sounds good. His other "leadership" abilities are Motivational Charge and Bolster Allies, but I'm not confident those will be required.
Watch they’ll release the Ra variant tomorrow 
Good luck hunting once this is available.
I'm hoping for Cleverest Legacy instead ![]()
Well, we DO have an extra week this year without a variant to unlock, so…
I want to mention I've been holding off unlocking F5AZ to test and see if you need all four F5's unlocked to get Legacy.
Legacy does have 1 card in his deck which deals directly with the environment. I’m thinking Danger Sense will be involved and going with the ARG, I’d agree that its probably going to have something to do with Legacy getting beat down but not dropping, so a lot of damage reduction and redirects to him.
Got him, screen on Twitter. More details in a bit, dealing with cranky kiddo.
OK team, as always, I am on iOS, so I have no log. However, here are things I did:
- blocked Plummeting Monorail four times with Danger Sense
- blocked a crapload of damage from Progeny by spying the deck with Wraith and using Lead From the Front / Legacy Ring and 2x Next Evolution (when I finally got my second Next Evo, at any rate...). By the time I got set up, Wraith had dropped below 10, so I could easily block 4 damage per round from Progeny's flip form, and it got better as I was able to spy Scions and/or The Inevitable.
- you can see from my Twitter post that I had 2x Next Evolution, Lead from the Front, Fortitude, Danger Sense, Superhuman Durability, Surge of Strength, Inspiring Presence, and Motivational Charge in play. However, the effects of Superhuman Durability and Motivational Charge were never activated (I was too busy being immune to damage and not dealing any damage).
- Played exactly one damage one-shot, Back-Fist Strike, to end the match when I couldn't reliably block damage anymore because Wraith went down.
- AZ, Wraith, and Bunker were all incapacitated
- Legacy and Tachyon were both at 3 HP
Is anyone else surprised this week's One-Shot isn't FV v Progeny in Megalopolis? Am I just making assumptions, or will something in the One-Shot help us achieve FV Legs?
I’m not really; the point of the one-shots was to help with the pre-requisite games.
So, soak a bunch of damage, don’t get incapacitated. Sounds like a good start.
Failed unlock: https://pastebin.com/qGjhEzZe
I went all-in on Legacy ongoings, and did some moderately small amount of damage redirection-into-immunity (and similarly did some but not much environment blocking), but his health ended up in the 20's (as did everyone else's).
I got it, too, first try. Played all the things, finished with Legacy at 8 HP and everyone else in the 20’s. I’ll post logs after I clean them up tomorrow.
Unlocked. I can confirm play all the ongoings, and have Legacy tank all the damage he can. Leacy never dipped below about 12 HP. Still, everyone else was higher than him.
Got it. The conditions themselves don’t seem too rough, but it can be a pain getting Progeny and Megalopolis to cooperate.
I used Double Next Evolution, Danger Sense, and Lead From the Front a lot. Also used Interception and Take Down once.
I think you have to prevent a certain amount of damage that would be dealt to Legacy, both from the environment and from Progeny. I soaked 14 environment damage, and a LOT of villain damage.
I also had an unsuccessful game with similar strategies, but didn’t get to actually PREVENT much damage, thanks to double Hour of Reckonings ruining my setup.
Also mine ended up with Legacy and Tachyon at 8, Bunker at 13, Wraith at 9, and AZ at like 20.
I'm certain Environment damage has nothing to do with it. I got a few Hostages and the police, but once Rooftop came around I had the environment on lock.
In case it's important, this was my line-up at the end of the fight: Bunker-28, AZ-29, Wraith-26, Tachyon17, and Legacy-12
I finished him off with a 33-card charged Omni-Cannon.
Here's my screenshot. Doesn't give much since it's not on Legacy, but I guess it proves he doesn't need the finishing blow AND he doesn't need to be in the first position.
Got it.
Almost everyone finished at max. hp other than Tachyon, who was incapped.
At one point, Legacy was at 7, Bunker was at 5, Wraith was at 9 -- but no one else other than Tachyon dropped below that.
Legacy took the train hit (ignored via Danger Sense) 3 times and discarded once for Impending Casualty, otherwise he didn't deal with the environment a lot.
Legacy did a lot of damage via power, almost none via one-shots. Lots of use of Take Down thanks to incapped Tachyon, lots of absorbing/ignoring damage off of other heroes. No idea how much. The game was initially close, but once I got it locked down, I just made sure that total was /lots/.
Environment damage definitely has nothing to do with it. In my game, I spent most of Bunker’s turns Foaming it. Only two points of environment damage were triggered, both by cops shooting Progeny, and since he had Scion of Blight out both times, they were instantly destroyed.
Success, with lots of redirects and energy prevention (and a smattering of other damage types as well): https://pastebin.com/8uGyEdhb
EDIT: Also Legacy ended as lowest HP, which I feel could be a relevant condition (though who knows)
https://pastebin.com/8six5g4m
No unlock.
Mostly this was me trying to get all of them at once but Absolute Zero's never drew Glacial Structure and Hostage Situation stopped Tachyon playing 10 cards.
Legacy used Motivational Charge a lot and discarded to all the impending casualties.
Unlocked.
Legacy used Lead from the front and Next Evolution to prevent all the damage. I mostly got rid of radiant damage. He was at low life. No one uncapped. Environment barely did any damage. Did not play ALL my ongoing.
On ios so no log
EDIT: I wrote unlock instead of log.
I haven't tried for Legacy yet, but it sounds like his condition is along the lines of "do what you've already been doing with Legacy in all the other fights you've had against Progeny."
Failed log: https://pastebin.com/Jr3F1sBD
Just tried to play lots of Ongoings, though it took me quite a while to get Lead from the Front, so most of his redirection was thanks to Smoke Bombs, and most of his damage prevention was thanks to Fortitude. Ate a few train hits, at least. Worth noting, I have not unlocked F5 Absolute Zero yet, so if unlocking all four of those before him is a factor, well, it could be a factor.
By this point, I think we've all got fighting Progeny down to a science. With the Freedom Five, at least.
Depends what you've been doing. I mostly use legacy for buffs (galvanize/inspiring presence). If I get legacy ring out, I usually use motivational charge. I hardly ever use next evolution and use lead from the front mostly as a way to more consistently proc smoke bombs. most of my tanking is through damage prevention (throat jab/ hypersonic asssault) and damage reduction (plating/recharge/fortitude/bombs/bolt) rather than immunity. Probably my two lowest priority plays are danger sense and next evolution. Heroic interception isn't that far behind, even though I know it's good, because I hate to cripple AZ like that. My highest priorities are (in roughly this order, though it can change depending on the situation) Inspiring Presence, Fortitude, Take Down, Bolster Allies, Legacy Ring, Motivational Charge, Lead From the Front, Surge of Strength, Thokk, Back Fist…
I used "Next Evolution" and "Danger Sense" as fodder for Ongoing destruction sicne I needed to keep AZ stuff around. But I now think those two are required for his unlock. WIll try tonight on Steam, and get logs.
Honestly, that's normally how my priorities with Legacy go too, but with Progeny I've been using him more as a tank than I normally do. Really, he tends to just do whatever he gets first, since he's pretty slow to set up.
For those of you that got unlocks, did you play Take Down and/or Heroic Interception? I snuck them in during the last two turns of my unlocking game just to be on the safe side, but I have no idea if they're required...
Makes sense, though I find it hard to think of him as taking a long time to set up when his innate power is so good. I usually prefer Galvanize to either of his other powers, and only use them when I also have legacy ring (except in particular situations). I feel like a game where he only plays one-shots and galvanizes every turn is a pretty decent game (sub-par for legacy, but pretty close to average for a typical hero).
One of the unlocks didn't play heroic interception according to the log.
I agree that the unlock seems to be at least partly based on legacy being immune to a lot of damage (or possibly just getting hit so many times that he'd be long dead if he weren't immune to most of it). I wasn't giving a description of how I play in my unlock attempts, but rather how I typically play Legacy when I'm not going for the unlock, which, contrary to the post I quoted, is very different from what the unlock seems to require.
I never got Take Down. I also didn't play heroic interception.
You're right, by slow to set up I don't mean he's useless until then-just that he can take a while to reach full potential, since most of his good combos require at least 2 cards and he can only play one card a turn. I'm probably just impatient, because I like to play heroes who can chain lots of plays together.
I also realized I've been playing Legacy as a tank more in these Progeny fights and undervaluing damage, because I'm usually making them go really long, whether that's to make sure Tachyon goes through her deck or Bunker or Absolute Zero get the modes and ongoings they need. So a lot of times my problem has been making sure I don't kill Progeny too soon.
Okay, so we can take those two off the table as 'required plays'.
I don't think they are required, but it doesn't they shouldn't be played.
I know, just saying part of the unlock isn't going to be 'Take Down and Heroic Interception must enter play at some point during the game'
Just wanted to make sure. Thanks for the clarification!
No prob, Bob.
When I get home today, I'll get the unlock with my Steam account and put up a log.
Unlocked:
Any word from the unlocks so far of whether the rest of the Freedom Five team have to be unlocked first?
Unlocked. Pretty much same as everyone else, except less redirecting, more just being targeted (I redirected a lot of damage the first turn, causing progeny to flip, then just became immune to radiant each turn). Spent several turns padding legacy's immunity numbers long after I could have ended it. Based on this and some failed attemts I had, I suspect that it's based on the ammount of damage prevented through immunity, rather than the number of attacks negated. I had several attempts where progeny never flipped, so Legacy was (redirecting and) negating several more attacks per turn. More damage per turn too, I suppose, though that difference is less stark and was apparently cancelled out by padding with more turns. Alternatively, it could have something to do with simply negating large attacks. Something like "Legacy must take no damage from an attack that has base damage (or base damage + bonuses) greater than X".
Two logs have the following
Next Evolution in play. One game used it 10 times another used it 15
Both Had Danger sense
Take Down was played in one game
Heroic Interception was played in one game (not same agme as Take Down)
One game had him at 9 HP another had him at 25
One game used Lead from the front 22 times, another used it 8 times
One Game had him deal Progeny 3 damage
One game had him deal a lot more (22 instances of damage to Environment and Progeny)
Seems that the BIGGEST common factor is Next Evolution and Danger Sense
Just got my unlock. I had tried one game prior, but because of the cards I drew, mostly I was doing Galvanize/Motivational, though I eventually had a Next Evolution out. No unlock.
My success involved lots of Lead from the Front/Next Evolution, though it started later in the game. I also got a lot of damage reduction through Fortitude and redirection through Smoke Bombs.
I have unlocked the rest of the FV, so I cannot disprove that as a prerequisite.
My log, as promised. I did already have the other four members.
I have an account that has only FF Bunker Unlocked (been tired of playing Progeny, so been waiting to see how many I could unlock in one game). Once we're strongly confident on what the unlock conditions are, I'll run on that one to make sure there isn't a prereq of "Unlock all the other FV members first"
I still believe in my hypothesis about being able to unlock all freedom five members in a single game (after meeting prereqs). Therefore I don’t believe an unlock condition should require other freedom five members unlocked. But this is only a hypothesis...
While I agree with you that they should all be unlockable in one game, if they are unlocked at the end of the game, all four of the others could still technically be unlocked before Legacy as the unlock would not be simultaneous.
Failed unlock
Successful Unlock
I’m away from my computer, has anyone checked how much damage is being prevented by Legacy each successful unlock. Given the Next Evolution/Danger Sense tie-in I wonder if the total damage prevention is a factor.
I suspect total damage prevented is relevant. What I'm wondering is how it's calculated. Given the somewhat complex order of operations for calculating damage, I can think of three possibilities:
only the base damage is considered to be prevented
the base damage and any bonuses are included
base damage + bonuses - reductions i.e. the damage prevented is precisely the amount you would have taken if you weren't immune. I consider this the least likely, though, because it seems weird that having fortitude out should hurt you on this, and it raises some other issues (what if legacy is the lowest-health hero and smoke bombs is out?)
I am on iOS, so no log to check for sure.
Failed unlock.
i didn’t keep track of how much damage Legacy prevented by being immune, but it seemed like a heckuva lot. I hadn’t unlocked Absolute Zero yet, and I was also attempting that this game. I got AZ, did not get Legacy.
Failed Unlock. I used Lead from the Front at least 20 times (22 actually). I made Legacy immune to a pretty enormous amount of damage over 15 individual instances. I believe 11 were intially damage to allies that was then redirected into Legacy.
By my count you prevented 21 total damage through immunity over 15 separate instances. I'm looking at the successful logs now to see if they all prevented more than that.
Edit: recounted.
Already I've confirmed it can't be instances of immunity (it can still be amount prevented, and I think it is). The first successful log I looked at (UXM266) prevented 36 total damage over 9 instances (all 4's). If I find any total damage numbers lower than that, I'll add them to this comment.
edit: So it can't be just total damage prevvented either. I found an unsuccessful log (TakeWalker) that prevented 48 total damage. However, most of that was from Plummeting Monorail. Maybe environment damage doesn't count (which would imply Danger Sense is a red herring). Maybe it has to be radiant, though I don't think so. I think I remember seeing a successful log that blocked almost exclusively energy damage. I'm going to hazard a guess, though.
Complete the prerequisites, then defeat Progeny with the base Freedom Five in Megalopolis. Legacy must use Next Evolution to avoid at least 30 total damage.
Wait… What if it’s 32? Because of Legacy’s max hp?
On multiplayer, my sister and I unlocked the Freedom 5:
Just for fun, here's both logs.
In the game I just finished, Legacy prevented a ton of damage with Next Evolution but I did not get the unlock. The difference in my game compared to those who got it? I never drew Danger Sense. Progeny died before I could draw it.
Got him. Log attached. It's a long one. I had to wait forever for Next Evolution to show up. I ended up toying with Progeny to just keep the game going.
Legacy soaked or prevented damage with Fortitude, Superhuman Durability, and Next Evolution. Danger Sense was played, but never came into effect. I was going to test if reducing damage was sufficient but got so annoyed with this game that I really didn't want to fai l
The "Intervene" screen from the ARG popped up near the end of the game. How appropriate. Tapping it now sends you to the ARG event page on the sentinels wiki.
I cheated with a rewind once during the last few rounds to pre-react to Cramped Quarters Combat.
Now that I've got them all, I'm going to beat down Progeny with the F5 variants.
Thinking
prereqs, setup. Win. Legacy must reduce or prevent at least 30 damage. Danger Sense must be played.
that was fun, I dropped Progeny from 65 points to nothing in 3 hero turns.
Got it without playing lead from the front. Prevented a lot of damage with Danger sense, had two monorails falling every turn. Smoke bombs put a lot of damage onto legacy as well, which a single next evolution soaked up. I had the legacy ring, and used Galvanise and motivational charace too, so maybe using all of legacy's powers is important?
Okay, I just unexpectedly unlocked without enough damage absorption (according to hypothesis, at least). Legacy absorbed 29 damage via immunity across 16 individual hits. I never played Lead From the Front. I did get Danger Sense in play, finally, but it never actually blocked any damage, and Fortitude was in play for a while, but only reduced damage once (the Monorail).
Now that 29 might possibly be wrong, based on a confounding factor: I had two UNDOs, each of which included Legacy absorbing a 2-damage hit. So if the rollback doesn't correctly reset the immunity counter, it might've said 33 damage across 18 hits, which would make the test pretty much invalid.
Still, maybe this will provide a few clues!
And I negated around 200ish damage. I had the game on autoplay, with Legacy stopping the villain from playing cards every round and immune to Energy and redirecting it all to him, and Bunker making the environment not play cards. All characters had all cards out that weren't dealing autodamage.
Legacy did not have the lowest HPs. But he definitely had a lot out, had a lot of protection, healed a lot.
he also dished out a lot of damage. Maybe there's a limit on that?
Here is a failed attempt and a successful attempt.
The only thing I tried to do different was in the successful one, Legacy had the lowest HP.
Danger sense was out both games, but it didn't do anything in either of them.
Hope this helps.
Failed log for Legacy as well as Absolute Zero. I already have the other three unlocked.
Edit: Another fail log https://pastebin.com/9jLMpaWg
I finally got the unlock after several LONG failures.
https://pastebin.com/VWWTrLPn
One of the common things I've seen in all the success logs I've come across so far are:
Legacy had played Danger Sense
Legacy reduced or completely ignored a lot of damage
Legacy boosted damage less than he reduced damage. I don't really know how to say this so as an example, Legacy reduced or ignored 30 damage and only boosted (through galvanize or whatever) 20 damage through the game. Hope that makes sense.
On you fail you had the following:
Danger Sense had been played
Legacy prevented/reduced 74 damage
Legacy buffed 78 damage
I think I might be right about legacy needing to prevent more damage then he buffs. I still need to check your success log.
First time posting so I hope you do this right.
I got the unlock. Legacy dealt no damage, absorbed/negated 48 damage, had danger sense out and didn't buff any damage. Here is the log
https://pastebin.com/xuqFt1nf
I did damage, and boosted damage in my unlocks, so I feel that those are moot points. I think it has something to do with how much damage was negated, not necessarily reduced.
Welcome to the forums, sped13. :)
Legacy Unlock!
https://pastebin.com/hcBthgyw
One more unlock for the pile!
I wanted to test damage reduction, so I ran a game in which Legacy didn't boost or deal damage, and only ignored damage, didn't reduce it. He also didn't ignore any environment damage, although Danger Sense was out.
https://pastebin.com/K8CGB24s
Unlock for both AZ and Legs.
Ok, after going through all the data I am going to say:
Followed this as a rough guide and got the unlock this morning, so must be close to this. I only used Galvanize once and prevented / redirected a fair bit more. Legacy was 2nd lowest hp as well (4) after Tachyon (3) so I don’t know if that has any bearing…
NinjaMonkey has it! The community has discovered the official unlock condition for Freedom Five Legacy:
First, play the Prerequisite Games. Then, the Freedom Five (non-variant team members) must defeat Progeny in Megalopolis. During that game, Legacy must prevent at least 20 points of damage and must prevent more damage than he increases. Danger Sense must be played during the game.
The Prerequisite Games are: First, the Prime Wardens (all variant members) must be defeated by Progeny anywhere other than Rook City or Megalopolis. Then, Dark Watch (all variant members) must by defeated by Progeny in Rook City. Then, the Freedom Five (non-variant members) must be defeated by Progeny in Rook City.
Finally got all of the FV unlock conditions! and with Setting Sun Ra discovered, it truly looks like the end of the Fall of the Variants.
Edit: For got about AZ! I thought we unlocked him already, but I guess not...
With AZ I know we are close I just can’t figure out what we are missing.
Good job, NinjaMonkey!
Does preventing damage count, such as next evo or heroic interception?
I mean, the condition specifically says "prevent damage."
Yes!
I must be doing something wrong. I've played 3 games, all of which have been similair to the log I'm about to post. I've done the pre-req games, and I know I have because I've unlocked other Freedom Five members. My startegy for Legacy unlock has basically been resetting until I get the redirect and the damage immunity cards. Anyways, I've definitely prevented over 20 damage, didn't increase damage AT ALL over the game (is that a problem?) and played Danger Sense. If I could have some help as to what I'm doing wrong, I'd appreciate it.
Looks correct to me. Are you sure Freedom Five Legacy was listed as an available character before you started the game? Is this on the same device you unlocked the other characters on, no fresh reinstall or anything like that? Otherwise, yeah, looks like a bug to me.
Oh. That makes sense. I have a new laptop. All of my unlocks and such carried over to my new computer because of Steam Cloud, but I guess the game has no knowledge of my past games? Cause that would explain it if the game thinks I haven't done the pre-req fights. I guess I just assumed that since the variants, achievements, etc. carried over, game history would to. Ah well. Thanks for the help. Time to go lost to Progeny 3 times I guess.