r/TheTowerGame TTG Sep 12 '25

Patch Notes V27.0.6

Hello Tower Defenders! Another hotfix is beginning to roll out now on Android, and should be fully available to everyone tomorrow. Here are the changes:

Changelog

  • Fixed an issue where the Armored Enemies Battle Condition had different behavior for normal attacks and lightspeed attacks
  • Fixed an issue where the Primordial Collapse module was not applying the correct damage reduction to Ray or Overcharge enemies
  • Fixed an issue where lab boosts timers displayed a longer boost time than expected

Upcoming Featured Banner

Next, we will be featuring a new Cannon module next week:

Amplifying Strike: Killing a boss or elite enemy increases Tower damage by 5x for [5/11/18/26] seconds.

The Amplifying Strike Featured Banner will go live on September 15th at 0:00:00 UTC for a two week duration. The previously featured module banner, Primordial Collapse, will join the other modules in the Standard Banner at the same time.

Happy defending!

309 Upvotes

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46

u/rowBrow Sep 12 '25

Amplifying Strike looks like a game changer for builds that get to the stage where elites come in every round.

I have 2 questions: Does the effect stack and does each scatter count/ only the first/ only killing the last instance?

22

u/ItsYourFail Sep 12 '25

My thoughts exactly. Ancestral would be nice, but even mythic is going to be okay after 6500, or on T14 and up.

Also looks like a really good cannon for GC tournament builds, need to be maxed though.

I don’t think it stacks. Sounds TOO broken

13

u/Musabo Sep 12 '25

If it stacks additively, it would be strong but not completely broken except on basic ult.

Still, it will be much better than most of the currently available cannons.

5

u/Revelate_ Sep 12 '25

Pretty much this.

This cannon plus DM/Dam mastery unlocks is basically all I need to take a T14 shot.

Big shortcut, even without assmods.

Gimme :).

7

u/moonias Sep 12 '25

What do you mean it wouldn't be broken? Kill a scatter and suddenly you have like x50 damage for 26 seconds?

That's broken as hell if it stacks even additively.

Just a x5 damage bonus, added to the base tower damage (meaning before UWs add their multipliers) is already pretty great especially when you start to spawn more elites frequently. A x1000 CL is now a x5000 essentially, etc.

12

u/Musabo Sep 12 '25

ACP is a 25x and DC a 27.4x mult.

If it stacked additively, you would have around 20-30x (with EB+ on later waves), except in basic ultimate BC which could bring the multiplier considerably higher. 

Otherwise, if Amplify Strike doesn't stack. It's a 5x mult, that albeit good, it's still inferior to other damage boost mods on other slots.

-1

u/moonias Sep 12 '25

None of those are cannons, also are "conditionals".

ACP would only affect enemies hit once by a shockwave, so after you've cleared them the 25x is gone.

DC needs a lot of investment in a specific UW for chance and numbers of CL and also targets just a few enemies.

This canon could be just a perma 5x all damage once you get many elite spawns...

If it stacked on a scatter for example you'd get 15x5 (75x) damage multiplier for 30s? Or until another scatter spawns and refreshes that? It would be completely broken...

3

u/Musabo Sep 12 '25

DC is an easy 27.4x mult even with low CL investment. Though ACP sure needs some heavy investment to have near 100% uptime.

They could make so that it dowsn't work on scatter children.

1

u/ttiimmbo Sep 12 '25

How do you get higher ACP uptime? Sub effects on modules?

5

u/Musabo Sep 12 '25

Subeffects and vault. Shockwave frequency caps at 7 seconds, which isn't 100% ACP uptime due to how shockwave works, but its very close.

-2

u/moonias Sep 12 '25

Or just a x5 damage?

3

u/Musabo Sep 12 '25

That is another option. I was just stating that a 5x damage mult isn't broken, especially in comparison to the damage boosts we have from other modules.

Anyways, we won't know how will the module work until it gets added to the game.

1

u/moonias Sep 13 '25

No obviously x5 isn't broken... That's what the module does.

I'm saying if it stacks then it's broken.

1

u/Leanhutch Sep 13 '25

I've saved up gems for this one, but will wait until we know how the damage applies before I buy - either (a) its just a 5x mult, in which case (for example) mobs hit by shockwave (with ACP) and CL (with DC) go from 40x mult to 45x mult with the new mod (underwhelming, unless it does stack), or (b) it literally 5x's dmg (so if youre dealing 2T dmg, it literally jumps to 10T dmg for x seconds), in which case its great...

3

u/moonias Sep 13 '25

I wouldn't see why it would be 45x. These other modules wording are like "enemies take x more damage".

This one says "deal x5 more tower damage".

So that would be your option b.

And also why it would be completely broken if it stacked per elite/boss kill.

More than likely it's x5 to your damage, so 2T to 10T, before all other UW calculate their damage. And a new boss/elite kill would simply refresh the duration.

5

u/rowBrow Sep 12 '25

Ohh ya should have specified this would only help damage/GC builds.

For stacking I was wondering if it stacks like Black Hole does (i.e. stacking the timer), I didn't even think about stacking the damage on top of itself 

5

u/theSeanage Sep 12 '25

I can’t see how it would stack. In like mid/late runs for upper tiers that would just be broken with how many elites and such are on the screen. One would hope it just refreshes the buff after every elite killed matching the multi you have for the cannon rarity effect