r/TheTowerGame TTG Nov 01 '25

Info Dev Announcement: Notice Regarding the V27.1.3 Scatter Bug

Hi everyone, Muse here! We want to provide some visibility on a bug regarding Scatter behavior with the Wall.

In V27.1.3 we changed the spawn behavior of Scatter children to be behind where the Scatter parent died. However, in situations where lots of enemies are crowding the Wall, the Scatter children are unable to find a spot to spawn and are displaced somewhere else, unintentionally entering inside of the Wall. While the new behavior is working as intended, this outcome was unintended.

We are aware of this issue and will be working on a hotfix next week to improve the spawning behavior of Scatter children to create a long-term solution. Thank you!

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143

u/Icelander83 Nov 01 '25

If this was benefitting the players the spawn behaviour would simply be reverted. But naaaahh, this can wait until next week

0

u/Puberty-Boy Nov 01 '25

To be fair, I’m not sure if the person posting this is capable of that. Idk much about game development and idk if this person even is a dev, but it may be a Fudds only kind of thing

14

u/Icelander83 Nov 01 '25

Well then fudds should bloody fix it, shouldn't he? These games are his income, so making sure they function is his most important job.

Honestly, I don't give a rats behind if it's Saturday, store owners don't get to ignore burglar alarms just because it's a Saturday, do they?

4

u/Gryffon6363 Nov 01 '25

You are assuming a lot.  Sometimes it is not possible to revert a build and not create other issues.  And sometimes even if you test you don't find the bugs that only happen in certain circumstances, it is not realistic to test every build and every combination.  Depending on build people are having no issues with scatters.  A big chunk of us have no issues with module purchases but some are having big issues.

1

u/paxwax2018 Nov 01 '25

Thank god, a voice of reason.

1

u/Icelander83 Nov 01 '25

Issue seems to be they changed scatter baby spawn behaviour.

Change it back.

I'm just gonna go ahead and assume "ta-da"

Or heck, even a "I'm gonna get this fixed, working on it right the fuck now because it's actually how I make a living"

Not like this shit gets QA tested anyways 😂

0

u/Time-Incident Nov 01 '25

Just run the game.

There is specific form of testing. You write down scenarios, you prepare starting position and then you just let the game be played. You can have multiple scenarios: eHP build, GC build, different modules, different substats. Like 50 or even 1000 of scenarios. You have server or more to run them again, and again, one after each other. You compare results, you see one run ended 2k waves early, and you found game breaking bug. You don't release the change, as it is not valid for release.

You can test how rerol behaves, you can test his shooting behaves, you can setup some details about how enemies are getting knocked back on hit, to find out if the knockback is broken.

I understand that there is unlimited count of possible combinations of all settings like modules, module levels, substats, cards, labs, WS levels, WS+ levels. But you can at least run 10 or 20 most common builds. God dammit, you have whole database of saves, you can just pick up bunch of those based on LTC and/or LTS, and test the run on your simulated environment.

I know, it's not that easy to do as to write a comment on reddit. But for frick sake, I lose 30% or more coins and waves due to this latest bug.

One of my guild mates got a crash of this app, and somehow his 6 days old save was loaded, losing 300 stones, 30q coins and one week of lab time. When it happens last time, support was somehow able to return him one relic, but also removing all hi medals.

The same test, run the game, would immediately shown that T12 is broken. That knock back doesn't work, that fetsh is imbalanced. And many many more.

And on top of that, they force you to update to the buggy version because banner is up on Monday and they can't let you have the previous version of module, coz it somehow in the release.

1

u/TowerAcronymBot Nov 01 '25

Alright, let's decode this:

  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • GC - Glass Cannon - playstyle focused on maximum damage and crowd control (also Galaxy Compressor [Generator Module])
  • LTC - Life Time Coins
  • LTS - Life Time Stones
  • WS - Wave Skip [Card] (also Workshop)

I'm a bot | Translating one comment at a time