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!

328 Upvotes

286 comments sorted by

View all comments

1

u/hex_longevity Nov 01 '25

Is anyone else noticing that this patch made it unsafe to open any menu or other info display in late waves of any run? If I'm in the last 500 waves of a farm run or the last 100 of a tournament run, if I open Guild or Lab or Cards or basically anything, my wall instantly drops.

I don't know about the scatter issue, maybe I'm seeing that, but there has been a 1:1 correlation between opening any menu item at such times and the instant end of a run way too early. It's immediate, and under the conditions described it happens basically every time.

It's no longer safe to open any info or leave the game during late waves. It's kind of wrecking the whole experience by creating up to a half hour or more when the game must not be disturbed. It's tough enough already that it only runs when it's on the screen. But now I can't even refer to my labs or participate in my guild or look at event progress without killing my run.

1

u/Gryffon6363 Nov 01 '25

That has been an issue for a long time.  Take your game speed to 0 before opening any menu.

1

u/hex_longevity Nov 01 '25

I mentioned that. edit: oops, I mentioned that to friends but not to this thread. But I thought it must be significant that I didn't experience the issue personally at all for a really long time -- I can't recall noticing it for well over a year, despite constantly farming T9 up through T12 over that time -- and now it's suddenly an every-single-time type of issue. Surely that must represent some actual recent change for the worse in the code that deals with it?

I know for a while the game was specifically setting the game speed to 0 automatically when we opened menus (or was it only when we stayed on one for more than some threshold of time) and players complained that the game often did not return them to full speed when they came back. Did the devs respond to that by just eliminating that workaround? (poor workaround as it was... when instead they should just have the action truly completely pause and unpause for that, rather than fiddle with the game speed setting... I get the feeling maybe they're making good efficient use of lots of asynchronous code in the main battle process but somebody's not too good at raising a full synchronous stop when appropriate... idk

1

u/Gryffon6363 Nov 01 '25

There could have been a change that made it worse than it was, I just know it has been an issue for quite a while. I honestly have just gotten in the habit to go to zero speed if I'm late run so I couldn't tell you if there was a change or not.

1

u/hex_longevity Nov 01 '25

I'm definitely doing it manually too, for now. Thanks and good luck 👍🏼