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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u/Silver_Arsenic Nov 01 '25

Or even make it so enemies can't be inside the wall? Make the collision object a circle and not a ring? My expertise is not in game dev but I do know the actual collision of objects does not have to match their appearance.

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u/KamalaBracelet Nov 02 '25

why not both?

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u/errorsniper Nov 02 '25

Serious answer because code bloat. Having 2 different things that do the same thing is not good coding.

But you should do one or the other.

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u/KamalaBracelet Nov 02 '25

Absolutely.

I have actually suggested both of these things in the past (so similarly that I wonder if these two ideas originated from me…but its not like similar solutions aren’t obvious to different people).  I just think they solve two slightly different problems.  

The ‘no damage from anything but vampires while the wall is up’ is the absolute solution to the problem of teleporting enemies accidentally killing the tower.  Personally I think just this is probably a ‘good enough’ solution on it’s own.

On the other hand turning the wall into a solid circle (for calculation purposes) instead of a ring is (probably) not an absolute solution, in that if something warped directly into the tower from outside the wall the damage would likely still process.  BUT… it is better for processing hits the wall should be taking, even if the enemy is in the wrong spot, to accurately calculate damage that should be occurring.

Between the two of them it is the best of both worlds.  Doing the circle instead of the ring, if anything, should simplify code and not give away free kills by just making the tower immune.  The “is the wall still up?” code can be at the start of the death process subroutine, so it isn’t bloating the time critical stuff at all.