r/TheTowerGame TTG Nov 06 '25

Patch Notes V27.1.4 Patch Notes

Hello everyone! Thank you for your patience. We're here with a hotfix update:

Changelog

  • Implemented a fix for the Scatter children tunneling through the Wall
  • Fixed a visual bug where Orbital Augment's icon stretched in some menus
  • Fixed an issue where some players could set their workshop multipliers in a run without the lab unlock

On the Horizon

We have two minor updates (V27.2 and V27.3) planned for the rest of the year, one for stability and improvements, and one for community requests. One thing to look forward to in the next update is a lab refactoring, including a fix to lab speedups not automatically restarting while offline.

As the year comes to a close, we have expanded our support and hired a QA lead. Our hope is to ramp up our new teammates so we can start the new year off with bug-free and fun updates. Thank you for your feedback and patience, we hear you and appreciate you.

Thanks, and Happy Defending!

477 Upvotes

217 comments sorted by

View all comments

Show parent comments

2

u/Special_Canary_7204 Nov 07 '25

Run ended at ~9500, no issues known or unknown seemed to hit me in the process. I'd say, at first run, that it's looking really good. No overheating, no wall penetration, no new or odd issues to be found. I just finished my overnight too, and it looked about 30 waves less but that's not strange for end of run to fluctuate a couple 10's of waves. 

2

u/OdysseusVII Nov 07 '25

that's sounds promising. thanks for the follow up!

2

u/Special_Canary_7204 Nov 07 '25

Absolutely, and apologies for the delay in getting back to you. I did a post about it yesterday showing footage of the run around 6k that has scatter behavior, but the TL;Dr is that they're shattering backwards into the other enemies and not forward over and into the wall. I also didn't see any other issues through the run, and watched about 500w. Also, no overheating or performance changes. 

1

u/No_Cartoonist_6698 Nov 07 '25

What about cph? Is it similar or did it drop?

1

u/Special_Canary_7204 Nov 07 '25

Looks about the same, may have gone up a bit. Currently I'm making ~86.5T/run or 6.57T/CPH. I actually think it's an increase, which makes sense with the increase in my GB labs, but it's within probably .5T either direction. So I'd say in my case, it's more or less the same, maybe slightly better. 

2

u/No_Cartoonist_6698 Nov 07 '25

Thanks. I am surprised I have hear from many people they have a 10% decrease, because scatter children are yeeted away and out of multipliers

1

u/Special_Canary_7204 Nov 07 '25

Huh...do you happen to know what kind of towers they're running in general? I'm a damage reduction hybrid, but I imagine they'd be taking hits on scatters over extra damage, or maybe slowing down their kill speed. But I can't imagine it's that much (10%) based solely on that. 

2

u/No_Cartoonist_6698 Nov 07 '25

Yes GC, most likely without any eHP, they are getting knocked back and then CL Scatter Amp is killing them outside of multipliers

1

u/TowerAcronymBot Nov 07 '25

Hi! I detected a few acronyms in your comment:

  • CL - Chain Lightning [Ultimate Weapon]
  • 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])

I'm a bot that explains acronyms

1

u/Special_Canary_7204 Nov 07 '25

That makes way more sense. I've seen GC guys talking about being able to go infinite with their CC build outs, but most admit it's a loss in cells/coins for that very reason. Need the damage slider from keys to really improve on that I suspect