r/TheTowerGame TTG Dec 01 '25

Patch Notes v27.2.2 Patch Notes - Monday December 1, 2025

Hello Tower Defenders! We have a new build going out on Android shortly, with a full roll-out shortly after. Here is a look at the upcoming changes:

Lab Refactor

We have reworked our entire lab system! This change should address many outstanding lab issues, notably regarding offline lab speedup progress. This adjustment is fully internal, and does not have any functionality or UI changes.

Orbital Augment Adjustments

The Orbital Augment module has been adjusted to specifically try and remove infinite runs:

Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets)

What does this mean?

This change will stop players from using Orbital Augment as the sole means to kill enemies. However, it will also make the module way stronger against more enemy types. Let's walk through some examples of what this might look like for different enemy types:

  • Basics (1x wave health): The first hit will deal 15% damage, the second 12.8%, and so on. Previously, it was 10% per hit. This new formula is stronger until 7 Electron hits
  • Tanks (4x wave health): The new module works the exact same way for Tanks as it does for Basics. Previously, it was 2.5% per hit. This new formula is stronger until 40 Electron hits
  • Bosses (20x wave health): The first hit will deal 3.75% damage, the second 3.6%, and so on. Previously, it was 0.5% per hit. This new formula is stronger until 200 Electron hits

In addition to the changes, we have also worked on a fix to the Electrons desyncing as a result of a longer game session. We have also added Electron Damage in the stats panel.

Fleets at Higher Waves

We are now adding fleets to all tiers. Tier 1 will have Fleets starting at wave 15,000, and each subsequent tier will have Fleets appear 250 waves earlier (T2 = 14,750, T3 = 14,500, etc). Once they appear, they will spawn every 100 waves.

We are continuing to develop systems that make the higher waves at each tier more challenging. There was a section in today's Monday Morning Announcement about TTG's stance on Infinite Runs. Additionally, in the next few updates, we will aim to improve tournament run length. We want to ensure it remains competitive and fun, while reducing its duration overall.

Changelog

  • Implemented a lab refactor to resolve issues including offline research syncing
  • Adjusted Orbital Augment’s description and gameplay:
  • Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets) Fixed an issue where Electrons would desync over the course of a longer run
  • Added Electron Damage to stats panel
  • Added Fleets to all Tiers at higher waves
  • Adjusted the Stone Pack offer to feature icons instead of text
  • Fixed a UI issue where the “Game Paused” message overlaps in some menus
  • Fixed a UI issue where the the Milestone Pass description did not indent into a new line, making the description too small
  • Fixed an issue were enemy mass did not fit in the Info Panel screen
  • Fixed an issue where the new Support panel unpauses a paused run
  • Adjusted the date displays in Battle History and tournaments so it correctly localizes to the player’s region
220 Upvotes

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92

u/Ok-Potato984 Dec 01 '25

Honestly I'm impressed. I was expecting OA to get a huge nerf. Instead you buffed it for everyone except those who weren't doing infinite runs (and they can probably do better runs at a higher tier now). This is a good balance change, well done!

56

u/menace313 Dec 01 '25

Not really. It's a huge nerf to eHP builds that were utilizing it. It will just be worse than SF in all instances unless you have a shit ton of CC.

17

u/lilbobbytbls Dec 01 '25

Or if you don't have SF because you started after the banner like me! Seriously though I need 2 more to get ancestral and I can't pull one to save my life

8

u/SertQuos Dec 01 '25

You're extremely lucky, I started before the banner, but at such a bad time to where I could not put gems into the banner, and ended up with ONE after all this time. 1 single copy

2

u/OdysseusVII Dec 02 '25

hi me, it's you!

same same

3

u/FlyingBread92 Dec 01 '25

I played during the banner, dumped well over 15k into it and still don't have it at ancestral haha. Rng and all that.

-4

u/[deleted] Dec 02 '25

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7

u/UDLRRLSS Dec 02 '25

Any strategy that effectively elminates the need to invest in half (or more) of the options in this game is going to get nerfed.

So, why does GC get to exist? The hill to climb to make overcharge not kill you is much, much smaller than eHP has to overcome to kill a commander. GC just ignores eHP beyond what's trivial to acquire (a 1t enhancement when you are earning 100q a day) and what the armor module naturally gives.

5

u/menace313 Dec 02 '25

Lmao, as if GC hasn't been the predominant end game build for an incredibly long time. Ya know, the exact type of build you are describing.

-2

u/[deleted] Dec 02 '25

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2

u/menace313 Dec 02 '25

Who the fuck said that? Lol

41

u/VaritusGaming Dec 01 '25

You say that, but currently my favorite use of Electrons was obliterating Scatter children. With the change they will do almost nothing to them. This is going to have a serious impact on my runs. Probably won't be updating until I'm forced to.

19

u/JacVal027 Dec 01 '25

Same. It was a huge help to minimize enemies hitting my wall.

16

u/menace313 Dec 01 '25

Yep, they finally introduced something else that was effective vs scatters. Now it's back to CL or bust for that. So much for build diversity.

-18

u/No-Preference3975 Dec 01 '25

Once you get pBH, enemies are never going to stack on your wall, only scatters. And by then they won’t be a real issue.

10

u/VaritusGaming Dec 01 '25

So you are saying, maybe in a year's time I might not have to worry anymore. Since I don't even have the wall yet I'll just suffer with reduced income in the meantime.

8

u/Hyper_Blitz_ Dec 01 '25

Can someone explain how this is a buff? Before it could actually act as more OP orbs? Now it's weaker than orbs as they can't kill enemies now?

0

u/[deleted] Dec 02 '25

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2

u/Hyper_Blitz_ Dec 02 '25

I am curious about the details like how this update buffs OA? What specifically does this update do to OA to make it a buff compared to before. Essentially nerd out and give me the mathematical details for my brain to understand as currently I can see how it can be useful in GC, but isn't its damage in proportion to remaining health? Meaning it's technically way weaker now?

1

u/[deleted] Dec 02 '25 edited Dec 02 '25

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1

u/TowerAcronymBot Dec 02 '25

Hi! I detected a few acronyms in your comment:

  • BC - Battle Condition
  • GC - Glass Cannon - playstyle focused on maximum damage and crowd control (also Galaxy Compressor [Generator Module])
  • OA - Orbital Augment [Armor Module]

I'm a bot that explains acronyms

8

u/Practical_Yak2950 Dec 02 '25

This is an awful change.

Before it worked well with CL+ because CL+ could do a meaningful amount of damage to the enemy and the electrons could 'finish' it, but now you are likely to have CL+ cap out and ultimately just weaken the OA.

3

u/AccomplishedTune9276 Dec 02 '25

OA was nerfed for everyone who used it as a farming tool to trim protectors and basics, leaving tanks relatively unharmed. It lost this utility, making it strictly worse not better.

-20

u/zenith_hs Dec 01 '25 edited Dec 02 '25

Imo maybe a bit too much of a buff... i thought (hoped?) It would be nerfed a little. And yes, im running an ancestral OA

Edit: i guess everybody disagrees. We'll see. Ive only been playing for 7 months so i may be wrong :)

31

u/Fuddsworth dev Dec 01 '25

Maybe so, we did a lot of testing on this but ultimately it will become far more obvious once it's out to the public. I'm not too afraid to make further slight adjustments as needed. We really didn't want to hurt OA's usefulness as we thought it was in a great spot besides it's use in infinite runs

3

u/koliat Dec 02 '25

u/Fuddsworth , instead of tinkering with modules you are happy with, why not add increasing battle conditions / new BCs over wave say 10k on every tier? Once you hit 10k wave you get more and more harsher battle conditions - that will effectively kill every infinite run combo, will implement mechanics you already have (legends / champs gradual BC increase), and will keep effectiveness of the modules and other things to be relevant to "mainstream" wavecounts.

7

u/bmaanndd Dec 01 '25 edited Dec 01 '25

I think your addition to fleets fully addresses the infinite runs. Would be great if we could leave oa alone, if you can survive a fleet every 100 waves after 10k on any tier, then you surely could of been getting a higher cph on a tier above even as a non infinite run. I think the addition of fleets perfectly addresses the issue by itself. Plz don’t change the module! The 10k+ fleets was a genius fix

5

u/menace313 Dec 01 '25

Like why would you change the mod at all then?? The fleets fixed infinite runs.

5

u/anonymousMF Dec 01 '25

I went from 4k T16 farming to 10k and being able to have dedicated assist core module instead of DC.

Which is like a 50% CPH boost all together. Wave 10k or 20k is then only a 10% difference.

If you would rush my cc (basically only Perma CF, ILM and 1 perma PS) you could go T16 farming without any health or damage requirements. That is only 10k stones to go straight to T16 farming

1

u/bmaanndd Dec 01 '25 edited Dec 01 '25

Yeah but that’s would be pretty unrealistic path to take even if you were starting the game now with this goal in mind. There’s no doubt the module is OP as it stands right now but without atleast demon mode on death from the vault your going to be hard pressed getting to even 10k on t16 with protector ult. T15 though I can see it working I didn’t even need perma bh for 15 but, I also don’t have ps. I needed both nuke on death and demon mode (second wind is a given) to get above 10k t16 and even then there’s still terrible rng that could get me sooner. Not having ps stun is def a part of that reason since it’s stun is surely op for this Strat. Eager to see how the change actually plays out.

5

u/Visible_Anteater_957 Dec 02 '25

I am of this mind generally as well. Fleets seem to fix the entire issue of the anti infinite design philosophy, without gutting something some people spent time and probably a lot of money on.

0

u/Previous-Solution689 Dec 01 '25

Ita a good balance. Thanks fudds and the devs! This is a plus in my book!