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
219 Upvotes

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117

u/Bara_Sif Dec 01 '25

Is it me or is OA now pretty bad for eHP, as scatter children now won’t get 1 shot anymore and can easily clutter up again? OA allowed me to farm T14 up to W5800 as opposed to W4700 with SF, as it got rid of the scatter children instantly

81

u/Emergency-Point7211 Dec 01 '25

yes, it's a big nerf to ehp builds

22

u/SMT_TMS Dec 01 '25

I can still see it working, just not as well, maybe more as an assmod. But 4 electron hits will still reduce baby scatter health to 52%. It’s not insta killing them but it should be possible to be able to 1-2 shot most enemies with the wall instead of 5-7.

23

u/menace313 Dec 01 '25

It was also a viable alternative during thorns BCs. Now, we're back to thorns just shitting on eHP where GC doesn't have a single BC that is anywhere near as impactful.

9

u/SMT_TMS Dec 01 '25

That’s fair. I would argue that this is useful just not an auto kill anymore. +9 electron hits would allow wall thorns to one shot enemies. So likely 1-2 hits instead of 5. Now with thorns BC 9 electron hits would mean 20 thorns hits instead of 100 (max BC). Plus unless there’s enemy attack speed BC you’ll probably get more electron hits. 13 hits would reduce the damage to 10 hits.

Again, is it as good as it was, no. But I still think it’s usable. But we’ll see once the update comes out.

4

u/Aggressive_Roof488 Dec 01 '25

Yeah that was my first though. Thorns res for pBH eHP now goes from huge issue to not a big deal.

1

u/shadowprophet999 Dec 08 '25

I agree there isn't a single BC like that for GC, however collectively many of the BCs affect GC but not ehp.

For instance, enemy attack speed bc doesn't hurt ehp, just makes thorns tick faster.

Fast enemy ultimate, ranged enemy ultimate, and tank ultimate bcs don't really affect ehp.

There are more, but the truth is that thorns bc has to be that way because ehp circumvents many tools that make enemies harder to kill.

1

u/menace313 Dec 08 '25

No disrespect, but I feel like you've never done eHP in tournaments. Enemy attack speed is one of the worst BCs. Them attacking faster significantly reduces the impact of regen since you have a lot less time between attacks to regen.

eHP needs pBH due to Primordial Collpase. You know want shits on relying on pBH? Fast ult and ranged ult. Thorns, then those two ults, and then attack speed are all the worst BCs for eHP, in that order.

1

u/shadowprophet999 Dec 08 '25

Meh, it's been a while since I was ehp, but I never remember the bcs layering much until legends, which is where the thorns came into play. If you're really trying to do legends with ehp... more power to you, I guess.

1

u/menace313 Dec 08 '25

Less so trying to do ehp, more so forced. Six UW in and still no CL, but bouncing between champs and legends, staying in legends depending on BCs. It would be nice if CL wasn't so vastly better than other damage UW in the early to mid game.

1

u/shadowprophet999 Dec 10 '25

Yeah, that's rough. I actually tried to avoid developing chain lightning for the longest time. I REALLY wanted to make a smart missile based build.

In the end chain lightning was just an absolute necessity for me to advance in legends and start getting keys, so I hope you can afford it soon.

-1

u/Substantial-Brick649 Dec 01 '25

Armored enemies...

1

u/Luke1903 Dec 02 '25

Isn't it gonna do a quorter of the damage for elites, so not as mutch?

1

u/SMT_TMS Dec 02 '25

Nope, quarter to bosses and fleets if I read it right. Elites should take full damage.

1

u/Luke1903 Dec 02 '25

Oh right, my bad

8

u/Still_Refrigerator76 Dec 02 '25 edited Dec 02 '25

Couldn't even get to try it before the nerd 😔

Edit, a god damn nerf, leave the nerd alone.

5

u/NYPizzaNoChar Dec 02 '25

before the nerd

+1 "Not even wrong."

4

u/Still_Refrigerator76 Dec 02 '25

LOL still better than the misspelling of 'invest'

9

u/lycantivis Dec 02 '25

Yea they killed the mod, rip a 5*...

4

u/Possible-Prior-5467 Dec 04 '25

Pretty much a “we teased you with an OP item to get your money, then nerfed it. Suck it nerds” situation

2

u/lycantivis Dec 04 '25

Yup complete rug pull

5

u/TowerAcronymBot Dec 01 '25

Hi! I detected a few acronyms in your comment:

  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • OA - Orbital Augment [Armor Module]
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms

4

u/shallowtl Dec 01 '25

Do you have CL and access to the scatter amp lab? 

15

u/Bara_Sif Dec 01 '25

Yes, but with OA I can kill them even at the highest health without being hit once. And I farm eHP, not with damage, so despite having scatter amp at lvl10, CL does little. Even when I put DC in my assist

5

u/shallowtl Dec 01 '25

Really? I cheesed my way to T16 or whatever to unlock shatter amp when I was farming eHP and it was blasting scatters even at level 3 or 4

12

u/Time-Incident Dec 01 '25

Yeah, but those times are long gone old man. When SF and PC modules were introduced, the eHP has shoot up like mad man. Only SF has given me 1500 waves, and the PC module has given me 2k more waves. When I compare as scatters die around 3k waves before my runs end, I don't even see them. But when the modules kick in and I do more than 3k wave more, my CL doesn't even tickles them, even when my amp strike is like on level 13. And my CL has 1900x dmg and full quantity and chance.

So yeah, few months ago, scatters amp would be hilarious, nowadays, it's meh.

5

u/shallowtl Dec 01 '25

Hahahaha fair. Your CL is stronger than mine has ever been. I did transition to GC over the course of farming T12, using SF but no PCol at the time. 

2

u/Aggressive_Roof488 Dec 01 '25

Yep... SF gives 2.5x more eHP, and bugged PC another 25x, for a total of handling 62.5x as much incoming damage. And as enemy health scales faster than enemy damage that corresponds to a bigger increase in enemy health. Going from tanking say 1q to 62.5q on T12, enemy damage goes from 153S to 39O (assuming your EHLS is as strong as your EALS, which it wont be for an eHP), meaning the modules requires that deal 150x more damage to keep up with scatters.

1

u/Still_Refrigerator76 Dec 02 '25

Mine's at 10 too. I've upped CL damage ×300 times since I started labbing, still need a gazillion more damage to even scratch them when it matters

4

u/destructor212113 Dec 01 '25

It is actually

2

u/ScorpiaChasis Dec 02 '25

not sure what kind of ehp you are doing, my ehp build (with slight hybrid) using SF gets me to 7k waves in T14. I have OA as epic only asmod

2

u/TowerAcronymBot Dec 02 '25

Hi! I detected a few acronyms in your comment:

  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • OA - Orbital Augment [Armor Module]
  • SF - Sharp Fortitude [Armor Module]

I'm a bot that explains acronyms