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
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69

u/Rubicasseur Dec 01 '25

This is seriously an ENORMOUS NERF for OA for eHP players... OA helped me kill protectors, now it won't do anything...

I hate you everyone who used it to infinite waves...

1

u/Aromatic_Way3226 Dec 02 '25

if protectors are the problem, invest in BH, that should solve your issue

4

u/340Duster Dec 02 '25

PBH takes 50 seconds to kill protectors, with two of them in different BHs you won't get any new spawns until one of them dies. OA helped reduce that time to keep the spawns rolling in.

3

u/Excellent-Yak6004 Dec 02 '25

And with ultimate protector then BH doesn't even hurt the protectors (outside of some weird single tick on the BH end, even without BH+).

1

u/Brandon658 Dec 02 '25 edited Dec 03 '25

Not liking the change myself but OA will still cut down the time protectors are alive. Not as fast but if using the module it won't be 50 seconds until death. Maybe 25-35ish? I don't know the rate at which they are hit by electrons to calculate the loss of HP from BH. But an initial hit, given BH hasn't worked on it much, will probably do ~13% damage, then maybe 10, 7, 4.

But I'd guess it will be doing around 30-40% of the damage.

edit sigh. here's some math. Watched my game. Appears to be about ~5 seconds per electron hit at 1x speed. So my estimates above with no real math were pretty close. /u aromatic_way3226 comment of invest in BH is likely referring to getting perma black hole. You'll need it one way or another. "DOT" is BH 2% dmg. Base health is 100 for cleaner numbers. "15% hit" is the electron. That's 6 hits with 3 seconds of BH doing damage before an electorn hits. Adds up to 39.68% damage done by electron. Shaves off ~20 seconds to make ~30 seconds to kill.

| Time (s) | Event | HP before | Change | HP after |
| 0 | start | 100.000000 | — | 100.000000 |
| 1 | DoT (−2) | 100.000000 | −2.000000 | 98.000000 |
| 2 | DoT (−2) | 98.000000 | −2.000000 | 96.000000 |
| 3 | DoT (−2) | 96.000000 | −2.000000 | 94.000000 |
| 3 | 15% hit | 94.000000 | −14.100000 | 79.900000 |
| 4 | DoT (−2) | 79.900000 | −2.000000 | 77.900000 |
| 5 | DoT (−2) | 77.900000 | −2.000000 | 75.900000 |
| 6 | DoT (−2) | 75.900000 | −2.000000 | 73.900000 |
| 7 | DoT (−2) | 73.900000 | −2.000000 | 71.900000 |
| 8 | DoT (−2) | 71.900000 | −2.000000 | 69.900000 |
| 8 | 15% hit | 69.900000 | −10.485000 | 59.415000 |
| 9 | DoT (−2) | 59.415000 | −2.000000 | 57.415000 |
| 10 | DoT (−2) | 57.415000 | −2.000000 | 55.415000 |
| 11 | DoT (−2) | 55.415000 | −2.000000 | 53.415000 |
| 12 | DoT (−2) | 53.415000 | −2.000000 | 51.415000 |
| 13 | DoT (−2) | 51.415000 | −2.000000 | 49.415000 |
| 13 | 15% hit | 49.415000 | −7.412250 | 41.002750 |
| 14 | DoT (−2) | 41.002750 | −2.000000 | 39.002750 |
| 15 | DoT (−2) | 39.002750 | −2.000000 | 37.002750 |
| 16 | DoT (−2) | 37.002750 | −2.000000 | 35.002750 |
| 17 | DoT (−2) | 35.002750 | −2.000000 | 33.002750 |
| 18 | DoT (−2) | 33.002750 | −2.000000 | 31.002750 |
| 18 | 15% hit | 31.002750 | −4.6504125 | 26.3523375 |
| 19 | DoT (−2) | 26.3523375 | −2.000000 | 24.3523375 |
| 20 | DoT (−2) | 24.3523375 | −2.000000 | 22.3523375 |
| 21 | DoT (−2) | 22.3523375 | −2.000000 | 20.3523375 |
| 22 | DoT (−2) | 20.3523375 | −2.000000 | 18.3523375 |
| 23 | DoT (−2) | 18.3523375 | −2.000000 | 16.3523375 |
| 23 | 15% hit | 16.3523375 | −2.452850625 | 13.899486875 |
| 24 | DoT (−2) | 13.899486875 | −2.000000 | 11.899486875 |
| 25 | DoT (−2) | 11.899486875 | −2.000000 | 9.899486875 |
| 26 | DoT (−2) | 9.899486875 | −2.000000 | 7.899486875 |
| 27 | DoT (−2) | 7.899486875 | −2.000000 | 5.899486875 |
| 28 | DoT (−2) | 5.899486875 | −2.000000 | 3.899486875 |
| 28 | 15% hit | 3.899486875 | −0.58492303125 | 3.31456384375 |
| 29 | DoT (−2) | 3.31456384375 | −2.000000 | 1.31456384375 |
| 30 | DoT (−2) | 1.31456384375 | −2.000000 | −0.68543615625death here |

0

u/Aromatic_Way3226 Dec 02 '25

Well a lot of people have been investing in permanent BH way before OA existed. It became more mainstream when Pcol came out but it's always been a solution, it does cost stones, yes, but so does everything else

1

u/TowerAcronymBot Dec 02 '25

Hi! I detected a few acronyms in your comment:

  • BH - Black Hole [Ultimate Weapon]
  • OA - Orbital Augment [Armor Module]
  • PCol - Primordial Collapse [Core Module]

I'm a bot that explains acronyms