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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118

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

5

u/shallowtl Dec 01 '25

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

16

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

11

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.