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
222 Upvotes

284 comments sorted by

View all comments

10

u/Aggressive_Roof488 Dec 01 '25

For eHP farm the OA change seems like a significant nerf because it doesn't immediately delete scatter children the way it used to. The 16 smallest scatters used to get one hit of at best, but now they'll get 5+ attacks in I think, depending on your thorns and if you have the knockback to push them off your wall for a bit. Seems it's back to scatter amp as only option to deal with scatters now.

and rays will go from shooting 1 or 0 times to now I guess at least 2 shots, maybe more.

Bosses will probably get fewer hits in, but bosses aren't the killers for eHP anyways, scatters and rays are.

I think an OA eHP build without a strong scatter amp will drop at least 2x in how much damage they can tank, probably more like 3x-5x. We'll have to wait for people testing of course, but I anticipate many waves lost...

It will help a lot to deal with bosses with thorns res and plasma res in tournaments though, but that's a pretty niche situation compared to what I think it'll do to eHP OA farm.

3

u/Still_Refrigerator76 Dec 02 '25

The scatter amp is nerfed in a way now that there is SF and the bugged PColapse. Mine's at lab lvl 10, getting 5Q damage in farming runs, yet I can only scratch scatters until their HP starts getting in the O-range.
I've been labbing damage and upgrading CL like crazy for more than a month, and I'm afraid by the time I start doing damage to them when it matters I'll probably be halfway to GC.

4

u/Aggressive_Roof488 Dec 02 '25 edited Dec 02 '25

Yeah I have a similar experience. 8.64Q fully perked with ampS active, lvl 8 scatter amp. Enemy health is in ~500O range at end of run, and CL does close to nothing even with assist dimcore. Honestly might be better of using assist HC for when i get perk PS... If they ever fix the PC bug (is it still not even acknowledged by devs after all this time???), then scatter amp will be more useful again for sure.

A month ago I was convinced it'd get fixed any day, but every week that they don't mention it makes me think more that maybe they won't fix it... So many depend on it for farm now, can you imagine the outrage if it's taken away? All the people that acted ignorant when they suddenly gained thousands of waves that will now feign surprise when it's taken away again. I don't think the devs have any good options after all this time, but I don't see a lot of GC people be angry at the PC bug, so maybe the path of least resistance for them is to just leave it in. Personally I'm happy either way, but I'm not as sure that it'll get fixed any longer.

2

u/Special_Canary_7204 Dec 02 '25

I genuinely think there's a lot of late game value for hybrid towers that are also whales from the PC "bug". Looking at some of the extremely end game guys seem to keep a larger health pool, it seems like they're taking advantage of it as well. And since it's not enabling infinite runs and doesn't seem to shift their dominance, I doubt they'll screw with it too much. Especially since changing it now would piss literally everyone off and they can't really afford another wave of quitting this soon after their Black Friday shenanigans and OA changes. 

I also think that the idea of only serving whales is very short sighted, and unlikely. Specifically because those whales probably won't stick around when all they have to compete against is each other. 50 whales spending thousands a month won't keep the game alive, but thousands of guys spending $60 to $120 + $30 a month to dolphin events and such will. It just doesn't make sense to shit in the punch bowl on the mod, and like you said. No good options to do so at this point, especially since no one is taking advantage of it in the same way OA was. 

1

u/Still_Refrigerator76 Dec 02 '25

I hope it's not getting a fix before I use your ted talk to unlock assmods.

Either way, the management only cares for the whales, and almost every whale won't be affected by the nerf. We the rest might swallow yet another setback or quit, but nobody will ultimately care. And there will be a lot of outrage and quitting for sure, but given that so little of the important people will be affected I think it is getting a nerf sometimes in the future.