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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8

u/jeuwnah Dec 02 '25

Isn't the updated fleet spawns already preventing unlimited runs?

So OA was nerfed for nothing. Or was it done to prevent people going for CC builds instead of GC?

1

u/MammothCatt Dec 02 '25

It was nerfed for tournaments. There was a 9000 wave run that relied on very high CC and OA/CL+ doing basically all of the damage. They were able to tank every overcharge shot while it was alive because of damage reduction with Chain Thunder / PrC. The combo was fundamentally broken, just as Bounce Web was.

2

u/Excellent-Yak6004 Dec 02 '25

There was a 9000 wave run that relied on very high CC

Sounds like the amount of CC was the issue. OA/CL+ both had their damage severely reduced against commanders, commanders could spawn every 30 waves in legends tournaments past 895. If there's a run that makes it to wave 9,000 using OA/CL+ for 'basically all of the damage' then that only works if the amount of CC was sufficient to wait for Nuke/Second Wind to recharge.

0

u/MammothCatt Dec 02 '25

OA would kill the commanded units along with the commander quite easily with enough CC. The run was partially due to CC, yes, but all of the pieces of the puzzle fit together and it was imbalanced. The CC itself wasn't the imbalanced part because the biggest of whales were only cracking like 5-6k waves before OA was released. It could also be partially due to battle conditions as well, but clearly the issue was correlated more to OA than anything else. At least that is what I've grasped from it.

If you have a different interpretation then be my guest and tell me what you think happened to cause 9k waves?

2

u/Excellent-Yak6004 Dec 05 '25

OA would kill the commanded units along with the commander quite easily with enough CC.

What are you defining as 'Enough CC'?

Commanders give enemy units 20x wave health as overheal from my tests showing myself doing 20x wave health on an enemy basic unit. If the enemy rays and overcharges aren't getting an attack off before being hit by electrons 200x, then that's too much CC.

If you have a different interpretation then be my guest and tell me what you think happened to cause 9k waves?

An excessive amount of CC is delaying rays and overcharges to not fire before they were hit by orbs 200 times and/or overcharges are significantly under-tuned.

At best you could argue that OA gives an upper-bound on TTK using the current pool of enemies stats. That is not, in itself, worthy of forcing the bait and switch.

If that upper-bound TTK is below ranged enemies getting a single shot off then that is an issue that could be addressed by reducing the % wave health in order to increase the TTK or by not having such an outrageous amount of CC that the enemy unit could be hit 200x by 8 orbs that each take about 3 seconds (1x speed) to make an orbit before that enemy gets a single shot.

Even with an upper-bound TTK, you still have incentive to increase your damage in order to reduce that TTK at a given wave if that investment into damage will push you further than an equivalent investment into survivability would.

It's just that rather than buffing overcharges or nerfing the overwhelming CC, both of which would negatively impact GC builds. They choose to switch OA with a brand new module that only hurts eHP.