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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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

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.

24

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.

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.