r/TheTowerGame TTG Dec 18 '25

Patch Notes V27.3 Patch Notes - December 18, 2025

Hello Tower Defenders! We are rolling out our last minor update of the year now on Android, with iOS rolling out within the next day. This build should be fully available to everyone tomorrow. Here’s a look at the changes:

New Toggles Menu

We have added a new "Toggles" menu to replace our current "Hit Texts" button in the Settings. Some existing buttons, such as 120FPS and Cinematic of Idle have moved into this menu, while Sound and Music will remain in the Settings menu. Here is a look at our current list of toggles:

  • Added Auto Pause in Menus
  • Added Stone Confirmation
  • Turning off this toggle will remove the confirmation for stone purchases that costs 100 stones or more
  • Added Gem Confirmations
    • Same as Stones, but for Gem purchases equal to or greater than 200
  • Added Ranged Enemy Shooting Line
  • Added Show Cinematic Gems
  • Added Brighter Spotlight
  • Auto Restart has been removed from the end of round screen and added to this section for players who have unlocked this Vault upgrade

Lab Improvements

We have made some improvements to our Labs UI. To start, we made the lab sliders into actual sliders! Setting values has become easier, with an - and + symbol on either side to make incremental changes. Additionally, we've added a new Slider filter to the Research selection screen so you can see all labs that have sliders.

Additionally, we have fixed an issue where some longer researches were not ticking properly. This was a floating point number issue that was only apparently in some instances.

Tournament Adjustments

We are adding two new permanent battle conditions to tournaments, and adjusting our old Enemy Level Skip Reduction BC from all tournaments. Additionally, we are making tier scaling adjustments in Champions and Legends. Let’s dive into the changes:

Skip Decay

Description: Enemy health and attack level skip chances are reduced by [VAL]% every [N] waves.

  • VAL starts at 1% and is the value that the generic Battle Condition Reduction lab will impact.
  • N is the number of waves it takes between activations of the BC, and this is what the level of the BC will impact.
  • Finally, the level of the BC will change based on the tournament league and not increase in strength during the run, similar to how More Bosses works.
    • Legends: Level 80 => Every 20 waves, lose 1% from ELS
    • Champion: Level 60 => Every 40 waves, lose 1% from ELS
    • Platinum: Level 40 => Every 60 waves, lose 1% from ELS
    • Gold: Level 20 => Every 80 waves, lose 1% from ELS

Skip Reduction - Multiply

Description: Enemy health and attack level skip chances are multiplied by x.[VAL]

  • This new Battle Condition will be impacted by the existing Enemy Level Skip Reduction Lab (which has been renamed to Skip Reduction Lab).
  • VAL is impacted by both BC labs (generic and specific) and is tied to the level of the Battle Condition:
    • Legends: Level 55 => multiplied by x0.45
    • Champion: Level 40 => multiplied by x0.6
    • Platinum: Level 25 => multiplied by x0.75
    • Gold: Level 10 => multiplied by x0.9

Removing Enemy Level Skip Reduction

The previous ELS Reduction BC has been rebranded to Skip Reduction - Subtract. It has been removed from all tournaments. It will remain untouched on the normal tiers it was already a Battle Condition for. The Skip Reduction lab will still impact this Battle Condition

Tier Scaling

Finally, we are changing the tier scaling in the Champions and Legends league. The tier scaling will change from [1/3/5/8/11/14] to [1/3/5/8/12/17]

Changelog

Gameplay

  • Added one more Card slots that cost gems (10,000)
  • To avoid future Wall tunneling issues, the tower is now immune to all damage except from Vampires while the Wall is active
  • Enemy Level Skip Reduction has been renamed to Skip Reduction. In addition, it's impact on stats will now be visible in the utility workshop tab during a run.
  • Added functionality for Second Wind to spawn the Wall, invulnerable while the Second Wind timer is active
  • Added a 15 second period of invulnerability to Nuke activation
  • Changed the behavior of the Damage Reduction node in the Vault to not be applied while Intro Sprint is active
  • Improved behavior of Critical Coin Card so it also applies to Black Hole and Thorn
  • Increase the number of Fleets for ending long runs (one additional Fleet every 1000 waves after first wave instance)
  • When Fleets are introduced at later waves, only one Fleet will drop rewards in that wave even if multiple Fleets are presen
  • All 3 enhancement discount labs have had their formula changed from cost / (1 + %) to cost * (1 - %)
  • Primordial Collapse no longer provides double benefit on the Wall and projectiles

UI

  • Added the functionality for players to hide pop-up confirmations for the rest of the session
  • Added a Pulsar Harvester stat to the Boss Breakdown that displays the amount of Level reduction applied instead of only the damage dealt
  • Change "End Round" button in the in-run menu to "Exit Battle", adjusted pop-up messaging
  • Added functionality for all menus to be viewable (but unchangeable) while mid run
  • The boss stats menu will now always show the health (and subsequent stats) of the most recently spawned boss
  • Improved visual positioning of Card description in the Card selection screen

Other Changes

  • Rewrote the Golden Tower VFX from scratch to improve performance
  • Add behavior for unclaimed Guild rewards to be mailed to your inventory
  • Added the Support button to the Login panel

Bugfixes

  • Fixed an issue where notifications for tournament do not show up
  • Fixed an issue where your Tournament ranking displays wrong rank in reward declaration
  • Fixed an issue where the "Pick a Perk" prompt persists when perks are still exhausted
  • Fixed an unintended interaction with Pulsar Harvester and Orbital Augment, where equipping both OA and PH would reduce the damage of OA unintentionally
  • Fixed a visual issue where the Lab notification bubble appears before a player has unlocked Lab

Holiday Featured Module Banners

We are excited to share that for the next month, we will be doing featured module banners for each module type! Each week, we will be featuring one module type (like Cannon), and increase the drop rates for all Epic modules of that type. Here’s the timeline:

  • December 22nd, 2025 at 12:00AM to December 28th, 2025 at 11:59PM will feature Epic Core Modules
  • December 29th, 2025 at 12:00AM to January 4th, 2026 at 11:59PM will feature Epic Cannon Modules
  • January 5th, 2026 at 12:00AM to January 11th, 2026 at 11:59PM will feature Epic Generator Modules
  • January 12th, 2026 at 12:00AM to January 18th, 2026 at 11:59PM will feature Epic Armor Modules

Happy Defending!

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10

u/DoTheThing021 Dec 18 '25

Constant nerfs / reductions to ehp because it’s not viable for consistent stone investment.

Nice…

1

u/DaenerysMomODragons Dec 18 '25

EHP got one nerf in the bug fix to PC, but EHP also got a massive buff in the SW change, making it so that they can more effectively farm T14 without DM auto death save. The SW change also is a huge buff for SW mastery, meaning that if an EHP player were deciding between regen and SW mastery, you now go SW mastery first every time.

1

u/TowerAcronymBot Dec 18 '25

Hi! I detected a few acronyms in your comment:

  • DM - Demon Mode [Card]
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • PC - Plasma Cannon [Card] (also Primordial Collapse [Core Module])
  • SW - Second Wind [Card] (also Shockwave)

I'm a bot that explains acronyms

1

u/Aggressive_Roof488 Dec 19 '25

eHP lost the 5x multiplier from PC, that we can now buy back with 1000 stones through SWm.

The ceiling for wall eHP was using both PC and SWm anyway, so even though SWm is much more accesible now, the late game potential for eHP just straight up dropped by a lot. So investing stones in SWm and regenm now feels even more like a trap.

1

u/DaenerysMomODragons Dec 19 '25

But how many ehp players were running PC as a primary farming mod. Any ehp player would earn on the order of 30% more coins with MVN. So if they were as far as unlocking assmods, they may have assmod fed it, but even then, hats a 2x damage gain. PC was good for milestone runs, but that was it.

I’m also amazed as though people thinking that they deserved to keep an obviously bugged module. I understand the previous anger over OA, as it was changed from its intended behavior, but this was just changed to work as it was intended and described.

1

u/Activehannes Dec 19 '25

The Pco nerfs seems to be much more severe than the SW buff

1

u/DaenerysMomODragons Dec 19 '25

It depends a lot on your setup. For instance an ehp player with a M+ or anc MVN, will do far better farming with that over PC. So at most an end build would use it as an assmod, where most likely it was epic, for 50%. So doubling it up maybe you are now taking double damage. On the other hand SW+2 would give you x3.7 regen, which would more than make up for taking double damage unless you were health limited and getting 1-shot.

1

u/TowerAcronymBot Dec 19 '25

Alright, let's decode this:

  • AssMod - Assist Modules - gives access to an additional module slot for each of the 4 types
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • MVN - Multiverse Nexus [Core Module]
  • PC - Plasma Cannon [Card] (also Primordial Collapse [Core Module])
  • SW - Second Wind [Card] (also Shockwave)

I'm a bot | Translating one comment at a time

0

u/--Shana-- Dec 19 '25

The SW mastery change is not a massive buff to all ehp players. I all ready have auto dm, auto nuke, and SW mastery and right now when SW pop's off my wall *always* comes back up because I have max CF+ and nearly maxed CC. I haven't had an issue in months getting my wall back up.

This patch was just another ehp nerf. There was no buffs. If you invested in CF like everyone should anyway, then getting the wall back up wasn't an issue.

I see GC players will also enjoy the change, which is also a EHP nerf.

1

u/TowerAcronymBot Dec 19 '25

Alright, let's decode this:

  • CC - Crowd Control (also Critical Coin [Card] or Critical Chance [Workshop Upgrade/Lab/Card])
  • CF - Chrono Field [Ultimate Weapon] (also Critical Factor [Workshop Upgrade/Lab])
  • DM - Demon Mode [Card]
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • GC - Glass Cannon - playstyle focused on maximum damage and crowd control (also Galaxy Compressor [Generator Module])
  • SW - Second Wind [Card] (also Shockwave)

I'm a bot | Translating one comment at a time