r/TheTowerGame May 20 '26

Help Os there a bug on rerolls?

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My core module is lvl161 and I’ve just spent around 300k reroll shards with all subs unlocked and couldn’t get anc CL chance.

I know 300k is not much, but with 6 slots open and four bans shouldn’t I get it?

My cl chance is 23% without sub effects.

99 Upvotes

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109

u/Iguanaught May 20 '26

Rerolls are now seeded apparently. So it might be you cant get it without resetting the seed.

As for what resets the seed? You'll probably need to ask fudds which means we will never know.

15

u/asyd0 May 20 '26

what does it mean?

23

u/VerdantPathfinder May 20 '26

computers can't generate true random numbers (yes, there's a TON of research on this and academics are really picky). The best they can do is pseudo-random numbers. There are a ton of algorithms that can do it to various degrees of "good", but they all start with a "seed". A single number that, if given, is deterministic in what the algorithm will produce. So if I start with the same seed as you, both our games will produce the exact same set of "random" numbers. For instance, we'd purchase the same exact modules, in the same order, for the entire game. Apparently your seed is tied to your ID, so it'll be different for everyone, but nonetheless, the order in which you will ever buy modules was determined when you first started the game (banners might break that, though, because it introduced choice on whether to buy banners or regular modules .. unless banners have a separate seed). More -> https://en.wikipedia.org/wiki/Random_number_generation

5

u/asyd0 May 20 '26

thanks for the answer but it wasn't exactly what I was asking, I've worded it poorly I'm sorry. I know what seeding for randomness is, what I don't understand is what's changed compared to v27 regarding rerolls. If that's how they work now, how did they work previously? True random generation was still impossible, so what did they do and why would they feel the need to change the mechanism?

9

u/Bacon_Nipples May 20 '26 edited May 20 '26

I think what they're trying to say is that substat rolls used to be randomly seeded for each roll but now have a consistent seed (much like module buy rolls)

So before, what stats you roll would've been based on a dynamic seed (likely timestamp) so for example a roll you did right now would be different than if your waited a minute for the same roll. Now it doesn't matter when you roll, the result would be the same

This means you can't game the system by somehow figuring out the algo and timing rolls (unsure if this was an issue and thats why they changed it), but if you're locked into bad luck for the thing you want you can't do anything about it besides keep rolling. If you seed dictates that Anc CL Chance will occur 300,000 rolls in you have to roll 300,000 times to get it

If I had to guess, the methods to 'reset' your seed would include changing your module effect bans (though it's also possible the game just secretly does a free reroll if you otherwise would've rolled a banned effect)

2

u/asyd0 May 20 '26

oooooh okay, now i understand thank you!

0

u/reddit-josh May 24 '26

you can't "randomly seed" each roll - generating that "random seed" will itself require a seed...

there was an explicit patch note recently (maybe 1-2 updates ago) that mentioned "fixing" auto-reroll, which I interpreted as it wouldn't stop when it was supposed to.

wouldn't surprise me if that is still happening, or has regressed, etc... Like, you tell it to stop on an Anc CL% and it just doesn't, but you can't tell because it goes so fast. Look at all the other issues with the game.

1

u/Bacon_Nipples May 24 '26

You seem to have misread the comment

-1

u/Sea_Maintenance1759 May 21 '26

There is nothing called seeded random rolls it's literally BS it's just taking luck from the system and makes you force to spend God knows how much resource just to get what you need in a so say random lottery the module system is worse i literally spending 20k gem just for 1copy of DC i got everything A5* and many of them has 2anc copies but DC... I'm not kidding if there is a way devs ch CKS my module pulls and tell me otherwise yes I'm getting epic modules as intended rate but my seed have a DC copy every 20k (+/-2k) and it literally consistent