The Perfect Tower II cover
The Perfect Tower II screenshot
Genre: Strategy, Indie

The Perfect Tower II

v0.13.2 B2

Changelog



Halloween 2022



  • added pumpkin upgrade 'boost per Bat'
  • added blood upgrade 'auto-collect'
  • added souls upgrade 'auto-collect'
  • reduced pumpkin floating message speed
  • fixed spooky tower sometimes not being clickable
  • fixed pumpkins not moving on region chaos
  • fixed pumpkins sometimes not moving on region beach
  • fixed halloween UI scaling
  • fixed dragging the ghost ship counting as a click


Halloween 2022 - v0.13.2 B1



Happy Halloween everyone!



Sail to Halloween Island and help Dr. Pumpkical to build a spooky tower!
Gather some pumpkins, blood, and souls and invest them in upgrades! Or Town Assets?

Complete every quest before November 7 to earn a unique achievement and artifact.

You need to be military tier 1 or higher to set sails.



Next Updates


We have several tasks in progress right now.

  • Boss 4 will be uncapped and given some balancing adjustments in the following regular update.
  • The reworked exotic experiment will release in one of the upcoming regular updates as well.
  • The preparation for modding is one of the major tasks we're working on behind the scenes.
    Before modding is released, however, there is still a lot of code that needs to be refactored.


Changelog



Halloween 2022



  • added Halloween island
  • added ghost ship
  • added currency 'Pumpkins'
  • added currency 'Blood'
  • added currency 'Souls'
  • added 'Pumpkin Bricks'
  • added 'Bats'
  • added 'Graves'
  • added 6 quests for Halloween


Changes



  • hotkey to auto-dissolve items in the Factory can be held down while dragging the mouse over the inventory
  • replaced remaining outdated scrollbars in Factory


__
Follow us on social media to not miss out on any news!
Discord: https://discord.gg/fireswordstudios
Twitter: https://twitter.com/FireSwordStudio
Twitch: https://www.twitch.tv/fireswordstudios
Youtube: https://www.youtube.com/channel/UCDV-wwiAAic-OESAayfUz_Q
Reddit: https://www.reddit.com/r/PerfectTower

v0.13.1 B2

Changelog



Changes



  • changed era multiplier formatter from scientific to currently selected


Fixes



  • fixed asteroid scanning slider affecting the cluster limit
  • fixed 'Toxic Ivy Plant' collider scaling down based on model scale


v0.13.1 B1

Changelog



Boss 4



  • added abilities for tier 8, 13 and 21
  • added restart button to exit dialog
  • card balance changes
  • changed effect of card 'Lightning'
  • reduced 'Boss' hp
  • reduced 'Flying Tank' hp
  • reduced 'Dummy Ward' hp
  • changed Walls to do percent damage instead of a fixed amount
  • increased Tower damage
  • increased base energy regeneration from 5 to 6
  • fixed Towers not scaling
  • boss module 'Dense Batteries' also gives one 'Refresh' card


New Stuff



  • added detail graph statistics for units killed
  • added slider to asteroid scanning distance
  • added two more worker task settings for asteroid scanning to switch between selected and max. available tier
  • added hints for remaining achievements
  • added exotic skill 'Cyanotypes'


Changes



  • changed drone count of module 'L.O.S.O. Drone System' to be rounded
  • improved 'Jack Of All Trades' skill description
  • changed infinity stone Shipyard perk to grant rewards instead of completing shipment
  • achievements are shown as '?' and hints are disabled, if they are not unlockable


v0.13.0 B1 - Boss 4 rework

Hi everyone!



We continue to release weekly updates, but unfortunately, the previous three weeks were difficult because our office was hit by corona. ːsteamfacepalmː

On the plus side, today marks the release of the first boss reworks update. ːsteamhappyː
To make sure that the bosses are sufficiently stable and balanced, we will revamp each boss individually and release them separately.

We will begin with the highest boss and work our way down to the first boss in order to reduce the amount of new players' confusion over the new mechanics.

Instead of being reworked like the other bosses, the final boss will be further polished and given a hardmode for those who want to challenge themselves.


Boss Modules


The addition of boss modules is a significant component of the boss reworks.
All linked modules of a boss module must be unlocked inside the Workshop before they can be used in the boss fights.

Depending on the boss tier and how well you did at defeating the boss throughout the fight, all equipped modules get combat experience at the end of a fight. This means that you will gain some experience even if you lose a battle, yet winning a battle will always be more rewarding.
The level of a module and the combat experience gained during boss battles influence its power.

In order to prevent unequipped modules from falling too far behind if you don't use them, there is a skill that grants them a tiny amount of experience after each fight.

Boss modules provide several advantages over upgrades, including the fact that they don't reset each tier and create a sense of overall progress.
The Statue Of Cubos' biggest problem was that the progression was entirely dependent on player skill and offered no other means to proceed, which absolutely did not fit the theme of an incremental game.


Boss Abilities


At tiers 2, 3, 5, 8, 13, and 21 (the Fibonacci sequence), bosses will get additional powers that add new game mechanics.
The stats of the bosses and the stats of their abilities will change between and after these tiers. Cast times might get shorter, damage might increase, the duration of negative effects might get longer, and so on.
The goal is to tie progression towards higher tiers to fight difficulty rather than fight duration in order to avoid a monotonous progression.


Boss 4


Even though it hasn't been completely reworked yet, Dodecai is the first boss that we're releasing in a revised state. Because the boss abilities for tiers 8, 12, and 21 are not yet completed, we are releasing it with a tier cap of 7.

This early release will also give us the chance to get your opinions on the new boss fight and the introduction of boss modules.
This allows us to include your feedback into the general balancing of the fight while we're working on those abilities.

Some cards are now added via boss modules, and the default deck is significantly smaller.
You may now develop new strategies and play styles because you have more control over the cards in your deck.

Different combinations of boss modules will be more practical at different tiers, even though progress towards higher tiers will still also be dependent on module stats.
Without using any boss modules, it is still possible to beat Dodecai tier 1.


Tower Testing Statistics


The advanced statistics tracking during tower testing is another feature we have been working on in the meantime.
Previously all values were simply a sum of a recorded total amount either presented directly or divided by the total runtime. A more intricate system that enables you to view specific information across preset periods of time has been added.

For instance, the newly added 'kills per second' statistic will be able to show you your average kills per second for the previous 10 seconds, 1 minute, 1 hour, etc. along with a visual representation in form of a graph to show the gradual change of that specific value over time.
The entire system also requires only a few KB of RAM at most per stat at most meaning it will not put a strain on memory usage which was our main concern when developing the underlying system to handle the data.

Technically speaking, this feature is prepared and operational in the current build, however from a UI perspective, it still requires work before it is ready for release.


TL;DR;


Bosses now have modules instead of upgrades and gain new abilities/mechanics with higher tiers instead of just stat increases.
Boss 4 allows for more variation since you have more control over cards in your deck.
More advanced statistic tracking and visualizing is being worked on.


Please let us know what you think of these changes in the comments! ːsteamhappyː


Changelog



Boss 4 Rework



  • added card 'Void Breaker'
  • added card 'Flying'
  • added card 'Flying Tank'
  • added card 'Toxic Ward'
  • added card 'Heal Ward'
  • added card 'Dummy Ward'
  • added particle effect when units are destroyed
  • added indicator when units are buffed
  • added UI elements to show the current deck and discard card count
  • added boss abilities for tier 2, 3 and 5
  • slightly improved path logic so units don't get stuck
  • increased max. tier to 7
  • increased damage of card 'Fire Storm'
  • increased damage of card 'Lightning'
  • reduced costs of card 'Frost Nova'
  • increased radius of card 'Frost Nova'
  • rebalanced boss health
  • rebalanced boss spell damage
  • rebalanced boss unit health
  • rebalanced boss unit damage


New Stuff



  • added upgrade to 'thermal generator' in Power Plant
  • added hints to 4 achievements
  • added 'total kills' to the in-game statistics screen
  • added skill 'Jack Of All Trades' to Statue Of Cubos
  • added skill 'Public Training' to Statue Of Cubos
  • added exotic skill 'Eternal Conflict' to Statue Of Cubos
  • added module 'L.O.S.O. Drone System'


Changes



  • changed max. module tier of ' Block' to 250
  • changed max. module tier of 'Evasion' to 250
  • changed max. module tier of 'Shelter' to 250
  • changed max. module tier of 'Incineration' to 250
  • changed max. module tier of 'Unholy Missile' to 250
  • changed max. module tier of 'Lifesteal' to 250
  • changed max. module tier of ' Subsistence' to 250
  • started reworking in-game statistics screen
  • Statue Of Cubos saves last selected boss
  • era and infinity tabs are available right from the start if the highscore of the current region/difficulty exceeds era/infinity


Fixes



  • fixed exotic producer and gem producer requiring 100 items instead of 5 in order to be scanned
  • fixed assassins sometimes printing a debug message in the log when hovering over them
  • attempted to fix boss 2 height issue
  • fixed era health/damage dividers being upgradeable beyond their maximum using x5 or x25



__
Follow us on social media to not miss out on any news!
Discord: https://discord.gg/fireswordstudios
Twitter: https://twitter.com/FireSwordStudio
Twitch: https://www.twitch.tv/fireswordstudios
Youtube: https://www.youtube.com/channel/UCDV-wwiAAic-OESAayfUz_Q
Reddit: https://www.reddit.com/r/PerfectTower

v0.12.2 B3

Changelog



Changes



  • improved description of gas turbine pipe upgrade to clarify it only affects gas turbines
  • moved module 'Universal Shield' to the post-armor section of the damage processing pipeline
  • moved module 'Power Of The Cat' to the post-armor section of the damage processing pipeline


Fixes



  • fixed gas turbine pipe upgrade using the wrong formula
  • fixed toxic ivy plants only being able to change their color if they are heavy toxic

v0.12.2 B2

Changelog



New Stuff



  • added upgrades to gas turbine in Power Plant


Changes



  • increased region 3 (Winter) challenge 4 blueprint limit from 12 to 18


Fixes



  • fixed deleting pipes at cross-sections sometimes creating ghost pipe networks inside the Power Plant
  • fixed 'buy max.' not refreshing infinity stones stats in the UI


v0.12.2 B1

Hi everyone!



In this update we have added new challenges to the Winter region and refactored the underlying damage pipeline, giving us more control over the execution order of modules in between certain fixed sections like armor and resistance. This means we now have even more control over the execution point of various modules that would benefit if they were executed at a previously impossible position (eg. block modules are no longer triggered when 0 damage is received which does not waste their cooldown anymore if they have any).

Another change we have made is linked to offline progression inside buildings. From now on offline progression is a standard feature in all buildings that currently support it and does not require you to unlock it via a skill anymore.
That is why we've changed the offline skills and added offline progress per default for the Construction Firm, Mine and Headquarters. These skills might be replaced with entirely different ones in the future but for now they have just been adjusted to become a stronger version of their old one.

We also want to mention that the last two weeks we have been working on the visual AI script editor which should simplify the process of creating AI scripts for people who might be a bit reluctant to use the AI because of the programming-like look of the line-by-line editor. There are also plans for an in-game text-editor with an intellisense system as well as syntax highlighting but since there are community created text editors available we gave the visual editor a higher priority for now.
It is not ready for a public release yet but we still want to show you a short videos of the core functionality:


Apart from that another feature that is currently work in progress is the rework of the Statue of Cubos. It's so far the last building that hasn't received an overhaul but is overdue to get one.
We'll share more details about it when it's closer to a releaseable state.


Changelog



New Stuff



  • added Region 3 (Winter) challenges
  • added upgrades to red batteries in Power Plant
  • added upgrade to pipes in Power Plant
  • added upgrade to water turbines in Power Plant
  • added module 'Snowstorm'
  • added module 'Winter Gift'
  • added module 'Mjölnir'


Changes



  • Construction Firm, Mine and Headquarters now have 100% offline progress per default without requiring a skill
  • replaced 'Offline Construction' with 'Advanced Offline Construction' inside Construction Firm
  • replaced 'Offline Mining' with 'Advanced Offline Mining' inside Mine
  • replaced 'Offline Installing' with 'Advanced Offline Installing' inside Headquarters
  • machines in the Factory can now be inserted into empty slots without requiring machine handling
  • unit window now displays armor and resistance of enemies if they have any
  • hardmode challenges now limit maximum waves skipped
  • block modules are now processed after armor
  • module 'Daigo Parry' is now processed after armor
  • module 'Defiance' is now processed after armor
  • module 'Eternal Wall' is now applied after every other module that modifies max. health
  • AI scripts have been migrated to new save format


Fixes



  • fixed module 'Poison Ivy' plants particle effect staying red when being returned to their pool
  • fixed ore refining percentage showing values lower than e-3


__
Follow us on social media to not miss out on any news!
Discord: https://discord.gg/fireswordstudios
Twitter: https://twitter.com/FireSwordStudio
Twitch: https://www.twitch.tv/fireswordstudios
Youtube: https://www.youtube.com/channel/UCDV-wwiAAic-OESAayfUz_Q
Reddit: https://www.reddit.com/r/PerfectTower

v0.12.1 B1

Changelog



New Stuff



  • added missing buff localization


Changes



  • skill 'Power Prism' boosts the neutral element based on the average tier of a set instead of the lowest tier


Fixes



  • fixed Power Stones bought via market after the game loads don't count towards power prism
  • fixed some module descriptions

v0.12.0 B2


  • fixed dialog wrongly showing when loading save game when cloud is out of sync