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

The Perfect Tower II

v0.12.0 B1

Hi everyone!



The month is coming to an end and we thought it would be time to update you all on where the journey is going. The following roadmap shows which core 'features' are still missing for version 1 of The Perfect Tower II. This doesn't include any content (modules, artifacts, achievements, challenges, ...) or quality of life features. A checkmark on a building/section means that all major tasks for that buildings have been completed (from a technical viewpoint) but it does not mean that the building or the section will not receive any updates anymore.
Once everything on this list is done we will have implemented all core features of the game. The only thing left to do afterwards is to add the remaining content and polish what is there and make sure that the entire experience from the beginning to the end is as best as it can possibly be.

Let us know what you're looking forward to the most!




Changelog



New Stuff



  • added tutorial to Power Plant
  • added tutorial to Museum
  • added notifications for unlocking artifacts
  • added notifications for unlocking modules
  • added confirm dialog when clearing all town assets
  • added confirm dialog to canceling Shipyard orders
  • added more tooltips for gem experiment
  • added new categories for town assets
  • added tech upgrades to solar panel in Power Plant
  • added tech upgrades to wind turbine in Power Plant
  • added buy max. via right-click to Shipyard upgrades
  • added buy max. via right-click to Trading Post upgrades
  • added buy max. via right-click to Town Perks
  • added auto-restart timer to Tower Testing result screen
  • added current and max. level to upgrades in Trading Post
  • added crate preview to quick trade offer tooltips in Trading Post
  • added artifact 'Carrot'
  • added artifact 'Energy Sphere'
  • added module 'Super Bounce'
  • added module 'Energy Sphere'


Changes



  • updated artifact descriptions
  • dyson nodes boost energy production of surrounding components by 40%
  • replaced Workshop navigation with new components
  • toggleable modules show up as 'toggleable' instead of 'active' inside the Workshop
  • adjusted a few UI components in the Workshop
  • changed color of various dialogs
  • confirmation dialog can now be canceled via ESC
  • disabling era abilities for enemies does not increase cost for other upgrades anymore if the base price of the disabled element is 0
  • [PC] improved perfect.log
  • [PC] turned off unity logging


Fixes



  • fixed esc closing building if there is an open dialog
  • fixed a bug when highlighting town assets
  • fixed pressing esc while hovering over town perks still showing the hover effect next time the town perks window is opened
  • fixed crafter not displaying any scannable items if the game hasn't been loaded at least once
  • fixed statistic rewards not being claimable (only via claim all)
  • fixed missing tooltips of statistic rewards
  • fixed quick trading selecting the next trading offer
  • fixed W.I.N.C.E. being unlockable multiple times during the same session
  • fixed pressing ESC on the global boost screen closing the window behind it
  • fixed result screen being offset on some regions
  • fixed Museum worker task buying lowest instead of highest tier Power Stones


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Reddit: https://www.reddit.com/r/PerfectTower

v0.11.3 B1

Changelog



New Stuff



  • added in-game Changelog
  • added more tooltips to Factory
  • added artifact 'Vine Monster'
  • added module 'Toxic Piranha Ivy'
  • added Attack Range to Town stats
  • added buy max. for server hardware in the Headquarters


Changes



  • scanning requirements for crafter items are now using a more quest-like system instead of 1000 of the same item type
  • scanning requirements in the second floor of the Factory show completed requirements with a checkmark
  • lowered the base cost of the auto-mass generation for the Fabricator upgrade from e25 to e20
  • raised the max. level of auto-mass generation for the Fabricator by 5
  • recipes can now be queued up for crafting or fabricating in the first floor if they have been scanned
  • recipes in the Factory can now be right clicked to pin them instead of using a button
  • removed the 'show recipe' button from Factory items and instead the entire bar is now clickable
  • 'equipped' AI enum entry for Museum inventories has been replaced with 'loadout'


Fixes



  • fixed lava components in Power Plant filling the log files with debug messages
  • fixed certain Factory items showing their internal tier


__
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

v0.11.2 B2


  • fixed a bug that could cause enemies to get stuck outside the map

v0.11.2 B1

New Stuff



  • added more tooltips in Tower Testing
  • added more tooltips in Laboratory
  • added tooltip to Trading Post resources within trades
  • added worker task to buy Power Stones from market
  • added worker task for gems experiment
  • added AI function 'Town: Any window open'


Changes



  • town stats window can now be closed with esc
  • infinity perk for Power Stones is disabled if it wouldn't do anything
  • changed internal tier of various Factory items to improve sorting
  • changed prestige dialog in the laboratory to make it more clear that resources are the price and not the gain
  • minor changes to the Tower Testing UI
  • refactored the underlying system of Tower Testing
  • buildings of max tier are now displayed at the end inside the Construction Firm
  • building tier inside the Construction Firm is only displayed in roman numerals until tier 19
  • improved distribution algorithm inside Power Plant
  • refactored underlying code inside Power Plant


Fixes



  • fixed prices in Construction Firm sometimes wrapping
  • fixed Construction Firm returning the wrong amount of resources after canceling a construction from the queue
  • fixed Workshop tutorial text being cutoff

v0.11.1 B2


  • fixed resource conversion button in Factory not working
  • fixed very low numbers displaying infinity next to the exponent for mixed scientific notation (now shows "~0" if the value is approaching zero)

v0.11.1 B1


  • added small value support (< 0.001) to scientific and mixed scientific formatters
  • added sort button to Factory
  • updated ConstructionFirm UI
  • updated Factory UI
  • updated Unity version to 2020.3.34f1
  • minor UI changes for: PowerPlant, Mine, Workshop, Statue of Cubos
  • construction queue is now shown
  • items in the construction queue can now be removed
  • researching "Unstable Matter" now refreshes the current actively fabricated item to make it require the new lower limit
  • easter egg achievements no longer count towards the achievement boost
  • fixed Cubos Cube duplication bug
  • fixed infinity reflect using a wrong attribute id
  • fixed typos

v0.11.0 B6


  • removed "universal" tag from void
  • removed downgrade button from non-upgradeable modules in Workshop
  • fixed nature experiment UI components sometimes not unregistering event listeners
  • fixed description of titanium hull
  • fixed Cubos Cube being available without the artifact

v0.11.0 B5


  • fixed finishing artifact research using the wrong value

v0.11.0 B4


  • potentially fixed a bug with Cubos Cube
  • fixed being able to unlock "W.I.N.C.E." module multiple times
  • optimized offline time processing for the nature experiment

v0.11.0 B3


  • fixed town xp node in infinity anvil not providing the correct bonus
  • fixed infinity reflect dividing hp of owner instead of damage source