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

The Perfect Tower II

v0.33.2

Changelog



Changes



  • cauldron selection is cleared when closing the UI
  • esc removes selected ingredient addtionally to right click
  • added tooltip on occupied tiles indicating how to remove them



Fixes



  • fixed a cauldron exploit


v0.33.1

The Halloween event is live and will run from October 1st to October 31st!



Changelog



Changes



  • slightly optimized handling of spawning effects when effects are turned off
  • made challenge 7-4 easier
  • removed halloween achievement 2022
  • halloween achievement shows years of participation since 2022
  • enabled new halloween feature 'Cauldron'
  • slightly optimized pooling logic
  • infinity reduction is being processed before elemental and bonus modifiers to reduce the chance for damage to become literally infinite because of a value overflow



Fixes



  • fixed death effects from event not spawning via a deprecated function
  • fixed stampede throwing exceptions when used by enemies
  • fixed enemies not resetting their energy/shield when being returned to object pool


v0.33.0

Changelog



New Stuff



  • added new Town Perk UI
  • added loadouts to Town Perks
  • added challenge metallic ruins #5
  • added challenge metallic ruins #6
  • added module 'Metallic Ruins Gift'



Changes



  • Halloween event resets every year
  • disabled tower movement in boss 1 fight after victory screen appears
  • reduced Town Perk reset cooldown from 12 to 1 hour
  • removed infinity perk 'Town: Reset town perk cooldown'
  • changed infinity perk 'Town: Permanently reduce town perk cooldown' to reduce the time from 1h to 10sec
  • town perks are loaded via mod loader and no longer static



Fixes



  • fixed boss 3 boss module 'Soundproofing' not increasing max. hp
  • fixed Workshop era water defensive ability text being cutoff
  • fixed that boss 3 could end in a draw
  • fixed usage of acrobatic plugin in boss 1 fight not canceling regeneration
  • fixed auto-crafting in Factory wasting items when there is no room for output items
  • fixed auto-save not automatically happening in Perfect Space
  • fixed typos


v0.32.1

Changelog



Fixes



  • fixed artifact 'Strange Cube' resistance modifier
  • fixed crafter not using the improved alphabetical sorting algorithm from v0.30
  • fixed typo in artifact 'Blackhole in a Bottle' flavor text
  • fixed typo in water era defensive ability
  • fixed gems in idle screen not being localized
  • fixed military tier up not resetting idle production distribution
  • fixed stab prevention blocking 100% of all incoming assassin attacks
  • fixed typo in 'Window: Set Position' AI function
  • fixed typo in 'Simple Evasion'
  • fixed buff placers not updating their stats when being upgraded during tower testing
  • fixed inconsistency in town stat modifier localization
  • fixed researched artifact count in Museum not refreshing while the artifact tab is active
  • fixed formatting of wager input boxes in Arcade
  • fixed Arcade adventure wager reverting to old value unless a new game was started
  • changed info-text of module 'Monsoon Aura' to be less ambiguous


v0.32.0

Hey yall,
In this week's update we finally completed all the region artifacts and made some progress on the remaining challenges. Besides one of the most important changes of this update is the rework of contracts.


Contracts


The contracts in the Headquarters are among the first features that have been implemented into the game right after the Workshop. It made sense to rework them at this point so that they align closer with the final vision of the game.

Contract timers have been removed


We are aiming for a more casual start into the game. Contracts are the first boosting mechanic the player is encountering in the game right after building the Headquarters. Their focus should be on incentivising and rewarding the use of alternative blueprints that might seem less advantageous but which are still good enough to be used in order to progress. Timers served no purpose in this design except for being a minor hassle early on.

Individual contract bonuses have been removed


This allows for more variation between blueprints since the focus wouldn't be on creating one that works just for the best contracts but rather the most contracts. Additionally this will make contracts more accessible since people who manage to create blueprints that only fulfill the simplest contracts are now at less of a disadvantage than before due to them all sharing the same multiplier. It is not set in stone yet that contracts might gain some sort of weighted rating again that influences their strength but the gaps between individual contracts would become nowhere near as big as they were before the rework.

Summary

  • Contracts do not have timers anymore
  • Contracts all use the same resource drop multiplier
  • Resource drop multiplier for contracts is upgradeable
  • UI has been overhauled to provide room for more contracts (potentially from exotic skills)



Changelog



New Stuff



  • added upgrade to fission reactor in Power Plant
  • added challenge metallic ruins #1
  • added challenge metallic ruins #2
  • added challenge metallic ruins #3
  • added challenge metallic ruins #4
  • added module 'Gnarly Obsidian'
  • added module 'Magnetic Core'
  • added research conditions to artifacts
  • added a +5% Resource boost to 'Energy Sphere' artifact
  • added a +5% Resource boost to 'Metal Plating' artifact
  • added a +5% Resource boost to 'Vine Monster' artifact
  • added a +5% Resource boost to 'Incendiary Device' artifact
  • added a +5% Resource boost to 'Dice Of Fate' artifact
  • added additional effect to 'Broken Sword' artifact
  • added artifact 'Monkey Idol'
  • added artifact 'W.I.N.C.E Plushie'
  • added artifact 'Compass'
  • added artifact 'Strange Cube'
  • added artifact 'Blackhole in a Bottle'
  • added artifact 'Broken Wings'
  • added artifact 'Light Triangle'
  • overhauled contracts



Changes



  • health regeneration cannot prevent any unit with exactly 0 health from dying anymore
  • added #nature tag to nature's wrath
  • Headquarters 'dealbreaker' skill increases the new per-contract resource drop multiplier
  • contract 'activist' requires less active modules
  • contract 'neutralist' provides a greater span for the neutral module count
  • contract 'annihilist' requires fewer modules of every category
  • modules unlocked during tower testing which are not random drops or unlocked by reaching wave goals now display a notification
  • artifacts don't show their name anymore in notifications to avoid inconsistencies since their name is not revealed prior to researching them
  • element icon tooltip of unit stats window displays strengths and weaknesses of the element vs. other elements
  • artifact 'Golden Apple' no longer has an effect in hard mode challenges



Fixes



  • fixed unit stats window displaying the base element of an enemy instead of the current element if it has been modified by a modifier


__
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

v0.31.0

Changelog



New Stuff



  • added challenge Jungle #1
  • added challenge Jungle #2
  • added challenge Jungle #3
  • added challenge Jungle #4
  • added challenge Jungle #5
  • added challenge Jungle #6
  • added module 'Monsoon Aura'
  • added module 'Gaia's Protection'
  • added module 'Return to Monkey'
  • added module 'Jungle Gift'
  • added artifact 'Golden Apple'
  • added artifact 'Rib Cage'
  • added artifact 'Ancient Gear'
  • added artifact 'Dwarven Minecart'
  • added artifact 'Lava Ruby'



Changes



  • if the tower attack speed ever reaches infinite attacks per sec. it will now attack once per frame instead of crashing the game
  • infinity enemies are now scaling their base shield value based on their base max. health instead of their max. health in order to avoid unintended synergies with modules
  • re-balanced challenge 6-6
  • assassins activate a retraction failsave 5 seconds after they have initiated an attack but without hitting anything



Fixes



  • fixed crafting grid not properly resetting item preview color when auto-fill is unable to fill slot
  • fixed fragment multiplier from contracts not properly refreshing at the beginning of a new tower testing run


v0.30.2

Changelog



Fixes



  • fixed another issue when upgrading modules in Workshop
  • removed leftover debug messages


v0.30.1

Changelog



Fixes



  • fixed upgrading modules with max button in workshop freezing the game
  • fixed free tiers for modules being clamped between 0 and max. level instead of 0 and max. tier


v0.30.0

Changelog



New Stuff



  • added high mountain challenge #2
  • added high mountain challenge #3
  • added high mountain challenge #4
  • added high mountain challenge #5
  • added high mountain challenge #6
  • added module 'Storm Aura'
  • added module 'Stampede'



Changes



  • sorting Factory items alphabetically will compare them by the numeric value of their tier if their localization key is identical (will sort same items with different tiers correctly instead of placing T10 after T1)
  • buffs applied from auras are not affected by debuff and/or stun reduction anymore
  • boss statistic goals require only 1 kill in order to unlock all 6 power stone slots
  • AI automatically turns off when entering nexus
  • units that reach 0 health by other means than taking damage will now die at the end of a game tick regardless if anything has damaged them
  • legendary modules that get mimicked by infinity enemies now drop 25% of each fragment category instead of nothing
  • legendary modules can now be reforged (reforge level based on the lowest reforge level of the other categories)
  • AI script import dialog accepts new import format



Fixes



  • fixed challenges that do not allow upgrading modules with gems staying in gems-only mode if it has been set this way in a different mode
  • fixed cooling down active modules being by AI triggering other modules that react to active modules
  • fixed gem experiment stack rewards testing against current stacks instead of highest amount of stacks every obtained


Join Us at Gamescom 2023! 🎮

Hey yall!

We're making our debut at Gamescom this entire week! 🎮
If you happen to catch a glimpse of us amidst the excitement at Gamescom, please don't hesitate to come over and say hello. Just look for the people with the black "Fire Sword Studios" T-Shirt. ːwinter2019coolyulː
Meeting members of our community in person would be an absolute delight.

Now, with this exciting adventure in focus, we wanted to give you a heads-up.
While we're fully committed to making the most of Gamescom, it also means that this weeks update for The Perfect Tower II will be delayed.

Let us know in the comments if you're at Gamescom and want to meet!