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

The Perfect Tower II

v0.25.0

Changelog



New Stuff



  • added customizable AI overlay
  • added AI action 'Window: Set Visibility'
  • added AI action 'Window: Set Child Visibility'
  • added AI action 'Window: Set Position'
  • added AI action 'Window: Set Text'
  • added AI function 'Window: Is Child Visibility'
  • added AI function 'Window: Is Visibility'
  • added projected local time as tooltip to forecast view in Shipyard



Changes



  • AI scripts can now be opened for editing via double-click
  • global variables can now be hidden in the AI overlay (AI settings)
  • active scripts can now be hidden in the AI overlay (AI settings)
  • weather progresses offline
  • hardware components in server view in headquarters have a shiny animation when clicking on a server to highlight that they are interactable
  • workers can be re-ordered using drag & drop
  • AI scripts and packages use a different font for easier differentiation of capitalisation
  • various minor UI changes
  • F8 now sorts all pools in the debug overlay based on their size
  • final wave (infinity 100b) spawns regular enemies during a boss spawn tick



Fixes



  • fixed underground challenge #4 mentioning max. health/shield instead of current
  • fixed cubos cube not handling 'left-click' properly after refactoring
  • fixed tooltips not being properly limited by the edge of the game window when playing at certain aspect ratios with non-100% tooltip scaling
  • fixed unit pools not showing up in debug overlay since the unit type rework



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Discord: https://discord.gg/fireswordstudios
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Reddit: https://www.reddit.com/r/PerfectTower

v0.24.0

Changelog



New Stuff



  • added AI function 'Game: Fixed Waves Per Interval'



Changes



  • slightly increased width of military perk tooltips
  • installing software in Headquarters can now be canceled
  • installing software displays remaining duration in seconds (additionally to %)
  • scientific and mixed scientific notation now start at e-4 instead of e-6/e-7 for small numbers



Fixes



  • fixed boss modules being overscaled in some cases
  • fixed exotic experiment reality juicer upgrades not properly refreshing after a reset
  • fixed powerup position during boss 1 fight not properly refreshing position on pillar movement
  • fixed typo in infinity stone display
  • fixed typo in hyper trading table
  • fixed typo in some modules descriptions
  • fixed boss 4 result screen buttons not working
  • fixed boss 3 starting the fight during the cinematic on rare occasions
  • fixed sun sprite sometimes rendering the next layer of pixels within the same sprite map
  • fixed idle mode entries in different categories not properly refreshing when toggling an entry in a different category


v0.23.0 - Cylindro v2

Hi everyone!



The newly redesigned Cylindro is now available - enjoy enhanced mechanics and reach higher tiers!
All that is missing from Cylindro prior to v1 are some balancing modifications, one more boss module, and visual enhancements.
We've already started the rework of boss 2, but we don't know yet if that will be the next update.


Idle Production update


Every time you start the game, you will gain offline time based on how long you have been away.
This offline time can now be used to produce whatever resources you have chosen on the idle production screen.


Boss 1 - Cylindro


Cylindro is now much easier on tier 1 and should not stop players from getting to the next military tier because of the boss defeat requirement.
Cylindro's hp has a much slower linear increase instead of growing exponentially per tier and the other stats have been balanced as well.
Like all other (reworked) bosses, Cylindro gets new abilities on tier 2, 3, 5, 8, 13 and 21.




Ability tier 2
When Cylindro smashes on tier 2, he damages pillars for a short period of time. The tower's movement speed is slowed when it passes them.




Ability tier 3
Cylindro may cast geysers that deal damage on tier 3. You can dodge them by going to one of the two safe zones.




Ability tier 5
Cylindro has a chance to roll following a smash on tier 5. When this occurs, flee!




You'll have to find out all other abilities by yourself. ;)


Changelog



New Stuff



  • added offline time as usable currency in idle production
  • added boss 1 module 'Searing Projectiles'
  • added boss 1 module 'Hardened Shell'
  • added boss 1 module 'Charged Powerups'
  • added boss 1 module 'Streamlined Hull'
  • added boss 1 module 'Acrobatic Plugin'
  • added boss 1 module 'Epic Gyroscope'
  • added boss 1 module 'Idle Nanobots'
  • added skip cinematic info to boss 1



Changes



  • reworked boss 1
  • military perk 'Twin Singularities' additionally boosts fragment drops by 15% for each difficulty above easy
  • military perk 'Time Warping' wave acceleration bonus increased from 3% to 5% per fully charged stone
  • military perk 'Time Warping' additionally provides a 2% bonus for each stone currently charging (extraction duration has to be lower than infinity)
  • input of module id for secure module ai function and get index of module is an enum
  • exiting a reworked boss fight opens the Statue Of Cubos instead of nothing
  • update unity engine to 2020.3.48f1



Fixes



  • fixed typo in Factory help
  • fixed ghost town asset staying active after closing the menu with esc



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

Community Survey: The Perfect Tower 1

Hey yall!



We're only a few months away from completing v1 of The Perfect Tower II, which means we need to start thinking about the future.

Let us begin by emphasizing that we will continue to maintain and update TPT2 once v1 is out, and that the mobile version will still be worked on.

When we were discussing what side projects we might want to work on while continuing working on TPT2, we revisited the idea of improving its predecessor "The Perfect Tower" and creating a Steam version of it. We don't want to make this decision without your input because the "The Perfect Tower" series has been strongly developed with community involvement.

That is why we put together a brief survey to gather your views on whether you would like an updated version of TPT1 as well as development streams for it.
The scope of the potential update has not been defined, but we do not intend to change the core, but rather to address issues, add quality of life features, and possibly add new content.

Please take a moment to complete the following survey (it should only take a minute or two): https://forms.gle/BcQBRgGpCT3whpBL8






Here's a sneak peek at what's next in the upcoming update of TPT2:




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v0.22.2

Changelog



Fixes



  • fixed treasure map button not working


v0.22.1

Changelog



Fixes



  • fixed Museum shop items permanently unbinding their reference to Museum upon closing the UI


v0.22.0

Changelog



New Stuff



  • added dirty flag for power inside Power Plant (prevents 'flickering' of max. power when replacing components)
  • added tracking of offline time for future use in idle mode
  • added module 'Google's Influence'
  • added High Mountain challenge #1



Changes



  • Power Plant boost durations use doubles instead of floats
  • module 'Evasion' triggers during early damage processing



Fixes



  • fixed function that changes event damage modifier (uses double instead of float)
  • fixed universal experiment not stopping when resetting prestige perks
  • fixed stuck tooltips [experimental]
  • fixed military goals for wave 100B not using currently selected notation
  • fixed Power Plant loadouts not resetting pipes and fabricating components when switching
  • fixed rainbow dust being visible before it is needed
  • fixed selling via hotkey in the Museum not producing a floating text showing the resources gained
  • fixed downgrading infinity modules not resetting them



Technical



  • refactored buildings out of town (in code)


v0.21.0

Changelog



New Stuff



  • added price to component preview in Power Plant
  • added ability to replace empty containers in Power Plant by placing a new one on top (suggestion #557)
  • added avg. power label in Power Plant
  • added max. power to loadout in Power Plant
  • added floating box when refilling Power Plant components to show actual resources spent



Changes



  • changed Power Plant component UI
  • switching tab in Power Plant deselects the current component (suggestion #2025)
  • selecting a Power Plant component opens the power grid if it's not the active tab



Technical



  • refactored internal event system
  • refactored boss 3 components



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Follow us on social media to not miss out on any news!
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Reddit: https://www.reddit.com/r/PerfectTower

v0.20.1

Changelog



Fixes



  • fixed pipes not working in Power Plant due to changes in v0.20.0


v0.20.0

Changelog



New Stuff



  • added a 'sell entire grid' button to Power Plant
  • added loadouts to Power Plant
  • added import/export of loadouts to Power Plant
  • added Power Plant upgrade for 'Coal Boiler'
  • added Power Plant upgrade for 'Oil Furnace'
  • added Power Plant skill 'Yellowprints'



Fixes



  • fixed typo in Kat's Eye
  • fixed AI being able to move Power Stones in locked slots
  • fixed infinite values being display as '< 0.001' in named notation
  • fixed unit stats window randomly producing exceptions
  • fixed pipes converting to different pipes when being next to other pipes that are being removed in Power Plant


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Follow us on social media to not miss out on any news!
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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