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

The Perfect Tower II

v0.19.0

Changelog



New Stuff



  • added basic tutorial to Mine
  • added skill 'Quality Goods' to Trading Post
  • added Power Plant upgrade for blue battery
  • added volcano challenge #5
  • added volcano challenge #6
  • added module 'Rain Of Ashes'
  • added module 'Volcano Gift'
  • added artifact 'Kat's Eye'



Changes



  • 100% resistance against an element shows up as 'immune' instead of '/Infinity'
  • buffed Mine skill 'Detector'
  • buffed Mine skill 'Collapsing Tunnels'
  • increased default max. crate multiplier for trade offers from 1.45 to 1.5
  • disabling enemy era abilities removes them from existing units as well
  • securing a module from mimicking also removes the module from existing enemies
  • refactored localization system
  • changed language option to global instead of save dependent
  • moved Factory item initalization out of the code and into the core mod



Fixes



  • fixed era idle stat icons being swapped
  • fixed header in statistics menu in the Museum not refreshing in some cases when claiming statistic goals
  • fixed typos in description of light experiment filters


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v0.18.1

Changelog



Changes



  • enabled incremental GC
  • electricity experiment background task now runs allocation free
  • currencies no longer allocate memory when comparing their state after their value has been altered
  • spawn controller now reuses navmesh path object when pre-calculating movement paths
  • enemy projectiles now use less memory when binding/unbinding their listeners
  • optimized worker task for replacing empty Power Plant components



Fixes



  • fixed module tier military perks being off by 1 tier
  • fixed hits being retrieved as kills inside the idle manager


v0.18.0

Changelog



New Stuff



  • added tooltips to CPU and RAM components in Headquarters when hovering over server mainboard
  • added volcano challenge #4
  • added module 'Heatwave'
  • added era hits/era kills to idle statistics



Changes



  • changed versioning to new format (major.minor.fixes)
  • slightly changed hover animation of software toggles inside Headquarters
  • updated description of refining overseer worker task
  • increased max. tier of 'Air Slice' to 250
  • fire experiment insulators and tickers now become available in laboratory tier 1 instead of 2
  • updated tooltips in Construction Firm
  • downgrading modules is now free
  • downgrading modules now refunds the previous tier-up cost
  • downgrading a module will not refund any resources if the module tier has been altered either by a military perk or by using the forge
  • era hits/era kills are now tracked during rounds for idle gains



Fixes



  • fixed mine layer button producing errors in the log file
  • fixed locked construction queue slots not shown as locked
  • fixed contract purchase button being enabled when not enough resources are available to buy it
  • fixed purchasing software button being enabled when not enough resources are available to buy it
  • fixed software purchase button being enabled when no server have been bought
  • fixed AI execute sync to stop forever if the executed script does not fulfill its conditions
  • fixed typos in volcano challenge #1 rules
  • fixed tooltips of locked tiers in Construction Firm appearing even if the building is not available yet
  • fixed claim all button in Museum not always refreshing header
  • fixed military perks that prevent modules from resetting below a certain tier to upgrade them if they are lower
  • fixed typo in Winter Challenge #3
  • fixed military perks that prevent modules from resetting below a certain tier to upgrade them if they are lower
  • fixed 'Frost Nova' allowing enemies to freeze each other when the module gets mimicked


v0.17.0 B2

Changelog



Changes



  • improved description of last rule in challenge volcano #2



Fixes



  • fixed Power Plant components not properly referencing resource stacks due to migration from previous update
  • fixed Trading Post worker task sub-parameters for 0.75, 1.25 and 1.75 crate multiplier


v0.17.0 B1

Hi everyone!



We're back with another weekly update!

This week we finally got rid of the last piece of the old save system that has been around for years.
This also means that at some point in the future, when we're closer to the v1 release, we'll announce that we'll be removing all internal migrations from the old save system to the new one.
You won't have to worry about this it in the future if you load your save in this new version.

Changelog



New Stuff



  • added underground challenge #5
  • added underground challenge #6
  • added volcano challenge #1
  • added volcano challenge #2
  • added volcano challenge #3
  • added module 'Poison String'
  • added module 'Molten Core'
  • added module 'Underground Gift'



Changes



  • light experiment better highlights completed requirements
  • active modules (skills) show their description as a tooltip like modules in the regular list
  • increased max. tier of module 'earthquake' to 250
  • module 'earthquake' increases % of hp per tier by 5% instead of being a constant
  • migrated Power Plant to new save format



Fixes



  • fixed 'new impulse' popup not having new AI menu style
  • fixed air experiment showing requirement beyond max. level for damage/resistance rewards
  • fixed exotic experiment not reloading internal highscores on game launch
  • fixed negative health regeneration of enemies displaying a '+' before the '-' sign
  • fixed labels overlapping in idle mode with dynamic UI scaling active
  • fixed universal experiment prestige not stopping active grid test
  • fixed description of AI action 'try craft'


__
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

v0.16.2 B1

Changelog



New Stuff



  • added 'Resource Drop Booster' to Factory manufacture
  • added underground challenge #3
  • added underground challenge #4
  • added module 'Tremors'
  • added module 'Aftershock'



Changes



  • reduced manufacture T1 and T2 unlock cost from 1e15/1e30 to 1e12/1e25
  • updated Mine UI



Fixes



  • fixed hidden recipe categories in Factory using space in the UI
  • fixed void saplings being craftable before manufacture tier 3


v0.16.1 B1

Changelog



New Stuff



  • added context-sensitive tooltips to Factory machines
  • added tooltips to locked building tiers to indicate how to unlock them
  • added essence of existence production as donut reward to exotic experiment
  • added fabrics of reality production multiplier as donut reward to exotic experiment



Changes



  • 'Rainbow Dust' has mass
  • raised the initial hardcaps of essence and fabric rewards from 1000 to 10000
  • debug overlay shows active instances per pool instead of entities currently inside pool



Fixes



  • fixed Factory not showing full item count of selected item
  • fixed asteroids not dropping certain Factory items
  • fixed an exception being thrown when picking a Shipyard skill for the first time without having opened the order dialog at least once
  • fixed description of exotic experiment prestige not including that donuts are being reset without the according exotic skill
  • fixed era electricity enemies producing navmesh warnings
  • fixed achievement hints being purchaseable even though achievement can't be obtained yet


v0.16.0 B3

Changelog



New Stuff



  • added timer to idle production



Changes



  • projectiles now react immediately to their owner dying instead of on the next tick



Fixes



  • fixed wizards producing a lot of garbage event data
  • fixed fragments not being produceable in idle production
  • fixed some modules missing community tag


v0.16.0 B2

Changelog



Fixes



  • fixed offset enemy stats window inside game mode selection UI
  • fixed 'infinite rubber' not working anymore due to some data migrations in the save file
  • fixed saving fragments idle data throwing an exception
  • fixed asteroids dropping some of the new Factory items


v0.16.0 B1

Hi everyone!



We have overhauled idle production with this release. Idle is now its own entity rather than a game mode.
When you complete Forest Normal on Easy, you first unlock Idle Production.

Idle production makes use of your highest-reaching statistics, so the ideal region is no longer chosen manually. You can also generate town xp, infinity fragments, and era hits and kills.
Era hit/kill statistics will be included in the upcoming version; they are not tracked in this one.

Simply open the idle production screen to begin production of resources.
By clicking on them, you can choose which resources you want to generate, but the more resources you produce simultaneously, the less of each resource you produce.

In one of the next updates we are also going to add idle production to offline progress.
Although we haven't decided how we'll implement it, you'll probably be able to choose whatever resources you desire once offline progress has been calculated.

We hope that this provides you with an additional means of resource gathering and will be especially useful for casual players.



Manufacture


One of the Factory's two remaining features was added to the second floor: The Manufacture

Inside the factory, you can find a new set of crafting recipes that will allow you to make boosters for your newly unlocked booster grid.

Boosters can increase the stats of your town or tower.
When placed in different slots, they multiply, but stacking them increases their base value slightly.
There are currently two boosters available to test the core functionality and see how it affects various stages throughout the game.
In addition to a loadout system, many more boosters are planned so that you can quickly switch between different sets of boosters that focus on different aspects.



New Software


We've added the software 'Wave Breach' to increase the incentive of getting to MT13 rather than rushing through all the infinity military tiers after a long period of building up acceleration.
Overall, progress should be smoother around that tier (especially considering the new way of boosting wave acceleration via the Factory).


Ideas for the future


We were considering combining normal and endless modes.
The same software constraints apply to this new mode until you complete wave 100 for the first time; after that, it functions like the current endless mode.
This would also allow you to continue playing the level after reaching wave 100 for the first time.
Right now, this is just an idea we had, and we'd like to know what you think about it.

Please let us know in the comments!


Changelog



New Stuff



  • added software 'Wave Breach'
  • added 'Manufacture' to Factory
  • added worker task 'Trader'
  • added sapling 'Void-Rock Sapling' to Factory
  • added tooltips to era section in Workshop



Changes



  • 'Infinity Horizon' no longer uncaps 'Wave Horizon' since the effect has been moved to 'Wave Breach'
  • the game keeps track of the highest acceleration reached
  • exotic skill 'Hyper Trade' grants a different multiplier based on the trading percentage amount (lower percentage yields higher multiplier)
  • revamped idle mode
  • refactored "Idle Production" UI
  • migrated shipments in Shipyard from 32 bit integer to 64 bit integer
  • updated visuals of the software details dialog in the Headquarters
  • increased fabricator max. queue sizes from 5 to 50
  • increased max. level of mass storage for fabricator
  • increased factory inventory space by 24 slots (2 rows)
  • base inventory size for Factory increases by 12 per tier instead of 9
  • made 'Fabricate' and 'Dissolve' labels clickable to open up the fabrication dialog
  • changed AI script editor to darker colors for better contrast
  • slightly increased price of 'Wave Floor'
  • statistics are being sanitized after loading a save



Fixes



  • fixed Trading Post sometimes logging warnings from the tweening library when trading rapidly



__
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