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

The Perfect Tower II

v0.15.3 B3

Changelog



Fixes



  • fixed Factory refining time becoming NaN when loading the game
  • fixed typo in achievement hint
  • fixed being able to use buy max. on exotic experiment upgrades that are not available at that point
  • fixed exotic experiment not highlighting selected tile anymore when switching tabs
  • fixed nature experiment not refreshing unlocked plant rewards whenever entering botany tab


v0.15.3 B2

Changelog



Fixes



  • fixed one of the underground challenge rewards being assigned to darkness instead of earth
  • fixed missing localization for challenge rewards
  • fixed Factory recipe category tiers being offset by one


v0.15.3 B1

Hi everyone!



This week's update includes some AI changes, as well as a settings menu for the AI.
As many of you know it is currently required to use a script package called "turbo execute" in order to surpass the limit of one action per tick. This package is based on a small issue in the execution loop that is relatively easy to fix but due to it's usefulness and the wishes of the community we kept it in the game until a proper rewrite of the execution system takes place. Currently "turbo execute" should still function like before since we are rolling out the new changes in small chunks to ensure all older scripts are still going to be compatible with the new system.
We're also considering replacing the "line limit" with a budget system, in which each function has a cost and you can add as many as you want until the budget is depleted. This will be combined with a customizable execution limit.

Atomic functions are currently in an experimental state.
Most people should ignore them for the time being because they can slow down your game or prevent your scripts from executing properly if used wrongly.

We're also working on a feature called "The Progression Map," which is intended to expand the game's hint system and provide some guidance throughout the various stages. It will show you what your next steps could potentially be and informs you about things you have probably missed that could slow down your progression.
It is primarily intended for individuals who seek additional guidance and are easily overwhelmed by the volume of content.

Here is a very early sneak peek of the progression map:



Changelog



New Stuff



  • added underground challenge #1
  • added underground challenge #2
  • added exotic skill 'Hyper Trade' to Trading Post
  • added basic AI settings
  • added atomic functions (experimental)
  • added AI function 'Math: Sin'
  • added AI function 'Math: Cos'
  • added AI function 'Math: Tan'
  • added AI function 'Math: Asin'
  • added AI function 'Math: Acos'
  • added AI function 'Math: Atan'
  • added AI function 'Math: Atan2'



Changes



  • updated exotic skills menu to use new UI components
  • modifiers can now be toggled on and off in the town stats modifier menu



Fixes



  • fixed era worker not upgrading era divider xp cost reduction inside Workshop
  • fixed donut worker
  • fixed exotic experiment not storing essence generation progress
  • fixed head of era research worker constantly restarting the research
  • fixed infinite damage to cause infinity reflect to divide by infinity


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

v0.15.2 B2

Changelog



Changes



  • Exotic Experiment damage multiplier rewards are now properly capped
  • open building hotkeys are no longer set per default
  • removed 'left click' as a potential hotkey



Fixes



  • fixed dimension coordinates in Exotic Experiment being offset after reloading the game


v0.15.2 B1

Changelog



New Stuff



  • added new mechanics to Exotic Experiment
  • added 'generic damage' reward to Exotic Experiment
  • added 'generic resistance' reward to Exotic Experiment
  • added 'shipyard exotic gem bonus' reward to Exotic Experiment
  • added worker task 'Ceremonial Donut Gifter'
  • added achievement 'Lab #101'
  • added confirmation dialog when left mouse button is used as a hotkey in the controls menu
  • added hotkeys to open town buildings
  • added module 'Generic Resistance'



Changes



  • updated red battery deep link description to explictily mention that it is multiplied based on the number of red batteries present
  • periodic module events are no longer using coroutines
  • periodic module events can now trigger more than once per frame
  • Factory ore refiner displays predicted output ores during refining process
  • boss tier in Statue Of Cubos is displayed below boss name to avoid confusion between boss tiers and boss types
  • increased the goal requirement for 'Division Shield' in Exotic Experiment



Fixes



  • fixed Workshop blueprint manager background not covering module list fully
  • fixed red battery total capacity upgrade bonus being applied even if no batteries are present
  • fixed missing localization for 'Book of Cubimas' resource multiplier
  • fixed switching to the second floor in Power Plant not deselecting currently selected component
  • fixed selected component in Power Plant being rendered behind resource bar
  • fixed buying exotic skills in Laboratory not refreshing prestige tooptip
  • fixed AI being able to open buildings that are not constructed yet



__
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

v0.15.1 B1

Changelog



New Stuff



  • added worker task 'Essence Gatherer'



Changes



  • military perk 'Essence Purifier' additionally lowers price and research time of essence
  • essence requirements to unlock infinity stones have been raised from 50 to 250 to match the new scaling
  • Winter Quest rewards are additionally awarded on game load for people who unlocked all quests in a very old version without updating before claiming the last quest



Fixes



  • fixed AI canvas not properly resizing when the screen size changes
  • fixed worker task 'Head of Era Experiments' still consuming resources even after upgrade has been maximized


v0.15.0 B2

Changelog



Fixes



  • fixed that no modules are available when starting a new game
  • fixed infinity modules not being able to be secured even if menu is available


v0.15.0 B1

Changelog



New Stuff



  • added 'undo button' to Workshop
  • added AI impulse 'Mouse: Left down'
  • added AI impulse 'Mouse: Right down'
  • added AI impulse 'Mouse: Middle down'
  • added AI impulse 'Mouse: Left up'
  • added AI impulse 'Mouse: Right up'
  • added AI impulse 'Mouse: Middle up'
  • added AI function 'Local: Get (bool)'
  • added AI function 'Local: Get (vector2)'
  • added AI function 'Global: Get (bool)'
  • added AI function 'Global: Get (vector2)'
  • added AI function 'Infinity: Secure Module Cost'
  • added AI function 'Game: Active Module Count'
  • added AI function 'Game: Active Module Id'
  • added AI function 'Game: Active Module Index'
  • added AI function 'Mouse: Left'
  • added AI function 'Mouse: Right'
  • added AI function 'Mouse: Middle'
  • added AI function 'Arithmetic: Vector2'
  • added AI action 'Local: Set (bool)'
  • added AI action 'Local: Set (vector2)'
  • added AI action 'Global: Set (bool)'
  • added AI action 'Global: Set (vector2)'
  • added AI action 'Infinity: Secure Module'
  • added AI action 'Canvas: Draw rect'
  • added AI action 'Canvas: Clear'
  • added worker task 'Head of Era Experiments'
  • added hidden software 'boots.dos'
  • added module 'Knight's Boost of Power'



Changes



  • increased max. blueprints to 20
  • attack range modifiers cannot reduce attack range further than melee range
  • light levels are less dark in Winter Wonderland during low temperature weather
  • round result screen displays collected module fragments



Fixes



  • fixed random drop modules unlockable in sandbox mode
  • fixed 'Era Tunneling' software not appearing in the dropdown of the according AI functions


v0.14.1 B8

Changelog



Winter Wonderland



  • added Town Asset rewards
  • added rewards for Quest 6
  • added time till event ends to the calendar UI
  • buildings are visually frozen if the building is frozen
  • fixed event button in Town being in the wrong position with dynamic rendering enabled



New Stuff



  • added software 'Era Tunneling'



Fixes



  • fixed Town Assets not being properly reset when exiting to the main menu


v0.14.1 B7

Changelog



Winter Wonderland



  • planted more trees in the Winter Wonderland
  • fixed calendar header not refreshing when resetting upgrades
  • fixed elven workers going negative