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	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-05-05T06:17:35Z</updated>
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=460</id>
		<title>Tower Testing</title>
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		<updated>2019-12-06T10:55:54Z</updated>

		<summary type="html">&lt;p&gt;Yellow circle the gamer: /* Difficulty */ Remaining element&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound2.png|thumb|The new round Screen]]&lt;br /&gt;
The [[wikipedia:Compulsion_loop|core loop]] of the game - also called ''new round'' - is where you test the strength of your tower against a variety of [[enemies]]. &lt;br /&gt;
&lt;br /&gt;
You'll only be able to say that you created the perfect tower if it can withstand any attacking force in any scenario imaginable. &lt;br /&gt;
&lt;br /&gt;
Therefore, you have to test your tower in different [[regions]] against waves of different enemy types.&lt;br /&gt;
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The tower gains experience by destroying attackers, with which modules installed inside the tower can be upgraded. &lt;br /&gt;
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The tower used for the test will be replaced by a new one at the end of the test (round), and all experience won will be lost. But don't worry! &lt;br /&gt;
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Testing also provides resources to unlock and upgrade modules in your [[town]]. &lt;br /&gt;
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As soon as you build a workshop you will also have the option to change the blueprint for your tower and the installed modules.&lt;br /&gt;
==Gameplay Loop==&lt;br /&gt;
[[File:Foresteasy.png|alt=|thumb|The core gameplay loop.]]&lt;br /&gt;
When you start a new round enemies will start approaching and attacking you from fixed locations. &lt;br /&gt;
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Your tower will automatically retaliate against the attackers based on the [[modules]] installed in it.&lt;br /&gt;
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Each time you destroy an enemy they will reward town resources and xp. &lt;br /&gt;
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It is important to invest your xp to upgrade modules on the left side of the screen.&lt;br /&gt;
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Eventually your tower will break and the round will be lost. (''Nobody can start out perfect.'') &lt;br /&gt;
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Losing is part of the process of getting stronger. Now that you have gained some town resource you can upgrade the your modules inside the [[workshop]].&lt;br /&gt;
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For each round played you also gain some [[town]] xp. &lt;br /&gt;
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When you reach a certain amount of xp your town will level up and you get a skillpoint which you can use to purchase skills that improve building's functionality.&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
There are two ways of upgrading your modules:&lt;br /&gt;
&lt;br /&gt;
===In Game===&lt;br /&gt;
You gain xp for destroying enemies that can be used to improve your modules during that round.&lt;br /&gt;
After a round is completed all modules reset back to the state they were in before the round was started.&lt;br /&gt;
&lt;br /&gt;
===In Workshop===&lt;br /&gt;
Modules can be permanently upgraded inside the [[workshop]]. &lt;br /&gt;
&lt;br /&gt;
This means that they start with a higher level when you start a new round.&lt;br /&gt;
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==Regions==&lt;br /&gt;
Your tower needs to work in any environment and that's why you need to test the strength of your tower in different [[regions]].&amp;lt;br /&amp;gt;[[File:RegionInfoExample.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
When you select a region, you will see a infographic displayed like the one above.  &lt;br /&gt;
&lt;br /&gt;
The percentage in the top left represents enemy difficulty. The square in the top right represents your highest wave.&lt;br /&gt;
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Lastly the bar on the bottom represents the [[Elements|elemental]] properties of the enemies you will encounter.&lt;br /&gt;
&lt;br /&gt;
The region can be changed by clicking on the map preview seen below:&lt;br /&gt;
&lt;br /&gt;
[[File:ForestPreviewExample.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Notice it says region 1, there are 15 regions in total for you to unlock and test your tower in.&lt;br /&gt;
&lt;br /&gt;
To unlock a new region, you need to beat the previous region with any difficulty on normal mode.&lt;br /&gt;
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Each region has unique enemy movement patterns, and in the future they will have special rules and effects, secrets and unlockable assets for your town.&lt;br /&gt;
&lt;br /&gt;
Most notably, each region has a random chance to drop modules. This is represented by the module icon [[File:Module.png|frameless|25x25px]] in the top left of the map preview.&lt;br /&gt;
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An effort should be made to collect these as they will increase your power and give you options for loadouts. &lt;br /&gt;
&lt;br /&gt;
Unlocking regions, and collecting then maxing modules will allow you to soft prestige. Soft prestige is done with the military, inside of the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
==Modes==&lt;br /&gt;
===Normal===&lt;br /&gt;
The normal mode allows you to test your tower against the environment in the given region. &lt;br /&gt;
&lt;br /&gt;
Once you complete 100 waves in this mode, you unlock the Challenge, Endless and Idle Mode for the given area as well as the normal mode for the next one.&lt;br /&gt;
&lt;br /&gt;
===Endless===&lt;br /&gt;
Same rules as the normal mode except there is no wave cap.&lt;br /&gt;
&lt;br /&gt;
===Challenge===&lt;br /&gt;
Challenge mode is not in the game yet. It is a special mode with certain rules to make the region a lot harder. Will possibly unlock sandbox.&lt;br /&gt;
&lt;br /&gt;
===Idle===&lt;br /&gt;
[[File:IdleModeExample.png|thumb|No GFX - Idle Mode]]&lt;br /&gt;
You play through it just like normal mode. Once complete it calculates your average resource gain.&lt;br /&gt;
&lt;br /&gt;
This unlocks a no GFX mode, where you simply produce resources depending on your average.&lt;br /&gt;
&lt;br /&gt;
When you select idle mode again, a button appears on the bottom left you can click to start your idle gains.&lt;br /&gt;
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[[File:IdleGainsExample.png|frameless]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sandbox===&lt;br /&gt;
Not unlockable yet. It is a fully customizable mode with a lot of settings to play around with.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
The difficulties control the rewards, and the strength of enemies.&lt;br /&gt;
&lt;br /&gt;
Each difficulty has to be unlocked by beating the previous tier of difficulty, difficulty options have to be separately unlocked for each region.&lt;br /&gt;
&lt;br /&gt;
Elemental resistances are increased in the higher difficulties.&lt;br /&gt;
&lt;br /&gt;
On impossible, universal cubes and the remaining elemental cubes are added regardless of enemy composition.&lt;br /&gt;
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In the future, the difficulty might also influence certain rules regarding the gameplay or the environmental effects and bonuses.&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yellow circle the gamer</name></author>
		
	</entry>
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