Military Tier 0-1

From The Perfect Tower II
Revision as of 19:54, 29 May 2021 by Arvingoperfect (talk | contribs) (Created a noob's guide to tpt2. Adding basic info to it, but it is incomplete for now)
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If you are here, you must be new around here! Welcome to our community!

Be warned that this game is still in Early-access and so changes might occur to the current progression system.

Without further ado lets get started!

(Warning: This page and others similar to Progression Guide are under construction and/or incomplete)

Tutorial

When you create a new save file, you have the option to turn on and off tutorials. I recommend you to turn these on as they help with understanding the game but if you don't, that is okay.

Once you start the file, you should immediately be put into tower testing . Tower testing consists of the main loop of the game where you test out copies of your tower against the environment.

The loop (in tower testing only) goes like this:

  1. Defeat enemies to gain experience
  2. Use the experience to upgrade modules which help your tower become stronger.
  3. Each wave enemies get harder and so your tower must become stronger to defeat them.
  4. You also gain Town resources, which will be talked about later on.
  5. The game will end once the tower's hit points reach zero or you beat wave 100.

Enemies and Stats

On the bottom left of the screen here are numbers which indicate enemy's base damage and hit points. These numbers are then manipulated to form different types of enemies. For now you only have to worry about normal, archer, and boss. Normal uses the same base stats as shown and attacks melee. Archers are similar to normal but they attack from a distance, meaning that in your first few tower tests, these guys will usually get a hit off before being defeated. The final enemy you will encounter for now is the boss type, which appears every 10 waves and has 10x dmg and 10x hit points of base stats. Usually these guys will end the tower test early on because of their high damage output.

Elements

Along with enemy types, each enemy also has a element associated with it. Each element treats elemental damage differently, such as being resistant or take extra damage. For example water damage would do extra damage to fire enemies, but less to electric enemies. For now you shouldn't worry too much about these elements but later on you will gain modules that deals water dmg for example instead of neutral damage (which basic attack deals). Any extra information on elements you might need can be found here.