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Tenderfoot Tactics News

Patch notes - assorted bugs

Quick fix for a variety of small bugs.

  • Worm 'Ram' and Polearm 'Charge' now cause knockback in the direction of caster movement, even if the charging unit ends up on the other side of the hit unit.
  • Fixed a bug with Polearm 'Charge' that was preventing it from displaying tooltips dynamically added by equipment, e.g. the +knockback from a pearl.
  • Fixed a bug with Polearm 'Charge' that was causing it to 'hit' the targeted unit even if the Polearm's charge would be blocked.
  • Removed newlines from status effect descriptions. Multiple effects from one status are now separated by commas.
  • Fixed a bug with Freezing Ray 2's damage not upgrading.
  • Bewitch 2 and 3 can now be self-targeted and only hit enemies.

Patch notes - Predictable waves, advanced fog goblins, etc

Quite a few notable changes in this still-smallish patch. Wave fights will be a bit less frustrating, as incoming wave direction is now telegraphed. Fog goblins will include a variety of playable classes now as you level up. Frost giants got a nerf. A handful of tweaks to old abilities, and some new upgrade options to abilities I thought were a bit underused on average.

  • Beginning around the level you start seeing trolls, enemy goblins will now have a chance to be any playable breed you've unlocked. Goblins spawned from behemoths will still always be unevolved goblins. As you level up, you'll see advanced goblin breeds more and more often.
  • Incoming waves will now telegraph their source direction using the same display as 'incoming fog enemies chasing you' (soft red lines).
  • Newly deployed enemy waves are no longer purely random in their insertion into the turn order, will always make sure the player gets a couple turns mixed into their first few turns.
  • Fae Tree waves are now slightly harder. Used to be 50% of the player party's normal difficulty level, raised to 60%.
  • Waves in custom encounters other than Fae Trees are now slightly weaker. Used to be 100% of a normal party strength, reduced to 90%.
  • Frost Giants had their challenge rating increaseed slightly (you'll get more experience from them and they'll show up in smaller groups on average).
  • Added Shatter (Lich) and Immovable (Battlemage) as learnable abilities for Frost Giants.
  • Fixed a bug causing Frost Giants to always have Breaker (it's still a learnable ability as they level up though).
  • Party Menu music now only interrupts and mutes ambient world audio if you're in the fog.
  • Healed some cursed objects that were vanishing when viewed from certain angles.
  • Added a 'retries permitted' setting to the difficulty settings. This is disabled in 'iron' and 'bone' difficulty modes. You'll still be able to cheese retries by closing the game and rebooting it, but that's true on most ironman modes, so I think it's alright.
  • Added a general warning about (/recommendation against) messing with the difficulty settings on your first playthrough.
  • It will now rain less on average.
  • When inspecting/focusing a goblin's abilities during combat, using gamepad, status effect tick counts should show (they hadn't been previously).
  • The 'Burning' status effect now generates 2x the amount of heat it did previously, to increase the odds that it starts fires under affected goblins.
  • Fixed a bug where taunted units would have their taunt target changed when someone applied a non-taunt status effect to them.
  • Minor AI bugfixes.


GOBLIN:
  • new: Anesthetize 2 (+25 healing upgrade)
WOODS WITCH:
  • new: Scamper 2 (adds 480 ticks of regen to hit units)
  • new: Clear 2 (removes status effects, +5 healing upgrade)
  • Flourish got a +5 healing buff
POLEARM:
  • new: Skewer 3 (+10 dmg upgrade)
  • new: Repulse 2 (+10 dmg upgrade)
SPELLSWORD:
  • new: Blood Curse 2 (shape upgrade from point to cross)
  • new: Freezing Ray 2 (+10 dmg upgrade)
  • Blood Curse tick duration increased from 500 to 1000
BATTLEMAGE:
  • Tend 2/3 got a +5 healing buff
ELEMENTALIST:
  • 'Flash' base damage raised from 5 --> 10, but now applies 'Burning' to caster.

Tenderfoot Tactics sold well enough to fund another game, more updates coming

Tenderfoot Tactics is probably one of the best games released this year. An open-world tactics RPG that mixed real-time exploration and turn-based tactical battles, with a really gorgeous simple visual style with bright colours.

Read the full article here: https://www.gamingonlinux.com/2020/11/tenderfoot-tactics-sold-well-enough-to-fund-another-game-more-updates-coming

Progress Update



A lot has changed since launch! I think the game is much stronger because of early player feedback. Thanks so much to everyone who helped out!

[h3]Major Updates Roundup[/h3]
  • Keymap / rebinding menus
  • An option to skip the intro and instead start in a random location, for people returning for a 'new game+' experience
  • Difficulty settings with some funky challenge modes for people who want to spice up their new game+
  • Significant improvements to the AI
  • Improvements to enemy variety, especially in the mid-late game, with enemies now leveling up and learning new abilities
  • Improvements to major mechanics (fire/burning)
  • New abilities and ability shapes (long cone!)
  • The ability to hide tutorials
  • And a bunch of bug fixes, quality of life stuff, and broad gameplay tweaks




[h3]A Preview of What's to Come[/h3]
I don't want to promise too much, because I think I'll be starting to focus on translations soon, so gameplay updates might slow down a little, but here's what's live on the beta branch (get access on our Discord) right now:
  • Incoming waves of additional enemies now telegraph their source direction while they're counting down turns-until-entry
  • Newly deployed enemy waves get inserted into the turn order in a more fair, less purely-random method, to make sure players get a chance to react
  • Further improvements to enemy variety: beginning around the level you start seeing trolls, fog goblins have a chance to be any playable breed you've unlocked


Also! Like mentioned above, translations! Probably! We still need to do some infrastructural work to make localization possible, but sometime in the near to moderately near future I'll give you a more precise update about what languages and when to expect them. Probably not until a couple months into 2021 at the earliest, but don't hold me to that.



Another thing we're working on is ... *whispering* another tactics rpg??(!!) Sales of Tenderfoot are good enough that I'm likely going to be able to self-fund another game! Thank you all so much for your support! I'm already super hyped on the next project and so it's been really fun to squeeze in some work here and there on it. I don't think we'll want to show anything until well into next year, but if you like Tenderfoot and want to make sure you catch the next one, get on my mailing list!

Okay time to get back to work on Tenderfoot. Thanks for playing!

- Badru

twitter.com/tenderfoot_tact
facebook.com/TenderfootTactics
instagram.com/icewatergames/
discord.gg/B82BDEv

Patch notes - Minor bugfixes and usability stuff

  • Fixed a bug causing the (X) close button in the keymapping menu to not show up if you entered the keymapping menu from the pause menu.
  • Scooched the settings menu slightly to center it better.
  • Fixed a bug where you could click through the difficulty menu to the pause menu if you clicked in just the wrong place.
  • Fixed a bug causing the skill tooltip display to remain up indefinitely if you paused while hovering a skill in combat deployment.
  • Turn order shuffling at combat setup is now pseudo-random, guarantees the player's first goblin goes either first or second, attempts a somewhat more even distribution as the initial order.
  • Added tooltips to the difficulty settings. (Only accessible with cursor currently, sorry gamepads!)
  • Fixed a recently introduced bug making scrollwheel not work with memory/affinity selection.