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Tenderfoot Tactics News

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.

Patch notes - AI improvements, enemy skill variety, etc

AI should be dramatically less stupid, especially ranged AI. This might make the game harder across the board, but it will also make it less annoying as ranged AI wont turtle so often.

Enemy classes will have some skill variety as you get higher level than them, and encounters will be more varied between hordes-of-low-level and fewer-high-level types.

  • You can now click away / click nothing to hide the memory selection window in the train menu.
  • Changed the way the game handles you reaching the plateau at a low level. Old behavior: would show you the single lowest level enemy team comp that spawns on the plateau (archers + embers). Now: always includes the first 20 or so plateau comps (so will have a chance to spawn trolls, faeries, imps, behemoths).
  • As you grow higher level than enemy classes, you'll begin to see them learn new skills and level up. This already happened with enemy goblins, but now you'll see it happen with more classes, and you'll see higher level enemies rather than huge hoards of enemies more often, although the game will try to generate fights of either type based on random rolls. Added a significant amount of alternate abilities (taken from playable breeds) to various enemy classes so they become more complex and less samey as you get used to their standard builds.
  • AI learned about damage over time, learned to like applying Marked to enemies, and that possibly deploying a Shadow is at least as good as 10 extra damage.
  • Reduced Spellsword 'Nightmare' base damage from 60 to 50.
  • Fix to one(1) bug causing turn order display portraits not to render correctly sometimes during deployment.
  • AI now prefers being nearly in range of attacking you even if it can't quite get into range, and ranged AI now prefers staying as far away from you as possible while still remaining in range.
  • Gave The Trickster an alternate version of Vortex with reduced dmg (40 --> 30) and increased range (5 --> 7)
  • Fixed an AI bug causing it to very often not see standing still as a viable option.
  • Fixed a bug causing the 'Retry' button that appears after you flee or lose a combat to result in you fleeing home anyway.
  • Fixed a bug causing the title screen to frame the camera in the wrong place often when you quit to title after playing some.
  • Added 'NOT RECOMMENDED' warnings to some of the more experimental difficulty settings.
  • Fixed a bug with the 'max team size' difficulty slider that was causing it to skip '2' as an option.
  • Potentially-significant performance improvements game-wide.
  • Fixed some visual bugs where the screen would crossfade to/from 'black' twice when loading directly into a combat.

Patch notes - incl 'new game+' and difficulty settings

Look for the difficulty settings menu in the pause menu after loading a save file. I don't recommend messing with them much unless you're looking to change the gameplay up to make a second playthrough fresh. Maybe if the base game is a little too hard or easy, try adjusting the 'difficulty modifier' slider slightly.

Also, if tutorials are annoying you, there's now a tickbox to disable them in the tutorials section of the pause menu.

  • Fixed a bug causing the overhead healthbar dmg preview to often be wrong when a goblin had Lofty.
  • Tweak to floating dmg/heal numbers in combat. Will no longer show overhealing, but will still show overkill dmg because it feels good.
  • Caretakers will now be counted towards the Master Breeder achievement.
  • Fixed a bug causing start-of-game herb placements to sometimes be inside buildings or in other unreachable places. Should retroactively destroy any herbs that spawned inside of buildings in your game on load.
  • Fixed a bug forcing joystick controls during combat deployment.
  • Added a sniffing-distance pointer to the first map by your start spot so new players are more likely not to miss it.
  • If you've visited Rutabaga or claimed the castle on a save game on your machine, when starting a new game you'll have the option to skip the intro scene. If you do skip the intro, you'll start in a random location.
  • Fixed a bug causing speech bubbles or narrator scene text to overlap the pause menu.
  • Cinematics will now pause when you pause.
  • Difficulty settings menu now available in pause screen.
  • if you have no goblins remaining (only possible with permadeath enabled currently) you are now free to fly forever as a bird. if you land near a fog goblin you should have an interaction prompt that will let you claim them. (Note: not sure how recoverable a game is at this point since playing as a solo goblin is maybe really hard.)
  • There is now a tickbox in the tutorials menu that you can use to disable (or re-enable) tutorial pop-ups. This is a system-wide setting and not per-savegame. Tutorials will be automatically disabled when you start a new game and choose to skip the intro.
  • Difficulty settings now automatically pop up when you start a new game (if you've reached the castle or Rutabaga and so have access to intro-skipping).

Patch notes - incl key remapping, change to fire mechanics, etc

Biggest thing is the key mapping menu has finally made it in. (Look for it in the settings menu.)

Also important is that fire, instead of dealing 1 damage directly every tick, now applies a short term debuff 'burning' which deals 1 damage per two ticks but takes time to expire and can be refreshed by new fire. Burning goblins can also spread fire if they walk into dry grass.

  • Keymap menu available within the Settings menu.
  • Previous/next map buttons are now by default assigned to the shoulder buttons on gamepad (rather than dpad L/R).
  • Fire now applies a 'Burning' damage-over-time debuff rather than dealing damage directly.
  • Pit Fiend 'Marked' will forcibly trigger the 'Burning' debuff on hit even if the afflicted goblin is in non-burnable terrain. (Used to add heat to the simulation, but the ground would often not catch fire so it felt ineffective.)
  • Added a 'no mouse' keyboard input scheme (not ideal as is but it's a start). Using 'move' buttons in some menus or 'rotate' buttons in the overworld (i.e. things that you would otherwise use your mouse for) will cause the game to switch to joystick-like controls for menu navigation even when not using a joystick.
  • 'Regen' now lasts 720 ticks (up from 480).
  • Bog body attack now applies poison.
  • Bog body base health increased from 25 --> 30.
  • Possible fix to the headbanging bug. 🤞
  • Fixed a bug causing Spellswords to revert to their feral bodies on death.
  • Fixed a bug causing bosses to explode on death.
  • Various 'press x' type displays will now attempt to auto-update and display whatever your current keybind is for that button.
  • Tweaks to behavior of combat radial action menu that allows left stick to be used the way dpad is used to navigate (i.e. tapping left/right to move through actions if you mis-select with your first radial direction).
  • Fixed a bug that was causing feral teams to occasionally be only 2 goblins even at mid or high levels.

Patch notes

Bugs bugs bugs, plus some love for ranged cone attacks.

  • Hopefully final fix to that incessant resolution reversion bug.
  • Fix (possibly only partial) to a bug that allowed you to access two memories at once.
  • Improvements to consistency in the code for combat turn order UI portraits. may fix some bugs and slightly improve performance.
  • Added up/down arrow keys to Bird's Eye tutorial.
  • Hopeful fix to the bug causing combat setup to get confused if you start an interior encounter right as a group of fog goblins attacks you.
  • Added support for +range trinkets interacting with cone shape spells like Dragonbreath, plus some VFX work to make it look right.