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Patch notes - AI improvements, enemy skill variety, etc
[ 2020-11-12 21:21:43 CET ] [ Original post ]
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.
[ 2020-11-12 21:21:43 CET ] [ Original post ]
Tenderfoot Tactics
Badru
Developer
Badru
Publisher
2020-10-21
Release
Game News Posts:
48
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(195 reviews)
Public Linux Depots:
- Linux [977.58 M]
For a generation, the terrible Fog - one vast, voiceless, and cruel spirit - has been eating the once-thick forests of the mainland. Now, with nowhere left to call home, and granted magic by the friendly spirits of the archipelago, one small party of would-be adventurers sets out. Find a way to save the many goblin towns of the rocky coast, discover the truth of the Fog, and, if possible, put an end to it.
Raise a ridge of stone to block the enemy's approach. Flick an ember into the brush where enemy archers hide, then push a swell of water to intercept the flames before they endanger your own side. Evolve your party into a well rounded squad to better control the wild complexity of nature, or specialize and hazard the risks.
Featuring:
-
For now this is a small window into a very large project. Make sure to wishlist and follow (here and elsewhere) so you see updates as more of the game becomes showable!
Raise a ridge of stone to block the enemy's approach. Flick an ember into the brush where enemy archers hide, then push a swell of water to intercept the flames before they endanger your own side. Evolve your party into a well rounded squad to better control the wild complexity of nature, or specialize and hazard the risks.
Featuring:
- vast open-world exploration
- highly interactive natural systems such as terrain height, soil moisture, plant growth, fluid flow, heat and fire
- 25+ goblin evolutions: shamans, druids, warlocks, wights, lavamancers, bog witches, knights, and more
-
For now this is a small window into a very large project. Make sure to wishlist and follow (here and elsewhere) so you see updates as more of the game becomes showable!
MINIMAL SETUP
- OS: Ubuntu 16.04+
- Processor: 2.5 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Dedicated GPU with SM4+
- Storage: 1 GB available space
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