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Tenderfoot TacticsNewsPatch notes - Predictable waves, advanced fog goblins, etc
Game update

Patch notes - Predictable waves, advanced fog goblins, etc

Tenderfoot Tactics · published 21 Nov 2020, 00:37 UTC

All newsPlayers around this dateRead on Steam

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.
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