Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Tenderfoot TacticsNewsPatch notes - AI improvements, enemy skill variety, etc
Game update

Patch notes - AI improvements, enemy skill variety, etc

Tenderfoot Tactics · published 12 Nov 2020, 21:21 UTC

All newsPlayers around this dateRead on Steam

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.
More from Tenderfoot Tactics

Other announcements

All news
Game update4 May 2026Quick fix to custom keymap save/load bugJust an eensy patch to fix a bug causing custom keymaps to not properly save/load.Game update22 Jan 2026Patch NotesBuild ID 21595066 This build is the first time we've brought our work from console porting back to Steam. Ideally there are not many noticeable changes other than improved performance, expanded settings, better text legibility on small screens, and bugfixes and usability upgrades. · Major upgrade of engine foundation · OpenGLCore --> Vulkan on Linux · OpenGLCore --> Metal on Mac · Rendering pip…Game update29 Jun 2021Patch notes - Sony gamepad users read this!6953036 Fixed a bug where Sony controllers did not have a default keybind for "Action 2". If you play with a Sony controller please go to your keybind menu (in the Settings menu) and assign Square to "Action 2", or reset it to the default preset. This input is useful for leaving caretakers in towns and, most importantly, for focusing on hovered goblins in combat and viewing their skill tooltips.