With a big patch in the rearview and a couple of big patches on the horizon, it was time for a small balance patch with a few quality of life improvements and bug fixes.
Gristmill starting health reduced to 7.5 HP (was 22.5). Added a 1 second sell timer
Campfires must now be stood upon to build them. This allows you to build moles and landmines next to them without having to build them.
Unit collision radius reduced to 0.4 tile radius (was 0.5) - this was done to improve retreating -- units in the rear don't get pushed back quite so much. You may notice units will tend to bunch up a little more!
Squirrel - 0.4 second movement freeze after shooting (was 0.25), 0.25 second cast time, 0.75 second cooldown (was 0 second cast, 1 second cooldown)
Mole - 21 HP (was 20)
Chameleon - 38 HP (was 36)
Falcon - 16 HP (was 15)
Snake - 30 HP (was 28)
Balloon - 3 second reload, 15 damage per shot (was 2 second reload, 14 damage per shot)
Streamer Mode option removes the button hints from the bottom of the screen while spectating or watching replays, and hides the match progress bar behind the match time
Holding the analog stick in a direction during menu navigation will scroll more quickly
Targeting highlight in 2v2 fixed
Increased frequency of stormy and hail weather types in multiplayer
Discord Rich Presence fixed on Mac
Decreased VRAM usage
Looping campfire/machine gun sound after match end fixed
Tooth and Tail 1.2 has arrived! PS4 Crossplay, a new territory game that integrates with our Discord server, 4 new languages, and the biggest balance patch we’ve done in months. Pull up to the table, here we go!
The long-awaited PS4/PC crossplay is now live, which means PS4 players can play against Steam and GOG players and vice versa. Note that the leaderboards are still segregated by platform.
New Discord Game - Pocketworld (Beta)
Head to the Pocketworld channel in Discord and type ’!team red’ (or green, blue, yellow) to declare yourself a member of a particular faction. When you play ranked matches, you’ll advance that faction’s territory on the map! Help your faction conquer Vyeshal and feast on your enemies!
New Discord board - Matchboard
See a history of ranked matches and their outcomes! Revel in that time Mastastealth beat ChipFromSpace on the ladder!
If a structure takes damage while building, it will stop earning health for 1 second (but it will continue to build). No more mill/mg tanking!
Commander burrow time 2 seconds (was 2.5)
Reptiles and Amphibians heal 3x as fast in friendly territory (1.5 HP per second after not taking damage for 5 seconds)
Enemies can see what type of unit is building from all Tier 3 warrens
Lizard: 7 HP (was 8)
Mole: 20 HP (was 22), 2.5x damage to structures (was 2)
Chameleon: 36 HP (was 38)
Falcon: 15 HP (was 17)
Skunk: 29 HP (was 32)
Snake: 28 HP (was 27)
Boar: 100 HP (was 120)
Barbed Wire: 28 HP (from 24)
Machine Gun Turret 5 Damage (was 6)
Artillery: Range 10, Bullet time 2 seconds, Build time 50 seconds
(PC) Fixed Mission Hint in Archimedes mission 3
(PS4) Fixed Audio-related crash
(PS4) Fixed online gameplay crash
Increased Redplug timeout to 60 seconds to account for longer load times on PS4
Galaxy crash on Linux fixed
Upcoming Community Events
Don’t forget, the Tooth and Tail PVP Campaign event starts May 26th! Discord server is here and Official Rules and Entry Instructions are here!
Ahoy everyone, starting tomorrow (the 19th), qualifiers for Season 2 of the League will open up! There will be qualifiers from the 19th - 22nd, and then from the 26th - 29th, with days alternating between NA and EU times.
Qualifiers and registration will be handled purely through Discord and Pocketbot! This is brand new functionality, so please bear with us if we run into any bugs.
Feel free to ping @mastastealth if you have any questions. If you want to get in on the competition, head on over to http://discord.gg/pocketwatch and ask around in the #tournaments channel to see how to join!
Since our launch on September 12, 2017, Tooth and Tail has seen over 100,000 copies sold, a resilient competitive community, 16 major patches with bug fixes, balance changes, and feature additions, numerous award nominations, and a growing mod community.
Looking to the future, we know we have some challenges ahead of us. Our player community is still very active via our discord channel, but the simultaneous Steam player count isn't actively growing. We still have a number of major bugs on the PS4 version. And the Story Mode content is still receiving complaints about inconsistent difficulty scaling. Let's take a quick look at the story so far and then figure out where to go from here!
Our largest community tournament has 40 entrants and is won by ChipFromSpace.
Tooth and Tail launches in Chinese and Korean, and later adds Spanish, German, and Italian. Brazilian Portuguese, Polish, Russian, and Turkish are in progress.
Community members Glyde, BestTeaMaker, and Delthius show up to help us out as we demo the game at TwitchCon in Long Beach
End of Year
Let's just show off the 2017 nomination list:
2018 Independent Games Festival - Finalist: Excellence in Narrative, Honorable Mention: Visual Art, Audio IGN - Nominee: 2017 Best Strategy Game The Game Awards - Nominee: 2017 Best Strategy Game PCGamer - Nominee: 2017 Best Strategy Game PC Master Race - Nominee: 2017 Best Strategy Game Hardcore Gamer - Nominee: 2017 Best Strategy Game Total Biscuit - Top Ten Games of the Year - #8
We launched Ranked Season 2 on December 19th with an MMR system closer to traditional Ranked ladders. Other major developments:
We launched GOG/Steam Crossplay, which is powering development of PS4 to PC crossplay, and hopefully more platforms to come!
We've been featured in four major Steam sales (Winter, Midweek Madness, Lunar New Year, and an IGF nominee sale), a Chrono.gg sale headlined by Total Biscuit, and one major sale on PS4 (Outside is Over-Rated), bolstering our player community. You can bet that there will be more to come!
Campfires, new tiles sets, and a revamped world generation algorithm were added to ranked and unranked play.
Story Mode was completely rebalanced to bring it in line with current multiplayer balance.
With Tooth and Tail starting to enter its "long tail" life cycle, we're taking a broad approach to keeping a healthy player community.
We're finally moving towards combining our PS4 and PC communities via crossplay, powered by GOG Galaxy. This means that anytime there is a sale on any platform, the increased player count will benefit all platforms.
Our latest patch (1.1.4: Eat Crow) was largely inspired by a balance mod that our player community put together. I hope that our community can continue to help us balance the game, as well as create and test new features, including new units.
In fact, a new Hedgehog unit is currently being developed and tested by community members. All of Tooth and Tail's assets are in human readable XML files and PNGs, so adding new stuff or modifying existing units is accessible to everyone.
Community Tournaments and Games via our Discord Channel
We have possibly the most tricked out Discord channel in gaming, due to the efforts of our community, lead by community manager, Brian Franco (mastastealth). The short list of Discord features:
Pocketbot (a Discord bot to help the community learn about the game and keep the server in order)
Automated weekly PB Cup tournaments
Support for player-run tournaments
ReplayUltima (replay analyzer)
In development is Pocket World, another Discord integrated tool that will allow players to fight for the four in-game factions simply by playing the game. Players will take and lose territory for their team as they play.
Still nothing to announce, but yes, we're investigating new platforms for Tooth and Tail. Stay tuned.
New Feature -- Leaderboards and Standard Seeds in Story Mode
The Story Mode balance still needs quite a bit of work, and I'm determined to make the campaign be something that garners universal praise -- it's very close, but with a few things that can just ruin the experience for some people. So I plan to rebalance things again, and offer the ability to play each map on a "standard" -- and fair -- seed. I hope to add leaderboards to the standard seeds as well.
You all know that I pay a lot of attention to the game's balance and I like to tweak it. Sometimes for the better, and sometimes for the weird. Expect this to continue.
A short history of the patches and their notable changes:
1.0.3: Kasha So Sad -- Reduced Landmine range, Kasha nerf, Wolf re-stim removed
1.0.4: Butterbomb -- Campfires, tile sets added to multiplayer, Boar bomb added, boar slow, toads get structure crit, barbed wire redesign, lizard range 1, snakes can't hit structures, owl bomb removed, fox hp mega-nerfed, warren health scales by tier
1.0.5: Chicken Mole -- Flag customization, Editor Preview, Discord Status
1.0.6: Lizard Love -- Tier 3 build time increased, lizard buff, boar no longer slow
1.0.7: 鼹鼠 두더지 MOLE -- Chinese and Korean added, focus fire improvements, lizards range 2, another mole revamp, major chameleon buff
1.0.8: Nibbles and Tweaks -- Starting Farms always adjacent, major boar buff, pigeon AI changes
Sometimes, you just have to admit you're wrong. A few of the changes that I've made over the past months haven't been received well, and I spent a lot of time trying to fix them when in fact the best thing to do is just back them out.
And because I was away for a week at GDC and I didn't have my finger on the pulse of the community, the changes in this patch are largely derived from mods that the community made -- in particular by the esteemed JetEriksen and EEluminatus.
The lizard changes from last patch are gone, and by community request, swift has been reduced from 2x speed to 1.75. This affects fox, lizard, and mouse. Boar bomb has been greatly reduced and boar has been given a modified agile: he can move at 50% speed while firing. This means that his bomb can both be buffed (to 20 DMG!) but reduced in range from a 9x9 radius to 3x3. Toad, skunk and mole changes also come directly from community modding and testing.
I've also made a couple of changes that I've wanted to do to Pigeon and Artillery. Pigeon now has less heal but a much longer range. Artillery has a slightly longer range and the bullet time scales with the distance it is firing.
We've also added German as an official language! Turkish is coming soon.
Lizard - Reverted Diamond range to standard 2 range, 8HP (from 7HP), reduced Swift to 1.75x speed (from 2x)
Mouse - Reduced Swift to 1.75x speed (from 2x), 8 HP, 3 DMG (was 7 HP, 2 DMG)
Boar - 4 DPS, removed structure crit (from 3 DPS + structure crit). Boar can move at 50% speed while firing. Boar bomb reduced to 3x3 (from 9x9) and boar bomb DMG is 20 (was 5 to units, 10 to structures), no longer targets commander
Badger - No longer targets commander
Artillery - 10 Range, Bullet lifetime 2 seconds, scales by range (was 8 range, bullet lifetime of 1.5 seconds at all ranges)
Balance-wise, this patch is focused on reducing lizard spam through a fairly major lizard nerf and nerfs to both Bullet Hive and Featherwire, which have been used to establish containment chokes. Also, there's a major buff to Owl to bring her back into play.
On the single player side: Multiplayer stats have diverged significantly from single player stats since the game came out, so I moved the stat changes over to the single player campaign and rebalanced the whole darn thing in order to have a smoother difficulty curve.
* Players can now burrow to allied bases in 2v2
* Lizard - 7 HP (from 8); 2 range only covers a diamond shape rather than a circle shape (slight reduction in attack range coverage at 2 range)
* Chameleon - 38 HP (from 40) * Boar - Flamethrower Coverage of 6 tiles (from 10); Boar bomb 5 dmg (10 to structures), no longer hits air (was 7/14, hits air) * Owl - 1 mouse per second up to 3, 7 second reload, leading to 3 mice every 10 seconds (was 1 mouse per 5 seconds), they live for 30 seconds (was 60), mice have 7 HP (was 10) * Barbed Wire - 24 HP (from 30) * Landmine - 12 Damage, 6 AOE (from 18/6); 0.4 second trigger (from 0.5 seconds); Can target cloaked Chameleons * Machine Gun Turret - 28 HP (from 32) * Artillery - 60 HP (from 50)
* Campfires no longer push back gristmill territory as if they had gristmill-sized range * Artillery shots no longer remove decor objects (like trees) when they miss * Lizard no longer hang out in back, waiting for a reservation position to open up
* Moved all single player unit stats over to Story Mode * Snikaree Liberation (Hopper 1) - Start with Chameleons not Lizards * Scrapetown Racket (Hopper 5) - Increase number of merchants by 2 * Frozen in Noe (Quartermaster 1) - Enemy spawn rate ramps up more slowly * Howling Vell (Quartermaster 2) - Player starts with an additional mill * Defense of the Cold Mark Lows (Quartermaster 3) - Archimedes starts with an additional mill, one fewer campfire on map * Betrayal at Vacancee (Quartermaster 4) - Player starts with 2 additional farms * The War For Meat (Quartermaster 5) - Player can build skunks, not pigeons, Campfires have Skunks not Pigeons, number of enemy on enemy kills required for Heroic reduced from 150 to 60, Enemies start with 1 mill with 4 farms instead of 2 mills with 3 farms * What Might Be (Quartermaster 6) - Player can recruit falcon, boar and wolf instead of falcon, pigeon, skunk * Awash in Solawa (Archimedes 2) - 50% fewer enemy landmines * Vacancee Downfall (Archimedes 3) - Player can build mole instead of snake
A quick hotfix for all yout Midweek Madness customers. The game was being a bit of a hog with VRAM, which was producing some of the Black Screen, White Screen, and "SharpDX" errors on lower spec machines. I've reduced the Graphics Memory footprint when playing in Medium and Low Graphics Quality settings.
Don't forget, you may also improve VRAM usage by disabling the cinematic under Graphics Options.
I also replaced the Galaxy libraries to fix a crash upon leaving a lobby.
Annnd, if you fail to join a lobby, it won't try to join that lobby again until you leave the Ranked screen. So for those instances where you kept trying to play ranked and it kept failing out, this problem should be fixed.
Patch 1.1.2 is a small bug fix/balance patch with big changes to Snake and Artillery. Sorry about the late patch notes!
Snake - HP 27 (from 35). Can now poison structures again. Ever since we removed structure tagging, snakes have felt very flat. And since structure play is now much more viable, there needed to be more options for dealing with things like MG Turrets, Balloons, and Artillery.
Artillery - Cost 180 (from 120), Build time 30 seconds (from 20), HP 50 (from 45). The Tier 2 Artillery was stupidly strong, and was even unbeatable in rush scenarios. Unfortunately, bumping it to the Tier 3 timing, which is now 50 seconds), meant that I suspect the unit would never get used. So I broke down and made an exception to the strict timing consistency that I've maintained for other units. It feels pretty good now, and I think will still get used quite often.
Winning multiple stars in a match in ranked will now display the correct star animations.
Multiple crashes and disconnects in Ranked games fixed.
A little hotfix for y'all that makes a more appropriate statline for the Tier 2 Drumfire Cannon. There's also a significant Mole nerf and some fixes for the new crossplay code. Yay!
Mole - Dmg 2 + structure crit (was 4 + crit), HP 25 (was 15). High level players have essentially stopped using Mole because it's nigh unbeatable, so we've nerfed its statline again. Mr. Mole will still get a significant redesign at some point, while hopefully retaining his character.
Fox - Cast time and Post-shot Root time changed from 0.3/0.3 seconds to 0.2/0.4 seconds. The fox still is rooted for 0.6 seconds but has a shorter cast time to make the animation look right.
Artillery - HP 60 (was 45). 10 Dmg per shot with random 1 tile scatter to shots - NO AOE (was 6 + 1 AOE). Fires 4 times in 1 second, takes 1 second cooldown. (was firing 3 times in a second with 2 second cooldown). This is more fitting with the t2 pricing/timing while still accomplishing the feeling of an anti-t1 AOE.
Galaxy/Steam crossplay crashing issues fixed, works correctly on Windows 7.
EDIT - Nerfing Drumfire a touch: new statline: 50 HP (was 60), bullet travel time 1.5 seconds (was 1 second)