Tooth and Tail
as been updated : Changelog for Patch 220.127.116.11a (added 6 December 2018):
Tooth and Tail :: Patch 1.4: Swine's Workshop (6 December 2018)
Save some room after your holiday meals, you'll need it for all the meat in this patch! Sweeping balance changes, as designed and requested by the community -- including Moles that are built from warrens (instead of individually) and Landmines that apply a Daze effect. The Level Editor is now live and custom maps are playable online and offline. And new multiplayer features like Neutral Cabins guarding the campfires and healing water for those nasty multiplayer burns. Incoming! Editor
The Level editor we used to create the Story Mode hubs is now available for making multiplayer maps! Custom maps can be played online via Steam Workshop (Steam only) or offline (all platforms except PS4).
Build the balanced map you've always dreamed of and say goodbye to the whims of RNGesus! Gameplay
Massive changes to some core design incoming! High level players have long complained about Campfires creating too much imbalance and reducing player choice. So we made them into cabins that have a neutral defender that must be killed before claiming! Campfires are now Cabins
When I originally designed the campfires, this is always what I intended for them to be: civilian pigs holed up in cabins out in the wilderness that you kill and cook on a spit. The cabin resident has a gun that shoots once per second for 3 damage. Once the cabin is destroyed, you must still spend 60 food to light the campfire. Campfires can be extinguished and re-lit just as before. Change your Deck size
You can now battle with up to 9 unit types, or as few as 1! Try out vs battles with the original 3 units we designed the game around: squirrel, ferret, and bullet hive.
Also: Water heals in multiplayer
- 1 HP per second, even outside territory. Super Random Decks
- Random decks now choose 1 tier 1 unit and then fill the remaining slots with entirely random selections. Balance Changes
Some sweeping changes to unit balance, as researched and tested by our community! Aside from the headline Mole and Landmine changes, one subtle but interesting change is that short range units now also have a slightly shorter aggro range, preventing them from getting pulled and sniped quite so easily.
* Mole- Now spawns from a single tile warren, which can be built anywhere. Up to 3 moles can spawn from the warren, like any other Tier 1 unit. Mole Warren has 25 HP. Mole now has 14 HP, 3 DMG, 6 DMG to structures (was 21/2/5). Aggro range is 3 (was 4).
* Lizard- 8 HP (was 7). Aggro range of 3 (was 4)
* Squirrel- 0 second cast time, 1 second cooldown (was 0.25, 0.75). Removed movement freeze (was 0.25 seconds)
* Toad- 8 HP, 3 DMG to all affected units, 12 DMG to structures (was 7HP, 12 DMG to target, 3 DMG to AOE, no structure crit). Aggro range of 3 (was 4)
* Chameleon- 8 DMG/32 HP (was 6/40). Stealth Entry/Exit time is now 0.5/0 seconds (was 0.25/0.25). Aggro range of 2 (was 4)
* Skunk- 32 HP (was 29)
* Snake- 0 second movement freeze after attacking (was 0.25)
* Boar- 110 HP (was 100)
* Fox- 20 DMG per shot (was 24)
* Balloon- 14 DMG/20 HP (was 15/30). Visibility of 12 tiles (was 10). Fires every 2 seconds (was 3)
* Landmine- 8 HP, 18 Single target DMG, 2 DMG AOE (was 5 HP, 12 AOE DMG). Explosion radius 2 tiles (was 1.75). Activation time is 0.25 seconds (was 0.4) Applies a 1 second daze to all affected units that reduces attack/movement speed to 60%.