Full notes
Full Tooth and Tail update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Workshop
- Events
- Balance
- Maps
- Performance
Tooth and Tail changes
The year starts with a new version of Tooth and Tail! Several new features are focused on more customization and comfort. The headliners are:
a difficulty slider for the campaign,
and Steam Workshop Mod support for multiplayer.
On top of that, the patch also comes with:
a ladder reset (Season 4),
multiplayer balance changes,
some fixes for multiplayer map gen issues,
and a couple of smaller improvements & bug fixes.
Difficulty Slider for Story Mode
You can now scale the difficulty of the campaign whenever you are on the Mission Briefing screen. 20% (lowest) should allow you to get past even the hardest missions, 180% (highest) is supposed to be challenging even for Tooth and Tail veterans. Note that leaderboard entries are only available for standard difficulty (100%), and speedruns as well as heroic achievements are not necessarily easier on reduced difficulty.
Steam Workshop Support for Multiplayer
It's finally live! On Steam you can use the Workshop to upload and play Mods! Mods can include balance changes, completely new units, weapon swaps and more... Try it! Go nuts! Here's a guide on how to do it: https://steamcommunity.com/sharedfiles/filedetails/?id=1934816955
Ladder Reset: Season 4
Seven players got past 1000 points on the ladder in Season 3, in this order: The Gentleman, ThisGuy, Arilou, Haru, Legomann96, Imari, and James! Congrats! ːsteamhappyː
Now everyone gets back to their starting position and the new season begins!
Multiplayer Balance Changes
All the changes in a nutshell: Toad, Pigeon, Mole nerf; minor nerfs to Skunk, Cham and Snake (daze); Boar and Badger buffs; cheaper (& weaker) Barbed Wire; kind of a Landmine nerf; general Daze nerf (stacking; starts weaker, maxes like before); randomized spawn Farm positions.
All the juicy details:
Toad: 8 HP (from 9 HP), 2 damage in aoe (from 3), 4 direct (from 3), direct damage with 2x structure crit (from no crit)
Pigeon: 3 HP (from 4 HP), 2s cooldown and healing duration (from 1s)
Mole: 12 HP (from 14 HP)
Skunk: 5s gas duration (from 6s)
Chameleon: 34 HP (from 36 HP)
Snake: Daze effect is slowly stacking (see below)
Boar: Boar bomb has 2 tile radius = Lizard range (from 1 tile = melee/Toad)
Badger: 64 HP (from 60 HP)
Barbed Wire: 10 Food cost (from 20 Food), 18 HP (from 28 HP), 2 DPS (from 4 DPS), slowdown to 0.4x speed (from 0.2x speed), 0.25s sell time
Landmine: triggers only if a unit is on the same tile (from 1 tile radius = adjacent tiles), Daze effect is slowly stacking (see below)
Daze: slowdown by 10% per stack (i.e. 2 stacks slow down to 0.8x normal speed), max. daze slowdown is 0.6x (needs 4 stacks)
Farms: spawn positions are randomized (again)
Map Gen Improvements
Fairness calculation overhauled (mostly based on type, accessibility, and elevation level of expansions per player/team).
Cabins are guaranteed to spawn out of range of a spawn Gristmills' farms.
In 2v2, no player can spawn closer to an enemy than to a teammate.
Convenience Improvements, Fixes, Other
You can now access Options (e.g. volume, controls...) without leaving an unranked lobby or the ranked queue.
Crashes in/before the first campaign mission should no longer happen if the Cinematic is disabled.
Fixed some translations and unit descriptions.
Editor no longer crashes when trying to create a new map on Linux (affected only some systems, maybe also Mac).
Commander portraits
Source
Changelog.gg summarizes and formats this update. How we read updates.
