Testing and Raiding

Tooth and Tail

Lead the revolution with an army of flamethrowing Boars, mustard gas-lobbing Skunks, and paratrooper-puking Owls. Tooth and Tail is a Real-Time-Strategy game featuring Single Player, Online Competitive Play, Split Screen, Replays, and more. Build a base, lead your army, eat your enemies!

The 21 Rooms [i]Bizarre Adventure[/i] in the "Pyramid of Doom" is coming to and end, and a new patch is coming up - you can now test some of its features on the public test branch. [h1]News from the Pyramid of Doom[/h1] The Raiders already played their six turns inside the Pyramid, looted as much as they could or got killed in the attempt. Turns 5 and 6 will be [b]streamed tomorrow:[/b] [b]Sunday, Nov 24, 12pm EST[/b] (= 5pm GMT / 6pm CET), on: https://www.twitch.tv/wittypun7 You can find a [b]detailed recap[/b] of everything that happened in the Pyramid before (Turns 1-4) in [url=https://www.dropbox.com/s/ncgkaol648lfclo/Pyramid%20Turn%201-4.pptx][b]this presentation[/b] (link)[/url], and here is a snapshot of the Pyramid at the beginning of turn 5: [img]{STEAM_CLAN_IMAGE}/6948997/65a262f1e465224ca92962ad7c9e0193961f30aa.png[/img] The event, however, won't end with Sunday's stream! - The survivors who raided the most gold will fight the final battles [b]live[/b] [strike]one week later, on [b]Saturday, Nov 30[/b][/strike] ːdeniedː two weeks later, on [b]Sunday, Dec 8,[/b] at: 10pm EST / 3pm GMT / 4pm CET. ːapprovedː [h1]Public Test[/h1] [b]Story Mode Difficulty Slider and more...[/b] A test version for the next patch is now available on the public beta branch. You can activate it by right-clicking the game in your Steam Library > Properties > Betas (tab) > and selecting "_public_beta" from the drop-down list. [b]While playing on the public test branch, you will only find multiplayer lobbies/matches with other players on the test branch![/b] In the beta version, the Story Mode's difficulty can be changed on the mission briefing screen (same button as map type selection, usually X, then "Select Difficulty"). For now, achievements & leaderboard entries are deactivated for any setting except standard difficulty (in the middle, 100%). [img]{STEAM_CLAN_IMAGE}/6948997/4d802410dcb9ff58c4cdbc4367c88a50a0836030.png[/img][img]{STEAM_CLAN_IMAGE}/6948997/5a6392c128c7c82ca061e79cebee27955c17a9dc.png[/img][img]{STEAM_CLAN_IMAGE}/6948997/efb1723a7f2f3da235ba4a335d89d09473006963.png[/img] [b]Be aware this has not yet been [i]thoroughly[/i] tested, so the difficulty curve might feel off and there might even be some bugs left![/b] I'd appreciate any feedback, especially on the lower difficulty settings, because those are hard for me to judge. The lowest setting (20%) is meant to allow everyone a comfortable playthrough, whereas the highest setting (180%) should make even the Longcoat's campaign tough for veterans. Other changes already available on the _public_test branch are: [list] [*] [b]Balance changes:[/b] Toad, Pigeon, Mole nerf; minor Skunk and Snake (daze) nerf; Boar buff and minor Badger buff; cheap & weak Barbed Wire and kind of a Landmine nerf; general Daze nerf (stacking --> starts low, maxes like before). [*] [b]Multiplayer map gen improvements:[/b] better fairness calculation; preventing spawns too close to the enemy in 2v2; preventing Cabins too close to spawn Gristmills; farms spawn in random positions, to make early game scouting and attacks more interesting, again. [*] [b]Some convenience improvements in menues:[/b] Options can be changed while in a lobby; crashes in/before the first campaign mission should no longer happen if the Cinematic is disabled. [/list] The actual patch will probably also come with a ladder reset and Steam Workshop Mod support. I'm still working on the latter feature - it's mostly done, but not quite ready, yet.