Tenderfoot Tactics cover
Tenderfoot Tactics screenshot
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Genre: Role-playing (RPG), Strategy, Tactical, Adventure, Indie

Tenderfoot Tactics

Patch notes - incl 'new game+' and difficulty settings

Look for the difficulty settings menu in the pause menu after loading a save file. I don't recommend messing with them much unless you're looking to change the gameplay up to make a second playthrough fresh. Maybe if the base game is a little too hard or easy, try adjusting the 'difficulty modifier' slider slightly.

Also, if tutorials are annoying you, there's now a tickbox to disable them in the tutorials section of the pause menu.

  • Fixed a bug causing the overhead healthbar dmg preview to often be wrong when a goblin had Lofty.
  • Tweak to floating dmg/heal numbers in combat. Will no longer show overhealing, but will still show overkill dmg because it feels good.
  • Caretakers will now be counted towards the Master Breeder achievement.
  • Fixed a bug causing start-of-game herb placements to sometimes be inside buildings or in other unreachable places. Should retroactively destroy any herbs that spawned inside of buildings in your game on load.
  • Fixed a bug forcing joystick controls during combat deployment.
  • Added a sniffing-distance pointer to the first map by your start spot so new players are more likely not to miss it.
  • If you've visited Rutabaga or claimed the castle on a save game on your machine, when starting a new game you'll have the option to skip the intro scene. If you do skip the intro, you'll start in a random location.
  • Fixed a bug causing speech bubbles or narrator scene text to overlap the pause menu.
  • Cinematics will now pause when you pause.
  • Difficulty settings menu now available in pause screen.
  • if you have no goblins remaining (only possible with permadeath enabled currently) you are now free to fly forever as a bird. if you land near a fog goblin you should have an interaction prompt that will let you claim them. (Note: not sure how recoverable a game is at this point since playing as a solo goblin is maybe really hard.)
  • There is now a tickbox in the tutorials menu that you can use to disable (or re-enable) tutorial pop-ups. This is a system-wide setting and not per-savegame. Tutorials will be automatically disabled when you start a new game and choose to skip the intro.
  • Difficulty settings now automatically pop up when you start a new game (if you've reached the castle or Rutabaga and so have access to intro-skipping).

Patch notes - incl key remapping, change to fire mechanics, etc

Biggest thing is the key mapping menu has finally made it in. (Look for it in the settings menu.)

Also important is that fire, instead of dealing 1 damage directly every tick, now applies a short term debuff 'burning' which deals 1 damage per two ticks but takes time to expire and can be refreshed by new fire. Burning goblins can also spread fire if they walk into dry grass.

  • Keymap menu available within the Settings menu.
  • Previous/next map buttons are now by default assigned to the shoulder buttons on gamepad (rather than dpad L/R).
  • Fire now applies a 'Burning' damage-over-time debuff rather than dealing damage directly.
  • Pit Fiend 'Marked' will forcibly trigger the 'Burning' debuff on hit even if the afflicted goblin is in non-burnable terrain. (Used to add heat to the simulation, but the ground would often not catch fire so it felt ineffective.)
  • Added a 'no mouse' keyboard input scheme (not ideal as is but it's a start). Using 'move' buttons in some menus or 'rotate' buttons in the overworld (i.e. things that you would otherwise use your mouse for) will cause the game to switch to joystick-like controls for menu navigation even when not using a joystick.
  • 'Regen' now lasts 720 ticks (up from 480).
  • Bog body attack now applies poison.
  • Bog body base health increased from 25 --> 30.
  • Possible fix to the headbanging bug. 🤞
  • Fixed a bug causing Spellswords to revert to their feral bodies on death.
  • Fixed a bug causing bosses to explode on death.
  • Various 'press x' type displays will now attempt to auto-update and display whatever your current keybind is for that button.
  • Tweaks to behavior of combat radial action menu that allows left stick to be used the way dpad is used to navigate (i.e. tapping left/right to move through actions if you mis-select with your first radial direction).
  • Fixed a bug that was causing feral teams to occasionally be only 2 goblins even at mid or high levels.

Patch notes

Bugs bugs bugs, plus some love for ranged cone attacks.

  • Hopefully final fix to that incessant resolution reversion bug.
  • Fix (possibly only partial) to a bug that allowed you to access two memories at once.
  • Improvements to consistency in the code for combat turn order UI portraits. may fix some bugs and slightly improve performance.
  • Added up/down arrow keys to Bird's Eye tutorial.
  • Hopeful fix to the bug causing combat setup to get confused if you start an interior encounter right as a group of fog goblins attacks you.
  • Added support for +range trinkets interacting with cone shape spells like Dragonbreath, plus some VFX work to make it look right.

Patch notes

Just bugs and QoL.

  • The load system will now gracefully handle situations where player data corrupted such that your save location has NaNs in it. If this happens to you, you'll find loading your save that you're back at your most recent home (or if your home's location was corrupted as well, at a randomly chosen home).
  • Fixed a couple bugs with inventory scrolling that were only showing when there was a single extra row needed for display.
  • Fixed a bug causing the 'consume fae weed' dialogue to not autoselect properly on gamepad.
  • Fixed a bug causing the cancel button (B/Circle on gamepad) to close the party menu entirely when you really just wanted it to deny the 'consume fae weed' confirmation dialogue.
  • Scooched the 'X' close button in the settings menu so it's easier to select without turning the volume up.
  • Added a confirmation dialogue for when you try to create a new game in a used save slot, so its not so easy to accidentally overwrite your data.
  • You should now be able to fulfil the PILGRIM achievement by beating the game, if you skip the quest segment that normally fulfils that achievement.
  • Fixed a bug causing graphics settings to revert to CRUNCHY 180p if you saved and reloaded with CRUNCHY 1080p.

Update plans!

First off, thank you so much for playing!!

It's been SUCH a great few days since release. Reviews are still 100% positive (????!!!), press reception so far has been overwhelming (did you hear the Waypoint Radio snippet? So good!) and sales have been good enough that I'm confident about continuing to support this game. Thank you all so much for supporting us in this! It's been a long long (6 year) road to get here, and we're just feeling so proud of having pulled it off.

Okay so what I actually want to talk about in this update though, is where we're headed with our post-release support plans for Tenderfoot. I'm breaking this into a couple sections, and mostly I don't want to make any promises just yet! Making this game has turned me into a chaotic goblin creature and I simply cannot be expected to plan that far in the future. But here's where our heads are at:



CONTINUAL:


This stuff is essential to make sure everyone has a good experience with the game, and it'll likely keep me pretty busy for a few days, and then will take up some amount of my attention indefinitely.
  • bugfixes, quality of life, and settings needs
  • balance tweaks to playable breeds and enemy types




SOONISH:


Hoping to get in some things that feel near-essential, or at least have been on my to-do list for a long, long time, and were easy to put off pre-release, but now are feeling like they need to be in there for this to be a complete game. If bugs don't keep me too busy I think this stuff might be done in a week or two.
  • keybind menu
  • new game+ challenge modes

We have a few exciting ideas for challenge modes for Tenderfoot that go beyond just cranking up the difficulty slider (though we'll do that too probably). Through development we went through many different designs and some of those ended up being too challenging for the base game but also particularly interesting. One example is a seemingly minor change to the way 'Unnerve' works, where by default any unit being hit from the front is promoted in turn order, and an attack from behind only knocks them back one. When we tried this out the game felt suddenly so much more difficult, too much for the base game, but as a long term player (/developer) I was having a lot more fun with how aggressive it made everything feel. There are a few other changes like this that I'd like to include as options for new playthroughs once you've finished the game once.



LONGER TERM HOPES AND DREAMS:

These are things I'm definitely not promising because I'm not positive how long they'll take, or whether feedback from players will guide us in different directions by the time we get here. But these are the things I most want to do before moving on from this game, just speaking from the vantage of this crisp October morning:
  • more variety in enemy types, especially in endgame play
  • more variety in starter goblin stats: different goblins have unique traits and different skill options available in their default breed
  • (maybe) one or two more advanced hidden playable breeds
  • resting places / small homes update with interior battlefield shape variety, distinct architecture, residents when safe
  • better synchronization between overworld and combat, especially with foliage placement, so you can 'line up' fights the way you want them by running to a good spot in the overworld
  • fishing and/or other chill minigames


Okay that's all for now! Thanks again!

twitter.com/tenderfoot_tact
facebook.com/TenderfootTactics
instagram.com/icewatergames/
discord.gg/B82BDEv

P.S. I wanted nice screenshots but I'm busy so I looked through Steam and stole some faves. Shout out to Yagya/Unicorn who took all of these!

Patch notes

Significant changes (good ones!) to Battlemage and Lich. Also, continued bugfixes and quality of life stuff.

BATTLEMAGE:
  • all ranks of Surge now have knockback 1
  • Surge 1 damage buffed from 30 --> 35
  • Surge 2 damage buffed from 45 --> 50
  • Surge 3 damage reduced from 60 --> 40, +💧 reduced to match Surge 2, but now has LONG CONE shape
  • Thirst 1 shape changed from CONE to FIXED LENGTH (2) LINE
  • Thirst 2 damage nerfed from 35 to 25
  • Thirst 3 damage nerfed from 45 to 25, but now has SQUARE shape
  • new ability Stalagmite 2: increases range from 1 --> 2 over base spell
  • new ability Stalagmite 3: changes shape from CROSS to SQUARE
  • Immovable is now available as an affinity option for earth affinity breeds


LICH:
  • Dragonbreath 3 damage reduced from 60 to 40 but now has LONG CONE shape
  • new ability Leach 2: reduces damage from 40 to 30 vs base spell but changes shape from NONE to CROSS
  • new ability Leach 3: increases range from 2 to 3
  • new ability Nimble 2: upgrades +move from +1 to +2


ASSORTED BUG / QOL STUFF:
  • fix to a bug that mightve caused flickering or misplaced pointers
  • fixed a bug causing the 'goblins rescued' ui to not autohide when entering the party menu or a new combat
  • fixed a bug causing 'crater' to not hit the caster
  • status effects in the overhead display will now autohide while in combat completion so they dont obscure exp numbers
  • fixed a bug causing the loot display to not show the 8th item. additionally loot will now be sorted by quality/tier so that when there are too many items to display in the current UI, which only has 8 slots, the least interesting items will be the ones hidden.
  • added (experimental) support for DX12 as a fallback for cards that don't support DX11 for whatever reason (should have no effect on you unless you're having trouble launching the game)
  • fixed a bug causing spirits to sometimes spawn on top of buildings
  • fixed a bug where if you started a combat in the middle of a big collider (like if you managed to worm your way on top of a building or something), it would essentially break your save. If you had a save file stuck in this broken-combat-setup state, loading it now will send you home. In general starting combats in these impossible locations will send you home in the future.
  • added a note 'hits entire battlefield' to the tooltips for relevant abilities
  • fixed a rounding error causing the scrollbar in memory selection to not show up until you had one row + 1 extra memory to display.
  • you now get pointers to the nurseries (when nearby) if you skip the memory quest and go straight to the castle

Patch notes

Continued bugfixes and quality of life stuff in response to early feedback.
  • Caretakers will no longer always be right where you left them when you return to town. (fix for folks who got their caretakers stuck on rooftops etc)
  • Nerfed the healing granted by the +regen armlet item so it's 1 per 8 ticks, matching the healing and tickrate on regen skills
  • Fixed a bug with the way non-stacking status effects are refreshed that was causing passive effects to be overriden by timed effects.
  • Fixed a bug that was causing caretaker pointers to get mixed up and point to the wrong location
  • Fixed a bug that was causing your goblins to stop following you sometimes after you drag-drop rearranged them in party menus
  • Hopeful fix to the bug causing your jump button to sometimes stop working (I believe this was happening after you won a battle and then dismissed the 'rescued townies ui' by entering the party menu, rather than with the dialogue buttons)
  • The 'deep water' X graphic is now cleaner (wont distort to match the surface of the water so much) and also more visible in a wider variety of regions (now renders with a gradient of ui colors so it should show better against different water colors)
  • Fixed a bug where when you drag-drop swapped your party members in the train menu, the skill chains wouldn't always update and would sometimes show the wrong party member's skills
  • Minor tweak to the location of one of the Xs marked on Hork and Noggin's maps, so it's hopefully easier to find the site it refers to
  • Fixed a bug with spellsword bedlam/nightmare where they weren't breaking destructible objects, despite saying they would in their tooltips
  • Pointers will now update while you fly around in bird mode so you can more easily scope out hidden locations

Minor QoL patch notes

Mostly small quality-of-life requests from new players. Won't change your experience too much.
  • updated some text (side story dialogue stuff)
  • when you unlock a new class, the randomized starting ability will now pick exclusively from non-passives
  • new secondary keybind for bird (and for zoom in combat): arrow key up/down
  • check the settings menu for a new 'y axis flip' setting
  • tutorials will no longer auto-hide after viewing
  • the map tutorial will now wait for you to close your first map before auto-showing
  • audio will continue when the window loses focus now
  • while fullscreen (or while holding right click to rotate while windowed) the game will now lock your cursor to stay within its window


edit: updated build number! quick fixes with the updated build:
- fixed a bug causing Q/E input to invert with y axis flip
- fixed a bug where dpad up/down was bound to zoom in combat

Minor patch notes

Just cleaning up the things that were bothering me while I streamed! Hello new players!
  • Fixed a bug where the camera would pop when moving over some objects (ice, stalagmites) in combat.
  • Fixed a bug causing water weirdness during simulation in interiors on edges.

Release Day Dev Stream

Good morning!! It's time for a dev stream!!

I'm planning on starting a new game and playing from the beginning. I'll try to be attentive to chat and answer questions if you have them.

Thanks for sticking with us through development! We're so proud of this game, and we hope you have a great time with it.

- Badru