Tiny Tactics cover
Tiny Tactics screenshot
Genre: Strategy, Indie

Tiny Tactics

12 August Update - Fixes

Fixes:

  • Fixed an issue that could cause the Input System not to register, leaving players with non-functioning buttons in the campaign map.

12 August Update - Addressing more crashes

Fixes

  • Fixed a crash that could occur when specific visual effects get cleaned up while the spell is still active
  • Fixed a crash that could occur when the input system didn't properly detach from the previous level.
  • Fixed an issue that could de-register inputs on the campaign map, leaving you unable to interact.


Updates

  • Updated enemy animations that had their movement speed adjusted to more closely match their new speed.

11 August Update - Gunnar Crash

Fixes

  • Fixed a crash when Gunnar's VFX would not correctly be cleaned up after a round end.


It turns out Gunnar was burning more than just enemies.

11 August Update - Talents, Summer and Spring

Added



  • Talent Tree unit unlocks now display details of all units that can be unlocked. Hover over
    their names for a more detailed look into them.
  • Talent Tree now displays the final bonus value of the unlock when you have completed it.


Changes:



  • Summer's first 2 waves were replaced with a different unit.
  • Summer Light units' physical damage reduction was reduced to 70%.
  • Summer Light units movement speed was reduced by 0.1 seconds.
  • Summer Large units fastest movement speed slowed down.
  • Summer 4 scaling adjusted for it's max maze size.
  • Spring beginning levels max HP scaling reduced, and gradually increases towards the end of Spring.
  • Spring Light units movement speed reduced (Should make Swarm waves destroy less runs)
  • Zhen Attack Speed buff increased to 40%, 75%, 100%.
  • Lydian's ability now gives 10 more mana per tier.
  • Resonators give 10 more mana per tier.


Fixes:



  • Fixed a crash that could occur when the device has a controller plugged in.
  • Fixed buff tile on Desert 3 A that would give 3x the tooltip amount.


Sorry about Summer


We want to apologise about the state of Summer. The new enemy ability introduced required a couple of very specific approaches. Some players through good play have mastered other mechanics in the game, and have been able to stretch their favourite compositions to enemies and wave types that they are not strong against. They haven't needed to engage with those mechanics that Summer tests. The game is too punishing about that without giving a moment to learn the other mechanics. The game is punishing good players, and that is wrong.

The Light enemy block ability is also too punishing to be used in the first 2 waves, making a lot of players restart often until they get the units they want. This is just frustrating gameplay. The above changes should make Summer a lot more approachable, yet still hold to it's identity, and those that master it will find it rewarding.

Spring


The game introduces a lot, quickly, giving you little time to find your feet. Summer has been adjusted to be less punishing and more forgiving for those still figuring it out.

Resonators


Resonators are designed to support, but their numbers were too low to justify including just a few of them. We hope to make them more exciting, as well as making a full Resonator build be very enjoyable.

Unit unlocks in Talents


The Talent tree was meant to assist in reducing the learning burden of all the mechanics in the game, and allow players to "opt-in" to new parts they wanted to explore. This is why resetting is free and infinite. Reducing the unit pool has had some side effects on some classes, leaving some holes in their design. So many units are linked to one another, that it's not possible to take a Class away without impacting Classes they are linked to. This information is now displayed to everyone, so you can look for gaps in your current favourite builds and see if you can improve them!

Some quick Info and Tips



  • Ability Power buffs all Magic Damage. That includes Classes that deal magic damage like Spartans and Unholy.
  • For Summer: Targetting is a big tip. For the shield enemies, they shine when multiple units attack them. Making some units attack First and some attack Last, you can reduce the effect by a lot. For the enemies that gain speed, targetting Lowest can help you not swap targets, and kill those going fastest.
  • For Marines, Zyrax is a strong Marine who is unlocked by the 2nd Hunter unlock.
  • For Mystics, they have some shared synergies with Druids.
  • For Mystics, there is a caster in the Charged unlocks.
  • For those who love Devoted, there is a Devoted unit in the Charged unlocks.
  • For Razors, there is a really strong 4-cost Razor Hunter in the Hunter Unlocks.
  • For Hunters, set them to attack Last to reduce their target switching.


Launch week is almost over, and I think we've addressed most of the biggest pain points. Thanks to everyone for the tremendous effort and suggestions. It's really allowed us to see more viewpoints and make the game better.

10 August Update - Added advanced crash reporting

Added

  • Crash analytics
  • Users can now submit crash reports
  • Removed some debug logs to clean up the logs


10 August Update - Summer and unit changes

Changes



  • Summer 1's bonus has been changed to 4 Unholy.
  • Summer 1 has been tweaked to more represent what it's meant to be, an introduction to some new mechanics.
  • Shield Iron has had a weapon upgrade, and now joins the ranks of the Pummellers.
  • Project Beta has joined the ranks of the Marines.
  • The Tavern button has been updated to be a bit clearer that it is toggleable.
  • The Lock icon has been updated to be more clear.


The first level in Summer is meant to be a nice introduction to some new units and mechanics but ended up being one of the hardest levels in Summer. This has been a massive pain point for a lot of players, so it's been updated to be more approachable.

We wanted to solidify a stronger synergy between Pummellers and Marines, as both classes don't have clear synergies with other classes, so Project Beta seemed like a great choice. Pummellers also suffer from the same problem currently, so we wanted to cement their identity as being more stun-focused. Shield Iron should really help with this. There is also a great Marine who is the second unlock in Hunters and should help people with Marine Bonus Objectives.



Crashes


Some users are still experiencing crashes. We are still looking into it and hoping to have solutions soon.

Thank you all for your patience and great feedback.

9 August - Tavern QoL and the Nerf Hammer

Fixes

  • Locking the shop no longer prevents the Reroll cost from updating.


Changes

  • Tavern interaction reworked. It now only populates when it's opened and has a warning popup explaining this in more detail for first use.
  • Slayer has a new max stack cap of 30, 50 and 75.
  • Afflicton rebalanced to 25%, 40%, 50%
  • Summer 4 has been changed to be less frustrating and allow more pathing options.
  • Falhofnir's tooltip has been updated to be more clear.
  • Malark's tooltip has been updated to be more clear.
  • Champion class buff description has been updated to be more clear.
  • Lancer class buff description has been updated to be more clear.


The old Tavern was designed to be more of a "Put up a sign and have heroes come to the Tavern.". This meant the Tavern populated as the round ended. The UI didn't support this design, so the functionality has been updated to more reflect how the majority of players interpreted it. It's also less error-prone as I often forgot to update my selection, resulting in frustration.

Affliction and Slayer had edge cases that could break the game. Thanks so much to Chira for all the effort showing this off.

More updates are on there way, but this should reduce the frustration a little more while I work on those.

8 August Update - Bug Fixes and highly requested features

Features



  • Added Tooltips for Classes in the Shop and Tavern view
  • Added the ability to lock the shop.
  • The "NEXT" button now updates to an "EXIT" button when you view your board after a win, to reduce confusion around how to exit the game after a win.
  • Added additional tooltips to the Game UI to help explain more what each button does, and a little more insight into how the gold generation works.
  • Added Tooltips for Classes in the Shop and Tavern view


Bug fixes



  • Fixed Bounty Hunters not correctly tracking their kills, therefore never getting rewarded with Gold.
  • Fixed Slayers not correctly tracking their kills, therefore never getting their bonus.
  • Fixed Diablo's ability text not being filtered by the Effects slider.
  • Escape Key now works to close popups.
  • Changed text on Main Menu Hotkey list from Redraw to Reroll to match the in-game button.
  • Updated Roshan's ability text to remove confusion about how her damage works.



Thanks!


Thanks to everyone who spent time giving feedback over the past few days. It's been extremely valuable to help me focus on much-needed updates first. Thanks also to everyone for showing a lot of grace for some of the issues in the game. I really appreciate the kindness around it. This fix addresses some core issues that players are having.

There are still bigger updates I plan to tackle in the coming days, such as adding an in-game unit and class browser, as well as improving the user experience as a whole, and addressing as much feedback as possible.

Thanks to everyone and I hope you enjoy it!

2x Speed is now live!

Sorry for 2 updates in 1 day. A feature that should have been in a long time ago, find it now next to the "Next" button to speed up waves!

Update notes for August 06


  • Fixed issue preventing new save files from casting crystal abilities
  • Added signpost to explain how to toggle the shop
  • Added coloured blocks in the first level to encourage a more optimal maze