Tooth and Tail

Tooth and Tail

ReForge Reborn
Showing 1-5 of 5 entries
Update: 28 Nov, 2024 @ 4:43am

New unexpected issues appeared so I'm doing some emergency patch.
While also performing more balance changes.

- Misc -
• Credits: Some skins were taken from the old ToothandTailskins.eu and for so, they are not mine. A credits.txt file is stored within the mod.
• Maintenance: Cleaned some deprecated mod files.

- GAMEPLAY -
• Bounteer: Due to melee users not triggering the active +5 meat generation on kills, here's an overhaul of the Bounteer system. Snakes would barely get any bounty either way.
ㅤ- Each sucesfull melee hit against one actor (Commander, unit...) give their respective team +1 meat.
ㅤ- So to compensate this, every Bounteer is being slightly nerfed due to combat fairness. They still lose +5 meat counter on death.
ㅤ- CRITS! doubles the value from this mechanic.


- TIER 1 -
• Squirrel:
ㅤ - Now heals for [1] after on entering Reload.
ㅤ- Slightly nerfed the attack speed from [0.15] to [0.18]
ㅤ- Reload time changed from [1] to [1.2]
• Lizard:
ㅤ- Nerfed base health from [8] down to [7]
ㅤ- Slightly nerfed the attack speed from [0.75] to [0.90].
• Mole:
ㅤ- Fixed an issue where Rejuvenation was not working properly due to having duplicated Events.
ㅤ- Reduced the healing value from Rejuvenation from [1] down to [0.9]
- Now heals for [1] for every sucesfull hit.
ㅤ- Slightly nerfed the attack speed from [0.75] to [0.95].
ㅤ- Changed the visuals. Army selection icon is still pending.
• Nightbringer:
ㅤ- Additionally, Nightbringers now steal 1 meat (-1 meat counter to an enemy faction) for every sucesfull attack against an actor.
• Duskblade:
ㅤ- Duskblades are now considered Slayer.
ㅤ- Attack Speed got buffed up to 0.3.
ㅤ- Reduced the time needed to Cloak from [0.3] to [0.2].
ㅤ- No longer levels up.
ㅤ- No longer considered Bounteer. So no longer loses 5 meat on death or gains 5 meat.
ㅤ- Nerfed base health from [7] down to [6]
ㅤ- Now heals for [1] after upon Stealth.


- TIER 2 -
• Falcon:
ㅤ- Damage overall slightly buffed up to [0.4]
ㅤ- Now stores [50] bullets in their magazine.
• Snake:
ㅤ- Undocumented change. Snakes now heal [1] per shot.
ㅤ- No longer considered Bounteer. So no longer loses 5 meat on death or gains 5 meat.
• Chams:
ㅤ- Entering [Stealth] now dispels [Daze].
ㅤ- No longer [Heal Block] units.
• Shunk:
ㅤ- Removed Shunks targetting Structures. They dealt no damage and gas does not affect Structures. (Not gonna implement this)


- TIER 3 -
• Owl:
ㅤ- Mice will no longer apply [Poison].
ㅤ- If one Mice manage to kill one unit, that Mice replenish health entirely.
• Wrong Robin: Removed the status effect of the Bullet Counter.
• Yaar' Volkov: I present you the last T3 of the set.
ㅤ- Base health is [50]
ㅤ- Heals every [5] seconds, dispels [Daze] and [Poison] in a 3 tile radius.
ㅤ- Due to combat fairness, pirate Volkov will not get Stimmed.



- Structures -
• Neutral Cabin:
ㅤ- Damage increases from [1] to [3].
ㅤ- Base Health increased from [50] to [60].


- MAJOR UPDATE COMMING UP -
A new Army Selection order is comming up on the next patch. This will be another major update that will hit live probably onwards 2025.
While I understand this can make macro harder than the regular TnT, it helps understanding the formation roles while sorting units.
This way, we can define the identity of each of the unit more properly. While some of them can't outshine like they do in vanilla, keep in mind some of these changes are experimental.
ㅤ- (Tnk) Tank, (Fhtr), Fighter, (Brk) Breaker, (Sly) Slayer, (ST) Support,
ㅤ- T1: Mole (Tkn), Squirrel(Fhtr), Lizard(Fhtr), Toad(Brk), Nightbringer(Fhtr), Duskblade, Pigeon(ST)
ㅤ- T2: Chams(Brk), Falcon(Fhtr), Snake(Fhtr), Ferret(Sly), Shunk(Brk), Plague Caller(ST)
ㅤ- T3: Boar(Tkn), Owl(Tkn), Wolf(Tkn), Wrong Robin(Fhtr), Fox(Sly), Badger(ST),PirateVolkov(T3 Healer)(ST)

Update: 19 Nov, 2024 @ 8:06am

Since the last release of this mod, some of you experienced desynchs while playing, and so I did.
So I just checked the mod again and figure it out that there were some weird stuff going on.

Tons of megafixes!
Also, cleared some deprecated/unused files inherited from old Reforge mod.

- GAMEPLAY -
• Tanks and Rejuvenation interactions:
ㅤ- Fixed the tank mechanic interation overall. Some status weren't working properly, so tank icons would still pop up despite being [Heal Block].
ㅤ- Damage won't stop the [Rejuvenation] effect but [Poison] and [Heal Block] will.
ㅤ - From now on [Rejuvenation] won't dispell [Daze] anymore.
ㅤ- Fixed also the healing recovering value as it was high than intended. from [5] down to [2]. It was 0.3 on paper but slightly buffed to 1.

• Army selection: Remade the trait section of most of the cast to provide more information about their role:
ㅤ- AOE: This unit deals damage in a small area. Which can hit multiple enemy units.
ㅤ- CRITS!: This unit can do critical damage to a specific type of unit. Can be flying, Structure..
ㅤ- Tanks: Generally strong T3 which can level up twice gaining base HP. They can regenerate health over time and damage will not stop this recovering.
ㅤ- Supports: Uncommon units that can aid tanks, or other units in some way. Healing, clearing debuffs.. They are fragile but they have bonus move speed.
ㅤ- Breakers: Specific units that can [Heal Block] or [Poison] units. They usually deal small damage compared to other units but can counter Tank mechanics.
ㅤ- Slayers: Glass cannons that can easily dispach units on the battlefield. They have overall a good gimmick.
ㅤ- Fighter: Common frontline units.
ㅤ- Bounteer: Units that generate +5 meat per every kill. But lose -5 meat if that unit dies.

The reason that some units got Bounteer removed, like Duskblades is because when an unit kills another one with a StatusEffect, (poison, aflame..) the killer got no reward registered.

- TIER 1 -
• Squirrel: Victory cry healing effect removed. Now that effect will grant [Stim] for 0.9 after killing blow.
• Lizard: Fixed an issue where the Heal particle would spawn indefinitely while healing in territory.
• Mole:
ㅤ- Remade their XML since there was no tank mechs working at all despite being declared tank.
ㅤ- For balancing purposes, Mole Rejuvenation value will be [1] instead.
ㅤ- Now heals for [1] on Hit.
• Toad:
ㅤ- Fixed an issue where after being damaged, [Stim] would not pop up.
ㅤ- Also, the explosion will trigger [Heal Block] now.
• Nightbringer:
ㅤ - They use [Crow] visuals now from EELuminatus.
- Also, now Nightbringers heal over time instead of a flat heal value [1].
ㅤ- Crits! now heal Nightbringers for an additional [1].
• Duskblade: Entering [Stealth] now dispells [Daze].


- TIER 2 -
• Falcon:
ㅤ - Damage overall reduced drastically down to [0.3]
ㅤ- Now stores up to [60] bullets in their magazine.
ㅤ- Reduced the time needed to start firing.
ㅤ- They will overload after getting out of bullets starting to fire themselves for [10] seconds.
• Plague Callers: Removed the healing progress icon status when allies being healed.
• Snake: Now the duration of their poison is set to [3]. It was [1000] seconds.
• Chams:
ㅤ- Entering [Stealth] now dispells [Daze].
ㅤ- No longer [Heal Block] units.


- TIER3 -
• Badger:
ㅤ- Fixed an issue where the damage would not stop Badger's [Heal Timer].
ㅤ- Slightly buffed base health from [40] up to [50].
• Wolf: Removed the [Contract] trait. He won't gain/lose any meat regarless territory.
• Owl:
ㅤ - Slightly buffed base health from [50] up to [60].
ㅤ- Reduced temporary living timer from [30] to [20].
ㅤ- Reduced base health from [7] down to [6].
ㅤ- Mice will apply [Poison] for 1 second per attack.
ㅤ- Mice will damage in a small 2 tile area all the nearby enemies for [1]. Does not affect flying units. [Removed temporary]
ㅤ- If one Mice manage to kill one unit, that Mice replenish health entirely.
• Wrong Robin:
ㅤ - Nerfed down the 4th shot damage from [2] to [1.8]. Damage to structures remains the same.
ㅤ- Nerfed down the Range from [5] to [4].
• Fox: Now Fox will shot slightly faster.


- Structures -
• Landmines: Along Toads, the explosion from the Landmines will trigger [Heal Block] now.

- Pending -
• The CRIT! bug: I'm aware that there's a bug where the CRIT! font will stay at the place forever. Even while being on Fog of war.
I don't think there's a fix for that by my side though. I did some workarounds in order to patch this.
Still, expect it happening. Last resort is just removing them entirely.

Lastly, I would like to thank you whoever still plays this little mod. I have it abandoned for a long time, mostly because work issues and irl stuff.
I can say, this is not the last time I'm gonna update this mod.

Update: 8 Feb, 2021 @ 6:30pm

> MAINTENANCE
• Cleaning: Removed some deprecated weapon files.

> GAMEPLAY
• Fixed: Boar could get [Slow] infinitely unless getting healed by a Pigeon.
• Fixed: Squirrels were applying [Broken Reg] while shooting.

• Now tanks will have an Icon over healthbar while having regeneration. And will fade if [Poison] or [Heal Block] triggers on them.

Update: 6 Feb, 2021 @ 7:28am

• Fixed: Tier 1 production cost was more expensive that inteded.

Update: 6 Feb, 2021 @ 6:29am