Matruchus: Can you talk more about the campaign. What kind of missions there are. How many different unit/buildings will we be able to field simultaniously in the campaign. Is there a random pick for units/buildings in skirmish/multiplayer or can we freely pick what we want to use every time or can be that setup as we want to. Is there a setting option for skirmish to make farms not go fallow? Like a old style deatmatch mode with unlimited ressources? How long are campaign missions in general and how many missions are there per faction?
Also how is the unit balance. Moles seem to me a bit OP at least in the beginning of the game. I saw a couple of mole rushes in online gameplay.
Same question about Linux as Reglisse above.
Edit: I preordered the game so cant wait for release on tuesday. Though missing Linux version itches.
The campaign has a linear story with LOTS of deeper, optional side story. Each mission is of a similar length to multiplayer matches: 5-12 minutes. They all have predefined army compositions, such that each mission plays like a puzzle in and of itself. The missions each have a unique set of world generation parameters, meaning that while every time you play a mission, it will have a different layout, it will have a similar feel. One mission will always be forested with one large lake, another will have narrow passages winding through desert foothills.
There is currently no setting for preventing farms from going fallow, although that would be an easy thing to mod if you wanted to try it out! 6 missions per faction, 4 factions. In practice, the story mode is between 10 and 20 hours long, but extremely replayable.
Moles are definitely something to watch out for in the early game, especially in multiplayer! Always watch out for the mole rush ;)
Midnight_Wolf: Is this game an Armello knock-off?
The developers of this game are probably more respectable than League Of Geeks though. :)
Ha! I love LOG SO WATCH YER MOUTH YA RAPSCALLION! :D
And no, it's not an Armello knockoff. Screw those League of Geeks people.
Plokite_Wolf: What ultimately caused you to create what is realistically just one faction with different colours and leaders? All other RTS games (save for 8-Bit Armies, don't get me started on that one) had at least two factions at release which differed either in units/technologies or some sort of bonuses, so four identical factions in Tooth & Tail comes off as the cheaper way out of "imbalances"?
It's not at all cheap! Every single match will be different in that you can pick any six units. We didn't give specific abilities to the commanders, because we didn't want to have that single choice limit playstyle so significantly. We also wanted the world to feel like a real world, so we made the choice to prevent players from picking the same character in the same match. That choice is also one we made in Monaco.
There's a really interesting talk by the Towerfall devs about how making the character choice be aesthetic only freed players up to role play more because they weren't forced to pick their faction based on function. Google it!
Midnight_Wolf: Is this game an Armello knock-off?
The developers of this game are probably more respectable than League Of Geeks though. :)
F4LL0UT: Seems to be a very different kind of game than Armello, excluding the fact that it's anthropomorphic animals fighting. Personally I had to think of another game, on the other hand, Factor 5's cancelled game
Animal Wars, which I incidentally only learned about several days before I found out about Tooth and Tail, lol. But again, different genre, just an even more similar setting as far as I can tell.
Anyway, I'm thrilled by what I've seen of Tooth and Tail so far, I have literally no idea what to ask right now, however.
That's all i need to hear, friend :) No questions necessary!