Major Quality of Life Improvements! - v0.2.47


Took two weeks off, got married, ate too much, and now I’m back with some major improvements! This release provides a number of changes that directly address player feedback regarding the flow of the game. Some of these things felt invisible to me after having been so used to them during testing, but once they were pointed out, I couldn’t unsee them. Overall things move much quicker and there’s less redundant player input needed to do things like determine the chance-to-hit and confirm using abilities.

Another long overdue change addresses an issue with chained ability effects. Previously when using an ability like Whirlwind Strike that deals damage and has a knockback effect, each of these effects were rolling their own chance to hit. Now with this update chained effects are considered automatic hits if the initial action hits. This doesn’t apply to special abilities like Double Pinch and Triple Chomp that are intended to have multiple damage effects each with their own chance to hit.

New UI Element: Multi-target Indicator


If you’ve already given the demo a go, now’s a good time to try it again. Feedback is very welcome and makes updates like this possible. Thanks for your support!

In this update

  • Ability target state now displays hit chance information.
  • When there is a single target for directional abilities double confirmation is no longer needed.
  • Abilities that only target a single tile no longer require double confirmation.
  • Hit chance info now displays an indicator when there are multiple targets.
  • Chained ability effects are now automatic hits if the primary effect hits.
  • Increased the speed for cursor movement of AI units and reduced delays between actions.
  • Fixed a bug where the info display panel was shown for AI units.
  • Added longer cool down to bone hurl ability.

Known issues

  • Secondary character panel shows the casting unit for some abilities when it shouldn’t be shown at all.
  • Appears to be a long standing bug with breach opening placement height when breaching from a tall height to a room where the floor is an entire layer of 1 height blocks.

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