Early Access Release v0.3.4


Super happy to announce an early access beta is now available! There’s so many great improvements in addition to new levels and units that you should definitely check it out even if you’ve played the previous demo. Many of these changes wouldn’t have been possible without the support and feedback of demo players, thank you all so much!

While in beta, the game will be pay what you can. I think this is fair and will be much easier to support than trying to update the full beta game and a separate demo version. The next major release is planed to include revised art, an additional story chapter and skirmish map. Now on to the good stuff!


In this Update

  • New story chapter: Baraquel’s Eighth Trial
  • New skirmish menu with location selection
  • New skirmish map and dark mode alternates
  • New skirmish units: Muskrat Captain, Muskrat Fighter, Vole Raider, Vole Rat Hunter
  • New enemies in story mode
  • New abilities
  • Added animations to many unit actions
  • Added difficulty selection to story chapters
  • Board tile now have chess board alternating color scheme
  • Lighting and material improvements
  • Increased animation speed for unit movements
  • Various bug fixes and minor improvements

Known Issues

  • Story mode difficulty prevents enemies from successfully using self- or ally-targeting abilities.
  • Story mode may fail to prevent enemies from hitting the player
  • Muskrat raider has incorrect defense value
  • Muskrat captain’s hat model has some bad geometry
  • Unit imager cuts off some weapons for skirmish unit display
  • Projectile animations may start and finish at the wrong locations
  • Lighting for dark levels can appear too intense in some cases

Thanks once again for your support! Feedback can be left in the comments or @ratwitchtactics

Files

rat-witch-tactics-win-beta.zip 29 MB
Version 0.3.4 Apr 25, 2019
rat-witch-tactics-osx-beta.zip 37 MB
Version 0.3.4 Apr 25, 2019

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Comments

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Hello again! I tried the game again but I still cannot seem to get past the first chapter. Doing all the rooms in succession was a bit difficult, and it's try again after spending so long on one run. Would there be any chance for a save or checkpoint system? 

(+1)

Oh no! Sorry to hear that. I've experimented with save/continue but haven't found a way to carry over status effects yet. This was more aimed at being able to stop playing and come back to where you were, not necessarily a checkpoint system. I'll have to play around with that use case to see if it's possible as well. What difficulty were you attempting? Sorry for the delayed response. Thanks for playing again!

Here's to hoping you get a chance to complete your project eventually. Looks like a great concept.