Watsup! It's me Cassel, the lead developer of Ratropolis.
During the past two weeks, the dev team had meeting every single day with each head counted.
Thanks to many people supporting us, we were very happy to develop Ratropolis.
Continued without getting exhausted.
Just like the last development journal, which focused on additional unit cards.
I would like to introduce the newest unit card
- New Ally Unit –

< Medic, a combat support unit >
We have finished creating the Medic card.
We encountered few problems when Medic was used on field.
One of them was that the healing effect of the medic's recovery was hard to notice.
The recovery rate was less visible because friendly health point is not marked in game.
In a battle, friendly units took heavy damage and died instantly before recovery take time.
In the future, we will deal with previous problems by displaying
healed unit's health bar, and include high-class allied units with high health point.

< If you get a plague doctor adviser, the medic will throw a vial to make an effective attack. >
Pike rat was added as a new military unit.
We wanted to grant tiny rats an optimized weapon of choice against large foes.
Pike is my favorite weapon, so we implemented it in the game.

< Pike rat is excellent against enemy charges >
PIke Rat is a unit that reduces movement speed to enemies after being pierced by the pike.
If you deploy multiple pike units, this slow effect may add up. This formation of pike-line is what we had in mind.
Player may find various synergy with ranged guards or defensive buildings.

< Pike Rats, To formations! >
Very first version had a bit shorter range than it is now.
The length of the pike was sufficient to defend Plague Rats in early stages.
Pike was of little use to large foes appearing in later stages. So they were not as effective as they were intended.
So, the length of the pike was buffed, in exchange for attack damage and unit movement speed.
We understand how strong they can get when united. Frequent adjustment will be made to balance this unit.
We are under process of adding a new guardian unit.
Concept of this unit is that the more experience it gains, it becomes more powerful.
and it can only be obtained in a special way.
When class up is complete, the Ratropolis may call him a hero.

< Concept art for Squire, Bachelor, and Royal Guard >


< Bachelor and Royal Guard strikes a devastating blow to its foes possibly with a splash >
To get Royal Guard card, a player must first obtain Knight Bachelor card.
Place the Bachelor on the line of defense and when it survives for a period of time,
Bachelor card automatically turns into Royal Guard, and enters the player's hand.
In the same manner as above, Bachelor card can be obtained from Squire.
Squire requires very careful handling because we set its combat capability very weak.
We recommend assisting it with a Medic card. Because it occupies a large number of citizens,
it is up to each player to choose either safely place it in on the rear of defense, or on the frontline.
Squire /Knight Bachelor/Royal Guard is a one-time card that is removed after use.
If the unit inadvertently dies, the entire city will be deeply saddened.
- Appearance Change in Ally Units –
In addition to adding new units, we added the appearance of existing allied units.
In Ratropolis, military cards can be enhanced with card enhancement.
Enhanced military card units will have higher performance than conventional units.
Many players have strengthened their military cards, but I was sad because there was no apparent change.
So, the enhanced cards have been modified to show advanced appearance than existing units.

< Class 2 appearance of military cards >
Looks are so cute that players cannot resist from upgrading conventional units.
- New Enemy Unit –
In the midst of the game, we now have a new weasel slave that holds a wooden shield blocking any projectiles.
If your defense only consists of guards, weasel slaves will be tricky foes.
Group of guards throwing spears behind the line would not be sufficient picture in the later stages.

< Shield reflects spears and weasels take reduced damage >
Weasel slaves have low health point and attack damage.
If you blend any military card properly into your deck, you will not have much trouble defending.
Following the weasel slave, we have added the elite unit Weasel Shaman.
(The unit that previously used name Weasel Shaman was renamed Weasel Healer)
Weasel Shaman uses magic that increases the attack and movement speed of nearby weasels.
Which makes it a primary target to kill with a military card.

< If the line of defense is broken, citizens will be slaughtered by the swift weasels >
In addition, the appearance and animations of existing weasels have been improved.
Following the weasel, we reworked the lizards that appeared later in the game.
In initial development, we planned the rats fighting a battle with many predators of various species.
However, creating multi-species required huge time and effort on our part.
That's why we decided to narrow predators into very few species such as Plague rats and Weasels.
In the late-game, we wanted to empower certain species to end-game material.
Lizard was re-created to make various units within lizard species.

< Various types of lizards appearing in the late game >
Some lizards emerge from underwater, which makes players think once more when installing defensive buildings or using skill cards.
As I designed predators, I wanted them to have the abilities associated with the cards.
For example, a predator slams the ground, some of the cards in the player's hand may disappear to the grave or
When the enemy uses the skill, a trap card being added in the player's deck.
I thought of the concept of boss that sends pestilence cards to the city, but...
It was too disgusting, and the visual concept was not picked up properly.
Which were reasons why I unfortunately canceled the production.
Later, when a good concept comes up, I would like to challenge again.

< The products that won't see day light >
Following the last development diary, we filled the page with information about the new additions to unit.
Currently more than 30 events are coming up.
In the next Dev Diary, we will look at the newly added events.
Squeak~V
Donations (Tumblbug): https://tumblbug.com/ratropolis
Homepage(Download Demo): https://ratropolis.imweb.me/
Facebook: https://www.facebook.com/CasselGames/
Twitter: https://twitter.com/CasselGames
Watsup! It's me Cassel, the lead developer of Ratropolis.
During the past two weeks, the dev team had meeting every single day with each head counted.
Thanks to many people supporting us, we were very happy to develop Ratropolis.
Continued without getting exhausted.
Just like the last development journal, which focused on additional unit cards.
I would like to introduce the newest unit card
- New Ally Unit –
< Medic, a combat support unit >
We have finished creating the Medic card.
We encountered few problems when Medic was used on field.
One of them was that the healing effect of the medic's recovery was hard to notice.
The recovery rate was less visible because friendly health point is not marked in game.
In a battle, friendly units took heavy damage and died instantly before recovery take time.
In the future, we will deal with previous problems by displaying
healed unit's health bar, and include high-class allied units with high health point.
< If you get a plague doctor adviser, the medic will throw a vial to make an effective attack. >
Pike rat was added as a new military unit.
We wanted to grant tiny rats an optimized weapon of choice against large foes.
Pike is my favorite weapon, so we implemented it in the game.
< Pike rat is excellent against enemy charges >
PIke Rat is a unit that reduces movement speed to enemies after being pierced by the pike.
If you deploy multiple pike units, this slow effect may add up. This formation of pike-line is what we had in mind.
Player may find various synergy with ranged guards or defensive buildings.
< Pike Rats, To formations! >
Very first version had a bit shorter range than it is now.
The length of the pike was sufficient to defend Plague Rats in early stages.
Pike was of little use to large foes appearing in later stages. So they were not as effective as they were intended.
So, the length of the pike was buffed, in exchange for attack damage and unit movement speed.
We understand how strong they can get when united. Frequent adjustment will be made to balance this unit.
We are under process of adding a new guardian unit.
Concept of this unit is that the more experience it gains, it becomes more powerful.
and it can only be obtained in a special way.
When class up is complete, the Ratropolis may call him a hero.
< Concept art for Squire, Bachelor, and Royal Guard >
< Bachelor and Royal Guard strikes a devastating blow to its foes possibly with a splash >
To get Royal Guard card, a player must first obtain Knight Bachelor card.
Place the Bachelor on the line of defense and when it survives for a period of time,
Bachelor card automatically turns into Royal Guard, and enters the player's hand.
In the same manner as above, Bachelor card can be obtained from Squire.
Squire requires very careful handling because we set its combat capability very weak.
We recommend assisting it with a Medic card. Because it occupies a large number of citizens,
it is up to each player to choose either safely place it in on the rear of defense, or on the frontline.
Squire /Knight Bachelor/Royal Guard is a one-time card that is removed after use.
If the unit inadvertently dies, the entire city will be deeply saddened.
- Appearance Change in Ally Units –
In addition to adding new units, we added the appearance of existing allied units.
In Ratropolis, military cards can be enhanced with card enhancement.
Enhanced military card units will have higher performance than conventional units.
Many players have strengthened their military cards, but I was sad because there was no apparent change.
So, the enhanced cards have been modified to show advanced appearance than existing units.
< Class 2 appearance of military cards >
Looks are so cute that players cannot resist from upgrading conventional units.
- New Enemy Unit –
In the midst of the game, we now have a new weasel slave that holds a wooden shield blocking any projectiles.
If your defense only consists of guards, weasel slaves will be tricky foes.
Group of guards throwing spears behind the line would not be sufficient picture in the later stages.
< Shield reflects spears and weasels take reduced damage >
Weasel slaves have low health point and attack damage.
If you blend any military card properly into your deck, you will not have much trouble defending.
Following the weasel slave, we have added the elite unit Weasel Shaman.
(The unit that previously used name Weasel Shaman was renamed Weasel Healer)
Weasel Shaman uses magic that increases the attack and movement speed of nearby weasels.
Which makes it a primary target to kill with a military card.
< If the line of defense is broken, citizens will be slaughtered by the swift weasels >
In addition, the appearance and animations of existing weasels have been improved.
Following the weasel, we reworked the lizards that appeared later in the game.
In initial development, we planned the rats fighting a battle with many predators of various species.
However, creating multi-species required huge time and effort on our part.
That's why we decided to narrow predators into very few species such as Plague rats and Weasels.
In the late-game, we wanted to empower certain species to end-game material.
Lizard was re-created to make various units within lizard species.
< Various types of lizards appearing in the late game >
Some lizards emerge from underwater, which makes players think once more when installing defensive buildings or using skill cards.
As I designed predators, I wanted them to have the abilities associated with the cards.
For example, a predator slams the ground, some of the cards in the player's hand may disappear to the grave or
When the enemy uses the skill, a trap card being added in the player's deck.
I thought of the concept of boss that sends pestilence cards to the city, but...
It was too disgusting, and the visual concept was not picked up properly.
Which were reasons why I unfortunately canceled the production.
Later, when a good concept comes up, I would like to challenge again.
< The products that won't see day light >
Following the last development diary, we filled the page with information about the new additions to unit.
Currently more than 30 events are coming up.
In the next Dev Diary, we will look at the newly added events.
Squeak~V
Donations (Tumblbug): https://tumblbug.com/ratropolis
Homepage(Download Demo): https://ratropolis.imweb.me/
Facebook: https://www.facebook.com/CasselGames/
Twitter: https://twitter.com/CasselGames