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Version 1.1.20: New classes, cross-path skills, speed improvements, and more!

Together in Battle · Community Announcements · September 14, 2026

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Greetings, tactics fans! It's been a few months since our last update, but the wait is over!

As a certain SRPG juggernaut with an odd (one might say unbeWeaveable) amount of overlap* with TIB bears down on us, the time seems right to drop some goodies for those of us presently without the means to acquire a Switch 2.

Together in Battle may not have Functionally Infinite Gacha Money behind it, but it does still have some things that Fortune's Weave does not: deeply customizable shareable characters, a dynamic social sim layer, elevation mechanics, multiplayer, roguelike mode, a campaign editor, and now...

...three (3) new lissit classes!

Yes, you read that correctly! I heard some folks out there were hankering for more lissit class options, and so I spent weeks designing and hiring artists to expand things some more for our scaly friends. The result: a new whip-wielding class, the Wachikit, along with two promoted variants!


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"Wachik" is a lissit word. Believed to have originated as an onomatopoeia for the sound a whip makes, the wachik is a traditional lissit hunting whip--and "wachikit," the term for those who have devoted themselves to mastering the wachik.

As the first proper lissit ranged class, Wachikit are unique in that they deal slashing--not piercing--damage, and they attack at a very specific range: exactly 3 tiles away from their targets. In exchange for this range limitation, Wachikit gain access to a wide array of cool and distinctive abilities: they can scale trees and cliffs, drag enemies at range, disarm enemies, entangle targets, rip flyers out of the air, and--of course--whip characters or objects and use them as anchors to swing and leap across obstacles without ending the turn!

Accompanying the new Wachikit base class are two new classes for promoted Wachikit: the Lasher and the Winged Serpent. The Lasher gains raw attack power and access to the free-action attack Quick Lash, while the Winged Serpent gains dodge and unlimited use of Whip-and-Leap to fly across the battlefield with an absurd level of mobility.

Here are the related change logs (I've omitted the logs describing all of the wachikit skills, by the way--I think it'll be more fun for you to discover those yourself!):

As a fun bonus, I've created a new downloadable custom character for folks to play with: Wipetiss Chikak! She's fast, she's strong, she's loyal, and she's fully decked out with unique, malaprop-laden custom dialogue. Head over here and copy her code, then import her into the game and have fun! 😉

Cross-class advancements are now a thing!

I've long felt that there were a few multi-class combos in Together in Battle that just didn't have enough synergy to be really worth pursuing. To address this, I've added a new engine feature: reclassing can now trigger "cross-class" skills based on which other classes the character has learned in the past!

When triggered, a cross-class advancement gets quietly added to the character's skill progression. This opens the door to certain suboptimal class combos suddenly gaining unique utility. The first beneficiaries of this system are a subset of fighter/caster hybrids:

I didn't stop there, though; Engineers got some love, too:

Now, I don't know if an all-lissit team backed up by a Cryokineticist-Architect would be optimal--but I do know that it would be damned fun to see in action.

That's all for this round of cross-path advancements, but I'd love to push this further. Have any fun ideas for cross-path advancements tied to particular class combinations? A big boost to throwing axe strength and range for Axefighter-Kineticists, say; or a Steam Geyser attack for Pyrokineticist-Cryokineticists? I want to hear your craziest ideas! Come share them on the Discord or shout them out in the comments below! 🙂

We have speed improvements!

For those of us not blessed with the patience or free time to luxuriate in this game's hard-won bounty of fluid animations, I've sped things up a bit!

With these changes, TIB feels genuinely feel snappier and more responsive now--and that's a win in my book. Thanks to the players who kept bothering me about this!

We also have miscellaneous improvements not encompassed by the above!

We have bug fixes, too (because of course we do)!

And last but not least, we have improvements for custom campaign makers!

As for that next game I mentioned...

Remember how I said that I knew what my next game would be? Well, guess what? I'm now roughly 50 single-spaced pages deep on the design doc, two-thirds of them devoted to sketching out the story and a further 1/5th devoted to further fleshing out the cast. I'm working with artists, I've hooked in the composer, and pre-production is moving along!

I'm still not going to tell you what the game actually is, of course--but I will say that you can expect to hear a good deal more about it sometime next year! I suspect you'll be pleased. 😉

Until next time, friends!

Tactically yours,

Craig

* a gladiatorial arena SRPG with a calendar system, multiple plotlines, scheduled qualifier matches, unscheduled pickup matches, a jobs board, and--of all things--a 3-range shadow-teleporting ability that can be followed up by other attacks!

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