Login System Online!

A quick update that isn’t in this week’s patch notes: login systems for Battle Squares are now online!

This means that players will need to create a [free] account in order to play the game. This is a security feature but more importantly allows for tons of new systems to be implemented in the future such as progression systems, chat systems, and more!

Please note that as of now, accounts can only be created inside the game client and not on the website. Accounts previously created on the website are not a part of this system and you will still need to create a new account for Battle Squares if you don’t already have one. Sorry for the inconvenience on this part.

That’s all for now! Hope to see you all in-game!

Up and Coming: Global Events

UPDATE: This feature has been implemented as halftime events in the game (See patch 0.2.0!)


What are Global Events?

Global Events are a plan to make the game even more dynamic while giving players the chance to make a much-needed comeback in a game.

Global Events happen at specific points in the game and will happen at least once per game, but may happen up to 3 times depending on the number of rounds.  These events will affect all players, and are activated automatically in between player turns.

The event that occurs is different every game, but one theme remains the same – the event will give players who are behind a chance to catch up, while also presenting new challenges for players in the lead to have to adapt to if they want to stay on top.


 

Patch 0.1.2!

Today’s patch is about giving more agency to players– that is, allowing players more options to counteract the inevitable randomness of dice rolling, and all while expanding on the options available to the player! Please note that some of these changes will not be live at the official release of the patch but will be released shortly after!

Check out the goodies patch 0.1.2 has to offer!

 

GENERAL:

 STARTING ITEMS!-  At the beginning of the game, all players will be able to choose between 1 of 3 starting items after choosing their power. This item is immediately added to the player’s inventory. (See the items section for the possible starting items).

CLEANING UP THE PARTICLES – The particle effects added in patch 0.1.1 have been tweaked to be a bit cleaner.

OH, AND…. – There are new particle effects.

ANOTHER SLIDER- A new volume slider has been added for sound effect volume in the options menu.

 

BATTLE:

RAISE YOUR SHIELDS – Adjusted the formula for damage reduction based on defense. Without going into too much detail, defense is now more effective at mitigating damage.

BATTLE UI- Tweaked the battle UI to now display the player’s health as a health bar.

BATTLE HASTE- In battle, a player has 12 seconds per turn to decide if they want to attack or retreat per move. If a player waits more than 8 seconds to make their move, their chance to crit on their next attack will be halved. If a player times out before they make their move, they retreat from battle as normal and forfeit an additional 8 AP to their opponent.

ITEMS:

NEW – Shop Coupon:

Cost: N/A

Description: While you hold this item, you get a 5% discount on all items in the item shop. This coupon can be consumed before you roll to visit the item shop. This is a starting item, and cannot appear in the item shop.

NEW – Channeling Rod:

Cost: N/A

Description: While you hold this item, you gain +2 AP any time you roll. This item can be consumed before you roll to instantly activate your chosen power. This is a starting item, and cannot appear in the item shop.

NEW – Battle Standard:

Cost: N/A

Description: While you hold this item, you gain +1 attack and +5% crit chance. This item is destroyed after round 15. This is a starting item, and cannot appear in the item shop.

NEW – Strange Candy:

Cost: N/A

Description: Can be consumed to activate a random effect. This item should probably not be consumed. This is an item that can only be earned from a specific random event, and cannot appear in the item shop.

POWERS:

CHANGED – Stormfury – Now deals 25% of a player’s max health as damage. (Up from 20%.)

 

Bug Fixes:

Swattin’ bugs since 1337.

-Fixed an issue where the “Return to Main Menu” button wouldn’t function properly. (ACTUALLY fixed it this patch, I promise!)

 

Ready to start testing out these changes? [Click here to play now]

Patch 0.1.1 !

What? Another update?!
Yep.

GENERAL:

 THE SUPREME COURT- Successfully suing a player now yields more AP. If the richest player in the game tries to sue someone, it will now always fail.

PRETTY PRETTY PARTICLES – New particle effects are in the game.

ONLY ONE SLIDER- There is now a functioning options menu.

FOR YOUR HARD WORK – More accolades have been added on the end-of-game score screen:

Underdog : Player with the lowest net worth at halftime (+70 AP)

Speed Devil: Player who took their turns the fastest. (+50 AP)9

Magic Adept: Player who used their power the most. (+30 AP)

Untouchable: Player who died the least. (+35 AP)

THE BOARD:

COWARDS – Upon landing upon a battle square, a player will now have the choice of entering the arena or paying 10% of their current AP to abstain from battle.

MORE EVENTS- New random events have been added.

ITEMS:

SWEEPING COST CHANGES – All items in the game that are unstealable have had their AP costs increased by 15 AP. The following items are excluded from the price increase: St. Joan’s Grace, and Professional Legal Team.

NEW – Ol’ Reggie’s Blunderbuss:

Cost: 55 AP

Description: Grants +1 Attack and +15% crit chance.

NEW – Shogunate Breastplate:

Cost: 150 AP

Description: Grants + 4 Defense. Critical strikes against you deal 25% less damage.

NEW – Emperor Quizzle’s Mark:

Cost: 90 AP

Description: Grants +4 Defense. Critical strikes against you deal 4 less damage.

NEW – Precision Bow:

Cost: 60 AP

Description: Grants +3 attack. Can be activated to deal 15 damage to target enemy. While on cooldown, this item does not grant attack.

NEW – Soul Anchor:

Cost: 80 AP

Description: While equip, any attempts to steal items from you will fail. Any time this effect activates, you pay 15% of your current AP.

REINFORCED KEVLAR – Kevlar Vest:

Reduces the damage taken from critical strikes by 8. (Up from 5).

SOME MAFIA TWEAKS – Tommy Gun:

Active damage increased to 10. (From 5). Active effect cooldown increased to 4 rounds (From 2). Cost increased to 120 AP, and still grants its attack bonus even when on cooldown.

SHE’LL NEVER LEAVE YOU – St. Joan’s Grace:

No longer has a chance to be consumed. You can keep it!

A LIL’MO HEALING – Bandage:

Healing increased from 35 HP to 50 HP.

MMM MMM GOOD – Fresh Pizza:

Health restored increased from 15 to 30 HP.

BATTER UP – Enchanted Slugger:

Now has a new icon.

JACK ATTACK- Old Jack’s Blackjack:

Now has a new icon.

POWERS:

NEW – Earthen Might – Causes an earthquake which deals 10 damage to all players and causes them to be Shell-Shocked. Shell Shocked players cannot activate items or use their powers. A player can choose not to create an earthquake and gain +1 defense permanently instead.

NEW – Stormfury – Deals 20% of a player’s maximum health as damage. The player can cast this ability on themselves to instead gain +3% crit chance permanently.

SNIPPED – Smite

SNIPPED – Earthquake

 

 

 

Bug Fixes:

Swattin’ bugs since 1337.

-Fixed a possible exploit. ( Shout out to SyCo and Jacob 🙂 )

-Fixed an issue where the “Return to Main Menu” button wouldn’t function properly.

-Fixed a bug where the “Penny Pincher” accolade was awarding the player who spent the most in the item shop. (oops :P)9

Ready to start testing out these changes? [Click here to play now]

Huge Upcoming Changes: An Update

Back in December an update was posted describing some of the huge sweeping changes to the battle system.

And while significant changes are still coming, it might be best to explain some of the changes to those changes that are being worked on right now.

See the original post here.

Back in the original post I mentioned changes to the battle system: introducing a ton of new stats, new combat abilities, and promising a lot more options for how players could battle each other in more interesting ways and make meaningful choices along the way. To clarify, that certainly will happen, but I’ve decided to go a different route. So what does the future of battling hold?

 


 

New Combat Abilities

This was something too good to pass up. An array of new combat abilities will be available to players in the near future. What has changed is how players will gain access to these abilities. Rather than allow players to choose combat abilities at the beginning of the game, combat abilities will be unlocked through items.

 

The item store will begin carrying new items which grant access to combat abilities. While holding one such item, in addition to the basic “attack” and “retreat” options, they will be able to use their combat abilities which have a wide variety of effects to make combat more dynamic. Many of the items currently in the shop will be reworked to be more diverse and support these combat abilities.

As a result, another major change will be the addition of the spell power and spell resist stats. Any other stats mentioned in the original post are not planned for implementation yet.

Lastly, note that the combat abilities mentioned in the previous post will most likely be completely redone or removed, as they were intended for a different system.

That’s all for now, as usual leave feedback on these new changes as the hope is that they’ll change the game for the better.

 

 

 

Patch 0.1.0!

The first ‘major’ patch to the game!

See something you like? Something that can be improved upon? Don’t hesitate to leave a post in the forums! Here are the changes shipped with patch 0.1.0:

GENERAL:

PREPARE FOR CATASTROPHE – More random events have been added.

DEBT FORGIVENESS – When a player starts their turn with less than 0 AP, their AP will be reset to zero.

ACCOLADES & SCORE SCREEN – A new score screen has been implemented at the end of the game. Each player’s net worth will now be displayed and can be modified by a new accolades system. Accolades award AP after the game has finished based on different categories. (ie: Unluckiest player — +50 AP).

 

BECAUSE OF YOU, AUSTIN – Error messages such as “That item can’t be used or consumed!” will now only be sent to the player who created them, not everyone in the game.

DON’T EVEN THINK ABOUT IT-  Anti-Cheat systems have been added.

ITEMS:

 

 

CHANGED –  Professional Legal Team:

Now decreases the chance of successfully being sued by 70% (Up from 50%). Cost increased from 150 AP to 180 AP.

CHANGED –  Encrusted Shield:

Chance of being consumed after blocking a steal attempt reduced from 50% to 30%.

CHANGED –  Gladiator’s Stronghelm:

Cost increased from 220 AP to 280 AP. (This item was ridiculously efficient…)

CHANGED –  Odnamro’s Greatsword:

Cost increased from 180 AP to 220 AP. (This item was also ridiculously efficient…)

CHANGED –  Ol’ Jack’s Blackjack:

Cost reduced to 30 AP (From 32). But no longer deals damage to the target player.

CHANGED –  Gladiator’s Stronghelm:

Cost increased from 220 AP to 280 AP. (This item was ridiculously efficient…)

POWERS:

NERFED-   SPRINT: A player can now only sprint up to 6 spaces away, and for each space they move forward, the player must pay 6 AP.

 

Bug Fixes:

Swattin’ bugs since 1337.

– The Professional Legal Team item can no longer be stolen.

Ready to start testing out these changes? [Click here to play now]

Huge Upcoming Changes!

Hello!

 

With the re-launch of Battle Squares, we’ve seen numerous item changes, bug fixes, board changes, and new content to enjoy. While looking at some of the commentary you guys have provided, over the next few patches you can expect some really large changes to the game.

 

New items? Yes of course.  New powers? Mhmm. New squares, item stats, a new board, and a completely reworked UI? All of these things you can expect, but the set of changes I’m talking about are even bigger than these– and why? Because these changes are targeted at how one of the game’s core mechanics works: Battling.

 

Battling is a straightforward endeavor; You choose to attack, or you choose to retreat. In these turn-based round robin conflicts, the winner is pretty clear most of the time: the person with the better stats almost always wins. While the game offers some interesting ways to get the upper hand on your opponent outside of battle, there are really only a simple set of rules governing when it makes sense to fight, and when it doesn’t. If your opponent has better stats than you, you’d better hit that retreat button and forfeit the AP. While this simple system is mildly entertaining and simple, its very lack of complex and diverse interactions can make for a lot of uninteresting outcomes. While stats should be a main factor in determining a victor, other things like player choice should also be considered as well as creating meaningful interactions between players. (Yes, other than just mashing one or two buttons).

 

So without further adieu, let’s get into some of the planned changes. Keep in mind these are mostly tentative, and highly subject to change before they’re actually implemented.

 

STAT CHANGES

Some stats have been renamed, and new stats enter the arena!

Attack – Increases the damage of physical attacks. Remains unchanged.

Critical Strike – Increases the chance of dealing significant bonus damage on physical attacks. Remains unchanged.

Defense – RENAMED to Armor. Armor increases your resistance to physical attacks.

NEW – Spell Power – Increases the damage of magical attacks.

NEW – Aptitude – Increases the chance that magical attacks can critical strike. (Magical attacks typically crit for more than their physical counterparts).

NEW – Spell Resist – Increases your resistance to magical attacks.

NEW – Agility – Increases your chance to dodge incoming attacks. Attacks that are dodged deal no damage.

NEW – Energy – A stat used only in combat to determine how many actions a player can perform on their turn. More on this later!

 

And with these new stat changes comes a host of new possible items! Stay tuned for those.

 

COMBAT OPTIONS

 

Players have  10 max energy which is used to execute actions in combat. When a battle starts, players start with 5 energy and at the start of each player’s turn they gain +1 energy.

 

Basic Actions

Basic Attack – Deals 1.1-1.8 damage per ATK you have, plus a random value between 1-6.  This attack has a chance to critical strike, and critical strikes deal 2.2-3.8 damage per ATK you have plus a random value between 3-9.

(This is unchanged from the current version). This is a physical attack. Costs 2 energy to perform.

 

Pass – Skips your combat turn and generates +1 energy.  

 

Retreat- Ends the battle with you paying AP to the opponent. (Unchanged).

 

Combat Skills

And now for the largest part of the change… Combat Skills.

 

At the beginning of the game, every player will be able to choose 3 combat skills. These skills give the player extra tools to use in combat such as castable spells, special attacks, or other abilities with effects ranging from in-combat healing, or weakening your opponent to perform a deadly combo. While combat skills are still being planned and tweaked, here are just a few that players will be able to choose from.

 

 

icon_128x128_98

Performs a special attack which deals (175% normal attack damage + 1 per ATK) physical damage. This attack cannot be dodged.

 

 

Relentless Strike 

icon_128x128_53

Rend

Performs a special attack which deals (50% normal attack damage) physical damage instantly, and another (30% normal attack damage) for the next 3 turns. 

 

 

icon_128x128_126

Power Strike

Charges up your weapon and gives you +3 Spell Resist for 1 turn. Your next basic attack will deal (110% normal attack damage) physical damage plus (2 damage per Spell Damage) spell damage.

icon_128x128_37

Fists of Fury

Launches four quick attacks at your opponent, each dealing (60% normal attack damage) physical damage. If all 4 attacks land successfully, you deal an additional 15 magic damage to your opponent.

icon_128x128_86

Psychic Blast

Fires a psychic blast at your opponent, dealing (2.5 damage per Spell Power + 4) spell damage. On your opponent’s next turn, they may not activate items.

icon_128x128_101

Torchfire Bolt

Shoots a torchbolt at your opponent which deals (2 damage per Spell Power +7) spell damage. Your next torchfire bolt against your opponent deals 10% more base damage.

**Note that Energy costs are not listed, as the numbers are still being tweaked.

 

 

These are just some of the combat skills in store! Keep in mind that these are still tentative and a lot is still subject to change as tuning happens. Still, feel free to leave a response either here or on the forums with your thoughts!

 

 

Patch 0.0.7

First patch since the re-release and its getting a lot better this time around! Putting to rest a lot of the issues with previous versions along with new items, a patcher, and changes to the board!

GENERAL:

WALKING AIN’T FOR WIZARDS – Pawns now move instantly to the correct spot after rolling, instead of walking to the square they land on.

BATTLE REWARDS – When a player flees from a battle they now lose 8 AP + the current round in total AP, up to 30 AP total.

CONQUEST – When a player is outright defeated in battle, they give 20% of their current AP to their attacker.

NOT THAT YOU WOULD NEED IT- The main menu quit button works.

GROWING STAKE – While there is money in the pot, the money in the pot increases by 5 AP each round. The money in the pot is now capped at 150 AP.

THE BOARD:

MORE CHOICE – An Omni-Square has been added to the board, replacing a Red-X Square.

COURT IS IN SESSION – The courts will now hear cases during the last 5 rounds of the game.

ITEMS:

NEW – Restorative Charm:

Cost: 40 AP

Description: Restores 20% of missing HP at the end of every turn. (Always restores at least 3 HP at the end of your turn.)

NEW – Frozen Shield:

Cost: 175 AP

Description: Grants + 8 Defense. If a player inflicts a critical strike on you, deal 5 damage back to them.

THIS ONE IS FOR YOU AUSTIN – Manual: Human Pressure Points:

Cost increased from 65 AP to 70 AP. 

AND THIS ONE – Self Defense Guide:

Cost increased from 60 AP to 70 AP. 

OOPS-  Kevlar Vest:

Now properly grants +7 defense instead of +7 attack. Also fixed an issue which caused the vest to sometimes ignore damage dealt.

POWERS:

CHANGED – Earthquake: Now deals 11 damage to all players (Up from 9.) But no longer applies the Shell Shocked de-buff.

 

 

 

 

Bug Fixes:

Swattin’ bugs since 1337.

-Fixed all known bugs with de-synchronization, especially involving movement.

Ready to start testing out these changes? [Click here to play now]

Update: Coming Back Soon!

Hello!

Been a while since this game has been updated, but with things getting settled now you can expect the game to make a full return in all its glory soon!

So what happened?

Well, Unity Web Player has been phased out by most mainstream browser services, so playing the game online is no longer practical. In addition with school and other projects, it has been hard finding time to work on the game further. But with winter break around the corner and the stars aligning correctly, you can expect Battle Squares to make a full return as a standalone downloadable game. All the features you’ve come to know will be there, with new patches coming down the way. There’s still a lot of work to do, but hopefully in the coming weeks the game will improve a lot!

 

Looking forward to re-releasing the game for you all to enjoy once again.

 

Update: Changing Platforms

In the coming weeks, you can expect to find more than game patches being released for Battle Squares. With this post comes a somewhat key decision to switch the platform from web-hosting to a downloadable client for players to use.

What does this mean for the average player?

  • Reliable UI Appearance (There were some issues with this for users with lower-resolution monitors.)
  • Better performance.
  • Faster load times.
  • Browser-independent support

Originally, this was intended to be a browser-based game, however with the growing patch updates and compatibility issues that have been encountered recently, it’s become more and more apparent that the game platform would have to change. Switching the game from a web player to a standalone won’t be easy, but ultimately this is the best route for the game (And it was inevitable!) . Keep an eye out for future updates on this.