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.
Performs a special attack which deals (175% normal attack damage + 1 per ATK) physical damage. This attack cannot be dodged.
Performs a special attack which deals (50% normal attack damage) physical damage instantly, and another (30% normal attack damage) for the next 3 turns.
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.
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.
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.
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!