In this update I am adding mines and a few turret types. They cost "block currency," the same currency you use for blocks and structures. They also work the same way that blocks do, so if you don't have any units left, just the mines and/or turrets, you will lose the battle. I may change that later on, I will see.
Mines work on a proximity basis, when enemy units get near them, the mines explodes dealing AOE damage. I originally was planning to make the mines invisible, and maybe make it so that nearby officer can reveal mines. I may modify how mines work later on.
Turrets are stationary, and have a limited angle of rotation. It means that they can only target units that are in a narrow cone in front of them. There are currently two types of turrets, the Fort Cannon, and the Fort Gun. The Fort Cannon is similar to the ordinary cannon, while the Fort Gun is similar to the Gatling Gun. My original plan was to have the turrets have limited ammo but for now I made them with infinite ammo. I may change that later on.
In the next update I hope to add a way to overwrite the 4 pre-made structures with your own. This feature is already partially implemented in the game, but currently it's disabled. I need to work on it a bit more before I can release it.
I also want to experiment with the idea of a player controlled unit for Conquest Mode. Perhaps some sort of hero unit that can level up and get new weapons and skills. I will see if something like that will work with this game.
That is all for now.
Thanks!
Block Materials, Unit Drag Selection, Copy/Paste
Hello everyone!
It's been a while since the last update. I've been busy with some personal things plus I had some difficulties with some of the added features, but here is another update.
First, I'm introducing block materials. Instead of only wooden blocks, there are now rubber and reinforced wood blocks for all types. There are 3 buttons at the top of the block UI that allow you to select the material. Reinforced wooden blocks are the strongest, and also most expensive. Rubber blocks are slightly cheaper and weaker than reinforced blocks, but they bounce back cannon balls. Wooden blocks are the original blocks that were already in the game.
Next, I've added the option to select multiple units at once during the building phase. You will notice that there is a button that says "ISO" next to the play button. This button toggles between top down isometric view, and the normal 3D view. While in ISO mode, you can click and drag with the mouse button to select multiple units. When multiple units are selected you can press the M key to move them, the C key to copy them, and the Delete key to delete them. This works with blocks as well.
I've also added an Autosave option to Conquest Mode. The game will periodically save your progress from time to time, in case you forget to save.
Some bugs have been fixed as well.
That is all for this update.
I'm hoping to add some turrets, and maybe mines in the next update.
Thanks!
Conquest Mode, New Factions, Tech Tree
Hello Everyone!
Hope you are all having a good start to the new year.
A new update for Wooden Battles is here! The Winter Mode is now removed from the game, but there have been some major changes to Conquest Mode.
Conquest Mode now has 2 new factions, Purple, and Teal. The map has been expanded to make room for the new factions.
A tech tree has been added to the game. You will notice that all of your units are now locked, except for the rifleman. You have to unlock them in the tech tree. Each unit also has several upgrade options, and after unlocking all the upgrades, you can unlock weapons for the unit. Currently, the weapons are the same as the ones from challenge mode, but I will modify it later.
To unlock stuff in the tech tree, you use Battle Points. Battle Points are earned by fighting battles. The number of points you get depends on whether you win or lose, whether it's a fort battle, the size of both armies involved, and the disparity between the armies.
To help unlock some units early on, the Neutral faction will now spawn small armies randomly on neutral territories that don't have forts. Once all the neutral areas are gone, they will no longer spawn units. You can battle the neutral armies early on to get some easy Battle Points.
Several bugs have been fixed in this update as well. Sometimes when you encounter an enemy army in Conquest mode, you were only able to Simulate it, clicking Play Battle wouldn't work. That issue should be resolved now. There were some issues with AI and Battle Simulations, these should now be resolved.
Some people had issues with mouse sensitivity on different display resolutions. I made some changes to the way mouse input is handled, so it might fix these issues, but it could create new ones.
There are a few other known bugs that I haven't fixed yet. Sometimes your armies disappear in Conquest Mode, and sometimes the AI would get stuck in their bases. I haven't been able to replicate these consistently yet, but I will try to fix them in the next update.
I'm not sure what I will do in the next update yet. People have suggested I add metal blocks, custom structures, structures to Conquest Mode, new units, turrets and so on. The list is quite big, I'm not sure yet what I will add next, but I will figure something out.
That is it for now, hope you enjoy!
Thanks!
Winter Mode Update
Hello everyone!
Merry Christmas and Happy Holidays!
To celebrate the festive season I have prepared a Winter Mode update for the game. There are 6 missions, and upon beating them all, you will unlock a new weapon for the Rifleman. This weapon is temporary and will only last for the duration of the event. The Winter Mode will expire on January 11.
The Horseman unit is still not added to Conquest mode. I've realized that adding this unit will make the old saves obsolete, and since I'm planning a few other changes to conquest mode, I will just release everything in one big update. That update will be released after the winter event is over.
The updated Conquest mode will include an expanded map, 2 new factions, and a tech tree allowing you to unlock units and research upgrades. I may add a few other of the requested features if I am able to complete them in time.
For now that is all.
Enjoy the holidays!
New Unit, The Horseman!
Hello everyone!
In this update I am adding the Horseman unit. It is a mounted swordsman who charges towards enemies on his horse, mowing them down. At close range, he uses his sword to perform a melee attack.
This is the first attempt at a cavalry unit, so some tweaks will be needed. The Horseman is currently not available in Conquest mode. I will be adding him to Conquest mode within a week or two, once I tweak him a bit more.
I've have been working on a Christmas themed update, and hope to have that released in about 2-3 weeks.
After that, I will be going back to working on Conquest mode. I will most likely be implementing a tech tree which will allow you to unlock and upgrade your units in Conquest mode. I am also hoping to expand Conquest mode a bit more by adding a new faction, and maybe some neutral armies to spawn around the map.
Thanks!
Conquest Mode Updates
Hello everyone!
The Halloween mode has been removed from the game about a week ago. I think it was a pretty successful mode, and people seem to have enjoyed it. I will probably be bringing it back periodically for special occasions.
A few users have created a Discord. Feel free to join it.
On to the Conquest Mode updates. The first change is that the main forts have been slightly upgraded. These are the initial forts that everyone starts out with. They are now slightly stronger than the neutral forts.
Damaged forts will now stay damaged for a while until they are fully repaired. In order for a fort to get damaged, you have to lose the fort battle. If you quit, or retreat, the fort will be repaired back to normal instantly. The reason for that is you can abuse the retreat option for easy fort wins.
Factions now have unit preferences. Blue likes Riflemen, Musketeers, and Snipers. Green likes Swordsman, Musketoons, and Medics. Yellow like Rocketman, Grenadiers, and Rocket Artillery, Orange likes Cannons, Mortars, and Gatling Guns. They will still train other units as well, but these units should appear more often in their armies. This adds a bit of variety, and may require you to adjust your tactics depending on who you are fighting.
There is a new faction report button, it just shows you how many forts, armies, and territories each faction controls.
There have also been a few bug fixes, but these changes could have introduced new bugs to the game that I haven't found yet.
In future updates I hope to improve conquest a bit more, as there are still lots of things to add to it.
Thanks everyone!
Halloween Update
Hello everyone and Happy Halloween!
To celebrate the event, I've created a little Halloween Mode in this update. You can find it in the main menu when you launch the game. This mode is a temporary mode only, and will be available until and including Sunday November 4th. I hope you all enjoy it and have a great Halloween.
Thanks!
Musketeer and Swordsman Challenges!
Hello everyone!
In this update I am adding the Musketeer and Swordsman challenges and weapons. The Musketeer gets a rifle grenade attachment instead of a bayonet. The grenade explodes on impact and deals AoE damage. Currently, the grenade is a one time use only. I might make it re-usable later on. The Swordsman gets a two handed sword that deals AoE damage, and is more effective against blocks.
The challenges may seem a little hard, but if the challenge gives you money to place blocks, you should. Blocks can be used to delay or distract enemy troops. You can also creatively use blocks to get enemies to bunch up.
I've also fixed a few bugs in Conquest Mode. Over the last few updates, I've added a time control feature, you can now pause or increase the speed of the battles.
I'm not quite sure what I will do in the next update. Some suggestions were to add metal blocks, and add some building features, like copy/paste. I've seen suggestions to add turrets and stationary weapons, so I may do that. There have also been lots of suggestions for Conquest Mode, such as captains, upgradable forts, economic management, etc. I will have to decide what to add next.
I've also been experimenting with horses. The horses aren't quire ready yet, but I think cavalry units will be coming to Wooden Battles eventually.
For now that is all.
Thanks!
New Update, Conquest Mode!
Hello Everyone!
In this update I am releasing Conquest Mode. I've been working on this mode for quite some time now, and it is still very much a work in progress. But I think that it is ready for some testing! I will be fixing bugs and adding more to it as we go, but now you have a chance to try it out for yourselves!
The main purpose of Conquest Mode is to add some context to the battles. Now, instead of just defeating an enemy, these battles have an impact on a greater war, which I think makes it more interesting.
Conquest Mode has a lot that need to be explained. If you click on the Tutorial button in the Start Screen, you will now see two tutorials. The Battle Mode is the original tutorial, Conquest mode is a new tutorial. For now it just contains screenshots with text on it. Hopefully, that will explain how it works.
In Conquest Mode your are no longer just in the bedroom, you are free to conquer the entire apartment. The apartment is divided into many areas and some areas contain forts. Initially, most areas and forts are controlled by a Neutral faction. They won't train any units, but their forts are well defended.
There are 5 factions in the apartment, you control the red one. Forts are used to train units and deploy armies. You can only deploy one army per fort. When that army dies, or returns to a fort, you can deploy another one. The enemy AI can deploy as many as they wish.
To train units you need money, to get money you need to capture areas. The more areas you control, the quicker you gain money. To capture an area, move one of your armies into it, and after 30 seconds, you will capture it.
To capture a fort, you need to battle the Garrison that is stationed in that fort, so make sure to bring lots of units.
If you click on one of your forts it will bring up the fort interface. Here you can train units. You will also notice a Barracks and a Garrison row of units. Barracks units are the units that you can deploy, once a unit finish training it goes straight to the Barracks. Garrison units are units that will defend your fort in case of an attack, so make sure to not leave any forts with 0 Garrison. To transfer units from Garrison to Barracks, simply click on the numbers. Clicking on the Queue numbers will remove units from the training Queue, and refund you the money.
To deploy an army from the fort, click on the deploy army, and load up any units you have in your Barracks. Once deployed, a soldier holding a flag will spawn next to your fort. This flagman represents your army.
At the start of the game, all factions are at Peace with one another. After a while, they will start declaring War. You can click on the Diplomacy button to see the current faction status. You can also click on the Peace/War buttons in the Red row to declare War or offer Peace to the other factions. Peace offers have a cool down, so use them wisely.
You can battle enemy armies by moving one of your own armies close to theirs. You will have the option to play the battle out, or just simulate it if you wish. The simulations aren't always accurate, so you could lose a lot of units to a small army.
Make sure to Save your game frequently.
There are still a lot of issues to be ironed out. The AI still needs some work, and everything needs quite a bit of balancing. There are also likely a ton of bugs as well. I tested it quite a bit, but it helps with more people testing.
Use the discussion board to report any bugs and suggestions.
New Unit, The Swordsman!
Hello Everyone!
A new unit is here, the Swordsman. It is a heavily armored melee unit, with a strong close range attack. It doesn't have any ranged weapons, but it can soak up a lot of damage. The units tab was getting crowded, so I split it into two "pages." You have to click on the arrow buttons to scroll through it.
I also increased the cooldown on the Musketeer's melee attack, to make it a little more balanced.
Some people have been having issues with the Grenadiers not throwing grenades. I was not able to consistently replicate this on my computer, but I did notice a few issues with the way I've implemented the animations for the Grenadiers. I've reworked those issues, so it might fix the grenade throwing bug, but I wasn't able to test it myself.
In the next update I hope to release the new Conquest game mode, where the goal is to wipe out all enemy factions, and conquer the whole map. Initially, that game mode will be released in a beta form, as it is still being worked on. I will let you know more about it in the next update, and you can try it for yourselves.
I also plan to add barracks and challenges for the Musketeer and the Swordsman, but for now I want to get more work done on Conquest mode.