Category Archives: winter wolves games

news about my games, updates and patches I’m working on, and ideas for new games

Universal Boxing Manager 1.3.3 released!

After 1 week of testing, I’ve released version 1.3.3 of my Universal Boxing Manager game.

Here is the list of changes in this new version, the biggest one for sure is the new search method (which was requested by a lot of customers!):

What’s New in 1.3.3

· new search boxer screen: beside the usual search by skill, now you can search the boxers based on their age, weight class and career record (wins, draws, losses and KOs)

· fixed a bug in the ranking system. Now CPU controlled boxers have a fitness value too, so they can’t fight twice on same month (that was causing a boxer you just defeated to still show ranking increase)

· fixed minor bug that was preventing boxers to recover the fitness value at normal rate. Now they should recover from matches quickly expecially if you have good health specialists

· fixed a bug that was causing incorrect statistics to be generated if you restarted the game without exiting to deskop using Quick Match

new UBM update coming soon

It was about time to make an update for my Universal Boxing Manager game. I’m adding some things, is just a minor update, nothing comparable to the latest expansion pack for Magic Stones. But is also true that certain games are more easily expandable than others (and UBM wasn’t really made for future expansions).

Still I’ll add a new search boxer feature that was requested since long time, hope my customer (and non customer) will like it!

Ice Queen expansion officially released

So finally this weekend was able to release the Ice Queen expansion for Magic Stones. The amount of help I got from testers and users was enourmous and wouldn’t have been able to finish it so shortly (yes, such updates takes lot of time, since basically I changed completely the fight system).
Anyway if you’re curious to see the new changes, head to the game page right now!

Major change in Magic Stones gameplay

Talking with the testers today in my forums, I decided to change the way the experience level of avatars works. Instead of having a “multiplier effect”, which was causing avatars too powerful, I opted for a simple “addition”.
Each level will add +1 on attack and defence, and +5 on hitpoints.
As you can see in this screenshot, even the most basic and “harmless” avatar can turn into a deadly opponent once it reaches higher levels. Sure reaching level 5 means collecting 50 stones and that should take a while!

Getting close to release the new Magic Stones expansion…!

Yes finally after quite some time I am very close to its release, or at least a beta by next week.
The fact is that I got distracted by a nice game made by some friends at Sakura Games, called Mythic Adventure.
Nothing complex, just a simple plain inlay with some nice effect and a word game every 5-6 levels or so, but quite addictive. I wish them good luck!

Back on topic, I have made a major change in the Magic Stones battle system: I have “mitigated damage”. What it means? it means that now avatar will hit more often, but their overall damage will be lower.
Yes, if an avatar has attack 10 and the target defence 1, you’ll still see 30 damage or so, but if the gap between attack and defence is lower, there will be less chances that this will happen.
This way I think the game changes radically, together with the new limitation to Mannaz spell, that will replenish UP to 25% of total druid mana (not cumulative). I think the game is much more strategic now!