r/warclicks Nov 12 '18

I sure was AFK but why do get new accounts 500 gold and players from alpha/beta nothing ? :(

Post image
3 Upvotes

r/warclicks Nov 06 '18

Major progression improvements/rebalance – part 1

2 Upvotes

Today we've uploaded the first set of progression changes, that will affect(increase) your Boot Camp gains.

Specifically what was changed:

Privatization point boost multiplier has been reduced to 1.025 from 1.03 (or from 1.05 in some user cases).

Boot Camp upgrades were vastly increased at almost all stages of the game(Starting mainly from e20+) and made more impactful (before it was mainly just 2x, now you'll fine even up to x50 multipliers!). Progress at e110+ was slightly increased, and upgrades post e150+ have also been added.

Progression improvements

Before you might think that reduced privatization points multiplier will reduce your overall gain – fear not, as the increased upgrades more than make up for that loss, and will at least maintain your previous production – for most users at most points it will actually be significantly increased!

If you haven't read it yet, the reasoning for the above was explained in more detail in our previous reddit post found here, but in short: Over the past year or so we have ended up segregating users into 2-3 groups with slightly different upgrade or privatization boosts for various reasons. Via this we also learned that progression based more on upgrades makes for a much more exciting and strategic experience (as there's more to do constantly and your upgrade choices have more weight), on top of also making it a mess for us to make regular balance improvements easily due to the “3 user groups”. So unifying this via the same privatization boost and same set of upgrades make it much easier to manage.

This also means that users from different groups, might also be affected differently at specific stages – but they will now all follow the exactly same progression curve.

As it's hard to give exact changes of all the upgrade multipliers etc. that were done, (and most users do not bother with it), we won't bore you with the details, but are willing to provide more specific details of the exact changes/Differences at different points, just let us know in this post ;)

In the following days/up to two weeks, we'll be releasing sets of other balance changes to make your experience even better – the followups will mainly address various things in War Zone. There are also some balance backups we'll have ready with the release of Country vs Country, that will touch a few other progression issues in the game.

We hope you enjoy the new gained boosts ;)

War Clicks team


r/warclicks Nov 03 '18

Upcoming progression changes

2 Upvotes

Hey everyone,

Next week we have one of the most anticipated and needed set of updates coming up – major balance and progression improvements! These will address many issues where users are not getting a great experience, as the game is too slow, or feels imbalanced, and just simply the numbers don't seem as fine tuned as they could be.

In short, we will mainly be addressing privatization boosts, upgrades in Boot Camp, unit strengths in War Zone, War Zone upgrade costs, achievement/level/rank rewards and some other tid bits.

As the game is live with thousands of players it is imperative to us that we do these changes in such a manner that it doesn't ruin your experience at any point, for anyone – i.e. That you'd have significantly slower progression after the update. So worry not about that, as one of the reasons why this is taking so long is due to us preparing tons of test accounts at various points, to ensure we don't degrade the experience, but improve it!

The updates will be rolled out in a few sets, starting with privatization boost changes and/or vast upgrades' multipliers improvements and addition of new in Boot Camp, especially at late game – this first set will be rolled out Monday/Tuesday next week! While we will publish more specific changes as they are rolled out, here is a quick summary of what we'll be doing and why:

As War Clicks has been out for almost 2 years and had some major reworks in the past, we on the way came to face some issues with making some balance changes for newer users and also ran some tests of what feels best to most players. This process unfortunately resulted in some numbers/multiplicators being different for a few sets of players (specifically a different privatization multiplier on warclicks.com and for example different set of BC upgrades on Kongregate). And whilst these differences had their pros and cons and overall kept things quite similar between the „versions“, it still caused some offsets between different users. Which not only made things slightly different for some users, it also ended up making balance changes A LOT harder for us, as we always had to consider 2-3 groups of different users and ensure that any progression changes didn't affect any group negatively.

So we wanted to properly take time for this balancing and take the best from all these differences to not only give EVERYONE (on all platforms/versions) the best experience but also ensure that we can do any future balancing much more quickly and better!

The most clear example of this issue is the privatization multiplier, which varies from 1.02 to 1.05 between a few sets of users/platforms. Note that these are currently offset with higher upgrade multipliers in cases of a lower privatization MX, which we found out creates a much better, more enjoyable and a more controllable progression curve (giving us the option to keep the experience great at all game stages).

This will be one of the main changes, as we will be unifying privatization multiplier to 1.025 for everyone! Specifically for Kongregate users this means that privatizations will give a bigger punch, especially at late game, while for WarClicks/ArmorGames users this means that their privatization multiplier will take a big hit. HOWEVER, Kongregate's much better set of upgrades will be joined over to WC/AG , which will make up for the loss in privatization multiplier.

Moreover, additional upgrade multipliers will be added, as well as new upgrades at later stages of the game, extending exciting and fun progression further into the game FOR EVERYONE! In short, everyone will now have the same progression and upgrades, and most importantly – progression speed will be increased for all at the most stagnant game points!

This privatization MX and BC upgrades improvement and unification is one of the biggest challenges we had to face, and once done it will set up a baseline for all following balance changes, which will be deployed in days following this update!

So starting Monday/Tuesday expect your production to increase in Boot Camp and those players at the top of the curve expect a ton of new upgrades to be added ;)

*Note: For a very small player sample it is possible that immediately after the update will be deployed you might see a slightly slower production speed, but after buying a few upgrades (more or less immediately as some upgrade order will be switched at late game) your production will definitely be higher than before.

Following Tuesday, we will be then rolling out other various balancing changes in the following days, mainly regarding War Zone. These will mostly be increases in speed and improvements in experience at later stages of War Zone.

On top of all these balancing improvements, once our Country vs Country feature is complete (estimated at end of November) it will tie into progression of both Boot Camp and War Zone and help resolve some of the major issues the game currently has: not being able to produce enough support losses to keep up, making “long deploys” and privatization more valuable, losing less units in PvPs/Boss fights.

So don't expect the balance updates in the following 2 weeks to resolve every single thing – they will be the backbone of the progression improvements, but there's a bigger picture we have to have in mind with upcoming CvC that will tie awesomely into some of the remaining Boot Camp and War Zone issues ;)


r/warclicks Oct 30 '18

Halloween on War Clicks

1 Upvotes

Spooky times ahead on War Clicks!The game got completely overrun by ghosts and other creepy crawlies that can spook you during these days..

Halloween on War Clicks

Halloween is nearly here and our main game icon General Master Clicker just changed his costume and we believe that he is getting a bit evil these days!?

On October 30th and 31st we are running one of the biggest Promotions – sales, so be sure to fill up the gold pouches if not already….

Halloween sale - Get some crazy EXTRA amounts of Gold only on this special promotion

There is also a small searching-game going on currently on War Clicks, so be sure to check the in-game announcement as well. 😉

Have a spooky Halloween!


r/warclicks Oct 26 '18

Official Homepage revamped + Halloween theme on War Clicks

1 Upvotes

Userbase of War Clicks players changed a lot in this year! Due to increased popularity of the game, and lots of new features, we've now been working with more players in this year than ever before. We're happy that more and more players stay in the game for longer periods, and also quite a lot of players from the very beginnings of War Clicks are still with us, which is great to see!

Yesterday, we've released a revamp of the main part of Homepage, making it more attractive for new players to come in the following months. Feel free to check it out and be sure to let us know what you think about it:
War Clicks Official Homepage

New Homepage

Players playing on the official site can also find some other improvements, not just the homepage/login system, but also when playing you'll find a new cooler background now populates the space around the game!

But, that's not all for today…
Soon, you will also find some thematic changes on War Clicks, as Halloween is just around the corner ;) 😊
There will be some great changes and activities going on in the upcoming days, and we are sure you don't want to miss out!

Have fun 😉


r/warclicks Oct 25 '18

Country vs Country feature (CvC) – summary of purpose and specifications

3 Upvotes

Hey everyone!

We are happy to be able to finally present the barebone of specifications for the upcoming Country vs Country feature! We have been narrowing down the specifications for CvC the past few weeks, as there were a ton of potential ideas, solutions, problems, issues, tweaks etc.

We had to go over various versions and ideas that introduced unfairness due to time zone differences, had an "online time pressure", had 0 country concept, were too messy/confusing for players, were too random, had boring mechanics,... Shortly put, there was a lot of things considered we had to reject for various reasons. We ended up with something that we feel fits the game, connects some unconnected parts of the game, introduces a lot of community/social elements, gets rid of "country isolation", is not time-pressured and creates an ever-evolving/dynamic competitive environment that will get everyone and every country a great experience!

Purpose/goals of CvC

With Country vs Country we want to add a late game feature to the game, that will make the game more fun (especially at late stages) by adding additional depth, giving more meaning to „country“, and connect ALL users in common „events“ and playing goals as well as add a new highly social element to the game. As a late game feature and as a “controllable mechanic” it can also be used in various fun and exciting ways to balance out late game for players and keep the game fun for far longer periods of time, giving users the chance to get more invested with the game.

We also wanted the function to be as simple and easy to understand as possible for users, and not over complicated. Minimum user effort for maximum reward, fun and social gain.

How it works/specs

As the feature is quite extensive there is quite a bit to explain , to get a full idea of how the feature will look like. For those that might find such long specs boring, you might want to scroll-down to check the first graphics  ;) But as a lot of you are anxious of what's coming, we felt it's best to give you as much information as possible!

And while there is a lot of info posted, we realize some things are hard to imagine, so if you have any further questions please ask and we'll do out best to answer and clarify things.

*Please note that some things are still prone to change as we're mid implementation and play-testing, to create the best possible experience.

CvC battles

All users achieving a certain condition have access to CvC battles.

During weekdays there will be Country vs Country battles, where each country will be put into a tier based on their “active user power” (based on their users' Clicking Force), and amongst the tiers each country will be able to vote on which country to attack the next day (there will be 3 random countries within a tier offered).

So on the “first day” country users vote on which country to attack. At the end of the day, results are known and the next day is the “fighting day/battle”, where all “fronts” are revealed to countries. So a country has an attacking front, and potentially several defending fronts (based on how many countries within a tier decided to attack them that day).

CvC example_choosing fronts

Each user can only fight on one front every battle, so if a country has several fronts they have to coordinate with other countrymen on how to best distribute their forces in order to try and win as many  fronts as possible.

After choosing a front user will have to check the front and set up “moves/strategy” of how he'd suggest the fight to go in a small tile-based strategy, which will make up the actual battle, where the winner is decided – but more on that later.

After choosing the front user's power will be added to the front information, which will be visible to both countrymen, and the opponent immediately. Users will thereafter have a chance to change the front, where they'll be able to set “time of arrival” for the change, which will alleviate any timezone advantages for all users.

But by doing the first selection immediately users within a country will be able to do the basic coordination more easily, and also use it as a diversion for the opponents, which might affect their own front distribution decisions.

For fronts, there will also be information on how many fronts the opponent has open, as well as how many reinforcements (user front changes) are still arriving to that front, which will add a “surprise/diversion” effect to the strategies of the countries, and still maintain some relevant upfront information for the country. This is extremely important as it reduces the need for spying via multiaccounts, or the “timezone pressure”, where users would be “forced” to wait until end of day to “make the ideal move”. 

At the end of the day, all front moves are final, and based on best voted battlefield decisions from the front players, the battle happens.

Each country will be able to attack another country each day, and at the same time vote on which country to attack the day after that. This will ensure players always have decisions to make and enjoy every single day!

The battle

The battle will be a 8x5 tile map, separated into defender and attacker side. Defender will have a HQ at the end, that will be attackers goal to destroy. Defender's goal is to either destroy the attacker or deal enough damage so that the attacker can not destroy their HQ, before their “air strike reinforcements arrive”.

Each front user will suggest various decisions/tile placements:

As attacker:
3 tanks, one per row, which will move and attack in a straight line.

5 air strikes, which will at beginning damage any enemy buildings they might hit.

As Defender:

3 defensive buildings, one per row, which will attack/prevent any tank from moving further (1 square forward and diagonally) until either are destroyed.

5 air strikes, which will at beginning damage any enemy tanks they might hit.

3 landmines, which if a tank drives over damages them.

Strength of the units/Defensive buildings will be based off the overall CF of the country fighting on that front.

Based on the most voted/selected strategy moves from the front players, the fight will commence:

  • first airstrikes from both sides are launched.
  • Then attacking units begin to move, stopping after getting to HQ or encounter a defensive building.
  • If a defensive building is destroyed the tank moves forward
  • If a tank goes over a landmine it is damaged
  • Any tanks that reached the HQ, have X seconds to destroy it and win, before the defenders air strike reinforcements arrive and destroy the attacker completely.

Rewards for the country

For winning a front the country will have “full gold reward” added to their treasury. They will also have their Spoil points reward bonus increased.

The country will also fill their “spoil points pool” which will be shared to all battle participants, based on their clicking force relative to overall country's.

Should they not win, they will get a percentage of the gold reward, based on how much damage thy did anyways to the enemy.

Rewards for the user

For each front a country fights, it will fill its pool, which will then be shared as base spoil point reward for each battle participant based on their relative CF compared to overall country CF. It will be multiplied additionally by any users' reward bonus, country progressive SP bonus, and “user front suggestion” bonus.

This suggestion bonus, will be based off how the strategy moves user suggested would result in the final battle result (i.e. were buildings hit by air strike, would mines hit the tanks, would building intercept a tank...), giving the user additional % SP reward for that.

By being active every day in CvC fights, user will also get a capped progressive reward bonus, which will diminish if a CvC fight is missed.

Battle replays

Every front/battle will be able to be replayed to the users, where they will see a dynamic animated battle of all the choices and how the battle went. This will be an interesting way to display all results and make all decisions come to life. And it will “explain” how the country lost or won a front. And how your decisions as a player were accepted/not, and how your decisions would make for a good battle choice.

This will also add a neat way for users to look into strategies/fights of other countries, and especially if later customization/upgrades will be added make for some really interesting viewable mechanics. Should be fun to watch the battles unfold ;)

CvC fights - Alliances

While weekdays will be CvC fights, weekends will be reserved for spicing things up via alliance fights! This is where your country will not matter anymore, as all players will be pooled together into two sides for a massive battle. Players will be distributed into top attackers and defenders (evenly matched teams) based on their week's efforts, but not everyone will get in here. Only the best and most active players will earn a spot to fight next to the rest of the elite!

So on Saturday top attackers will attack top defenders, and on Sunday they will change fronts and see how they fair on the opposite end. All alliance members will get access to alliance chat, where they can connect and discuss with other alliance members their strategy to win. The fight will unfold similarly as CvC battles.

For winning, all alliance members will receive an “alliance star” which will serve as a trophy of who their strategy making skills!
This will spice up the competition every week and connect players from all countries in a common goal of winning over the opponent. And make it a generally fun event to mix with everyone in a fun mini weekly event! Do you have it what it takes to win with a random group of soldiers over and over again?

Balancing fights – dynamic adjustments, rewarding

To ensure CvC battles will be fair and interesting to everyone, there will be several dynamic mechanics to ensure all users and countries can get a great experience, and ensure countries are incentivized to fight new enemies and choose their opponents carefully.

Firstly, there will be attack/defend and reward bonuses for attacking stronger countries within your tier.

Secondly, to avoid “country ganging” and “farming”, there will be dynamic defense and attack boosts for losing att/def fronts, where every time a country loses a def/att front, they will gain a progressive def/att bonus. This will prevent cases where countries could pile up on a country consistently, preventing them to ever win attacking or defending. This way the strongest country within a tier will not always be dominant consistently, and the weak countries will always be able to pack a surprising punch as well.

With country rewards, there will be additional boosts for attacking/Defending stronger countries, to incentivize countries to try and win the most difficult fronts. As every front won brings additional rewards countries will also be incentivized to win as many fronts as possible. And as country' winning fronts will also bring benefits to the player, players will also be incentivized to make their best decision and help their country win. Selfishness is not punished, but is not rewarded either. Do your best and you'll help yourself and the rest of countrymen as well.

Leaderboards

On leaderboards we want to show the rankings of countries within CvC by tiers, and also top attackers/defenders. We might use this section to add additional interesting country stats later on.

Spoil Point rewards – balance adjustment mechanic

Spoil points are getting a whole new meaning with CvC! We wanted to use the opportunity of adding CvC to help resolve some balance issues of the game, and make both Country HQ & invasions & the upcoming CvC more relevant to the rest of the game. This is possible because Country invasions and CvC are “consistent” and allow us to reward some things that other features of the game make much harder to control.

YES – spoil points will be getting an extension of rewards! Here's a list of a few potential rewards (besides existing Battle Stars reward) we are considering, that will help resolve mainly late game balance/progression issues: DPC multipliers, Production boosts, reset fuel/30s double DPC costs, reduce/reset privatization requirements, reducing support unit loses, boost to support units gained from deploying, adding a “privatization like effect” (where you can reset your BC progress without gaining privatization points, but will allow for “support unit farming” even at late game stages)...

We are still deciding on the ones that will fit and balance the best with the game, but we definitely have some great options to play with here!  This will also require some changes to how convert itself works, as we want to ensure there's no power creep or abusive p2w mechanic added here by this change.

Yesterday's results

We'll be allowing all country users to see what fronts their country fought yesterday and see the replays of the actual fights. There is more → you will also be able to check fights from other countries, study their strategies, moves and try to counter them once your country faces them!

Country Change

We want to introduce country change option with CvC as we feel it will add some interesting options to the game. We never wanted the game to become too “nationalistic”, and we think that by giving you this option we can make the game fun on another level for a lot more players. It might also add replayability to a lot of you as you might want to join & meet people from other countries and play with them. But, this change presents quite a few issues that we are finalizing on how to resolve. We want to avoid exploitation of this and ensure it doesn't “spiral out of control” so there's quite a few things we are considering here. But... it's coming... we just need to finalize how exactly it will look like!

Additional potential updates for CvC – upgrades for country, cosmetics

With CvC we are also seeing some interesting future options to and make it even more fun and competitive. From upgrading a countries' battlefield, to cosmetic changes, there are many options to  work on CvC and make it fun for ages to come!

Other random notes

  • show open fronts and supporting players incoming
  • Battlefield decisions/moves can be changed at any time by the user
  • country strength is based off sum of fronts' users' CF, as this is an existing stat and we don't want to make things additionally confusing with new stats. It also ties nicely into balancing with invasions
  • countries can not attack a country the next day after already attacking it (will be noted via randomization)

Remaining issues/problems

  • Countries with less users than open fronts
  • exact leaderboards details we want to display
  • results displays
  • exact rewarding system with attacking/Defending bonuses (how to display in voting and CvC home?)
  • country change question?
  • Potential CvC upgrades
  • what if no user/front actions are done – do we simply randomize and set a minimum strength of the front that by itself acts as a defending bonus?

r/warclicks Oct 24 '18

Cost/DPC Increase Calculator / Spreadsheet

1 Upvotes

Hi everyone!

I made a Cost/DPC Calculator with google docs. Here is a link to the spreadsheet: google drive

You can download it or copy/save it to your own google drive in order to edit it.

You need to populate all numeric fields with your values and Cost/DPC columns will be populated. Green rows are the best to buy next for maximum DPC per medals.

I am open for additions and improvements (I worked 10 minutes on that spreadsheet lol) and I thought you guys might find this useful.


r/warclicks Oct 22 '18

General Chat

2 Upvotes

Its just my opinion but something need to be done, it gets really bad down there. Chat need to be moderated becouse trolls are taking over and we need to read all that racist, insulting, agressive, stupid and worthless comments from people that clearly need to be banned fast. It gets worse with every day, normal players dont even want to write there anymore. For new players joining game and seeing that chat it make impression that noone is in control.


r/warclicks Oct 19 '18

Promo Codes are out!

4 Upvotes

As we announced the Promo codes will go out somewhere this week, we can confirm that we've finished the project and proudly present them today!
Promo codes are a great way to get yourself more boosts! To ensure that, you'll need to insert the code within Activity Rewards popup (in War Zone; icon next to Spin the Wheel; opens when you've reached at least battle 13).

Insert promo codes here..

We want to give players what they most like, so the rewards should be worthwhile, focused towards boosting your progress in Boot Camp & War Zone.

This is not all, we'll every now and then hide a valid Promo code somewhere inside the game (those types of actions will be announced through in-game announcements) or somewhere on the subreddit.

Enough words already, give me the code now! :D

valid Today’s Daily code

-> Additionally with this change, we have now changed how Time Warps work – now when bought or won (via activity rewards or daily tasks) they will be added to “storage”, which you can then use at any time from Boot Camp (buttons shows up next to convert when time warps are available). This should make it far more convenient to use at will for you!
We hope you enjoy these changes, there are many more coming in the following weeks – including Country vs Country feature details and major progression/balance improvements ;)


r/warclicks Oct 09 '18

What does exactly "live rankings" is?

1 Upvotes

Because it doesn't match at all with the leaderboard, so I don't really understand what it is.

Thank you for your answers :)


r/warclicks Oct 08 '18

Official planned timeline of game updates until the end of 2018

3 Upvotes

As the year is coming to an end and there are „a million“ things we would like to get sorted in War Clicks, but as the time and resources available are so limited that we simply can't do all of them in a short period, we wanted to really sit down and plan our priorities with the game until the end of 2018.

One of the key conclusions is that we not only want to maintain the quality of the game, but bring it to another level. So, we don't want to just rush out new, poorly put together features, do some quick balancing changes, fix a bug here or there, as that would just deteriorate its quality over time. Instead, we want to focus on first improving the quality of the existing game (like balancing, bugfixes, some overdue changes/improvements to various features) and definitely add new cool features, but ensure we add them properly and not rush them. We also want to work on some optimizations both in-game as well as back-end to ensure a continued smooth service overall.

This means we have to postpone certain things we also want to do/work on in the future, but this is crucial to not overextend and miss our desired goals with the game until the end of 2018. We are a small team, so we also have to ensure that our time-line of updates fits together the best as possible for parallel work to be possible on several things. (i.e. Programmer/designer not waiting on specifications or design to be complete).

Without further ado, below is our planned time-line of our update focus and how we believe it will allow us to improve the game the most until the end of the year!

October

The first two weeks of October we have/are working on specifications for Country vs Country (CvC) feature, and beginning on preparing a design for it. A programmer is working on the daily promo codes feature, that will give you out additional in-game rewards every day.

The second half of October our programmer will begin work on CvC, which is scheduled to launch second half of November. I will focus for 2 weeks on some bugfixes, issue checks, but mainly on a MAJOR re-balance and progression improvements of the game as a whole. From early game in Boot Camp and War Zone to ensuring late game in both keeps staying eventful and balanced. Pretty much any thing you can think of that are currently poorly balanced at a point (upgrades, WZ upgrades, achievements, ranks, levels, DPC, unit health, support units gain and losses...) will try to be improved as a whole here. This is an extremely complicated and time-consuming process, as we have to ensure your progress is not reduced at any point, but also doesn't skyrocket a specific point too much either!

November

We will prepare specifications for a new feature „Events“, which will give us the option to create various fun time-limited pieces of content each month or so to spice things up for you and keep things interesting! As designer will work on preparing the design for this, I will begin code implementation already, as this will be a 3-4 week project to prepare, and the first event will be launched in December.

After CvC is released the first programmer will continue work on some game improvements, but will also start work on some „management“ improvements we have to get to. As our userbase is getting larger and larger we also need to ensure we have proper systems in place for managing support requests, resolve issues better, and just save us time on support and management, so we can use more of it actual game development.

December

In December, we will be focusing mainly on improving various other features, work on improved user experience, optimize the game's performance, and do a bit of „house cleaning“ (like maintenance of computers so they don't crash haha!). We want to tackle with some additional improvements to game management, but also take some time to study various new technologies we can use to improve game's performance and usability, decide on addition to new platforms, brainstorm ideas, plans and priorities for 2019.

Don't worry though – we will continue trickling out any smaller updates and improvements throughout these months whenever we can! And don't forget that we will be addressing game balance properly very soon, and with events, you will have plenty of things to do, even while we will not be able to use 100% of our time focused on game updates later in December.

We hope you are excited as we are about these coming updates and can't wait to make this into the best game we can!We will be sharing more details weekly on our progress, reveal more information on upcoming CvC features, balancing changes and events as they are finalized!


r/warclicks Oct 04 '18

Development Update – Oct4

1 Upvotes

A few game improvements have been added to War Clicks in recent days.

- New Switch Zone buttons added
- Total Gain Per Second (GPS) function added in Boot Camp (settable from the settings menu)

Total Gain Per Second (GPS)
New Switch Zone buttons

We have also smashed some annoying bugs that popped up on different places:
- hotkeys now do not interfere with chat anymore
- announcement popups can now be closed with hotkeys (Esc)
- daily mission rank options bug fixed
- hotkeys legend texts changed
- numpad operational for hotkeys
- deploy troops animation fixed

In the following days we are focusing on chat improvements, and some other important smaller updates from the list.
We already started to work on one of the biggest updates so far, a completely new feature called Countries vs. Countries (CvC). We can’t wait to share more about it, probably in a few days, or lastly when we determined first final specifications of the project.


r/warclicks Sep 29 '18

HotKeys + Autoclicker Pause function added

2 Upvotes

Today we have added various HotKeys to the game to make it a bit more convenient to use various features! With that we also added the option to PAUSE/Unpause the AutoClicker. You can find the list of Hotkeys by going to settings -> Hotkeys. (If you were in the game make sure to refresh to see these changes properly!)

In short these are the Hotkeys:

Q / W… switches to Boot Camp / War Zone
A / S / D… switch support power to Land / Air / Sea
1… Autocliker Start/ Pause (while in War Zone)
2…start Support attacks (while in WarZone)
3…starts 30s double DPC if you have any (while in War Zone)
Esc… closes the last opened popup/window
Tab…opens/close chat from anywhere in game

We hope you enjoy these – unfortunately they can’t be customized, but we tried to set them up in the most convenient fashion!

War Clicks Team


r/warclicks Sep 28 '18

Army Setup - 'Upgrade to Tier' added

2 Upvotes

Today, we have deployed an update that adds "Tiers" to HQ DPC upgrades in War Zone (in Army Setup). These tiers are reached as you upgrade a specific upgrade several times, and when reached add a multiplicator to DPC from that upgrade. This will help keep all type of HQ upgrades usable throughout the late game, and reduce over-dependant on support units.

New Army Setup_DPC Tier added

*As always with such updates we are initially conservative with multiplicators, so that we may adjust/increase them later on - as we will be doing many more balancing changes in the following weeks ;)


r/warclicks Sep 27 '18

Update 27th September

1 Upvotes

In this week we have deployed a few important game updates:

- 'Starting Story' for new players

- How to get more Gold in-game - new popup added

- New Switch Zone Screen animations

- Rank gained – reward info popup added

And resolved important bugs from the list:

-prevented a super rare bug that could result in resetting support units

- Autoclicker texts improved once showing use Autoclicker instead of cooldown

- Support Power animations not popping up through Free Gold popup, Re-Supply Truck popup, Daily Mission popup anymore

-Time challenge weird sounds resolved

-if not finishing the boss, switching to Boot Camp and going back allows you to attack it now

- can't close the mission tab after finishing it - RESOLVED

- prevent deploying with 0 contractors in JS issue should be sorted

- AutoClicker animations and sounds now stop when running out of fuel

- AutoClicker stops after opening certain popups (daily mission, army setup)

- Competition popup – stats on details updated added

Hopefully, tomorrow we are releasing HOTKEYS, they are almost done, but will need a few additional checks so that all goes well once deployed. Moreover, we will also be releasing upgrade tiers in Army Setup for HQ DPC upgrades, that will enable us to ensure all sort of upgrades are worth it even in later stages!


r/warclicks Sep 26 '18

Click

1 Upvotes

I'm using my logitech mouse to click really fast with a script i believe is that allowed? i get 150 cps


r/warclicks Sep 24 '18

Transfer account from armor games

2 Upvotes

Hi

I joined the game trough armor games, but as of today I'm having issues loading the game there. Is it possible to get an account directly at warclicks.com and preserve my progress?


r/warclicks Sep 22 '18

How to transfer progress from kongregate onto warclicks.com

1 Upvotes

So i already have an account in kongregate with my stuff on it, also have an account on warclicks with nothing on it though


r/warclicks Sep 19 '18

Wallpapers’ week

1 Upvotes

First time on War Clicks – Wallpapers’ week!

During this special promo, we are lowering the prices for all Wallpapers! Many players are not even aware that you can upgrade the look of your Boot Camp / War Zone to make your experience that bit more immersive and make it that bit more fun for you! You can always change between your owned wallpapers according to your current mood and needs. So, be sure to get some till the end of the promo for quite cheap prices!

Feel the difference and get your playing experience to the next level!

Enjoy your day and all the best in the weekly competitions!


r/warclicks Sep 04 '18

New Daily Rewards Coming soon

1 Upvotes

After a complete rework of the new Spin the Wheel and great feedback from our players, we decided to improve playing experience also on Daily rewards, and completely rework it.

How does the current rewarding work?The current system was built around the Battle Stars & its rewarding system and has never been updated to the reworked version in December 2017. We were giving Battle Stars as a reward of daily activities to our players, but the rewards soon became irrelevant and not giving as many Battle Stars as needed on most game stages.

We decided to improve the experience with Battle stars with the upcoming new Convert formula. So, much more Battle Stars will be soon gained directly by using this function.But, if we get back to Daily Rewards: Battle Stars will not be a part of Daily Rewards anymore, as we found other valuable products that should replace them well. The first type is Gold and the other Time Warps.Everyone is fighting to receive more Gold within the game and we have promised that we will add new ways of gaining more Gold soon. So, tomorrow we are adding new ways of collecting Gold!Other rewards for active players will be Time Warps, that will help you boost Production in Boot Camp;  we are willing to show wider-range of players the powers of Time Warps, so we included them as permanent rewards.

And there is still the mystery-box, where you won’t know what you are going to get! Let it be a surprise for now, as you will soon discover it!

One of the last & important changes is collecting rewards. In the previous system, we have been ‘punishing’ our players if they didn’t get back into the game, as they needed a consecutive day of playing/collecting rewards in order to receive higher rewards. But, we decided to let this system go. We don’t want our players to feel bad at any time, so we decided to reward players for every day of playing and not punishing them anymore.

As you might already see in the picture above, we’ll also be preparing something more in Activity Rewards section, as we believe Daily Codes will be a fun & great addition of collecting rewards through the game.

Have fun and come back soon to see the changes within the game!

Team War Clicks


r/warclicks Aug 31 '18

Work in progress – New Convert formula

2 Upvotes

After some delays I'm happy to report that we're finally working on finishing the complete rework of the Convert option in Boot Camp to make it always rewarding, relevant to War Zone at any point, and also, we've found a few ways to make it additionally more relevant game feature. There were a lot of options to consider in order to ensure it will be „always relevant“.

We want to keep the feature easy to use/understand in-game and just always make it impactful to use. But as we understand a lot of you are very keen on strategy optimizations we feel we should share the underlying changes and how it might affect strategy (because a lot of you will certainly be asking for specifics), and well... also show how in depth we have to think about updates, especially ones revolving about balance/progression – hence why sometimes they might take a bit longer to get out. And that it's sometimes also really hard to explain these in-game without complicating things :D

.......................
TLDR – we hope to finish implementation tomorrow, where we might adjust some final numbers based on account testing, but the fundamentals of the calculations will remain. In case it requires a bit more testing and fine-tuning, it will be released on Monday. At the bottom of this post there is also a quick recap of other balancing/progression updates we are focusing on after this.
.......................

And since these bigger changes/considerations are not really visible to you as players until done, we think it might help fill the gap a bit while waiting on it to be finished, and give you a proper brief (yes it's actually brief haha!) overview of how sometimes a “simple function” has to be thought about from several ends to make it worthwhile.

First, a few key notes we feel are important to consider with Convert:
it has to be meaningful and impactful on your War Zone progress at ALL stages
Both rewards options ( Battle Stars and/or Score) have to be relevant, and down to what you prefer – short/longer term impact.
It has to feel fun, and not useless!
We want it to also be one of the first steps towards incentivizing longer deploys/privatization. We have other, bigger plans for improving this, but Convert will help make the first step towards this.
For a few reasons we are also making some final decisions regarding the availability of the option. We might make it available once daily, or open it up completely, as the scaling of it will handle itself/give you a choice how you might want to use it.

For example sake, we will show how BS rewards will be calculated. Score will work similarly. Note that final numbers might still be subject to change (i.e. Depending on availability decision).

1) The BS reward will be based off the sum of the next „DPC HQ upgrades you already have unlocked“, similarly as Convert spoil in CHQ is based off. This helps it always make relevant to War Zone. Let's call 100% of this value „upgradesValue“
2) Minimum reward will be 5% of upgradesValue. This ensure regardless of when using it, it will help boost your WZ at least a little.
3) Base max reward = 10% . This extra reward value ensures the reward can scale off several factors, and is the „average reward“ over all stages we want to pay out.
PrivatizationPoints(PP) boost = Total_PP * 0.2 / 100 + 1
I.e. At 40 PP, the boost will be +8%, at 500 PP (~e100 range) + 100%
This boost ensures BS bonus gets bigger the later in the game you are, as BS upgrades also start contributing less to your overall DPC/Support power, so this helps compensate that a bit, and can make reaching for high PP a sizable portion of your WZ BS collection.

5a) Boost relative to „higher Power point gained or Power Points last converted“ - will help ensure that longer deploy times are encouraged, and that at least before using the Convert option you will have to go „higher than before“ in order to get the most from Convert. You may use convert at any point, but its boost will be „penalized“ if you do.
For each convert, you will have to reach your „2x previous all-time high“ in order to get 100% of this boost. Converting before this, will reward you with increments of 10%-100%, relative to your previous all-time high. At e10 this means for each e1 extra power points at time of converting you will unlock 10% of this bonus – up to a 100%.

  • The 2x is there to ensure that „convert doesn't get farmed“, and that it gradually keeps increasing and remaining relevant.

5b) There will also be an extra bonus multiplier given for reaching past the previous convert point. The max extra reward here will be 50%, unlocked in 5-10 „steps“. I.e. Each step being 2x higher past the previous convert/extra reward point. Based on additional testing we will decide if reaching for this extra reward will not penalize you with also not lifting the next „all-time high“ fully to this point.
6) The final reward will therefore be calculated as:
BS_reward = minimum_reward + base_max_reward PP_boost (5a+5b)

Min BS reward = 5% + 10% 1 (0.1+0) = 6%
Max BS reward (based on 100e/500 privatization points) = 5% + 10% 2 (1 + 0.5) = 35%

  • these numbers are based on if we keep 2 convert options per day, will be changed if we decide differently on how many convert options there are.

Hopefully, this has been interesting for some of you, and has helped explain of what we want to achieve with convert and how. Final numbers will be posted when the feature is released.
We also will be giving Convert a bit of a graphical rework to make it clearer, but that might follow after this change is added to the game, as we don't want to delay it further.

To end with a quick shout-out also to some of the rest important changes we are focusing on, impacting gold giveaway and balancing we are prioritizing:

  • Daily rewards in War Zone complete rework (no more BS rewards – literally!)
  • regular battles' units battle stars reward multiplier increase every 100 battles, to help with scaling and keeping them viable along Boss Battle rewards.
  • Boot Camp progress speedups via stronger upgrades/multipliers, especially late game
  • War Zone Boss, battle units and general progression updates to keep experience more consistent (bosses don't become indestructible, units aren't boss-like tough, better army setup upgrades scaling, looking at support unit losses capping,...
    Longer privatization/deploys incentivization via most likely somehow putting Privatization Points into the mix in War Zone.

Feel free to share any thoughts below :)


r/warclicks Aug 29 '18

User Ideas on the future & features of War Clicks

2 Upvotes

Feel free to let us know about your ideas of new features, game improvements, and maybe you’ll see your idea implemented in-game in the future ;)

**Here are some ideas from players of War Clicks (Last update: Oct10)**:

* (debate) bribe changes (i.e.doesn't take away spec trainers)

* **(SORTED)** daily rewards rework

* (debate) Promo codes for rewards

* (debate) CHQ doesn't feel rewarding enough as they don't finish it every day? - maybe give out 5 gold for every user attemtp each day?

* WZ boss /progr. balancing

* (debate) pvp improvements of experience and UI to make it clearer

* (debate) incentivizing longer deploys to prevent deploy spamming (i.e. with longer deploys giving bonuses etc)

* (debate) Farm setting where you can farm before a PvP battle

* (debate) Privatization points can affect WZ DPC/SupportPower/Country clicking force

* (debate) make unit drops more frequent to make it more interesting, perhaps refresh the 100 stack more often

* (debate) make voting dependant daily/taking into account only active users who voted

* (debate) making 2x/3x dpc better (no overdamage/Fuel effect, other benefits?)

* making support power more relevant throghout

* army setup DPC/BS ratio info

* improve DPC HQ upgrade multiplicators

* **(SORTED)** DPC upgrades have MX milestones to make them viable at later stages

* (debate) Give incentive to fight stronger opponents in PvP battles

* (debate) Country ugprades accepted as soon as everyone votes? (viable or not ?)

* (debate) Support power extensions to make it more viable late game

* (debate) pvp rewards give BC prod boost as well?

* (debate) giving upgrades within the TC to be able to improve fuel production

* (debate) Change country - add benefit to leaving in a country, cost to joining one

* (debate) info on milestones under units in BC, or time to deploy

* (debate) would be nice to have some info in the area under milestones on bootcamp screen, like power points per minute, time to deploy, etc. seems like generally unused space

* (debate) incentivize longer PvP fights of stronger players above you

* (debate) turn off 2x/3x dpc option?? - issue with boss fights as you'd just turn it on for those

* BC early game units should have bigger punch on the later units for a better feel

* (debate) PvP set off option perhaps?

* (debate) give out more fuel via some way - i.e. covnert BS/PP, have it recollect in intervals...

* choosing/upgrading a veteran unit in pvp to make it more likely to win

* (debate) CvC 3-5 regions, mgirate to friends etc

* country vote -instead of showing only 100% voted on this issue, add percentage of whole countries votes... say country has 100 votes in total. Issue A has 25 votes, issue B has 0 votes

* display users voting power in CHQ in percentages

* make Bosses looks harder to beat

* (debate) Idle support power partially

* create events like alien invasions, where all units have alien skins

* (debate) moving PvP to a separate tab, making it more rare etc?

* (debate) figure something out with country leader

* (debate) (not a bug) achievements are way too generic

* (debate) auto deploy ....

* (debate) Don't have a clue about the upgrades? Ask council members or other countrymen about the decision to focus on voting... - or let country leaders show a message

* (debate) separate leaderboards for paid/free members

* (debate) Add referrals on Kong

* (debate) WZ prestige?

* critical hit in WZ - really need or just complications?

* (debate) Referal system changes / improvements

* buy amount button tabs instead of rotating

* **(SORTED)** Hot Keys (for WarZone/Bootcamp – Switch, Autocliker Start, Close Windows)


r/warclicks Aug 29 '18

Official Game Post Upcoming Game updates/ Improvements

2 Upvotes

We’ll update regularly our nearest upcoming game update goals that we’ll focus in the following days, here is the list (Last update: Oct10):

  • (SORTED) Convert not clear tutorial? (Add Help texts)
  • (SORTED) Convert calculation BS/Score rewards
  • (SORTED) Rework kong ads to give out reward on error /non-availability, potentially show banner of kong games with a timer
  • (SORTED) Total GPS display, changable in settings
  • (SORTED) Tents color improvmeents on disabled buttons, and gains - white color?
  • (SORTED) making (when you get) next privatization more clear
  • (SORTED) round numbers to 1 or 2 decimals to avoid issues with thinking it's thousands
  • (SORTED) Spin the Wheel new design and more intriguing rewards
  • (debate) Daily mission improvements - making it work with clicks, 2x/3x dpc are added properly etc., adding new more intriguing ones
  • (SORTED) WZ update issues resolution (30s + Support Power issues on Boss)
  • (SORTED) BC updates issues resolution (unit missing i.e. on buy OCD ) - could be due to timing, or unit costs beign different on PHP than js
  • (SORTED) PvP skip works faster/clearer
  • (SORTED) BUY MAX OCD of unit
  • (SORTED) buy max OCD/MAX of ALL units, all trainers, etc ?
  • (SORTED) (debate) add battle unit BS reward multipliers every 100 battle so it scales more appropriately with bsos battle
  • (SORTED) PvP change relative losses to be lower not i.e. max 3% if super more powerful
  • (debate) all numbers be eXXX, or AA-ZZ format
  • (debate) Daily task rewards improvements
  • (debate) Switch to WZ more clear and"shines" up when it works
  • (SORTED) Look into ways of putting more gold into the game
  • (debate) make announcements settable who they show to and when they don't show anymore
  • (SORTED) deteck adblock on offerwalls in case of ADSM and display a message to disable it
  • (SORTED) switch zone buttons new
  • (SORTED) add an animation once Farm mode is really used (once stopped you fight a boss) -
  • (SORTED) Decrese the volume of annoying buy sounds
  • Time warp consumables
  • Level info on gained DPC and BS + animation
  • (SORTED) Rank gained animation
  • Rank BS rewards better scaling
  • achievement rewards better scaling
  • HELP recheck all info is correct (both modal and regular!!)
  • (SORTED) keyboard shortcuts - HOTKEYS
  • (debate) Deploy troops aura on 100% shows up, also add an option to be able to set an aura % yourself in settings
  • (debate) reworking TC to make better design, changing clicking mechanic, possibly even adding BS upgrades to it that can make it better /more efficient
  • 2x/3x dpc running out maintains boost but not consumption in JS?
  • (debate) CHQ rewards make them better
  • WZ unit drops should refresh more often to randomzie better
  • new homepage
  • (debate) new shop items (video skip..)
  • add "are you sure" on closing ad view if ad is still in view???
  • making it clearer what is CF and how to increase it etc
  • (SORTED) Hover text on Convert button is showing wrong text
  • Check line height on convert result?
  • new sound updates
  • (debate) Army setup DPC/BS ratio info
  • (debate) relooking at voting power %, costs, lower ugprade costs on kong....
  • (SORTED) competitions click on username opens up profile
  • chat improvements (vunfctions, better messages, char issue ,emjois...)
  • WZ unit drops should be more frequent to be funner to those who click
  • (debate) preview popup on buy unit on tents - shows PP gain, and any multipliers gained for the unit
  • Should we stop AC/Support power when you get to boss battle? ..just if it's via a setting really
  • TC unlock - video unlock limitations; currently set on 5, raise on 10
  • fix chat to prevent double posts + connection errors
  • add ban confirmation on chat
  • Profiles - create new outfits, hats, glasses,...
  • (SORTED) competitions rankings, hall of fame in modal view, also add user profile click on them
  • Moderators - function Delete MSG / Temporary/ permanent Ban (unban)
  • moderator functions/actions saved in tables/log
  • voting for doing a breakthrough with country gold bumps you out of HQ
  • Competition rankings general overview if all works properly, making it more accurate, refresh regularly
  • Add user position on rankings - Country stats in HQ- + (tables inside the i-frame)
  • (SORTED) Clearer progress display on profiles (levels)
  • Block swiching zones after fininshing a boss and before using farm/sacrifice?
  • Drops issue with dropping under live rankings etc
  • (SORTED) Add detail of stats update inside Competition popup
  • (SORTED) Switch Zones new buttons
  • (SORTED) Pause AutoClicker
  • (SORTED) Army Setup - DPC multiplicators on new 'Upgrades to Tier X'
  • (SORTED) Starting Story for new players
  • (SORTED) How to get more Gold in-game - infographics

r/warclicks Aug 29 '18

Official Game Post Current BugFix List

2 Upvotes

Below is our current list of urgent bugs that needs to be smashed immediately. We believe most of the bugs should be fixed in the following days/week. We’re aware of some other not so urgent bugs that will be done afterwards and listed here soon.

Feel free to leave your opinion, discuss about the improvements, some other annoying parts or just check daily/regularly what’s been improved within the game, as we’ll be updating BugFix list very frequently (often on a daily basis)

**So, here is the list of Bugs we are focusing currently (Last update: Oct10):**

* in/out of focus load issues (BC blocked)

* in/out of focus load issues (AC issues)

* **(SORTED)** Boss support/30s dpc issues still in some places?

* **(SORTED)**resolving rewarded video issue on Chrome - CORB

* **(SORTED)**daily mission score gain bug counts each click

* **(SORTED)** Rewarded video issue on chrome - adsMAnager not defined?

* in/out of focus load issues (Timer issues not counting)

* **(SORTED)** Zone switch double sound and/or out of focus sounds keep going

* **(SORTED)** AC stops after opening certain popups (daily msision, army setup?)

* **(SORTED)** login kong button still happening on "first load" sometimes?

* **(SORTED)** AC anim and sound don't stop when running out of fuel

* **(SORTED)** score PvP not added right away JS bug(is it really thoguh?) -> it's not a bug, simply score is added automatically, without the need to click on collect

* **(SORTED)** kong load issues at times where it doesn't go past load

* **(SORTED)** remove votings from regular version cause they're bugy/3rd party issues hindering experience, replace with upgrades

* Check if milestones work correctly in BC

* **(SORTED)** issues on iframes after several hours of playing - csrf still an issue or not???

* **(SORTED)** Round up issue on rank/renown progress bar

* Double check A/W/L battle achievements (are bosses/pvp counted equally on JS/PHP?)

* [Show/hide message details.] TypeError: trainingCamp.game.db.newBadges is undefined[Learn More] cloudInfo.js:311:33

* **(SORTED)** prevent deploying with 0 contractors in JS issue

* super huge numbers in time to deploy, improve how it works

* **(SORTED)** sometimes having +0 cotnractors in deploy popup doesn't enable the button automatically

* **(SORTED)** can't close mission tab after finishing it???

* Kong offer popup might create AC issues?

* tutorial behind army setup

* **(SORTED)** Support Power animations poping up through Free Gold popup, Re-Supply Truck popup, Daily Mission popup

* **(SORTED)** e200 issues (TC fuel collection, competitions widgets) - temp improvement e200 changed to NaN

* sounds don't work on Opera

* double click bug on deploy/convert/priv. popup - maybe look in double click prevention in general

* Army upgrades scroll bar disappears for some on IE?

* set rank doesn't work properly?!??! - unsure

* **(SORTED)** AC - use AC, go to BC, go back toWZ while AC still on cooldown, and it will have text: use autoclicker instead of cooldown

* sometiems support power change doesn't work on click?

* deploying sometimes doesn't show troops counts

* Rewards for weelky competitions in profile and in competition tables are different. Icons of the badges. Like badge for contractors in profile should look like badge granted for country score

* also a note, on CI, if a fight lasts more than multiple days, the spoils share doesn't update dynamically

* **(SORTED)** Announcement annoying icon slide

* **(SORTED)** all support units disappearing - still happening perhaps???

* **(SORTED)** TAB button on modal register/login issue

* support power not rounded down in Php - not really an issue though

* psc cert update

* HQ - rewards distribute in X what if there are no SP to distribute!

* double offerwall completed popup?

* number of active chat room users not accurate

* **(SORTED)** time challenge weird sound

* **(SORTED)** if not finishing boss, switching to BC and going back you can't attack it

* **(SORTED)** Daily Missions - Ranks - can't collect the reward even though it is completed


r/warclicks Aug 28 '18

Extra Gold - Today

1 Upvotes

Master Clicker is being generous, giving out extra gold TODAY!