Taggame automation

Confused about automation? Check this usage example!

Automation Usage example
To help clarify the use of automation, we prepared some additional explanations and a quick example of its usage:

  1. Automation settings can be unlocked within the Command Center (Upgrades & Unlocks section) as you progress the game and reach certain conditions (level, rank, # of deploys done…)

  2. Once unlocked, they will be displayed and congiurable in Settings -> Automation

  3. Automation is spread into “Automation tasks/settings”, each of which require a specific number of credits to be performed. The first set of 1000 automation credits can be unlocked after you’ve done at least 10 deploys in Boot Camp. The same condition is required to unlock the first automation setting (automate buy units)

  4. Automation Credits will refill every day at daily reset (same time as fuel, invasion chances … reset). Any unused credits will NOT carry over to a new day.

  5. Once you unlock your first set of automation credits and your first automation setting, you will see a small automation panel show up on the right of your Boot Camp screen. This allow you to quickly see how many credits you have left, and quickly allows you to enable/disable all automation.s

NOTE: For automation being “ON” to do anything, you must have at least one of the automations settings as “ON” – for example Buy units. All automation settings will by default be set to OFF, you can turn them on in settings.

6) Each automation task can be set to ON/OFF, and has a basic “interval setting”. This setting simply means, how often (in seconds) this automation will attempt to be Continue reading

Finally live: Automation update!

Boot Camp Automation has been released!

As the automation can be highly subjective, we’re starting with a basic & quite limited one, to ensure it’s not causing users or our servers too many performance issues. And most importantly, that is well balanced and interesting to all! Based on your feedback and various stats we will follow, we will then slowly increase the available automation, adjust the options, add more options etc. YOU are very important in helping us play with it when it comes, and helping us decide and fine-tune it :)

 

Automation update

Automation update


– We’re starting with Boot Camp automation only

– Automation works only in tab focus. Fully idle/off focus working automation with our old/extensive game code and validations would be extremely hard, BUT – we actually might have a way to do both of those as well relatively easy! We will explore that option as soon as we’ve balanced out and added some more features, and then proceed to look further into that and do our best to make it happen!

– Automation consumes automation credits. Users will unlock more credits in the Command Center, through different levels of the game. This will also give new users neat goals to reach for and play the game longer. This means the further into the game you get, the more you will be able to automate, which is what most of our users prefer to see happen :)

The reason we went with credits is because they are the best(only) way to verify data and prevent exploitation of automation. Furthermore, they encourage use of strategy & choosing your automation settings carefully, instead of just “spamming it”. This way you could have your automation running for many hours, or just minutes… depending on how you choose your settings! You also might want to use automation just as a helper through annoying actions while you are actively playing.

You will have a small automation panel with a quick overview of your available credits and an accessible ON/OFF button. The rest of the options will be in settings.

Available Automations and their settings:

Buying units (5 credits) – buy interval, Buy per interval, Limit at X units, Buy order

Buying upgrades (5 credits) – buy interval, buy up to X upgrades per interval

* An option to limit based on max upgrade cost will also be added later

Cycling units (1 credit) – attempt interval

Buy trainers (1 credit) – attempt interval

Deploying (50 credits) – attempt interval, Minimum % gain increase, Limit at privatization

*will also have a setting added later of Limit at max run PP reached

For buying units and upgrades credits will be consumed on every interval (if any can be bought OR not). For Cycling, trainers and deploying they will only be consumed when the action can actually performed.Credits will be refreshed/reset each day to the maximum unlocked – with release late game players can expect to get 5-15k credits every day with the current unlocks– these are refreshed to max, NOT stackable!
We plan to very soon add more credit unlocks at later stages, and adjust the numbers based on feedback and how things go. We definitely think we’ll increase the numbers, but again, it’s easier to balance starting from less, than from more :)

We hope you’re excited about this update, as it definitely is one of the coolest things to come into this game to date – With each past QoL we added, it felt like the best thing ever to us, and this one dwarfs all of them :)

Automation changes, upcoming updates & development plans

Hey all,

Firstly we would like to thank everyone who shared their opinion in the recent survey about automation, as it is very important to us we go about that update properly. To recap the main takeaways: the vast majority of users do want some sort of automation and would like it to scale/unlock throughout the game. There would definitely be some sort of limitation on it in place, and we would do our best to try and also make it work off tab focus. If any sort of gold unlocks would be added, they’d be added in the form of being able to unlock them earlier instead of reaching a certain game point. Also, one suggestion we really loved, is when we release this it would first be for a test phase (say a week), so we could tweak/gather more feedback and improve further upon it.

We’re happy to see this sort of feedback, as it aligns closely with what our own idea for it was! We’re working to finalizing the specifics of this update and will release more info as we get closer to it.

 

We wanted to give you a bit broader outlook of our current development and future for War Clicks, as we really love developing this game and appreciate all the support we have received from you all.

 

Here’s a recap of things we intend to release in second half of September, that will have most significant impact on improving the game experience for players at all stages of the game:

– more Game automation that will not only help improve experience of the existing players, but also help modernize early/mid-game for new players, as these days idle games simply are gravitating towards more automated mechanics
– We want to introduce more specific and meaningful dynamic goals and rewards to the game at all stages, that are easy to understand and intriguing to reach for. We don’t like how our daily mission and daily tasks are currently designed – monotone, feels like a meaningless grind each day, is awfully designed at later stages, and in the end, the rewards are not interesting/meaningful at all! So we want to change this, and very likely remove both of these and replace them with much better designed dynamic missions/goals. These will keep things less repetitive, keep having you reach for something, and in the end give you a much more satisfying reward relative to where you currently are in the game.

These new goals would also vastly improve showing new players the depth of the game, which is right now awfully introduced, and most new players don’t see it at all – Continue reading