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Missions & Goals update is live

We are excited to release this update!

This feature will replace the buggy, unbalanced, repetitive, grindy feel of “Daily Tasks” And “Daily Missions”, which are no longer available from this update forwards.

Missions & Goals feature more intuitive small missions and goals for you to complete every day, and receive various useful rewards for it! It also gives you some goals to strive for at any stage of the game, and finally makes missions completable for late game players (adjusted requirements where needed based on your game progress). Most importantly, it makes it much friendlier to new users and introduce them better to the game mechanics (replacing some overdone tutorials), which is extremely important to get more players to the more in depth & late-game stages of the game :)

Preview_career goals

Preview_career goals

Onto the details:

Onboarding Mission
Every player (including existing ones) will first go through 20 “onboarding missions”, which will introduce various mechanics of the game to the user, and reward them for completing them. To make sure even late game players can complete these, some requirements are capped for these (i.e. Renown, trainers bought…) – so if you’re a late game player, you should enjoy the post-update rush of tons of mini-missions to complete and get a bunch of quick rewards!

Dynamic missions
After the onboarding missions, you will get “dynamic missions”, which are chosen randomly from an array (currently 9) different type of missions. Where needed (battles, destroyed) the difficulty of these is adjusted for late game players, to ensure they are completable.

You will always get a different mission type, until you go through all of them, when every mission type will become available again. If possible, missions will be selected in an order that allows you to complete them by the end of the day, otherwise you can 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 :)