Tagupdates

GameDev update – August 17th

Yesterday & Today we’ve had to deal with some unexpected issues/tasks but still managed to get a few things deployed:

  • fixed display of Rank rewards to show proper base DPC gain when achieving a specific rank
  • fixed Support Upgrades total “base” power by unit type to not be multiplied by PvP power in the upgrades section as it was misleading
  • buying HQ DPC upgrades will now immediately properly refresh the level of the current upgrade
  • Added an info popup after deploying for first time to make it clearer what happened ot new users
  • Added a similar popup to privatization, that will appear every privatization as it’s quite rare and this helps ensure there’s no “confusion” what it does
  • 10% fuel upgrade restriction pops a confirmation if you’re above 90% fuel
  • resolved some major game loading speed issue, that was causing quite some issues, especially on Chrome

We are also preparing a full priority list of upcoming improvements, bugfixes, additions over the weekend, to give you a broader overview of what we are focusing on and what to expect to be sorted approximately when. We will update/upload it on Monday.

Updates 16th-20th March

We’re glad to let you know that we’ve almost completely reduced connectivity/server issues with a bunch of optimizations the past week, and are now able to focus on bug fixes, improvements, and progression improvements to the game!

In the last few days we deployed several fixes to a few bigger bugs some of you were experiencing extremely rarely, as well as other, less noticeable improvements:
– In some rare cases users suddenly lost ALL of their support units. This was related to some specific use of the sacrifice function and has been fixed. In case anyone experienced this and still lacks the units lost, please send us an email at [email protected] with your estimate of how many support units you lost, so we can confirm and re-add them.
– Saving issues when activating 30 second Double DPC upgrade during a boss fight. This has been resolved, and the fix also helped us improve saving fallback in some other potential cases!
– In case you somehow „over-click“ (i.e. Via your own autoclicker) the 10clicks/second limit and get progress reset on a PvP battle, the game will now give a descriptive note to make you aware of why any progress was reset.
– Spin The Wheel double click prevention was added on the handle bar, to make sure you can see what you’ve won
– changed the misleading „seconds left“ on support attacks to „attacks left“
– various other massive optimizations of our backend services handling data calculations and storing to further improve our stability and reduce any connectivity or long loading issues to a minimum

We’ve also made some improvements to how our offerwall section is displayed, as well as we’ve worked with our providers to improve the fill and variety of offers for you! So if you want to make some extra gold for free, make sure to check for new offers daily (You’ll find the offers button within the shop.). Not only it helps support your fighting efforts but also continued development of the game :)

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Updates 13th-16th March

During the past few days we were resolving several bugs and issues, mostly related to performance, slow loading times and connection errors – all of these resulted in more random issues/bugs/rare occasions popping up and were crucial to get sorted and improved. So most of the notes here might be a bit boring for some of you as they are more of a technical nature, but we fell it’s important to realize the scale of the „backend updates“ we are resolving and why some bugfixes and improvements had to be put on hold slightly:

  • vastly improved loading/server response time within the game. All those pretty stats and leaderboards started taking a huge toll on the performance of the game and needed some rework of how it’s all handled.
  • Invasion minigame could take several seconds to open for some countries, now it should be super quick!
  • We have resolved the issue with weekly competitions not giving out all badges to users in some cases -> this will now work properly starting with the next competition (Monday 19th onwards)
  • as Part of competitions optimization, we have also made a change where country competition badges will only be given to players within that country who participated/played in that competition week. Giving badges to all (even players no longer playing) was not only a bit silly, but also caused a huge toll on our servers.  Continue reading