Mini Militia Classic News
Follow us (more official socials coming soon (™) but first we focus on the game...):
Release Notes:
Current Release Notes
Original Appsomniacs DA2 Release Notes (Coming Soon(™) [maybe, ask if you want them.])
IP Transfer between Appsomniacs & Miniclip:
What happened to Mini Militia?
What changed?
What is Mini Militia Classic? How is it different?
What are the differences between the apps?
What is the plan for Mini Militia Classic going forward?
How do I sign up to Alpha/Beta test?
JOIN THE ALPHA: https://groups.google.com/g/mini-militia-classic-alpha-force
Alpha & Beta Development Roadmap
The investment we are making in the deep changes to Mini Militia Classic’s app architecture means we will finally be able to make amazing new content for our players to enjoy. This is also a tremendous amount of work and there are only two of us. Everytime we think we can plan actual dates around when the code will get written some unforeseen problem grinds the whole process to a halt. Instead of listing a bunch of meaningless dates (because we won’t meet them) we have laid out a road map of our work ahead.
The code changes will impact areas of the app infrastructure such as the clients, servers, security, hacking and backend code. Users will also notice changes to scoring,leaderboards, stats, rank system and monetization.
We are currently planning on Alpha having three phases with code releases divided up to test major function changes as we get them done. When Alpha feels fairly stable we will transition to Beta and continue adding tweaks and balancing to the new features of Mini Militia Classic before the app can be released to the public. Plans for Beta are far more speculative at this point and will be clarified by Alpha Phase 3.
Latest roadmap files can be found on this Google shared folder.
Current MMC Release Notes:
v0.8.3 the "more fixes for v0.8.x release issues" release [4/14/2022]
- Fixed coop host LAN server error
- Fixed tablet UI layout (better placement, good 'nuf for now with more to do later.)
- Fixed blank LAN player name processing (fixed on production earlier)
- Updated Google Play billing sdks and updated build tools/scripts (Android only; prep work for next major release)
ALPHA v0.8.2 a "hot fixes for the v0.8.0" release (v0.8.1 died at birth) [4/10/2022]
- Fixed map selection issue
- Fixed LAN CTF crash (already fixed earlier on production game servers)
v0.8.0 the "customizable rank play with tokens and a new ad system" release (Yes its still alpha... we still have missing systems to replace.) [4/7/2022]
- Added the ability to start customized ranked games in quick play with tokens. The settings options are wide open for now (similar to custom), they will not be as open in future releases, so test everything you want, but we plan on limiting options on later releases. Let us know what settings are the worst and best. Let us know what can be exploited, and what is a good baseline default.
- Replaced the banner and interstitial ad system with the new partner (our previous ad partner of many many years, MoPub (Twitter), was recently sold to AppLovin.) There may be issues, all new ads will be spinning, so let us know if something is off in this area.
- Fixed damage attenuation math flub that occurred in previous release that caused it to start at range 0 (and NOT start at half range as intended). NOTE: We're only testing one damage system at a time, NOTE! NOTE! so that means Cv4 will be affected by this change while we test. We don't have a dual damage system capability *YET!*
- Improved network performance (not damage related.) If successful during testing we will expand to more network message systems. Please keep an eye out for new and unexplained network anolomies!
- Fixed offline ammo pickup sound bug.
- Added delete user data button (legal requirement; partially functional and will be fully implemented in future.)
- Changed usage of the phrase "Game Type" to "Game Mode" ( we think we got them all... let us know if you see a misuse.)
- Improved resolution of ping data (network analysis data.) This foundational work helping us make better use of the networking states between clients, and was used in this releases network improvements as well. NOTE: no change to the existing visual indicator.
v0.7.3 the "shield fix and scope view change animation speed setting" release (still alpha! but closer to beta than last release...) [2/26/2022]
- Fixed the shield so we can shoot through it again (that's not how shields are supposed to work... whoops)
- Fixed a crash at startup showing up in crash reporting with v0.7.2
- Added ability to change the scope animation transition speed that was 'fixed' made less jerky in last release (Comet instead asked very nicely to change it back, we said "No" đ, but instead we added five options from 'no animation' (jerky fast) to 'slow' as a pad of butter sliding down a warm knife... they just have to deal and embrace the future because we are cold and heartless. đ)
v0.7.2 the "Monetized Loadouts and other QOL stuff" release (still alpha! but closer to beta than last release...) [2/23/2022]
- Loadouts now requires tokens to unlock editable slots past the first five (which have a cost of zero)
- Added three new dev favorites to the prebuilt loadouts (which are now options to pick from to later edit or use as is to your desire) (âOld Painlessâ, âFuture Combat Systemâ, and âFire Starterâ) We will adjust these over time as we see fit and we expand weapons and specials.
- Added better auto scrolling to loadout list items (sort of; good enough for now)
- Fixed a bug where a player would shoot just over the head of a crouched/ducked player and hit another player and the ducked player would take the damage (a damage transference glitchâŚ)
- We had to rebuild the proxy grenade system so it can properly report its damage from a source in the text scrawl. We need to test every aspect of it for âweirdnessâ
- **EDIT** THIS FEATURE CHANGE NOTE IS WRONG LEAVING REST OF ENTRY AS IS FOR REFERENCE AND PURPATUITIES SAKE (see notes addendum on v0.7.3 release) Fixed damage attenuation for distanced shots (it was turned off in error and all shots always did 100% damage regardless, this is now back on and long shots are slightly reduced in damage. As per normal, there is not damage reduction up to half the range.
- Fixed the long range gas instant kill bug (its complicated, but the cloud thought you crossed through it⌠it should be near impossible to trigger that now, have fun trying.)
- Fixed the screens at the same scope view not showing the same left/right field of view. Now it is much closer (i.e., close enough.) The new field of view setting is actually just an exposed piece driving the ability to control this aspect.
- Fixed avatar bug with setting->Profile âSync Dataâ and logout and login
- Suppressed ads will now suppress ads when saving and editing avatars and loadouts (its was always meant to be, we just missed wiring it up correctly last release)
- Server testing and crashes (where we found and fixed several issues). Thanks to the folks that helped us! The quick play servers are more stable. Thanks for playing through the bad lag our extra tools caused.
- A field of view system replaces the old system and this will alter your views, but there are tools to adjust it for those that need it.
- The x2 view option in settings is being replaced with an independent x and y scale factor for âField of viewâ.
- The possible values you can input is 1.0x to 5.5x on the x and y axis, except on wide aspect ratio phones the y axis can go to 7.0x.
- This will allow a 16:9 phone aspect ratio to have the same field of view as a 4:3 tablet device.
- The screen will be squashed. To emulate the previous âview x2â set your âfield of viewâ x and y to âx3.5â.
- Warning: To not have the same x/y value invites visual disaster. You have been warned.
- Also note: the more screen you draw, the more your device will demand on the CPU, consider dropping your resolution down to keep your framerate and device input responsiveness up in firefights. We give you controls. We will expand the tuning FAQ to include this by launch. Not all devices are created equal.
Added several fonts for you to try out and ruin/help your UX/UI with. They are changed on the settings page. You have to leave the screen after making the change to see the changes.
There is a new game configuration interface screen in preparation for next release's newly monetized (with tokens) 'ranked game w/ config' in quick play feature. (we will have a better name by launch)
Added a zero opacity option for your HUD controls⌠as requested... good luck with that. ;)
Planned 'Ranked Quick Play Loadout' Changes:
- Loadout spending limit in Quick Play will drop to 3000 battle coins. Spend your points wisely.
- Sniper (M93BA) will now cost 1200 battle coins
- Shotgun will now cost 600 battle coins
NOTE: We introduced a new bug with gas/damage changes (once the instant kill bug was out of the way) but youâll see your health bounce. This is the server correcting your health. Future releases we will work on the prediction algorithm and hope we donât make it worse.
NOTE: Last Release Addendum: V0.7.0 had to have its ARM build removed. We simply ran out of addressable entries for functions that were allowed by a 16 bit architecture in the NDK version we're locked into. We were already doing âminificationâ (getting rid of functions we donât use), so weâre simply too big an app to support 16 bit processors anymore⌠for the time being⌠never say never, but we knew this could always happen.
v0.7.0 the "Damage Adjustments and Avatar Unlock System" release [2/7/2022]
- QuickPlay Changes:
- Several crashes showed us where to improve the quick play servers
- We're still running tools that will be detected as lag at peak times... its just the way of things right now.
- Adjusted servers and clients to fix a damage discrepancy issue (now it is time to re-test ALL your damage issues to see if they are still issues)
- Adjusted damage of gas clouds. its easier to skirt the sides quickly, but pausing in gas will kill you very quickly (i.e., keep moving away from center to take less damage as quickly)
- Added a new avatar unlock system (using tokens; prices are not final, chances of unlocking any one avatar is equal at this time (no avatar rarity... yet...))
- Added a death message cause to the end of a kill message in game to help debug cause of death during testing
- Adjusted hit detection system in attempt to fix shots that were possibly be counted as misses when they should not have "aka the no neck shot bug"
- Changed hit box shot behaviors also changed visual behavior of head shot 'misses' while using cover mechanism (ducking). Shots will stop when they hit the head, but do no damage as per previous versions.
- Fixed issue in training (ammo issues)
- Fixed COOP Survival (LAN) bugs (there were many)
- Fixed LAN bugs (bugs we fixed via server fixes for online play in the first week of the release.)
- Fixed loadout selection not being able to override the default in Cv4 game mode with a non-zero spend limit
- Fixed a caching bug on leaderboard config data
- Fixed a profile caching bug
- Please pay attention to the Alpha Force list to read about earning and cost changes as we add new things to spend tokens on.
- Yes... this is still Alpha...
v0.6.3 the "Quick Play battle coin kerfuffle" release [1/7/2022]
- QuickPlay Changes:
- Replacing battle coin earn with token earn (the earn rate is NOT final and we will adjust the rate, but you should get at least one token per game... as long as you have a positive score...)
- Every player gets comped battle coins and does need coins on your profile to use them (name of coins in this context may change to loadout points in future)
- Spending Limit is still set to 5k, but does not get recorded as coins spent and deducted from a player's profile
- Fixed several client crashes (thank you for crashing and restarting your app after crashes so we get them!)
- Attempted** fix for player spawn crash
- Attempted** fix for message box crash
- Fixed several server crashes, replaced quick play servers (sent the old ones to the glue factory)
- Changed pause button near health meter to be a cog wheel icon (i.e., settings) that opens the chat/quit prompt
- Adjusted the weapon fade out to allow pickup in the first few seconds of fade, but not the last second...
- Changed player health to display when they throw a grenade, melee, and when damaged (previously it was only shown when shooting)
- Improved multi-touch responsiveness (allegedly)
- Tweaked double loadout issue (this is still causing problems so although you *might* be able to achieve a double loadout, if you start doing no damage... you will likely know why...)
- Added better server logging of anomalies (we are watching you... better)
- Removed Dual Drop velocity (not thrown)
- Fixed early flag despawn in CTF (partially... let us know if its better/worse)
- Attempted** Fix to remove drawing an extra gun on avatar in some weapon pickup/loadout scenarios
- Fix bugs in and around spectate mode (we did NOT add any newly requested features for spectate, those will come later.)
**(We can't repro this in dev so we're guessing so let us know if happens to you again)
v0.6.2 "The Glitches gets stitches release" [12/30/2021]
- Corrected text on ad banner for non-logged in users
- Adjusted spacing on token confirmation prompts
- Added possible fix for weapon jitter pickup (best guess at this time)
- Fixed enroll button locking out rest of UI after selecting a pro pass level and tapping enroll.
- Fixed visual glitch on minigun fade animation
- Allowed chat capability for spectators
- Added weapon/grenade drop feature (prepping for future game modes, shield cannot be wielded without weapons at this time.)
- Fixes for client LAN issues (These have already been applied to online servers and were live as soon as we developed/tested them over the past 4 days since the Dec. 24th 2021 release of v0.6.1):
- Increased damage for dirt-nap to be a single lethal damage vs. over time.
- CTF Flag will spawn even if the custom config âmap dropsâ is turned off
- Improved melee shot validation
- Rolled back some of the HP fixes until other bugs are fixed (caused too much damage in large firefights)
- Fixed ammo pickup/transfer bug
- Fixed clip size stats on TAVOR, XM8, and RG6 (inconsistent clip sizes after pickup and reload, they should match now)
- Gas damage was adjusted. The calculation is more accurate as intended (gas hit too hard near edges of cloud)
- Fixed magazine capacity (ammo counts were off track of because of this)
- Adjusted flame damage (fixed calculation, improved damage validation)
- Improved correctness of explosions/proxy nade damage over distance calculation (it was hitting too hard at distance, this is a very slight adjustment/correction, maybe this was the issue people have seen in some explosions, especially the proxy mines)
- Fixed bug with PHASR and Flamethrower damage (not a large change, but client and server were out of sync and that matters more now.
v0.6.1 "The Merry Glitchmas release" [12/24/2021]
- Full list coming soon. See last alpha post for 2/3 of what is in this release.
- New Game Mode: VIP
- New Game Mode: CV4 (Classic v4)
- Improve Leaderboard menu and usability
- New server side managed Amoo and reload system (that won't have any bugs in it! /s)
- Added monetization screens (lots of non-functional pieces, but it gives an idea where we are going)
- Added start of new Sponsor Token system earned with watching rewarded videos (for now)
- Added a new nag banner bar on top. Can be hidden after ad has been seen long enough to count as a view and be dismissed.
- Fixed more crashes
- Please see alpha list posts for more info.
v0.5.2 "Alpha Phase 3+ Day 1 patch+" [10/14/2021]
- Fixed grenade issue where throw button was missing
- Fixed HUD scope zoom config crash
- Fixed CTF erroneously reporting a flag score for the wrong team (the actual score was still correct in the scoreboard)
- Added prompt for initial Loadout choice on game start (in games where loadouts are enabled)
v0.5.1 "Alpha Phase 3+ Begins!" [10/13/2021]
- Added server side management of weapons & items (includes flags and health packs)
- Fixed No damage glitch (for the reason that MOST people were affected by it.)
- Fixed Wrong map loading glitch (we think, we still can't repeat this in house, but we see the problem.)
- Added Adjustable zoom per weapon (long press on scope button to show and dismiss the button IN GAME)
- Reduced pushback from weapon damage by 15%
- Changed the Battle Point value selector for custom game config so that it will cycle to the max allowed like the time button
- Added version info to the alpha watermark to aid in trouble shooting screenshots and videos
- Fixed a crash that occurred when the lobby list was found empty (but was expected to not be empty... yet)
- Dropped Quick Play battle coin allowed maximum to 5k (down from 10k)
v0.4.2 "Mostly fixes for the last fixes..." [9/19/2021]
- Fixed chat button intermittently not working in game lobby (technically the error affected all platforms, but Android was the only device that showed the failure, alebeit rarely.)
- Fixed a keyboard relates crash on iOS (This fixes the crash that occurs when the chat box was open at a game's end when transitioning back into the lobby.)
- Expanded device support for older devices (older CPU support byadding ARMEABI support. Far enough back that even Google doesn't support it anymore and you will have to sideload from a friend until such a time we get an official download distro.)
- Dropped Android OS minimum support to v4.0 (down from v4.4) [anything below v4.4 may crash a lot... testing will tell us.]
v0.4.1 "Don't ask about what happened to v0.4.0..." [8/30/2021]
- Adjusted Specials icons to draw in the correct place on the loadouts list
- Fixed a crash for when available loadouts resulted in an empty loadouts list
- Added adjustments to end game logic that closes rooms (more checks for end of game states)
- Fixed a password error for custom games when the password was changed after being set initially
- Added fixes for scoreboard player rows not responding to touches (friending, blocking, banning, etc.)
- Added more fixes for menus, pop ups, and score buttons not responding to touches
- Adjusted and added expanded specials for the initial launch
- Fixed several specials selection errors
- Fixed several android keyboard related crashes
- Removed the extra text box showing up on Android keyboard input
- Keyboard input will be cancelled on scene changed and text discarded (prevents a crash)
- Fixed crashes caused by tapping menu buttons too rapidly
- Fixed a loadout cache restore bug
- Added the (now) old pistol zoom feature to all players (until the new zoom configuration system is completed in later phases)
- Adjusted coin costs of higher end weapons (sniper, SMAW, shotgun, shield etc.) based on player feedback/stories.
- Added a loadout Special named "Classic" that embodies all the features you would unlock in a classic by the time a player achieved upper ranks (Note: Uses 4 Special slots; Only available if you don't have other slots filled.)
v0.3.1 "Fixes for the v0.3.0 fixes" (Android Only) [8/9/2021]
- Fixed crash on startup that was limited to 64 bit devices
v0.3.0 "The 'not so tiny' between part A & B Loadouts update" [8/9/2021]
- Not compatible with previous versions
- Fixed Flame weapon so doesn't pull target toward shooter
- Fixed Phaser weapon so it doesn't push target to right only
- Adjusted all weapon damage forces adjusted (tweaked/toned down, maybe needs more/less, testing feedback will tell)
- Tweaked weapon drop forces. Grenades and weapons should not fly off "as far" on death. They will fly in some more extreme cases.
- Fixed spawning right next to other enemy players.
- Fixed the starting position spawn issues in Survival, Training, and as a LAN player in Spectate Mode
- Fixed logic error that was drawing the player too early when spawning (making them appear to jump, fly through walls, or fall off a map briefly without their spawning gear/loadouts.)
- Fixed password bug on custom servers
- Sorted the Loadouts menu by Battle Coin cost
- Fixed player name display bugs (there may be more, let us know when and where you see more after this update)
- Fixed Survival and Training TMX so they could be used correctly in our new game engine architecture.
- Fixed Survival death related bugs (menu and spawning)
- Fixed crashes introduced with Loadouts regarding memory usage (more aggressive solutions to avoid out of memory errors on older devices. more )
- Removed the quit add penalty. If people quit now in ranked games they don't get a score. That is enough of a deterrent. They do get to keep all their deaths and kills though and would be marked as a game that was quit and thus affecting their game completion percent on their profile.
- Updated the loadout builder to allow you to add/remove/edit your own loadouts
- Fixed list picker issues (wrong items offered, several, there may be more.)
- Fixed spectate mode so it can actually spectate without being kicked (spawn timer related)
- Adjusted text alignments on the game over scoreboard
- Fixed the player's GID not displaying incorrectly on the profile page
- Added in a new game configuration system (enables us to add as many game configuration elements as necessary to achieve game mode nirvana in the future)
- Replaced the Store/Loads button with a placeholder to hype the "Subscriber/elite forces/officers lounge" area (whose name has not been determined.) Which is "Under Construction"
- Fixed bug on server that thought you were hacking and stopped you from doing damage (related to dual wield options)
- Fixed extra "ghost weapons" being drawn (just a graphical glitch during loadout selection)
- Added new custom game configuration settings screen (added two new settings "Spend Limit" [0 = off, and a max of 50k ] and "Map [Weapon] Drop" [on/off]
- Adding in a loadouts builder (access via the Armory Button)
- Specials can be added to a loadout in name only (the graphic placements are wrong, and they do NOT affect gameplay... yet.)
- Added a button under Settings->Configure labeled "DEFAULT LOADS". This will reset your loadouts to our factory settings.
v0.2.1 "Fixes for the fixes" [7/??/2021]
- Lots of hotfixes... details TBD
v0.2.0 is rolling out (Google Play and Apple App Store to follow asap) Alpha Phase 2.75: Loadouts Part A [7/27/2021]
- Not compatible with previous versions
- Added the new Loadouts system (Part A) only in Quick Play
- Fixed several score recording bugs
- Fixed a physics/melee bullet bug
- Altered the flow of how the game ends (server controlled)
- Altered the entire rank system to reflect the greater gains made (x100 for those keeping track)
- Added Rank and Skill level displays back (as noted they are NOT the same in amounts required.)
- Removed Score Sync option (clients do not send scores; servers manage all scores)
- Player spawns are managed by the server now.
- Removed all old purchasing interface elements (and the underlying GPG systems)
- Added Battle Coins (no to be confused with the old battle points) These coins are based on a new scoring system and take into account the new rank scales and are not comptible to compare in any fashion with MM battle points.
- Expanded Profile stats to show Alpha stats
- Fixed a dozen plus server crashes. Thank you for helping us test!
- None of these costs are final. We want to hear your opinions. Please continue to use testingfeedback [at] Appsomniacs.com to send us those thoughts.
v0.1.7 is rolling out (Google Play and Apple App Store Simultaneous Release) Phase 2.5: Profile Testable WIP
- Added stats to logged in user's profile page, use Avatar button to see those
- Tweaked the leaderboard options picker to open a scrollable list
- Adjusted the times to be correct day listed on leaderboard (all times shown are in UTC, i.e., not adjusted for local time zone)
- Non-signed in Android users can get into Quick Play again (fixed invalid session error that was blocking them.)
- Added fix for buttons on score screen (we hope this is the last one)
- Removed any mention of in app recording capability from the Android version (please use Google Play's screen recording or 3rd party tools)
- Rank, skill, and old stat displays were removed to prepare for their revamp and replacement
- Update Web Views to support iOS 14.5 requirements
v0.1.5 (hotfix for v0.1.4 (hot fix for v0.1.3) Welcome to Alpha Phase 2 testing!
- Multiple 'Season' Leaderboards have arrived (found under Settings->Scores.. for now. They are calculated once a day. updated once per day and just reflect play on Quick Play at this time.)
- Another attempt to stop the map mis-load errors.
- Fixing crashes related to maps not loading. (no escape now loads)
- Multiple bug fixes and tweaks:
- -Saw gun should now properly self kill the shooter upon unfortunate mismanagement.
- -You will now lightly toss weapons away at your aim angle when picking up weapons. This should help work through the weapon piles. Point your aim straight down to emulate the old behaviors. First person or team to post a video juggling machetes wins a prize.
- -Chat emotes are now case insensitive (gg, Gg, GG, gG)
- -Custom and LAN game settings will persist between games
- -TOS/Privacy Statement/and End Hacker Agreement ((coming soon, just links to terms atm.)) can be opened from the Info => screen in the app.
- -Pro Pack restrictions have been removed. There is no lockouts, there is ads, this will be replaced in coming releases with => more options to remove ads for those who find them unbearably annoying. We need a few releases for that to be ready though.
- -Fix custom map selector issue.
- -Remove all google play log in checks/blocks.
- -Reduce occurrence of blood splatters that we’re being drawn off target.
- Surely we’ve added new glitches we don't know about yet (always ;P)
v0.1.2 - Stable phase 1 code released… finally (Coming Someday* (™))
v0.1.1 - (Coming Someday* (™))
v0.1.0 - Alpha Phase 1 (Coming Someday* (™))
v0.0.3 - … (Coming Someday* (™))
v0.0.2 - … (Coming Someday* (™))
v0.0.1 - Alpha Phase 0 begins (Coming Someday* (™))
Someday* Ask if you want to see this, otherwise we are good just leaving it here for an intern to update... someday...)
IP Transfer between Appsomniacs & Miniclip
Q: What happened to Mini Militia?
A: Back in April 2018, Mini Militia was bringing in 3.5 million players a day. For just two developers, that was pretty overwhelming. We reached out to offers to help out and Miniclip came in. For the next 2.5 years, our role reduced to essentially being consultants and Miniclip took over as day to day and strategic managers of the Doodle Army franchise and all titles associated with it. The great experiment had begun.
Q: What changed?
A: In Oct 2020, Miniclip decided the franchise as a whole was not something they wanted to continue working with so the rights flipped back to Appsomniacs in a contract renegotiation. Fear not! Miniclip will keep the version 5 (v5) app up and running as long as it stays viable, and they have been adding content as they see fit, and the app is still there, and we hope the market supports them for years to come. But that decision is truly out of our hands. The Mini Militia trademarks have returned and have been fully licenced back to Appsomniacs and going forward is now back in our control, including full control of the Doodle Army franchise once again.
Q: What is Mini Militia Classic? How is it different?
A: Appsomniacs first step is to take a step back, assess, and then go forward in a slightly different direction to develop Mini Militia Classic: Doodle Army 2. For example: we are returning to when Mini Militia had offline capability, was friendly to the eSports community, and had more of the customizable experience before the Miniclip v5 version was developed. Players will notice scores are gone. We are contractually and not allowed to take that old data into the new app. BUT hear us out, a new score system will come back as something more interesting and valuable to build up upon. Leaderboards will no longer be through Google Play or Game Center nor easily hackable. We have dusted off our old road maps and are looking to the future. The initial release has already brought back a bunch of the old features from the past like custom servers, capture the flag, and offline WiFi. We aren’t stopping there.
As aforementioned, Miniclip has their version of the app in the stores (known as Mini Militia - Doodle Army 2) that they are continuing to develop and maintain. All the user data associated with the Miniclip version is being 100% managed by Miniclip and is not something Appsomniacs has access to. Apple/Google doesn't allow cross data sharing between apps published by different companies. We will not have access to any of the old scores and purchases.
We are also not allowed to directly use Miniclip assets. It's part of our agreement. We don’t mind if they take our ideas and adapt them into their version (can we stop them?) Appsomniacs will still profit off their success and it fuels the development of our future titles like Mini Militia Classic: Doodle Army 2, Doodle Army 3, etc. For those of you who like the Miniclip managed game, by all means keep playing the version you love, or both! Your patronage there is funding this venture, so please play them both. We don’t mind!
Q: What are the differences between the apps? (As of June 2021; If this needs updating let us know.)
App Features
|
Appsomniacs (v1)
Mini Militia Classic: Doodle Army 2
(link store?)
|
Miniclip (as of v5)
Mini Militia - Doodle Army 2
(link to store?)
|
Managed by Appsomniacs in any way
|
yes
|
no
|
Offline WiFi Play
|
yes
|
no
|
Custom Servers
|
yes
|
Sort of
|
Capture the Flag (game mode)
|
yes
|
no
|
Loot Crates
|
no
|
yes
|
Ad monetized
|
Mostly
|
Some
|
In App Purchases
|
yes
|
yes
|
Has multiple in game currencies
|
no*
|
yes
|
Does what Chad and Hunter say to do?
|
Usually
|
Rarely
|
Retains all the data (scores) from the original Mini Militia game
|
No
|
Yes
|
Has Pro Pack that can be purchased
|
No
|
No
|
Has the content Mini Clip added after April 2018
|
No
|
Yes
|
Has plans to make it easier to add new game modes
|
Yes
|
?
|
Has plans to come down harder on cheating
|
Yes
|
?
|
Are the old earned battle points transferable
|
No
|
One time
|
Uses facebook login
|
No*
|
Yes
|
Has internal friend messaging
|
Yes
|
no
|
Relies on 3rd party social sites for friend management.
|
No
|
Yes
|
At all levels of the business is made up of game developers that actually play their own games?
|
Yes
|
¯\_(ツ)_/¯
|
The current owners of the Doodle Army and Mini Militia Trademarks, and the IP owners of the Doodle Army franchise.
|
Yes
|
No
|
*Pretty sure we never will, but never say never…
Q: What is the plan for Mini Militia Classic going forward?
A: It takes time to get a new app out the door and the scope of changes we have planned is no exception. Mini Militia Classic is going to go through a long series of releases within the Alpha (really janky) and Beta (less janky) phases before there will be a public release. The entire game is being modernized from the server architecture to game play. One of our take-aways from working with Miniclip is with only two developers we can’t reach that far with new content while also supporting the game so our approach is to create more tools that let people create their own content. Back in 2018, that was something we saw a lot of with offline play. There were no limits to what you could do and we really liked that.
Some of the first changes you will see is that the store will be absorbed by a loadout system to choose what items you will bring into the game with you. The options will offer players choices, with some limitations, and a chance to develop strategies around that gear/card choice.
We will still keep the app ‘Tiled’ available for people to make maps with. The other configuration portions of it, things like where are the CTF or general Deathmatch spawn points, what weapons spawn and where, will need to be adjusted for people to set up highly customized games. The end goal is to eventually not require a mod client to have a unique map that is fun to share with people and everyone’s clients can ingest that modified game data on the fly. These are huge challenges and risks to security that have to be overcome and will take some time to develop.
By the end of Beta, there should be a much more highly customizable system. We want Mini Militia Classic to support game modes beyond just CTF. In the future, going into Custom should give you the option of joining a Deathmatch, CTF, Payload, Mini Royal or any other fun creation. The investment we are making in deep changes to Mini Militia Classic’s app architecture means we will finally be able to try out more ideas faster and adopt popularized game modes.