Mini Militia Classic News
Follow us on DISCORD for the most up to date status, support, bug reporting, question asking, and occasional dev talk :)
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
The Alpha is Closed... but we have a Public Beta now!See the Mini Militia Classic Game Info Page
Alpha & Beta Development Roadmap (Hasn't been updated in a while, but its still pretty close... the further into the beta we get the more 'off it gets...)
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 Mini Militia Classic (MMC) [Formal|Informal] Release Notes:
Archive Access to the Alpha Force Google Group Postings
PUBLIC BETA RELEASE v0.14.2 the "Google made me do it" release :P 09/20/2024
- Added Data & Privacy Consent Prompts at startup and in settings (all users will see these options, even outside of GDPR governed jurisdictions.)
- Adjusted v4 gas damage (increased damage, reduced range; already live on online servers since mid-May 2024, this brings LAN play to parity)
- Fixed a server crash related to damage validation (affects server-side & LAN)
- Resolved unresponsive touch issues with config menu next/prev buttons
- Corrected team selector wrapping in the Ranked Lobby
- Improved app reload speed (when app is backgrounded and foregrounded, e.g., for Consent form and Ads) - "unloaded" black textures still appear, but faster!
- Enhanced region querying performance
- Bolstered OPSEC: Ongoing improvements to cheat and exploit detection systems (especially crucial during beta). Details withheld to maintain effectiveness against cheaters. Expect future ban waves!
- Reduced network calls at app startup for improved performance (more optimizations identified; implementation timeline dependent on priorities)
- Removed Ironsource SDK (our now former Rewarded Ads partner, We see no direct partnership for the foreseeable future; other ad partners may still use it independently)
- Updated 3rd party partner SDKs (comprehensive update to meet new Google requirements - time-consuming but vital for our continued operation)
- Updated Android Google Play build's target SDK to 34 (meeting Google Play requirements and triggering an avalanche of updates bumping out new feature releases.)
PUBLIC BETA RELEASE v0.13.7 release [5/7/2024 Canary Test]
- Added iOS full screen support
- Added multiple fixes/tweaks for player spawn timing issues (reduce inconsistencies; reduced weights on negative factors used to choose spawn points)
- Added option to mimic a v5 viewport (user requested)
- Attempted to fix streaks when running on a device at 120hz
- Attempted fix for endless "region loading" bug (we couldn't recreate it, so let us know if you are still affected by this.)
- Changed ammo pickup to not be blocked by the closest weapon (we don't think anyone will have a problem with this.)
- Added configurable size of hit markers (headshots purple/normal red)
- Faxed spulling errars. (Thank you for reporting these)
- Fixed a radar arrow drawing glitch that was occurring after death
- Fixed lobby bug causing button overlap (not to confused with avatar hair overlap scandal of April 2024...)
- Fixed saw bouncing off crouched/ducked player's head (cover mechanism bug)
- Fixed spectate mode issue affecting the following feature
- Tweaked default control placements (doesn't affect custom controls)
- Tuned/Tweaked/Adjusted v4 Meta Related elements and mechanics to better align with the previous v4 experience
- Raised minimum requirement for Apple iOS (The latest xCode require iOS 17 now)
- Added Adjustable spawn timers for weapons in custom games
-
Tuned/Tweaked/Adjusted v4 Meta Related elements and mechanics to better align with the previous v4 experience
- [v4] Increased gas cloud damage (slight increase)
- [v4] Cover/Shooter timing is adjusted for the network travel time
- [v4] Simulated the ammo dupe exploit with full ammo now (v4 pedants choice; why is this even a thing... nostalgia? Let a dev's ugly code baby die already! but here ya go... we're supporting this now.)
- [v4] Reduced size of head shield to better match v4 meta (super trivial pixel boundary stuff, barely noticeable, but detectable to a select group of v4 pedants.)
- [v4] Changed med packs to fully apply heal instantly
- [v4] Grenades spawn in pairs
-
Fixed (partially) a Google Play purchase failure when using alternate purchasing systems (e.g., Brazil's PIX system) to pay for in game goods and service
- Thank you for any purchasing btw, I am truly sorry we couldn't take you money in exchange for valued services! We toiled many weeks to fix this so you can financially support us.)
- Purchases that fail in this way always got refunded automatically per Google. Our servers would not accept the purchases.
- We've mostly fixed it now so you can leave the app to pay, but you must return directly back.
- There is one case (maybe more) that we're still not supporting. When you pay and don't get back in app in time after payment is approved. The process will fail, but that doesn't require a client fix, and we'll get to that case soon enough.
NEW RELEASE Introducing the iOS Mini Militia Map Maker Beta (TestFlight) release [04/1/2024] ;)
PUBLIC BETA v0.13.6 release [03/30/2024]
- Added refresh rate controls
-
Adjusted Melee Range)
- It's a better match to v4 (MMC range was reduced at some point, or later v4 from MC increased it?; loadouts that increase melee prowess have not been developed yet
- We're going to emulate v4 meta first, then consider what the other modes need out of melee attacks and tune those later as needed.
- Some great videos were made showing the difference. In time I will find and link them here.
- [add links to the awesome comparison video v4 to MMC >= v0.13.5 here]
- [add links to the awesome comparison video v4 to MMC v0.13.6 here]
- [add links to the awesome comparison video v0.13.5 to v0.13.6]
- Adjusted/Fixed a zoom bug when holding no weapons
- Fixed clients that were interupting game start
- Fixed crash in LAN (survival coop)
- Fixed one of the bugs causing laggy weapon pickup
- Fixed the fix to the shield bug fixed in last release
- Improved the rendering of movement streaks
- Improved the RG6... Maybe we went too far... Its dangerously fun now...
PUBLIC BETA v0.13.5 release [03/27/2024]
- Added zoom label to spectator mode
- Adjusted shot hits and 'show blood' change in game.
- Added Player Settings config
- Fixed correctly showing hit markers right after death
- Fixed several network related issues: LAN, general region ping cleanup, and connectivity issues.
- Fixed shield pickup issues
- Adjusted Frame Rate and Switch Panning settings
- Adjusted Melee length to better match Cv4
- Attempted to add a fix for double joining on custom (we'll see if reports drop)
PUBLIC BETA v0.13.4 (more fixes and polish) [3/21/2024]
-
Changed how the last of health is shown when local client 'thinks' a remote player is at zero health.
- There will be 1 hp left until the server confirms remote player death.
-
Added per player chat rate constraint to aid in helping reduce chat spamming (slow mode enforcement)
- Repeated text can only be posted once every 5 seconds
- Generally all chat is slow mode to 1~1.5 seconds per player
- Fixed flame thrower not damaging correctly at close range
- Fixed instant scope glitch (caused by instant panning mode and various pickup)
-
Fixed laser sight being enabled at times it shouldn't be
- This was fixed in v4 a while back, but not in non-v4 scenarios
- The global disable/enable is still applicable to all modes
-
Fixed no ammo pickup in training and survival Caused by another fix that enforces ammo counts.)
- (kind of important to new players... whoops!)
- It probably won't be the last time... ;P
PUBLIC BETA v0.13.3 (Fixes and Polish) [3/19/2024]
- Added a countdown to region switch to alert the user that the app is still 'doing something' while waiting for players'
- Fixed swapped region label
- Fixed bug in instant scoping (keeping it from working)
- Fixed an endless loop that was occurring when looking through regions for servers
- Fixed visual issues with dropped weapons
- Preserved the player's last region choice as a persisted preference
PUBLIC BETA LAUNCH v0.13.2 (fix the fix the fix bug killer icing to go on top of a double pi day release) [3/14/2024]
- Fixed the app getting stuck when SOA was offline but it could ping an SOA server.
- Changed how a player using Quick Play gets assigned to a regional server (i.e., how it finds the best connection)
- Expanded Quick Play connection error messages to contain more data to help development troubleshoot these region connection problems. This makes your screen shots and issue reports more powerful!
- REMINDER: Anyone can bypass Quick Play's *region choosing algorithm* by going to "Play Online" and manually picking the region you want to play ranked in and choose "Ranked Play"
PUBLIC BETA CANDIDATE v0.13.1 (fix the fix) release [3/14/2023]
- Fixed having to restart the app if the Quick Play connection failed
PUBLIC BETA v0.13.0 the first (of many) "Public Beta" releases [03/13/2024]
- We may be public now/soon but there is still more to do! We aren't close to done. If your new to the project Welcome! There is a lot to catch up on.
-
Adjusted the binary with internal tweaks to support changes needed to support v0.13.0 infrastructure
- This client release is functionally equal to the v0.12.10 release.
BETA CANDIDATE v0.12.10 the "Beta candidate #10" The 'Final tweaks and fixes' release [03/12/2024]
- Added a change to the Game Over Screen that prevents it premature dismissal
- Added a wait block to keep people from attempting to join a server before their device was "Net Ready" (fixes the issues people have connecting to quick play servers, among other fix tweaks)
- Added a zoom rotation gesture-based changer (Swipe clockwise 90 degrees to increment like a tap one setting, Swipe counter clockwise on the zoom button to DECREMENT the position one setting.
- Added and improved the non-modal Network Lag Indicator to replace the popup
- Added hit markers (showing damage) IF Damage Indicators is turned on
- Added new spectator mode view mode (button in lower left corner toggles mode)
- Added simulated duping exploit back into v4 meta game
- Adjusted spawn timers for items in v4 meta to have their own timer (unified timers was an MMC concept to fix spawn issues)
- Fixed a crash associated with the iOS screen recording functionality
- Fixed certain scenarios traces didn't draw correctly
- Fixed items not destroying correctly (too soon) keeping launched/thrown (special ballistics) weapons to not despawn if a player was killed.
- Fixed the selected region marker not showing up correctly when scrolled off the view
- Fixed unattended issue caused by removing drop capability in v4 meta games (not fully functional until v0.13.x drops to fix some of the server)
- Improved game state correction enforcement
- Lowered EMP back down to 2 sec (I think we're done moving this around)
- Increased online 'anomaly' detection capability for [REDACTED]
BETA CANDIDATE v0.12.9 the "Beta candidate #9" The 'This has got to it!' release [03/02/2024]
- Adjusted dead reckoning to better match v4 classic experience
- Fixed crash introduced in v0.12.8
- Improved item management system to keep items from clipping into a wall tile
- Tweaked more settings to align with v4 META affecting features (weapon spawning adjusted to a slight degree) Online play has already been using this logic for a week, this makes LAN play match up.
BETA CANDIDATE v0.12.8 the "Beta candidate #8" The 'Seriously!!! Are we there yet!' release [03/01/2024]
- Added a +/- minus button to control layout options (falsely reported as new in last release... but its there for real now!)
- Added fixes for proxy grenade bugs
- Adjusted button positions for 3:4 display screens (i.e., iPad/Tablets)
- Adjusted physical shape of map tiles to better align visually (more of the same as last release, visually aligning tile physics bodies to line up "better", This is similar work done and seen in the MiniClip v4/v5 versions)
- Adjusted the Play Online menu (slight/minor adjustments to make it more visually appealing to all screens... except for the cases we missed.)
- Fixed 'infinite fire' visual bug where remote player would see infinite firing of a weapon but they had been switched (made it look like the shooter was shooting infinite bullets.)
- Fixed a bug causing games to not exit when spectate mode was engaged (another one, different than the others... its a special one indeed, but its dead now...)
- Fixed a bug not allowing selection on menu screens
- Fixed a button size issue on the controls layer
- Fixed continuous fire bug (just visual for remote clients)
- Fixed rarely occurring damage issues caused by situational collisions (its really complicated, suffice to say we simplified it... or added a new bug vector... time will tell.)
- Fixed saw gun damage not being calculated correctly (it now works again... we fixed this on the server, but this update is needed to get LAN play to work as it should too.)
- Fixed visual line up of player death jibs
- Improved the multi-game user experience (entering a game start with lobby pop-ups/alerts remaining open as the scenes changed would cause the game to get very confused as to what state it was supposed to be in, in later games... Just as confusing as this release note entry...)
- Readjusted EMP reload time back up to 3s (from 2s) in light of the recent reload time unification (use specials to achieve an EMP reload time of 1.5 seconds)
- Unified how reload times is calculated across all modes (loadout specials)
- Updated flame damage calculations (better collision detection)
- Continued OPSEC (about 20~25% of our effort is working on operational security, i.e., putting down cheaters and we are making changes and banning account... we won't talk about the details.')
BETA CANDIDATE v0.12.7 the "Beta candidate #7" The 'Pull over, I'm sick of this ride' release [02/25/2024]
- Added (+) (-) controls for button layout
- Added a count label for the active grenade
- Added a fix for a Flamethrower bug
- Added Avatar Item: Blind Vengeance (eyewear)
- Added Boost options to the custom game config
- Adjusted the fps label color and position for clarity
- Adjusted tiles physic shapes so they player visually lined up better (not floating)
- Changed the Play Online screen. Refactored to clarify and expand.
- Fixed a drop weapon 'freeze/floating' bug
- Fixed bug with reload rate special (now true 50% faster reload on all weapons)
- Fixed a 'control (not) saving' sync bug,
- Fixed a crash on main menu caused by region load
- Fixed the Gravity setting bug for online games (server fixed online last week online)
- Fixed map tile gap issues
- Removed Regions Config experience (no longer needed)
- Renamed Weapon Look to Aim Offset (it better describes what its doing)
BETA CANDIDATE v0.12.6 the "Beta candidate #6" The 'Are we there yet?' release [02/16/2024]
- Adjusted position of performance displays (ping & fps)
- Adjusted coop score screen (clearer end of game labeling)
- Fixed viewports settings not saving between app runs
BETA CANDIDATE v0.12.5 the "Beta candidate #5" The Day After Valentines Day Massacre release [02/15/2024]
- Fixed startup condition resulting in an empty region list "No regions found" by adding a blocking "Initial Region Loader" forcing the player to wait until the initial search to find active regions completes.
- Fixed logic where the region lobby search was not looping (when not finding players and a player chooses to change to the next region, in this case go back to the first region.)
- Fixed issue with CO-OP Damage
- Fixed issue with spectator mode (I am sure there is more, please report what you see and how to recreate the endless issues.)
- Fixed issue with a missing default (Optional) Loadout in game configs
- Fixed issue causing screen jitter (but there is still another not fixed yet that we can't recreate, we're still looking for steps to recreate this issue.)
- Changed region player search wait time (lowered to 60 seconds from 90.) This is time before prompting to move or wait (retry) the current region looking for players.
- Adjusted (lowered) the EMP gun reload time (there was a slight buff to the DoodleTech Battery Core Overdrive Recharge Capacitor... and it now reloads in 2 secs vs 3... Thanks DoodleTech!)
- Change Classic default loadout to include additional nade and secondary Golden Desert Eagle
- Adjusted the "v4 Experience": Added Handgun "Zoom +1" to the 'Pro Pack Items' special
- Added FPS/Ping indicator to aid in performance analysis during testing
BETA CANDIDATE v0.12.4 the "Beta candidate #4" The Valentines Day Massacre release [02/14/2024]
- Changed v4 to use new (old) config v4 Viewport (no fancy enhanced settings for v4)
- Added new config option "Map Gravity"
- Removed config for Player Drop - now a standard part of v4 Meta only
- Added New gas damage (server attenuation equation)
- Changed disabling Enhanced Visuals to now give the original v4 player network movement (smoother on local client, but not as accurate remotely, you'll see... its not right at times and why we don't use this method in MMC or maybe you won't. Lan play should not be affected/noticibly different with low pings. If you have poor performance and this setting is important to you consider turning off effects and load a smaller resolution gfx to low or medium, its cpu bound process... there is a reason we ditched it, but the v4 pedants clamor for its warm battery draining embrace and we live to serve appearantly...)
- Changed crouch shield to more match a v4 shot (passthrough vs block)
- lowered player knock back (v4 Meta)
- Fixed spectator mode issues (some confirmed fixes, some alleged fixes. you'll have to check for your favorite)
- There is more but these are the big ones... this may update over time... let us know if you see a change, it may unintentional
BETA CANDIDATE v0.12.3 the "Beta candidate #3" release [02/03/2024]
- Added ability to control whether the player can drop a weapon or not
- Updated Firebase SDK (iOS only)
BETA CANDIDATE v0.12.2 [iOS only] the "Beta candidate #2.5" release [02/02/2024]
- Fixed some crashes found when the countdown timer starts after viewing a player detail page.
BETA CANDIDATE v0.12.1 the "Beta candidate #2" release [02/01/2024]
- Added new weapon. The m1881, is a double short barrel, close range, two shot, sawn of shotgun (aka the "Street Howitzer" as seen in films like Mad Max and Evil Dead.)
- Changed map tile changes used on Crucible and Stronghold (totally unnecessary changes that we are convinced would make the maps more better... (Added more tactical lanes, adjusted angles, eliminated some (not all) of the harsh travel issues.)
- Added two new maps: "Entombed" and "Deadlock" (Another community submission from Harsh/Slash)
- Fixed a bug causing players getting stuck on map
- Fixed another wall shot through player exploit
- Altered how close flamethrower does damage to the player (Not like v4; reduced size of no damage zone; try it out)
- Improved Region Menus (less crashing)
- Fixed a dual bomb pickup bug - (Savio FTW! He showed us exactly what was happening with this and it led to a much better dual wield bomb management system)
- NOTE: Not a overly verbose (i.e., detail complete) list of changes, but good enough to alpha test another Beta Candidate
BETA CANDIDATE v0.11.4 the "Beta candidate #2" release [11/17/2023]
- Added a mute option for online play (Adjust mute state after game in the friends/social section)
- Added Juice - visual reload 'jerk'
-
Adjusted anonymous user (not logged in) experience (this is just the beginning)
- Allowing anonymous players into online play spaces now that they are limited to what they can do
- Avatar stats, customizing room locks all require a logged in user.
- Clients playing online that are not logged in will be given a server assigned name.
- Disallowed a player that is not logged in from creating a locked room, adding custom loadouts, and gifting (once that is working)
- Disallowed setting the online name when a players is not signed in
- No scores for logged out users and no access to buy tokens
- Anonymous user's local name is ignored and replace when playing online.
- Adjusted gas grenade damage calculation to be less distance-sensitive and ensure a minimum damage level.
- Adjusted score screen team row for better/clearer display
- Adjusted v4 Mechanics/META: Tweak player movement over network prediction to be a bit closer to a v4.2.x 'feel'
- Changed clients to use the upgraded new servers (fixed server code rot)
- Changed online play to require players to be signed in
- Changed respawn fail kick time from 30s to 40s (to help with legit app interruptions, e.g., phone call, other apps taking over full screen, etc.)
- Fixed (made an attempt) for the boot / ban related crashes we can't recreate in house yet
- Fixed a flag spawn issue (related to bomb pickup bug fix)
- Fixed ad banners from overdrawing. Fixed support for cutoff ad sizes. (shouldn't cover HIDE button!)
- Fixed bomb pickup bug (can't grab the bomb if it has started fading)
- Fixed bug selecting a player details option in custom to promote/ban/boot a player
- Fixed bug that declaring the client offline when it was not (Android only)
- Fixed bug that wasn't prevented a game from running when no opponents were present
- Fixed crash on older Android versions because of 3rd party SDK incompatibility
- Fixed crash when accessing the player detail screen
- Fixed deflector grenade blocking too much damage
- Fixed flags/bomb spawn issues when game was not ready
- Fixed issue where players were spawning incorrectly at start of game
- Fixed local zoom settings no saving after closing app
- Fixed ranked play custom games not applying all the v4 specials
- Fixed room name not updating when the game config changes
- Fixed upsell nag prompt dismiss bug
- Fixed various spulling errs in menus and popups (ongoing)
- Fixed weapon creation error caused by invalid player state
- Fixed weapons not being removed correctly from game
- Updated 3rd party SDKs (fixes crashes, better logging, ad networks, etc. al.)
- Updated Google Play build to target API 31 (Compliance)
- Updated Lunarcy Map (tweaked flag pole and bases slightly and removed spatial properties from the item objects)
- Updated the Lunarcy map (tweaked flag pole and bases slightly and removed spatial properties from the item objects)
- Upgraded to Android Billing v4 to v6 (Compliance)
BETA CANDIDATE v0.11.1 the "Even beta candidates need fixes" release [4/26/2023]
- Removed code trying to remove items when it should not when a server is involved
- Attempts made to get deep links working... on both platforms... its better but not 100%
- Fixed iOS update link sending players to the *wrong* app store (whoops)
- Fixed crash involving the new custom game loadout when the option isn't supposed to be available.
- Fixed crash involving empty dual loadout in custom game settings menu
- Changed rules to not all starting a team game with no opposing team
- Tuned player speed to better match Cv4 in the new network predicted environment (made less floaty)
- Changed rules to not start a game without opponents in a game
BETA CANDIDATE "v0.11.0 'The first BETA RELEASE CANDIDATE' release [4/15/2023]
The first beta release candidate(s) still need to be Alpha Force tested...
- Replaced the 'Cv4 check' box with a Global Specials and Default Loadouts feature as part of the "Global Game Config" feature.
- Reordered "Specials" list to better serve the new global config defaults system
- Fixed the menu not accepting touches in some rare states (this is one fix, there may be more, please report these when and where so we can hunt them down)
- Fixed CTF flag carrier locator arrow not displaying
- Cleaned up graphical glitch when gas is immediately countered with fire.
- Updated the Crucible Map with minor fixes for tile/terrain issues (the bane of any tiled map ever made... endless tweaks)
- Expanded effect of area of affect (EMP/gas) - larger diameter hit area for player
- Added a customizable "Default Loadout" option to use when setting up a game (This will allow specialty games, e.g., sniper lobbies. Turn off Map Drops and no spend and essentially that chooses what weapons a player starts with as default. Its not perfect, because No Map Drops turns off ALL drops.)
- Added more checks for [OPSEC censored] anomalies
- Fixed accidental "wind burn" deaths from happening when the physics engine would add additional forces (e.g., explosions plus movement plus any pushback being added to the direction of travel that would push a player beyond survivable travel speeds
- Adjusted network precision for gas cloud on LAN (already out for game servers; server side managed)
- Stopped the gameservers from starting a team game with an invalid number of teams
ALPHA 0.10.9 the "QOL Unification of disparate versions, i.e., Achieve Feature Parity in a single release..." release [4/10/2023]
This is the merging and accumulation of the disparate v0.10.7 (ios only) and v0.10.8 (android only) releases, bug fixes we had ready to go that don't need a new version, plus a few QOL tweaks.
And we snuck in some RG6 improvements... but they were long needed ones...
[HYPE] There is a **greater than zero** chance this is the LAST Alpha build.
- Added a manual region reset button to wipe tracking previous existence of region nodes
- Changed chat so non-signed in users are not able to chat more than two characters
- Fixed crash caused by invalid Unicode glyph injection (v0.10.8)
- Fixed lobby screen where connection state was not displaying correctly
- Fixed scope issue found in Training
- Changed RG6 so its more effective (rounds explode on player contact and timing/placement adjustments to explosions affected by network speed, i.e., more better in lagged situations)
- Fixed iOS 16 LAN issue not allowing games to be found (multicast network problem)
- Attempted fixes for Scoring and Tracer issues (please confirm your reported issues as we are not able to recreate these in house, but we think we see what might cause the problem)
- Adjusted text on the Custom Screen dialogs
- Fixed Crash found using iOS Screen Record
- Tweaked fire button labels
- Fixed bug when exiting the settings screen the menu music track would play
- Altered how user created content (text) is sent between clients and servers
- Adjusted team validation code to start games more quickly
- Changed room force start from 60 to 35s (that might mess with people working through a between game ad still... more on ads in coming releases... we want to improve that experience...)
- Adjusted Attributes of the RG6 (to make it 'thwoomf boom' better)
- Fixed crash associated with spectate mode
ALPHA v0.10.8" (Android Only; see v0.10.9 notes)
ALPHA v0.10.7" (iOS Only; see v0.10.9 notes)
ALPHA v0.10.6 the "Not so zero day (zero+3 fix the fixes) day patch" release [02/13/2023]
- Added a control layer tweak that allow **two** fire buttons
- Changed the pad fire option to "on" with fire buttons by default
- Slowed objective items de-spawning too quickly or at all (fix for LAN, online servers already updated)
- Fixed a crucible map bug
- Fixed PHASR (and other weapons) from shooting through walls
- Fixed the ranked play region waterfall to stop working when starting over too quickly (it was always keeping you on the last connected region)
- Fixed a network issue causing player's visualized specials to not be visualized on remote players screens
ALPHA v0.10.5 the "Wall of Text" release [2/10/2023]
We've been trying to get this out for many weeks now...
As you can see in these notes this launch is very much a signifigant accumulation of small and large changes...]
Don't ask what happened to v0.10.0, v..1, v..2, v..3, and v..4 They are dead. ⚰
They died at birth, or shortly after launch, shot down by our crack Canary Force. Their spirit it alive** in v0.10.5+!
**The old versions are what 'deaded' the canaries we're recessated as per normal. Well... We only lost one.
They suffer first so you get to suffer less.
- Added "MMC Enhanced Visuals" setting (this is where all the new things that enhance MMC go. On by default)
- Added Adaptive Sight Configuration
- Added audio and visual effects to loadouts and in game effect
- Added a bomb screen shake capability (why you might ask... well read on...)
- Added 'Classic' branding to the app
- Added combat roll on|off|inverted to settings
- Added game mode to map vote thumbnail image
- Added improvements to team games
- Added MMC Ehnanced (settings->default on)
- Added modes to map vote
- Added more Cv4 style play elements (look and feel, etc.)
- Added more game config info to display in lists
- Added new auto reload
- Added new avatar hairstyle (anime styles)
- Added new avatar items
- Added new fire button to custom controls
- Added new game mode: Plant the Bomb (PTB)
- Added new special (high velocity ammo)
- Added new specials
- Added new telemetry to debug servers (insights)
- Added new weapon: AA20 (AA12 with the 20 guage rounds)
- Added a post game screen to LAN play
- Added region selection support for ranked play game servers
- Added reload animations
- Added scope setting for no weapon (adjustable now when carring no weapons)
- Added score to HUD all the time
- Added Sight Method to option
- Added support for button stacking on custom controls (a controls game changer for people who want to do this, have died trying, and let us know it was what they wanted... and it fixed a control touch instability so that helped too.)
- Added support for game modes in Ranked play in the "Vote" system
- Added support for IAP pass gifting
- Added support for selectable room host change
- Added team display enhancements to score screens
- Added the Deflector as a specials option in building a loadout
- Added weapon look ahead Configuration to settings
- Added/Updated a **new** map (Stronghold) [**Updated for the volunteer test team, new to everyone else**]
- Adjusted pass holder nameplate so its easier to read
- Adjusted avatar hair elements that needed bumping for better display
- Adjusted chat filtering of anonymous players so they can differentiated on screen
- Adjusted Damping to make movement more responsive (change directions a little quicker with less inertia)
- Adjusted EMP weapon's effect to better match the visual
- Adjusted explosions to explode more better
- Adjusted labels on custom game row (show more game details BEFORE you join)
- Adjusted loadouts and spawning to better support global game-wide, specials (e.g., Cv4)
- Adjusted logic to control weapon pile cleanup
- Adjusted plasma size (make the graphic closer to the visible 'hit' area)
- Adjusted player spawn logic (lowered the avoidance weight of some conditions that in certain maps always 'seemed' to put you on one side or the other.)
- Adjusted several weapon fire points (to match shifted graphics)
- Adjusted spawn points
- Adjusted a spectator to be more clear (has a displayed color now)
- Adjusted team colors for enhanced visibility/clarity
- Adjusted team score display for two team modes
- Adjusted Weapon Ammo capacity and clip size on just a few weapons (we'll see if you notice.)
- Adjusted weapon de-spawn behaviors to aid in reducing weapon pile ups.
- Adjusted weapon spawns in maps to include new weapons and fix reported spawns that didn't look right (e.g., off the map, etc.)
- Changed default game to have Cv4 game type checked by default and also in Ranked Play
- Changed for the location you get dumped after getting booted
- Changed game server disconnect screen navigation behavior (On DC player is sent back to the menu)
- Changed ranked play time to 390s
- Enahanced logging to seperate the debug build reporting from production
- Enhanced the settings system to allow some settings changes to be made during a game
- Fixed (possibly) a Settings->Region crashes
- Fixed a bug causing team/game mode mismatch
- Fixed a button freeze error in the in-game stats screen
- Fixed a crash that would keep client from crashing when seeing unknown weapons
- Fixed a display issue on the post game screen
- Fixed a menu lock where the host COOP end/quit game could have touch buttons stop responding at end of game if touched before the server was ready to be configured.
- Fixed a "Ranked Play" lobby crash
- Fixed an issue seen in default loadouts not working properly
- Fixed battle reporting issue when new weapons are encountered
- Fixed bug causing game objectives (i.e., flags, bombs) to miseport state
- Fixed bug in COOP join
- Fixed bug in network messaging causing errors
- Fixed bug where players were not able to get servers
- Fixed bug where the system app config would fail once and never try again
- Fixed bug where the weapon switch button not showing
- Fixed callsign editing issues when unusable names were tried to be used or errors occurred
- Fixed chat player name display bug
- Fixed code contributing to 500 error when attempting to get a server list (large four byte glyph/character keyboard support issue)
- Fixed control editting bug
- Fixed Custom Game Config not being able to be changed
- Fixed error causing 500 erorrs when pulling a server list caused by large 4 byte text glyphs
- Fixed error in Training where new weapon control features caused problems in being able to complete the mission
- Fixed** grammar and spulling erorrs in sum places in game (but not on this page**).
- Fixed how loadouts default. Clearer default selection
- Fixed HUD touch issues
- Fixed iOS sound loading issue
- Fixed LAN Game Mode Selector not showing all options in one direction
- Fixed LAN team game bug
- Fixed loadouts not saving correctly
- Fixed map issue where rockets and nades were freezing under the map
- Fixed map misload error for LAN COOP and LAN cross joins
- Fixed melee attack bug found in previous release from PTB development
- Fixed names not showing properly in LAN games
- Fixed network messaging bugs causing visual and extra force pushback
- Fixed ping crash
- Fixed reload issue
- Fixed score row label not showing
- Fixed score screen display issue
- Fixed settings list 'disappearing'
- Fixed team issue with radar display not showing correctly
- Fixed teams not showing up correctly
- Fixed touch issues in the lobby (touch locking when lobby is not ready to be configured yet)
- Fixed training bug
- Fixed visual issue with score screen
- Fixed weapon Pickup Issue
- Fixed where blood displays on hit
- Improved Game Server Reporting
- Improved Network Performance
- Improved offline stability when in disconnected states
- Improved specator view issues
- Removed new Jankyard (now Crucible) from QP Rotation
- Reverted muzzle flash to older Cv4 style (for now)
- Sniper/Shotgun (ammo adjustments)
- Turned down volume down for impact sounds to the Classic Cover Shield and the Deflector Special
- Updated App/Game Config to support new items/weapons/configuration (raised price of CV4 special when playing non Cv4 game with spend)
- Updated bad weapon spawns
- Updated/Renambed new map : Crucible (I was sitting in the Jankyard name space... we haven't seen the last of Jankyard...)
- Updated Specials prices (did you notice?)
- **[SIC & Grammar errors in this line ARE intentional 🤣]
ALPHA v0.9.5 the "finally a patch that works" release [12/21/2022]
- Fixed a problem added in previous release v0.9.4 where the lobby menu would stop responding and require starting the app over to continue.
ALPHA v0.9.4 the "Lots of tweaks slipping into this one" release [12/20/2022]
-
Added a custom map placeholder 'Jankyard' (more on this placeholder map later)
- Its purpose is to overwritten by map makers until we get better way built.)
- A map project by a team up of community members: Meenanitia and The King DA2.
- It's playable, but very alpha.
- Send map feedback directy toKing's Discord or hisYouTube channel
- An actual map was placed there so it wasn't a blank map and crashed when used in custom.
- At some point in the future it will be replaced with a test map custom map makers will just overwrite.
- Fixed a game startup issue causing clients to run with the wrong game config (including map misloading)
-
Changed the damage type name from "SHOTGUN" to "SPAS12" (when killed by the SPAS12 shotgun this is what will display in the status text.)
- In Mini Miltia "Shotgun" is a category of a weapon, and since there could conceivably be more than one of that type of weapon this change lay the ground word by being specific to remove future confusions about its usage.
- You can keep using the term Shotgun and we'll know what you mean... until there is another shotgun... E.g., we assume when someone says Sniper, and not M1 or M93BA, we usually can sus out which long range rifle they are talking about.
- Fixed setting up a custom game where the setup button was pushed too early (could cause everyone else to use the wrong settings)
-
Fixed/Changed how view panning works with the addition of 'any-scope' settings.
- Added settings control of the pan speed to tune to user preference.
- This fix will keep your avatar on screen with weapons that were never designed to be used at previously unavailable scope levels (e.g., a sniper at x1)
- Added premium nameplate support in LAN games.
- Added test avatar pieces to remind us how to do that. -We're designing a new graphics delivery system and these were left over bits from testing. -We're not ready to add more avatar things until this part of the system is improved. You can ask, but it won't be looked at for a while yet.
- Adjusted the Cv4 Cover Shield (replaced graphic with a less physical looking object)
- Fixed the damage type the RG6 (Grenade Launcher) to report as its own damage type [MORTAR]
- Fixed crashes and hangs related to touch inputs in the lobby menus (multitouch crashes)
- Fixed a LAN game setup issue that was letting games launch without ensuring the proper setup was received (does your game hang when starting? we want to know, this fix COULD cause this.)
- Adjusted the position of some avatar elements (in prep for a new system) [Make sure the graphics align on your avatar pieces]
- Fixed several menu screens touch issues, specifically where touching too many buttons caused crashes and hangs. (Savio[🇧🇷]... you know what to do)
- Fixed the player row not allowing another player to look at the player card in lobbies (there is very little on this card now, but it's where you will take actions like gifting and see additional values... this is work that is not done yet...)
- Fixed/Adjusted how lobbies manage and pass game settings to other players returning from a game (and missing the setup message)
- Fixed Training crash when dropping weapons
-
Fixed the issue where a LAN TDM player can join a LAN COOP SURVIVAL game and think they are different.
- The joining player will be told to play the co-op game now (and vice versa. Joining players will be told the game type they are joining.)
- Fix for loadouts not showing up after making a controls edit.
- Added local save/load functionality to the Region Preferences screen (found in Settings)
- Fixed several crashes related to displaying the region display
- Fixed several COOP bugs (many, but not all, we need to start over and check for all the bugs)
- Fixed the custom controls invert joypad not being applied to the current game (they were saved, but not until the next game they would actually take effect.)
- Fixed the Cv4 Cover Shield friend fire impacts that were reported by testers and that we could find in house testing (PHASR, rockets, etc.)
-
Adjusted the aim assist lines to visually be more consistent at any scope with each weapon
- This change should fix *some* of the complaints reported with it.
- These changes won't make everyone happy but it is a compromise in the new "any-view" world order we live in now.
ALPHA v0.9.3 the 'Patch #1 release [12/10/2022]
- Fixed ads popping up mid game after editing controls mid game (and pushing to your profile/online save)
- Fixed co-op LAN host crash (2nd player start game crash is still not fixed)
- Fixed co-op Survival auto killing players as they move around the map into certain areas (was caused by map misloading)
- Tweaked pickup speeds even further than was seen with v0.9.2
- Adjusted META for the Shotgun (Global; all game types/modes) The shotgun hits harder further. Adjusted to live in a post any-scope world. "Don't close on a shotty without a plan, you will not win." This should restore some of the Cv4 shotgun experience that was lost with everyone having any battlefield awareness they want now.
- Adjusted max player counts allowed in rooms - Ranked (quick play) = 6; Custom Social & Ranked (player defined custom and quickplay) = 8; WIFI LAN = 16; Survival Co-op LAN = 2 (there are reasons, most are network performance related. Yes it's possible to have more *attempt* to play in large rooms online, but it hurts server capacity and network sensitive players have a real bad experience. It's a problem we will solve someday, but not for public beta launch. We need to launch quality performance soon. Setting the rooms larger is highly discouraged (We haven't banned anyone for this yet, but I can see you. Consider this the first warning. Be careful and don't give us a reason to be awnry about it.)
- Adjusted and added more security and cheat prevention systems (details redacted [OPSEC])
- Fixed crashes and non-display issues with the region selection scene
- Replaced the Cv4 cover mechanism added in v0.9.0(deflector shield.) This cover mechanism will function differently and add a small 'graphic' representing the protected (invulnerable area.) Not positional, covers top of ducked head much lower than the collision bug, allowing a player to gain cover from areas lost when the bug that disallowed shooting through a player to hit.
- Altered scoping speed on site when zoom levels change (weapons or death) this makes the aim indicator move extend incorrectly but this is a placeholder till we get a better solution.
- Tweaked FOV to better support oddly ratio'd displays (aim assist going off the screen).
- Tweaked grenade explosions slightly. Future fixes to network messaging slated to drop in v0.10.0 will greatly improve (and replace) this solution.
- Adjusted region selector (fixed a crashes seen in the crash logs)
- Fixed crashes and non-display issues with the region selection scene
- Solved the mystery of the missing server logs (Game Server)
- Updated Rewarded Ad Video SDK (Android)
ALPHA v0.9.2 the "The 'OMG 😱 Finally' release [11/29/2022]
-
Cv4 Adjustments (still a game mode... soon to be default play in ranked for beta launch)
- Trying out a new cover mechanic (Deflector) [An attempt to emulate/replace the META lost when the unintended crouching head exploit/bug]
- Cover Mechanism/Deflector (alternate option)
- Reset Attenuation to near v4.0.42 levels
- Altered the pickup delay to simalar state seen in v4.0.42
- Limiting the laser sight to a lesser number of weapons as per v4.0.42
- Adjusted FOV (slightly) - Tweaked FOV so it is matching across varied screen sizes more accurately
- Fixed Bugs - LAN tweaks to player setup, room closing, and crash fixes.
- Added Callsign/Nameplate for premium pass holders to be able to set (has time limits for editing, can not be edited once set until a month passes. This name change is not an avatar name. We will have more guidance on this as the feature develops.
- Updated crash log system to meet new app store compliance requirements
- Fixed as many of the 5:5 issues seen joining servers. If still seeing this first try a shorter avatar/callsign and see if that gets you in, and in any case report to us its happening still!
- Added GID (DA2ID) labels to any place where a list of players is shown (e.g., the history list in the friends screen.)
- Updated build to meet app store compliance (Android: target SDK raised to 31)
- Further development on the anomoly cheat detection systems [OPSEC Details redacted]
- Adjusted many of the error message pop ups. This improved many of the popups clarity, but also made more worse than they were. We are not done. If you see a badly formatted/worded message/popup share with us what would be a better experience. This work is ongoing...
- Added a way to adjust controls during live play (but it fires off an ad midgame... this is NOT intentional, but was not seen until after launch.)
- Adjusted sight POV for consistency across varied sceen sizes
-
Purchasing: You can now purchase tokens and a Tier 1 Day Pass.
- Tokens are not very valuable atm, treat this purchase as a donation (this has been asked for, I will not say no to this. In time we will add value. If it doesn't seem worth it to you to support us monetarily DO NOT feel pressured to donate the amount shown in exchange for 25 tokens. We can't put a donate button the app, so this is our workaround for that.)
- Passes are limited to day passes for this release and only 3 active passes can be purchased. The 4th and subsequent passes will not be accepted (any money spent will be returned when the pass times out from not being accepted. It is possible to purchase a fourth pass (attempt) fail and then as the 3rd active pass expires you can purchase more. What we are testing (needing to test is passes expiring. This limit is not NOT intended to exist when we are out of alpha and does not require a client update for us to allow more purchasing.
- Improved perf on screens where the rewarded ads can be triggered to earn tokens
- Improved logging performance on ad system
- Improved Server Infrastructure (game server game setup is now centralized and less peer to peer)
- Added the Server Region preference screen (non-functional, just a visual sample)
ALPHA 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)
ALPHA 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.
ALPHA 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" 😉, 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. 😉)
ALPHA 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) (“Old Painless”, “Future Combat System”, and “Fire Starter”) 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 glitch…)
- 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 ‘weirdness’
- **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 “Sync Data” 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 “Field of view”.
- 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 “view x2” set your “field of view” x and y to “x3.5”.
- 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 you’ll see your health bounce. This is the server correcting your health. Future releases we will work on the prediction algorithm and hope we don’t 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 “minification” (getting rid of functions we don’t use), so we’re 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.
ALPHA 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...
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)
ALPHA 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 “map drops’ 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.
ALPHA 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)
ALPHA 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)
ALPHA 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.]
ALPHA 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.)
ALPHA 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
ALPHA 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.
ALPHA v0.2.1 "Fixes for the fixes" [7/??/2021]
- Lots of hotfixes... details TBD
ALPHA 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.
ALPHA 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
ALPHA 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: DA2 (with LAN)
Google Play App 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…
**When it works...…
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.