MMC v0.7.2 the "Monetized Loadouts and other QoL adjustments" release [2/23/2022]

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Mini Militia Classic Alpha Force

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Feb 24, 2022, 1:48:55 AM2/24/22
to Mini Militia Classic Alpha Force
Hello mighty alpha testers,

It has only been 14~15 days since last release and we have busted out part two of a three part set of our initial token spend features. I think we saved the best for last (next release) also the cheapest. So we're gonna jump right back into dev to work that, but there is a LOT happening here.

We have fixed no less than three separate Quick Play game server crashes in addition to making several client changes... some of these are just tiny QoL (quality of life) things, some are not, but there is a handful of changes to review, including gas not one shot killing people for no apparent reason (we found the reason and fixed it.)

At the bottom of this message there is some changes to prices in loadouts coming up, including an upcoming spend limit reduction (all detailed within.) If you think we're wrong for trying it out, lets us know how it changes your life. We'll want to know how many games you played before writing us, and we want to know the impact. We'd be bad developers for not testing out different configurations, how you react to it is how we know if its better or not. We're not afraid to fail and try things, and its better to do it now instead of later, cause after launch, we won't be fiddling very much at all because we should be dialed in. So speak loudly, early, and often. We appreciate the feedback.

Thanks!
-Hunter

Ok so without further ado here is the details:
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V0.7.2 is submitted for review on all platforms*
(v0.7.1 is a Bruno release, and we don’t talk about Bruno.)
*Android seems to be out already. Apple is taking time in review (just checked, they will send an email to you.)

CHANGES TO LOADOUTS (DON'T BE SURPRISED)
- When migrating from the previous version v0.7.0 the first five loadouts will be added to your profile as your first five. If you want to save yourself some heartache before updating and running the app's new code, pair down your list to your favorite loadouts, five or less, and screenshot the others for your own sake to rebuild them as desired.
- 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)


BUG FIXES
- 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’
- 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.


FEATURE CHANGES
- A field of view engine 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.

Hunter's Personal Rant: This feature does not get us anywhere closer to beta, but it was a longstanding nag from veteran players that tablets had an unfair advantage with view. This was what was wanted after hours of clarification gathering. This is what we burned many request hours on. None of this was required to get the game released to beta, I don't even know or agree that it will add to the quality of life of the general audience who won't care about this, so please let us know how you think this makes the game better, worse, or even meh for you? Is it useless to you? Does it make it fair now to those that it mattered too? We don't want the field of view mechanics to be a meta element in this game going forward. We can't control the screens and their aspect ratios used on devices  in the world, so we will give you the tools to tune it to your liking and competitive needs/desires. I think that will be fair enough, but the floor is open for comment and dissent.

- 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 releases new monetized (tokens) game config in quick play feature.
- Added a zero opacity option… as requested, good luck with that. ;)


**PLANNED** RANKED QUICKPLAY LOADOUT CHANGES (MAYBE... The system to modify this on the fly is still in development and untested.)
These changes are planned for ranked “quick play” loadouts and game play settings (I don’t know if these will be ready in time for release)
- 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
We will want to know HOW this changes the game for you as much as whether you like it or not.
(NOTE: Remember there will be NO LOADOUT game modes coming to quickplay/ranked play eventually, hopefully sooner than later.)


ADDITIONAL INFORMATION
- Introduced a new bug with gas (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.
- 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. 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.
- Is your favorite/most loathed bug not fixed? Send us your bug reports. We're seeing complaints out in the wild of people claiming that we aren't addressing old bugs. Don't assume we know what bugs you are talking about. We can't fix what we don't know about. Send us an email (to testingfeedback [at] appsomniacs.com) about the issue you are having. We do have a list of bugs we believe are fixed and rely on new reports to tell us whether or not the fix is working.

This is a living project while in alpha and will continue to be so through the beta as well (but hopefully less chaotic) Your feedback is always looked for. Use it. We are listening.
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