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We will be using this thread to keep you updated on what we are currently working on and things we are considering of adding/improving/changing in the future.
As always we are open to additional suggestions, ideas (which you can post about in [our suggestions thread](https://www.kongregate.com/forums/1013247-war-clicks/topics/1689189-suggestions) ) and additional discussion about anything War Clicks related. But to keep this thread clean and to the point it will be locked, so just create a separate thread or PM us for any sort of discussion :)
**First post will be updated with what we are focusing on currently:**
- Focus is on several progression/balance improvements, primarily in War Zone. From regular battle BS reward scaling, to cost/multiplicators improvements, rank/level/achievement reward improvements, to BC upgrades additions...
- Total gain Per Second settign in BC
- Daily mission collect & score addition bugs
- Time challenge "NaN issue"
- Making it super clear how you can earn more gold with in-game activities
- WZ Army Setup addition of "tiers" for DPC upgrades, to make them viable at any game point
- BS reward from units kills multiplcator during farming battles
- Improvements to BC upgrades strength at various game stages, especially late game
- **(SORTED)** Hire all trainers option added to BC
- **(SORTED)** Several AutoClicker bugging out issues
- **(SORTED)** Boot Camp frontend power Poitns sync issues that made you think that going back in focus was not adding offline time properly
- Resolving any remaining rare issues where some of BC or **(SORTED)**WZ progress isn't saved properly.
- Going down the task and optimizations/improvements list found [here](https://www.kongregate.com/forums/1013247-war-clicks/topics/1700729-official-development-backlog-planned-future-updates)
Since we are just launching on Kongregate we would like to give you a general idea of what we will be mainly working on within the next month or two:
- Getting in-game general and country chat working
- Preparing a set of progression/balance improvements (mainly War Zone)
- Making Convert rewards in Boot Camp scale relevantely to your progress in War Zone
- Adding a DPC multiplier effect on PvP upgrades
- Making Support power more relevant throughout
- Making Spin The Wheel, Daily Task and Daily Mission rewards more relevant
- Adding various "quality of life changes" - i.e. Gain Per Second setting, looking into adding keyboard shortcuts, preventing starting Time Challenge on full fuel,...
- Improving Country HQ progression and voting system
- Adding a Country vs. Country feature to Country HQ
- Looking into likely changing the way Time Challenge works as it is well... annoying as it is :)
- Other minor bugfixes and improvements
Today we have resolved the issue with Country not being set automatically – so for those of you who haven't set your Country yet, it should now be properly set :) If you haven't yet don't forget to check out Country Headquarters in WarZone (unlocks at Battle 40).
We have also resolved some smaller bugs, such as fixing some wrong display in achievements, ensuring proper opponent is selected in PvP fights, and are currently working on array of other fixes and improvements.
We are now going through the rest of our list, and also popping in some bugfixes and improvements you guys have suggested. We will prepare a more detailed overview of changes coming in the following days.
Today we got our In-game chat working, which has a General room, but more importantly also a Country-specific room, where only countrymen can talk in secret, discuss ideas, share strategies etc. .. Or just chat in their native language without bothering others :) Also the in-game chat does keep some chat history, so it is usually better to report/ask/discuss with us directly there instead of Kongregate's chat, as we don't have to be online to see your messages.
We have a set of improvements/chat features planned for the chat, but do not consider them as pressing updates, but some will see the light of day in the following weeks. So If you'd like to see anything added/changed there, just let us know!
Tomorrow we hope to finish adding the "Time to deploy" information to the deploy popup, which will conveniently provide information of "how much time before I can deploy next", that might help you make better decisions. Also pending contractors will be updated real-time via this. On top of that we will also be removing the early-game limit of "reach X pending contractors" and replacing it with a confirmation tip first time when deploying, to inform potentially first-time idle game players that they should wait until the "recommended 2x boost" from deploying for a good experience.
We also hope to deliver some in/out of game focus bugfixes.
Today we wanted to deploy several fixes/improvements, namely "Time to deploy information", and "renown" issue on in/out of focus, changed a bit how video icon flickers to make it a bit less annoying.
However, during final testing of "Time to deploy" we first based it off fixed "10%" change increments, which was a bit weird/seemingly buggy experience at bigger increases. So tried to make it more dynamic and useful so that it'd starts of at 10%, 20%,... but when it reaches 100% the increments become 200%, 300%,.. when a 1000%, they become 2000%, 3000%... etc.
This change was a bit more time consuming than we thought, so ran out of enough of time for a proper final test.
So we will be deploying all of these updates first thing tomorrow morning (GMT). And then throughout the day probably get a few more updates out.
We should also be deploying some first balance/progression improvements very soon!.
For those who haven't seen the preview of this in a chat, here's a GIF of what's it about and why it should be that useful to you :)

Yesterday we deployed the above mentioned updates and some more:
- Deploy/Privatization would sometimes result in some icons disappearing for a while.
- Boss battle type properly works now with support. This issue also caused some rollback issues when using support power during bosses. Should now be fixed!
- Other minor improvements (boss type bug, "time to deploy info"...)
- Early game progression has been buffed in BootCamp by increasing power of upgrades -starting at the cost of 13k, all the way up to e29. Over that range, all productions units have had their gains multiplied (over several upgrade increase for each) from 3.75 to 8.75x! This should help alleviate some of the issues with breaking some "progression walls" more easily, and making that part of the game more fun!
We are currently working on:
- Changing PvP losses so you can lose a max of 3% of each unit type per Pvp battle total (right now it does this for every single wave separately)
- making PvP rewards worth it by adding PvP upgrades support power and DPC multipliers to each of them
Today we have deployed (no pun intended) an update that I think a lot have been waiting for:
- PvP support unit losses will no longer be added wave by wave, but only calculated overall for each unit type. Before you could've lost up to t 5x3% a un t(actually it was up to 5%, due to some bug, where i.e. battleship losses were calculated off i.e. Infantry vehicles count, making it bigger) in each PvP battle, this has now been maxed to 3% overall.
- We have also added a multiplicative DPC and Support Power multiplicators to every PvP upgrade, which will help negate support unit losses, and actually help towards progression and increasing your long term damage output. Currently there is a 1% DPC and a 2% Support Power multiplicator bonus added on each PvP upgrade purchased. We might have room to scale these in the future, and handle progression much better in the late game with them. This will also make Support Power a LOT more usefull across all stages.
We are continuing work on several updates, and also beggining to prepare some progression balances - prioritizing Boot Camp's convert and general War Zone battle/upgrade scaling.
Hopefully we will also be able to prepare a full list of changes/updates we are working and are considering doing in the near future, to give you a bit broader overview of what's to come :)
We have just deployed several updates today:
- There was a bug in PvP battles where it would always choose the top 3 strongest opponents for you, instead of 3 random (from array of 10 above and below you). This has now been fixed!
- We've added a few early-game experience improvements, such as information popups on Country HQ, Spin The Wheel, Rewards and Support Power to make it clearer what those are and when a new user can reach them
- We've added a "Daily supply track" information, which lets you know what resets daily (fuel, TC chances, converts...) as this wasn't the most clearly explained. The resupplies happen once you visit War Zone / Training Camp first time every day (after UTC 00:00). If this icon annoys it you can easily hide it, and if need be, reenable it in the settings.
- A bunch of smaller display/text fixes all around the game were done
We are working on many more updates and fixes, for which we will prepare a clear list for you to see later today!
**Last but not least, later today we will be launching the game for everyone to play!
*We will be launching at around 10am EST / 7am PST / 15:00 UTC / GMT+2 17:00***
We would like to thank each and everyone who has played during Beta, and especially those who have provided us with invaluable feedback, comments, opinions, ideas, help in testing... You have helped us prepare a much cleaner and a more fun experience for everyone, and continue to surprise us with your feedback and help!
**YOU are awesome** - thank you again from our whole team ;)
We are dedicated to making the game even better, and can't wait to deliver some cool future updates!
War Clicks team
We have just deployed some updates today:
- Added "farm mode" to War Zone, which will appear to you first time you can't complete a Boss Battle. It allows you to keep fighting the previous battle to farm up some Battle Stars to get stronger. You can also immediately cancel a Boss battle during it by clicking on it. Note that fuel on regular battles is always consumed - however we will consider adding a multiplier to Battle Stars gained after losing a Boss battle, during the "farm battle" so it is more significant.
- Added any missing country flags
- Fixed issue with rankings widget closing/opening/bugging out when switching zones
We are continuing work on many small improvements, as well as looking into some rare cases where some of the progress isn't properly saved to be more robust.
In the past week we have gotten rid of various bugs, display issues, small improvements – most notably:
-today, we have finished the first in set of major balancing improvements in Boot Camp, by increasing upgrades' multipliers by a hefty bit in mid to late game (e23(S) – e110 range), that will make progression far smoother and more fun at these (and further) points (if you see your BC production to be quite multiplied since laste time, this is due to this update)
- resolved some renown reward addition issues (which actually caused another bug where more gold was given out during the weekend for renown rewards, until it was fixed)
- IE sacrifice unclickable issue resolved, duplicated daily mission choice resolved
- removed some annoying video icon flickering when no ads available
- a discount has been added to the bribe option and the final autoclicker upgrade found in the shop
We will be rolling out several progression / balance improvements in the following week, from finally revamping the Convert rewards in Boot Camp to scale properly, balancing War Zone better, adding various other improvements to the game etc. We also will be looking at some loading/server issues some of you have been experiencing at times, which make it a bit annoying at times! We've got a huge list of things we want to work on in the following weeks, so expect a lot of these to be sorted – For a more exact list of things we will be working/focusing on please see our Development backlog topic.
Finally, we would like to thank everyone for your feedback and suggestions - mainly on where you think the game does currently not provide a great experience, which for most seems to be the „early game„ as it losses excitement at points. We will be addressing this with not only improved presentation and features, but importantly also look at various gold boosts/upgrades and improving gold-collection. Delivering a great, fun, exciting experience to everyone (at any game-point) is something we're striving towards and where we will be putting a lot of our focus on in the following weeks!
Yesterday & Today we've had to deal with some unexpected issues/tasks but still managed to get a few things deployed:
- fixed display of Rank rewards to show proper base DPC gain when achieving a specific rank
- fixed Support Upgrades total "base" power by unit type to not be multiplied by PvP power in the upgrades section as it was misleading
- buying HQ DPC upgrades will now immediately properly refresh the level of the current upgrade
- Added an info popup after deploying for first time to make it clearer what happened ot new users
- Added a similar popup to privatization, that will appear every privatization as it's quite rare and this helps ensure there's no "confusion" what it does
- 10% fuel upgrade restriction pops a confirmation if you're above 90% fuel
- resolved some major game loading speed issue, that was causing quite some issues, especially on Chrome
We are also preparing a full priority list of upcoming improvements, bugfixes, additions over the weekend, to give you a broader overview of what we are focusing on and what to expect to be sorted approximately when. We will update/upload it on Monday.
* We have also talked with Kongregate staff regarding rewarded video handling and we should be able to change video ad rewards to also reward you when there are no ads available, to make it fair across the board! We are discussing some final details surrounding this, but expect to see this changed by end of Monday the latest!
We've uploaded a major fix to some rare WZ saving issues today:
- There were a few cases where on back end DPC and support power weren't properly calculated, resulting in "smaller DPC/SP" when verifying progress.
- When buying Support Power upgrades, it sometimes didn't properly account for one of the multiplier bonuses
- a few other rare cases (PvP and sacrifice) where on back end it actually calculated too much DPC/Support power
All of the above in rare cases caused a rollback issue when War Zone tried to update (visible in the error when reaching PvP, or going to BC and back and seeing some progress reverted).
We've identified another small issue with Battle Stars addition on back end, that will be corrected tomorrow. Although small in some rare cases it could cause a similar issue as the above. But we want to get this sorted 100% accurately!
If you still experience any similar issues please let us know so we may investigate further.
We've managed to identify and fix the remaining issues with War Zone progress saving earlier today!
We're happy to say that in our many tests after this fix we were not able to reproduce the issue of where progress in War Zone was not saved/slightly roll backed!
Hopefully this has resolved War Zone saving issues completely - but if by any chance you still experience an issue like this please do let us know immediately so we may investigate further!
The similar (but far less frequent and impactful issues) in Boot Camp, where a unit or two less might be bought/saved, is being looked into next, and we hope to achieve a similar 100% sync even in these rare cases.
A full list of re-prioritized updates, bugfixes and improvements has been discussed on our side, so we will try to post it for you guys as soon as possible as well! Apologies for a slight delay here - but there has been tons we had to discuss and consider here :)
The past few days we've been working on finishing a reworked Spin The Wheel (to be deployed this Monday), fixed an issue with scaling in Chrome that made the game lose image quality quite a bit, got rid of the annoying out of focus background sounds playing, improved Training Camp saving/sync issues by a long mile, resolved an animation bug where unti cycles would get buggy on top of another in Chrome.
Today we've also resolved the issue with Daily Missions not being properly created if you played the game over 00:00 UTC, and not being able to open the mission. This will work properly from tomorrow's mission onwards.
We have also identified an exploit of sorts, since farming mode was introduced. In some cases a user could farm a battle to get "unlimited" fuel drops. As a short term solution (until we better rework the drop system), pre-boss battles (XXX4) will no longer drop any fuel drops. We have some drop changes on our agenda, so will address it properly when we get to that.
Today we've completed and done a bunch of testing of the "Buy Max OCD" option, but as we reworked major part of our system of calculating costs, unit amounts in Boot Camp, we would like to make sure it works properly in all cases and that we do not break something with it. So we'll keep testing it over the weekend and deploy it on Monday.
This function helps make post-deploy not only more convenient but also faster - in some tests of "super fast early post-deploys" we found that it can speed up the experience by up to 3x times for a while! Far less clicks needed, and the power points are distributed more efficiently because of it. Additionally with the slight system rework, the game has to do 10-400x times less calculations per second, which can make a sizeable performance difference. That, with some redundant DOM/display manipulation was removed with it as well, should help reduce CPU and RAM consumption. That's an area we want to look into seprately at sometimes soon as well, but it's a neat bonus to have with this update anyway :)
The past few days we've also deployed some changes to sounds, to make them a bit less annoying at some points. We're also preparing several new progression and balance improvements (mainly War Zone) that we'll probably deploy in one go towards end of next week. On top of that we're also still hunting down the case of "WZ progress being reverted" - during tons of testing we were not able to replicate it yet, but with some feedback we have a few more ideas of how to hunt it down for good!
Been doing a bit of Saturday testing to try and get to the bottom of the rare remaining "War Zone" save/revertion " issue and just before giving up after 2 hours of heavy testing with 100% sync perfection, finally spotted some issue. In some rare case if the times/actions overlap just perfectly, when PvP is reached backend will "attack a unit" during PvP with 1 click, and that click will then be "absent" where it actually should have been counted after the PvP battle.
Because of this ONE click the backend will not reach the next pvp battle properly, and when that happens there is also some issue where when this happens, the backend will not save the progress within that "update loop" (up to max 30 seconds) properly in soem specific case - as if it saved properly it should throw you MAX 1 unit back in this case.
As you can see, one small bug, can cascade into something more, on top of being extremely hard to replicate. But I'm glad we found this today, as we should be able to start replicating it more now and prepare a solution. Fingers crossed this is the final issue of WZ progress saving!
The above reported save issue has been sorted as mentioned on our other update - so in case if anyone still experiences something remotely similar please do let us know - but now, any potential rollbacks should not be more than a few clicks.
Today, we are doing some final testing for another set of WZ balance changes (late game mainly) to enhance the experience, they will be addressing a couple of things:
- trying to keep "relative strength" of regular battles vs Boss battles similar throughout the later stages (and not Boss abttles spiraling out of control
- Boss battle BS reward per "hitpoint" used to drop several from 800th battle onwards, this will now be improved, with additional BS/boss additive rewards at later stages, slowly increasing the reward/HP with every passing boss.
- To keep regular battles' rewards significant compared to boss rewards, BS rewards from regular battles will be given a 1.2x multiplier every 100th Battle
This will not resolve every WZ balance issue, but is the core of what has to be sorted to scale off other rewards/multipliers off of.
The next set of changes will be giving farming battles additional BS reward bonuses, improving Upgrade multipliers (or adding "tier increase" of existing DPC hq upgrades to keep them up to par), and lastly improving rewards of Achivements, Ranks, Levels. Once those basics are sorted we can then also look into things like Privatization points having effect on WZ, and many other ideas/ways of keeping fighting dynamic at later stages!
We will be deploying first set of these changes tomorrow, and the rest to follow likely next week.
Next week, BC will also be getting some upgrade boosts at certain stages and a vast array of new ugprades at the e100+ stages!
Hey soldier!
**We have just deployed a set of first important progression and balance changes for War Zone**, that will make your experience better and more dynamic (especially at later stages - Battle 500+). In short, this was changed:
- Boss battle health multiplicator reduced from 1200th battle onwards
- Boss BS rewards scaling improved from battle 500 onwards (Up to 30x more!)
- Every 100th battle BS reward per health point from regular battles increased by 1.1x to keep up with Boss rewards (up to 20x more at later stages)
* *If you are playing the game while seeing this message, please save and refresh the game to ensure you will be seeing all the changes properly.*
This will help make Army Setup upgrades more viable at all stages. We plan to work on army setup upgrades specifically next week, as well as better rewards from farming battles. Improvements to Boot Camp upgrades are also coming next week! Additionally, the past few days we also worked on improving sounds balancing, reworked the Convert popup to be more clear and worked on other bugfixes and improvements.
We are focusing on bugfixes, experience and balance improvements for about 2 weeks more, before we'll start getting to improving some other core game features :)
War Clicks team
First Post updated with our main focus for tomorrow and next week.
More details on today's updates can be found in our latest post here:
https://www.kongregate.com/forums/1013247-war-clicks/topics/1700729-official-development-backlog-planned-future-updates
Improved Boot Camp saving that should now prevent annoying saving issues (i.e. Some units, upgrades disappearing due to some unit cycles being neglected in weird conditions). Also if now something doesn't save (for weird potential rare reasons) the game will now return this information to user in a popup, and reset game's state properly. This means that progress should now be reset for max 30 seconds and not „snowball“ into a big issues. Similar system will be added to WZ now, to remove any confusion about click speed limits and prevent revertion in those rare cases as well.
In the past few weeks we have also got rid of a lot of random issues with CvC results, which were hard to replicate on local servers and issues were revealed on live data. There were several issues with wrong result calculations, display bugs, reward distribution issues... These were now fixed and CvC should be working properly now.
Today we've just deployed the Boot Camp game re-init in case of issues with saving, that should resolve and clarify any rare issues users still might have with that.
We've also fixed the issue with today's CvC results and recalculated them to populate properly, as well as distributed a full 100% Spoil Points to all attackers, as all defenders already received it (so everyone got a full 100% bonus today!)
To avoid confusion (and as it's needless) we're also removing the alliance chats during the week (they will only be visible during Saturday-Monday), as alliance last only during the weekend and every week alliance gorups are refreshed anyway. This is not a real-time change, and will only hide/show that chat tab after a game refresh for now.
More details on our current development focus & future game updates can be found here:
https://www.kongregate.com/forums/1013247-war-clicks/topics/1793067-current-development-focus
**The report from the last week**/ what’s been improved/resolved within the game:
* Resolved an issue in WZ with a reverting bug, where running in-game Autoclicker and going off focus, and then coming back would sometimes result in those clicks to be all reverted
* Improved performance of Time Challenge clicking, which seemed to lag for some
* Fixed a bug in Event, where clicking on tutorial icon could freeze the screen
* BC convert popup show- now properly show current reward % above 100%
* in general chat room additional signs were added as allowed,
* in leaderboard you can also check other tiers and their stats also your country is clearly marked
* deploy button design fix
* alliance ticket has been redesigned
**Update January 28th – significant progression update:**
More and more of you are completing the main goal of the event – capturing all 195 countries and Conquering the world, which is great to see! There's less than 2 days left before the Event ends, so if you haven't reached that goal yet, you can still make it!
Tip: If you're a late starter we've further reduced the cost of Event Multipliers, to improve its relative value to event time left. Or you can also use it to gain a few more tier rankings for better rewards.
We have also just released a balance update, that improves the early/mid game experience (under e30), but also significantly improves late game Boot Camp (e110+) progression:
Firstly, after a lot of feedback and testing the early game user experience, we have decided to lower the first privatization requirement from 1e40 to 1e30. The grind to 1e40 was too slow, and the first privatization boost was not exciting enough to make up for it. So this should make it a much better experience now!
Secondly, we have boosted a few Boot Camp upgrades in the 1e110-1e140 range, as some of those stages were too uneventful. And beyond 1e140, we have boosted and expanded upgrades a whole lot! NOTE: If you are above 1e110 in Power Points in Boot Camp we suggest to refresh the game to ensure all upgrades are visible properly for you. Above e140, you might also notice some of your recent upgrades were “shifted” by new upgrades we added before them (that you already own now), and might have to re-buy your most recently bought upgrades shortly when you get back in the game.
By the end of this week we will be releasing more balancing improvements for both War Zone and Boot Camp, as well as a lot of bugfixes and other improvements, so stay tuned ;)
We've just deployed fixes for several annoying bugs:
- Autoclicker messed up/Froze by opening competition details or some other popups in some cases
- autoclicker in focus not started if force paused/paused fixed
- autoclicker if force paused fix on in focus
- autoclicker cooldown switch to BC and back, text shows cooldown properly now
- Issue with revert popup some have been getting during TIme Challenge should be fixed, and with it total fuel colelcted and TCs finished achivements should work properly, as they caused the issue.
- Daily Mission fuel collect task fixed, as in some cases didn't properly add to completion
- Double openinig of confirmation popups prevented pretty much everywhere (bribe, deploy, spoil points convert ...)
- More BC upgrades added late game (e200+), as well as a new renown level at e250. Renown levels will be additionally added and further balanced in the following days
In the following days expect the following to be sorted:
- AutoClicker make autostart after cooldown (even in idle)
- find any remaining issues with daily task & daily mission collect
- Daily Mission improvements (2x/3x DPC taken into account for click mission) + balance out the missions so they can be completed at late stages
- CvC solution when invasion HP is low that noone wants to complete
- Some fixes with SPW/TC where it doesn't work properly
- WZ balancing - (mainly) changing PvP upgrades scaling costs (any over spent points with the new prices will be refunded to users), HQ tiers improvements, and other minor balances in WZ and BC
- More upgrades will be visible to BC to allow for better strategy
- others small bugfixes, improvements
Just wanted to let you know that I got sick a few days ago so unfortunately couldn't get a ton of things from the above list done yet, as well as be as active with you guys.
We'll catch up this coming week on some things, but we've also got a busy business/meetings week ahead so quite a few of these things will also have to be postponed to week after. One programmer will still be working on a lot of general improvements, but just a bunch of these balancing/big bug fixes will have to wait a bit more I'm afraid.
Apologies for any inconvenience caused, we'll be back up to speed with most quickly :)
Hey everyone!
We had a busy meetings/business week, but that's now behind us so we will all be able to fully focus on updates again. A bunch of bugfixes/improvements that were ought to be done before the past week, but then got delayed due to my sickness, will be sorted in the fllowing days.
We'll update you on exact focus/changes soon, this is just a quick note, before we finalize some things for the Valentine's event, after that things should rll out very quickly :)
Thanks for your patience and understanding!