Past Updates (2018)

Welcome to the article for the **Past Updates (2018) of Army Clicker**! Here you will be able to read through all of the previous patches about the game development.

Please keep in mind that the formatting has been left as it was written originally and redirect links, bonus links, competitions, images, ads as well as page updates are not included in this page.

For more detailed update information, please visit the Army Clicker Facebook Page.

For the other Past Updates from years 2014, 2015, 2016, 2017, 2019, 2020 & 2021 please follow the respective years accordingly.

#### **2018**

##### **2018, December 30th, v2.021**

Patch v2.021 - 30th December 2018

//Few extra Words

-- just a small patch due to holidays

//NEW CONTENT

-- new chapter (without pictures again, but one cheesy story chapter is in development (will be as a chapter 100, and then probably each fifth chapter))

-- 89 new items

-- 4 black ops missions

//MAJOR THINGS

-- if your level is way to low (lower than level needed for chapter, then you get extra EXP on starting a mission (usefull only around level 200-500 i would say)

-- reverted the mission 616 625 atteribute removal (now the attribute is there back again...)

-- new bonuses in bonus links in the future.

-- added like button for admin only :)

-- PU program list is now connected to module presets, so this means each preset has its own powerup program.

//CLAN changes

-- no changes

//MINOR THINGS

-- added link to reddit and discord into the top menu

-- item overview has now few more event stats visible when event is active.

-- added more info about "max arena tickets on hand" item attribute

-- changed cost of resetable event item that gave skulls (from 35k to 5k)

-- probably more shop lines (tweaked the shop code a bit)

-- another shop gimick added

-- if player sponsored the game (via buying skulls) in last 40 days, then he has a mark in chat. (might be removed if it will cause troubles)

//FIXES

-- fixed "undefined" string in Train reward

-- fixed filters appearance

-- fixed the event bounty attribute info. It is not 20% given on mission start but 30%. It also provides bonus to random event bonus in a mission. (improved the description in attribute info in shop)

-- fixed missing event icons

-- fixed album and few other visual issues (thx to gintrux24 and ArmyMen2017)

-- fixed golden button blue color appearance

-- fixed visual issue with max fuel cap (thx to clickmaster)

Amount of New Items: 89

Amount of Normal Items: 54

Amount of Skull Items: 3

VIP Items: 1

Event Items: 5

Secret Items: 5

Random/Surprise Items: 4

Mythical Items: 3

Dark Items: 4

Modules: 11

Black-OPS Items: 4

Items that shows up over time: 9

Items locked on other Items: 24

Items locked on Valor points: 2

Items under level 1400: 48

Items over level 1400: 41

Highest level among new items: 2285

##### **2018, December 16th, v2.02**

Patch v2.020 - 16th December 2018

//Few extra Words

-- Happy Holidays  :)

//NEW CONTENT

-- one new chapter (without pictures)

-- new xmas event coming soon

-- tons of items

-- new black-ops missions.

-- cargo train

//MAJOR THINGS

-- reduced the difficulty of achievement: random clicker (since these bonuses were reworked recently)

-- changed achievement name: "clan maniac" into "activity manianc", description changed as well

-- Event Currency Bonus changed into Event Bounty.

-- event bounty and event mission reward is now multiplied by fuel spent

-- changed the chances in chests - there is less luck involved, the chances are more about 100%; for example event item in majestic chest 10% changed to once every 5 chests in a row. Event item in event chest chance changed from 40 to 100% but cost changed from 12 to 20. also resources drops were changed. this will be changed once again later.

-- added new type of attribute Ethereal (suggestion by player) this item is similar to resettable item, but you are actually not able to "buy it again in shop" - its not reseted, but removed... - this attribute was added mainly beacause of confusion ... i wanted the resetable items in sales be removed, but many players understood it in way that they will stay in shop and be able to be bought again. i understand it might be unsderstood so. I apologize for the confusion and will add skulls to next support drop.

-- also changed all resetable items "out of the shop" to ethereal

-- more skulls in normal offers (paypal)

-- Added new mission type - cargo train - this type of mission will be always second mission in a chapter. Its gold reward is 1.5 higher, but XP reward is 0.5x lower; (different trains might happen later), Mission duration is set to 90 seconds. enemy damage is about 9x lower, (3x lower than 1 minute mission) life is 1/2 (minute mission life is 1/3) of standard missions

-- since cargo trains are mission number 2 in each chapter, the item bonus was removed from some older missions, once newest chapter will be high enough and bonus earned from those missions will be neglectable, even that bonus will be removed.

//CLAN changes

-- none, but there is lot of in plan right before the next clan war (probably in a month or 6 weeks)

//MINOR THINGS

-- polished tutorial and game under level 100

-- again done about 10 tasks in internal Editor tools

-- split shop filter of common upgrades into common upgrades and experience items

-- restart mission timer is paused when in shop

-- restart mission timer is changed to 1 second if you are alt tabbed (out of game focus)

-- restart mission timer is removed when mission window is open. (or caravan, itemoveriew, arena, blacksops and few other)

-- rebalanced few items/mission in first 5 chapters

-- bit improved / changed few animations

-- better animations when clicking primary buttons in missions

-- special thx to [gintrux24] and [armymen2017] for really many bugs founds

-- optimized alttab a bit.

-- those random popup windows wont popup if writing a message.

-- added more information into upcoming items at higher levels in shop (as tooltips for "items at higher levels").

-- changed a bit the dark item window - so the cost is easier to read

-- bit improved the formula for appearing of random bonuses if more fuel is used.

-- hold shift key to pick daily reward quicker (without popup)

//FIXES

-- fixed wrong items/pictures in "items at higher levels" below shop

-- fixed issue where bombing and headbounty was counted as clan action into achievements why it isnt

-- fixed positioning problem of freefuel container, sale container and random bonuses

-- fixed rare bug with hourly reward

-- fixed invisible issue :D [thx to vagrant326]

-- fixed missing artwork pictures when checking them from mission overview

-- fixed the clan winning container size

-- fixed login issues in early game

-- fixed missing event chest when unlocked the event sooner

-- fixed 2 missing items if you were not in clan...

-- fixed the issue with autopilot and mission restart [thx to Boebi]

Amount of New Items: 119

Amount of Normal Items: 49

Amount of Skull Items: 4

VIP Items: 1

Event Items: 28

Secret Items: 7

Random/Surprise Items: 5

Mythical Items: 4

Dark Items: 4

Modules: 11

Black-OPS Items: 3

Items that shows up over time: 12

Items locked on other Items: 42

Items locked on Valor points: 2

Items under level 1400: 69

Items over level 1400: 50

Highest level among new items: 2140

##### **2018, December 9th, v2.019**

Patch v2.019 - 9th December 2018

//Few extra Words

-- So, changed up my mind a bit... about the nudity in game... for now it will still be available even for new players, but it will require some extra player level and agreement...

-- new pictures will be still drawn, but on lower rate, and only stories from now on (no pinups).

-- i already have some nice juicy cheese stories in mind :D

-- this patch has no items (since new items were added last week and today were also few items shown automatically week after last patch)

//NEW CONTENT

-- new retro event coming very soon

//MAJOR THINGS

-- improved modules indication info - check the tooltip in module section.

-- so the artistic nudity thing... changed the options that you can still turn in ON but you have to agree on some rules and must be level 30+

-- added restart indicator

-- you can now repost bonus links (from fcb, into clan chat) they have special form such as: [bonlinkXXX\_YYYbonlink]

-- reworked default mission pictures (icons)

//CLAN changes

-- i dont like to do clanwar changes during clan war since it changes the gameplay inside of a runing game... buuut:

-- changed generating uranium for each player from 1 per hour (if below 50) to +3 per hour (if below 75) (since without this the latest cw activity feature is bit bad)

-- minimum level to be able to join clan is changed from 400 to 175

-- minimum level to be able to fight in clan war is set to 400

-- recruited member is not allowed to fight in clanwar for next 36 hours (to avoid exploits for jumping members)

-- added new admin system to better track clan actions

//MINOR THINGS

-- reduced cost for retro Restart and retro unlock.

-- retro platinum reward is a bit smaller, but the retro week event might appear more often so at least this reward was nerfed.

-- added few [+] buttons into item overview

-- bit improved (and bit fixed) shift clicking the platinum plus button

-- added clear button to custom module filter

-- removed armor from common upgrade filter

-- added additional info of amount of chest stacks when picking up items from chest.

-- improved the Zindex (layering) of random bonuses (xp are highest, so it wont happen that random gold popup and is over xp random bonus)

-- shop information of weapon upgrades reworked (should be better now)

-- new blood sprites

-- added backstab sprite

-- changed bomb boom sprite

-- changed tank boom sprite

-- improved take all activity reward flying sprites positions :)

-- added grid marks to next retro

-- better internal tool for creating retro.

-- improved few items in shop that cost skulls and gave autoclickers, also removed the unlimited item (skulls>autoclickers)

-- explained the resettable item logic in the "i" infos, when getting it from events/caravans/ or special offer.

//FIXES

-- fixed rare bug where you could not click random bonuses [big thx to vagrant326]

-- fixed bug with support drop and NAN in clan activity [thx to PeteTong]

-- fixed typos in shop settings [thx to Cboath]

-- fixed blackops item 69 [thx to Bruno619]

-- fixed few small visual number issues...

-- probably fixed issue with unclickable random bonuses

-- little bit fixed internal load on server

-- fixed the "% Arena Critical-Hit chance" information in item overview

-- fixed information: extra 0 fuel for 0 items you already own...

-- fixed platinum value you got if exceed gold cap and buying gold.

-- fixed again the bug with buttons in modules overview

-- fixed issue with alttab + enemylifebar\_white\_thing

-- fixed flickering shop issue with platinum plus button and added fuel + button

-- fixed retro wrong count error.

##### **2018, December 2nd, v2.018**

Patch v2.018 December 2nd 2018 (we made it ! version 2.018 in year 2018)

//Few extra Words

-- Everything connected to nudity in the game was blocked for every new player since this version. We might rather invest time into nonerotic graphic in this game. My question is: will you really miss those new pictures in chapters (everything old will stay in album). There are 3 reasons for this: 1) it is expensive to be done. 2) lot of people that i was talking to about gaming - people just tend to avoid games with nudity... 3) youtubers and marketing is completely blocked if there is any portion of nudity... (we might still add some nudity for those that joined the game before december 2018)

//NEW CONTENT

-- new achievement - finish blackops missions (each mission counts as 1) so if you already have 35 item types from black ops, it is counted as 35;

-- new chapter - Bow Such Wow

-- 2 new Black-OPS missions

-- 95 items

//MAJOR THINGS

-- reworked random bonuses system - the value is now 20times higher (12times for xp + 2x best mission xp) but is not multiplied by Fuel spent. Yet these random bonuses are limited to amount of 50 (can be raised by few new items) per day. Picking daily reward will reset the counter. You can also throw away these bonuses, for example if you are collecting xp, then just throw away others - you can focus on your play style more. Random bonuses now yeild Platinum and Autoclickers as well. Random bonuses are no more self clicked after mission end. Thus making you bit more active in game, and increases the fun for new players. The amount of bonuses is no more limited to 3 bonueses per mission - the amount now depends on fuel spent and bonuses taken, thus you will find them easier if you spent more fuel (so the late game should not require you to be that much active).

-- please not that this is a first part of reworking the randombonues - there is plan to add bombs, keys or fuel in here. The numbers may need a rebalance or buff, the time will show.

-- raised amount of skulls you get (450 to 750) when an invited player (by you) does a purchase.

-- added new button into arena reward - you can now decide if you want to take platinum or gold (no need to change autopilot) also keep in mind that if the value is huge then there is no gold reward, and if the value is low then there is no platinum reward.

-- when taking bonus from fan page - you now get a support drop crate. and you do not need to refresh the page, just save the game / wait. also few other bonuses will be given this way. (it is just more visible way of giving bonuses)

-- improved internal tool for creating random facebook bonuses - await more facebook bonuses, if you dont have facebook, ask clan members to send you that link...

-- shop settings (under the shop items)

-- added reverse toggle button into shop settings (will reverse the sorter from newest items on top, to oldest item on top (is set by default)

-- added option to sort items in shop by value. from lowest to highest value

-- new module attribute (asked by players) when you click gold then these quests are finished: click heal, click attack

//CLAN changes

-- new feature : head bounty - you will set a head bounty on other base to motivate others to attack it.

-- new feature : base nuke - you can cumulate bombs on a base, once reached 1000, damage done in that base will be doubled.

-- new type of base added: it is smaller base with smaller attributes and the max HQ level is set to 25. it is not much usefull for bigger players, but good for smaller clans if they want at least one base to guard...

-- clan activity reward added - after doing 10 clan war actions clan activity reward can be taken. Fuel reward depends on fuel spent in clan war (until 10/10 cw\_activity bar) So players that dont want to waste fuel, they can still participate at least partly and even earn 5 extra fuel, Clan activity bar is reset only when deaily reward is taken (and only if clan activity reward was taken, so you can do you clan activity even more days... but better is in single day ofc)) There is also ruby reward that is added directly to clan.

-- HQ can be built only by players with level over 1500

-- fuel cost of drop attack was lowered from 30 to 25

-- added amount of classes information below the clan members amount info.

-- clan that won latest CW can have golden border

-- bit improved promotion and demotion member menu

-- new win pool in clan war:

---- 300 + 25 skulls per owned base to every player of the winning clan

---- 100 + 25 skulls per owned base to every player of clans that have at least one base in map when game ends.

//MINOR THINGS

-- few items that were identical are now locked after each other [thx to gintrux24]

-- added event currency to item overview [thx to hospy]

-- and again (for about 5th time) improved the item overview table visual and added few more information in there:)

-- added some extra valor points into first blackops mission rewards

-- when unlocking new chapter - there is information of how many chapters there are still in game. (this info was also added to item overview)

-- added enemy name into arena win screen

-- added extra xp floating text when buying item

-- added extra xp floating icon when buying item

-- added extra reward floating icons when taking arena reward

-- added extra sprites when attacking enemy

-- added extra floating icons when using consumables

-- added more fade in and fade out effects (also can be turned off by setting low details in settings)

-- lifebars are now bit more animated

-- nerfed (made easier) few values in "collector" achievement

-- bit improved autosave

-- added avatar flag - Ukrainian [thx to KyivTroll]

-- added avatar flag - Polish [thx to SIMMnext]

-- there will be more flags over time, and i want to have them all equeal valor amount, so decided for number 5 (thus reduced the previous flags)

-- changed formula for falling clan activity points (changed ROUND to FLOOR, so numbers will go down this way to zero...), and they decrease now only if you are less then 5 days active or more than 20 days inactive. so if you are away for 10 days, it drops only first 5 days... and if you simply wont return then it continues dropping...

-- boosted all items that gave blackops bonus and cost skulls

//FIXES

-- fixed mass bomb using (holding bomb button) (between this and last patchs) [thx to nonstick]

-- fixed/polished few visual bugs and glitches...

-- fixed autoclicker gif (not hiding after refresh)

-- fixed missing or wrong info in arena button circle (amount of tickets)

-- fixed missing CW won string.

-- fixed member edit menu appearance

-- fixed missing random bonuses after you refresh game in the middle of mission (thx to new system)

-- fixed rare bug with early level powerups

-- fixed issue where new players got a quest that could not be finished at all....

-- fixed achievement error 39

Amount of New Items: 95

Amount of Normal Items: 65

Amount of Skull Items: 5

VIP Items: 1

Secret Items: 4

Random/Surprise Items: 6

Mythical Items: 3

Dark Items: 3

Modules: 8

Black-OPS Items: 2

Items that shows up over time: 12

Items locked on other Items: 41

Items locked on Valor points: 2

Items under level 1400: 66

Items over level 1400: 29

Highest level among new items: 2136

##### **2018, November 16th, v2.017**

Patch v2.017 - 16th November

//Few extra Words

-- added new flag (Lithuania - asked by player); if you would like to see any other flag, send me ticket into support.

-- Next patch will be about clan and clanwar (in 2 weeks - Saturday).

//NEW CONTENT

-- new event type - Zombie Maze (will start on Sunday)

-- new chapter

-- 4 new blackops missions

-- 101 new items

//MAJOR THINGS

-- added new item with +1 fuel id HOURLY reward into low levels for gold.

-- added new attribute - hourly cap reservers - hourly cap will be reduced to 16 from 72, but there will be gold/platinum items to go up to 96 hours, and few skull items to go even higher. the reason behind this is that in the very new game players go away for 2 days, then they return and have so big amounts of fuel that they get bored very fast and quit. i dont wont to make it into monetize model, that is why there are items for gold/platinum to go even to 96 hours. Also added that one item with fuel in hourly reward, so players get more fuel per each hour.

-- rebalanced arena players again (only those inactive for more than 8 days) - now the new formula counts with amount of items those player have.

-- arena reward is raised by platinum bounty and both module platinum bounty and module gold bounty. (for me it went up to 3x higher reward), and also buffed bit the golden bounty in there.

-- first 5 chapters has much lower life, the growth was way too fast in the early missions. from what i have played, already second chapter was about 3 minutes gameplay :) will see how this will evolve (the damage is same)

-- fuel given in 40key chest raised from 8-12 to 16-24

-- 40key chest has now bit better algorithm to search for good items.

-- about 80 items got change in chest class (since they are old)

-- reduced XP gained for changing platinum to gold... buying that item is not really a buy but rather a transfer, so the xp gain there is 1000x smaller... (it is rather fix)

-- modules that have extra fuel cost attribute now have little bit better effect (around 5%) (some older ones boosted)

-- added extra bonus 10% to starting mission rewards for using more fuel in modules. So if you use extra fuel in modules, starting rewards yealds 10% extra.

-- changed "% extra Gold reward for finishing a Mission for the First time" label into "First win" (effect is the same)

-- changed "second delay from the enemy First attack in a Mission (after the first, attacks continue in regular intervals)" label into "second(s) stun" (effect is the same)

-- heavily improved editor again - i see better what chapters are missing, and the values are better offered in the editor, and it is much easier to work with :)

-- reduced ammo cost for (mainly new) humwee items

//CLAN changes

-- none yet, next patch should be about clan

//MINOR THINGS

-- removed the banner that asked for your support

-- added [ok] button into lost arena fight

-- added important (was missing) information about hourly fuel [thx to atehxx]

-- improved the notification if you have too many PowerUps in action.

-- added gold and platinum bounty to arena shop filter

-- bit reduced requirements for achievement: have skull items

-- aligned main buttons ... damn you OCD...

-- bit improved few visuals...

-- added flying icons when taking hourly reward

-- last chapter is never showed as easy...

//FIXES

-- fixed displaying the new items issue

-- fixed picking up the platinum reward from arena

-- fixed Platinum Bounty name in filters

-- fixed few things just after the last patch

-- fixed hiding of error and warning pops

-- fixed specific clan logo that went missing...

-- hall of fame is not displaying best event players after week of event end.

-- fixed bug where health was slightly moved to side after critical hit

-- fixed one issue with deleting account

-- fixed visible notification number on mainbuttons that are not available for the player yet due to level

-- fixed few items in power up collection

-- probably fixed connection time out popup

-- fixed bomb damage information in itemoverview

-- fixed xero XP floating text when using bombs

-- fixed arena tokens (they were released in shop by 5 instead of by 15 per chapter)

-- fixed/reduced XP gained for changing platinum to gold... buying that item is not really a buy but rather a transfer, so the xp gain there should be none, but lets have at least something there.

Amount of New Items: 101

Amount of Normal Items: 65

Amount of Skull Items: 6

VIP Items: 1

Secret Items: 3

Random/Surprise Items: 3

Mythical Items: 4

Dark Items: 3

Modules: 8

Black-OPS Items: 4

Arena Items: 3

Items that shows up over time: 10

Items locked on other Items: 41

Items locked on Valor points: 2

Items under level 1400: 72

Items over level 1400: 29

Highest level among new items: 2057

##### **2018, November 4th, v2.016**

Patch v2.016 - 4.Nov 2018

//Few extra Words

-- funny thing: even though damage was reduced by factor of 10-100x (cause whole new numbers were introduced) some skull items still got buff :O (this means they were 50x weaker than they should be)

-- gold per click and gold per second is now multiplied by fuel spent which is big boost to gold production! My main target was to make the gameplay as it was when the armyclicker started. Focused on gold per click and gold per second! So these two attributes were buffed but all other attributes were nerfed so the primary income is from these two attributes! Maybe now it is more about manual play, but you can change your fuel spending to 100 fuel per mission and doing 6-8 missions a day is not that of an issue.

//NEW CONTENT

-- new chapter

-- new achievement (bombastic healing 2)

-- new 107 items

//MAJOR THINGS

-- gold per click and gold per second is now multiplied by fuel spent!

-- platinum reward changed into platinum bounty - given only at the mission start (multiplied by fuel spent) (well it is no more duplicated by speed reward, but you get it even if you loose a mission.

-- all prestige items now have at least 5 valor points, they dont cost that much, but their effect aint that high as it used to be

-- blackops missions have XP reward now!

-- 2x better ruby production attribute in items.

-- removed attribute "% bonus to gold per click gold" (avoid chaotic permanent huge bonuses, maybe will return in daily resetable items / timed offers) instead there is now gold per click multiplied by fuel spent on a mission!

-- removed attribute "% bonus to primary click value" (maybe will return in daily resetable items / timed offers), trying to remove all items that somehow make the balance harder, or require the player to calculate with too many effects/attributes

-- removed attribute "platinum in clan activity" - nearly all of the replaced by better platinum bounty (platinum when starting a mission). some got added hourly platinum, valor points or other effect. This attribute was nearly identical to platinum for mission, no need to have 2 same attributes. (clan war will be changed to profit here as well)

-- removed attribute "platinum in motorcycle" - only few items were there (one skull item - added to refund) - no need to have extra attribute to already complicated powerups. platinum motorcycle was changed to hourly platinum, platinum bounty.

-- every standalone item that looked like granade or dynamite has now attribute "bomb damage" instead of attributes "damage per second" and "damage per click" - makes more sense.

-- renamed attribute "extra Damage per CLICK in a Mission you have completed more than 10 times" into Farmy Clicker

-- changed arena item rewards (removed flat bonuses and add % bonuses)

-- new type of chest was added - it drops 10 items, costs 40 keys, and from materials it gives only fuel (other chests got reducement in materials)

-- nearly fully removed attribute "% extra Gold reward for finishing a Mission for the First time". left only on items that require valor, and even there it is heavily nerfed. This attribute cooperates with fuel spent, so if you spent 100 fuel on first finish you could earn really huge amounts of gold.

-- rebalanced again health and ammo (raised all numbers this time) (same with missions)

-- reduced % bomb farming by about 10x (skull items are stronger) - tere are XP bonuses on using Bombs, and with so powerfull bombs these could not be really used. Yet the bonus was 1600% which was huge! Also added the effect to golden balls of steel

-- Golden balls of steel have also bonus from bomb farming

-- removed attribute "Arena rating point in every 10th Arena fight Victory" ... something similar is catchup, yet it caused some calculation issues... replaced by arena points and catchup

-- lot of items with ruby cost changed to items with platinum cost

-- backstab was overall buffed (values are lower, but the ratio is higher)

-- new formula for module cost - they are and will be cheaper

-- new formula for strength of VIP and EVENT items (items are stronger)

-- added difficulty information into chapters - there are many new players that run fast through chapters and end up in very hard chapter, now they at least will know that it aint fault of the game that it is hard... :D

-- changed formula for earning gold/platinum in arena (previous was connected with attribute that raised too fast and the earnings went way too high) now it is connected to gold bounty

-- bomb damage formula changed, before it used damage per second, now it has some default value and then bomb damage items. - better for calculations and balance.

-- golden balls of steel damage formula is same as normal bomb +15%;

-- golden balls of steel now work with farming bombs

-- changed gold gained from golden balls of steel, it is now 5x golden bounty.

-- overall all healing and ammo items after level 50 were buffed (since latest patch, and so was the enemy damage)

-- since even some chest stacks were rebalanced i have decided to give 10keys to every player per each cheststack removal (was done automatically in first game load)

-- added extra checker (since last coding changes) to check if chest can drop items, and if not, then it will inform you, so you can save keys!

-- the closer the items are to max chapter, the higher the cost will be (only platinum and gold)! This should make being in top table bit harder. This means it should be easier to get to the top 300 players, but getting into the top 50 will not be that easy! (the numbers are for illustration)

-- all arena player values were rebalanced to average (VIP users got better data a bit, but it does not matter that much since they get rewrote after 1 game).

-- since there was reduction in XP requirements, the xp given for resources spent was also lowered.

-- rebalaced costs of chapter unlocks (it should be much cheaper now)

//CLAN changes

-- nochanges to clan in this version (but there are plans for clan war improvements)

-- btw bigger ruby production (better items) while clan costs stood same.

//MINOR THINGS

-- since previous patch some early chapters are locked to either level or time. and this level can be reduced by early access items.

-- about 200 items (of type: vip, event, skullcost) were buffed to standard power (some were too weak according to their type/level/chapter )

-- all chapter items buffed in a way that every chapter item has now at least 2 attributes (usually added fuel or valor)

-- added extra graphical identification to leveling items (I, II, III, IV...)

-- added extra effect to many chapter items

-- added extra information when you run out of ammo

-- little bit optimalized game code

-- added floating texts when buying platinum with shift key (on the platinum plus)

-- translated few item names and fixed its appearance.

-- added some extra hints to early gameplay

//FIXES

-- fixed missing or mixed platinum hourglasses in shop filters

-- fixed weapon overview (and removed the retro gun)

-- fixed rare bug with hourly reward

-- fixed issue with item locking

-- fixed rare issue with XP and chapter items

-- fixed max values of items in itemoverview

-- fixed gold click issue with 60 seconds limit

Amount of New Items: 107

Amount of Normal Items: 79

Amount of Skull Items: 5

VIP Items: 1

Secret Items: 3

Random/Surprise Items: 2

Mythical Items: 2

Dark Items: 2

Modules: 5

Black-OPS Items: 3

Items that shows up over time: 13

Items locked on other Items: 57

Items locked on Valor points: 2

Items under level 1400: 74

Items over level 1400: 33

Highest level among new items: 2085

##### **2018, October 14th, v2.015**

Patch v2.015 - 14th. October 2018

//Few extra Words

-- there is a huge rebalance in ammo and life (and there will be huge rebalance in gold,platinum and damage in later versions) - the main reason is that finally balance design was implemented. This means that the item values have a logic now. Before the balance was done from feelings. i had a feel to buff this or nerf that... now there are formulas for it.

-- you might see a big drop in health, but enemy is nerfed as well. (arena stats will be changed over time, for now arena depends more on pvp advantage and damage)

-- item costs will be rebalanced in one of the next patches

//NEW CONTENT

-- 90 new items

-- 1 new chapter

-- added few new pictures to power ups (changed few old parts), so you can change your PU pictures...

//MAJOR THINGS

-- changed (improved) attribute "starting ammo" to "ammo refill" - this attribute can now go over the maximum, but only to max 150% of your max ammo. so if your max ammo is 1000, then it can be max 1500 after the mission start.

-- rebalanced all life items... life is 10-100 times smaller, but the enemy damage was reduced as well... previous balance numbers were made over years from feelings, and not from any gamedesign document... decided to totally scratch all numbers and made them according to table values. new balance should use this logic: once you have all items, missions should be kinda easy. Getting all of the items should be the hard part. In previous versions you could have all items and still not be able to finish missions, and you had to simply buy items fro skulls. The hard/pay wall will be removed once all items get the rebalance.

-- rebalanced all ammo items... they are very similar to what they used to be, but ammo per click is buffed, ammo per second nerfed, powerups buffed. (reason is similar to heal rebalance)

-- since chapter 91 (included) all missions will cost 5 fuels! Reason behind this change is to lower the server load and make the game quicker, in previous old versions there was a big difference if you spent 1 fuel or 10 fuel, currently the difference is smaller, in some cases it is even better to use more fuels (autoclickers, rubies). The plan is to make the difference nearly zero.

-- easier accessible module slots in shop. (some that costed skulls only changed to alternative costs, some were moved from special offer/caravan to normal usage. Some are chaeper.

-- removed enemy healing - this attribute has in my opinion no place in clicker games. In other classic games you hide and then shoot, and more time you hide the more enemy is healed. In clickers you kinda always "shoot" - ofcourse from time to time you have to heal... but armyclicker is game about numbers and this number was just messing things up... either it was too strong or too weak. I would rather see having enemy its life as a one single number, and your damage output as the other opposite number. So if enemy has 1000 life, you deal 50 damage per second, you know it will take 20 seconds. The game is complicated in other ways, so I would love to see some parts be easier.

-- removed attributes "healing reduction" and "% healing reduction" were replaced by various items, and also moved to refund pool.

-- bomb silence changed from "no enemy healing" to "reduced enemy damage by 10%" - this is actually a buff... actually no enemy healing is a buff! and now with few bombs you can even reduce enemy damage.

-- added few items with "fuel per day" attribute with cost of gold/platinum. (more such items will be added when gold will be balanced) - the reason behind this is that paying users are like few dozens of times stronger... yes they should be significantly stronger since they invest their money, but making them way to strong will lead to big balance issues.

-- added 2 new items at low level 15 that should help with hard missions ("daily bombs" and resetable items with bombs/autoclickers/instaheals) - these items cost gold only. there are free bombs already - yes, but those are on too high levels.

-- changed the chapter lock (but only to chapters that are farther than 5 chapters from max chapter) - in previous version you got the time lock for every new chapter, then it was changed to only from chapter 40, now it is from chapter 10 again, but only every second chapter, and the lock is removed if you reach certain levelup. this means that there is no real wall this way. you have 1 day to finish 2 chapters, and if you still dont want to wait, you can farm levels, and then go immediately to higher chapters. This also helps players to be at certain level when reaching higher chapters.

-- rebalanced blackops missions - now their attributes are related to chapter missions. Their strength is same as strength of missions on higher chapters. To be exact: currently first black ops mission is unlocked at chapter 45 and its strength is same as a mission from chapter 43. Every 2 black-ops missions the difficulty becomes one chapter higher. This way it is much easier to balance these missions, (this counts on to enemy-damage; Enemy-Life will be changed once whole player damage items will be balanced). Previously the numbers were pulled from head...

-- since blackops missions were rebalanced - also its item-rewards got a rebalance, their strength is related to same chapter as the black ops difficulty chapter. so the next blacks mission have the power of chapter 97+- and also its items will have power from chapter 97+-.

-- reduced ammo cost of some offensive items, but also changed their chapter(when they unlock in shop) to higher values (this will be changed once again when balancing directly, now it was reduced due to reduction of ammo items).

//CLAN changes

-- spying is not available for players under level 800

-- previous patch also removed class changeing if you were level under 800

//MINOR THINGS

-- again reduced the effect "+% clicking primary effect", there is a plan to remove this attribute, in this version there was extra damage per click added to those items.

-- reworded pvp advantage tooltip

-- if player was not active in arena, then he is overall weaker by 25%

-- if you have less than 15% ammo, your ammo starts to flash...

-- added tooltips to those little indicators in modules menu

-- when using any cost filter in shop, then items that are locked to other chapter are hidden...

-- some few years old skull items were moved to caravan, and extra valor points were added to them.

-- bit polished item overview section again (added/removed attributes)

-- bit polished code in item information

-- tip of the day is no longer visible once you reach level 300

-- reduced gold in hourly reward for non skull items - this attribute will be even more reduced when gold will get its final balance.

-- a lot of items got extra valor points.

-- some very old items got reduced stacks amount (not items with valors, maybe 2, but those got valor buff) (due to rebalance, and due to small numbers, wanted some items to have like 30 heal per click in total, but with 40 stacks it would mean 0.75 per stack)

-- added amount of chapters left into mission overview (visible only if more than 0 and less than 11)

-- added information about enemy attack delay in the place where "enemy healing" was before (+ added there critical hit info)

-- improved visual of some mythical items by a small tiny little bit...

-- translated few names into slovak language...

//FIXES

-- fixed huge error in first mission (since latest patch) (twice) [thx to David,Xar,Najal]

-- fixed issue with chapter unlock [thx to catgirl]

-- fixed issue where autopilot setting with using bombs 2 seconds before speedreward ends might not work correctly, because some missions take 1 minute and... you know... [thx to Aviarium]

-- fixed issues with custom filters in modules [thx to Cboath]

-- fixed bugs where some modules were not shown in shop module filter [thx to Mockingbird]

-- fixed information about daily skulls (it was 5 extra, the default value was not displayed) [thx to Marquinhos]

-- fixed wrong item informations in caravan and special offer (lot of attributes(and additional infos) were not multiplied by amount of stacks) [thx to mickymolestermouse]

-- fixed missing info while clicking (i) in item overview [thx to gintrux24]

-- fixed the album, again...[thx to gintrux24]

-- fixed achievement with deposition rubies (again) [by gintrux24]

-- fixed issue that you could put some modules into wrong module group... and nobody reported this for few weeks or maybe months :D evil abusers :D (actually few days later Marquinhos reported this, and then one guy as well...)

-- fixed bought avatars list

-- fixed the position of side info in module section, and in smaller screens

-- fixed healing icon flying destination

-- fixed auto moduling (when you just click specific modules twice and they fit group automatically)

-- fixed that players could get rubies from clanwars even if they were not level 800!

-- fixed platinum information in motorcycle for low level players

-- fixed some secret items to have max 1 stack (so you might have a decrease in secret items again, at least few more new secret items were added/changed this patch...)

-- fixed dark item graphic for golden jeep

-- fixed missing item names in slovak language

-- probably fixed empty window for missionlist popup after you finish a mission

-- game should not be taking a small nap while writing a message or doing some extra actions.

Amount of New Items: 90

Amount of Normal Items: 55

Amount of Skull Items: 5

VIP Items: 3

Secret Items: 7

Random/Surprise Items: 3

Mythical Items: 5

Dark Items: 3

Modules: 10

Black-OPS Items: 2

Items that shows up over time: 10

Items locked on other Items: 26

Items locked on Valor points: 3

Items under level 1400: 56

Items over level 1400: 34

Highest level among new items: 2037

##### **2018, September 21st, v2.014**

Patch v2.014

//Few extra Words

-- The balance is hard in this patch again... Few effects are now multiplied by fuel spent, few effects are reduced, but few new items that increase fuel production per day were added that cost gold or platinum (and aint that expensive)...

-- also please before we all run into riot, all the changes aint final and it will take some time to balance all 5000 items, but it should be finalized in this year!

-- XP got a huge rebalance, details below, but simply put, xp for missions is nearly 2x higher, xpclick attribute is 2x lower but works 60 seconds, xp for mission start is 3x lower, but works with random bonuses and quest and multiplies with fuel spent. overall the values might be 2times lower (i guess less), so reduced the XP requirements to level up by about 300% and on really high levels it is even 10x smaller ... so it should be a buff, but i guess these numbers will be even reduced in next versions

-- big thx to my girlfriend for being patient with me (took me a lot of time to do all the things)

//NEW CONTENT

-- new mini week game: prototype v1.0

-- added 2 new activity rewards: uranium and valor points

-- new chapter with a STORY line!!!

-- new items

//MAJOR THINGS

-- added extra items that produce fuel per day and cost gold/platinum

-- XP for clicking attack and gold now works for 60 seconds instead of 30 (note that it is also multiplied by fuel spent on a mission).

-- changed power-up durations and cooldowns to all PU bonuses that gave bonus per second and bonus per click in this system: every PU has 20 seconds duration, and 10 seconds cooldown. cooldown can be reduced only by specific item. items that have reduced cooldown or changed duration to more powerups have been changed to other items. -reason for this: no need to complicate already complicated attribute...

-- gold in random gold is now multiplied by fuel spent

-- gold and xp in quests is now multiplied by fuel spent

-- attributes: Gold per mission finish, gold per quest finish and gold per random gold click merged into GOLDEN BOUNTY (read below)

-- gold for mission changed into golden bounty attribute - Gold from this attribute is given on mission start, but now is multiplied by fuel spent - huge buff!! Also rebalanced most of the items, because some were toooo strong. Please be patient about gold balance, there few more hundreds of items to be balanced, so the gold is overall still missing balance - what i want to say that this gold balance is not final!

-- attribute gold for quest and gold for random gold changed is part of a golden bounty! For example: +5000 golden bounty = additional +500 to gold per finish quest and +1500 gold per random bonus click.

-- gold per mission finish in module changed to golden bounty as well (so it improves quests and random gold, and is also multiplied by fuel spend!)

-- XP per mission start, xp per random bonus click and xp per fuel finish merged into one single attribute XP bounty - and all of its effects are multiplied by fuel spend!

-- XP for mision start in module changed to XP bounty and it also provides xp for random bonuses and quest finish

-- since gold bounty and xp bounty are so powerful, its effect in items was reduced to be balanced - this balance is not final!

-- gold and xp for mission finish (the default mission rewards) are now multiplied by module fuel as well...

-- reduced the power (and also cost) of items that had attribute: % extra Gold reward for finishing a Mission for the First time; (since this attribute after recent changes became much more powerful in combination with extra fuel spent)

-- some secret items stacks were changed from 3 to 1, thus reduced amount of secret items in game (it is rather a fix).

-- first chapter time lock moved from chapter 10 to chapter 40 - this means that until chapter 40 you do not need to wait for the chapter to be unlocked.

-- reduced the hourly platinum and hourly gold in some items (dont forget that extra fuel per day for gold was added).

-- added few extra valor points to few items.

-- rebalanced many XP items (90% of them are cheaper, and some are more expensive) also added many new xp items

-- rebalanced XP for all missions (buffed early and late game missions)

-- rebalanced xp needed for all levels, the progress should be more fluent. levels over 2000 reduced by nearly 10times. Items should have higher impact on leveling now - might be buffed again in next versions, but want to see it in game first.

-- since the gold for mission finish is multiplied by fuel spent, it was reduced.

-- the rest of gold balance and platinum balance will be done later

//CLAN changes

-- decided for no direct changes during active clan war

-- (except this one) added clanwar ban for users with multiaccounts. also will make it harder in future versions to use multipleaccounts in clanwar...

//MINOR THINGS

-- change visual for floating texts for random bonuses

-- buying avatar will no longer replace your actual avatar, but instead it will open just menu for it.

-- changing avatar menu now shows all avatars bought.

-- removed that one single item that refilled ammo -- it was kinda relic... and useless in late game...

-- added current uranium production info :) into clan harvest picture tooltip

-- reduced cost of some lowlevel modules

-- reduced gold/platinum for arena, currently the reward there is way too high and the formula there is kinda broken. This will be slowly changed in future patches.

-- added some explanation floating texts...

-- bit improved information for catchup attribute. Also bit improved that attribute.

-- few higher level items for skulls have now even higher chapter

-- replaced XP items that gave xp only if you were below level XY by items that always give XP and made the value % instead of flat...

//FIXES

-- fixed the latest 2 achievements not refreshing them self...

-- fixed issue where autopilot got stuck after finishing blackops item 3/3

-- fixed recent error NQ1

-- fixed issue with cq base attack list

-- when mission ends the blue buffs from PU are removed ... took only few years to do this :D

Amount of New Items: 59

Amount of Normal Items: 35

Amount of Skull Items: 5

VIP Items: 1

Secret Items: 3

Random/Surprise Items: 4

Mythical Items: 2

Dark Items: 2

Modules: 5

Black-OPS Items: 1

Items that shows up over time: 10

Items locked on other Items: 17

Items locked on Valor points: 2

Items under level 1400: 45

Items over level 1400: 14

Highest level among new items: 2155

##### **2018, September 7th, v2.013**

Patch v2.013 - Sep 7th

CHANGE LOG

-- mainly clan improvements in this patch, and new type of modules (last one), i am also trying to figure out how to balance the game, and decided that since this game is a clicker, the main source of fun should be in clicking or managing the clicker in autopilot. Few years ago (sadly) i thought game is too hard and added many items that gave lot of passive gold without putting effort into game-clicking. Items that gave passive gold (gold per second, gold per win, gold quests, gold per random bonuses, hour gold, golden balls of steel, combo gold, big arena gold) and so on... this lead to a game where you actually dont have to think if you need to click on gold, heal or attack.... Why? you had plenty of gold, so no need to click on gold, and since you had plenty of gold you bought all items. Having all items = lot of life and armor so no need to click on heal, ammo is not balanced at all so no need to click there as well... you only had to click on attack. Attack even gave gold (combo and every 5th click bonuses) and heal... sooo... The gameplay was to click one button... and autoclikers could do all of that... Yes there is gameplay around shop,modules and now also clans ... But this applys to old players. New players have few minutes to figure out first mechanics - and they saw it is just one button... this is the main reason why some of the passive attributes were removed, reasons why modules got such big buff... But! The game is still missing balance in numbers - there are plenty of players that have all items and still can not finish mission... This should be changed in a way that if you have all items you can easyly finish mission - But having all items should be hard thing! Gold per click should have best values - thus you will decide which button to click, buy good items to withstand damage so you can click more gold? or buy items to finish mission faster? or buy golden boost items and earn more... This was the main gameplay in first few months of the game... then after few months the balance was lost mainly because there is over 5000 items... i am implementing balancing tools for over 8 months, and i see nice progress. For example there is 3x more players staying in game, yet they leave once they get to higher level where the game aint balanced yet... I believe it will take 3-4 months to finish my dream.

//NEW CONTENT

-- 1 new chapter (next one might be finally a story :O

-- 2 new achievements (more info in clan section)

-- new type of modules - Ultimate Module - this module type has 3 main features: It will be most powerful module type (might seem weak since first modules are on lower levels); you can use max one Ultimate module at a time; All modules will cost gold or platinum, will be expensive and you must have all of them to see higher level of ultimate module. there will be more modules over time...

//MAJOR THINGS

-- SFW is saved into cookies (cause some of you play in work and at home as well, and those are different pcs) default is SFW

-- added recruits list - you can check level and chapter for players you have recruited (and also see how many players you have recruited and their names)

-- raised all values for reffering (recruiting) a friend

-- improved the avatar changing menu (you can also click your avatar in top mini clan overview)

-- lot of changes in clan wars (listed below)

-- slowly removing attribute "clicking primary effect" - this is rather invisible attribute, since the effect is nowhere displayed... yet it is primary skull(caravan rather) item and % item... so it is crushing balance big time... that is why it is slowly removed and replaced with other attributes and balanced in other places (reduced enemy life or damage), will be fully removed in final balance

-- removed few attributes that were used just once or twice (global PU cooldown, global ammo cost) and replaced by some other usefull attributes

-- changed the visual/mechanic for hourly reward - it now displays at side instead of poping in whole screen... (somehow to me - this is the best feature :D)

-- changed background for modules section (due to sfw)

//CLAN changes

-- now it is required 850-5per\_day HQ points to win clan war (due to recent changes).

-- added 4 new classes that you can choose from: Attacker, Defender, Builder or Specialist. Each class has its advantage. This class can be even upgraded! Changing and upgrading class cost few Rubies but also 12 hours (to avoid fast class swapping).

-- changed the formula for maximum amount of members (each upgrade gives 2 slots instead of 1)

-- maximum amount of members is now 40!

-- activity reward value is capped at 35 members - so you have 5 extra members you can swap around without having bad feeling that you are losing activity reward...

-- fixed visual if any clan already won the clan-war (recently bugged since the conditions were changed)

-- fixed messages and game behavior when you were kicked from clan or taken into clan

-- fixed visual info of reinforcment fuel cost

-- fixed reinforcement values

-- now you can click enemy base and spy for clan information

-- now you gain rubies for Fuel spent in clan war!

-- raised default value for uranium production by 15

-- added achievement for clan war actions

-- added achievement for donating rubies (or buying uranium for rubies)

-- added 2 attack lists into clanwar (one is on your selected base, and one is overall for your clan)

-- added CW winners into hall of fame.

-- added extra information to member list (clan actions, total rubies deposit and total uranium bought)

-- clan war winning pool raised to 100 millions

//MINOR THINGS

-- again heavily improved my internal tools so the working on game is easier and faster!

-- changed picture for arena in SFW mode

-- if sfw mode is ON - whole game background is changed.

-- amount of materials in top bar are not rounded but floored (for example instead of changing 18,999,999 into 19M it will show 18M)

-- added level and best mission information into tooltip on player in chat

-- replaced achievements icon by facebook icon in the bottom right small menu

-- added flashing... removed those bubbles that poped up to click some buttons, and replaced with flashing from time to time...

-- items that require certain valor level to be bought have now different shop background

-- removed some items that changed cooldown of more than one powerup (global cooldown) - but also reduced the default cooldown (so the cooldown should be same as before patch - you just dont have to buy some of those items)

-- bit improved shop visuals and module names

-- lot of items that required certain valor now cost less and are lower level (still require same valor)

-- improved visuals for hall of fame and tutorial

-- replaced/rebalanced all the items that could be refunded in previous patches...

-- rebalanced lot of early game items (under chapter 20)

//FIXES

-- fixed arena bug

-- fixed counter for secret items in item overview

-- fixed counter for daily rewards in item overvew (fuel and autoclickers)

-- fixed autoclickers for very low level players

-- fixed autoclickers icon flying destination

-- fixed lock in shop for some items...

-- fixed issue where having wider shop and entering it from modules made the side info still be there...

-- fixed bug where the arena reward was not displayed if you had no arena tokens.

-- fixed bug where alttab changed the enemy picture;

-- fixed picture for anniversary border

-- fixed 4 more bugs in clanwar

-- fixed 12 items that had wrong ammo cost (raised ammo cost to other or none item..., mainly tank)

-- fixed issues with elite modules

-- fixed issue TMMOTT which dropped game after you used UNDO on modules and had 1 extra module to use...

Amount of New Items: 48

Amount of Normal Items: 24

Amount of Skull Items: 6

VIP Items: 1

Secret Items: 3

Random/Surprise Items: 2

Mythical Items: 2

Dark Items: 2

Modules: 8

Black-OPS Items: 4

Arena Items: 1

Items that shows up over time: 10

Items locked on other Items: 7

Items locked on Valor points: 2

Items under level 1400: 19

Items over level 1400: 29

Highest level among new items: 1995

##### **2018, August 24th, v2.012**

Patch v2.012

CHANGE LOG

-- After few months of reworking the game i finally started to see the fruits... there is more and more new people staying in game. I know that some old people have left, and i am sad for that :( but there is not much games can do about old players leaving the game. The main point is to make the game good enough so more people will stay and thus the old players will have new players to play with. And finally the statistics are starting to turn good!

//NEW CONTENT

-- new chapter

-- retro week coming soon

-- new items

//MAJOR THINGS

-- new retro week is bigger, but the break cost now caps at 150 - so you need less fuel to unlock 20 fields.

-- added items to retro week. you can pick max one item in retro week. You are allowed to restart the retro week when you pick the item.

-- new arena formula / reworked arena! - now more attributes are counted in (power ups, kickoff), some attributes are less important (back stab was for example heavily involved, and it acted more as a bug). Plus the overall formula inside of the arena fight was changed and polished. Should be much better working now!

-- reduced default arena critical chance

-- Added AVATARS! and BORDERS! - now you can change your avatar (to nearly any item picture you own)

-- the borders that were previously in game were replaced by new avatar borders, These avatar borders are displayed nearly everywhere: in chat, in clan, in leader boards, in arena.

-- added new chat! global chat and clan war chat. Clan War chat is only for leaders and captains, well everybody can read it, but only captains and leader may post there. I will try to start use global chat for communication with you guys, but it depends how much free time i will have...

-- xp clicker attribute is now mulitplied by fuel spent!

-- items which stacks reset after picking daily rewards, have now more info in the [i] section. (just click it for the item you want and you will see when it will get reset again)

-- replaced attribute "Instant Damage dealt to Enemy every time you Finish a Quest" by bomb damage attribute. Reason: damage on quest finish was rather random, harder to count with, harder to balance, it was a passive and also active. not good if you needed lower damage for farming. yet it acted more like a damage per second... well it was way to random to calculate with, no need for such attribute in shop!

-- removed attribute "gold when you fail a mission"; there were only 8 items with this attribute. no Skull items. What was the point of this item? to give something to player when he looses? why? he lost! there should be no extra gold when you loose! what is the the point then to win? replaced with different golden items

-- rebalanced "unlock chapter cost"

-- easier obtaining of "power-up tags" items

//CLAN changes

-- new clan war will be created in 2 weeks, i would like to tweak few things and add few new features, +there is retro week and new chapter in this patch...

//MINOR THINGS

-- new arena tooltip - hover your mouse over the bar result and you will see more details about the fight

-- module icon of instaheal that gives health over your max, is now blue instead of green...

-- added little emboss to legendary and elite modules

-- improved information in XP clicker attribute in shop

-- bit polished the mission reward overview under then game (when you click it)

-- bit polished the arena windows

-- reduced critical chance in items that costed gold/platinum

-- reorganized buttons (mainly swapped autoclickers with black ops button)

-- rebalanced (only costs and levels+chapters, not effect) platinum motorcycles (are now on higher levels and cost more) - reason: at the beginning the platinum should be more valuabel

-- improved hall of fame visuals

-- default arena catchup was reduced a bit

-- added plus button to max ammo and max health in sideshopinfo

-- attribute bonus: additional info to missions (blacks ops) is now permanent, and does not need item anymore.

-- polished a thing here and there...

-- added XP floating text when using consumables

-- changed header picture in shop screen

-- changed pictures of about 10 xp items (to make it more consistent)

-- boosted items with XP clicker attribute that cost skulls (were way too weak)

-- new daily reward artwork

//FIXES

-- fixed bug with wrong arena reward

-- fixed visibility of random items (mainly visually bugged when given in chest)

-- fixed one elite module that was at the same time healing module (now it is elite only)

-- fixed bug where bought special offer package could be hidden and you had to refresh to see it again.

-- fixed event pictures in album

-- fixed tooltip zindex

-- fixed visuality for SILENCE flag and Bomb use amount.

-- fixed wrong gold bug with achievements on very low levels

-- fixed few more visual issues

-- fixed very rare bug with missing flat bonuses from chapter items

-- fixed mission max number (it was +1) :O

Amount of New Items: 67

Amount of Normal Items: 38

Amount of Skull Items: 4

Secret Items: 1

Random/Surprise Items: 4

Mythical Items: 1

Dark Items: 4

Modules: 8

Black-OPS Items: 4

Arena Items: 2

Items that shows up over time: 10

Items locked on other Items: 9

Items locked on Valor points: 8

Items under level 1400: 35

Items over level 1400: 32

Highest level among new items: 2300

##### **2018, August 10th, v2.011**

Patch v2.011 - 10th August 2018

CHANGE LOG

-- this patch is more about features, bug fixes, polishing.

-- next feature will be more about balance hopefully.

//MAJOR THINGS

-- 1 new chapter!

-- added new type of reward in missions - some missions will have extra attribute bonus (such as armor, damage, life, gold per click) instead of a picture - this way we need less pictures for a chapter - there will be 5 pictures instead of 7 from now on.

-- default Platinum and Gold reward for a mission is now multiplied by fuel spent! = huge buff - so those values were reduced (still buffed compared to previous version)

-- till chapter 20 all missions cost 1 fuel

-- rebalanced platinum and gold rewards in early chapters

-- changed the tooltip to chapters - please do not freak out, platinum and gold is same, but it only shows default reward. the item bonuses are not shown there

-- optimalised one part of the code (the hardes one) by 500%, game might be faster in some cases!

-- improved the visuals for mission rewards (accross all types of missions)

-- removed COMBO-GOLD ... what was the difference between combo gold and gold per second? answer: combo gold put extra load on server, extra load on javascript, and extra useless chaotic items in shop... (overall changed into stronger gold per click gold and gold per second)

-- added SFW version (you can change this in settings) - after toggled this ON - the game might have no erotic inside at all (if not bugged, can be reversed)

-- even more pimped up module screen! (and also shope screen)

//CLAN changes

-- improved few clan war fighting popups

-- clan uranium production changed from 10+2\*level to 15+3\*level

-- clan uranium and rubies should be updated overtime without refreshing page.

//MINOR THINGS

-- changed bit the visual logic behind Dark items

-- improved tooltip for missions - please note that now the gold and platinum rewards are listed per fuel (not in total as in previous versions)

-- improved those little visual things that matter

-- changed code, so items that are reset are now shown in shop that they are reset every xy days (some wasnt made this way before).

-- replaced the key cost of some items to platinum/gold cost

-- [undo] for modules is cleared after you change preset.

-- improved module upper information bar - can be clicked to activate that info as a filter.

-- reworked floating texts

-- added floating texts to consumables

//FIXES

-- fixed bug with event chest items - and added extra tasty key item into shop

-- fixed upper information for module

-- fixed mission hoarder achiecement

-- fixed little arena issue that changed arena window position.

-- fixed little issues here and there...

-- fixed visual issue with modules and chests

-- fixed tutorial issues

Amount of New Items: 28

Amount of Normal Items: 13

Amount of Skull Items: 2

Secret Items: 2

Random/Surprise Items: 1

Dark Items: 7

Modules: 6

Black-OPS Items: 1

Items locked on other Items: 1

Items under level 1400: 13

Items over level 1400: 15

Highest level among new items: 1809

##### **2018, August 5th, v2.01**

Patch v2.010 - 5th August 2018

CHANGE LOG

-- First of all I would like to explain the logic behind removing attributes: having too many attributes is at one side good, because it brings variety and freshness. But on the other hand when it becomes way too much complicated to count it, yet there is very similar attribute, or even the same attribute then it is useless. such as gold per hour and gold in daily reward - it is practicly the same. Another point of view is variety! we have 4 main buttons in game: damage gold heal and ammo. Part of the game core is to click those buttons in right order - or when you need them... But if one button (attack) can heal you and give gold... what is the point in game then? also isnt heal per attack click nearly identical with heal per second... ? well :D no it aint, but it is very similar. The main point is, that having button that does everything is kinda weird... thats why those attributes are removed.

-- Second, I very often do come with words: removing attributes because of chaos... and few lines forward I say: added new type of attribute... You might ask: wait a minute? wtf? The explanation is easy: there is actually 2 types of attributes (or features in general in games). One attribute is a game core attribute - "fight the enemy, withstand the mission", other attribute is ofcore, such as: reducing level required for item, making events last longer, giving extra stuff per day, raising bonus in cw, new ways to unlock items... Simply put: everything that is not directly involved in fight is ofcore. And adding such new attributes and features is ok. Why is that so? Because in fight you have to calculate: is this good or not, and make strategic decisions, but if there is tons of attributes it becomes so hard, that at one point you will be overwhelmed and get frustrated...

//MAJOR THINGS

-- new summer event coming soon!

-- 4 new achievements!

--== Single Percentual

--== Module Tanker

--== Play Score Hunter

--== Single Mission Hoarder

-- new feature implemented: you can now unlock items from higher chapters

-- sales will now give extra fuel for items you already own

-- added extra info to modules overview (icons for those special module stats)

-- events can be started (unlocked) sooner

-- event missions require more than one finish to access higher evebt mission.

-- added floating text information into PUusage

-- replaced attribute "gold per 5th attack click" with "gold per click gold" - this feature was removing gameplay and variety, and less attributes is still good for armyclicker.

-- replaced attribute "heal per 5th attack click" with various healing items - this feature was removing gameplay and variety, and less attributes is still good for armyclicker.

-- item "Smart Auto-clicker" removed (replaced by healing motorcycle), its effect moved to autopilot for free for all! (While using Auto-clicker on Ammo or Heal button - after your HP or Ammo is maxed, Auto-clicker switches to the button you clicked on previously (Attack or Gold)) - also it can be toggled now

-- replaced attribute "gold in daily reward" by various golden attributes... we had over 30 golden attribute types, it is impossible to track the effect of golden items (for you and for us as well)

-- implemented HALL OF FAME - (version 1, it will be improved later on)

//CLAN changes

-- reduced the costs of clan actions (both uranium and fuel)

-- clan actions (fuel cost) now contribute to activity bar

-- reduced clan upgrade costs after upgrade level 11

-- fixed bug with missing condtion in javascript and thus throwing error in PHP

-- sticky message visual improved

-- playpoints are given for doing actions in clan war

-- information "amount of attacks done to base in total" added to each base (visible if more than 10 were done)

-- added win prize to clan war: 10 milions of rubies directly into clan storage (will be higher in next clanwars)

//MINOR THINGS

-- added extra nice floating texts when starting new mission!

-- inter clan score points renamed to Play Points

-- amount of black ops mission is now in mission label

-- improved visual for mission fuel cost

-- improved restart button

-- added valor icon to all items with valor points (can be clicked to display only valor items in shop)

-- little bit optimised shoping

-- improved/unified font/line/text in shop boxes (same style)

-- improved the visual for Power-UPs tooltip

-- improved visual for event mission and black-ops mission fight

-- bit improved visual for black ops menu.

-- again rebalanced few items - but still there is like 95% work to be done in balance.......

-- event items are now kinda sorted... every 5th level should be event item (i mean there should be always 5 levels difference between them... just my ocd thing :D)

-- added [i] into item overview

-- rebalanced backstab , higher level required, much lower cost, higher damage

-- rebalanced (mainly buffed) attribute damage per click until chapter 60 (but some items were moved to higher chapters) more to come in next patches

//FIXES

-- fixed rare issue with clanleader promotion

-- fixed another few visual issues of not displaying some stats

-- fixed module filter "quest related modules"

-- fixed visual bug, where valor points in caravan offers (and probably also in special offers) were not multiplied by stacks

-- lol removed useless plus button for "open shop with quick heal" - which does not exist for more than 2 years i guess :D, but the button still existed

Amount of New Items: 62

Amount of Normal Items: 20

Amount of Skull Items: 5

Event Items: 23

Secret Items: 1

Random/Surprise Items: 1

Mythical Items: 5

Dark Items: 1

Modules: 4

Black-OPS Items: 4

Items locked on other Items: 17

Items under level 1400: 45

Items over level 1400: 17

Highest level among new items: 1893

##### **2018, July 24th, v2.009**

Patch v2.009 - 24.7

CHANGE LOG

-- YO!!! So some of you guys reached up to me and said exactly what you have problems with - awesome! that is something what I really need, so i know what to fix/change/upgrade... feel free to send message to armyclicker in facebook. I might not answer at first, but once i finish all tasks i have i start to deal with messages. So if you have an issue of any kind feel free to send me a message! thx a lot to all you guys that helped!

-- CLAN WARS!! Please take in mind that this is first version, and it might have bugs! (and it will have). Also it miss some features, but i would rather start with something small and easy then debug it and add new features to it.

-- Guys if you have ideas around clan wars, or something you would like to see, please let me know! best way is via fcb messages, its easier to track. Thx a lot!

//MAJOR THINGS

-- clan wars (first version, balance will be needed, leave me a msg)

-- added new attribute - territory damage (works only in clanwars - so it does not break main game balance)

-- you can now add/change picture (prebuilt) to your clan!

-- inter clan score points are now calculated/multiplied with fuel spent on a mission.

-- you can change your module preset names!!!

-- you can change your module presets directly from main screen;

-- added [undo] button into modules

-- added more complex % info inside modules (needs to be turned ON in module settings, next to module preset buttons...)

-- rebalanced extra module slots (most of them are cheaper, and on earlier levels) (no slots were added/removed)

-- raised the gold cap by factor of 10 (10x higher)

-- rebalanced enemy damage again (the minimum damage is lower now, by nearly a half)

-- plague attribute renamed to self-harm

-- "bomb farming" is just a rename of attribute % bomb damage in missions you have finished at least once.

-- replaced attribute "bombs in daily reward if under 100" with bombs in daily reward, golden balls in daily reward and insta heals in dailyreward. items that cost skulls are in refund section in shop.

-- added insta-heals into item which gave bombs for fuel

-- more bombs in "daily bomb discount" item

-- filter "new" in shop now displays items that were added in latest patch

-- 6 more black ops missions

//MINOR THINGS

-- changed special icon into caravan icon (did this shortly after previous version)

-- improved the visuals of label in every popup!

-- autopilot closes special offer popup

-- improved visuals of selecting powerup pictures

-- reduced requirements for achievement: have skull items

-- improved shop visuals

-- secret items are more randomized.

-- elite and legendary slots usage are displayed in the top module overview as well

-- improved visuals for module preset hint

-- added new filter to modules (filter to avoid elite and legendary modules)

-- again rebalanced few many-skull items (mainly levels and chapters).

//FIXES

-- fixed offer popup (did this between versions)

-- fixed few more visual things (did this between versions)

-- fixed caravan icon glow (did this between versions)

-- lets hope that issues with timers (retro event chapter and so on) are fixed now.

-- fixed sale-corner popuping

-- fixed error EH2

-- fixed NTMS

-- fixed bug with EnemyLife and HealingBomb consumable

-- fixed gold issue with clan reward

-- fixed blackops popup top coordinates

-- fixed tons of few visual glitches

-- better working module filters (fixed one small issue)

-- fixed few small visual issues

-- fixed missing tooltip on arena reward

Amount of New Items: 86

Amount of Normal Items: 59

Amount of Skull Items: 10

Secret Items: 2

Random/Surprise Items: 4

Mythical Items: 2

Modules: 16

Black-OPS Items: 6

Items that shows up over time: 11

Items locked on other Items: 42

Items under level 1400: 62

Items over level 1400: 24

New item Highest level: 2700

##### **2018, July 5th, v2.008**

Patch v2.008 - 5.July.2018

CHANGE LOG

//MAJOR THINGS

-- new chapter!

-- chapter lock time changed from 1 day to 8 hours (only affects early chapters)

-- if your clan name is "NEW CLAN XY" then you can change your clan name again

-- if your clan shortcut is "X+number" then you can change your clan shortcut again

-- you wont be able to enter clan war until you change your clan name/shortcut

-- added new option to automatically use bombs before end of double reward (setting in autopilot)

-- replaced attribute "xp for module-only-fuel" by "xp for all-fuel" - no need for confusing attributes, this actually buffed the effect.

-- replaced attribute "Gold in Speed Reward." by attribute "Extra Gold for Completing a Mission" - which is even multiplied by fuel spent!

-- heavily optimalized code (there might be bugs, and game drops, will try to fix all of them today)

-- REMOVED the restriction that you get keys only if you have less 100 in dailyreward - now you again get them always - it was not a good change I agree, sorry for that.

-- all fuel used in mission is now always counted into activity reward even without the special module item for it.

-- replaced attribute "All extra Fuel spent by using <b>Helper Modules</b> now contributes to your progression for the Activity Reward at the start of the mission" by attribute "When you start a new Mission, actual Quest is finished!" (because that old attribute is now always working)

-- lets make things easier: added new attribute :D Bomb silence! after XY use of bombs the enemy will stop healing. so once you try to fully bomb the enemy, he wont heal back!

-- rebalanced all black-ops missions (they are easier) - (this will be changed one more time, when items will be fully balanced)

-- rebalanced all missions

-- third mission in every chapter is now a Heavy damager mission

-- Damager missions changed in a way that its higher damage is lower, and lower damage is higher - dealing high damage with ever attack ( the randomness in damage is lower)

-- new retro week coming soon with extra new bonus in it! Stay tuned and dont forget to post here the grid as usual :)

-- few big visual improvements!

-- improved last chest but also made it cost more keys. Also added more free items that gives keys

-- again rebalanced values of many items, mainly costs, mostly reduced costs, reduced mission HP, and few items got higher level/chapter - still trying to make a smooth balance overall, to avoid grinding - i know you will stay say there are items that are not balanced, actually there are over 4700 items in game so yes, tons of them are imbalanced, but feel free to point out some of you think are ridicilous (i have found many such already)

//MINOR THINGS

-- few little visual improvements here and there

-- improved achievements window and notifiaction

-- updated the weapon collection outside the game

-- added sale-end-duration information (asked by players)

-- again improved lot of internal tools - rebalanced few items, and changed ruby costs of some items to platinum or gold cost.

-- improved the visual for writing clan messages (is in same window :)

-- Autopilot status (ON/OFF) is now saved into cookies

-- few attributes have been renamed (and added additional explanation into information button) - this should make the shop at least bit more transparent and easier to understand.

//FIXES

-- fixed top clan menu (button is no more over a clan member)

-- fixed bug with everglowing "take daily reward" button

-- fixed issues with "" and '' in messages

-- fixed tons of little coding issues

-- fixed one elite module that counted as more modules.

-- fixed information for fuel in daily reward screen

-- fixed bug that some secret items were not visible

-- fixed slider in mission overiew

-- fixed healing of mission 605

Amount of New Items: 104

Amount of Normal Items: 76

Amount of Skull Items: 11

Secret Items: 3

Random/Surprise Items: 9

Mythical Items: 3

Modules: 4

Black-OPS Items: 4

Items that shows up over time: 17

Items locked on other Items: 56

Items under level 1400: 71

Items over level 1400: 33

New item Highest level: 2202

##### **2018, June 7th, v2.007**

Patch v2.007 - 7th June

CHANGE LOG

-- FINALLY new clan system has arrived... there might be few bugs left, but it has plenty of new features:

-- -- you can name your clan! Create own shortcut!

-- -- you can send applications to clan

-- -- you can search for clans

-- -- join clans faster

-- -- promote members

-- -- upgrade clan

-- -- add clan rules

-- -- add sticky messages

-- -- change the clan leader

-- -- and few more clan settings

-- -- leave clan even if you are the leader

-- -- buy uranium (new material for clan wars...)

-- well... clan wars are still not ready, but part of the code is already done! don`t want to spam with huge patch and bring everything in due to overwhelming information... (lets be honest, it is more work then i thought :D)

-- so the Clan-Wars will enter the game in next big patch (should be before end of June)!

-- added extra information to bomb damage

-- added limit to use max 50 bombs per mission (wont be raised by items, but might be raised in next version), items with bomb damage will be added, mainly for platinum - the main reason behind this change is to add balance and fun in the game. currently all you need is to wait and get tons of bombs and finish any mission - the bombs are completely disabling the balance and the game. the limit wont be raised by items cause that would just end up in the current situation. the need is to balance out bombs, mission health and standard damage.

-- reduced life of many Black Ops missions by about 30%

-- added refund system (and added there 5 items, 3 of them old, 2 new) can be found in shop.

-- added new balancing tool, which will help a lot in the future.

-- reduced cost of many early items

-- improved bit few buttons (high-lite added)

-- removed quick shop (wasn`t really happy about it, yet confusing, and it messed few things in code...

-- reduced damage of many normal (mid game) missions

-- cost of few items changed from rubies to platinum - rubies will be more like a clan currency, (other ruby costs will be changed later)

-- fixed issue with dx1 error

-- fixed visual bug with wrong information in mission (the platinum earn was incorrect)

-- fixed critical hit visual bug with golden button

-- fixed bug with BLACK ops where you could not play missions nor take items

-- fixed visibility of old tickets.

-- fixed naming of events in album

-- fixed items overview in Slovak localization

-- fixed retro week info in Slovak localization

Amount of New Items: 125

Amount of Normal Items: 89

Amount of Skull Items: 12

Secret Items: 5

Random/Surprise Items: 11

Modules: 11

Black-OPS Items: 4

Items that shows up over time: 21

Items locked on other Items: 70

Items locked on Valor points: 3

Items under level 1400: 89

Items over level 1400: 36

New item Highest level: 2265

##### **2018, May 1st, v2.006**

Patch v2.006 - 1.5.2018

Clan changes have been delayed and will be implemented in a future patch. The changes are proving difficult to implement, and many issues have emerged after the attempted implementation, so the feature is not fit for release soon. It’s been a while since the last patch, so I wanted to get this one out, to push a couple of fixes that I thought were really essential.

CHANGE LOG

-- A new Retro Week is about to start soon

-- A new chapter has been added

-- The sorting of modules has been improved - when you select a subfilter, it sorts the modules using that subfilter

-- Arena Fights for a single ticket can now only be attended when you have less than 20 tickets, to alleviate server load

-- Some adjustments have been made to the list of items acquired from Black-ops missions

-- When you restart the Black-ops missions and you already completed all of them, instead of repeating the last mission, a menu with the Black-ops missions will show up

-- Retro week now provides the information of how many materials you gain when you click on the enemy’s armor

-- Retro week now shows an extra timer that shows you when the event is about to end during the last two days of the event

-- When you start the Retro week later (max 3 days), it still lasts for 7 days

-- The picture from the previous Retro week can be found in the album

-- For items with a Skull cost and a different currency cost, the level range between when the item becomes available for the second price has increased to 20

-- When you unlock a new chapter, you now get a nice pop-up screen

-- Further improvements have been made to the back-end editors of the game for better balancing overview

-- Balanced lot of items until level 40

FIXES

-- Several minor visual improvements have been made

-- Fixed a bug that sometimes caused an item to be bought multiple times

-- Fixed a bug where the summary after a mission would sometimes display a wrong amount of Gold and Platinum earned during the mission

-- Fixed the album for event missions

-- Fixed a bug when Random Bonuses would sometimes not be properly acquired

-- Fixed a bug where the retro week didn’t start until you refreshed the page

-- Fixed the indicator of your amount of Arena Tickets

-- Fixed a bug related to Critical Hits in the arena

Amount of New Items: 141

Amount of Normal Items: 99

Amount of Skull Items: 9

VIP Items: 5

Secret Items: 10

Random/Surprise Items: 8

Dark Items: 1

Modules: 15

Black-OPS Items: 4

Arena Items: 8

Items that shows up over time: 43

Items locked on other Items: 57

Items locked on Valor points: 1

Items under level 1400: 81

Items over level 1400: 60

New item Highest level: 2305

yo, and sry, the game says there are only 2 new items... that is not true

##### **2018, March 30th, v2.005**

Patch v2.005 - 30.3.2018

CHANGE LOG

-- The Easter Event is about to begin! Stay tuned and keep checking the game. :)

-- Improved the shop functionality - you can now purchase items in rapid succession by just holding the purchase button down.

-- Special Missions have been renamed to BLACK-OPS, their icon has changed and moving on they might get special enemy artworks as well

-- Several BLACK-OPS items have had Valor Points added to them

-- Random Bonuses will no longer disappear while the game is paused.

-- Fixed a rare issue with Auto-pilot and a filled up activity reward

-- Fixed a shop filter that is supposed to show New Items

-- Several minor visual errors have been fixed.

-- There are several major changes in this patch that focus on the back-end side of things which will help me improve the overall quality of content even higher in the future. None of these are actually visible in the game or reflect on gameplay, but I felt like mentioning it because it’s a pretty substantial step forward.

-- In one of my Facebook posts I said I would put up the picture from the Retro week action on Facebook, but I just recalled that Facebook is not alright with certain levels of nudity in images - therefore I will add the picture to the album for everyone in a later patch.

Amount of New Items: 112

Amount of Normal Items: 68

Amount of Skull Items: 10

Event Items: 14

Secret Items: 6

Random/Surprise Items: 8

Mythical Items: 3

Modules: 8

Black OPS (previously: special mission)Items: 4

Items that shows up over time: 5

Items locked on other Items: 44

Items locked on Valor points: 20

Items under level 1400: 54

Items over level 1400: 58

New item Highest level: 2230

##### **2018, March 11th, v2.004**

Patch v2.004 - 11th March 2018

CHANGE LOG

-- levelling up no longer resets the filter you set up in the shop

-- several issues with the daily reward reset time have been fixed, this has caused the daily reset timer to move slightly, by about two hours

-- fixed missing names for various items in the shop

-- backstab damage is now capped so it can only deal 75% of the health of a mission (high backstab damage was causing functionality issues when people would farm earlier missions)

++ you can now click on the summary of information that shows up under the mission screen to see how you did in the last 10 missions

++ new info has been added to the item overview table - you can now see how many secret or mythical items you have collected (these numbers can change as you advance to new chapters)

-- improved sorting in the modules

-- fixed an issue that would sometimes show that the player has no modules

++ the last 2 events have been added to the album

-- fixed XP from Random Bonuses and a rare error related to them

++ added a new setting to the autopilot - Pause the game when your Activity bar fills up

-- many issues related to the caravan screen have been fixed - highlight: you can now see an exact time of when a new caravan will arrive!

-- the ribbons that signify that an item is a “must have” item have been checked and reassigned

-- fixed an issue that caused some event items to show up incorrectly in the filters

++ added some items that cost event currency and can be bought even outside of an event - these can help you get rid of excess event currency. All of these items are consumable in nature.

++ added a small notification into the main menu, which informs you about how many Arena Tickets, Keys or Caravan items you have available

-- when an event ends, you will only be able to see the event items that you have enough currency for

-- the amount of experience required to level up has been readjusted slightly to improve the flow of levelling

-- added additional info about Valor points and item lock requirements into the shop - you will now be able to see how many valor points you need for the next item

++ a new function has been added to SHIFT, the most favourite button of our studio: you can now hold shift and click on your currencies in the top bar of the game to see a shop filtered to only show items that cost that currency

-- fixed an issues when items with some currency costs would not correctly indicate that you do not have enough currency to purchase them

-- the display of remaining time in an event has been made exact, down to a second

++ the mission picking screen now has a slide bar

-- special offer items now have a special background in the shop

++ a new achievement has been added: Daily Picker

-- some items have undergone minor balancing changes

-- many minor issues have been fixed

-- several visual improvements have been made and new visual effects have been added

-- items that increase clan members are no longer shown to players that are not clan leaders.

++ added new chapter

Amount of New Items: 87

Amount of Normal Items: 49

Amount of Skull Items: 6

Secret Items: 8

Random/Surprise Items: 1

Dark Items: 4

Modules: 4

Mission-Items: 3

Items locked on other Items: 48

Items under level 1400: 76

Items over level 1400: 11

New item Highest level: 2200

Working on new balance, currently only some low level items were changed (only changing chapter of the item), once the balance will be done, there will be more items coming with it.

##### **2018, February 13th, v2.003**

Patch v2.003 - 13.february.2018

-- Valentine Event has arrived!

-- 3 new shop item types (random/secret items...)

-- buffed few platinum modules

-- larger modules - bigger graphic

-- fixed sorter in modules.

-- modules are no longer shown in other shop filters (confusing, only in main shop and module filter)

-- added "clear" button to module interface

-- reworked the filters in modules

-- replaced module attribute that buffed platinum motorcycle by platinum on finish (multiplied by 7-9) so it should be actually better item. also buffed few other skull modules with platinum effect.

-- replaced module backstab by module damage per click. (only about 9 modules had this)

-- replaced module quest damage (3 modules only had this) with module damage per click

-- so 3 module attributes were replaced to reduce the amount of attributes in modules - to make it easier for players to workaround modules.

-- some items that give XP will have XP values dependant on your levelUP value

-- rebalanced (overall lowered) costs of damage per second power up and damage per click powerup

-- redesigned the upper overview material bar

-- support jeep with autoclickers reworked - it is multiplied by fuel spent, so basically 2x stronger then in previous versions (i spend 50 fuels a mission, so for me it is 50x better item) - thus reduced bit the effect (only on non skull items), but still better cause each mission eats 2 fuel, it was huge boost. cooldown raised by 60 seconds.

-- more random secret items...

-- 35 skulls per 20th level up until level 1000, and 100 after level 1000. (before it changed every few levels)

-- less XP for spending rubies (but... next line...)

-- overall reduced XP requirements to level UP

-- level-UP notification fixed

-- few more items are locked to each other (mainly similar items) so there is less items visible in shop at once...

-- heavily rebalanced missions - raised gold after mission 140, lowered platinum in the middle, reduced enemy life, healing and damage, difficulty and rewards should be more equel between chapters, there were too big differences. Reduced overall damage of all missions

-- removed mission type - damage dropper - replaced with standard mission with standard damage

-- many skull items that had cost reduced over levels (higher level = lower cost) have now their cost same over all levels, some of them even have better effect, this might happen to more items in next patch again)

-- buffed lots of items

-- buffed insta-heals by modules - now they heal 25% instead of 20%

-- prestige items are now locked to previous items

-- reduced(rebalanced) damage of enemy item missions

-- heavily improved editor = even easier item creating system (more items)

-- (fixed) you are no longer able to buy 10x in a row (holding shift) daily reward or caravan reset (happened to me... :(

-- fixed missing rating information in arena if you used the 10 ticket fight

-- fixed first PU notifications and messages...

-- fixed preview hint for modules (next to helpers)

-- fixed minor visual issue with unlocking chapters

-- fixed few colors and visual thingys

-- fixed shop shorter

Amount of New Items: 295

Amount of Normal Items: 133

Amount of Skull Items: 33

VIP Items: 5

Event Items: 38

Secret Items: 37

Random/Surprise Items: 77

Mythical Items: 8

Dark Items: 29

Modules: 9

Mission-Items: 5

Arena Items: 2

Items that shows up over time: 13

Items locked on other Items: 118

Items locked on Valor points: 20

Items under level 1400: 214

Items over level 1400: 81

New item Highest level: 2401

##### **2018, February 2nd, v2.002**

Patch v2.002 - 2.February.2018

--quick rebalance on enemy health (item-missions as well) - there will be one more big enemy rebalance soon (more sophisticated)

--extra reduced health to all 1 minute missions

--fixed quick-shop (showed items that were not available and could not be bought and thrown errors)

--fixed few visual issues

--arena catchup items can be found in arena filters

--platinum per fuel and platinum in activity reward show current values in shop

--fixed visibility for mystical and secret items if you already own them.

--Please be patient, more items, and also positive re-balance is in plan - the editor still has no real good balance feature... and that is something i have in plan now, to see more stats compared to each other, to better see the connections - thus i will see where to lower enemy difficulty or add items, or re-balance items

##### **2018, February 1st, v2.001**

Patch v2.001 - 1.february.2018

Change log

-------------------[[ FEW WORDS ]]------------------------

If you read the last few updates on Facebook, you probably know that I felt like a drastic change in the game’s systems was needed. The desire to do this has been growing in me for years, and I am glad that I have finally found the motivation to make the necessary changes. The game has been burdened by numerous problems and faulty design decisions:

The balance was all messed up

Editing the game files was extremely difficult

The gameplay had several major issues

Various attributes kept referencing each other and created a tangled mess that was difficult to understand

The remade system will be easier to balance (thanks to the transition to flat numbers, instead of various fractions and percentages), Naturally, after the changes are made, I have no further plans to substantially change the system again in the foreseeable future.

The changes in general will weaken some attributes for everyone, but enemy difficulty will also be adjusted to counter-act this. The easier balancing and streamlined item system will also allow more items to be added with patches.

Refunds for certain Skull items will be rolling out over the next week, so keep watching this fanpage for info.

The next major change was to improve the system for when you spend more fuel on a mission - this was heavily buffed, many items now have effects multiplied by the amount of fuel spent.

The patch cycle will change from now on, patches will come out on a monthly basis, but there will be many items coming out over the duration of the month. Overall I hope you end up liking the new, remade Army Clicker, and maybe you’ll be glad to know that with these changes I have reinvigorated my motivation to work on the game.

(ps: still lot of things to be done...)

-------------------[[ NEW STUFF ]]------------------------

-- added “Level 2” achievements, a crazy high requirement achievements that follow up after the first, Level 1, achievements, for these attributes: Collecting Valor Points, Finishing Missions, Collecting Items

-- added 3 completely new achievements: Transhumanist, Is that a secret?, Treasure Seeker

-- added new attribute arena catch up - currently, if you fought against a player who had 200 points more than you, you got more points for winning, but this bonus was capped. Now the difference must can go up to 500, and the cap can be raised even further with new items.

-- added new visibility clauses for new items - some items start to appear in the Shop once you buy all stacks of another item - imagine it like an item requirement.

-- added more types of resources to the activity reward cycle

-- implemented a new way to add and release new items - from now on there will be only one patch a month, and not all items will be visible from the start. Even stacks can be added over time (some items every 3 days, some every 7 days) - this will result in a steady stream of new content over the month.

-- added a new way to unlock items - based on a required amount of Valor Points, this will be applied to some new items in the game

-- added valor points to many skull items

-- when a new chapter is introduced, all 7 missions will be available, but the last 3 will unlock 14 days later, or you can unlock them earlier for Skulls

-- completely redone the visuals of the module system - removed old pictures, new ones are generated by the system based on module attributes

-- added info on Fuel Spent and Mission Time to the information line under the main Game window (the line that tells you how much you earned in a mission)

-- added a new type of modules - LEGENDARY MODULES - these are much stronger than any others and you will be able to have a maximum of 1 Legendary Module equipped in each type of helper (so there is a max of 4)

-- added a new type of modules - ELITE MODULES - these are quite powerful, but you can only ever have a total of three slotted in, but unlike with Legendary Modules, you can freely choose which helper you put these in

-- added a new type of items - SECRET ITEMS. We probably shouldn’t have told you about these

-- added a new type of items - MYTHICAL ITEMS - these items show up under special circumstances, but you will have to discover them on your own :)

-------------------[[ MODIFIED / BALANCE ]]------------------------

-- Platinum earned by the motorcycle Power-Up is now multiplied by Fuel spent (so the platinum gain is raised in this one)

-- the Platinum motorcycle can be used for the first 60 seconds of a mission

-- items that extend the Event time will now extends the Chest time as well

-- the attribute "Platinum for mission" is now multiplied by Fuel spent - this is a major buff!

-- removed the % bonus for Platinum earned when you finish a mission for the first time (combined with the previous increase this could be heavily exploited)

-- the attribute "XP when starting a New Mission" is now multiplied by Fuel spent!

-- the attribute "XP for Random bonus" is now multiplied by Fuel spent!

-- the XP bonus for activity reward after 2200 level is now the same as before level 2200. (This means it has been increased, I lowered it before because of some heavy value issues a few patches ago.)

-- the effect of the following Power-Ups: Golden Motorcycle, Jeep, Aircraft; is now multiplied by Fuel spent

-- many items have been buffed, had their cost reduced, or level requirement adjusted. Ruby costs have also been decreased for some items.

-- skulls have been rebalanced - removed from Activity rewards, changed values in Level-ups (less from the start, more after lvl800), increased in daily rewards, added new Skull-granting items, raised old daily limits (150>175)

-- removed/replaced feature "item level requirement dependent on how many chapters higher you were over an item", there is already an item that has this function, there is no need to duplicate it

-- reduced the amount of XP needed to level up between levels 700 and 2000

-- reduced enemy healing in normal missions by a factor of 5-10. Reduced enemy healing in item missions by about 15%

-- the amount of fuel in that one activity reward has been increased

-- the attribute which grants extra event currency has been buffed (quite a lot, it has been improved visually, too)

-- Gold per Second, clicking on Gold and Golden Power-ups will now only work for the first 60 seconds of a mission

-- the Insta-heals and Bombs purchasable for Auto-clickers now have limited stacks (30), the cost of Insta-heals has been reduced

-- Power-ups with a “per Second” effect are no longer affected by Modules

-- if you use your resources (Fuel or Skulls) to reset the caravan, and you get a caravan that is sold out - because you already have all the items - the resources spent are refunded

-- some Modules have been buffed up (so that there are no identical modules)

-- since all of the changes haves caused the players to lose some health and damage reduction, the damage of enemies has been rebalanced

-- Reduced the cost of many platinum items by a total of 44,897,861 Platinum. That should be a noticeable rebalance to the game’s economy.

-------------------[[ REPLACEMENTS ]]------------------------

-- Removed/replaced item attribute %healing per second with Healing

-- Replaced "extra EXP for using any Power-UP" with "xp for fuel used"

-- Removed/replaced item attribute %maxAmmo - the less % with Max Ammo

-- Removed/replaced item attribute % extra Gold for finishing a Quest

-- Removed/replaced the attribute "Instant <b>Counter Attack</b> damage to Enemy when you are Hit"

-- Replaced the attribute "%damage reduction" with flat damage reduction

-- Removed/replaced the attribute that was reducing Damage of missions you finished at least 10 times

-- Removed/replaced secondary effect of the Support Helicopter Power-up

-- Replaced %Backstab with flat Backstab

-- Replaced the attribute "EXP when Enemy attacks you" with "EXP for Fuel used"

-- Finally removed the attribute that was converting Damage per Click to Damage per Second and vice versa - I really didn’t like this attribute. It was difficult to balance, had limits that people didn’t like, and later in the game it became completely useless.

-- Removed/replaced the attribute that gave Maximum Health for each Item you had - replaced with items that already give more Health - (This is a good example of a redundant attribute, it pretty much does the same thing another attribute already did, but in a more convoluted way - I am trying to get rid of these in this update.)

-- Removed/replaced the attribute "EXP when auto-clicker is used (only in first 30 seconds)"

-- Removed/replaced the attribute that gave Gold for Ammo spent on Golden Power-ups

-- Removed/replaced the attribute "% Gold per Second"

-- Removed/replaced the attribute "Platinum in random bonus" - random bonuses are an old and troublesome feature, they are difficult to balance, and they go against the design philosophy of making high Fuel missions more worthwhile - replaced by platinum in the Activity Reward (with higher values)

-- due to the changes to the Valor Point system, the following attributes have been changed: Gold per Hour for each Valor point, Gold per Second for each Valor point, Gold per Click for each Valor point; they have been replaced by the following attributes, respectively: Gold per Day / Hour, Gold per Second, Gold per Click

-- Replaced attribute "Platinum in Speed reward" with Platinum in Hourly reward

-- Replaced Module attribute "Instant Platinum gained when you start a new Mission" with Platinum per Fuel spent

-- Removed/Replaced the 4 items with an effect like this: "When you manually click attack/gold/heal/ammo action button, another click is done automatically (note: there is max 12 clicks per second, this just makes your clicking easier)"

-- Changed attribute - Gold per click in the first 15 seconds changed to Gold per Click, effect reduced a little (overall this is still a buff)

-- Changed attribute - Gold per Second in first 30 seconds has been changed to Gold per Second.

-------------------[[ VISUALS ]]------------------------

-- cleaned up (fixed some issues and added additional info) the item overview table and added a daily reward section

-- added game version number below game name - This is a very important change. :)

-- renamed/replaced few attributes (and added button (i) for info)

-- improved (enlarged) the primary resource visual block (platinum and rubies, small space for numbers)

-- fixed visuals for helper values

-------------------[[ ADMIN ]]------------------------

-- heavily improved internal admin editor, easier to balance new items, simplified adding new items and so on - This will make work a lot easier :D

-- improved(optimalised) internal editor code and item creation process - items that use similar graphic will have one and the same picture, and use the same name (greatly decreases trafic, therefore loading times)

-------------------[[ FIXES ]]------------------------

-- fixed a bug with Caravan and XP items (was not able to buy those items HNL error)

-- fixed some more small errors

-- fixed one item icon (event time bonus)

Amount of New Items: 304

Amount of Normal Items: 146

Amount of Skull Items: 44

VIP Items: 5

Secret Items: 28

Mythical Items: 64

Modules: 24

Mission-Items: 6

Arena Items: 1

Items that shows up over time: 32

Items locked on other Items: 132

Items locked on Valor points: 26

Items under level 1400: 170

Items over level 1400: 134

New item Highest level: 2210

##### **2018, January 5th**

Hello Players

New year New game!

i was thinking a lot about armyclicker during last 7 months, Army Clicker turns 4 years in February . When the game started i was so happy about it, we were just 2 guys doing what like. Then we were 4 and after few issues with facebook we became 3. Currently we are only one and a half...

when i see armyclicker i see a huge complicated game, game that starts very easy and then in few levels is so complicated that you are unable to understand most of the logic behind the numbers, and once you understand it, it becomes hard to count with in head and it is just a mess. So many % items and  everything changes with everything. you buy one item and 50 other attributes change... and this is something i really dont like.

Other thing is, that you have more and more fuel, and using all that fuel takes a lot of time, or you can use it in a fast way but thus losing lot of platinum and other materials (this is the reason that Rubies were introduced to balance this) - because of this platinum gain will be changed a lot in upcoming versions (more dependant on fuel). Yet there is about 20 ways how to gain materials - so many options that players lose what is good.

Other thing that gives me wrinkles is item system - it takes a lot of production time (to create them) and yet they are instantly bought in game and have little effect - this has to be changed but currently i have no real idea how 😃

Also, there is lot of players that have huge piles of materials (platinum, rubies and autoclickers) and then players that have nearly no materials and shop/progress is a pain for them... luxury items - prestige items are something that balances this at least for a bit... (because they are not that useful but have visual bonus and cost a lot)

This week there will be no new version, mainly because it takes a lot of time to process everything and to code all the changes. not sure if next week the patch will be done either - but one thing is sure - I really started to enjoy working on the game last few days - i see the light in the game again - i see that there have to be changes done - to make the creation / patching process easier. to make it more challenging for players and more balanced.

Sorry again for no patch this week.