1. Multi Turret Academy
  2. News

Multi Turret Academy News

0.7.4

In the past few days, I have made some optimizations to imporve game performance. Now, I should focus on improving the gameplay experience.
Today, I summarized the two most important issues from player's messages:
1. Lack of challanges: Players have mentioned that the missions are too short, the overall experience is bland, and the AI enemies are dumb. I am planning to add differentiation in enemy configurations based on different time periods. I will also diversify AI behaviors and their spawning positions later.
2. Lack of progression: I'm glad that players are enjoying the weapon upgrade system that allows stacking affixs. However, I acknowledge that the current upper limits for weapon upgrades and hull upgrades are too low. I intend to remake these two systems to achieve my initial goal of making even the weakest chassis and turret viable until the end.

I aim to complete these goals as soon as possible.
Next month, I will start allowing players to vote for new vehicles to be added. Please stay tuned!

0.7.4:
-Changed the "Quit Game" button on the pause menu to "Back to campus." This allows players to temporarily retreat to the main menu if they find themselves in a disadvantageous situation during a battle and then resume the fight later.
-The options during mission selection will now always be different game modes.
-M18 Hellcat has been downgraded from rank 7 to rank 6 and it's turret MG is now usable.

Writing on the third day after release.

Thank you for the support of all the players! The current sales of the game are enough to allow me to work on it with peace of mind.
Although there are still some issues in this game, I will definitely solve them in the end. And I hope that you can provide me with more feedback and suggestions! Thanks!

0.7.3

-Added a regular battle and reward before the first boss fight, which should slightly extend the gameplay and decrease the difficulty of passing the early boss.
-Increased the crew number of the KV-6 from 12 to 16. Since the gameplay has been extended, boss should last longer.
-Delayed the appearance of bosses in survival and defense modes, and normal enemies will no longer appear after the boss enters in defense mode. This should significantly reduce the difficulty of defense.
-Added options for resolution, FPS limit, and vertical sync in the options menu.
-Adjusted the recoil of some large-caliber cannons to the appropriate level based on player feedback.

0.7.2

These past few days, there have been too many things that I need to reply to. So I only managed to do some optimization work today.
-Fixed a minor issue, it should be less laggy now.
-Added the "Pivot Turning" keyword to the Churchill tanks because they indeed have that capability.

On the first day after the release of the early access version

There were more players than I had imagined, and I am extremely grateful for everyone's support!
Today, I have been collecting feedback from players all day. I apologize if I missed any replies.
In summary, I have identified three major issues with the game:

  • Short game flow: Now my top priority task is to reasonably increase the length of the gameplay.
  • Imbalance: Currently, HE and HVAP shells perform well, but other ammunition types, hull upgrades, and most vehicles have average performance. Additionally, weapon upgrades have minimal impact on low-rank turrets. I'm trying to solve these issues now.
  • Lag: I will make further optimization attempts in the coming days.


I apologize for these issues in the game, and I will now focus on resolving them.