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    Dear Generals,


    To be victorious in the future we need to look back at the past. Our analysts finished their report and revealed which of our units are used the most or least. Based on those findings we want to introduce a huge amount of balancing changes, which will be released on beta today. This update will allow you to counter certain strategies better and will allow you to use a greater variety of units in your future battles.


    There will be a 3 week test phase, where we will collect all sorts of feedback and eventually make further changes. That means: The final balancing update can differ from the current state.


    Following changes will be made:


    Strategic Bomber
    - Increased flight range:
    Lv1: 375->400 | Lv2: 400->460 | Lv3: 480->550 | Lv4: 550->670 | Lv5: 600->820 | Lv6: 690->1000 | Lv7: 780->1210
    - Increased building damage:
    Lv1: 3.5->4 | Lv2: 5->6 | Lv3: 6.5->8 | Lv4: 8->10 | Lv5: 9.5->12 | Lv6: 12->14 | Lv7: 14.5->16
    - lowered build requirement on all levels from Industry Complex level 2 to Industry Complex level 1


    Naval Bomber
    - Increased naval damage
    Lv1: 5->8 | Lv2: 6->10 | Lv3: 7.5->12 | Lv4: 9.5->14 | Lv5: 10.5->16 | Lv6: 13->18 | Lv7: 15.5->20
    - Increased flight range only on Lv1: 200->230


    Light Tanks
    - Increased metal cost on all levels: 1500->1750
    - Increased oil cost on all levels: 600->750


    Medium Tank
    - Increased armored offensive & defensive damage
    Lv1: 4->4.5 | Lv2: 5->5.5 | Lv3: 6->6.5 | Lv4: 7->7.5 | Lv5: 8->8.5 | Lv6: 9->9.5


    Heavy Tank
    - Increased armored offensive damage
    Lv1: 7.5->8 | Lv2: 8.5->10 | Lv3: 10.5->12 | Lv4: 12.5->14
    - Increased armored defensive damage
    Lv1: 9.38->10 | Lv2: 10.63->12.5 | Lv3: 13.13->15 | Lv4: 15.63->17.5


    Tank Destroyer
    - Increased armored offensive damage
    Lv1: 3->4 | Lv2: 4->5 | Lv3: 5->6.5 | Lv4: 6.5->8 | Lv5: 8->9.5 | Lv6: 9.5->11
    - Increased armored defensive damage
    Lv1: 5.25->7 | Lv2: 7->8.75 | Lv3: 8.75->11.38 | Lv4: 11.38->14 | Lv5: 14.0->16.63 | Lv6: 16.63->19.25


    Artillery
    - Increased naval offensive damage
    Lv1: 0.25->0.7 | Lv2: 0.25->0.8 | Lv3: 0.25->0.9 | Lv4: 0.25->1 | Lv5: 0.25->1.1 | Lv6: 0.3->1.2
    - Increased naval defensive damage
    Lv1: 0.13->0.35 | Lv2: 0.13->0.4 | Lv3: 0.13->0.45 | Lv4: 0.13->0.5 | Lv5: 0.13->0.55 | Lv6: 0.15->0.6
    - Increased range on Lv6: 70->80


    SP Artillery
    - Increased unarmored offensive damage
    Lv1: 2->2.5 | Lv2: 2.5->3 | Lv3: 3->3.5 | Lv4: 3.5->4
    - Increased unarmored defensive damage
    Lv1: 1.25->1.56 | Lv2: 1.56-1.88 | Lv3: 1.88->2.19 | Lv4: 2.19->2.5
    - Increased armored offensive damage
    Lv1: 2->2.5 | Lv2: 2.5->3 | Lv3: 3->3.5 | Lv4: 3.5->4
    - Increased armored defensive damage
    Lv1: 1.25->1.56 | Lv2: 1.56-1.88 | Lv3: 1.88->2.19 | Lv4: 2.19->2.5
    - Increased naval offensive damage
    Lv1: 0.3->0.8 | Lv2: 0.3->1 | Lv3: 0.3->1.2 | Lv4: 0.3->1.4
    - Increased naval defensive damage
    Lv1: 0.19->0.5 | Lv2: 0.19->0.63 | Lv3: 0.19->0.75 | Lv4: 0.19->0.88
    - Increased range
    Lv4: 70->80


    Anti Air
    - Increased air offensive and defensive damage
    Lv1: 4->5 | Lv2: 5->6 | Lv3: 6->7 | Lv4: 7->8.5 | Lv5: 8->10 | Lv6: 9->12


    SP Anti Air
    - Increased air offensive and defensive damage
    Lv1: 5->6 | Lv2: 6->7.5 | Lv3: 7->9 | Lv4: 8->11 | Lv5: 9->13


    Infantry
    - Increased goods cost on all levels: 500->750


    Militia
    - Increased unarmored offensive damage
    Lv6: 3.5->4 | Lv7: 4->5
    - Increased unarmored defensive damage
    Lv6: 5.25->6 | Lv7: 6->7.5
    - Increased armored offensive damage
    Lv4: 0.5->0.75 | Lv6: 1->1.25 | Lv7: 1.5->1.75
    - Increased armored defensive damage
    Lv4: 0.75->1.13 | Lv6: 1.5->1.88 | Lv7: 2.25->2.63
    - Decreased build time on all levels by 25%


    Motorized Infantry
    - Increased move speed
    Lv1: +12% | Lv2: +11% | Lv3: +11% | Lv4: +9% | Lv5: +8% | Lv6: +7%
    - lowered day of availability by 4 days on all levels


    Mechanized Infantry
    - Increased unarmored offensive damage
    Lv2: 7.5->8 | Lv4: 8.5->8.75
    - Increased unarmored defensive damage
    Lv1: 9->11.25 | Lv2: 9->12 | | Lv3: 10.2->12.75 | Lv4: 10.2->13.13 | Lv5: 10.8->13.5 | Lv6: 11.4->14.25
    - Increased armored defensive damage
    Lv1: 4.2->5.25 | Lv2: 4.56->5.7 | Lv3: 4.8->6 | Lv4: 5.16->6.45 | Lv5: 5.4->6.75 | Lv6: 5.7->7.13
    - Increased air defensive damage on all levels: 2.4->3
    - lowered day of availability by 4 days on all levels


    Cruisers
    - Increased unarmored offensive and defensive damage
    Lv1: 0.5->1 | Lv2: 0.5->1.5 | Lv3: 0.75->2 | Lv4: 0.75->2.5 | Lv5: 1->3 | Lv6: 1->3.5 | Lv7: 1.25->4
    - Increased armored offensive and defensive damage
    Lv1: 0.5->1 | Lv2: 0.5->1.5 | Lv3: 0.75->2 | Lv4: 0.75->2.5 | Lv5: 1->3 | Lv6: 1->3.5 | Lv7: 1.25->4
    - Increased air offensive and defensive damage
    Lv1: 6->6.5 | Lv2: 7->8 | Lv3: 8.5->9.5 | Lv4: 10->11 | Lv5: 11.5->12.5 | Lv6: 13->14 | Lv7: 14.5->15.5
    - Increased move speed
    Lv1: +20% | Lv2: +8% | Lv3: +8% | Lv4: +7% | Lv5: +7% | Lv6: +6% | Lv7: +6%
    - Increased range
    Lv2: 30->40 | Lv3: 30->40 | Lv6: 50->60 | Lv7: 50->70


    Battleships
    - Increased unarmored offensive and defensive damage
    Lv1: 1.5->3 | Lv2: 2->4 | Lv3:…
  • Hello dear Generals,

    this week we had a bug that in some games (not all games!) the researches were reset. We are sorry for that! On the bright side: All players of these games were affected equally, no one gained a real advantage by it.

    Sadly the situation could not be reverted 100%. Therefore we implemented a script on Wednesday that adds researches back again to all players of those games based on the units that they own. Example: You own some level 2 Infs and level 3 light tanks. Then you receive all researches of the Infs up to level 2 and for the light tanks up to level 3.

    This should solve most of the cases. If there are still any issues left regarding that problem, feel free to contact our support staff via our ingame bug report form (which you can find in the lower right menu).

    Sorry for the inconvenience.
  • The battle heats up! On Friday, 31st of March and on Monday, 3rd of April we will create special event maps with 4 x faster game speed!

    Faster production, travel speed, research and more - get ready for the battle that is coming. We hope you are prepared.

    The speed rounds will take place on a limited amount of 100p - World at War 1932 maps, make sure you’re ready to join. Simply search for our [SPEED] World at War 1932 - 100 players maps. You will find them in the search options during the event.

    The inactivity settings are also adjusted accordingly.

    Tell us in the comments what you think of this upcoming event. Or come back later to discuss your running speed games once the action is on the battlefield.

    Will you able to keep up the pace?

    Your Call of War Team
  • Dear Generals!


    In times of war, every good strategist requires regular status updates: How many casualties? How weak is our enemy currently? They want to compare themselves to each other, but only one can be the best!
    From now on it will be possible to check your progress in real time. This means: Your statistics will be updated immediately and you will be able to literally watch how your ranking gets higher and higher.
    Up until now statistics were only updated once per day.
    Go in and win! Follow your own progression and tell us in the forum how many ranks you climb each day!


    Here is a list of all additional changes and improvements:


    • The scrolling when opening a new conversation with another player didn’t work properly, this has been fixed.
    • We fixed a bug that made it possible to build more than just one harbor in a province.
    • The time a building needs to be repaired is now shown correctly in the preview.
    • Sometimes the size numbers in the split command popup didn’t change when moving the slider. We fixed that.
    • Articles without spaces didn’t fit into the newspaper, this has been fixed.
    • On some servers wrong language strings were showing up, this has been fixed.
    • After all resources have been bought on the market ‘0’ was displayed, instead of deleting the entry. This has been fixed.
    • We fixed several bugs in the tutorial.
    • We improved the current word filter. If you have feedback for us, let us know in the forum!


    Have fun with these updates and the brand new statistics system,
    Your Call of War Team
  • Together we are strong and can defeat enemies we would never have been able to compete with otherwise. Alliances provide protection and stability and enable you to strategize together and find your enemies’ weaknesses.
    Since alliances are such powerful institutions our enemies tried to sabotage their creation in the past weeks. But thanks to our well-trained soldiers we were able to prevent them to do any lasting damage.


    • An ‘unknown error’ was shown when alliances could not be created, instead of stating the correct reason (a name being too long or already taken). This has been fixed.
    • The game option ‘starts when full’ was not working properly, this is fixed now. The games will start immediately once the last player joins.
    • In games with peace period: If another player captures a province in which you have units stationed they will now teleport back to the closest province available.
    • We fixed a bug that led to timers and relationship statuses staying on the screen after closing the pop ups.
    • We fixed a bug that blocked games opening in a new tab.
    • We fixed the broken tooltip for forced march.
    • Team members in team games were able to attack each other. This has been fixed.
    • When buying High Command the confirmation message only showed that the player received 0 Gold. This has been fixed.
    • A bug that prevented supply crates from dropping on 100 player maps has been fixed.

    We wish you all good luck conquering the world - alone or with your alliance,
    Your Call of War Team.