Call of War- Forum

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  • New

    Dear Generals,

    while our beta testers are still busy testing the new Paratroopers, we are bringing to you more bugfixes and graphical improvements which will give you a greater overview and precision in your commands. The first highlight is the reintroduction of the unit start animation in the enhanced graphics version, which gives direct feedback when units start following your orders. Next we implemented new path ending icons that give you a greater overview of where your armies are heading and which type of order they have. We also made the selection of units much more precisely aligned to their image on the map. Last but not least we added ground shadows for the flight arrows of airplanes, to give players better visual feedback of the actual flight path.
    Please read the change log below for an overview of all new features and bugfixes.

    Graphical improvements (WebGL version):
    • A smooth starting animation is shown when giving a move command to a unit.
    • Unit selection is now pixel-perfectly aligned to the unit image instead of being an invisible box.
    • Airplane flight arrows now have a shadow underneath to accurately depict their actual flight path.
    • End points of paths on the map now show a new icon depicting the current order of the unit.
    • Path previews now display an attack icon when crossing enemy provinces.
    • The province colors in the morale view are now lighter again.

    General improvements:
    • In the desktop version all menus now have a matching header image.

    • We fixed an issue that led to players achieving a solo map win despite being members of a coalition or team. Coalition or team victory conditions now have priority over the solo victory condition.
    • Achievement rewards now can be collected in a timely manner after unlocking them, without a long waiting time in between.
    • Airplanes on aircraft carriers can now always be selected properly.
    • We fixed a bug that led to attack vectors being displayed on certain maps after the game had ended.
    • WebGL: When moving a unit into an enemy province, the red attack path color is now always shown correctly
    • WebGL: Clouds no longer block the view in the middle of the screen.

    We hope you like the changes and look forward to the upcoming release of the Paratroopers. You don’t have to wait much longer!

    Your Bytro Team

  • Dear Generals,

    It is 1944: the Axis powers are on retreat and the Allies are preparing their final offensive. But the ending of the war is not decided yet... Will the Axis turn the tides of war in a decisive battle? Will Soviets and Allies clash inevitably, turning a looming Cold War into a hot one? In this 3vs3vs3 team scenario you can play as Axis, Soviets or Western Allies and change the course of history!

    Event Details:
    • Sign-up period: 2019/04/05, 11 AM CEST - 2019/04/09, 11 AM CEST
    • Historical Europe map with borders of 1944
    • Free selection among 3 teams
    • Random country selection
    • Starts-when-full
    • Starting conditions are balanced historically
    • AI & human player peace period of 24 real-life hours
    During the sign-up period the event maps can be found at the top of the games list. Join these event maps to participate.

    Tell us what you think about this event! We wish you good luck and much fun!

    Your Bytro team
  • Dear Generals,

    my name is Malte aka 'Arcorian' and I would like to introduce myself as a new Community Manager here at Bytro Labs in Hamburg. I am super excited to work together with the CoW community. I am sure we will have a great time and that the team and myself can learn a lot from your expertise and feedback.

    Please feel free to reach out to me anytime. I will do my very best to connect you and the devs and make Call of War a great experience for all of us.
    If you have any questions feel free to ask!

    See you on the battlefield!

    Malte 'Arcorian'
    Community Manager
    Bytro Labs

  • Dear Generals,

    We are excited to make a special announcement today: Paratroopers are finally coming to Call of War! Many of you asked for it for a long time, and we were listening.

    Paratroopers could change the way Call of War is played in a major way, so they have to be implemented with care. We value the opinions and concerns of our players and don’t want to rush this. That’s why Paratroopers will be tested by our Frontline Pioneers in Beta games for several weeks. This gives us the opportunity to collect feedback and make necessary balancing adjustments, to make sure that they are neither too powerful nor too useless.

    If you are one of the randomly selected Frontline Pioneers you can test Paratroopers in all Beta games right now! We will create additional Beta rounds, including speed rounds, for faster testing. You can send us your feedback in the Frontline Pioneer forum section or via submitting a support ticket from your Beta game. We will also create a feedback form that we will share in the Beta game notifications.

    Final balancing values will be shared with the next release news, as they are subject to change during the Beta test. But we still want to give you a glimpse of how Paratroopers will work in the game, as the functionality is set:
    • Can only be built in the Capital.
    • Has high cost and high build requirements.
    • Is initially an airplane that can start from any airport.
    • Paratrooper airplane has low hitpoints and comparatively small range.
    • Can attack land targets: Airplane is replaced with a Paratrooper Infantry on the target location.
    • Paratrooper Infantry has a long cooldown period before it can start moving.
    • Paratrooper Infantry has slightly better stats than Infantry but moves slower.
    • Paratrooper Infantry can not be converted to an airplane again.

    With this design we hope to enable new strategies, like invading islands off the coast or special operations behind enemy lines, while still making it a risky and costly choice with enough possibilities for the defender to protect themselves.

    When Paratroopers are released in the near future, we will make them available only in new game rounds that are created after the release. This is to make sure that we don’t interfere with your ongoing war efforts and strategies.

    We hope that you are as excited as we are about the future addition of this unit and look forward to its release in the upcoming weeks!

    Your Bytro team

  • Dear Generals,

    today’s release is all about quality and immersion. We are enhancing our graphical features even further to make sure that we stay a top notch strategy game that looks appealing from the first glance. With the new map border frame and cloud effects you will feel more immersed in being a General managing troops on a global scale. At the same time we want to make sure that our game stays playable and readable in all arising situations, so we also implement further usability improvements. To round things off, as usual we include a bunch of bug fixes to deliver the best gameplay experience possible to you.

    Please see below a detailed list of all changes:

    Enhanced graphics version (WebGL):
    • Added a map border frame for more immersion.
    • Added cloud effects for more immersion.
    • Added timer icons for refueling and delay commands.
    • Inaccessible territory and islands are displayed on the map again.
    • The attack range circles of ranged units are now displayed more accurately.
    • Province borders are now easier to see in combination with the map lighting.
    • The supply drop icon got positioned closer to the affected province.
    • The name of the selected province is shown again also when having “display province names” turned off in the settings.

    Other improvements:

    • We exchanged the resource icons to give them a clearer identity and to make them better visible on the map.
    • Rockets are not able to be fired directly on flying planes anymore. Instead rockets will now try to launch on the airport of the targeted planes.
    • Nuclear bombers can’t patrol anymore to make their purpose more clear and to prevent potential issues.
    • We now show event announcements in the home screen of the mobile app as well.
    • In the mobile app, entries in the event log of speed rounds are now showing real-time dates instead of in-game time.
    • For speed maps, the newspaper now consistently shows real-time dates instead of in-game time.
    • The “Event log” in the game is renamed to “Front reports” to not be confused with our weekly Event scenario announcements.


    • We fixed a bug that led to a big delay in the time between receiving an achievement and being able to collect its gold reward.
    • Fixed an issue which led planes to regard air connections as sea connections.
    • We fixed a bug in the mobile app that led to the back button in the loading screen being unresponsive in certain cases.
    • We fixed a case where it was not possible for some users to switch back to the enhanced graphics renderer (WebGL) in the game options.
    • We fixed a bug in the mobile app that led to the on-screen keyboard overlapping buttons in certain cases.
    • We fixed a bug in the mobile app that led to the buttons in the "round has not yet started" being unresponsive.
    • We fixed a bug in the PC version that led to coalitions showing broken images when coalition flags were missing.
    • We fixed a bug on some mobile devices that led to units being selectable only when you tap slightly above them.
    We hope you like the changes and also enjoy our current events. More exciting new events are in the works!
    Also, there may be a very special surprise coming soon... What could it be? Find out with the announcement in a few days...

    Your Bytro Team