Call of War- Forum

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  • New


    Attention, Generals!

    A few weeks have passed since the first test event for Call of War 1.5 took place, but to us it feels like it only happened yesterday! The team put a lot of time and dedication into Call of War 1.5 and it was great to see the huge amount of feedback from the community and how passionate our players are for the game.

    We are currently working through the community feedback and are preparing the next test event. Until we are ready to move on and pass the current state of Call of War 1.5 into your hands for more feedback and testing, we have asked our Game Designer Freezy a few questions about Call of War 1.5.

    What was the reason to develop Call of War 1.5?

    Call of War as a game is still close to the state it was in 2015. We released some new features and units over the years but we envisioned much more. We wanted to make the game easier to get into, make the game better balanced and enable much more diverse strategies. We also wanted to add many new awesome gameplay features. Now we have the time and focus to do that!

    We feel that this is a necessary change to keep Call of War fresh and competitive in the ever evolving games market, so that we can support it for years to come.

    Of course it is a quite drastic change to the game, that’s why we want to test it thoroughly together with our community, and roll it our only after we had several test events.

    We saw some drastic balancing changes with units, buildings and resources in Call of War 1.5. What was the idea behind these changes?

    The goal of all changes is to have a more balanced game experience with access to evenly valid and diverse strategies.

    The challenge with WW2 is also that everybody envisions things a bit differently. For example: Was a tank destroyer in theory designed to be an offensive weapon? Yeah sure. Was it more iconic though for its defensive usage? Yeah sure. If history allows us to interpret something in multiple ways, we will rather go for the option which opens more different strategies and roles.

    This said, we realized that we gamified the first Call of War 1.5 balancing a bit too much and that some parts of the balancing work well, while others don’t. This is the beauty of testing - we can now change and tweak the balancing over multiple event iterations. Rest assured that we will fix the apparent balancing problems and that we will also make the game more realistic again where possible. So please expect a lot of changes in the next event.<br><br>

    We keep praising the community for the amount of constructive feedback they provided during the first Call of War 1.5 test event. What was the biggest learning for us from it in your opinion?

    The biggest learning is that many players have a strong vision what Call of War is or should be. For example many players seem to value historical accuracy over everything else. But there are also players who value gameplay more. Our biggest challenge ist to find a compromise that pleases the majority. While it certainly won’t be possible to please everyone, we will still try.

    The feedback and gameplay reports also helped us to spot some specific issues in the new balancing. With some changes we admittedly went “A bridge too far”, for example with the steep level progression, which we are now able to improve.

    What are your personal highlights of the first Call of War 1.5 iteration?

    Feature wise my favourite is the combination of new building roles with the disabled auto-upgrading of units. Both features together really push you to smartly diversify and upgrade your core provinces. I like to dedicate my cities to certain tech branches to play most effectively.
    There are still features coming up in the next tests that will improve this aspect even further. For example we are developing the much requested possibility to manually upgrade units that are already on the field, and we will also streamline the build requirements of advanced units to make production easier to use.

    Balancing wise I really like the new possible strategies, I noticed players playing unit combinations that I rarely saw beforehand. Needless to say that there is still room for improvement and we continue our quest to give all units a valid role in the game.

    Regarding the event as a whole I really like the huge participation rate and determination of our community. Though not everything with the event was perfect, doing it was overall still a success, and it encourages us to continue with this approach.

    When will the next test event for Call of War 1.5 start?

    Due to the fact that holidays are coming up and that we are still changing the balancing as well as implementing more features and usability improvements, you can expect the second test event earliest at the end of January 2020. We really hope to see all of you around by then, and hopefully most of you will agree that we are making improvements! A personal thank you to everyone who participates and helps us shape the future of Call of War!…
  • New


    Attention, Generals!

    In September we released a major market overhaul in Call of War, which removed resource trading between players that are not members of the same coalition or team. Since the implementation we carefully analyzed the effects of said changes on game rounds and user experience.

    We saw that the changes indeed helped balance allocation of resources among players in game rounds, showed positive effects in terms of account pushing and made it harder for players to betray their coalition by gifting resources to enemy countries. The magnitude of these effects was smaller than we expected though.

    Due to the great amount of your feedback that expressed how much ressource trading was missed in game rounds, we have come to the conclusion that the positive effects of the removal do not outweigh the negative effects on game and player experience. We want Call of War to be fun and a great experience for our players. Therefore we will enable resource trading between all players in a game round with our next release again.

    We hope you enjoy this change and that it helps leading your troops to victory!

    Your Bytro Team

  • Attention Generals!

    This week’s release brings a lot of new great features to Call of War! We release sound and music, implement a brand new army positioning system and adjust day changes in the game to make sure that no player has a default advantage due to the time zone they play in.

    We already talked about the implementation of sound and music, as well as the adjustment on how day change works in new game rounds last week. Something we would like to highlight today is the new army positioning system we are implementing today.

    This new system displays the images of units on the map slightly more separated from each other with lines marking their exact position on the map. This significantly improves overview on the map and makes it easier to distinguish between different troops, especially on cluttered maps or regions where many different units are positioned close together. The new army positioning system will be available with advanced graphics only.

    See the list below for a complete overview of what we release today.


    New features:
    • We implemented Sound and music in Call of War
      • Sound and music are available with advanced graphic settings only.
      • Sound and music can be activated and deactivated in the settings.
    • We implement a new army positioning system to improve overview on the map.
      • The new army positioning system is available with advanced graphics only.
    • We adjusted when day change happens in new game rounds. Day change now takes place 24 hours after a game was created.
      • Existing game rounds are not affected by this change.
    • We added a day change timer to the game
      • The day change timer can be found in the upper right corner of the screen on PC and at the bottom right corner of the screen in the mobile app.
    Graphical Updates:
    • We implemented new unit interface images, unit skins and added missing faction specific skins for:
      • Artillery
      • Anti Tank
      • Anti Air
      • Railroad Gun
      • Convoy
      • Armored Car
      • Light Tank
      • Medium Tank
      • Heavy Tank
      • Tank Destroyer
      • SP Anti Air
      • SP Artillery
    • We made attack vectors more transparent with bombarding units to improve map overview.
      • Attack vectors are not transparent when the unit is selected or hovered over.
    • We adjusted the relation mode and changed the used color palette.
    • We adjusted the way water and fog of war is displayed on the map. Both are slightly brighter now.
    • We improved existing and added new animations for airplanes and rockets when using enhanced graphics.
    • Rockets update their position in real time and exactly follow the drawn attack path when using enhanced graphics
    AI Modifications:
    • We reduced the popularity penalty for producing units when a player’s popularity is on a low level already.
    • We decreased the popularity penalty for sneak attacks.
    • We removed the popularity penalty for having war declared on you by someone else.
    • Player’s who get attacked by another country received a solidarity/popularity bonus.
    • The AI constructs buildings and units more strategically now.
    • The AI now attacks frontline provinces rather than backline provinces.

    • We fixed a bug that allows the AI to give Right of Way to players on Dominion maps.
    Bug fixes:
    • We fixed an issue that caused sea transports, airplanes or airplane convoys to have negative health and as a result being indestructible sometimes.
    • We resolved an issue that prevented the arrival time of units in the army bar to be updated immediately when the unit was dragged.
    • We fixed an issue that occasionally showed lines on the map when airplanes were airborne.
    • We resolved an issue that occasionally caused the attack timer to be displayed incorrectly.
    • We fixed an issue that caused a wrong image to be displayed in the unit research details for the Russian BT tank.
    • We resolved an issue that caused the wrong text and images being displayed on the reward popup for the winning team/coalition.
    • We fixed an issue that occasionally caused the redirect to the payment provider to fail in the shop.
    • We resolved an issue that prevented translated shop descriptions for high command to be displayed in the shop.
    • We fixed an issue that prevented parts of the game details of non-english games to be translated.
    • We resolved an issue that prevented players from buying blueprints for some units.
    • We resolved an issue that caused attack arrows and certain symbols to be displayed over airplanes when using enhanced graphics.
    • We fixed and issue that caused map borders to cover units and province names when using enhanced graphics.
    We hope you like the new features and updates, and which you best of luck on the battlefield!

    Your Bytro Team

  • Attention Generals!

    This is not a drill! It has been on our list for some time and you guys have been asking for it for even longer. We are extremely excited to finally bring this to the game as part of our efforts for Call of War 1.5. With Wednesday’s* release we will implement sounds and music in Call of War!


    The new Call of War soundtrack will immerse you more into the game than ever before! You are finally able to hear the action on the map and listen to your troops fight for victory! The sound in Call of War is dynamic and the volume of many sounds changes depending on the source’s distance to your current field of view. Sounds and music only work with the advanced graphics, so we highly recommend to use them to get the full experience. There will be no sound or music when advanced graphics are not activated. Sound and music can be activated and deactivated in the settings menu.

    Besides sound and music we also update graphics of vehicles and towed weaponry in the game. The new models improve the look and feel of the game and bring missing faction specific vehicle skins. This is only the first step, as other units will be updated in future updates.


    Apart from the new vehicle graphics we also improved map colors in the advanced graphics version. This especially enhances the relation view mode, as this mode receives a new color palette. Water and fog of war colors are also adjusted and will appear a bit lighter now.


    Last but not least, day change in game rounds will now happen 24 hours after a game round starts. This means that day change no longer happens at midnight CET. This will affect new game rounds only, so nothing changes in your current games. To make sure that you are always able to tell when day change occurs in a game round you will find a day change timer in the upper right corner in the PC version and in the bottom right corner in the mobile version of Call of War. We decided to do this for two major reasons: to substantially decrease server load and to remove disadvantages from players in certain time zones who happened to have day change at very unpopular times.

    Let us know in the forums how you like the new sounds, the updated graphics and the new day change times. All changes will be live with next Wednesday's release.

    Your Bytro Team

    *A previous version of this announcement stated Tuesday as release date. The release will happen on Wednesday instead.

  • Attention Generals!

    Two weeks ago our very first test event for Call of War 1.5 started and we asked for your feedback on the changes we introduced in this event. We were extremely happy and grateful to see how many of you followed the call and provided first-hand game experiences throughout the duration of your game rounds.

    We are currently working through over 50 pages of feedback that we collected over the last two weeks across all languages and channels, addressing all kinds of aspects of the test event. We are determined to take as much of it into account as we can. Your feedback is very important for us at this stage and helps to shape and tweak Call of War 1.5 in a way that is to the likes of the majority of players.

    We originally planned to start the next test event very soon, but decided to postpone it. We think it is important to address the large amount of feedback regarding the event and recent changes made to the game before starting the next test event for Call of War 1.5.

    One thing we want to change is the Elite AI. With a future update players will no longer lose popularity with the Elite AI when a country declares war on them. We also decided to remove the extra popularity penalty for surprise attacks. It might be more realistic to lose more popularity with a surprise attack than with a declaration of war, but we think the detriment to user experience is too high. We will also reduce the popularity penalty for producing units, when the popularity with the AI is low already and adjust build priorities of the AI to make sure that buildings and units built by the AI make more sense.

    Aside from the AI you also gave us a lot of feedback on the recent changes made to the fire control setting and resource trading over the past few months. We are currently discussing adjustments to these features too. We will keep you updated on the topic and hope that you will continue to help us on our road to Call of War 1.5.

    Your Bytro Team