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News


  • Bug fixes:
    • A bug was fixed that could cause planes to not follow their original flight path and vanish from sight when sent on a patrol mission.
    • An issue was resolved that prevented planes that were attacked while flying (not patrolling!) to deal defensive damage.
    • The range increase of Nuclear Bombers that was supposed to be implemented with the last update already is now live.
      • Range increased from 750/850/1000 to 1200/1400/1600.
    • A bug was fixed that could cause armies to reposition to a previous location when changing diplomatic relations with another player.
    • An issue was resolved that caused an error message to be displayed when a player tried to add a next level building to the construction queue while the previous level of that building was still in construction.
    • A bug on desktop was fixed that prevented buildings from being added to the construction queue if the player had not enough resources at the time the building was queued.
    • An issue was resolved that caused messages being displayed in the inbox when the display toggle was set to hide the messages and vice versa.
    • An incorrect sea connection point was removed on the Europe Road to War 12 player map.

  • Balancing:

    Note:
    All balancing changes only apply to new game rounds, running game rounds are not affected by these changes.
    “Costs” = Research costs, production costs, and upkeep costs.
    “Slightly” = less than 5%.

    All Doctrines:
    • All aircraft:
      • The defense capabilities of aircrafts were improved by reducing the gap between attacking damage and defensive damage (attack/defense damage ratio).
        • For Interceptors from a factor of 2:1 to 1.5:1
        • For Rocket Fighters from 4:1 to 2:1
        • For all other aircraft from 3:1 to 2:1
      • This is a follow-up change to the recent fixing of wrongly applied anti aircraft damage values when planes were fighting.
    • Commandos:
      • One additional level was implemented to give more opportunities to differentiate and increase stealth fighting capabilities earlier in the game.
        • The stats of existing Commando levels were adjusted according to the new number of levels.
      • Historic pictures and names were added.
    • Flying Bomb:
      • Costs decreased slightly.
      • Hitpoints increased from 10 to 15.
    • Light Tank:
      • Movement speed increased by +5 per level.
    • Medium Tank:
      • Production time increased slightly.
    • Heavy Tank:
      • Production time increased slightly.
    • Infantry:
      • Movement speed decreased by -1 for level 6 and -2 for level 7.
      • Costs decreased slightly.
    • Militia:
      • Costs decreased.
      • Damage values decreased.
    • Nuclear Bombers:
      • Range increased from 750/850/1000 to 1200/1400/1600.
    • Paratroopers:
      • Movement speed increased by +4 per level.
      • Mobilization time after dropping decreased from 12/10/8/6 to 9/8/7/6.
    • Railroad Gun:
      • Research time increased slightly.
    • Rocket:
      • Costs decreased slightly.
      • Hitpoints increased by +5 on each level.
    • Rocket Artillery:
      • Damage reduced slightly.
      • Costs increased slightly.
      • Production time increased slightly.
      • Research time increased slightly.
    • SP Artillery:
      • Costs increased slightly.
      • Production time increased slightly.
    • SP Rocket Artillery:
      • Costs increased slightly.
      • Production time increased slightly.
      • Research time increased slightly.
    • Strategic Bombers:
      • Range increased from 400/500/600/750/900/1050/1200 to 600/800/1000/1200/1400/1600/1800.
      • Anti air defense damage increased.
      • Costs increased slightly.
    • Tank Destroyer:
      • Costs decreased slightly.
    Doctrine Specific:
    • We analyzed win rates of the different Doctrines since their implementation and noticed a slightly lower win rate of Allies and Comintern compared to Axis and Panasian Doctrines; the following buffs are designed to level the playing field more.
    • Allies:
      • Commandos:
        • Missing speed buff of +15% was added. This buff was incorrectly assigned to the Axis Doctrine before.
      • Destroyers:
        • Missing speed buff of +15% was added. This buff was incorrectly assigned to the Axis Doctrine before.
      • Nuclear Bombers received the same buffs as Strategic Bombers.
        • +15% Range
        • +15% Hitpoints
      • Strategic Bombers:
        • Hitpoints were increased from +10% to +15%
      • Paratroopers:
        • A hitpoint buff of +10% was added.
      • Tank Destroyers:
        • The Production Costs buff was increased from -10% to -15%.
    • Axis:
      • Commandos:
        • An incorrectly assigned speed buff of +15% was removed.
      • Destroyers:
        • An incorrectly assigned speed buff of +15% was removed.
      • Heavy Tanks:
        • A Damage buff of +10% vs. all armor classes was added.
    • Comintern:
      • The upkeep cost reduction of the Comintern Doctrine was increased from -25% to -30%.
      • Medium Tanks:
        • A Damage buff of +10% vs. all armor classes was added.
        • A production time improvement of -15% was added.
    • Panasian:
      • The view range bonus of the Panasian Doctrine was decreased from +35% to +30%.
      • Flying Bombs:
        • The production time bonus was increased from -20% to -30%.
    • The Doctrine graphic on the Call of War Wiki was adjusted accordingly.
    Economy Changes:
    • The production times of later unit levels were slightly decreased to make leveling up units more worthwhile.
    • Missing daily costs were added to aircraft transports and transport ships.
    • Costs for all early game unit levels were increased and costs for late game unit levels were slightly decreased to make unit upgrading more worthwhile and to bring the game pacing more in line with game design expectations.
      • To take Infantry as an example, its costs changed per level by +20% +17% +12% +5% +0% -2% -5%.
    • Starting resources in new game rounds were adjusted:
      • Manpower at the beginning of a game round was decreased from 20,000 to 12,500.
      • Rare Materials at the beginning of a game round were decreased from 15,000 to 10,000.
    Misc. Improvements:
    • Fortifications and Bunkers take 50% of the damage that would have been dealt to other buildings in the province, in case any are present.
      • This change makes bunkers and fortifications shield other buildings from taking damage, as announced when the revamp of the building damage calculations was released in the beginning of 2021.
    • Missing information was added to the description of rocket fighters. It is now specifically mentioned that it needs airstrip/aircraft factory to fly
    • The AI was adjusted.
      • The AI produces more useful units it can control.
      • The AI is more likely to research more useful units which it can control.
      • The AI is slightly less likely to declare war


  • General:
    • When you are about to attack a friendly player (another player you have Right of Way, Shared map, or Shared intelligence with), a warning popup is triggered now. The popup allows you to either cancel your command or declare war.
    • The map ending popup (victory, defeat) on mobile devices has a close button now.
    • A new Army List was implemented for the Beta Client. The list displays all your armies and valuable information. You can click on an army to select it and to jump to its location on the map. The list can be sorted by the following information:
      • Army ID
      • Army name
      • Amount
      • Hitpoint
      • Damage
      • Protection
      • Speed
      • Location
      • Current action


    Bug Fixes:
    • A bug was fixed that prevented the Rocket Artillery and SP Rocket Artillery from having sound when in combat.
    • An issue was solved that prevented patrolling planes from dealing defensive damage to attacking planes. After this update, an attacker receives damage first before proceeding with the attack.
    • A bug was fixed that caused parked planes not dealing defensive damage to attacking airplanes.
    • An issue was solved that could cause unconfirmed army orders to be cancelled when the server is refreshed. Orders that have not been confirmed yet are not cancelled when the server is refreshed (by a patrol tick or similar) anymore.
    • A bug was fixed that caused the combat timer of planes to start the next countdown for the next attack, even when the plane returned to its base to refuel. In case the plane needs to refuel, the countdown starts only after the refueling is completed and the plane starts for the next attack.
    • An issue was resolved that caused army actions like convert, delay, etc. to be 'stopped' by changing the fire mode of the army from or to offensive and aggressive fire mode. If an army action is issued it is executed as intended before any other action is executed.
    • Several bugs regarding missing connections, flags, borders, etc. were fixed on various maps in the game.
  • Attention, Generals!

    Due to an unexpected incident on Friday morning 2021-10-21 players were unable to enter their game rounds for two and a half hours (02:00 am CEST until 04:30 CEST).

    Although Call of War is a real-time grand strategy game where decisions and actions are taken a while in advance, an outage like this can have an impact on a match. We are very sorry for this and the inconveniences this downtime might have caused in your war efforts.

    To soften any potential harm this incident may have caused to your strategic plans for last night, we are adding 5,000 Gold to the account of any affected player.

    The Gold will be added to the accounts of affected players shortly.

    Your Bytro Team


  • General:

    • On mobile devices, the timer is now updated in real time while dragging the delay slider, when giving an army Delay March order.
    • The hints and quotes on the loading screen are now displayed in the language you play the game in.


    Bug fixes:

    • A bug was fixed that prevented the player who triggered the victory timer in Capital Rush Event game rounds first from winning, if another player conquered more Control Points after the timer was triggered.
      • If player A conquers enough Control Points to trigger the victory timer and player B conquers more than A - then Player A wins the round now.
      • The player (A) that triggers the victory timer first receives 1st place and the Gold payout in that game round.
    • An issue was resolved that could cause the construction info for buildings which are being constructed or are in the construction queue to display wrong values. The construction info panel shows the correct values now.
    • A bug was fixed that could cause the building details panel to show incorrect values when the building was damaged or halfway through an upgrade. The panel now displayed the correct value for the fully built level of a building even during construction.
    • An issue was resolved that showed incorrect images in the newspaper when using the beta client.
    • Historical images were added to the newspaper in the beta client.