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  • Attention Generals!


    In the last news we communicated the changes to urban provinces and new buildings. Now the first test event for Call of War 1.5 is about to start. To be fully prepared, please read up on more changes in this brand new version!


    Mechanics changes


    Let’s start with the changes regarding game mechanics. As the title of the game says, this game is about war. Therefore we don’t want to punish players anymore for waging wars and conquering provinces. That is why in CoW 1.5 the morale penalty for being at war will be removed, as well as the province resource upkeep. To balance this out the morale penalty for distance to capital will be slightly increased.


    Another aspect are changes to how combat is resolved. A new combat calculation will be at play, resulting in more predictable results, while still retaining a small intended variance. To give more chances to retreat and heal up, units in armies will only start to get destroyed when the condition of the army drops below 50%. When units drop below a condition of 50% they will also face movement speed penalties. Additionally ground combat will be updated every 30 minutes instead of every 60 minutes. Finally, damage limits will no longer be determined by the amount of each individual unit level. Instead, a damage limit exists for the whole army, with damage being reduced at 10 and more units and being capped at 20 and more units.


    Furthermore, in Call of War 1.5 units on the field will no longer automatically upgrade when a higher level is researched. Instead, the new unit level has to be produced. Higher unit levels can only be produced in higher building levels, while lower building levels still support producing lower unit levels even if higher levels are already researched.


    Last but not least we updated some unit functionalities: Commandos will be stealth units that ignore defence bonuses, while Motorized Infantry, Armored Cars and Interceptors will receive the scout ability. Rockets will not ignore the defense bonus anymore and deal friendly fire upon impact. For more details, please check the forum post linked below.


    New Balancing


    With Call of War 1.5 we will also introduce a lot of changes to the balancing, which you will experience during the test events. These changes are so countless that we cannot list them all, but we want to highlight a few changes:


    There will be a clear progression in power and costs for all buildings, units and researches. All unit values, including damage, speed, health, production time, cost and upkeep will start low but rise from level to level. The same holds true for researches and buildings, which have their cost but , if applicable, also their effects increased per level.


    To create a true Rock-Paper-Scissors style balancing which still acknowledges the realities of the war, we will split the armor class ‘armored’ into ‘light armor’ and ‘heavy armor’. This will create more opportunities to counter enemy army compositions. Additionally all unit roles will be reviewed, making sure every single one has its use. As a result of this nuclear powered sea units will be removed from the game. Also, some units will be much stronger in defensive or offensive positions and will be much more effective against certain armor classes, making tactical maneuvering more important.


    Resource and gold costs also will be revised and vary depending on type and level. Going forward, all units and buildings will require each resource to be built. Depending on the unit you might not need a lot of them, but they will be required. This way resource demand reflects the need of workforce, materials and energy more realistically. As a contrast, researches will require only money and manpower. These resource philosophies may be still subject to change.


    As the CoW 1.5 event is about to start, make sure to join an event game during the sign-up period to provide us with first hand feedback! This will only be the first event in a series of events and there is plenty of room for changes and improvements, so please tell us what you like. We are counting on you to change the future of Call of War together with us!


    Your Bytro Team

    - Please understand that the list below is only provided in English for all languages -

    More details:


    Mechanics & formula changes:
    • There is no more war morale penalty on provinces.
    • Removed building upkeep and province upkeep.
    • The distance to capital penalty is increased.
    • Changed combat calculations to reduce outliers in the results and to make results better predictable. A variance of +/-20% is intentionally kept to not make results TOO predictable.
    • Single units of the same unit type within an army begin to die as soon as their unit type is at 50% health or below.
    • Units move slower when at 50% health or below.
    • Units with lower health now deal less damage than in the previous version.
    • There is no damage limiter for each unit level anymore, instead there will be a damage limit for the whole stack limit,
  • Attention Generals!


    We already mentioned that Call of War 1.5 brings major updates and changes to the game, which we will test in events. Today we will present you with the first details on these changes. Let’s start with the changes to buildings and to urban provinces!


    Urban provinces are the industrial hearts of all states and we feel this should be represented in Call of War as well. With Call of War 1.5 urban provinces will be the only places where units and their respective production buildings can be built. Additionally resources and victory points will be concentrated in urban provinces for the most part. This will drastically increase the strategic importance of these provinces. To visualize this new importance urban provinces will occur bigger and more dominant on the map. In the first CoW1.5 event, which will take place on the 22 player map, all nations will also have the same amount of resources of each type, to give all players complete freedom in choosing the strategy they want to employ. This may change later on though.


    But that is not all. Another change concerns the role of buildings in the game. Different unit classes, like tanks or airplanes, will now have their own production building. For that we will change roles of existing buildings and also add new buildings to the game. These buildings need to be upgraded to produce more advanced unit levels of the respective branch. Building effects will also be revised, and some buildings will only be buildable in urban provinces, while some only in rural provinces.


    Although proper opinions can only be formed in a practical test we are already eager to hear your theoretical feedback. When you share your feedback it helps us a lot when you give us details on gameplay scenarios you experienced where you could imagine something works well or not so well. We will keep an eye on this and future forum threads to make Call of War 1.5 a great experience for all of us once the series of tests is over.


    Next time we will give you more details on balancing and mechanics changes in Call of War 1.5.


    Your Bytro Team

    More details:

    Urban province changes:
    • Urbans contain 75% of all main resources.
    • Each urban province of a player contains a different main resource.
    • Urbans contain the same amount of each main resource.
    • All victory points are located in urbans, 10 per province.
    • Increased size of urbans on the map.
    • Rural provinces produce mainly manpower and money.


    Building changes:
    • Removed the existing requirements for the Industrial Complex building, as all units have their very own production buildings.
    • Renamed various buildings and changed their effects (see list below).
    • Added several buildings (see list below).
    • Changed costs of all buildings.
    • Removed building upkeep costs.
    • All buildings in urban provinces have 5 levels, except the Capitol with 1 level.
    • All buildings in rural provinces have 3 levels.
    • The Nuclear Reactor is removed from the game.
    • As we are still testing the building changes, the icons and Art for buildings are not yet finalized and will be reworked later.
    • Upgrading unit production buildings no longer gives a bonus to production speed, instead upgrading is needed to produce higher unit levels and to increase other bonuses.
    • In the first Event all urban provinces start with a Tank Plant level 1, due to programming constraints. In later Events provinces start with no buildings.
    • Production and research categories remain the same in the first Event, but will be expanded in later Events to give each production building its own production and research tab.


    List of Buildings in urbans:
    • Barracks - Produces all Infantry type units. Improves province morale slightly.
    • Tank Plant - Produces all Tank type units. Improves province morale slightly.
    • Ordnance Foundry - Produces all support units with usually bigger calibers, like artillery. Improves province morale slightly.
    • Aircraft Factory - Produces all regular air type units. Improves province morale slightly. Allows aircraft to start or land and improves refueling times.
    • Naval Base - Produces all Ship type units. Improves province morale slightly. Improves embarking and disembarking times.
    • Secret Lab - Produces all Secret type units. Improves province morale slightly.
    • Industry - Increase resource production, manpower production and money production.
    • Bunkers - grants defense bonus to stationed armies.
    • Capitol - Centre of a nation, used to calculate distance to provinces.


    List of Buildings in rurals:
    • Local Industry - Increase resource production, manpower production and money production.
    • Fortifications - grants defense bonus to stationed armies.
    • Infrastructure - Increases movement speed of all units traveling through the province, increases province morale.
    • Airstrip - Allows aircraft to start or land and improves refueling times.


    More details follow in the next Dev Diary.
  • Attention Generals!


    We are very excited to finally kick off Call of War 1.5! Call of War 1.5 is the next big update that brings a lot of changes to the game which we will test in a series of special events. We teased this in our patch notes the last couple of weeks, but now it is the time to share the news.


    Call of War Game Designer “freezy” spent quite some time on Call of War 1.5 and is likely the best person to explain what we want to achieve with the update. “With Call of War 1.5 we want to refresh Call of War and make it ready for the future. To do this we will improve 2 key pillars of the game: Strategic gameplay and general appeal. First we will enrich and deepen the strategic core gameplay with changes to the balancing, economy and game mechanics, to enable a wide variety of strategies with diverse units on the field. Second we will make the game more appealing by making changes to the progression and game pace as well as by updating graphics and visual elements.”


    Following this vision for Call of War 1.5 we will bring several updates to the game including updates to base balancing, units, provinces, buildings, game features, and much more. Some of the stuff you literally asked for years. We are really excited to show you and to read your feedback.


    We made several changes in the past already, like the introduction of Paratroopers and the elite AI or changes to diplomacy. From these previous updates and the community feedback around it we learned a lot. One of the things we took from these experiences is that we want to get better at informing you about such changes, have the community more involved and be more transparent and upfront with it.


    That is why Call of War 1.5 will not be released with a big bang once it is done, but will be introduced through a series of events on our live servers. During these events all of you will have the chance to test the new updates and features in a closed environment while other game rounds are not affected by it. Or you just want to be among the first who win a round with a brand new balancing, that is also ok! You can share your feedback and we will also let you know what we learned and what feedback we gathered from each event.


    The events will help us to see and analyse whether the new systems and features are working as intended or whether adjustments are needed. Another aspect that we will have to keep in mind is the monetization of the game. Let’s face it, we need to pay our developers and the servers so we need to make sure that changes made do not harm the monetization of the game. Only that way we can ensure that Call of War exists for years to come. We also want to learn whether the changes are actually fun to play. Especially for this we will need your help, as no database or algorythm will be able to tell us how much fun you have during the events. So keep the feedback coming!


    The first test will focus on a large balancing overhaul. This, for example, includes changes to the scaling of unit values such as health, costs and damage. Costs in Call of War 1.5 will follow the idea that all resources have equal value and that costs are based on components needed for production.


    This is just a glimpse on some of the changes. Stay tuned for more specific information about “Urban Provinces & New Buildings” as well as “New Mechanics & New Balancing”, which we will release in the next few days before the test event.


    The sign up period for the first CoW 1.5 event will run from Friday November 8th 2019 until Tuesday November 12th 2019.

  • Attention, Generals!

    We are very close to the point where we can share some exciting news about the next big update for Call of War! Until then we prepared the following release which allows coalitions to win game rounds after time ran out. We also fixed an issue that caused units and buildings to temporarily disappear.

    Read through the complete list of features and bug fixes below:

    General:
    • When a game is finished due to a timeout, the player or coalition closest to reaching victory on the map will win. Previous to this update only single players could win a round after a timeout.
    Bug fixes:
    • We resolved an issue that caused units and buildings to temporarily disappear in the production menu when it was researched or built.
    We hope you like today’s update! We wish you best of luck on the battlefield!

    Your Bytro Team

    P.S. Get ready for the some announcements in the very near future.

  • Attention, Generals!

    Today’s release brings more bug fixes to Call of War. While we are still working on the next big thing for Call of War, we found the time to address some bugs that caused unnecessary inconveniences for some of you. These fixes include some issues with researching various units and some bugs that were occuring on Android devices.

    Read through the complete list of bug fixes below:

    Bug fixes:
    • We resolved an issue that prevented some players from researching various units although the requirements were met already.
    • We fixed an issue that caused the required minimum rank to overlap with the player amount in the game list when searching for a game.
    • We resolved an issue that made the button to hide the province list disappear after a player opened the construction panel when using Chrome.
    Mobile:
    • We fixed an issue that caused an infinite loading symbol to appear when scrolling down the “New Games” list on Android devices.
    • We resolved an issued which prevented players from scrolling down in the “All Offers” section of the stock market when using an Android device.
    We hope you like today’s update and the bug fixes it includes! We wish you best of luck on the battlefield!

    Your Bytro Team