Announcement Sabotage Prevented!

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    • Sabotage Prevented!

      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.
      Sarah / Sasri
      Ex-Community Manager
    • Sasri wrote:

      The game option ‘starts when full’ was not working properly, this is fixed now. The games will start immediately once the last player joins.
      Good to know this is finally fixed, as it was apparently a long-term problem. It also put game creators/hosts in the uncomfortable position of trying to manage the expectations of 22, 50 or 100 impatient players who wanted to know why the game didn't start for two or three days after the 22nd, 50th or 100th player joined the game . . . a problem over which game creators/hosts had zero control.