New Features in CoW 1.5


New Features in CoW 1.5

Attention, generals!

Our next test phase of Call of War 1.5 is starting on May 25th 2020. We already told you about Doctrines, Attack Bombers and Rocket Artilleries last week, but there is so much more!

Runtime
Let’s start with how long we plan on keeping this test phase running for. You might have noticed that we did not call it an ‘event’, like we did with previous iterations of Call of War 1.5. That is because we are confident enough to have Call of War 1.5 run longer than ever before. This test phase has an open end. You will be able to sign up for new game rounds not only this weekend, but also the week after, the following weekend and the week after that etc…

More Maps
So far all our Call of War 1.5 tests were done on the 22 player “Clash of Nations” map. This time we want to scale things up a bit. We took the time to make the beloved 100 player “World at War” map Call of War 1.5 ready! This classic map will be available during the test as well. During the Call of War 1.5 test phase there will be a CoW 1.5 version and a CoW 1.0 versions of both maps available to players. The 100 player map also features all four of the new Doctrines on one map, so don’t miss out on the fun! We are already working on other maps to get them ready for Call of War 1.5, so more maps are coming soon!

Paratroopers
With Call of War 1.5 paratroopers get a feature the community has been asking for, a ‘convert feature’. This new feature allows generals to have their paratroopers board a plane again, after they got deployed. The ‘convert feature’ converts the paratrooper from an infantry back to a plane. This can be done anywhere on the map, but we highly recommend to do it in a province with an airstrip. Converting a Paratrooper will cost time and money. This makes paratroopers much more flexible and a force to be reckoned with on the battlefield!

Game Ending Timer
All Call of War 1.5 game rounds have a maximum run time, the same way events have them. When the time is up, the player or coalition with the most points wins the game round. Game ending timers prevent long running games with a low amount of active players from continuing, to avoid straining our game servers. For now, smaller maps will run 5 weeks, medium sized maps will run 7 weeks and large maps will run 10 weeks, if not won earlier. With the implementation of the end game timer only system generated maps will be affected. However, user generated maps will receive a game ending timer at a later stage as well.

Interface changes
The new test phase of Call of War 1.5 also brings an overhaul of the user interface to allow the new Doctrines being highlighted in various menus throughout the game. You will notice that with the new interface historical unit names are featured more prominently in the production menu and in the unit details panel. With the new interface we also disabled production and rally point buttons for rural provinces, as production is limited to urban provinces in Call of War 1.5. This significant change in Call of War 1.5 is also reflected when toggling through provinces in a game round. You now switch from urban provinces to other urban provinces and from rural provinces to other rural provinces.

Balancing changes
Last but not least, there are a lot of balancing changes in this latest version of Call of War 1.5! Like in the past, these balancing changes are heavily influenced by the community feedback we received in the last test event. We will focus on the main changes in this article, but you can find a more detailed list with all changes in the forums.

  • Research does not cost manpower anymore. We replaced previous manpower costs by normal resources costs, specific to each unit.
  • We rebalanced resources in general to alleviate resource constraints players experienced especially in the early stages of our last test event.
  • The stack limit at which additional units do not add any more damage to an army is lowered from 15 to 10 units.
  • Upgrading costs were reduced from 100% to 50% of the target level price.
  • We added a new “Local Port” building, that allows units to embark or disembark faster in rural provinces.
Apart from these big changes we did a lot of fine grained balancing changes to individual units related to the community feedback, the new Doctrines and the new units in the game. Check out the forum post containing all the details. Let us know what you think there and share your experiences over the next couple of weeks while you play Call of War 1.5. We are eager to hear from you!



Your Bytro Team


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122 Replies

Hi i was wondering if we can have new models for the max lvl gold armored and air units, so getting the supply crates would be a little more worth while, i mean no disrespect i'm grateful for the unit change but the supply drops or whatever there called, ive never been tempted to go out of my way to attack bots or travel across the map to fetch these things or ever spend the gold to get these units, so adding new skins would add more value to these units and more people would want to get these and it would be cool seeing the Mouse Leopard or the T-54 on the battlefield.

No moral penalty for wars might be one of my favourite features in 1.5 tbh.

I am currently at war with 5 nations in my 100 map. Some wars are ones I started, others are ones my allies needed help in. Not having a penalty for wars really enables players to help each other out without having to factor in another moral penalty.

Whereas in 1.0, if I had a nation with 1 single AC running into my ally, it was still a decision to join the war if my only contribution could be to kill 1 troop. Now, I would always kill the troop, but then my moral would suffer for potentially an age.

An example in my 100 map, I declared on a nation my allies where fighting, I think I only did 1 tic of damage with two RA. So while my contribution was almost nothing, in 1.0 this would have caused a -5 moral. I also have a nation sending troops to Saudi when I control 95% of it, such a hostile move deserves for them to be wiped out. Now I can attack without the fear of a penalty. We also have a hostile nation embarking troops, now we can safely attack these convoys. So many times players have sent convoys near me, and the feat of -5 moral has stopped me sinking them, only to be attacked later.

Ofc we must consider global popularity, but this feature is just so nice. In addition it stops players trading 1 province and being at war with you in a location you cannot get to, which was such a pain. Or players saying "screw everyone" , declaring on the world and going AI. :cursing: :wallbash

It also makes building an economy and managing moral easier, there are no new factors to suddenly consider when moving a capital, building infra for moral boost etc. While neighbours will slowly change, a nation will not suddenly lose -25 moral between day 10-11 and their economy plummet like it can in 1.0. One can far better plan how they will manage moral which is also far better imo.

Such a great change thanks!!!

gusv wrote:

I wonder if he means that his game is bombing out after about 15 minutes on-line, as it's been happening to me the last 48 hours ... Thus I have to re-start or re-load to get back in the game ... Could it be an enhanced graphics issue? ...
I got the same issue in the last 2-3 days in regular CoW ... It could be a server issue ... :(

Looking through the Tech tree I noticed there are no longer elite units at maximum level. Are elite units going away? Assuming 1.0 goes then my blue prints will go also? Disregard, I did not realize the tech tree scrolled.

I liked Little Debbie's idea.

Little_Debbie wrote:

can have new models for the max lvl
My last question for today, once you're ready to roll this out permanently, will we be getting some new achievements to go along with some of the new units, doctrines etc?

@freezy

"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr.
"Do, or do not. There is no try" - Yoda

Both my 1.5 games are going well. My 22 player map only has 6 active, but hey, its a relaxing way to try all these new bells and whistles. Most of which I think are good. Haven't had any meaningful battle against humans yet. Rolling over AI countries and abandoned countries seems a bit too easy. The game plays much easier for a recruit I'm sure. You can start fast and build as many troops as you want early.

The strategy has shifted somewhat in that you can't increase production of units and resources with the IC anymore. So even though you can build as many troops as you want fast; you have to factor in the Industry development for middle/End game. At least I'm guessing that's the case.

My 100 player game is going similar. Mostly same results. Most everyone around me has gone inactive. But thats seems normal in a 100 player game. There are a lot of active left; several coalitions; pretty much a normal game. Accept that units that used to be middle game units are now early game units as well. I'm talking Naval mostly, Cruisers, Battleships, pretty much anything that used to require a level 2 production facility to produce.

I'm getting used to the unit upgrading. Not one of my favorite features; but it seems to be the balance for such easy production of units. You can produce all the level 1 units your resources can buy, supper fast. A coin player might have a huge advantage here. That's a concern. First impressions for me on this release are positive. Still in early game though.

Balhog wrote:

You can start fast and build as many troops as you want early.
Totally False!

The increases in manpower requirements for most units puts a severe restraint on producing troops.

There is NO way to enhance manpower production, afaik?

cycle9 wrote:

Balhog wrote:

You can start fast and build as many troops as you want early.
Totally False!The increases in manpower requirements for most units puts a severe restraint on producing troops.

There is NO way to enhance manpower production, afaik?

Manpower is increased by building and upgrading Industrial Complex in 1.5. You have to manage that part as well it seems. Build time for Level 1 infantry in COW1.0 is about 19hrs. Build time for level 1 infantry in 1.5 is about 2.5hrs.

I'm playing the new World Map 4x Speed for CoW 1.5

I have notices that my interceptors refuelling is not at 4x speed, it is still at normal speed refuelling of 15 real time minutes. At 4x speed it should be about 4 real time minutes.

Anyone else notice this, need a fix.

Refueling time at aircraft factories is one hour.

Only 30 minutes at air fields.

Hello,

I have some early feedbacks and questions

First, the assault planes. Are they a kind of hunter-bomber planes ? Because they should be better in plane vs plane fight. Currently, even if they look very cool, they seems to be a waste of time and money for an army.

Secondly, the missiles. I still find them a little to op, and irrealistics. The way to counter them is too difficult ( In CoN, missiles looks good, and there were a lot of counter measures. Here (and it's logic in ww2), nothing. We r defenseless). They should maybe be a kind of equivalent of strategic bombers. And we saw their utilisation in ww2 (only by Germany) : in my memory, they were mainly ineffective. Fear for the population, some destructions, and that's it.

And finally, i read that we will be able to build e;g lvl1 troops even if we had research lvl2, 3, 4 etc ... Is this feature been removed ?

But generally, even if some units need still balancing, the 1.5 version looks good

The easiest way to counter rockets is to keep moving. If they are fired at a moving target they generally miss.

"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr.
"Do, or do not. There is no try" - Yoda

In certain towns outside a selct few I cannot build units even thro I have factory etc everything I go to production there is nothing there

The easiest way to counter rockets is to keep moving. If they are fired at a moving target they generally miss.

"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr.

"Do, or do not. There is no try" - Yoda

Commandos s*ks ! Make them stealth totally, so we will can move it on enemies ladns without they know that i am moving ! Now I cant move on enemies lands, i need to conquer provinces to move with commandos... it is pointless..

How long will this test event hold? I am testing S1 new map. No time to play right now.

ValeraZol wrote:

Commandos s*ks ! Make them stealth totally, so we will can move it on enemies ladns without they know that i am moving ! Now I cant move on enemies lands, i need to conquer provinces to move with commandos... it is pointless..
I guess you haven't thought it through, if you have Commando's running around anywhere is someones nation that means you can take there capital whenever you want and that is dumb

Little_Debbie wrote:

ValeraZol wrote:

Commandos s*ks ! Make them stealth totally, so we will can move it on enemies ladns without they know that i am moving ! Now I cant move on enemies lands, i need to conquer provinces to move with commandos... it is pointless..
I guess you haven't thought it through, if you have Commando's running around anywhere is someones nation that means you can take there capital whenever you want and that is dumb
I guess you too dont thought on what you say. Man, in 1.5 cars or motorized infantry or interceptors on patrol can see comandos, can reveal ! So its strategically to put commandos in not defended capital and take as surprise ! So is pointless comanndos as earlier if not hidden moves.

My 100 player 1.5 game took an intesting turn. I was surprised attacked by Japan at Sands Island. Who at the time was inactive. This is very cool. Improved AI will make the game much more challenging.

Tasmine wrote:

How long will this test event hold? I am testing S1 new map. No time to play right now.
forever

ValeraZol wrote:

Commandos s*ks ! Make them stealth totally, so we will can move it on enemies ladns without they know that i am moving ! Now I cant move on enemies lands, i need to conquer provinces to move with commandos... it is pointless..
commandos had a good anti armor attack values also ignore fortification defense bonus and the stealth can give to the enemy an unpleaseble surprise, they are not bad, only very situational
"Si crees que esto tendrá un final feliz, es que no has estado prestando atención"

Peter Mat wrote:

Looking through the Tech tree I noticed there are no longer elite units at maximum level. Are elite units going away? Assuming 1.0 goes then my blue prints will go also? Disregard, I did not realize the tech tree scrolled.

I liked Little Debbie's idea.

Little_Debbie wrote:

can have new models for the max lvl
My last question for today, once you're ready to roll this out permanently, will we be getting some new achievements to go along with some of the new units, doctrines etc?

@freezy

New or updated achievements are on the plan for a later update.

ticket888 wrote:

I'm playing the new World Map 4x Speed for CoW 1.5

I have notices that my interceptors refuelling is not at 4x speed, it is still at normal speed refuelling of 15 real time minutes. At 4x speed it should be about 4 real time minutes.

Anyone else notice this, need a fix.

The refuel times are correct, at 1x speed an aircraft Factory lvl1 provides 60min refuel times, an airstrip lvl1 provides 30min refuel times. Upgrade those buildings to lower the refuel times.

Vichy wrote:

Hello,

I have some early feedbacks and questions

First, the assault planes. Are they a kind of hunter-bomber planes ? Because they should be better in plane vs plane fight. Currently, even if they look very cool, they seems to be a waste of time and money for an army.

Secondly, the missiles. I still find them a little to op, and irrealistics. The way to counter them is too difficult ( In CoN, missiles looks good, and there were a lot of counter measures. Here (and it's logic in ww2), nothing. We r defenseless). They should maybe be a kind of equivalent of strategic bombers. And we saw their utilisation in ww2 (only by Germany) : in my memory, they were mainly ineffective. Fear for the population, some destructions, and that's it.

And finally, i read that we will be able to build e;g lvl1 troops even if we had research lvl2, 3, 4 etc ... Is this feature been removed ?

But generally, even if some units need still balancing, the 1.5 version looks good

Rockets are already much weaker vs. troops in 1.5 compared to 1.0. Just compare how many Infs a rocket in 1.0 could defeat and how many it can defeat in 1.5, and keep comparing that when checking the different rocket levels. On the other hand the building damage of rockets have been increased quite a bit. So it should be clear that they are intended more as a strategic weapon now, with situational unit kills (but its usually not resource effective).

You cannot continue to build lvl1 troops after you researched higher unit levels. That feature was only present in an earlier 1.5 version, but got removed for usability and balancing reasons (imagine someone spamming only lvl1 troops to cheaply upgrade them to lvl6 once he moved them into position).

ValeraZol wrote:

Commandos s*ks ! Make them stealth totally, so we will can move it on enemies ladns without they know that i am moving ! Now I cant move on enemies lands, i need to conquer provinces to move with commandos... it is pointless..
Commandos in 1.5 are quite effective, even without the ability to sneak into enemy land. It would be easy to give them this ability, but we definitely won't because it would be totally overpowered. You could suddenly lose your capital or production province without any warning sign at all and not all players will place high level armored cars in every province. It is still not easy to catch them and they also have the additional bonus of ignoring fort bonuses.

Tasmine wrote:

How long will this test event hold? I am testing S1 new map. No time to play right now.
There is no end date, you can join 1.5 games whenever you want. New versions will be rolled out in the future.

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