Nice. I have been looking forward to a lot of the features.Arcorian wrote:
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:
[*]Commandos:
- All aircraft:
- The defense capabilities of aircrafts were improved by reducing the gap between attacking damage and defensive damage (attack/defense damage ratio).
[list]
- 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.
[*]Flying Bomb:
- 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.
[*]Light Tank:
- Costs decreased slightly.
- Hitpoints increased from 10 to 15.
[*]Medium Tank:
- Movement speed increased by +5 per level.
[*]Heavy Tank:
- Production time increased slightly.
[*]Infantry:
- Production time increased slightly.
[*]Militia:
- Movement speed decreased by -1 for level 6 and -2 for level 7.
- Costs decreased slightly.
[*]Nuclear Bombers:
- Costs decreased.
- Damage values decreased.
[*]Paratroopers:
- Range increased from 750/850/1000 to 1200/1400/1600.
[*]Railroad Gun:
- Movement speed increased by +4 per level.
- Mobilization time after dropping decreased from 12/10/8/6 to 9/8/7/6.
[*]Rocket:
- Research time increased slightly.
[*]Rocket Artillery:
- Costs decreased slightly.
- Hitpoints increased by +5 on each level.
[*]SP Artillery:
- Damage reduced slightly.
- Costs increased slightly.
- Production time increased slightly.
- Research time increased slightly.
[*]SP Rocket Artillery:
- Costs increased slightly.
- Production time increased slightly.
[*]Strategic Bombers:
- Costs increased slightly.
- Production time increased slightly.
- Research time increased slightly.
[*]Tank Destroyer:
- 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.
[/list]Doctrine Specific:
- Costs decreased slightly.
[*]Axis:
- 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:
[list]
- 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%.
[*]Comintern:
- 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.
[*]Panasian:
- 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.
[*]The Doctrine graphic on the Call of War Wiki was adjusted accordingly.
- 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%.
[/list]Economy Changes:
Misc. Improvements:
- 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.
General:
- 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 on a player who is fighting in many wars already.
Bug Fixes:
- Two new tick boxes have been added to your inbox. These boxes allow you to display or hide “Player messages” and/or “System messages” in your inbox.
- Articles about trade embargoes have been removed from the Daily European to make sure that you do not miss any essential information in the newspaper.
- Clicking on an offer on the screen directly opens the shop.
- Gold rounds and gold features are now marked with an icon and a tooltip when creating private game rounds in the beta client (Already the case in the standard client).
- A bug was fixed that caused the second attack countdown to start right after the first attack, even though the plane returned to its home airstrip to refuel first. The second attack countdown now starts only after the refueling is completed and the plane starts for the next attack.
- An issue was resolved that could cause the flight corridor of planes to be displayed incorrectly if a refueled stack of planes was split and sent to a specific area from its refueling location.
- A bug was fixed that could prevent hidden units from taking damage by patrolling planes. Patrolling planes deal damage against enemy units that have been scouted/revealed by a friendly scout unit. When the enemy units become invisible to the player again (Scout unit moves out of view range) then the patrolling planes do not deal any more patrol damage to the unit.
- An issue was resolved that prevented terrain bonuses to be applied on army unit’s damage output. Terrain damage bonuses are calculated and applied into the final damage output according to the display in the army info now.
- A bug was fixed that caused an error message to be triggered when a coalition leader tried to kick or reassign leadership to another member of his coalition.
Donk
Bytro game addict and avid CoW player.
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