Conquest V2.0 is available now and Call to Arms is on sale this weekend!
Conquest V2.0
Strategic Map
Conquest V2.0 switches between attacking and defending missions. When in attacker mode, you can choose what location you want to attack. Each location comes with a specific capture bonus. For instance, a successfully completed mission will give you control over a factory and therefore will provide you extra MP and SP (supplies).
You can also choose the difficulty of the next mission. How tough your enemies are, is indicated by 1 to 3 stars above the mission. The more difficult a mission is, the more extra resources you get for completing it. But be aware, you will face off enemy veteran units!
When hovering a mission, you will see what enemies you are going to face off by the background flag being displayed. The region (winter, summer, desert), as well as the resources you get are also shown. Your units will automatically change their camouflage depending on the region you will fight your battle at!
Supplies
Watch out! Now your units require supplies to fill up their empty ammo stacks. Supplies are also used for repairing damaged vehicles. This new resource adds another layer of dynamics to the game and gives players who manage their units very well an extra edge. You can find the amount of supplies you have in the middle menu, next to the ammo icon. Specific mission capture bonuses give you additional supplies, so choose your targets wisely!
Research Tree
We also introduced a new research tree. Now you can choose what units you want to unlock, but be aware you need to collect research points first. These can be collected by either completing missions or additionally by choosing the right mission capture bonuses. Choosing the right units to research is very important to be successful later down in your Conquest campaign, so make wise choices!
Airstrikes
Airstrikes are finally in the game! You can research them and add them to your special units menu, by collecting enough special points. These are powerful extras that come in handy, if you face off large enemy armies and of course, the destruction they cause is some nice eye-candy!
New Netcode
Say good-bye to out of syncs! Our new netcode took more than a year to be completed. But now we moved away from peer-to-peer networking to a client to server model. This means much better performance for clients in online games and no more game breaking out of syncs. Also slow players won't lag down the whole match for everyone.
Because this feature required a major engine rehaul and lots of data collected by players, we will need a little bit of extra time to polish it up perfectly. Please report any issues you may experience in our forums and we will address them as quickly as possible!
Developer Q&A
We started to do some Q&A with our community and we invite you over to our twitch channel to get notified, whenever we are online and ready to answer your questions! https://www.twitch.tv/videos/576085583
Thanks for your attention and see you on the battlefield!
The German campaign has been released for all Season Pass owners. Fight your way with the German army and cease a deadly conflict in Eastern Europe. Ten new and exciting missions await you!
Note: the missions are currently only available in English and without VO. More languages will be added soon. This way we can listen to your feedback and still implement it.
Of course there is also new content for everyone and a new update has just been released. ːcta_emo1ː
Holiday Spirit meets Call to Arms. We added a very special treat for you this year, get epic value for money and we will donate either one tree to help save the environment, or one Euro to an organization founded by members of the gaming industry that helps people in need. Enjoy new items at a great price and help us doing good!
Welcome to our 34th developers update for Call to Arms.
We are pleased that the new update has been well received and we see a big spike in player activity! Only with a great community an innovative game like this can be successful and Call to Arms is turning out to be doing pretty well. This couldn’t be accomplished without your help. So, thank you very much!
We are devoted to listen to your feedback, and we are eager to provide solutions as soon as possible.
Now let’s talk about how we plan to improve this game even further.
Conquest
We believe the Conquest gamemode has lots of potential and we have a great vision for it. We cannot promise it just now, but we can imagine turning this into some pvp gamemode as well. Wouldn’t that be cool? But aside from that, we will enhance the singleplayer / cooperative experience for you with several steps presented below.
Strategic Map We are planning to introduce a strategic map. There you can choose your next targets and battle the AI for total map control. A lot of players have asked for this feature and we are listening. It will take a couple of months to complete, but it’s shaping up nicely already.
Gamemode Variety We plan to introduce an attacker versus defender gamemode for Conquest. Defenders will already have some map control and get supported by allied AI. For the future, we also plan to introduce bonus objectives and special missions that deliver an additional variation. We understand, that the current gamemode can be become repetitive, so we are already working on solutions for this.
Cooperative Some players want to be able to plan beforehand, who gets what units on match start. Our take on this is to create an option to pre-assign units in your unit stages. This way, you don’t have to bother assigning units to your friends on match start, because they will be automatically distributed to your coop mate based on your previous set-up. You can still share units via the coop unit assign feature, but at least the main assignments will be automated.
New Netcode
As we mentioned in the past, we are working on an entirely new netcode. It already works and we are now in the process of implementing all features to be synchronized through a server model, as well as internal testing. We plan to have a playable beta test later this year! Once it is completed, out of syncs are a thing of the past and online performance will enhance significantly. After that, we want to move on with match-making and ranked games.
Airstrikes
A lot of players mentioned how much they liked the special unit branch in our previous games. We will have a return of the special units menu and introduce multiplayer airstrikes for the first time in Call to Arms. It’s also a good step to increase the faction diversity and replayability.
German Campaign
The German campaign has been completed and we are now going through internal QA and prepare it for release. This is exciting and something many of you have waited for a long time!
Of course, we are also working on many more improvements, fixes and new features. Call to Arms has a bright future ahead and we thank you for joining us on this ride!
Enjoy the new Conquest singleplayer and cooperative gamemode, enhanced stability/performance and many gameplay improvements, as well as the return of the classic direct control for fans of the series!
we will discontinue the option to get the free version for Call to Arms next month. If you own the free version, you will still be able to play the game. The free version will not be removed from your library, unless you do so by yourself. If you want the free version, you should hurry and collect it from the store page now. However, once you removed the game from your library, you will not be able to receive the free version in the future anymore.
All purchase editions remain unaffected.
Major new update
We are working on a major update for Call to Arms that brings in more singleplayer variety to you, by adding a conquest mode versus AI. The new feature is for free, but the factions you can choose are linked to the packages you own. Basic Edition allows you to choose between USA and GRM, Deluxe adds Rebels and UAF, Ultimate adds Germany and Russia. It’s the same way singleplayer campaigns work.
We are also working on a lot of balance tweaks, especially in regards of the armor system. The update will contain multiple fixes and enhanced online stability until our new netcode is ready.
New Netcode
For months, we have been working on a new netcode that brings huge changes to the game. So far, we have been using peer2peer networking. The problem with this solution is, that all PCs must do all the same exact calculations and even more so, their results must be identical. The “out of syncs” are caused by different calculation results, which appear too often in 64-bit environments, because float values differ depending on the CPU architecture. Furthermore, it is also likely that some changes in code can break the synchronization model very easily. Out of syncs are an annoying and a repeatedly appearing issue that we want to get rid from once and for all.
Therefore, we have been working very hard on a server to client architecture. The server will do all the important calculations and sends the results to clients, who then will just work with the server data.
Two massive benefits: out of syncs are a thing of the past and clients need to do much less work and therefore will see a significant boost in performance. The person with the fastest computer, can now host and make the life easier for everyone else. You will also not depend that much on the speed of other players and everyone is responsible for themselves, to have a proper connection to the server and to run the game at appropriate graphic settings. We completed our proof of concept and we will now move into the testing stage. We hope to have a public beta testing by the end of next month.
For the full netcode to be completed, we will need more time, because the singleplayer/cooperative code needs major re-design to work with servers.
Your opinion matters
We have been thinking about ways to involve the community more than before, as it is important for us to receive your feedback to improve the game. For this matter, we have created a new discord channel to do user opinion polls on specific matters: https://discord.gg/HkGyEZh
This way, it will be easier for us to understand what topics matter to you the most and how decisive some change requests are. Based on your feedback, we can announce that the "old school" direct control will make a return to the game in the next update!
The Steam Summer Sale is in full swing and our catalogue of games is available at amazing discounts. See you in-game and in our official discord channel!
Welcome to our 33rd developers update for Call to Arms.
We have been quite silent lately, as we were working super hard on the next update for Call to Arms. As our communication has been far from perfect, while in the heat of pushing ahead with the many improvements we are working on, we decided to launch our official discord to public!
Our goal is to have a meeting point for similar minded people, who enjoy our games, share experiences and learn from each other. We want to improve our communication and share what we are doing and allow you to ask questions to developers more frequently.
This developers update is going to be rather technical, as we want to report on our performance improvements progress.
Below we have the current Steam build versus our latest developer build:
You will notice a performance boost of 10% on a simple, static scene, with no units around, even though it uses more advanced anti-aliasing methods.
In this scene, we disabled the distance clipping and you can see, that the performance difference increased to 60% boost. Simply put, we are able to render scenes on a much larger distance now and we are still working on enhancing it. You will also notice, that we render more objects in the newer builds and still have this huge gain.
This is how multi-threading has been improved and AI optimized:
As you can see, the FPS increase somewhere between 100-150%. This is an amazing result and we had to triple check it ourselves, as we couldn't believe it. But it's true and we are not done optimizing the game yet and we will deliver further improvements this year!
Of course, we weren't neglecting our other work and pushed hard to finalize the new factions, including the new weaponry you can expect in the upcoming update this summer, which will be really big. We also progressed well with the campaigns and will start the QA of the German campaign soon, which means it is on its way to release later this year.
Follow our developer website to stay updated on future sales, new games and upcoming updates!
Call to Arms is on sale this week, don't miss out on this great opportunity! We also set-up a Discord for you, to stay in touch with us and other players ːcta_emo1ː
Welcome to our 32nd developers update. After quite some time, we are back with some status report on our current work and planned work for the future.
There are two major tasks, that are our priority list at this point:
New campaigns
We are working very hard on finishing two new campaigns that are included in the Season Pass / Ultimate Edition. You will receive a total of 20 missions, 10 for Germany and 10 Russia. As before, they are fully scripted missions with varying mission objectives and gameplay. We tried to improve upon the first missions, by creating larger scenarios and with more units available at your disposal. Also, we moved most missions away from the Middle Eastern setting and provide you some interesting and fresh Eastern European battlegrounds with new assets all over the place.
If you are into singleplayer content, we suggest upgrading your package during the sale!
Performance
The second key goal for this year, is to enhance the game performance significantly. 2019 will be all about optimization and improvements to the game engine. We are currently working on improving the multi-threading capabilities of the game engine. Furthermore, we go through each major feature, that is demanding, most of them are related to AI and think about ways to optimize them even more. We already made great progress here and we expect noticeable boosts from our current work. Not only do we want to improve performance, but we also want to improve AI behaviour. For instance AI will now have a peripheral vision and can notice units moving in from behind. If you are careful, you can still sneak up on enemy units, but it won't be that easy anymore.
Also, we aren’t quite happy with the multiplayer stability, since we switched to 64-bit. The CPU architecture isn’t all too compatible with fully synced multiplayer. Something that put us in a pretty bad spot, as 32-bit is stable netcode wise, but unstable due to the memory load, while 64-bit offers more than enough potential memory usage, but the synchronization model is not fully in sync and causes OOS. To solve this, we are moving the netcode from a fully synced model between clients, to a server to client architecture. Step by step, the server will handle more and the clients less, which should also help gaining performance for clients and fixes OOS related issues, as the server makes sure everyone has the same data. At one point, it could also possibly allow us to have a full server model, including dedicated servers.
For solo skirmish players, we are also working on a feature, that allows you to play against AI, as if you were playing in singleplayer. All netcode related implications will be removed and you have a perfectly smooth game, just like in singleplayer. Obviously, there are some limitations when playing in multiplayer, tick rates and similar, that limit the maximum possible performance. We think, if you play solo, these limitations shouldn’t apply to you and that's why we are working on this special case.
We are fixing the 1st person controls, that sometimes tend to warp, as the weapon aligns to the target. Furthermore, we plan to have the local aiming model, once we completed the server / client architecture. This will help significantly to minimize the input lag.
Overall, we expect the game to perform better and better throughout the coming months, which should be a noticeable quality improvement for everyone.
But we are also working on some nice little extras as well:
New water technology
The new water allows us to create different scenarios, with windy oceans, or calm lakes. Depending on the environment, the water will behave differently, look much better and realistic.
Match-making
We’ll soon start working on match-making, as we think, it’s time to create some competitive scene around Call to Arms. You will have an ELO-rank system in place, that helps to determine your skill level and rank you versus the best players. We will most likely support 1v1 and 2v2 at the beginning. Hoping for more, as we improve the system.
New units
Of course, we are also working on new units. Aside from enhanced weapon models, you will soon have mobile artillery at your disposal. We think these units will add another layer of strategic depth to Combined Arms matches and give defensive players new tools to fight with.
Tell us in the comments what units you would like to see in-game!
Follow our developer website to stay updated on future sales, new games and upcoming updates! We are also posting small updates and insights on game development on our newly set up Twitter account.
Buy games worth ~30 USD (your currency) and save another 5 USD! Luckily, we have plenty of games to choose from, so pick them from below. Happy gaming!