With the holidays moving closer we are hard at work making our battlefields even more lethal. The biggest changes we would like to point out specifically (cause they may change the way you play the game) are the devastating Area and Friendly Fire Effects of Nukes and Chems. Additionally, you may want to take note of the removal of the Naval Base mobilization requirement for all Naval Aircraft. Finally, we added some nice surprises for some of the more well known units, such as a Cruise Missile for Air Superiority Fighters or ranged fire for high tier Motorized Infantry.
IMPORTANT: Keep in mind that all balancing changes are versioned and will only take affect if you join new games created after the update.
BALANCING
Units
Air Superiority Fighter
Added one cruise missile slot for tier 2+
Reduced radar range from 75 to 50
Naval Air Superiority Fighter
Added one cruise missile slot for tier 2+
Reduced radar range from 75 to 50
Removed building requirement: Naval Base
Stealth Air Superiority Fighter
Added one cruise missile slot
Reduced radar range from 75 to 50
Strike Fighter
Reduced radar range from 75 to 50
Naval Strike Fighter
Reduced radar range from 75 to 50
Removed building requirement: Naval Base
Stealth Strike Fighter
Reduced radar range from 75 to 50
Helicopter Gunship
Reduced radar range from 75 to 50
Attack Helicopter
Reduced radar range from 75 to 50
ASW
Increased damage vs Naval From 3/3/3/4.5/5.5/6.5 To 3.5/4/4.5/5.5/6.5/7
Increased damage vs Submarines From 7/8.5/8.5/10/12/15 To 7.5/8/8.5/11/13.5/15
Added damage vs Infantry: 2/2/2/2.5/2.5/3
Added damage vs Armored: 1/1/1/1.5/1.5/2
Added damage vs Helicopters: 1.5/1.5/1.5/2/2/2.5
Added damage vs Population: 1
Removed building requirement: Naval Base
Rotary Wing Officer
Set radar range for level 1 to 50
Set radar range for level 2+ to 75
Naval Patrol Aircraft
Increased Cruise Missile capacity by 1 on tier 3
Adjusted damage vs Submarines From 5/5.5/6/7.5/10 To 5/5.5/6.5/7/8
Reduced Viewrange From 32 To 25
Reduced Radar Range From 100/150/150/150/150 To 75/100/100/100/100
Reduced patrol radius from 50 to 40
Removed building requirement: Naval Base
Increased building requirement: Airbase lvl 2 to lvl 3
Naval AWACS
Removed building requirement: Naval Base
Aircraft View Ranges
View range for fighters and bombers set to 25
View range for AWACS and Recon Drones set to 32
View range for helicopters set to 32
Motorized Infantry
Added ranged combat ability to tier 3 with a range of 20
Special Forces
Increased view range to 40
Increased view range in mountain terrain to 50
Airborne Officer
Removed negative terrain modifiers
Increased view range for level 3+ to 40
Increased view range in mountain terrain for level 3+ to 50
Combat Recon Vehicle
Fixed rounding issue with view range in mountain terrain
Amphibious Combat Vehicle
Removed building requirement: Naval Base
Towed Artillery
Fixed rounding issue with view range in mountain terrain for lvl 5+
Cruiser
Increased base speed to 2.25 across all tiers
Reduced damage vs Helicopters From 3/3.5/4/4.5/5 To 2/2/2.5/2.5/3.5
Destroyer
Increased base speed to 2/2.25/2.25/2.25/2.25/2.25/2.25
Reduced damage vs Helicopters From 2.5/2.5/3/3/3/4 To 2/2/2/2.5/2.5/3
Frigate
Reduced damage vs Helicopters From 4/4.5/5/6/7/8/9 To 3/3/3/4/4.5/5/5.5
FRIENDLY FIRE and AREA OF EFFECT
All Weapons of Mass Destruction (WMDs aka nukes and chemicals) now have friendly fire turned on. This means that if you drop a nuke or a chem on or near (see AoE) your own or friendly troops (coalition, right of way - you name it) they will suffer full effects. To our knowledge, gas or nukes do not distinguish...
All WMD's now have an increasing Area of Effect (AoE), in which damages (including friendly fire) are dealt
Chemical/Nuclear Cruise Missile AoE Range (from center of impact): Tier1: 10 / Tier2: 15 / Tier3: 20
Chemical/Nuclear Ballistic Missile AoE Range (from center of impact):Tier1: 25 / Tier2: 30 / Tier3: 35
Nuclear Intercontinental Ballistic Missile AoE Range (from center of impact): Tier1: 50 / Tier 2: 75
*just to point out: we are considering adding a AoE indicator to the UI - for the time being you can simulate this by looking at the ranges of artillery. And yes, that top tier ICBM AoE of 75 is an insanely powerful "Tsar Bomba Style" impact which in some areas may even hit more than one city.
OTHER CHANGES
Embarking/Disembarking units now no longer get their transport ship HP added to their base HP. Landing operations just got a lot more dangerous.
Additionally, we updated the naval embarkation/disembarkation timers for all units - making them more effective and generally much faster.
Updated the AI settings to be less aggressive on certain maps where the AI was going berserk once again (remember Vanilla anyone?).
Fixed a bug with sharing intelligence to other nations.
UI / UX
Added and updated the Arrow Buttons to the Army Bar. You will now be able to toggle through ALL your units, and get a camera recenter with it - focusing on the currently selected unit or stack of units. Of course you can still use the right/left arrow keys to shift through units and cities on map as usual.
Removed the annoying nuclear cut-scene, bugging the hell out of everyone including the devs.
The damage types in the unit info panel have been reordered for easier understanding.
"Coup d'etat" CON news posts are now disabled for players who go inactive... in the age of fake-news you can't trust the content anyway!
Updated the actual Bug Report Button text to help players understand how to report issues.
Fixed an issue where Aircraft where showing Waypoint and Rush Button without them being active (they actually only work for ground/naval units).
Added a Question Mark to the "END GAME?" Button making its purpose more obvious.
Re-sorted the order in which the damages are displayed in the Unit Info Screen.
Unidentified armored units will now display over unidentified infantry.
MAP UPDATES
Updated the border rendering graphics to increase the visibility of certain map features, such as rivers, and decrease province clutter.
Fixed a bug on Flashpoint where in the tutorial France had a city slightly over producing resources
Fixed Bulgaria issues on Flashpoint (thanks go out to our Bulgarian players)
Fixed several naming issues on Flashpoint (leaders, cities, provinces)
Fixed several missing harbors in Flashpoint (mystical islands of the coast of Croatia are now easier accessible for our new players)
Cleaned several connections between provinces on the Middle East map
Adjusted starting units to match newest set-up used in our recent maps on Middle East map (more CRVs, Arty and Inf on the map)
Removed Inactive/Abandon timers for all Alliance/Elite Challenges
Judgment day is upon us; this weeks event hosts an explosive number of 140 playable nations, just in time to share the Thanksgiving goodness on this Black Friday. Let the bombs drop in equal measure to our bountiful sales! Keep your eyes open this weekend! This limited Event will not be available come Monday.
Today's patch brings you the first round of post officer updates and additional goodies such as the return of the often requested "classic" Europe 1990 and World 2020 maps, map visual updates such as high res/saturation, etc. The main goal behind the post-launch changes to the officers is to preserve interesting choices in the early stages of the game, then develop their individual talents and strengths as the game progresses while slowly turning them from "heroes" to "generals". Thanks again to our engaged players for the feedback and support!
Important: Fixes will be present in all games running. Balancing and Officer changes will only appear in new games created after the update. This leaves you free to play older games, undisturbed and in the way you planned out initially. It also eliminates the risk of us infusing running games with unforeseen errors - as we could impossibly test against all older versions of maps and units. So, if you want to play with the latest changes, it's always a good idea to join a new game to make the most of these updates.
BALANCING
Motorized Infantry level 3 has slightly improved Anti-Air defensive capabilities
Increased ferry range of Helicopters From 1000 To 2500
Lowered ATK Rating of East Doctrine Special Forces
vs Infantry To 8/10/12/13.5/15
vs Armor To 4/5/6/7/8
Lowered Destroyer ATK Rating vs Population
From 3/3/3/4/4/5 To 2/2/2/2.5/2.5/3
BM/ICBM vs TDS/SAM:
TDS
Increased ATK Rating vs Missiles From 8/8.5/9/10/11/12.5 To 8/9/10/11/12/13
Mobile SAM
Lowered ATK Rating vs Missiles From 2.5/2.5/2.5/3.5/4.5/5.5 To 2/2/2/3/3.5/4
Ballistic Missile
Increased HP To 15/16/17/20/23/25
ICBM
Increased HP To 30/33/36/38
The day-available of research has been updated for the following units:
Tank Commander
Starting researches now match Main Battle Tank of each faction
Rotary Wing Officer
Starting researches now match earliest helicopter of each faction
Fighter Ace
Starting researches now match Strike Fighter of each faction
EU Helicopter Gunship
From day 3 to 2
EU Attack Helicopter
From day 2 to 3
OFFICERS
Mobilization costs have been updated for all Officers and levels - they are now costlier and more in line with their value on the battlefield.
Increased speed from 12/12/12/12/12/12/12 To 17/17/17/18/18/18/20
Increased HP from 30/32/35/40/42/45/50 To 32/35/37/40/45/50/55
Infantry Officer:
Infantry Officer can now conquer territory
Reduced speed bonus by 5% across the board
Removed negative terrain modifiers for combat percentages
Lowered ATK Rating:
VS Infantry From 9/10/11/13/14/15/16 To 7/7.5/8/9.5/11/13.5/16
VS Amored From 6/6.5/7/8/8.5/9/10 To 5/5.5/6/7.5/8/8.5/10
Lowered DEF Rating:
VS Aircraft From 1.5/2.5/2.5/3/3/3.5/4 To 1/2/2/2.5/2.5/2.5/3
VS Helicopter From 2/3/3/4/4.5/4.5/5 To 1.5/2.5/2.5/3/3/3.5/4
Lowered HP From 35/38/40/50/55/60/75 To 30/35/40/45/50/55/60
Increased Command & Control of the Officer
ATK Boost From 10%/15%/20%/30%/40%/45%/50% To 15%/20%/25%/30%/40%/45%/50%
Naval Officer:
Adjusted ATK/DEF Rating..
VS Infantry From 4.5/5/5/6/6.5/6.5/7 To 2/2.5/3/4/5/6/7
VS Armor From 3/3.5/4/5/5.5/6/7 To 1/1.5/2/3/4/5.5/7
VS Aircraft From 8/8.5/9/10/10.5/11/12 To 4/5.5/6/7/9/10/12
VS Naval From 14/15/16/17/19/20/22 To 12/13/14/17/18/19/22
VS Submarine From 6/6/6/11/11/11/16 To 6/7/8/11/12/13/16
VS Missiles From 3.5/3.5/3.5/5/5/5/6 To 1.5/2/2.5/3/4/4.5/5.5
VS Helicopters From 5/5.5/6.5/7/8/9/10 To 3/3.5/4/5/7/8/10
Lowered HP From 65/70/75/80/85/90/100 To 50/55/60/75/85/90/100
Updated model of Tier 1 Naval Officer (now Destroyer, Tier 2 remains the new stealth class ship)
Armor Officer:
Pushed airlift capabilities to Tier 2
Remove negative terrain modifiers
Level 5 research now grants +25% in urban environments instead
Tank Destroyer:
Lowered Mobilization Times (Hours) From 20/21/22/23/24/25/26 To 16/18/20/22/24/25/26
Increased ATK/DEF Rating against Armor From 10/11/11/12/13/13/13 To 11/12/13/14/14.5/15/15
Increased ATK/DEF Rating against Infantry From 3/4/4/5/5/6/6 To 3/4/4.5/5/5.5/6/6
Stealth Air Superiority Fighter:
Increased HP from 25 to 28
Adjusted ATK Ratio from 1.5 to 1 (which results in DEF equaling ATK values)
In this case only affects DEF Rating vs Fixed Wing and Rotary Wing types
Stealth Strike Fighter:
Increased HP from 25 to 28
Increased ATK Rating vs Infantry infantry from 10 to 11
Adjusted ATK Ratio from 1.5 to 1 (which results in DEF equaling ATK values)
In this case only affects DEF Rating vs Fixed Wing and Rotary Wing types
Airborne Officer:
Adjusted movement speed From 1.3/1.3/1.3/1.5/1.5/1.5/1.5 To 0.1/0.1/1.3/1.5/1.5/1.5/1.5
Lowered ATK Rating.:
VS Infantry From 10/11/12/14/15/16/17 To 8/9/11/12/13/14/16
VS Armor From 6/6.5/7/8/8.5/9/10 To 4/4/5/7/8/9/10
Adjusted Command & Control
ATK Boost To 10%/15%/20%/25%/30%/35%/40%
Increased Sight Range from 25/25/25/25/25/25/25 To 25/25/35/35/35/35/35
No longer declares war when flying into nation (versioning)
Removed speed bonus f
GENERAL: Lowered building requirements for Tier 1 and Tier 2 Officers, all-round
GENERAL: Tank officers for Tier 1 and Tier 2 ferry range has been adjusted
MAPS
The 64 Player 2020 World map and Europe 1990 map will make a reappearance in the map generated rotation or events. They will have a rank requirement of 5+. Keep an eye out if you want to revisit these staples in CoN Legacy!
Map background has been fixed for the Kiel Canal on Flashpoint Europe maps
Updated Flashpoint Europe background with new color scheme (increased saturation)
UI NOTIFICATIONS
Diplomacy Player Status renamed and now only indicates Human Player or Computer Player (no further reference in regards to player activity is provided deliberately)
Similar to the rank popup you see when you rank up, you will now be getting a popup for each new Officer research available due to rank up.
Texts updated for 4x speed games, making them more self explanatory
Research tooltips now list all the unit prerequisites of the officers (usually an officer will become available by researching one of several different units)
FIXES
Fixed Unit sort order for;
Artillery units, who were preceding Infantry graphic icon on map
Aircraft carriers, who now have a priority of 1. This means that they will be displayed on the top even if an officer is present in that stack
Rotary Wing Officer: Adjusted ATK/DEF rating against Naval Surface Vessels From 0/0/0/0/7/8/10 to 4/4.5/5/6/7/8/10
Airborne Officer: Reduced Airbase level requirement by one for each Tier
Some occurrences where Inactive Coalition Leadership was not passed. This issue has been fixed
General AI behavior including moving units out to sea without reason
After months of hints and teasers, the highly anticipated officers update is finally live! A big shout out to our amazing community for its continuous feedback and support. We're excited to see how officers will elevate your strategies on the ground!
What Are Officers
Officers are hero units that strengthen your troops' resolve and grant combat bonuses to their stacks on the field. Each faction features seven different officers that strengthen one or several designated unit types: Infantry, armor, fixed wing aircraft, rotary wing aircraft, naval surface vessels, and submarines. Officers have their own distinct models and sounds which makes them easy to spot in the field. Finally, you can give each officer a name the moment you mobilize him.
How Do I Unlock Officers
New officers, and officer tiers, are unlocked through your individual player rank. Once you unlock a new officer, he will be available to research and mobilize in any of your games. In addition to your player rank, each officer also has in-game prerequisites that must be met before he can be researched.
How Do I Use Officers?
Officers enhance the Attack Rating, Defense Rating, and/or Speed of their designated unit type - including themselves. Units that are stacked with an officer and meet the unit type requirement will automatically benefit from enhanced stats.
An example: A stack consists of an Infantry Officer, 2x Motorized Infantry, and 1x Main Battle Tank. As the Infantry Officer only grants Attack/Defense bonuses to infantry units, only the Motorized Infantry will receive enhanced combat stats. As you can see in the image below however, the Infantry Officer grants a speed bonus to both, infantry (helmet icon) and armored (tank icon) units, thus the Motorized Infantry and Main Battletank will move faster.
Officers can only be fielded once per game, meaning that you cannot produce the same officer in the same game again unless your current one dies in the field.
Note that officers are only available in games that have been spawned after the update.
Officers, reporting for duty! After much anticipation, we are very excited to see these special, unique characters in your conquest for world domination. Without further ado, let's dig into the features and changes this update introduces. Grab a tea or coffee because this change log is bountiful in content. Please keep in mind that all balancing changes are versioned and will only appear for you in new games that you join.
Officers:
Officers will be graphically visible in your stack as they will always precede the units contained within said stack. This will make it easier to identify them on the field
These characters will have a slight dependency on your rank with regards to Research
There is an officer for each Unit Type: Infantry, Airborne, Tank, Helicopter, Naval, Fighter & Submarine
Only 1 Officer at a time (per unit type) can be used on the field. If your officer dies, you can mobilise him again without any limit.
You can see the bonuses provided by Officers in the description section
Officers can be renamed to whatever you would like for all players in the match to see
Graphical portraits for each doctrine giving a personal flavour to your army
New Sound effects for each officer and each order that they may be tasked
Maps & Scenarios:
Able Archer
This legendary scenario is back and better than ever! This Scenario is exclusively available for Alliances who meet the requirements to partake in Elite Challenges. This is only available on-demand, giving you an alternative to the world map provided for other Elite Challenges. The EAC Forms will be updated accordingly with the available maps. Able Archer has been updated to cater to the needs and pacing that are expected in these special game types.
64 Player World Map
City Changes in Germany: Moved Hamburg, Removes Bremen, Added Kiel.64 Player World Map
Added harbor to a province on Madagascar
Refreshed starting units:
Capital: 2 Motorised Infantry, 1 UAV in the Capital
Replaced UAV's in player capitals with Gunship Helicopter
32 & 64 Player Redux: Gave Hamburg a harbor
Added ports to the biggest islands for World maps (including but not limited to Madagaskar & Sri Lanka)
Road added from Buenos Aires - Argentina
Balancing:
UAV's:
The available days for research tiers and upgrades have been updated from Day: 4/9/15/20/25/28 to 1/6/12/17/22/28. All component requirements have been swapped for Supplies.
Armored Fighting Vehicle
Hitpoints:
EU: From 30/31/34/36/36/39/40 to 27/28/30/33/33/35/37
US: 35/36/39/41/41/44/45 to 30/31/33/36/36/38/40
RU: 30/31/34/36/36/39/40 to 27/28/30/33/33/35/37
Damage Values on Hard targets:
From 5/6/6/7/7/8/8 to 5/5/5/6/6/7/7
Damage Values on Soft targets (US doctrineonly):
From 7/8/8/9/10/11/11 to 8/8/8/10/10/11/11
Amphibious Combat Vehicle
Hitpoints: From 32/38/42 to 28/33/38
Damage:
Soft targets: 7/9/11 to 9/11/12
Hard targets: 6/7/9 to 5/6/7
Artillery:
Multiple Rocket Launcher System:
Soft targets: 4/4/5/6/7.5 to 4/5/5/6/7.5
Hard targets: 5/5/5/6.5/7.5 to 5/5/5/6.5/7.5
Mobile Artillery:
Soft targets: 3/3/4/4/4/5 to 4/4/4/4/4/5
Hard targets: 4/4.5/5/6.5/7/3 to 4/5/5/6.5/7/9
Eastern doctrine: Day 1 research has been moved to Day 2
Helicopter Gunship:
Replaced Components with Supplies
Electronics:
From 500/500/50//600/600/700 to 700/700/700/900/900/1000/1000
Damage Hard: 3/3/3/3/4/4/4 to 2/2/3/3/4/4/4
Corvettes:
Components have been switched with Supplies for mobilisation and upkeep
Soft targets: 5/5.5/6/6/6/8/8 to 5/5.5/6/6.5/7/8/8.5
Hard targets: 4/4.5/4.5/5/5/6/6.5 to 4/4.5/4.5/5/5.5/6/6.5
Frigate:
Hitpoints: From 25/25/25/30/30/35 to 25/26/28/30/32/33/35
Damage:
Against Navy: From 6/6/6/7/7/7/8 to 6/6/6.5/7/7.5/7.5/8
Against Submarines: From 3/3/3/4/4/4/5 to 3/3.5/3.5/4/4/4.5/5
Against Helicopters: From 4/4.5/6/6/6.5/8/9 to 4/4.5/5/6/7/8/9
Destroyer:
Hitpoints: From 40/40/42/45/48/50 to 40/41/42/44/48/50
Damage:
Against Infantry: From 2/2/2/3/3/4 to 2/2/2.5/3/5/4
Against Aircraft: From 2/2/3/3.5/3.5/4 to 2/2/3.5/3.5/3.5/4
Against Navy: From 8/9/910/11/12 to 8/9/9/10/11/12
Against Submarine: From 5/5/5/10/10/15 to 5/6/7.5/10/12/15
Against Helicopters: From 2/2/2.5/3/3.5/4 to 2.5/2.5/3/3/3/4
Cruiser:
Hitpoints: From 50/60/65/65/75 to 50/60/65/70/75
Damage:
Against Infantry: From 3/3/4/4/5 to 3/3.5/4/4.5/5
Against Armor: From 2/2/3/3/4 to 2/2.5/3/3.5/4
Against Aircraft: From 2/2/3/3/4 to 2/2.5/3/3.5/4
Against Navy: From 10/12.5/15/17.5/20 to 10/12.5/15/17.5/20
Against Submarine: From 2/2/3/3/5 to 2/2.5/3/3.5/5
Against Helicopter: From 3/3/4/4/5 to 3/3.5/4/4.5/5
Changes and Fixes:
Leader names updated
Amazon river river path has been fixed for WW3 and World Redux map
Fixed issue where Ships needed to embark in Mexicali and Ottawa
64 Player WW3 map fixed missing connections in France
In the case of Security Council, coalition inactivity will result in leadership being transferred to another member
UI changes - Research panel : White background has been removed in the portrait area
This weeks update has a wealth of changes touching on all areas of the game. You will find some much requested features make a return, such as; Resource trading (Alliance Challenges - ONLY). Some balancing changes were done to bring a units strengths into focus, giving them a better edge at what they do. This holds true for the building changes too, making bunkers more feasible but still costly. In the end the balance changes listed have been adjusted in a way that the units/buildings which are mentioned are better at what they are meant to do and what they need to achieve. This update includes goodies:
Real-time stats are back!
New alliance challenge map - 7v7 Mediterranean Theater
End Game button - The End game button option in the news article has been duplicated to appear near your settings when it becomes available
Relation/Resource trading is now enabled for Alliance Challenges/Elite World Challenges
Flashpoint Europe scenario map background updated to new standard (blue hue removed)
Fixes:
Air assault command is now cancelable before takeoff again
Aircraft sent on patrol now attacks immediately after arrival
Units with range Anti-air capabilities now lock in combat properly
Units can no longer retreat into another country territory and have to pass at least one owned province center
Rank icons in Ranking tab are now centered properly
Balancing:
(These changes will come into effect ONLY in games created AFTER the update)
UNITS:
Adjusted some infantry movement speeds to keep up with armored units on higher tiers
Naval Patrol Aircraft:
Ground radar range now matches naval radar range
UAV:
Adjusted Air Base requirement to level 1
MBT:
Adjusted lvl 7 ATK Rating against Armored from 12.5 to 13
Adjusted ATK Rating against Infantry by +1 across all levels
Swapped ATK/DEF Modifiers in Urban and Suburban areas for all levels
Tank Destroyer:
Adjusted Components Cost across tiers to 1250/1500/1750
Adjusted Money Cost across tiers to 1500/1750/200
Adjusted ATK Modifiers from -50% to -25% in Mountain/Jungle regions
Removed debuff on Forest terrain
Armored Fighting Vehicle:
Removed debuff on Mountain terrain
Towed Artillery:
Adjusted Costs for all levels (Supplies/Electronics/Manpower/Money)
Level 1: 1000/500/400/1000
Level 2: 1000/500/400/1000
Level 3: 1100/650/500/1250
Level 4: 1100/650/500/1250
Level 5: 1100/650/500/1250
Level 6: 1250/850/650/1500
Level 7: 1250/850/650/1500
Adjusted Army Base requirement to level 2
Mobile Artillery:
Adjusted Costs for all levels (Supplies/Components/Manpower/Money)
Level 1: 1100/1400/400/1250
Level 2: 1100/1400/400/1250
Level 3: 1100/1400/400/1250
Level 4: 1250/1550/575/1500
Level 5: 1250/1550/575/1500
Level 6: 1500/1700/725/1750
Increased Hitpoints to 24/24/27/30/30/35
Increased ATK Rating against Infantry to 3/3/4/4/5
Increased ATK Rating against Armored to 4/4.5/5/6.5/7/9
Adjusted Army Base requirement to level 3
Multiple Rocket Launcher:
Adjusted Costs for all levels (Supplies/Electronics/Manpower/Money)
Level 1: 1500/750/500/1500
Level 2: 1500/750/500/1500
Level 3: 1500/750/500/1500
Level 4: 1750/900/675/2000
Level 5: 2250/1100/800/2500
Increased ATK Rating against Infantry to 4/5/5/6/7.5
Increased ATK Rating against Armored to 4/4/5/6/7.5
Increased ATK Rating against Naval to 3/3/3/4/5
Mobile Radar:
Adjusted Army Base requirement to level 2
Frigate:
Adjusted Naval Base requirement to level 2
BUILDINGS:
Military Hospital:
Removed rare materials cost across all levels
Adjusted cost to (Supplies/Fuel/Electronics/Components/Money):
Level 1: 500/250/500/250/1350
Level 2: 750/500/650/375/2000
Level 3: 1000/700/750/500/4000
Level 4: 1500/850/1000/625/6000
Level 5: 2000/1000/1500/750/7500
Field Hospital:
Adjusted cost to (Fuel/Components/Money):
Level 1: 750/750/1250
Level 2: 1000/900/1750
Level 3: 1250/1100/3500
Underground Bunkers:
Lowered constructions times towards higher levels to 9/12/15/17/20
Increased hitpoints towards higher levels to 20/40/75/100/125
As the Technical team are working tirelessly on the Mobile application and Designers on the Officers balance, we've been digging deep within the communities psyche in search of answers. In search of answers, the team have concocted a very exciting plan for Specific game types, Alliance touch ups, New maps, Events and more! You can expect to see (and play) more about the aforementioned plans next week.
Community
Maximum Alliance Member Size
Alliance Leaders can now request to have their Alliance Limit extended if Dorado see that it is a genuine need for the Alliance. Please take care that this is at the discretion of Dorado.
Gold Entry Matches
Inline with our other games, CoN will feature VIP games which require a 5,000 gold entry to join the game. Alternatively Security Council will allow you to join these games free of charge. Joining any of these VIP games will award winning players with a 25,000 gold payout which is evenly split among the members of a coalition is victorious. If a solo victory is achieved the gold is all awarded to the single winner.
Map Update
The 64 Player World War 2020 Map has been updated with Rivers. We have also introduced the balancing changes which were present in Riverine to give a much needed refresh to the Older 2020 World Map. AI Nations have increased spawn chances for components or supplies in non-city provinces. Games which are currently running on the old Map will not be lost, so the new map can only be played upon generation.
The 32 Player Map also follows suit similar to the World War map, with Rivers introduced as well as balancing changes accordingly.
Game Hosting
Dorado will host regular free Roleplay games for all languages every day - once a day. This includes a variant which will feature Anti-Cheat off, which will require the aforementioned Gold entry. The map used will be the updated 32 Player World Redux.
Elite Alliance Challenges will use a 32 World Redux Map variant which includes tailored game balance to fit the disabled gold feature. This is still in development and will be available in the coming week/s.
The 32 Player World Redux map is also planned to use the Gold Entry requirement for standard rotation.
Balance
Set ATK/DEF Rating of Stealth Air Superiority Fighter against Naval to 2.5
Set Stealth Bomber ATK/DEF Rating against Naval to 5
AA radar had problems detecting incoming hostile Strike Fighters due to their low radar signature size. This was extremely confusing for the player as they could see the enemy jet in their territory but their AA could not.
Raise operational threshold of recruitment offices to 50% health
Enjoying the summer? If you haven't been swimming yet, fret not! We have just the event 4 you! 4x actually. Yep, 4x Riverine Maps will generated on a daily basis for the weekend, starting: Today! But wait, there's more. You will start the match with level 3 special forces at the get-go, with their mid-tier research ready-unlocked!
Here's a breakdown of this event's features:
4x Game Speed
Rivers
Starting and Research units include level 3 Special Forces for all players in this special event
You might want to consider CRV's early game, otherwise you could be in for a nasty surprise. Get your surfboard, gather your Special Forces, ready the clock, and see you at the Mekong river!