Are you ready to take on the battlefield? Season 10 has officially commenced, and it's going to be unlike any other season before! We're bringing back some of our greatest hits from the past with a twist.
Rather than introducing a new seasonal unit, we're giving all our players the chance to earn three of our most coveted Season Badges from previous seasons. That's right, you can unlock the Elite Attack Helicopter from Season 2, the Elite AIP Submarine from Season 3, and the infamous Railgun that's steeped in CoN lore!
But beware, CoNmanders! The Elite Attack Helicopter is back and packing a punch. This hard-hitting force in the air will rain down fiery destruction on any armored units that dare to cross its path. The Elite AIP Submarine is your key to naval dominance. Its stealth abilities make it an undetected danger that can take down even the most astute naval commanders. And let's not forget the Elite Railgun, which is excellent at mowing down troops, armored units, and even ships!
And the best part? You can start earning points simply by playing Conflict of Nations! Rack up those points and unlock your favorite Season Badges to research the units. You'll need 500 points for the Elite Attack Helicopter, 1500 points for the Elite AIP Submarine, and 2500 points for the Elite Railgun.
Oh, and Security Council members, listen up! You’ll get access to all three units the moment the season starts! Additionally, you will permanently unlock each unit the moment you have the required points, so make sure you have your Security Council Membership ready to keep the units.
But enough talk, it's time to suit up and hit the battlefield! Good luck, CoNmanders, and let's make Season 10 one for the books! Who knows, you may even get a chance to make history with the Elite Railgun – or at least have a blast trying!
The smoke has cleared and Season 9 is over. As we get ready for Season 10, we have another update ready to go! This time, we have more general fixes across the board, including sorting errors on the diplomacy screen, as well as attack arcs remaining visible after conquering cities under attack!
Changes:
Improvement to airplane shadows while ensuring performance is not impacted
Changed Kazakhstan capital in the Global Conflict map to Astana
Fixes:
Fixed incorrect connections in the Middle East Crisis map
Fixed an exploit which allowed for zombie hives to be constructed
The Naval AWACS now Returns to Base like other air units when its patrol time ends
Fixed an issue where naval attack arcs remained visible after conquering a city which was being attacked
Fixed incorrect VP sorting on the diplomacy screen
Season 9 has ended. It has been a tremendous Season where we had the opportunity to introduce a new support naval unit in the Elite Frigate. We hope you enjoyed the Season as much as we did. If you have not yet purchased Security Council, you are still in time, as we are offering a 24-hour grace period. This means you still have time to collect your seasonal units if you purchase Security Council before 11am CET on Wednesday 19 April 2023. Remember that you still need the required amount of points in order to actually unlock the units!
And without further ado, it’s time for our usual announcement focusing on the top 3 players of Season 9! This time around, all 3 players on the leaderboard are new to the top season positions!
In 3rd place, we have polska1945, from the German Bratans alliance, with a total of 42218 season points!
In 2nd place is PARKDD, with a total score of 43279 points!
And in 1st place, with a total of 48765 seasonal points, and representing the 1st Superpowers of the World alliance, we have Karnosh!
Congratulations to the top 3 and to the rest of player base for a very competitive season!
Now’s the time to take a breather before we get set for Season 10!
Season 9 is scheduled to end on Tuesday, 18 April 2023 at 11am CET. We are therefore in the final stages for everyone to get their hands on the Elite Frigate, as well as the Loitering Munitions and the Elite Main Battle Tank. By way of reminder, players are required to obtain the following amount of Season Points to permanently unlock the units on their accounts:
500 points for the Loitering Munitions
1500 points for the Elite Frigate
2500 points for the Elite Main Battle Tank
In addition to the points, players must also have Security Council membership to ensure they actually unlock the units. If you don’t have Security Council membership, now’s the time to purchase it in order to ensure you have the units in your arsenal for all your future games.
We’ve been hard at work on various projects over the past months, but in the meantime, we’ve been working on fixing some nasty issues that should provide a smoother gameplay experience!
Changes:
Added the Amphibious Attack Vehicle as one of the requirements to unlock the Tank Commander Officer research
Fixes:
Fixed a visual error in CoN news article generation
Fixed Anti-Air notifications displaying the aircraft’s airbase rather than actual attack position
Fixed errors appearing in alliance challenges when trying to trade with alliance members
Fixed several UI glitches appearing on the app on the Pixel 6 phone model
The Deploy Gear Ability now correctly appears for the Amphibious Combat Vehicle from level 4 onwards
Fixed issue where VP requirement is not updated before day change when another player joins a coalition
After that massive update intake, which you can learn more about in Dev Log #24, we are excited to confirm that elite frigates and aircraft carriers can now be stacked like other units! This comes together with a more general range of fixes for carrier issues that have been experienced over the past months!
But that’s not all, our developers have been hard at work to introduce some changes to the functionality of air units. Whenever a stack of air units loses its origin airfield, whether this is a normal airport or a carrier, planes will instead look for the closest airport depending on the range of the different units types in that stack. This will either be based on the ferry range of the unit if it is idle, or the attack range in case the unit is in action during the time the airbase is destroyed. If you are in a coalition or have right of way with another country, then allied airports will also be considered for the relocation of the air units. Depending on the different types of air units in a single stack, the stack will divide into multiple different stacks. For example a stack of helicopters and bombers will split into a stack of helicopters and a separate stack for bombers. If there are no available places in range for planes to land safely, they will instead crash immediately. This also means that air units will not convert to a transport truck anymore under any circumstances.
Changes:
Carriers are now stackable again!
Significant update to the air units function
The Level 1 Elite Frigate now requires a Level 2 Naval Base
Movement Speed for the Elite Frigate has been increased over all 3 research levels
New animation system, kicking things off with a nice nuke animation
Kazakhstan capital in World War 3 and Rising Tides is now Astana
Nigeria now has Eastern Doctrine in Rising Tides
Default country leaders in Flashpoint, Pacific Theatre, World War 3 and Rising Tides are now all fictional
Fixes:
Multiple fixes to carrier issues reported by our dedicated community of players
Fixed an issue where planes returned to base in the middle of an action despite still having enough fuel
Fixed an issue with trade offers not functioning correctly in alliance games
Fixed an error with unit pathing for mechanized infantry
Fixed CON News showing empty pages when going back
Our first update was released some days ago! While it may not look like much on the surface, bellowing beneath the game visuals is a new modular package of goodness infused into the long running Supremacy engine which we have built the CoN foundations upon.
Internally this package is colloquially known as 'Update intake'.
To understand this, we need to take a trip down Stillfront-lane. I promise we’ll take the express lane.
It was the best of times, it was the worst of times
When Bytro built the Supremacy engine way back when (most of us still had hair), they expanded the engine to accommodate the games they developed. Supremacy, Call of War, Thirty Kingdoms, New World Empires, and later Iron Order.
A whole new world
Between New World Empires and Thirty Kingdoms, Dorado Games entered the scene tasked with a mission; We kill th Use the Supremacy Engine and take it on for the next project. To get our blades sharpened, we used the ongoing Thirty Kingdoms game taking it apart and putting it back while applying our company touch. This, of course, meant getting very familiar with the Supremacy engine, along with all its quirks and supremacy.
Blitzkrieg to end 2016, after a very intense number of seasons, Dorado packaged and released Conflict of Nations into the stratosphere (take that Tesla) through an open public Beta. During this time and to this day, Bytro and Dorado work on separate codebases but still maintain very close contact including (but not limited to) cross-company support across departments.
1984 2023
Fastforward again some years, (some? It’s been almost 6 years - oof I’m getting old)
My existential crisis aside, the two companies lived happily ever after diligently, and with great fervour worked on their games in an unrelenting manner with the aim of utmost dedication. (Seriously, I’ve been in those meetings.)
Over time our codebases grew very differently from one another. Now, for the technically inclined of you, this probably rings some alarm bells. But for sake of the normal folk, this means that one company had a peanut butter and jelly sandwich, while another had a pineapple pizza (I’ll let you be the judge of who has what). The problem here is; we somehow had to merge the two dishes while making it work.
And here we are! What? I said we’ll take the express lane, I only kind of lied.
What were you talking about again? I’m hungry now.
Yes! Update intake. Thanks for reminding me. For the better part of last year one of our developers had the monumental task of merging the two savoury dishes that have no complimentary qualities. The peanut butter and sandwich is the base, as is the pizza with sauce and mozzarella. The Jelly and Pineapple? Well, you see the problem here.
More technically speaking, update intake adds in some modernised code on the underlying engine of our game. Another way of thinking about it is in this way: We took the engine of a car from years ago, and infused the engineering of progress made over the past years.
You will not see visual changes, and may not perceive any changes at all, but the intake allows us greater flexibility in improving the underlying code. Oh! Also, it fixes a fair bit of bugs and optimisation issues which were causing headaches. It’s one of those black magic things which touches on so many areas that it isn’t so clear cut as to what is fixed and improved.
Here Be Dragons
We spent quite some weeks and months making preparations for Update intake, in past week having the beta testers mercilessly break our beta environment (with consent). But, alas, such is the nature of development, we cannot know the full effects until live release. Thankfully, with 2 days since release we haven’t seen very many bugs, actually, it went much better than expected!
The team scrambled together 3 Hotfixes since then, and things are looking delicious! We aren’t out of the kitchen yet, tracking down pesky bugs as they make themselves known. Given sensitivity of the situation we’ve been very quick to identify and fix said bugs. Even they couldn’t resist the allure of PBJ pineapple pizza.
Believe it or not, yes we made PBJ & Pineapple pizza work. If you ask how? Honestly, the dedication of everyone at Dorado. We’re monitoring very closely but internally this is considered a success all things considered.
It’s been 87 years
I think that concludes this lengthy rant post for devlog 23. As it stands, we’re finalising the roadmap for 2023 which I will gladly share with you once we have. We have some other interesting things in the short term pipeline which I’ll be showing soon.
Also, we’re looking for another sacrificial dev for the next update intake. Now excuse me while I prepare lunch.
After extensive feedback from our community, a new setup is being introduced for Squadron Cycle, called Artillery Barrage! This setup will include an Air Superiority Fighter, Airborne Infantry, and a Multiple Rocket Launcher System in the capital. The aim is to entice players to bombard enemy cities and then swoop in with Airborne Infantry, with the MLRS acting as both the offense and defense for this tactic.
We are also introducing a notable performance update. While the update is intended to improve the gameplay experience for our dedicated community of players across the board, it is nevertheless good to note the update might result in new issues coming to light. While the update will not impact the visuals, many changes have been made to our code, that essentially runs the entire game. It makes it easier for our developers to introduce more changes in the future and to better improve on our existing features. Additionally, our aim is to improve performance across the board and hopefully have an impact on any crashes that some might experience on their mobile devices. We shall be monitoring this extensively and your patience is appreciated during this time should issues crop up. Feel free to reach out to the closest friendly Community Manager in such a case!
Changes:
An extensive performance update to improve the gameplay experience
“Artillery Barrage” starting setup for Squadron Cycle maps
Greece now has an Electronics resource city in World War 3 4x maps
Fixes:
Fixed Victory Points not recalculating when there is a change in a coalition
Fixed a visual issue where multiple buildings in a city caused them to overlap with one another
With the Holidays swiftly approaching, many in the office are preparing to make their way to designated locations (where rumor has it a cult-like ritual of gut-stuffing takes place). Now is as good a time as ever to thank the players for their much appreciated involvement within the community, and game.
It's been a year of milestones for Dorado and Conflict of Nations, and some subtler introductions which are setting up the stage for a very exciting year ahead! An obvious upcoming change is that of the updated graphics engine that will be available next year on Desktop/Web clients.
We also acknowledge that many players struggle when learning the game, especially during the first days of playing the game. The team has concocted an ingame solution we believe will benefit everyone, from the fresh recruits to the battle-hardened veterans. More details on that early next year.
The lovely folk at Dorado are always happy to identify areas of improvements, if not especially when we miss the mark. Thanks to the community, in such events we have identified these pressure points and made it a point to improve for the coming year. Be it server stability or otherwise. We strive to deliver excellence, and to ensure the delivery of excellence we've bolstered the team size to assist us in creating the CoN we envision for years to come, for exciting new projects I can't wait to share with you.
On behalf of all Dorado, we are wishing you and yours a lovely end to the year, and great appreciation for all your involvement.
+++++ SEASON 9 IS LIVE ++++ Featuring: Elite Frigate
The Time has come, The long-awaited The one and only, Is it a jet-ski, is it a whale? It’s the Elite Frigate!
We have been teasing and discussing the Elite Frigate for some time now! We have noted the challenges involved in making this new unit a reality, but now the time has come and we are ready to go with Season 9!
The Elite Frigate is a support surface vassal capable of servicing helicopters to further improve your Navy's combat operations. As a ship - whilst it can take a beating, it is not designed for direct combat and should ideally be kept out of harm’s way, and not used to directly engage hostile ships.
The unit starts off as a capable Anti-Sub deterrent, and provides the fleet with an early warning detection against hostile helicopters. The unit can carry two Helicopters from the get-go, allowing you to further enhance its combat ability against Submarines, provide it with better reconnaissance capabilities, or give it the ability to provide helicopter air-support to ground operations.
Once you begin to upgrade the unit, it really starts to shine.
Tier 2 At tier two, it can carry an additional Helicopter, bringing it up to 3. The unit gains the ability to launch Cruise Missiles, giving it further ability to neutralize distant targets, be they sea or land. The ship gains the ability to launch Loitering Munitions, allowing you to either cover a retreat, or cover an area to intercept hostile units.
Tier 3 At Tier 3 - The ship gains more cruise missile capabilities. Giving it a strong ability to serve as a primary cruise missile launch platform. On-top of that, the ship gains strong anti-missile defence capabilities, improving your fleet's survivability. At this tier - the unit has a low-signature, allowing it to sneak past most radar systems available - save for the very best and finely tuned radar systems.
Note: The new unit will only be available in NEW games which are spawned after release.
As many players who have been with us in previous Seasons are aware, we also offer a previous Seasonal Unit to give players a chance to experience those units again. This time around, we have 2 previous seasonal units on offer.
Elite Loitering Munitions and the Main Battle Tank are both making a comeback only for a Limited time!
Those of you who haven’t had a chance to permanently unlock these units before can now have another crack at it during Season 9! Security Council members need 500 Points in this Season for permanent unlock of the Loitering Munitions, and 2,500 points for the Main Battle Tank..
In case this is your first Season, here’s a rundown how Seasons work: Earn Season Points by killing units in any of your games - they all count! Try out the unique Seasonal Units, available to everyone! (NOTE: Only available for new games starting now) The Season Units can be researched from a new tab in the Research Panel. Any Elite units you have already unlocked from previous seasons are fully able to be mobilized in any game of your choice!
In order to permanently unlock the Seasonal Unit and use it after the Season ends you must earn at least 1,500 Seasonal Points for the Elite Frigate, and also have a valid Security Council Pass.