Conflict of Nations: World War 3 cover
Conflict of Nations: World War 3 screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

Conflict of Nations: World War 3

EARLY ACCESS + DESKTOP FEATURE UPDATES (200610)


Dear players,

This week's patch brings you balancing changes following discussions from the community, map changes, and updates to the mobile client.

The aircraft carrier is receiving an overall buff to capacity and anti-air capability. As the crown jewel of any fleet, we want it to feel just as imposing as its real-life counterpart. With the ability to launch up to three wings per carrier, the threat of a naval invasion in late game should be even more daunting.

We’ve reduced anti-ship damage of the helicopter gunship and the attack helicopter, shifting that capability more toward the AWS.

The Early Access mobile client received user interface and experience changes - refining the overall experience when playing the game we’ve all come to know and love.

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Changes:




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Fixes:



OVERKILL & EARLY ACCESS UPDATE (200528)

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Dear Players,

This today's release brings you a refreshed Overkill map teeming with brand new infusions and changes, including in the debut of Victory Sites in Overkill. Naturally, we have a wealth of changes and fixes making their way into the Mobile client ranging from major fixes, to optimizations and even quality of life changes.

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OVERKILL UPDATE
After monitoring the feedback and performance of 128 player matches over the last few months we have concluded that an adjustment to the maximum player count will benefit our effort to provide a refined, cohesive, and challenging experience. As a result, we have consolidated a number of nations, and in some cases adjusted the starting city count to balance things out. Overkill now also has victory sites, a feature that had previously been limited to Rising Tides and Blood & Oil.

The issue with regular insurgents popping up where they shouldn’t has finally been resolved. Zombies will roam the fields in peace once again.

Overkill Map Changes:

Fixes:




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Fixes:

Early Access & Desktop Update (200521)


Dear Players!

I hope you’ve been tapping away every chance you get on the Early Access application! We have been assessing and using all the feedback that so many of you are sharing with us, accompanied by the performance stats we get simply from you playing Early access!

Today's update aims (in part) to quell issues which cause crashes or issues in your mobile strategies. One such change is that of memory management optimizations which have made their way into the Mobile client, making the game much less taxing on your phone respective to memory bandwidth. Thanks to this you should see much less crashes when trying to load larger maps such as World War 3. Naturally there are a host of fixes, changes and improvements which are hosted with this patch, so be sure to read the full change log under the Early access sub-header.

During these turbulent times players are reporting significant others' going behind their back and deleting their CoN account. So we figured now is a better time than ever to cancel the process of account deletion.

This is the first of many updates coming to both platforms. Keep the feedback coming!

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Changes & Fixes:

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GOOGLE PLAY EARLY ACCESS - LIVE NOW!

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Dear players,

Today is a very exciting day! - you are cordially invited to participate in our EARLY ACCESS PROGRAM on the Play Store for Android devices (iOS coming soon)

With Early Access we are happy to give all players the chance get an early look at the mobile application in its current state of development. All you need is a device running Android Version 8 and at least 2 GB of RAM, and you're good to go! 

During this phase we will be collecting player data and information so that we can refine the game further in anticipation for final release.

As we continue to develop and work on the Early build your feedback and reports are an essential part of the process. You can do so through this form.

What can you expect?:

GENERAL UPDATE (200429)


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Commanders,

While the team is working both on staying healthy as well as the mobile client. We are also improving our desktop version of Conflict of Nations. Today’s patch brings you among others some updated maps, tweaks to the UI, and server stability fixes. After a lengthy observation period, Rising Tides is receiving updates to its starting unit setup and AI. We believe stability already has improved substantially over the last days, but in light of the mobile release moving ever closer, we want to make sure that our systems are full-on ready to receive.

Speaking of maps, we’ve observed and discussed with the community at length about the required changes to our Rising Tides scenario. One big issue we found was the high level starting units causing more harm than good - something several of our players rightfully commented on. Also the AI was deemed to aggressive and disrupting.

After a lengthy observation period, Rising Tides is receiving updates to its starting unit setup and AI:

About the ramp-up: As you may have noticed, our community has grown significantly over the last few weeks! To cope with the demand, our devs have been working hard behind the scenes wrestling with servers, adding new servers, and identifying bottlenecks. If you’re experiencing disruptions in any of your games please don’t hesitate to reach out to us on any of our official channels!

Lastly, while mobile development enters it's critical phase, our map designers are currently busy putting the finishing touches on the overhauled Overkill map. You can expect it very soon™ on a PC near you.

In the meantime we hope you all stay healthy, and wish you luck on the battlefield!

General



Balancing

Maps

GENERAL UPDATE (200326)

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Dear players,

Today’s update primarily focuses on server stability as our community has seen an unprecedented spike in activity since the weekend. As a result, the team had started booting up new servers since Monday, with today’s release introducing additional upgrades and measures to better distribute server load.

The UI is also receiving some love today. All texts should be crisp and easier to read, while some UI elements have been updated for better readability as well.

This weekend you can look forward to another rotation of Rising Tides including the 4x speed variant! 

Changes:

Fix:

RISING TIDES UPDATE (200312)


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Commanders! 

An exciting, revamped version of Rising Tides made its way to CoN as of this update; featuring 10 strategic sites, revised nations and borders, and a condensed total player count.  You will also notice that some map preparations are being made in anticipation of internal testing to be made on the Mobile Application. More details coming soon.

We’ve been frequently asked to enable the gifting of gold to reward fellow players for good performance. While that is definitely an idea we’ll keep pinned for the future, today’s release enables you to boost the construction & mobilization times for your allies.

Finally, the population tooltip in the province bar has been updated to display detailed, dynamic information to aid in your strategic planning. More tooltips will receive an overhaul over the coming weeks.

Changes:

Map Updates:

Fixes:






TACTICAL INFANTRY UPDATE (200122)


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Commanders, 

Everything fresh in the new decade – so today’s update brings you both a significant change to the game meta, as well as a fresh new map!

Radar detection and radar signatures have received a complete overhaul. Previously, the topic of radar was easily confused with sight-range. In order to minimize this confusion, we have streamlined in-game terminology, implemented new tool-tips for radar signatures, updated tool-tips for radar detection, and completely updated the wiki sections about Radar and Sight-Range.

The wiki sections about Sight-Range and Radar have been updated. We highly recommend you take the time to read through them

The most important change to note about the radar signature is that almost every unit now has either a HIGH or LOW signature size. If a unit has a LOW signature size, it is harder to detect by weak radar, and requires an advanced radar system capable of detecting LOW radar signatures. Logically it follows that a radar that can detect LOW radar signatures of a given type can also detect HIGH signatures of the same type. 

With the feedback of several alliances and their leaders we have re-balanced the radar signatures of several units, and the radar detection capabilities of others. Here are some noteworthy cases:

With real life events sometimes overtaking our game, we feel it is time to present you with our newest combat theater called “Blood And Oil”. It is a 50-Player map focused on tensions in the Middle East, Europe, North Africa and the Hindukush. On it we have added new strategic sites granting resources and Victory Points – focusing the gameplay on capturing and holding these important territories. Making a comeback are the newly equipped more dangerous and stealthy “New Caliphate” Guerilla - the most threatening insurgents in the game so far, with a tenacity the likes never seen before. Make sure to control your territory and not give them any room… at your peril.

Additionally, on Blood and Oil we have implemented the idea of new “shared” homeland provinces and cities, specifically: the cities controlled by US forces in Iraq, Afghanistan, Russian controlled cities in Syria and the Crimea, Turkish controlled cities in Libya, Chinese controlled cities in Djibouti, and lastly British controlled Belfast in North Ireland. These territories can be reconquered by their “de Jure” owners and immediately will be Homeland cities for said nation (basically these provinces and cities have two core / homeland owners – the occupying nation as well as the original owner nation).

SIGHTING BALANCING CHANGES


Ground Units


Please note: This changes nothing about the visibility of infantry in sight-range! Just as before this update, hostile, non-stealth units such as regular infantry will be 100% visible to you in your territory. Nothing has changed in this regard.

Rotary Wing Aircraft

Fixed Wing Aircraft

Naval Units


Info: Corvettes are slated for some new features in one of the coming updates because we are aware they lack a specific role in late game...

General Changes

Fixes



NEW Event Maps

Blood and Oil:


In the 21st century fueling the fire of war requires two things above all else: Blood and Oil. Secure your nation's access to the last reserves of fossil fuel, or settle for a place on the scrapyard of history.

A brand new expanded Middle East Map makes its debut, featuring overhauled resource changes, multiple homeland owners, and much more. 

WWZ 64 Players map 4x


The WWZ 64 Player has received the 4x treatment, yes, this includes the zombie movements! You best keep your wits about you. The Undead know no remorse.

CYBER BLACK UPDATE (191128)



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Greetings Commanders!

This week’s update brings you improvements to the UI, new map iterations, and balancing changes.

Buildings have been streamlined with emphasized roles in regards to population growth, city morale, and unit mobilization speed. With this change we hope to place more control over city growth and the resulting economic output into your hands, and reduce ambiguity about building benefits at the same time. Updates to the UI will follow in the coming weeks to better communicate the impact of current population and morale on a city’s resource output.

The Chosen insurgent faction’s behavior has been updated on Rising Tides. Enforcers will now push as aggressively as the Undead on Z maps, albeit not quite as numerous. A new building, the Chosen Command Post, has been introduced which increases the spawn rate of The Chosen if it is not destroyed in time.

Finally, we have reduced the required amount of Victory Points for solo and 2-man coalitions on Rising Tides maps. To compensate for this we have also updated the placements of Victory Sites to increase the difficulty of conquering all sites with one build (namely navy+marines).

Keep your eyes peeled for our Black Friday deals starting today, and the new special event map that will spawn throughout the weekend!

Balancing & Changes

General

Units

Buildings

Features

Maps

SEASON 2 IS LIVE



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SEASON 2 is LIVE

Featuring: New Elite Attack Helicopters 

Season 2 finishes 28th January, 2020 13:00(UTC +0)

The Elite Attack Helicopter boasts superior firepower versus armored units. Its arsenal, coupled with incredible mobility, also makes it deadly against soft and naval targets.



Upgraded versions include:

In case this is your first Season, you can read more information here, and check out the new Seasonal Leaderboard tab in the main menu. 



Here’s a rundown how Seasons work:


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//Your CoN Team