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  3. Free version to be discontinued and new update coming!

Free version to be discontinued and new update coming!

Hello everyone,

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!


You can also drop us your in-depth feedback in this dedicated topic:
https://steamcommunity.com/app/302670/discussions/0/541907675762213439/

Thank you!