This is the largest content update Global Conflict has had. Missions have been restructured from top to bottom, awards now run as ladders instead of one-shots, and the power-up catalogue has been reworked and repriced. There is also a round of fixes for Commanders playing in a desktop browser.
This is a required update. Reinstall the Android app, or simply reload the web version.
Missions are now campaigns
The flat list of 14 missions is gone. In its place are 14 campaigns holding 96 missions.
Each campaign contains several regular missions plus exactly one boss mission. The boss is the hardest fight in its campaign and pays the best, and clearing it once is what opens the campaign after it, alongside the level requirement. Every campaign is visible from the start, so you can see the ladder ahead of you: locked ones carry a padlock and tell you what is holding them shut.
Campaigns are named after real conflicts and run roughly in chronological order, from the First World War onward, so equipment unlocks in an order that reads naturally as you advance.
Boss missions unlock a gear tier
Clearing a boss no longer hands you a single weapon. Each one now opens a tier of equipment, with 34 early unlocks spread across the 14 bosses.
Vehicles are part of this for the first time. Previously every vehicle in the game was reachable by level alone, which made the boss reward far narrower than it should have been. Every unlock sits at most 12 levels above the campaign that grants it, so what you win is something you can actually field soon after.
Awards are five-rank ladders
All 20 awards have been rebuilt with five ranks each, replacing the old single-shot design.
Ranks are cumulative. Cross the threshold for rank 3 and you earn ranks 1 and 2 with it, each claimed separately and each paying its own Gold: 2, 3, 5, 8 and 15 per rank, which is 33 for a fully maxed award and 660 across all 20. Those amounts are identical at every player level.
Player profiles now carry a public badge wall showing every award in the game, lit at the highest rank you hold. The unlit badges are part of the point, because a wall of them is what makes a lit one read as a trophy.
Please note: this change reset previously claimed achievements. They can be claimed again under the new ranks, and the Gold is paid out again when you do.
Power-ups reworked and repriced
Power-up effects have been rebuilt on a new model, with values re-derived for this game's stat scale rather than carried over unchanged.
Two Level 45 cash power-ups were badly overpriced and have been cut to $6,000,000 each. C4 was $56,250,000 and the Claymore was $112,500,000, which meant a single-battle consumable cost nearly a thousand times what the tier below it did. Purchases made at the old price are not refunded.
We also fixed a bug where the buy sheet displayed one price and charged another.
Bounty windows
A bounty contract now opens in three phases. For the first 15 seconds nobody can act on it. For the next two minutes it is open only to attackers at or below 1.18 times the target's level. After that it is open to everyone.
Note which way that restriction cuts. It locks out the overpowered, not the underdog, so a low-level Commander can take a contract on someone far above them the moment the window opens.
Alongside this, a player being repeatedly killed on the bounty list now stops earning XP from the same attacker after 10 deaths, which closes a straightforward XP farm between cooperating accounts.
Fixes
- The game now sits in a properly centred column in desktop browsers instead of stretching across the full width of the screen.
- Home tiles are square, so the artwork is displayed as drawn rather than cropped.
- Web players no longer wait through a 52.6 MB artwork download before playing. Artwork now loads as you go.
- The ATTACK button on a boss enables the instant you heal, instead of taking up to 15 seconds.
- Invasion pages stay live instead of silently freezing when a connection drops.
Get the update
This release requires everyone to update before playing.
If the web app still looks like the old build after refreshing, open globalconflict.co.za/play/?r=1 to clear the cached version and reload cleanly.