Battle World: Kronos is a classic turn-based strategy game in the tradition of Battle Isle, Advance Wars and Panzer General. Have you ever wondered what games like that would look like today? Well, we did. As a result, we decided to develope Battle Worlds: Kronos.
Key Featues:
* Two Single Player Campaigns (~50 hours of gameplay)
* Single Player Challenge Maps - Test your skills in different combat scenarios and keep track of your progress.
* Live Multiplayer - Battle your friends live on the internet (cross-platform) or via hot-seat.
* Asynchronous Multiplayer - Take all the time you need and consider your moves. Similar to "play-by-mail", your round is stored on our server and turned over to your opponent. The system allows you to continue the match anytime and anywhere you want (cross-platform).
* Online Features - Leagues, chat and - in early 2014 - tournaments.
* Strong AI - A clever AI that will challenge even experienced commanders.
- Display error in the production screen fixed
- Settings screen fixed
- Memory management further improved
- Performance optimized, when viewing the units attack range
- Technician can now carry up to 3 mines and defuse mines
- The Hurricane’s hit points have been reduced
- Several GUI bugs have been fixed
- Memory usage has been reduced by about 25-30%
- Performance is optimized
- Elite units that were loaded into buildings or other units can now be transferred over to other missions
- The Hacker can’t take over human units anymore
- Vehicles of the Residents now also heal on level 1 wrecks
- In tactical map view commands can’t be given anymore
- Diver/Meteor can be produced in the airbase
- Buildings can now be placed with PlaceUnitAction
- Aerial units will not be blocked by low map objects like barbed wire anymore
- Impassable terrain (with wrecks on it) can’t be passed anymore
- Damage preview on skip animation fixed
- Towers don’t turn on transverse axis anymore
- Upgrade "Blitz": If an enemy unit attacks one of your units and dies due to the upgrade, it won´t fire any longer before dying.
- Grid rendering fixed
- "All units destroyed" triggerevent triggers now, when units are not destroyed but hacked by Hackers and is therefore renamed to „no unit left“
- Technicians can defuse mines of their own team
- Technicians cannot pickup mines, when the ammo-cap is reached. Use a mine to create space before picking up another one
- Hidden submarines are now shown correctly after passing a bridge
- Technician cannot "defuse" other units then mines any longer