Gameplay/UI: - Savegames can now be deleted in the LoadGameScreen by selecting a savegame and then pressing the button that appears on the right. - In a multiplayer online game you can now cancel ending your turn by clicking on the X in the message window - Intro is now only shown on the first startup per default. If you want to show the intro on every startup you can enable it in the settings menu. - Vision range is now changed immediately when diving/resurfacing submarines or choosing vision upgrades on unit level up
Bugfixes: - fixed a Multiplayer bug that a player could do 2 turns in a row - damaged units should now smoke correctly after loading a level - Mission End Screen is now showed after 3 seconds delay - fixed Manual Cam Movement so posteffects are not turned on while zooming - fixed a graphic glitch in ProfileEditScreen - fixed leagues showing after logout - Remove blocking map object when first enemy is destroyed to remove game blocker - Fixed multiple clicks on a multiplayergame opening it multiple times - Fixed positioning of notifications - Fixed tactical map: now appears earlier - small changes in english tutorial texts - fixed a bug that water settings could not be changed after changing from one level to another - fixed some crashes/freezes
The new update (1.3.3) is now available and contains lots of changes.
Here’s the change log: - 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" updated: If an enemy unit attacks one of your units and dies, it won´t fire any longer before dying. - Grid rendering fixed - Trigger event "All units destroyed" now also triggers, when units are not destroyed but hacked by Hackers and is therefore renamed to „no unit left“ - Technicians can defuse and pick up mines of their own team - Technicians cannot pick up mines, when the ammo-cap is reached. Deploy a mine to make room before picking up another one - Hidden submarines are now shown correctly after passing a bridge - Technician cannot "defuse" other units than mines any longer
Additionally we taught the editor some extra things:
- Buildings can now be placed with PlaceUnitAction - Orbital Drop / Orbital Extract can now be executed in parallel several times - OrbitalDropUnits can now be assigned to a squad in the builder
We've updated our UI system. The biggest feature is a new option in the settings that allows you to scale the UI up to 200% of its normal size. So if you're using a very high resolution or you want to play on your television you should be fine now.
Other improvements include:
Better text input (copy & paste, navigation in text fields)
Hotkey for “End Turn”
Hotkey for “Display unit info permanently”
Option to disable the auto chat-login
Let us know if everything works!
We had some performance issues on OpenGL Systems (Mac & Linux). We tweaked a couple of things and the performance should be noticeably better on all systems, but especially on Mac and Linux.
High quality settings: Only minor improvements here
Medium quality: You should notice a substantial performance improvement here
Low quality: Substantial performance improvements
(New) Very low quality: This is a new, very fast set of settings
On our low specs Mac test system the performance went up from ~15-20 fps to 30-40 fps in Medium quality. Depending on your system your experience may differ. Please let us know how the performance changed.
Many small things & Bug fixes
AI for air raid defense turrets and guard towers fixed
Fixed tooltip hide/unhide units
The unit info now shows the amount of mines a unit carries
Buildings no longer hinder movement
Now units turn their turrets when attacking (where applicable)
The "Next Unit" and "Sleep" Buttons no longer open the transporter screen
Fixed a bug when a mine was deployed next to a hidden unit
Fixed a bug where hidden units had been visible for the enemy while they were moving
Fixed a bug when loading savegames from the main menu
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 develop Battle Worlds: Kronos.