War for the Overworld

War for the Overworld

Timeshift CO-OP Afterstory 1.
9 Comments
Green.Sliche  [author] 6 Oct, 2017 @ 3:39pm 
It currently behaves as skirmish because game doesn't allow the addition of triggers with public editor. Still, all levels were customized with debug console so you may see some special stuff in each level.

You can play this in skirmish solo or with AI team mates, as well as in MP with a friend(s). Map can be selected via Skirmish/MP map selection menu.

In future, this campaign will be fully transformed into custom campaign, but for that, devs will have to release some new stuff which will come in time.
xNECROx 6 Oct, 2017 @ 3:25pm 
Question - Do these maps work like just skirmish v ai or is it triggers/missions/etc. like the regular Campaign?
Green.Sliche  [author] 17 Aug, 2017 @ 5:35am 
Greatly reduced the number of Lava Falls. There should be less FPS tax now for weak PC machines.
Green.Sliche  [author] 17 Aug, 2017 @ 5:34am 
Minor visual improvements. Reduced the number of Embers by half. Re-adjusted the number of Empire units in the castle.

Reupload should also apply the Inhibitor bug, it will no longer change it's ownership when Empire Core is claimed by any other player.

Replaced AI personality with more defensive one. This should give players more time to settle up.
Green.Sliche  [author] 17 Jan, 2017 @ 2:32pm 
Introduced brand new lore. I felt like good lore should be the kickstarter to the good campaign.
Green.Sliche  [author] 5 Oct, 2016 @ 8:16pm 
Minor terrain improvement. Fixed bug which prevented Empire from responding to attack and fighting players. Assigned less aggressive AI personality.
Green.Sliche  [author] 29 Sep, 2016 @ 2:13pm 
Reworked Empire's Base. Now Empire has enough space, food, gold storage and 4 extra portals for fresh units. Added 2 Inhibitors for players to destroy.
Green.Sliche  [author] 28 Sep, 2016 @ 10:36am 
Fixed some doors ( some were closed instead of being open ).
Green.Sliche  [author] 26 Sep, 2016 @ 3:33pm 
Added Avatar of Overseer.