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Assassins
Модератор ![]() Сообщения: 87029 Откуда: Красноярск ![]() |
Freedom Force.v 1.3 ![]() Дата выхода: 26 марта 2002 Дата выхода в России: - Жанр: Strategy (Real-time / Tactical) / 3D Мультиплеер: (4) LAN, Internet Разработчик: Irrational Games и Crave Entertainment Издатель: Electronic Arts Издатель в России: - Локализатор: - Тип издания: Repack (Лицензии) Платформа: PC Язык интерфейса: Русский Язык озвучки: Английский Таблетка: Вшита Сайты игры: - Системные требования: Операционная система: XP,Vista,7 Процессор: Pentium 3 - 450 МГц Оперативной памяти: 512 Мб Свободного места на жестком диске: 951 Мб Видеокарта: (32 Мб) Краткое описание: Тактическая стратегия с активной паузой, в которой отряд супергероев борется с различными супер-злодеями, угрожающими простому американскому городу 50-х годов. Супергерои, как и положено супергероям, носят цветастые костюмы, маски и обладают различными суперспособностями (от гипноза до способности поражать врагов микроволновым излучением и летать над крышами домов). Кроме суперспособностей, супергерои вполне могут выдрать при случае фонарный столб и отгонять злодеев с его помощью или схватить машину и метнуть ее в назойливого супостата. --v 1.1-- -New Features- -New skirmish mode added including- * o buttons to danger room from main menu and base * o new skirmish mode selection screen * o new character selection screen * o new enemy selection screen * o new skirmish debriefing screen * Enemies now react to physics events such as thrown objects colliding. * Hero portraits now flash if hero takes damage while off-screen. * When a hero is damaged off-screen, his pain sound is now played 2D. * Enabled python scripts to be read from a mod's Missions/Scripts folder. * Multiplayer hosts can set pause speed on the creation screen. * Multiplayer game now waits 4 seconds before showing end-of-game screen. * Games of different build numbers now cannot play MP together (to prevent patched versions playing against non-patched versions). * Multiplayer screen now remembers CP, time, map and max players. * Added new difficulty level (impossible). * Difficulty now modifies villain and minion health as well as damage done. * Added script function Object_CalcPrestige for calculating prestige costs of characters. * Added script function AI_SetAlerted. * Added script command Object_SetOrientation. * Popup help is now available to show how much CP is recovered from removing an attribute. * A countdown is shown in multiplayer when game time approaches 'time up'. -Tuning- * EP for melee attacks now deducted on contact rather than when triggered. * Capped number of monsters (20) killed for prestige purposes. * Speeding bullet knockback is now scaled by distance traveled. Also, cost is increased. * Molecular excitation now does more damage. * High knockback made more expensive. * High stun made more expensive. * Material costs for stone and metal increased. * Villains have double hit points (like heroes). * Strength gives less melee damage bonus. * Multiple contract points now cost more. * Attributes crack shot and cybernetic brain are now more expensive. * Attribute 'radioactive' is no longer cheaper than invertebrate, since it's better. * All attributes that increase your vulnerability to damage are now worth 50 more points. * Changed description for lightspeed plus reduced damage multiplier. * Bullet's melee attacks are now set to medium swiftness (he actually misses once in a while). * Melee attacks can no longer knock back characters while they are getting up. * Beneficial 'support' powers can no longer be assigned stun and knockback (this would have the effect of bypassing the target's resistances). * If a character's stats are over 10, they are now clamped to 10. * Multiplayer squad selected list is no longer sorted. * You can no longer indicate that you are ready to start a multiplayer game with an empty squad. * You can no longer pickup or wield objects while invisible or displaced. -Code Fixes- * Fixed potential crash/ corrupt stack. * Fixed bug where heroes that had direct attacks wouldn't use those attacks when they were enraged or hypnotized. * Fixed: Ant could pick up canisters when burrowed. * Tweaked thug with gun's retreat distance to fix bug where they would oscillate between attacking and retreating. * Fixed bug where panicked characters sometimes got stuck. * Fixed bug where moving camera quickly and then releasing camera control button * sometimes caused camera to jerk continuously. * Fixed drag select 'sticking' when dragged outside of the map. * Fixed widescreen_leave sound distortion on briefings. * You can no longer target yourself with a wielded object. * Active defense effects were wrongly positioned on the character in the power creation animation/effect screen. * Fixed status text box hanging around during load screen. * Fixed pause clock hanging around for save/load screens. * Character weights are now shown correctly in multiplayer. * Cars don't collide with characters so much anymore. * Fixed: Bullet's Electrify power's first explosion wasn't doing damage. * Fixed: being unable to fly or land whilst having shield activated. * Fly no longer appears on the menu when carrying objects. * LockupFlying tactic added to AI, for robots. Robots no longer get confused by flyers in Mr Mechanical's base. * Fixed talking heads moving in slow-motion during game paused. * Fixed increased/decreased game speed carrying over into cutscenes and debriefings. * Fixed passive defense appearing as default power when no zero-cost melee was available. * Fixed move splat sound being played once for each hero in a formation. * Game now uses non-exclusive input by default, enabling screen shot programs. * Water damage type is now resolved to crushing. * Players are kicked from multiplayer if their squad points total is unusual. * Fixed: repeated overpowered projectiles didn't do extra damage. * Fixed: Mercy transferred hitpoints to ground or buildings and buildings collapsed when Mercy used on them. * Fixed: Balance gave wrong results when hit points above maximum were granted. * Fixed: some secondary states (power nullify, empathy, etc.) were not cured by * Commuted Sentence * Fixed: Levels do not increase projectile damage. * Fixed: Empathy no longer causes damage to attacker when beneficial powers are used on target (e.g. energy transfer). * Fixed: Timemasters would attack Manbot in final level. * Fixed Law and Order recovering hero points when transforming. * Triggering an attack now cancels the invisibility state. * Fixed: Fire Shield and a few other FX not configured properly. * Six new fx should now be accessible in the char screen. * Named El Diablo's and Manbot's power tiers. * Numerous grammatical and spelling errors fixed up. * While throwing an object, you can no longer target the object that you are holding. * Fixed: if an enemy did not have a entry in the string database, then they would not appear on the debrief screen. * Fixed: move commands would sometimes be ignored after a wield. * El Diablo would keep his fiery feet after being stunned or knocked back in the air. * Fixed: EP Drain and EP Transfer did not work correctly in multiplayer -Script fixes- * Came A Hero: civilian in alley will no longer panic if her muggers are already KO'd, it won't re-assign the objective either. * Came A Hero: cafe will no longer fade in cutscene. * Strange Visitors (a): alarm is raised and alarm light appears only if the alarm and station are intact. * Skating on Thin Ice (a): frozen ice trooper will get knocked out 15 seconds after he's frozen. * Skating on Thin Ice (a): cop who flees muggers will react to enemies normally after the event. * Skating on Thin Ice (b): weird interrogate on ice queen works the standard way now. * Nuclear Winter (a): heroes weren't standing around an ice queen if you interrogated her. * Nuclear Winter (a): heroes will now properly face the interrogated NW minion. * Nuclear Winter (a): moved a badly placed ice trooper. * Nuclear Winter (b): remove the arrow before cutscene. * Nuclear Winter (c): nuclear winter will always detect you, so you can't sneak up behind him and disarm the bomb. * Nick of Time (c): after nick's second feeble speech, minute man will not say that they have to take pinstripe down if they already have. * Thug in Sea Urchin/Man O War intro cut-scene no longer stuck in terrain up to his eyeballs. * Where Shadows Fall (a): trainer at start of level only plays once now. * Looking For Trouble (b): RPG system is now switched off for intro cutscene. Also moved order back slightly. * Deja Who (a): the extra two chars beyond Minuteman and Liberty Lad run in the final cutscene now. * Deja Who (b): Eve is added after the cutscene where you talk to her, so you don't see her selection ring now. * Robots Rampage (b): awkward transition in final cutscene smoothed out. * Robots Rampage (b): one of the robots in the intro was facing the wrong way. * Destruction Production: the exploding robot no longer blows up twice. * Destruction Production: final cutscene no longer snaps to Minuteman before he's in position. * United We Fall: Alchemiss was sometimes obscured by the third character in final cutscene. * A God Walks the Earth: heroes 3 and 4 now have proper places to stand during the final cutscene. * A God Walks the Earth: the cop at the station will no longer assign you the objective to clear the entrance if you already have. * Pandemonium: Mentor no longer speaks the same line twice when you move over both ramps in the first room. * Beginning of the End: added a slight pause before the final cutscene changes locations on you. * Beginning of the End: the thugs around the crystal will halt their speech if attacked. * Beginning of the End: added a pause for end cutscene. * End of Time: Timemaster will no longer have his lines get cut off when he disappears. * End of Time: the portal had an attention mark on it in the final cutscene. --v 1.2-- -New Features- * Enabled Surround Gaming for Matrox Parhelia * Hypnosis speech added -Code Fixes- * Fixed text edit caret jumping to the end of the field when typing * Fixed crash when entering danger room with an invalid campdef.dat * Custom characters now run around when they run out of ep in the danger room * Fixed Alex's Danger Room mod not working * Fixed odd display of prestige bonuses * Fixed: after selecting a 'beneficial' power effect in the power creation screen, the stun and knockback boxes would never reappear * Fixed: characters would run in place while an active defense was in use * Fixed: 'Max Instances' box was grayed out * Fixed: Ambient sounds continuing after the end of the mission * AIs flying in danger room improved * AIs will stop when they have run out of EP less often * If renderer fails initalisation, 640x480 mode is tried as a fallback before exiting * Fixed: Sukhov's powers are now set correctly for his AI * Fixed: Enraged enemies would attack those with lowest hitpoints first, now their target selection is based on distance only * Fixed: Enemies would be alerted to power usage when their AI was disabled * Fixed a graphics corruption bug with NVidia Detonator drivers v40.* * Fixed game crashing after playing "Nick Of Time" in campaign danger room -Tuning- * Speeding bullet knockback and damage increased * Lightspeed attribute: damage bonus restored to 50% --v 1.3-- * Добавлена поддержка Windows XP Service Pack 2. * Игровой процесс сдобрен приятной 3Д графикой, повышенной интерактивностью (разрушить или использовать можно почти все объекты на карте) и веселым пафосом серебрянного века комиксов. --За основу взята Лицензия от Electronic Arts-- Игра: * аудио качество 100% * видео качество 100% * эксклюзивный установщик * установка всего дополнительного Softa (DirectX, Visual C++) * все пути реестра сохранены * запуск игры через ярлык на десктопе или через меню пуск * для установки необходимо 512 Мб ОЗУ * время установки 3 минут(ы) Удалено: * ------ Автор Repacka: * Fenixx Freedom Force vs The Third Reich - http://www.rustorka.com/forum/viewtopic.php?p=570129 Помоги нашему сайту на расходы за сервер и качай торренты НЕОГРАНИЧЕННО!Пожертвовать 100 ₽ ![]() Или 2204 1201 2214 8816, с комментарием "Помощь трекеру" Связь с администрацией |
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