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Сообщение 08 янв 2016, 20:02 

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King Arthur's Gold


Год выпуска: 2013
Жанр: Экшен, Стретегия, Тактическая
Разработчик: Transhuman Design
Издательство: Transhuman Design
Платформа: PC
Версия: 0.98
Тип издания: Лицензия
Язык интерфейса: английский
Язык озвучки: отсутствует/не требуется
Таблэтка: Не требуется

Системные требования:
Windows XP / Vista / 7 / 8 Processor: 1.5 Ghz, Memory: 1 GB RAM, Graphics: 64 MB integrated, Hard Drive: 256 MB available space, Mouse, Keyboard.

Описание:
King Arthur's Gold – это 2D многопользовательская игра с графикой в ретро - пиксель - арт стиле. Игра позволяет не просто махать клинком и стрелять из лука, уничтожая друг друга или зомби, но и добывать ресурсы, строить замки, стены, лестницы, катапульты...
1. Установить setup_king_arthurs_gold_2.0.0.2.exe
2. Играть
[modified] console gives warning on trying to run scripts on client (was double-protected)
[added] total mod files download progress bar
[removed] thumbs down in servers browser for unverified mods
[modified] mod downloads prompt appears only once
[added] can save/create image files from CFileImage - only to Base/Maps/ and Cache/ though.
[modified] /savemap calls a hook in registered map scripts
[fixed] custom map "formats" (eg .yourformat.png) not being registered right - this allows proper saving and loading of different "types" of png files.
[fixed] 32 bit maps wrongly loaded
[fixed] sometimes collisions wouldn't update with tilemap hook flags
[added] [script] hooks for the tilemap hitting tiles and on setting tiles (for syncing of tile flags for custom tiles in TR and mods)
[script][added] bool CScriptedBrowser::getServerPlayers( APIServer@ server, APIPlayer@[]@ players )
[script][added] CopyToClipboard and getFromClipboard
[added] updated vehicle charge bar from makmoud89
- adds a "last charge" slider which turns red when you are close to the charge of your last shot
- adds a cooldown bar for the ballista
- fixed various display bugs
- removes the angle display (noone contacted thought it was necessary)
[fixed] eggs can be stored in inventory
[fixed] food is the same size as materials
[fixed] missing arrows on Catapult seat
[fixed] shielded knights can be burned from the back now + 0 damage hits with fire don't ignite. (thanks Verra!)
[fixed] triple shot "jam" and archer speed mismatch (was still 70% sometimes) (thanks Zerd!)
[added] savemap functionality for pngs - Thanks Skinney! - TODO: fix up any weird stuff with the derived loaders, which probably wont work for saving at the moment.
[fixed] idiot doors on The Cauldron map
[added] can save images
[added] more fuzzle fixes:
[fixed] Vehicles Buttons only show if you overlap the vehicle.
[fixed] Vehicles Buttons won't show if you're attached to the vehicle.
[fixed] buttons didn't show after you'd detached from a seat.
[fixed] could use buttons on enemy vehicles.
[fixed] Firing on detach.
[fixed] Catapult animation.
[modified] lock button icon ("immobilise")
[fixed] hit logic, could hit items carried by players from the same team, could hit blocks carried by the Builder.
[fixed] Items dropped on class switch
[fixed] couldn't switch class if you'd detached from the blob not not "re-touched" (boat, ballista)
[added] helpful death tip about resource resupplies at workshops
[fixed] that animals could be ridden through the barrier
[fixed] more vote crash issues
[modified] tile background script simpler - careful any modder that uses it for big objects though, it wont work any more
[modified] catapult rocks more consistent - can hit same-team blocks, carried items etc
[fixed] bunk crate offsets
[modified] big work on ballista bolts hitting/mechanics by Fuzzle (should be less "???")
[modified] fish not consumed when destroyed in someone's hands (thanks Fuzzle)
[modified] mines cant be hit by team builders to prevent them getting "smashed" in hands - better fix coming (thanks Fuzzle)
[fixed] arrows hitting blobs (eg platforms) through tile walls (thanks Fuzzle)
[added] EXPERIMENTAL: siege weapons shot angles are affected by their in game angle - didn't work this way due to fears of overpowered ballista placement but we can try it out.
[fixed] tutorial didn't know about new triple shot
[fixed] ballista eats materials on class switch
[modified] merge behaviour a little - can merge going into inventory too.
[modified] mines set damage owner when added to inventory
[modified] swapping class preserves your stun (thanks makmoud!)
[added] changes from Fuzzle:
- boulder doesn't fit in inventory
- tile cursor "fixed"
- item name code centred on blob
- pickup/throw double tap issue fixed
- food doesn't stack in inventory
- quarters no menu after sleeping issues fixed
- boat shop menu uses 2x2 icons
- popping wheels off ballista/cata removes driver seat
- shops put items where they "should" go
- things used from hands go to hands, or inventory if not available
- things used from inventory go to inventory, or hands if not available
- if neither are available whatever you were holding is dropped
[fixed] "crash in spawnfish" when failed to load map.
[fixed] missing traders on kodysch_Upshoot map (TDM)
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