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Сообщение 05 мар 2018, 20:54 

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UnderRail




Год выпуска: 18 дек, 2015
Жанр: RPG (Turn-Based) / Isometric
Разработчик: Stygian Software
Издатель: Stygian Software
Платформа: Windows
Версия: 1.0.3.20
Тип издания: Лицензия (GOG)
Язык интерфейса: английский
Язык озвучки: отсутствует
Таблэтка: Не требуется



Операционная система: Windows XP SP3
Процессор: 1.6GHz
Оперативная память: 2 Гб
Видеокарта: DirectX: 9.0c
Свободного места на жестком диске: 3 GB




Отдаленное будущее, когда жизнь на поверхности Земли не представляется возможной, а немногочисленные выжившие укрылись в хитросплетениях станций метро. Вы — один из обитателей подземной станции, чья жизнь наполняется опасностью, когда разразившийся конфликт между крупнейшими фракциями заставляет сделать выбор, кого поддержать в этой битве за последнюю надежду угасающего человечества.
GOGO релиз включает также OST. Игру иногда сравнивают с Fallout , хотя сам не играл последнюю чтоб сравнивать. Что думаете знатоки?UnderRail Тема РусификатораUnderRail Release Trailer
Гибкая система создания персонажа, включающая атрибуты, навыки и особенности, позволяет проходить игру различным способом.
Тактическая пошаговая боевая система, позволяющая применить оружие, энергетические щиты, гранаты и пси-способности.
Огромный подземный мир: на вашем пути вы посетите городские станции, заброшенные комплексы, природные пещеры и секретные бункеры, а также много другое.
Развитая система крафта предметов.
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Changelog for Patch 1.0.3.13 (added 29 December 2017):
Creatures
- Increased Coil Spider psi points and psi regeneration
- Coil Spiders now have darkvision
- Added Greater Coil Spiders
- Added a new machinegun turret to replace the regular auto-turret in certain places and on certain difficulties
- Increased dodge and evasion of burrower spawns, but also increased their susceptibility to AoE attacks
- Dogs will now attempt to bump you out of stealth when the detection gets into ALERTED state, just like human NPCs (on normal difficulty or higher)
- Added a stronger version of psi beetle
- Increased crawler attack damage a bit; they also regenerate health now (even in combat) and have dark vision
- Added a stronger version of crawler
- Added stronger version of mutants Hunchback mutants
Mechanics
- Added the global map
- Added DOMINATING difficulty, mechanically it inherits the modifications of hard difficulty and also increased NPC health by 50% and skill levels by 30%.
- Changed the way hit change display handles oscillating lighting or otherwise dynamic lighting. This also should fix some anomalies like the hit chances changing when saving/loading or transitioning.
- Removed cooldown for arming traps
- Removed cooldowns from lockpicking and hacking
- Reduced the time it takes for the game to yield the control back to the combatant after he kills the target; it doesn't wait for scrolling text and sounds to end now
- Hostilities will now instantly be triggered when you've been detected lockpicking (instead of at the end of the action)
- Increased the damage of chemical pistols by 50% (will be applied retroactively on exisiting items)
- Ground fire will now remove cryogas
- Starting pickpocketing (opening the pickpocketing window) will now require a certain amount of pickpocketing skill depending on the target's detection so not every character can inspect any NPC's inventory (without killing them!)
- Targets will no longer be able to block (in regular way) if stunned, incapacitated or frozen
- You can now unload chemical pistols
- As long as you haven't been fully detected by a NPC, that NPC's detection will be reduced back to zero when you get back into an area where you've been sneaking
- Uncanny Dodge will no longer work while you're stunned or incapacitated in some way
- Dirty Kick will now be subject to Uncanny Dodge and other special defense mechanisms
- You can now root turrets (which makes them susceptible to acidic entanglement)
- On normal difficulty and above, transitioning between areas (red transitions) will now cost action points
- Improved NPC pathfinding slightly
- Primary non-mechanical damage (not caused by on-hit effect) on melee weapons will now scale with weapon skill (like the bio damage on The Claw), but will no longer scale with strength
- On hard difficulty EMP will drain energy (and subsequently deal damage to the holder) from all items in the inventory (not just equipped ones)
- Reduced the ranged weapon precision reduction from low light slightly
- Antidote will now randomly choose the order of poison removal, instead of going in the order they were applied
Tweaks
- Turn-based mode will no longer automatically end at the end of the turn if there are incapacitated enemies near
- Reduced the alpha on energy shields
- Removed the movement animation reseting when rapidly clicking (there's still a very slight stutter if you click very fast, though)
- You cannot change armor suit while in stealth or while stealth is on cooldown on hard difficulty or above
- Turrets will now drop aggro faster
- Getting additional burning damage will reset the burning debuff remaining time
- New combat taunts for military personnel
Psi
- You can now cast Cryokinetic Orb on any non-obstructing tile (such as water and other regularly non-traversable tiles)
- Improved the shard distribution of Cryokinetic Orb on impact
- Changed the range of Frighten psi ability to 5 (up from 3)
Feats
- Steadfast Aim strength requirement changed to 5 (down from 6)
- Cooked Shot special chemical pistol AoE attack with radius of 1
- Three-Pointer Changed Throwing skill requirement to 50 (up from 45); The crit chance will now scale by 1.5% per ten throwing skill points above 50, instead from dexterity
- Doctor will now also work with Regenerative Mixture as it should
- Expertise changed the max bonus to 20 (down from 25)
- High-Technicalities increases damage with energy pistols by 7% for each point of intelligence above 5
Quests/Maps
- Because of the global map, some areas had to be added and some had to be reorganized (especially around the starting cave areas) in order to achieve geographical consistency
- Added a number of possible random events around the world
- Reworked a lot of encounters to scale with game difficulty (from easy to dominating). Normal was mostly kept as it is, but some encounters (typically mid-late and late game ones) were made more difficult on that level.
- Reworked the Free Drone's final mission debriefing dialog with Trenton in order to better handle a certain optional outcome
- DC mindreading will now take into account the number of killed Faceless, which will have negative effects of varying degrees depending on that number; however, kills during certain story-related events where combat is unavoidable will not be counted
- Expanded the Hanging Rat bar and added a base ability check
Bugs
- Corrosive acid bolt crits will now multiply the acid damage done just like the regular acid ones
- Focus Stim will now properly display duration in the item description
- Fixed the Crippling Strike tooltip
- Fossilized Egg Oddity max studies changed to 3 as it should have been from the start
- Spore Turrets marked as ribles, kneeless and immune to critical hits
- Fixed the bug that caused NPCs to not properly react to being alerted (orange eye) to player's presence
- Fixed spelling errors in special ammo hit effect descriptions
- Fixed the bug that caused Eviscerate to do less damage than stated
- Fixed the rounding error with Critical Power feat
- Fixed a sneaky bug regarding status effect stacking
- Black Dragon poison icon fixed
- Fixed the bug that would sometimes cause player to become undead during cutscenes in which he unpredictably dies (this will apply retroactively, RIP)
- Fixed the 8.6mm Incendiary Rounds (they weren't igniting)
- Jookhela should now be immune to stun and incapacitation like the rest of senior raties (will not update for those who already encountered him)
- Removed Gauntlet advertisement from DC
- Crawlers and other NPCs should no longer unwittingly bump their own kind/faction out of stealth
- Suppressive fire will now only be applied to enemies, as intended
- There was a mess up regarding player's increased chance to get critically hit. Contrary to what the game has been saying, there is no universal to-get-crit (TGC) modifier, instead it only applied for weapon and unarmed attacks, which made things like Psychostatic Electricity rather useless. I've now added psi TGC modifier, so recklessness and psychostatic electricity will now apply to psi abilities as well. Everything else will only work for unarmed and weapon attacks. Tooltips have been updated to reflect this.
- Thought control psi abilities can now be properly centered onto non-traversable (but penetrable) terrain
- Disruptive Field will no longer get bugged out by Locus of Control
- You will no longer hear the sound of NPCs stealthing when you enter an area for the first time, unless you can see them already
- Swapping between two energy weapons while recharging the current weapon will now properly cancel the action
- Fixed the bug with plasma sentry when leaving the area while it's deployed in cannon mode
- Fixed an issue with player's house containers (lockers, shelves, etc.) wherein the items from upgraded or changed containers wouldn't transfer to an always-present shelf in the northeastern corner of the ground floor
- Fixed certain quest notes not being set as completed/failed properly
- Fixed a number of skill checks that used base instead of effective required value or had no value set at all
- Fixed Sneaky not registering the death of one important npc
- Expanded or reworked certain parts of npc dialogs (some more, some less) and also added a few new skills checks to some
- Replaced a few windows in fo_prison with solid walls so that the cameras inside the cell block can't see inside the security room. This was done to prevent the cameras from dispatching all the guards into the room even if the player had been granted access to it
- Fixed a minor issue with a certain Hathor Mine-related cutscenes
- Various minor map and dialog fixes
Changelog for Patch 1.0.3.14 (added 29 December 2017):
Items
- Changed the damage of XAL-001 acid pistol to 40-50 (up from 25-35)
- Changed the damage of Phase Gun to 40-55 (up from 30-45)
Bugs
- Fixed Newton dying in the Mushroom Cove base no matter what the player does
- Lucas will now properly give the player a .44 pistol and ammo upon passing the persuasion check
- Fixed the attack option in a certain mugger's dialog
- Fixed a instance in which Gorsky would not give the player the GMS vault card
- Fixed the dialog ending suddenly if you fail Pasquale's psi booster persuasion check
Changelog for Patch 1.0.3.15 (added 29 December 2017):
Bugs
- Health and healing modifiers will now properly be applied on DOMINATING difficulty
- Fixed some tooltips
- Minor dialog fixes
Changelog for Patch 1.0.3.16 (added 29 December 2017):
Crafting
- The price and weight of a crafted/generated sniper rifle will now also take into account the price and weight of the scope and barrel (not retroactive for already crafted/generated items)
- The price and weight of a crafted/generated assault rifle will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
- The price and weight of a crafted/generated SMG will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
- The price of a crafted/generated boots now also take into account the price of soles (not retroactive for already crafted/generated items)
- The price of a crafted/generated energy shield emitters now also take into account the price of secondary emitter (not retroactive for already crafted/generated items)
Bugs
- NPCs will no longer attack you because they were damaged by an explosive barrel that you did not destroy
- Fixed new GMS sentry bots not being hostile to the player
- Minor map and dialog fixes
Changelog for Patch 1.0.3.17 (added 29 December 2017):
Bugs
- Fixed the bug that caused the sniper rifles to add some of its components' value to its weight
Changelog for Patch 1.0.3.18 (added 29 December 2017):
Bugs
- Fixed the bug that caused triggering thermodynamic destabilization death to crash the game
Changelog for Patch 1.0.3.19 (added 29 December 2017):
Bugs
- Fixed the bug that caused bladelings and boars to travel at 30 times the regular speed when affected by adrenaline
- Fixed the bug that would apply -10 to player initiative when loading a save
- Advanced catalyzing belt will now property work with XAL-001
- Deep Worms will now properly follow the player instead of just burrowing once the player has moved out of their range
- Fixed the usage cursor for Foundry mine cart levers
- Fixed not being able to report your findings to Captain Blackwall in certain instances
- Fixed some buggy dogs
- In the instance where you cure Jenny and Cliff hasn't already succumbed to his wounds, he won't spontaneously start bleeding upon their meeting.
- Fixed a few minor glitches with Grover's quest
- Minor dialog fixes
Changelog for Patch 1.0.3.20 (added 29 December 2017):
Mechanics
- Slow immunity will now affect the following status effects (it will only negate the slowing part, not the whole status effect): chilled, knee wound
Bugs
- Fixed a rare bug with canceling a level up through the game menu
- Fixed the bug that caused the game to crash when destroying cameras, burrower eggs and other inanimate object in turn-based combat with acid gun when the combat speed is increased
- Fixed the bug that caused the cameras in SGS to repeatedly put you in turn-based combat when you try lockpicking/hacking in their presence
- Added the missing stunned animations for hunchback mutants that are carrying objects
- Fixed the bug that enabled the player to close a double door while an NPC is standing in the doorway
- Minor dialog and map fixes

Торрент перезалит 04.01.2018, версия игры обновлена до актуальной.
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