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Сообщение 09 апр 2019, 14:36 

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UnderRail
Дата выхода: 18 декабря 2015
Жанр: Tactical, Turn-based, RPG (Rogue, Action), Isometric
Официальный сайт: ссылка

Разработчик: Stygian Software
Издатель: Stygian Software
Релиз от: GOG

Язык интерфейса: Английский
Язык озвучки: Английский
Язык субтитров: Английский
Версия: 1.0.3.20
Тип издания: License

Системные требования:
Операционная система: Windows XP, Vista, 7, 8, 10
Процессор: 1.6 ГГц+
Оперативная память: 2 Гб
Видеокарта: Shader Model 2.0 или выше
Свободного места на жестком диске: 3 Гб

Таблетка: Не требуется (DRM-Free от GOG)

Описание:
Вы переступаете с ноги на ногу, кутаясь в дырявое пальто, которое почти не защищает от влажного, холодного воздуха подземных тоннелей. До вас доносятся голоса мародеров, которые роются в вещах какого-то бездомного, и встречаться с ними вам очень не хочется, но девчушке нужно лекарство. Почти всей нашей расе пришел конец, но вы пока еще живы, а значит, борьба продолжается. Вы сжимаете самодельный дробовик в руках, покрытых волдырями от радиоактивных ожогов, и решительно делаете шаг вперед.
Скучаете по замысловатой ролевой механике и пошаговым боям первых игр Fallout? Значит, UnderRail вам понравится… и ваше убежище будет погребено под пластами бетона, где все еще можно жить.

Бросьте вызов ужасам жестокого мира и пройдите через комплекс тоннелей и станций метро, ставший домом для немногочисленных выживших. Мастерите снаряжение, участвуйте в пошаговых сражениях и разбирайтесь в политических интригах конкурирующих фракций, каждая из которых пытается захватить власть над руинами цивилизации.

Скриншоты:

Видео:
Бонусы от GOG:Игровой саундтрек (*.mp3)
Запускаем установочный файл.
Следуем инструкциям программы установки, не обращая внимание на возможные предупреждения антивирусной защиты.
Играемся...Скриншоты установки:
12.01.2016: Версия игры - 1.0.0.7. Обновлен установщик и добавлен патч.
27.01.2016: Версия игры - 1.0.0.10. Обновлен установщик.
07.02.2017: Игра обновлена до версии - 1.0.2.4.
31.12.2017: Игра обновлена до версии - 1.0.3.20.
Patch 1.0.3.20 (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

Patch 1.0.3.19 (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

Patch 1.0.3.18 (29 December 2017)
Bugs

Fixed the bug that caused triggering thermodynamic destabilization death to crash the game
Patch 1.0.3.17 (29 December 2017)
Bugs

Fixed the bug that caused the sniper rifles to add some of its components' value to its weight

Patch 1.0.3.16 (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

Patch 1.0.3.15 (29 December 2017)
Bugs

Health and healing modifiers will now properly be applied on DOMINATING difficulty
Fixed some tooltips
Minor dialog fixes

Patch 1.0.3.14 (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

Patch 1.0.3.13 (29 December 2017)
Interface

You can now configure transparency of transitions (also increased the default transparency)
Objects that transition you between areas (transition that requires loading) when you use them should not display the transitioning cursor
Added transparency to NPC health/psi/shield/cast bars on the map
Items

Added new high-energy battery type
Increased the weight of the fishing rod
Removed cooldown for placing fishing rods
Increased the damage and critical damage bonus of Quake
Significantly increased the value of a lot of unique items (mostly weapons)
Nerfed Power Fist
Increased the max stack size of scraps to 999
Trapper's Belt will now increase Traps skill by 15% (up from 10%); it will no longer reduce trap arming cooldown
Added two new belts that augment chemical pistol attacks
Regenerative Mixture will now be affected by game difficulty
Special bolts affected by Elemental Bolts feat will now display the modified damage in the tooltip
Reduced the infused leather quality slightly overall and also added diminishing returns when making infused leather above 100 quality
Infused siphoner tabi boots will now give immunity to slow instead to immobilization
Junkyard surprise can no longer increase perception, will or intelligence
The following items will have their max stacks increase to appropriate amount: .44 Explosive Round, 8.6mm Incendiary Round, 12.7mm Contaminated Round, 7.62mm Micro-shrapnel Round, Corrosive Acid Vial, Incendiary Vial,
Halved the move and shoot and action point cost penalties when attaching bipods to assault rifles (not applied retroactively)
You can now use High Efficiency Energy Converter to reduce the energy cost of firing energy pistols
Energy Pistols now have two enchancement slots when crafted
Plasma pistol damage increased by 25%
Laser pistol base action point cost changed to 15 (down from 22)
Laser pistol usage energy cost reduced by 20%
Changed the base value of psi boosters to 275 (down from 350)
Changed the maximum duration of throwing net entanglement to 3 turns (down from 4)
Increased the amount of EMP dischargers generated as loot/merchandise
Changed the number of unsaturated psionic catalyst required to craft a psi booster to 3 (down from 5)
Fixed the armor description when crafting riot gear and tactical vests from super steel sheets (will not be applied retroactively to the already crafted items)
Changed the psi regen reduction of Mushroom Brew to 30 (up from 1). The previous value was geared towards non-regenerating psi pool of alpha version.
Fixed incorrectly set impact speed of unique assault rifles (raised from medium to high, as should be the value for all assault rifles) and corrected the lack of move and shoot precision penalty for those guns
Fixed Jawbone lacking move and shoot precision penalty (now set to 15%) as well as close quarters precision penalty (now 10%)
Fixed low durability of armor worn by Tchortist rassophores and recombinants; only applies to npc armor (armor in the player's possession will remain unchanged)
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 1.0.2.3 (added 06 February 2017):

Quests/Maps

- Fixed a certain flag not being set properly when talking to Luben during the ICPD quest
- Marcos will no longer get cloned
- Supplies to Rail Crossing will no longer appear even if the train had never been recovered
- Fixed the visual issues with the new super steel, siphoner and ancient rathound armor variations
- Options window will no longer reset dialog background alpha slider

------------

Changelog for patch 1.0.2.4 (added 06 February 2017):

Quests/Maps

- Fixed a bug where a certain armored commander in DC did not properly react to the player being a member of the Institute of Tchort
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