-Warhammer 40000: Gladius - Relics of War Deluxe Edition-ИНФОРМАЦИЯ:-Год выхода: July 12, 2018 Жанр: Strategy - Turn-based - Sci-fi Разработчик: Proxy Studios Издатель: Slitherine Ltd. Платформа: Windows Версия: 1.01.05 Тип издания: Лицензия Язык интерфейса: Русский, English, 中文, Deutsch, español, français Язык озвучки: English Таблeтка: Не требуется (DRM Free от GOG.com)-СИСТЕМНЫЕ ТРЕБОВАНИЯ:-Windows: 7 / 8 / 10 (64-bit) Processor: Intel Core i3 or equivalent Memory: 4 GB RAM Graphics: OpenGL 3.3 compatible with 1 GB VRAM (NVIDIA GeForce GTS 450 (1 GB) / AMD Radeon HD 5750 (1 GB)) and up-to-date graphics drivers Storage: 2 GB available space Mouse, Keyboard-ОПИСАНИЕ:-Warhammer 40,000: Gladius – Relics of War погрузит вас в мир террора и насилия. Четыре фракции будут участвовать в жестокой войне за господство над ресурсами планеты. Это первая 4-Х пошаговая стратегия во вселенной Warhammer 40,000! В ней Вы сможете возглавить одну из четырех фракций: Астра Милитарум, Космический Десант, Орков и Некронов, каждая со своим уникальным игровым процессом, технологическим деревом, подразделениями и героями. Бросьте вызов ИИ, а можете объединиться или сражаться со своими друзьями и незнакомцами по всему миру. Гладиус Прайм был известен среди Имперских ученых, как планета богатая на археологические находки. Во время его колонизации были найдены древние реликвии, намекающие на окутанное тайной прошлое планеты. Находки оказались нечто большим, чем реликвиями. Пробудился ужасный отголосок древнего прошлого, и жители Гладиуса оказались втянуты в смертельную войну за выживание. Гладиус Прайм когда-то был мирной планетой. Теперь на ней идет только война.-
You can get the Deluxe edition - which includes the Soundtrack, 7 digital Wallpapers and an exclusive extra neutral unit, the fearsome Lord of Skulls!
Новые подразделения присоединяются к битве! Подкрепление прибывает на поле боя, когда сражение достигает апогея . Командующие четырех армий сражаются за контроль над Гладиус Праймом и посылают в бой свои лучшие отряды, чтобы склонить чашу весов на свою сторону. Но новый коварный враг скрывается в тени: он дождался своего времени и теперь готов нанести удар... Пак Пополнения выводит пять новых подразделений на поля сражений Гладиус Прайма! По одному новому подразделению для каждой фракции, плюс одно для нейтралов, наполняют битву новым содержанием и расширяют стратегические возможности, доступные командирам. Отпрыски Темпестус (Астра Милитарум) Регулярные войска часто посматривают на Отпрысков Милитарум Темпестус с опаской и затаённой враждой. Обычные их прозвища - 'Мальчики славы' и 'Большие игрушечные солдатики'. Но эта недоброжелательность ничего не значит для самих Отпрысков. Обученные тайными операциями и тактике быстрых ударов, они идут в бой уверенные в том, что каждое их действие направлено во благо Империума. Бессмертные (Некроны) Еще до трансформации, Бессмертные были элитными солдатами Некронтира и шли во главе их галактических завоеваний. Вселённые в неутомимые металлические тела, теперь они являются ударными войсками каждой армии Миров гробниц. Там, где Воины Некронов являются только мясом для пушек врага, Бессмертные, гораздо более ценные для своих Владык, будут развернуты только для выполнения важных задач. Сильно вооруженные и бронированные, они не остановятся ни перед чем для достижения целей своих хозяев. Они часто идут на острие любого решительного наступления или сокрушительной контратаки. Понторезы (Орки) Они являются самыми богатыми и самыми гадкими из их воинственной породы. Понторезы путешествуют по галактике, участвуя в актах подлого пиратства и бессмысленного вандализма. Они нанимаются, как наемники, в банды Орков, наслаждаясь завистью Парней, ревниво относящихся к их роскошному набору потрясающих дакк. Несмотря на их хвастовство, Понторезы отдают все свои силы платящему им Варбоссу. Они смертоносны в перестрелках, высадках на планету и тому подобных действиях - банда Понторезов открывающая огонь не что иное, как стихия. Оглушительный град энергетических болтов и пуль мелькает в воздухе, разлетающиеся на большое расстояние брызги крови и всполохи взрывов заполняют поле битвы до тех пор, пока Понторезы не растопчут оставшихся в живых врагов. Лэндрейдер (Космический десант) Земля дрожит, и враги разбегаются в страхе, когда могучий Лэндрейдер продвигается по полю битвы. Тяжелая, неостановимая, благородная боевая машина пробивает сквозь стену и перемалывает гусеницами её остатки, пока осколки сооружения, образовавшиеся после взрыва, барабанят по её броне. Лучи раскаленной добела энергии врезаются во вражеские танки, пробиваются через их бронированные корпуса и превращают их в пылающие огненные шары. Влетающие с глухим стуком в плоть врага болты, прежде чем взорваться, разбрызгивают облака крови жертвы. Количество убитых увеличивается с каждым мигом пока Лэндрейдер продвигается через зону боевых действий, и достигает апогея после того, как его штурмовая рампа падает, и его пассажиры, состоящие в Адептус Астартес, присоединяются к бойне. Гибриды-неофиты (Нейтралы) Каждый культист проворен и силён - на протяжении всей жизни они занимаются тяжелым трудом. Их физическая сила и реакции улучшаются чужеродными генами, скрывающимися внутри них. Гибриды-неофиты не имеют внешних признаков священного прикосновения Патриарха; как говорят их племенные лидеры, их благословенные души больше, чем их тела. Эти гибриды третьего и четвертого поколения могут очень походить на человека - некоторые из них даже достаточно хитры для того, чтобы проникнуть в ряды Астра Милитарум. Когда культ идет в атаку, эти Неофиты показывают свои истинные лица. Они выбираются из канализационных труб, катакомб.
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Update 1.01.04 (26 November 2018) Balance Cities now start with 1 tile acquisition radius instead of 2. Reduced Astra Militarum edicts from +50% production to +33% production. Increased Astra Militarum edicts from +25% resources to +33% resources. Increased cost for Necron Monolith by 50%. AI Fixed an issue that prevented Neutrals from retreating. Improved AI tile evaluation (and tiles recommended for founding cities). Fixed an issue where AI units would still heal instead of defending their city with their lives. AI will now only make room for more population when they actually have a need for that population because maintaining unused population just puts too much of a strain on the economy. Update 1.01.03 (21 November 2018) These are mainly AI improvements as well as a fix to the AI performance drop that was introduced with a recent version. We're currently in the crunch phase for the new faction, so balance changes are postponed to the upcoming big update. AI AI will now be more aggressive when fighting other factions. This might slightly weaken them in FFA scenarios but should be more fun to play against. AI will no longer retreat its units when their cities are under attack and take damage. Instead it'll also fight with the damaged units. AI now tries to keep support units units behind other units and out of harms way. AI is now less likely to shoot their own enslaved units when there's other units around (like an Enslaver). Targets for capturing and exploring will now always be picked considering the distance form the AI's army. Targets for attacking will be picked considering the distance from the cities. That way the AI still prioritizes defending but will not waste so much time going back and forth with their army for recapturing and exploring. When retreating a unit to heal, the AI will now not just go out of immediate attack range of the enemy but also further back in general to make it harder to chase the retreating unit down. AI is now more afraid of Enslavers. Added AI flags to a lot of technologies so the AI knows what they are good for and can choose research accordingly. AI shall now prefer targets it can deal a lot of damage to over targets that are safest to attack. AI shall no longer leave an important frontline where it still feels it has the upper hand in order to chase some easy targets. AI will no longer build a colonizer production building in every single city when it already has one. AI now will no longer completely disregard important techs it might not need right now but later. AI now takes the lacking resources into account that it saves by disabling buildings when it calculates which resource buildings it needs. AI no longer considers to let a unit heal when it hasn't lost at least 10% of its health. This helps against "stunning" Ork melee units via miniscule damage caused by morale loss. Whether AI tries to keep their population growth maximized now depends on whether they have enough production capabilities to keep up with the population growth. Ammo Runt and Signum abilities are now used by the AI. AI Weirdboy should no longer cast warpath on himself and shall prefer more expensive units as targets instead of random ones. AI shall now prioritize units to which they deal the most damage overall rather than the highest damage percentage (still taking into account if a target has lower health). Fixed Librarian using Telekine Dome when there were no enemies nearby. Fixed an issue with potential division by 0 in score evaluation for Neutrals. Bug Fixes Fixed AI slowdown. Fixed an issue that caused recommended tiles for founding a city only being the tile the builder was on. Update 1.01.02 (05 November 2018) AI AI now takes into consideration from how many of the currently visible enemies they could be attacked from a tile before stepping into it. They will try to position their units on tiles that can be attacked by as few enemies as possible while still being able to attack from where they are. Added a threshold for when melee units that currently can attack an enemy will retreat, causing them to stay in combat for longer. This shall help Orks in particular, who often lost a lot of units from being too undecisive with their many melee units. AI now mathematically determines whether building a second construction building makes sense and will put more emphasis in getting it quickly when it does. AI now puts more emphasis on not getting their population growth reduced. • Area of Effect is now properly taken into consideration for AI unit selection. Fixed an issue with the AI not getting resources refunded when canceling an order under certain circumstances. AI no longer disbands units when their cities are damaged as not losing is more important than fixing the economy in such a scenario (and most of the bad economy is caused by city damage anyways). AI is now much more concerned about defending territory near to its cities as compared to pushing further wherever its army is. They will now also return from somewhere else to defend their cities as luring away their units and then killing the city was too exploitable. Evaluation of how good a city location is now depends on distance from own army. Made algorithm that makes unit evaluation go from cost efficiency towards tile efficiency the more units are available. AI is now capable of planting orkoid fungus. AI now can handle severe resource shortages via disbanding excess units. AI should no longer overrule the order to found a city with another order. Fixed a bug that prevented Space Marines AI from actually acquiring tiles with a range of 5 from the headquarters. Fixed an issue that could cause AI to build nothing at all when they were completely happy with their city. General Adjusted difficulty names for the improved AI. Changed visualization and audio of Neophyte Hybrids' Return To The Shadows ability to better match its description. • Tweaked Land Raider model and animations. Tweaked color intensity of some Space Marine vehicles. Bug Fixes Fixed unit health bars not refreshing when a unit has a wait order. Fixed neutral Techpriest Enginseer units sometimes continuously appearing from the ground. Fixed Jokaero Digital Weapon item having an incorrect range of 1 instead of 2. Fixed quest screen not closing by keyboard shortcuts like other screens. Fixed crash when closing the settings screen after opening it with Ctrl+E. Fixed outposts not being captured when the player control of a unit changes. Fixed Stormraven Gunship research not requiring Launch Pads to be researched. Fixed Dimensional Sanction research description not mentioning action cost reduction. Fixed several English typos. Update v1.0.10 (04 October 2018) As announced a few days ago, we have been working on a new massive free update for Gladius. The changelog is enormous, but its main features are the new World Builder settings and the revamped and improved AI. We received some tremendous feedback from testers, and we're really glad with how the update turned out. You can now completely customize the map you'll play in to your liking. Set the region sizes, as well as their density. You can now make the planet entirely volcanic, if you wish, or desertic. It's up to the player. The AI revamp is truly massive, as you can read in the changelog below. There have been many improvements in key areas, and you'll find that the AI is now tougher than ever. We are eager to hear what you think of the new AI in particular. With 1.0.10 now live, Proxy Studios is moving ahead on the next milestone for Gladius. You'll be thrilled to know that the announcement of the first DLC is imminent, so stay tuned! Changelog: New Added world parameters for general region size and density as well as arctic, desert, tropical and volcanic region densities. Fortifications now capture and keep control of adjacent outposts. Fortress of Redemption now only gains percentage and flat resources from a controlled outpost. AI AI will now prefer building units with a cost profile that fits its resource pool and income. AI will now cease producing units if this would slow the economic buildup. AI will now cease producing units if this would lead to going bankrupt in one of the resources. AI will now cease producing units if this would lead to going into negative income for the resource required to power their buildings. AI is now better at stockpiling the right amount of resources based on its expenditure. AI will now make sure to have at least one colonizer unit in case it wants more cities. AI now knows the true value of loyalty and constructs this building when it makes sense. AI will now research loyalty and habitat buildings even if it doesn't need them yet so it has them available once required. AI will now take into consideration that loyalty also increases the production capabilities of production buildings and reduces the required count accordingly. AI will no longer add more research buildings once it reaches the highest research tier. AI units now prefer moving through forests and imperial ruins in order to gain combat advantages. AI now considers their production capabilities when choosing what units to research. AI now chooses better tiles for healing its units. AI no longer has the urge to explore water tiles. AI now assumes there are unseen enemies near visible ones. AI no longer spams colonizer units. AI is now a signficantly better in grouping its units. AI now performs more organized retreats. AI will no longer wait for the population to grow before constructing a building that helps with a resource emergency (even if the required population exceeds the available population). Fixed Space Marines AI placing several fortresses of redemption on the same resource node. Fixed an issue with Space Marines AI not acquiring tiles with a city center distance of 5. Fixed an issue with AI operating on outdated strategy data. Fixed AI stopping exploration under certain circumstances. General Made regions more pronounced. Improved multiplayer UPnP connectivity. Updated French, German, Russian and Simplified Chinese translations. Bug Fixes Fixed crash when using an operation after having selected a transport unit. Fixed unit autocycling moving to the next unit when the item shop is open, resulting in bought items disappearing into the void. Fixed Ctrl+Y showing unexplored tiles. Update 1.0.9 (21st August, 2018) New * Added drop pod landing screen shake effect. * Added new keyboard hotkeys. Balance * Reduced the maximum effective armor (after applying armor penetration) from 11 to 10. This effectively doubles the minimum damage against certain units with very high/stacked armor (namely Captain and Chaplain). * Melta Bomb and Tankbusta Bomb can now only target Vehicles, Monstrous Creatures and Fortifications. * Melta Bomb and Tankbusta Bomb now have Bomb traits. * Bomb trait now fixes accuracy to 6. * Blast trait now gives +2 accuracy. * Reduced Frag Grenade and Stikkbomb damage by 33% to compensate the accuracy buff from Blast weapons. * Reduced Killa Kans cost by 33%. * Reduced Assault Space Marine melee attacks from 2 to 1. * Increased Space Marines doctrine costs from 40 to 80 influence. Bug Fixes * Fixed a crash bug that was caused by loading a game with certain quests active. * Fixed being able to remove hero items of other players. * Fixed language \ references being resolved after each individual mod is loaded instead of at the end of loading all language. Hotkeys * Q Unit ability 1 * W Unit ability 2 * E Unit ability 3 * R Unit ability 4 * T Unit ability 5 * A Unit ability 6 * S Unit ability 7 * D Unit ability 8 * F Unit ability 9 * G Unit ability 10 * Y Unit ability 11 * X Unit ability 12 * C Unit ability 13 * V Unit ability 14 * B Unit ability 15 * 1 Unit item 1 * 2 Unit item 2 * 3 Unit item 3 * 4 Unit item 4 * 5 Unit item 5 * 6 Unit item 6 * 7 Unit item 7 * 8 Unit item 8 * 9 Unit item 9 * 0 Unit item 10 * Alt+1 Cargo 1 * Alt+2 Cargo 2 * Alt+3 Cargo 3 * Alt+4 Cargo 4 * Alt+5 Cargo 5 * Alt+6 Cargo 6 * Alt+7 Cargo 7 * Alt+8 Cargo 8 * Alt+9 Cargo 9 * Alt+0 Cargo 10 * Ctrl+1 Player ability 1 * Ctrl+2 Player ability 2 * Ctrl+3 Player ability 3 * Ctrl+4 Player ability 4 * Ctrl+5 Player ability 5 * Ctrl+6 Player ability 6 * Ctrl+7 Player ability 7 * Ctrl+8 Player ability 8 * Ctrl+9 Player ability 9 * Ctrl+0 Player ability 10 * Ctrl+E Settings screen * Ctrl+N Next music track * Ctrl+U Unit overlay * Ctrl+Y Yield overlay Update 1.0.8 (9th August 2018) New Lord of Skulls quest now shows the turns until Khorne goes inactive again. Added warp in and out effect for Lord of Skulls. Added setting for orkoid fungus density. Added non-destructive mod support: mod data is loaded from "%USERPROFILE%\Documents\Proxy Studios\Gladius\Mods\\Data\" on Windows and "$HOME/.config/Proxy Studios/Gladius/Mods//Data/" on Linux. Balance Rescaled all influence costs to match the default cost scheme (25/50/100/200 to 20/40/80/160). Fortresses of Redemption now costs 40 influence. Fortresses of Redemption no longer gain the percentage bonus from tiles controlled by cities. Increased Fortress of Redemption upkeep from 2 to 3. Increased Orbital Bombardment cooldown from 0 to 1. Increased Orbital Scan cooldown from 0 to 1 and increased its radius from 1 to 2. Aircraft and jump / levitate now only ignore zone of control of enemy ground units (but are still affected by other aircraft). Ere We Go now requires movement (but does not consume movement) to prevent exploiting its use to cross wire weed or zone of control in 1 turn and still attack after. Deffkopta's big bomm no longer consumes an action (7th edition bombing run Orks errata). Reduced Apothecaries group size from 5 to 3. Reduced Apothecaries cost by 50%. Fixed Dreadnought conversion typo: increases Dreadnought armor from 7 to 8 and hitpoints from 24 to 36. Increased Dreadnought cost by 50%. Fixed Gorkanaut's Klaw of Gork typo: increases damage from 6 to 12 and armor penetration from 0 to 8. Reduced Gorkanaut attacks from 3 to 1. Reduced Gorkanaut Rampage bonus attacks from 2 to 1. Fixed Gorkanaut gaining Rampage even when the number of enemies was even. Medi-Pack research moved from tier 2 to tier 3. Heavy Weapons Squad research moved from tier 3 to tier 2. Increased Cryptek's Resurrection Orb range from 1 to 2. Canoptek Spyder and Kastelan Robot now have Vehicle traits, allowing them to be repaired. Killshot now also increases damage against Fortifications. Machine Empathy now also heals Fortifications. Ordnance now also has increased damage against Fortifications. Dok's Tools, Extra Bitz, Experimental Procedure, Narthecium, Roll Over Them, Summary Execution and The Flesh Is Weak no longer work on Fortifications. Awaken the Machine, Blessings of the Omnissiah, Fabricator Claw Array, Mek's Tools and Objuration Mechanicum now work on Fortifications. Fermentation pool now gives +1 energy and +1 influence instead of +2 influence for Necrons. Grox pasture now gives +1/+10% infuence and +1/+10% ore instead of +2/+20% influence for Necrons. Recaf leaf now gives +1 influence instead of +1 energy for non-Necron factions. Tweaked some special features adjacency bonuses for Necrons. Lord's Royal Guard summon duration increased from 3 to 5 turns. Modding Added XML support for specifying if only one conditions needs to match before effect is applied. That is, \ and other block conditions tags such as \ can now have the attribute match="Any". Defaults to match="All". Revert to random faction instead of crashing if config faction is invalid. General All relevant technologies are now linked with requirements. Level up selection now stays up until all points have been spent. Tweaked Tactical Space Marines death animations. Bug Fixes Fixed mouse cursor not showing when mouse pointer trails is enabled on Windows. Fixed item cooldowns not decreasing. Fixed a crash when immediately founding a city on a tile where a city was just destroyed. Fixed experience not being awarded when a unit is disbanded or killed with an ability such as Shockwave and Orbital Bombardment. Fixed cleared tiles still obstructing vision. Fixed being able to move items to units across the map. Fixed trait rank not going up with ability rank (e.g. Cybork Implants). Fixed capturing artefacts not refreshing resources before the end of the turn. Fixed clicking on an item while leveling a hero wrongly spending level up points. Fixed drop pods not being player colored. Fixed orbital deployment and teleporting to a tile not triggering explore/capture/overwatch. Fixed outposts of a destroyed city not being immediatelly reclaimed. Fixed Astra Militarum energy, food, loyalty, ore and research edicts accidently increasing the upkeep of buildings. Fixed Fear, Furious Charge and Zealot applying less melee damage change than intended (adds Circumstance Melee Damage). Fixed units being affected by heavy and not healing if their max movement increased. Fixed aircraft not being able to fly over enemy ground units. Fixed bolt damage upgrade having no effect for Orks. Fixed destruction protocols trait not being red. Fixed heresy in an Astra Militarum bark. Update 1.0.7 (31st July 2018) Balance Flyers can no longer capture or hold artefacts. Bomb trait: bombs from aircrafts and skimmers now have set 50% accuracy and cannot target air units. Melta bombs and tankbusta bombs now use melee instead of ranged accuracy (abstracts that they are deployed in close combat). This fixes tankbusta bombs being ineffective. Fixed heavy bomb clusters of the Marauder Bomber having only 1 instead of the correct 8 attacks. Increased Burna Bommer burna bomb count from 1 to 2. Decreased Burna Bommer burna bomb cooldown from 5 to 3. Increased Burna Bommer skorcha missile count from 1 to 2. Increased Thunderbolt skystrike missile count from 1 to 2. Increased Mek Gunz traktor kannon range from 2 to 3. Reduced Fortress of Redemption influence upkeep from -3 to -2. General When finishing production and research, any progress left over is no longer lost but preserved until the end of the turn. Reveal map when player has no sighted tiles instead of when he is defeated. This allows fairer team play. Don't allow sending chat messages to teams you are not part of. Stretch basic and advanced parameters buttons to full size when chat is not there. Don't clear chat when going from lobby to world. Improved resolution handling. Updated French translation. Bug Fixes Fixed an issue with fog of war and water not covering the entire screen when the viewport size was exceeding the framebuffer size. Fixed an issue with turns being stuck in multiplayer when a player connects or leaves the game. Reducing world size no longer removes players if they are human. Fixed player joined message appearing multiple times on the server. Added missing vectored afterburners effect. Added missing effect for signum and ammo runt. Update 1.0.6 (26.07.2018) Hi guys, the first few patches focused on resolving crashes and serious game breaking issues. This patches gives multiplayer some love. We've also looked at the city spawn rate and made some changes to keep SM competitive in mid to late game. We've added chat in game, team chat, individual chat and broadcast to all. You can now trash talk your opponents whilst destroying them! We've also added the much requested turn by turn multiplayer. When setting up a game you can now select to play each team as a group and then pass the turn to the next team. This avoids any simultaneous movement. Just bear in mind there is a lot more waiting so its more suited to a 2 team game than 8 players or you will do a lot of waiting! Enjoy the changes and let us know what you think! New * Added lobby setting for simultaneous turns. If disabled, only players of the same team will act simultaneously. If a team contains human as well as AI players, the AI players will act after the human players but still before the next team. * Added multiplayer chat. * Added 3dsMax exporters and other scripts to Resources/ folder for modding support. Balance * Increased the loyalty penalty from additional cities from -3 to -6 per city. This makes large empires more costly to maintain making the Space Marines more competitive with larger empires. * Halved resource cost for Space Marines fortress of redemption. * Slightly increased influence cost of orbital scan. * Improved spreading of special features, necron tombs, artifacts and wild life. * Reverted reduction of Necron tomb density. General * Space Marines AI now always deploys in their starting area instead of potentially adjacent to allies. * Quests that spawn units now prefer unpopulated areas. * Halved the rate at which a new wave of enslavers appears in Astra Militarum quest 5. * Ambulls can no longer be awarded from Ruins of Vaul. * Tweaked tile colonization score evaluation. * Language tweaks. Bug Fixes * Fixed a crash issue caused by two fortresses of redemption being deployable on the same tile. * Fixed enemy units sometimes moving during the players turn instead of performing an overwatch attack. * A corrupted configuration file should no longer crash at startup. * Improved error logging to help track down some bugs that have been hard to find. Update 1.0.5 (20th July 2018) Balance Deffkoptas, like other jet bikes, now gain ranged damage reduction in forests, imperial ruins and cities. Tomb Blades, like all jetbikes, now have turbo boost, jink and hammer of wrath. Increased cost and upkeep of Tomb Blades by 100%. Increased the influence cost of necrodermis repair from 50 to 75. Reduced necrodermis upgrade bonus healing from +33% to +25%. Reduced the amount of Necron Tombs by 25%. Bug Fixes Improved handling of unicode account names on Windows. Fixed crashes on Windows sometimes not generating error logs. Fixed a multiplayer crash that could appear when deploying a Fortress of Redemption. Update 1.0.4 (18th July 2018) Due to high demand we've implemented a UI scale setting. This is an early implementation that can be improved with crisper font and icon rendering down the line, but we wanted to get it to you as soon as possible. Our next priority is getting the essential multiplayer issues resolved and features added -- you can expect more updates on that front soon. New Added UI scale setting. Allies (and defeated) players can now see allies' (everyone's) unit orders and inspect their cities, resources and items. General Cinematics are now cropped to avoid distortion. Difficulty no longer scales wildlife density. Changed turn timer options from 1, 2, 4, 6, 8 to 1, 2, 3, 4, 5 minutes. First start now starts at native resolution, even if that is 4K. Players that are AI controlled now show with name "AI" instead of the disconnected player's name. Game list is now sorted alphabetically, with incompatible games at the bottom. Allow humans to take over artefacts even if they're of allies. Joining a game now prioritizes matching to undefeated players. Bug Fixes Fixed an instance in which friend invites would not do anything because the client believed he was already on the server. Fixed a crash with the Chaplain's elite. Fixed Orbital Strike doing no damage after moving the Captain. Fixed notifications clearing when the turn starts. Fixed non-host players not being able to delete or move hero items. Fixed disconnected players not being set to AI controlled when loading a saved game. Fixed brightness, contrast and gamma not being applied when starting the application. Fixed Triarch Stalker's Targeting Relay applying to enemy units. Fixed quick load crashing when there is no quick save. Fixed artefact capture effect being affected by the capturing unit's squad size. Fixed Vaul Control Device being activatable too early. Fixed missing effect for activating Vaul / Exterminatus Device. Don't allow teleporting stationary units. Don't allow loading games when non-host. Update v1.0.3 (16 July 2018) New General difficulty setting now scales wildlife density. Introduction now plays at lowest wildlife density. Added hint to difficulty setting. General Turn timer now goes red when below 11 seconds. Minor performance tweaks. Bug Fixes Fixed a multiplayer crash that could occur when creating a new game. Fixed Necron chapter 3 causing a crash in multiplayer. Fixed Da Jump effect not working properly in multiplayer. Fixed wrong max height of multiplayer games list. Fixed an issue with the recommended tiles for founding cities. Fixed being able to give orders as non-host during AI turn in multiplayer. Fixed resource rewards not scaling with game pace. Fixed Lord of Skulls option becoming disabled after joining a game as non-host.
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-Торрент перезалит 08.12.2018, дистрибутив игры обновлен до актуального.
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