•Год выпуска:2 апреля 2015 •Жанр: Real-time Stategy, RPG, 3D, Sandbox •Разработчик: Subterranean Games •Издательство: Subterranean Games •Платформа: PC •Версия игры: 1.0.18 от 9 апреля •Тип издания: Repack •Язык интерфейса: Русский, aнглийский, немецкий, испанский, итальянский, французский, польской •Язык озвучки: Английский •Таблетка: Вшита (ALI213|3DM)
Системные требования: • Операционная система: Windows XP/Vista/7/8 • Процессор: Dual Core 2.0 ГГц • Оперативная память: 2 ГБ • Видеокарта:Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better • Свободного места на жестком диске: 5 ГБ
Описание: War for the Overworld — стратегия в реальном времени, созданная в лучших традициях Dungeon Keeper. Сюжет и задачи банальны до безобразия: вы владыка подземного мира, который мечтает о расширении владений и безграничной власти. Однако внешний мир не хочет, чтобы вы восседали на троне спокойно — отважные герои и смелые рыцари постоянно нападают на ваши земли и уничтожают приспешников. Вам необходимо защитить свои границы и отправить смельчаков на тот свет, чтобы у них не возникало желание портить другим жизнь.
Особенности игры Постройте свое подземелье Играйте за темную сторону Разнообразие сил, юнитов, заклинаний, улучшений Укрепите свой замок, стройте защиты на стенах и т.д. Используйте заклинания Проводите разрушительные ритуалы Командуйте сильными миньонами Станьте владыкой Overworld!
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Особенности Repack-a За основу создания взят Steam Releases ничего не вырезано / ничего не перекодировано 100% для установки необходимо 512 Мб ОЗУ примерное время установки 1 минута версия игры: 1.0.18
Автор релиза Let'sPlay » Смена языка в меню настроек игры
War for the Overworld v1.0.18 Patch Notes 9 АПРЕЛЯ - NOONTIDE Hi all,
We''re just pushing a new patch up to Steam, the biggest improvement you'll see is that we've identified and fixed the memory leak that has been causing crashes and performance issues for a large portion of players. Hopefully a good number of you should see some significant improvements due to this.
Our next priority is the "Too many threads" crash and we're looking to add friendly tooltips into the game soon.
We're still hunting other issues as well and rolling out improvements in other areas of the game, if you have a bug please report it on our official forums following the guidelines in this thread, it will help us get to the bottom of your issue quicker!
As for the number of this patch being a few steps further along, .16 and .17 both had critical issues and did not pass our internal QA process.
Read on for the Full patch notes!
Bug Fixes Fixed a memory leak related to the fog of war system Fixed an issue where tiles were incorrectly highlighted from the start of the level Deleting objects is no longer instant, avoiding a caching issue Border tiles in all maps are now correctly visible and will not be inappropriately hidden by fog of war Fixed an issue where the tables and props in the tavern was not saved Applied a fix to the Revelation ritual, it should now work correctly Saves now correctly account for tile discovery Fixed Gamma resetting when starting a level Fixed an issue that occured when fog of war is disabled Fixed an issue where units would not gain stats when progressing to level 2 Units no longer show their torture progress constantly when rescued from enemy props Fixed an issue where units were not properly released from torture props, so they could still be converted by an inquisitor or succubs after rescue Pathing over Sacred ground no longer constitutes as difficult for the pathfinder Removed unused data from the FoW system Fixed a bug where the material cache was causing materials to leak Fixed an issue where units were not updating fog of war Fixed C10 block positions Objects are now prevented from being created above walls Fixed an issue that allowd units to move above walls Fixed an issue where clients in multiplayer would not see their gold updating correctly Fixed an issue where C10 could not be completed due to Kenos Deaths Fixed AI Players not spawning workers Several fixes to the arena Fixed a bug where units would appear rotated incorrectly
Balance Changes Units are now less likely to search for extremely long paths over land rather than water Vampires will try to avoid water wherever possible C8: reduced the number of enemies by about 40% C8: Enemies are now level 5 C8: Ghouls and Necromancers are now more powerful C8: Adjusted layout of final room C11: Swapped water areas out for claimable bridges C11: It now takes 30 minutes for Mira to charge the Kenos (Up from 20)
AI Improvements Workers will no longer flee when they have important tasks to do (Building Defences, Recovering unconscious units) Units will now correctly sleep when damaged Worker behaviour improved when delivering objects or rescuing minions while Under attack Workers now account for nearby threats when assigning tasks, the higher the threat the lower the priority. Multiple misc improvements to worker behaviour and pathing Other small AI Tweaks
Visuals, Audio, Etc. Campaign map highlight is now green and fire texture brightness reduced Empire Crypts now use the Empire Crypt tileset Fixed Dwarf Granite being the wrong texture Dwarf and Empire Granite are now a bit darker New unit portrait for Arcanist C8: Cleand up some textures C11: Updated all of Mira's textures, it's very shiny now C11: Fixed Granite being the wrong texture C13: Carpet tileset now uses hero connectors instead of evil archive connectors C13: "Dalaran" shield on now purple, matching the inhibitors C13: All Empire defences and tiles are now correctly team coloured as white The grass is greener on the other side of the fence Added multiple highlight colours Combat alert now shows a stack for the amount of units currently in combat, and flashes for each unit attacked
Other Changes Made Rally target prioritisation more reliable More fixes to the Game Text (Spell tooltips Various minor fixes to underlying systems Zooming to a location will now keep your camera orientation
Hotfix Archive (v1.0.15) Fixed an issue which ocassionally caused levels to be unfinishable Fixed an issue with C3 where enemy units would not path correctly You can now drop potions on the cauldron icon in the potions tab to return a potion to a free Cauldron Exiting to desktop via in game menu will no longer present a Bedrock Beta screen Players will now properly have all Veins unlocked after completing Campaign level 13 Implemented a combat status icon, when in combat you'll have a combat notification, if you click on it to be taken to combat Fixed patrols and pathing issues which caused units to go idle in combat Fixed a stack overflow which caused huge framerate drops if the Dungeon Core is attacked on Campaign level 3 Mouse cursor should no longer disappear at the end of some levels under certain conditions Fixed some audio and visual alerts not being triggered for combat & dungeon core damage