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Скачать торрент Star Control®: Origins (Stardock Entertainment) (RUS|ENG|MULTi9) (v1.10.54010 | upd. 29.10.2018) [L] - GOG

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REY

post 16-Окт-18 15:41

patch_star_control_origins_1.02.53461_(24283)_to_1.02.53461a_(24374).exe - http://file.sampo.ru/j8zwk8/

REY

post 26-Окт-18 23:55 (спустя 10 дней)

patch_star_control_origins_1.02.53461a_(24374)_to_1.10e_(24689).exe - https://dropmefiles.com/b9eob
Patch 1.10.54010:
Patch 1.10.54010 (26 October 2018)
Important: Due to the scope of these changes, this build may break any local mods that you have.
Gameplay
Added new Flee mechanic. After winning your first round, you can flee the battle. However, note that the enemy fleet will be fully healed when you fight them again.
Added a new System Scanner component that highlights planets with "interesting" things.
Added mouseover info for planets
Added mouseover to the "fleet picker" in Fleet battles for ships in your fleet
Adjusted lander physics to feel more weighty
Planet mineral balance pass.
Ship AI changes:
AI makes better use of wormholes
Smarter about hunting for wrecks (e.g. powerups)
Better at evading
Improvements to how the AI interacts with incoming projectiles
Improved AI behavior for Tywom turret placement
Added new unique weapons: Flank Blasters, Rapid Laser Dual & Gauss Cannon
Distributed new weapons among existing alien ships for better combat variety
Added new race of minor aliens in the Fang Cluster
Added new pheromones aliens encounter
Added tough new alien interactions in 4 systems
Changed the type of hyperdrive you get from Kzanti in Sirius A so that Star Control accepts it for Colony ships.
After meeting Wymdoo on Triton, a beacon now points the player towards the training base
Adding some Captain's Logs to the scared Tywom quest giver NPC.
Fix for a hitch with the Mukay Ice World prank the Menkmack play on them. All Ice Worlds are despawned when the prank is caught.
AI now taunts you in Fleet Battles
Moving the planet Vrooms in Alpha Mensae much further into the system to stop some weird behavior when the player tried to land on it and went into hyperspace instead.
Moving some planets in Arcturus a little closer to the star, so that players can actually land on them.
Reduced cost and increased efficiency of lander components
Increased the cost of powerful nuclear missile variants
Reduced the selling price of some weapons that can be looted
Increased the cost of late-game ship components
Earthship energy regen rate increased from 7 to 9.
Changed some ships to the human faction to allow healing.
Default Lander Crew increased from 5 to 6.
Deflector Mark II reduced from 20% to 15%.
Reduced cost of overpriced lander components.
Reduced the selling price of some of the "random" pick-up weapons.
Fixed some ships having too small RU value.
Increased cost powerful Nuke variants.
Overmind Deflector reduced from 25% to 20%.
Slight nerf to stacking deflectors.
Planet mineral balance pass. In general, the higher the risk, the higher the reward!
Minor balance changes to Norast ship and Battlecruiser since you can now heal them.
The game now despawns mercenaries when you hire the Mercenary Captain.
Measured/Phamysht/Boscan Transport won't bother the player after winning
All ships can now be recrewed from Star Control base
Urlon convoys now use the proper ship in combat.
Audio
Added new voice for the Freed Trandals
Fixed streaming settings for new Scryve music
Adding Earthling Cruiser weapon variations
Added canister bomb weapon fire variations
Added Scryve space exploration 1 song.
Added audio event for planetary investigation
Interface
Improved remapping of keys and controller inputs
MP Lobby no longer shows the wrong Fleet after ending a match
Right-clicking on AI button in fleet battles setup now moves backward through the opponent types.
Starbase Buy/Sell Panel no longer loses focus sometimes
Fix the possibility of users being able to select options whilst "are you sure you want to surrender" prompt is up
Resolved issue with pressing B button on controller causing popup dialogs to cancel but not call any button functions!
Graphics
Improved some planet buildings and props that weren't set in the ground properly
Improved appearance for many planet props
Updated visuals for the bug and worm critters
Optimized shaders to increase perf. on planets
Added a configurable frame limiter in the settings file
Fixed some very pixelated Red Stars in hyperspace
Updated the Xraki, Greegrox, Trandal and Jeff leader screens visuals
General animation polish/fixes for the Menkmack and Mercenary Captain
Added animation to the Trandal leader background
Added a bigger explosion when you defeat the final boss
Compressed planet models textures to save space on disk (and small perf. bonus to boot!)
Slight performance improvements to stamps
Foreign Languages
Added Commander voice over for German, Russian and Chinese languages.
Updated galaxy object names for non-English to improve translation and better match quests.
Added translations for Portuguese-Brazil and Spanish (Spain).
Updated translations for German, Russian and Simplified Chinese with lots of fixes/corrections.
Bugs
In fleet battles, the enemy purple engine trail now matches the player trail's in length and size
Fleet battles now have space backgrounds in hyperspace
Pulsar weapon now has a description
Fixed some transports not giving the right RU bounty when destroyed
All misc salvageable ships now use the human pilot animation in combat
Using the Observer cloak ability in MP will no longer cause the ship parts of the affected ship to sometimes have very bad transforms
Ship acceleration indicator on inventory and starbase screens now use correct value rather
Fixing some incorrect popup descriptions for Engine rewards
Autonav to a starbase will not drain your fuel while you're there
The Tywom will now properly deduct any superfluids from the player.
Tywom Fuel Rescue guy will no constantly respawn further away when you enter combat (coward!)
If your Vindicator is full, collecting an item no longer deletes it permanently
The "sell conventionals" button is no longer disabled if you didn't have a common resource in your cargo.
Fix for the alien who can't be ignored in Alpha Mus.
Fixing an incongruous movie for a building on Iota Aspis B II.
Fix escape when using surrender from escape menu in Fleet battle (campaign) causing the game to unpause.
Fix for various bugs with strange Measured obelisks quests
Modified marketplace to deal with an issue where you could lose fuel by selecting the same component in the list.
If your main ship mysteriously disappears, we'll give you a new one
Urlon ships no longer look huge in hyperspace
Deleting a ship design will now correctly select the first design in the list afterward.
Ships are no longer stuck on the edge of the Arcturus system.
Maelnir trader in Arcturus is no longer stuck inside the star.
You can longer get stuck running out of fuel during the final fight
Fix for incorrect Game Over a few days later if you stop the Xraki from destroying Earth after they arrive.
Removed collision from trees and small rocks because hitting trees wasn't fun
Fixed a controller hang issue when dismissing auto nav dialogs quickly.
Adjusted Controller UI dead zone value as it was overly sensitive.
Fixed difficulty checking boxes in gameplay tab of options
Fixes issue with acceleration and recharge being identical in Melee config screen
Fixes various problems with interacting with a planet after interacting with a ship
Fixed floating rocks on Beta Wendigo I
Fixed bad placement of village on Wastear in the Lacaille 8760 system.
Fleet Battles Balance Changes
Tywom
Despite being the first ship players get access to in the Adventure Mode, it’s incredibly powerful and one of the best. The incredibly rapid fire rate of the main gun made it too good at bursting enemy ships down. In particular, the Spawn Turret mechanic could be quite exploitative and anti-fun by encouraging the player to avoid the enemy spawning turrets and never engaging directly. These changes will make the Tywom play more actively and make it feel like more of a starter ship.
Tywom Bolt cooldown increased from 1.5 to 2.25
Turret duration reduced from 30 to 15
Max turrets reduced from 5 to 3
Points reduced from 12 to 10
Greegrox Swarm
The Greegrox was far too difficult to hit with projectiles due to the tiny Collision box combined with instant direction changing. These changes will make the Greegrox easier to hit.
Collision box increased from 0.25 to 0.30
Acceleration reduced from 18 to 12
Points reduced from 12 to 10
Measured Response
The Measured Response could be very frustrating to play against due to the permanent slows and difficulty to hit due to high acceleration, small hitbox and instant direction changes. It will be easier to hit and its weapons are getting toned down to justify its 7 points cost.
Red Tape now only temporarily slows instead of permanent slows
Acceleration reduced from 20 to 14
Invitation damage reduced from 10 to 8
Terran Cruiser
The Earthling Cruiser was too fragile and too clunky too control. These changes will make the Terran Cruiser stronger and more fun to play
Health increased from 19 to 24Turn rate increased from 75 to 85
Lexite Interceptor
The Lexite Interceptor was far too strong to justify its low 9 point cost.
Points increased from 9 to 11
Trandals Frigate
The raw power of the Trandal Weapon was too much, especially when combined with its massive mobility allowing it to flank enemy ships or pickup all the salvage easily.
Laser Ribbon Bola damage per second reduced from 150 to 110
Scryve Probe
Like the Tywom Bolt, the Scout Shot was able to burst targets down far too quickly despite also having the dangerous self-destruct.
Scout Shot damage reduced from 6 to 5
Scout shot cooldown increased from 1.5 to 2.25
This is intended to also affect other ships using Scout Shot.
Drenkend Carrier
The Drenkend Carrier was too strong to justify 12 points. The De-energizer Bolt could be quite exploitative due to it’s rapid-fire and low energy cost, which could permanent chain stun targets.
Points increased from 12 to 16
De-energizer Bolt energy cost increased from 5 to 10
De-energizer bolt cooldown increased from 0.4 to 0.8
Xraki Devourer
The Xraki Devourer was too strong at 12 points. The long range and massive energy pool encouraged the ship to avoid the enemy and fly away poking long range black holes, which also were deadly at close range. Lowering the range of the Black Hole projectile will force the Xraki ship to approach the enemy more.
Points increased from 12 to 14
Energy cost reduced from 100 to 85
Black hole duration reduced from 5 to 2.5
Menkmack Negotiator
The Menkmack Negotiator was too weak for 12 points.
Points cost reduced from 12 to 10
Phamyst Consumer
Invitation was far too spammable at only 10 energy as it practically had no drain on the Phamyst, given the huge range and lack of required aiming it was too powerful.
Invitation Energy cost increased from 10 to 20
Kzanti Intimidator
The Kzanti ship was frustrating to verse as it was overly nimble and able to knock the enemy away with Repulsor. It will now be slightly less agile and not be able to spam Repulsor on top of planting mines. Especially important as this was one of the first ships the player would encounter in the Adventure Mode.
Points cost reduced from 13 to 11
Repulsor energy cost increased from 5 to 10
Max speed reduced from 6.5 to 6
Acceleration reduced from 6.75 to 6

REY

post 29-Окт-18 21:38 (спустя 2 дня 21 час)

Торрент файл перезалит. Игра обновлена до версии 1.10.54010. Вышло новое DLC - Star Control: Origins - Multiverse DLC
https://www.gog.com/game/star_control_origins_multiverse_dlc

Текущее время: 28-Мар 11:36

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