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Скачать торрент UBOAT (PlayWay S.A.) (RUS|ENG|MULTI10) (b122 | Early Access) (upd. 15.07.2019) [L|Steam-Rip]

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REY

post 30-Апр-19 18:30

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UBOAT
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ИНФОРМАЦИЯ:
Дата релиза: 30 апреля 2019
Платформа: PC
Жанр: Simulator / Strategy / Action / 1st Person / 3rd Person / 3D
Разработчик: Deep Water Studio
Издатель: PlayWay S.A.
Тип издания: Лицензия [Steam-Rip]
Игра в Steam: UBOAT
Версия игры: b122 | Early Access
Язык интерфейса: Русский / Английский / MULTi10
Язык озвучки: Английский / Немецкий
Таблетка: Присутствует (CODEX emu.)

СИСТЕМНЫЕ ТРЕБОВАНИЯ:
Минимальные:
ОС: Windows 7 64 Bit / Windows 8 64 Bit / Windows 10 64 Bit
Процессор: Core i3 3.1 GHz or AMD Phenom II X3 2.8 GHz
Оперативная память: 6 GB ОЗУ
Видеокарта: GeForce GTX 560 1GB (720p Low), GeForce GTX 750 Ti 2GB (1080p Low) or AMD equivalents
DirectX: Версии 11
Место на диске: 20 GB

ОПИСАНИЕ ИГРЫ:
Игра UBOAT представляет собой симулятор подводной лодки периода Второй мировой войны, но она непохожа на другие подобные игры. В основе ее механики лежат микроменеджмент и выживание в открытом мире, а главной темой является жизнь немецких подводников. Субмарина - их дом, способный в любую секунду превратиться в братскую могилу.

В UBOAT вы управляете в первую очередь командой, а уже потом лодкой. Следите за физическим и психическим здоровьем своих моряков. Если они будут голодными, усталыми и деморализованными, вы обречены на поражение.
Особенности игры:
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Выживание
В основе механики выживания в этой игре лежит сложная и проработанная система урона. Непредсказуемые ситуации, которые она может вызвать, станут испытанием вашей находчивости и хладнокровия. Вы можете попытаться спасти всю команду или пожертвовать кем-то одним ради выживания многих.

В открытом море вы редко можете рассчитывать на помощь со стороны. Совершенствуйте свои командирские навыки, эффективно распределяя имеющиеся ресурсы. В экстренных случаях вы можете пополнить их запас, обратившись за помощью к союзникам... или обыскав обломки потопленного вражеского корабля.

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  • Чтобы продлить работу аккумуляторов, отключите ненужное оборудование.
  • Чтобы экономить кислород, прикажите офицерам оставаться в койках.
  • Чтобы повысить боевой дух своих товарищей, сыграйте с ними в карты или включите музыку с одной из ближайших радиостанций.


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Карьера в кригсмарине
В ходе игры вы будете получать боевые задачи из штаба кригсмарине. Они никогда не бывают линейными: выполняя их, вы будете получать новые указания и сталкиваться с неожиданными проблемами.

Самоотверженное выполнение боевых задач вознаграждается увеличением вашего бюджета и повышением авторитета в подводном флоте. И то и другое понадобится вам для улучшения субмарины, чтобы не отстать от противника в технологической гонке.

  • Улучшайте подводную лодку на полученные средства.
  • Обменивайте очки репутации на дополнительные полномочия.
  • Покупайте новые торпеды, ложные цели, поглотители углекислоты и другое оборудование.
  • Посылайте своих офицеров на задания штаба для ускорения исследований и получения других преимуществ.


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Достоверное моделирование
Крайне реалистичная модель подводной лодки, созданная в нашей игре, ничуть не влияет на ее доступность. Вы можете играть в UBOAT как в обычную игру, постепенно изучая многочисленные тонкости, помогающие лучше командовать субмариной.

При этом мы достоверно воспроизводим даже такие нюансы, как кривизна поверхности Земли и влияние распределения балласта по отсекам на дифферент лодки.

Совершенства можно достичь разными путями. С одной стороны, вы можете раскрывать свои командирские таланты, быстро и эффективно распределяя всю работу между подчиненными офицерами. С другой стороны, у вас всегда есть возможность взять дело в свои руки. Смотрите в перископ, слушайте сигналы на гидроакустическом посту и отражайте налеты вражеской авиации, управляя зенитным орудием!
Информация о релизе:
- Версия игры b122 | загружена 15.07.2019, полностью идентична активированной лицензионной копии игры в Steam.
UBOAT - Early Access Trailer:
Скриншоты:
Скриншоты запуска:
Инструкция по установке:
Установка #1 (Обычная):
1. Скопировать содержимое релиза в любое место на вашем жестком диске.
2. Из папки Crack скопировать содержимое в папку с игрой, в UBOAT\
3. Запуск игры с файла UBOAT.exe от имени администратора.
4. Играть.
---------
Установка #2 (Для обладателей лицензии):
Внимание! Перед установкой в клиент Steam, игра уже должна быть зарегистрирована на аккаунте, а сам клиент Steam - закрыт!
1. Скопировать папку с игрой UBOAT в папку с вашим Steam-клиентом, путь ...\Steam\SteamApps\common)
2. Скопировать содержимое папки Steam в папку с вашим клиентом.
3. Играть.

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Похожие раздачи

REY

post 30-Апр-19 18:35 (спустя 5 минут)

При перезаливке на другие ресурсы просьба указывать источник, или автора.

Сейвы, настройки и логи хранятся по пути:

Код:

C:\Users\ВАШЕ ИМЯ\AppData\LocalLow\Deep Water Studio\UBOAT

Патчи:

Скрытый текст
Обновления отдельно:
UBOAT.Update.vb115.Unstable.XDelta.Patch - 01.05.2019 - 512 МБ - Скачать
Pass: rustorka.net
Требуемая версия игры: b114
Для установки нужно дополнительно около 10 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b115:
The fixes are as follow:

Disabled certain physics optimizations to fix crashes on CPUs that don't support SSE4 or AVX.
Important performance improvements related to rendering.
Noticeable optimizations to memory usage and execution time of terrain generation procedure. Fixed few related bugs found during stress tests.
Fixed few RAM/VRAM memory leaks related to entering and leaving scene areas like ports.
One of the AA guns in La Rochelle was sticking out of the port.
Objective ordering player to equip breathing apparatus during tutorial could stay indefinitely on the screen.
Engine gears could stay indefinitely blocked on the UI telegraph.
Decreased resolution of some less important textures.
FPP on-screen hints don't appear at the beginning of the tutorial, because they explain functions that are disabled at this point.
Fixed multiple issues appearing after leaving tutorial by clicking the button on the mission completion message (not being able to leave upgrades view, missing saves and more).

TLDR: We tried to eliminate as many crashes origins as possible, we fixed the tutorial and some issues that happened after the tutorial when you moved to the sandbox.

We are still reading all your comments and move our forces to deal with any other things you report. You're the best! Thank you for all the kind words and faith in us. We won't disappoint you.

Yours,
Deep Water Studio

Подробнее - https://steamcommunity.com/games/494840/announcemen...2895822971777315

UBOAT.Update.vb116.XDelta.Patch - 02.05.2019 - 16 МБ - Скачать
Pass: rustorka.net
Требуемая версия игры: b115
Для установки нужно дополнительно около 2 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b116:
Good news, everyone! Another patch for UBOAT is already here!

We are constantly gathering your feedback from Steam and social media. Thanks to your comments it's easier for us to choose what we should focus on - so do know that we appreciate you being active.

Without further ado, here's the changelog for patch B116.

Fixes:

Missing officers in Port of Kiel and La Spezia are now available. It is also possible to walk in these ports in FPP mode now.
It's no longer possible to enable fast travel when engines are disabled.
Characters can no longer be visible on upper starboard beds in the section view after loading a game state.
Random events were no longer starting after loading a game state. They do now.
Depository worker at La Rochelle wasn't aligned with the chair.
Periscopes weren't working correctly near ports. Identifying AA guns wasn't possible among other issues.
Helping sailors were sometimes occupying the attack periscope instead of the officer.
FPP animation problems when moving through hatches still persisted in case of some officers.
Character impersonated in FPP wasn't taking any automated actions after switching to the section view.
Periscope sounds are now much more quiet.
Further terrain generation fixes.
Further crash fixes.
Added missing Korean translations.

Of course we must repeat ourselves by saying that we're still working on further improvements. We also stay in touch with you all the time - be assured we see your comments!

You can post your feedback for patch B116 here: https://steamcommunity.com/app/494840/discussions/1...917420736361191/

Thanks again for your heartwarming support.

Yours,
Deep Water Studio

Подробнее - https://steamcommunity.com/games/494840/announcemen...2895822977233903

UBOAT.Update.vb117.XDelta.Patch - 04.05.2019 - 466 МБ - Скачать
Pass: rustorka.net
Требуемая версия игры: b116
Для установки нужно дополнительно около 10 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b117:
Liebe Kapitäne,

as we promised, you have not waited for a new patch for too long! Update B117 is out and it is quite impressive as it deals with many common issues that you've often mentioned in your valuable feedback.

Thank you again for being vocal and active. It helps us make UBOAT better.

What have we changed, you wonder? Here's a changelog:

Worked around the engine's internal per-frame memory allocation. Probably fixes most crashes that were occurring during gameplay.
Alarms now persist for longer. The crew doesn't forget about the enemy when they lost him from the sight for a second.
Quite a big RAM and VRAM optimizations.
Ships following convoy route were occasionally moving backwards or staying in one place after their allies got hit. This should no longer happen.
Wreckages weren't spawning at the exact location of the sunk ship.
F-class destroyers had erroneous rudder settings leading to very odd behavior.
After loading game state, the budget was incorrectly being displayed as zero.
Damaging own ship no longer makes player hostile to Germany.
Discipline was rebalanced: it's being drained more slowly during alarms, food variety no longer provides discipline bonus during alarms, discipline is being reset to a higher value after depletion. Discipline is still being a big problem at very large depths by design.
Calming down panicked sailors now works correctly.
Corrupted island in the middle of the Celtic Sea.
Food consumption rate was lowered by 33%.
Newly recruited officers weren't appearing in the TAB menu.
TAB menu wasn't working after loading a game state.
It's no longer possible to damage own u-boat with a deck gun.
Upgrade screen wasn't working with "FPP Only" gameplay mode.
Sandbox progression was sometimes impossible because new assignments couldn't be selected.
Saving game state fixes.
Few minor errors.

Please do enjoy the game and if you encounter any issues, be sure to post about them in this dedicated thread: https://steamcommunity.com/app/494840/discussions/1...917420740942865/

As you may think, we're not done yet. We are working on further polish, optimization and we're ready to deal with anything to make UBOAT the best possible experience.

Thank you for your ongoing support!

Yours,
Deep Water Studio

Подробнее - https://steamcommunity.com/games/494840/announcemen...2895822983709448

UBOAT.Update.vb118.Unstable.XDelta.Patch - 05.05.2019 - 15.8 МБ - Скачать
Pass: rustorka.net
Требуемая версия игры: b117
Для установки нужно дополнительно около 5 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b118 Unstable branch:
B118 - Unstable branch

Greetings!

We have prepared new patch that is available to download on Unstable beta branch.
However please bare in minds, that it might behave... unstable.

Please check if the game works better or worse for you and try checking how saving and loading system works (but only in B118 saves).

Leave your feedback ONLY in this discussion, as it will be much simpler to gather useful information for us.

If anything goes wrong, then please:
- describe in a few words what exactly happened.
- send a screenshot or video from the bug,
- post your output_log file (but only after the bug occured, as output_log file resets itself after each game launch),
- DXdiag (or write your exact specs),

Output_log file is located in here:

c:\Users\USERNAME\AppData\LocalLow\Deep Water Studio\UBOAT\

Use https://pastebin.com/ for sharing the log.

Unlocking Unstable beta branch on Steam:
Go to properties of the game in the library,
move to the last tab - BETAS,
pick the Unstable branch from the drop-down menu,
you now gained access to the patch,
wait for the patch to be applied.

Fixes:
- Research is now fully restored from the saved game states. This fix should work for saves made in the previous versions of the game.
- Reputation purchases were impossible after game state was loaded.
- Reverse engine gears work correctly again.
- Blowing ballast was sometimes impossible when control room was flooded.
- Character that was stopping to use UZO could rotate during the animation.
- Periscope's engine was making noise when periscope was stationary instead of when it was rotated.
- Launched torpedoes were stopped after game state was loaded.
- Torpedo icons on map from now on have a direction arrow attached to them just like ships and aircraft.
- Cursor is becoming visible when ALT is pressed during use of a gun in manual mode.
- Main menu improvements.
- UI fixes for widescreen resolutions.
- General UI fixes.
- Translation fixes.

Best regards
DWS

Подробнее - https://steamcommunity.com/app/494840/discussions/0...917420744788574/

UBOAT.Update.vb118.Stable.XDelta.Patch - 06.05.2019 - 15.4 МБ - Скачать
Pass: rustorka.net
Требуемая версия игры: b118 Instable
Для установки нужно дополнительно около 5 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b118 Stable branch:
Patch B118 has arrived!

As we promised, we're committed to making UBOAT better. Again, thanks to your feedback, we were able to prepare a new patch as quickly as it was possible.

Important notice: Game saves from previous versions will not work with B118 version. If you want to continue your game from old save, change the game version to B117 after the patch is downloaded. And do not worry - it won't be like this after every major update. We will do what we can to make sure new patches can read saves from previous builds.

Fixes:

Research is now fully restored from the saved game states.
Reputation purchases were impossible after the game state was loaded.
Reverse engine gears work correctly again.
Blowing ballast was sometimes impossible when control room was flooded.
Character that was stopping to use UZO could rotate during the animation.
Periscope's engine was making noise when the periscope was stationary instead of when it was rotated.
Launched torpedoes were stopped after the game state was loaded.
Torpedo icons on a map from now on have a direction arrow attached to them just like the ships and aircraft.
Cursor is becoming visible when ALT is pressed during the use of a gun in manual mode.
Certain sound effects could become muted after loading a game state.
Gun was randomly becoming locked after firing in a manual mode.
Fuel is now always correctly restocked at ports.
Sailor could take place of an officer during execution of a task in certain cases.
Reputation points label wasn't refreshed after loading a game state.
Sandbox could launch in the middle of the Atlantic if certain steps were taken before starting the game.
Characters playing certain animations could appear in a wrong place after loading a game state.
Food was sometimes not consumed anymore after loading a game state.
Becoming lost directly after loading a game state.
AA gun ammunition storage now has specified capacity.
Unspecified characters were appearing on nearby units and ports after loading a game state.
Scratch sound played when a song was interrupted is now much quieter.
Staying at periscope depth doesn't apply any depth-related discipline penalties from now on.
Minor optimizations to memory usage during loading.
Main menu improvements.
UI fixes for widescreen resolutions.
General UI fixes.
Translation fixes.

We are really thankful for your support and an overwhelming need to help us make UBOAT better. We are reading every single discussion here on Steam - and of course every review. It's great to have such an amazing community!

For anything related to patch B118, we've created a new thread right here:
https://steamcommunity.com/app/494840/discussions/1...917420749140844/

We're going back to work! Thanks again and stay tuned.

Yours,
Deep Water Studio

Подробнее - https://steamcommunity.com/games/494840/announcemen...2895822995125489

UBOAT.Update.vb119.Instable.XDelta.Patch - 12.05.2019 - 16,5 МБ - Скачать
Pass: rustorka.net
Требуемая версия игры: b118 Stable
Для установки нужно дополнительно около 5 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b119 Instable branch:
B119 Preview 7 - Unstable branch (Updated 11.05.2019 22:25)
Greetings!

We have prepared new patch that is available to download on Unstable beta branch.
However please bare in minds, that it might behave... unstable.

Leave your feedback ONLY in this discussion, as it will be much simpler to gather useful information for us.

If anything goes wrong, then please:
- describe in a few words what exactly happened.
- send a screenshot or video from the bug,
- post your output_log file (but only after the bug occured, as output_log file resets itself after each game launch),
- DXdiag (or write your exact specs),

Output_log file is located in here:
c:\Users\USERNAME\AppData\LocalLow\Deep Water Studio\UBOAT\

Use https://pastebin.com/ for sharing the log.

Unlocking Unstable beta branch on Steam:
Go to properties of the game in the library,
move to the last tab - BETAS,
pick the Unstable branch from the drop-down menu,
you now gained access to the patch,
wait for the patch to be applied.

----- CHANGELOG -----

Notes:
This version fixes the most common problem with the saves. If a new save made in B119 wouldn't load, please send us the file and we will work on a fix.

Improvements:
- Crew list now displays the personality of a sailor, if it was already revealed.
- Flags of some countries are now divided between the navy and the merchant fleets.
- Index of the torpedo launcher being loaded is now displayed on the portrait of the officer.

Fixes:
- Fixed growth of save files each time after a game state was loaded through the main menu and saved again, to a point when they were stopping to load.
- Decreased overall RAM/VRAM usage by 100 - 200 MB by texture optimizations.
- Decreased memory usage spikes related to a generation of character meshes and textures.
- Major memory optimizations related to terrain generation.
- Terrain segments are now generated in smaller batches to save memory.
- Application is cleaning memory more often during loading tasks.
- Errors logged after upgrading conning tower were fixed.
- Characters, especially the cleaner, could become trapped between the wall and the torpedo being loaded in the stern torpedo room.
- Animation of loading stern torpedo launcher is now correctly aligned with the handle.
- Correct flag files for a few countries.
- Officers could sometimes panic after discipline fell to zero.
- UI scale slider was moved from "Control" to "Video" settings.
- Fixed few minor auto-reported errors.
- (Preview2, 08.05.2019, 21:00) Character name changes are now correctly reflected on the UI above character heads.
- (Preview2, 08.05.2019, 21:00) Equipment produced through HQ (T3 torpedoes, advanced ammunition types and potassium absorbers) is instantly resupplied in all ports.
- (Preview2, 08.05.2019, 21:00) Germany produces much more AP ammo at the start of the game.
- (Preview2, 08.05.2019, 21:00) All ammunition types are much cheaper. Ports store ammunition in a much larger quantities.
- (Preview2, 08.05.2019, 21:00) Combat helmets and rebreathers are cheaper.
- (Preview2, 08.05.2019, 21:00) Wilhelm Wolff is correctly recognized as a crew member.
- (Preview3, 09.05.2019 23:00) Port in which player's u-boat is docked is being periodically restocked like all other ports.
- (Preview3, 09.05.2019 23:00) Researched equipment is now instantly restocked without additional conditions.
- (Preview3, 09.05.2019 23:00) It's now possible to abandon current assignment at a cost of reputation.
- (Preview3, 09.05.2019 23:00) Hydrophone bearing was incorrectly aligned by outdated code. It worked properly only, if the ship was oriented directly at the north.
- (Preview3, 09.05.2019 23:00) Rudder's drag force was pointed in a wrong direction when ship was moving backwards, causing very odd behaviour in case of large rudders.
- (Preview3, 09.05.2019 23:00) Few fixes to ship's combat AI.
- (Preview5, 10.05.2019 17:35) Upgrades of certain equipment were making radio room or listening room unusable.
- (Preview5, 10.05.2019 17:35) Carry item orders could get stuck.
- (Preview5, 10.05.2019 17:35) Characters were unequipping rain coats after stepping into the port, even if it was raining.
- (Preview5, 10.05.2019 17:35) Mouse pointer could disappear after upgrading the ship.
- (Preview6, 11.05.2019 14:45) It's no longer possible to save during a dialogue to avoid issues.
- (Preview6, 11.05.2019 14:45) Ships could enter land areas, if they were returning back to port on low fuel.
- (Preview6, 11.05.2019 14:45) OG and BB convoys had mistaken waypoints on their path.
- (Preview6, 11.05.2019 14:45) Possible fix for the most common crashes. Untested.
- (Preview6, 11.05.2019 14:45) Identification book was stopping to be functional after loading a game state (this problem is carried over in save files).
- (Preview7, 11.05.2019 22:25) Few types of ships had incorrect setup of propellers and rudders. The most common side effect was ability to hear their propellers above water from large distance.
- (Preview7, 11.05.2019 22:25) Unread messages notification could be visible, even if zero unread messages were present after loading a game state.
- (Preview7, 11.05.2019 22:25) Fixed bug that could occasionally cause infinite loading screen.
- (Preview7, 11.05.2019 22:25) Exploration mode speeds up sandbox time more than before.
- (Preview7, 11.05.2019 22:25) Food is much cheaper.
- (Preview7, 11.05.2019 22:25) Possibly fixed not clickable listening room problem.

Fixes for bugs introduced in B119:
- (Preview2, 08.05.2019, 21:00) Game could randomly freeze during terrain generation.
- (Preview3, 09.05.2019 23:00) Torpedo loaded into the stern torpedo launcher couldn't undergo maintenance and could block interactions in the compartment.
- (Preview4, 10.05.2019 10:15) Save compatibility fixes.
- (Preview5, 10.05.2019 17:35) Unexpected behaviour of ships that follow route on a reverse gear.
- (Preview5, 10.05.2019 17:35) More save compatibility fixes.
- (Preview7, 11.05.2019 22:25) Restored saved game states compatibility with version B118.

Best regards,
DWS

Подробнее - https://steamcommunity.com/app/494840/discussions/0...043958627895182/

UBOAT.Update.vb119.Stable.XDelta.Patch - 17.05.2019 - 13,8 МБ - Скачать
Pass: rustorka.net
Требуемая версия игры: b119 Instable
Для установки нужно дополнительно около 5 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b119 Stable branch:
Patch B119 available for all, B120 already ready for testing!

Hallo Mariners,

Wie geht's? We hope you're doing good. Either way, we have great things to announce!

Here's the changelog of patch B119. As you can see it's massive! The saves from B119 are compatible with B118, but some of the new things will be available only after starting a new game in B119. We are aware that it may be a pain, but we think it's worth it.

Improvements:

Crew list now displays the personality of a sailor, if it was already revealed.
Flags of some countries are now divided between the navy and the merchant fleets.
Index of the torpedo launcher being loaded is now displayed on the portrait of the officer.
Equipment produced through HQ (T3 torpedoes, advanced ammunition types and potassium absorbers) is instantly resupplied in all ports.
It's now possible to abandon current assignment at a cost of reputation (translations for this feature may be inaccurate in some languages).

Fixes:

Fixed growth of save files each time after a game state was loaded through the main menu and saved again, to a point when they were stopping to load.
Confirmed fix for a problem that was causing around 60% of crashes reported to our system.
Fixes for few confirmed memory leaks and decreased memory usage.
Decreased memory usage spikes related to a generation of character meshes and textures.
Major memory optimizations related to terrain generation.
Terrain segments are now generated in smaller batches to save memory.
Application is cleaning memory more often during loading tasks.
Errors logged after upgrading conning tower were fixed.
Characters, especially the cleaner, could become trapped between the wall and the torpedo being loaded in the stern torpedo room.
Animation of loading stern torpedo launcher is now correctly aligned with the handle.
Correct flag files for a few countries.
Officers could sometimes panic after discipline fell to zero.
UI scale slider was moved from "Control" to "Video" settings.
Character name changes are now correctly reflected on the UI above character heads.
Germany produces much more AP ammo at the start of the game.
All ammunition types are much cheaper. Ports store ammunition in much larger quantities.
Combat helmets and rebreathers are cheaper.
Wilhelm Wolff is correctly recognized as a crew member.
Port in which player's u-boat is docked is being periodically restocked like all other ports.
Hydrophone bearing was incorrectly aligned by outdated code. It worked properly only if the ship was oriented directly at the north.
Rudder's drag force was pointed in a wrong direction when the ship was moving backward, causing very odd behavior in case of large rudders.
Few fixes to ship's combat AI.
Upgrades of certain equipment were making radio room or listening room unusable.
Carry item orders could get stuck.
Characters were unequipping raincoats after stepping into the port, even if it was raining.
Mouse pointer could disappear after upgrading the ship.
It's no longer possible to save during a dialogue.
Ships could enter land areas if they were returning back to port on low fuel.
OG and BB convoys had mistaken waypoints on their path.
Identification book was stopping to be functional after loading a game state (this problem is carried over in save files).
Few types of ships had an incorrect setup of propellers and rudders. The most common side effect was the ability to hear their propellers above water from large distances.
Unread messages notification could be visible, even if zero unread messages were present after loading a game state.
Fixed bug that could occasionally cause infinite loading screen.
Exploration mode speeds up sandbox time more than before.
Food is much cheaper.
Fixed not clickable listening room problem.
Characters could play incorrect animations after loading a game state and they could appear in wrong places.
In-progress torpedo loading animation was off after loading a game state.
Officer that was playing cards could get interrupted by sailors eating a meal.
Characters are faded in and out when they start or stop animation that doesn't have specified transition.
Optimization to interiors rendering.
Characters could be lit by the sky ambient and stay that way if a game state was loaded with them sleeping on starboard upper beds (they had a blue tint).
Stored torpedoes no longer can be damaged.
Lowered memory usage and improved performance while loading game states.
Ships in the scene weren't receiving any visual damage and weren't wetted by the sea after loading a game state.
Fixed problem with freezing viewport after using periscope in manual mode.
Aircraft sent from the carrier over long distances wasn't initialized correctly and were causing occasional problems.
Hotkeys for selecting officers were working only for the first 6 officers.
Certain sound effects could become permanently muted after hydrophone was used in manual mode.
Characters could start running in one place when u-boat started to sink.
Cranes in La Rochelle could become invisible after loading a game state.
Crew was much less willing to eat food after the first alarm was over.
Ports and other groups could not load, if a player entered, left and entered their area again in a short time.
Game could freeze during terrain generation.
Increased error durability of the save system. Saved game state files without major structural problems should load normally when smaller problems are encountered.
Fixes to some of the most common auto-reported errors.

Did you think that's big? How about we tell you we already launching a new patch B120 for the branch Unstable? So for those of you, who want more from life, we prepared another changelog.

Fixes:

Lowered memory usage when the game state is being saved.
Decreased lag when ships are spawned in the scene.
Starting a new game was partially keeping research from the previous session.
Blood pools from the previous session could stay in the scene after loading a game state.
Ships could stop after loading a game state if they were in the middle of certain AI behaviors.
A few sound effects were stopping to be handled correctly after loading a game state.
Carry item orders were often ended prematurely if more than one person was working on it.
U-boats operate on Atlantic in smaller numbers.
Save system fixes.

Thanks again! We will never be able to thank you enough for all your valuable feedback and reports. You're the best Seemänner in the whole wide world! Talk to you soon.

You can report the bugs here:
https://steamcommunity.com/app/494840/discussions/0...372519560243154/

Yours,
Deep Water Studio

Подробнее - https://steamcommunity.com/app/494840/discussions/0...043958627895182/

UBOAT.Update.vb120.Stable.XDelta.Patch - 23.05.2019 - 1.11 GB - Скачать
Pass: rustorka.net
Требуемая версия игры: b119 Stable
Для установки нужно дополнительно около 20 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b120 Stable branch:
Patch B120 is live!

Fellow Kriegsmarine Crewmembers,

we're happy to announce that update B120 is already available for everyone after an intense testing period. Thanks to everyone who helped us tweak it and made some important fixes - your support is greatly appreciated!

Here's what you can expect after downloading our new patch:

Improvements:

Added bug reporting tool accessed by pressing F11.

Fixes:

Lowered memory usage when the game state is being saved.
Decreased lag when ships are spawned in the scene.
Starting a new game was partially keeping research from the previous session.
Blood pools from the previous session could stay in the scene after loading a game state.
Ships could stop after loading a game state if they were in the middle of certain AI behaviors.
A few sound effects were stopping to be handled correctly after loading a game state.
Carry item orders were often ended prematurely if more than one person was working on it.
U-boats operate on Atlantic in smaller numbers.
Save system fixes.
Hydrophone was working on the sea surface and had doubled range since B119 (this problem may persist in saved game state files).
Flames on a few types of NPC ship decks weren't properly restored after loading a game state.
Flag masts are now functioning correctly on Turm II and Turm IV.
Discipline level could become corrupted if the whole crew was moved off the board.
Improved performance in Axis ports.
Game could become permanently paused after loading some game states.
Hydrophone upgrades were working incorrectly.
Port characters could be moved to player's ship due to an error.
Right clicking on UI while the camera is in TPP view no longer releases the character from the station.
Periscope's lock target is automatically cleared when the target is no longer seen.
It's no longer possible to lock periscope on a port, aircraft, torpedo, mine or anti-submarine net.
Map shortcut ("M") no longer can be used in the headquarters screen.
Notifications no longer can be clicked when their effects would cause issues in the current state of the game (dialogues, HQ screen, etc.).
Button for accepting rewards at HQ could become not interactable after certain steps were taken.
Ammunition Production I rewards are no longer displayed with unreadable green color.
Warehouses now have 20 torpedo slots instead of 12.
Correct flags in Portsmouth.
Discipline penalty applied by hunger was incorrectly displayed with green font.
Food wasn't automatically replenished in the kitchen if food ran out in the storage and later was resupplied from the warehouse.
Hunger notification wasn't restored after loading a game state.
Turm IV gun projectiles weren't shot forward in the direction pointed by the crosshair in manual mode.
Audio system fixes.
Game states saved while time compression was enabled were loading in a partially incorrect state.
Work stations in Battery Room no. 2 had too strict flooding intolerance levels.
Character could become stuck and would no longer move in random cases.
Fixed problem with "Saving..." notification remaining indefinitely on the screen.
Game notifies player if saving game state was unsuccessful for some reason (running out of free space on HDD or game error).
U-boats docked in ports were too easily moved by the waves and often ended up beached.
Food consumption is no longer affected by time skipped by gameplay means or cheats.
Sink ship missions could target ships stationing in ports.
U-boat section view lighting fixes/improvements.
Torpedoes were sometimes fired at a different target than expected by the player.
Fixed few errors logged into reported logs.
In-game console could, in some cases, use all available memory and freeze the game.
Logger optimizations.
Discovery of port/ship components (like AA guns) is now triggered in a more user-friendly way.
It was possible to discover port/ship components with the opposite side of the periscope.
After following a few steps map would be no longer possible to open.
Fixes to a few errors that could loop and decrease performance.
Ships could be launched into the sky after loading a game state.
Cursor was missing on the defeat screen if the player was in FPP view.
Carry item orders were usually failing, if there were a few copies of the item in the source storage.
Fixed inappropriate behavior in the kitchen.
Fix for entering land areas in the middle of the Atlantic.
Improvements of contact precision could throw player back to travel mode.
Decreased alarm discipline penalty.
Sailors assigned to the officer could open storage instead of him if he drunk coffee before arriving at the storage.

As always, please leave any feedback you may have in the separate forum thread for patch B120: link

We are reading through all your comments and reviews and we're happy that we are getting so much support. We're going back to work on further improvements so stay tuned for more!

Yours,
Deep Water Studio

Подробнее - https://steamcommunity.com/games/494840/announcemen...5149528361062436

UBOAT.Update.vb121.Instable.XDelta.Patch - 18.06.2019 - 92,0 МБ - Скачать
Pass: rustorka.net
Требуемая версия игры: b120 Stable
Для установки нужно дополнительно около от 5 до 10 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b121 Instable branch:
B121 Preview 4 - Unstable branch (Updated 13.06.2019 22:25)

Greetings!

We have prepared new patch that is available to download on Unstable beta branch.
However please bare in minds, that it might behave... unstable.

Leave your feedback ONLY in this discussion, as it will be much simpler to gather useful information for us.

If anything goes wrong, then please:
- describe in a few words what exactly happened.
- send a screenshot or video from the bug,
- post your output_log file (but only after the bug occured, as output_log file resets itself after each game launch),
- DXdiag (or write your exact specs),

Output_log file is located in here:
c:\Users\USERNAME\AppData\LocalLow\Deep Water Studio\UBOAT\

Use https://pastebin.com/ for sharing the log.

Unlocking Unstable beta branch on Steam:
Go to properties of the game in the library,
move to the last tab - BETAS,
pick the Unstable branch from the drop-down menu,
you now gained access to the patch,
wait for the patch to be applied.

----- CHANGELOG -----

Travel system overhaul:
- Fast travel mode was removed from the game and replaced with a stronger time compression mode which functionally is pretty similar, but without forcing perspective, unnecessary cheating and added possibility to use it at all times.
- Travel system was streamlined and no longer speeds up units depending on the current sea size etc. Time needed to pass X km on the world map should be just as expected. Please note though that time will still pass faster than normal even without time compression when the game is in the travel mode. We will probably add alternative, realistic travel system at some point, but the current one will always be the default one in the game. With this update it should be much closer to what simulation games community wants, while still being user friendly.
- Officers gain and loss fatigue much more slowly.
- Fixed very numerous physics problems that were appearing at newly added high time compression level.
- Script optimizations for smoother performance when time compression is being used.
- Electricity consumption in travel mode was reworked.
- U-boat's range on diesel engines now matches the real values.

New off duty system:
- Moving large quantities of goods from port and refitting u-boat is no longer instant and requires some off duty period.
- Crew gets weary over time when being very long on the sea and gains discipline penalties.
- Crew can be sent on a vacation to reset their mood, while u-boat is undergoing maintenance work.
- Added game mechanic for quickly skipping long periods of time while u-boat is off duty.
- (Preview 4, 13.06.2019 22:25) U-boat upgrades now also require off duty time to be installed.

Storages overhaul:
- It's now possible to open storages and torpedo storages to view their contents and issue transport/loading orders without having any officer selected. Such orders are later completed by officers with certain roles and their helpers.
- Added progress bars and labels to the storage UI that indicate, which items are currently being moved somewhere else.
- Transported items are now always dropped in a storage slot chosen by the player instead of the first free slot.
- Characters will carry items in both ways to save time, if there are orders to transport goods in two directions between storages.
- It's now possible to buy shells directly into ammunition storages.

General improvements:
- Assignments are now completed after talking with the leading officer. They cannot be completed on the sea like before. This change, among other things, allows player to report all events normally after completing the main objective of the assignment.
- Orbit view camera was improved to better present ship's bobbing/elevation changes while moving through the waves.
- Added new action icons on portraits: blowing ballast tanks, flooding ballast tanks, wounded, treatment.
- Fixes and improvements to many port textures.

Performance improvements:
- Crew's RAM and VRAM usage was considerably decreased.
- Generation of character meshes was rewritten to be as asynchronous as possible on the current version of the engine. It should fix the most common hiccups in the game occuring during weather changes, boarding crew etc.
- Texture compression tasks are now asynchronous.
- Physics should run more smoothly near ports.

Fixes:
- Sun lens flare could be visible under water during sunsets. It could also be visible in some fogs.
- Fixed clearly visible boundary on the sea at some distance from the ports.
- Injured characters could get some automated orders.
- Font fixes.
- Camera could orbit target that was no longer visible.
- Buoyancy force is additionally stabilized when physics precision is decreased. It fixes exagerrated bounce of a few ship types on time compression.
- Rudders sway much less to the left and right when travelling forward with enabled time compression.
- Ambient occlusion was incorrect on lower levels of detail for characters, making the transition clearly visible.
- Sandbox could start with loading popup still on the screen.
- Characters were flickering after transition between the port and the deck.
- Diesel engines range estimation was off and didn't consider engineer's skills.
- Time compression is becoming disabled after entering or leaving the travel mode.
- Player could enter land areas without seeing any notification aside from the paused time.
- Reflections on the sea were too foggy.
- Transfer count slider in the storage UI now takes into consideration remaining capacity of the target slot. It's no longer possible to declare transfer larger than possible.
- Leo Loris wasn't working on the actions queued in the global queue.
- Various fixes to torpedo storages bugs.
- Fixed exploit that was making instant torpedo loading possible.
- Torpedo loading tasks in the global order queue are now performed only by engineers following the torpedo mechanic role.
- Global order queue could hold only one non-ending action. It's no longer a case.
- (Preview 2, 08.06.2019 10:05) Electric engines battery drain was lowered.
- (Preview 2, 08.06.2019 10:05) Certain transport tasks could become stuck at 100%.
- (Preview 3, 12.06.2019 11:05) Time compression now correctly stabilizes torque changes from buoyancy to make watching it more comfortable.
- (Preview 3, 12.06.2019 11:05) Purchasing torpedoes into stern torpedo storage wasn't working.
- (Preview 3, 12.06.2019 11:05) Carry item orders assigned to officer with helpers were sometimes ended prematurely with a few items left in the source storage.
- (Preview 3, 12.06.2019 11:05) Quartermaster role wasn't working since 121 Preview 1.
- (Preview 3, 12.06.2019 11:05) Quartermaster could transport fractional number of shells to the ammunition storage. He was also never resupplying the storage completely and wasn't re-using slots in the storage.
- (Preview 3, 12.06.2019 11:05) Displayed item count was often wrong when slot was a target of a transport task.
- (Preview 3, 12.06.2019 11:05) Code related to now deprecated skipping calendar dates feature was removed from the game. It had minor impact on the performance.
- (Preview 3, 12.06.2019 11:05) Time skipping of the resupply at port was often ended prematurely.
- (Preview 3, 12.06.2019 11:05) Storage weight limits weren't respected, if all items were queued to be moved at once between storages.
- (Preview 3, 12.06.2019 11:05) Fixed multiple problems resulting from moving one shop item to a few u-boat's storage slots.
- (Preview 4, 13.06.2019 22:25) Some crew members could start working with a briefcase or a backpack after vacation.
- (Preview 4, 13.06.2019 22:25) Improved performance during time skipping in port.
- (Preview 4, 13.06.2019 22:25) Headquarters task duration is now expressed in days, if appropriate, instead of hours to improve readability.
- (Preview 4, 13.06.2019 22:25) Hydrophone can be now correctly downgraded to GHG at ports.
- (Preview 4, 13.06.2019 22:25) Localization fixes.

B121 internal fixes and improvements:
- (Preview 4, 13.06.2019 22:25) Changed icon for skipping time at port.
- (Preview 4, 13.06.2019 22:25) It was possible to skip time in the headquarters scene, causing a few issues during the process.

Best regards,
DWS

Подробнее - https://steamcommunity.com/app/494840/discussions/0...913421077168497/

UBOAT.Update.vb121.Stable.XDelta.Patch - 27.06.2019 - 130 МБ - Скачать
Pass: rustorka.net
Требуемая версия игры: b121 Instable
Для установки нужно дополнительно около 10 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b121 Stable branch:
The deepest update has arrived. Take your crew to go below the sea level with B121!

Hello Sailors,

Thank you for your patience. We know it's been a while since we posted B121 at the unstable branch. Now, properly tested, we are giving it to all the players waiting. This is the biggest update so far. Lots of changes, plenty of fixes. We went to extremely deep waters with it for you. Without further ado, please take a look at the changes.

Travel system overhaul
Fast travel mode was removed from the game and replaced with a stronger time compression mode which functionally is pretty similar, but without forcing perspective, unnecessary cheating and added the possibility to use it at all times.
Travel system was streamlined and no longer speeds up units depending on the current sea size etc. The time needed to pass X km on the world map should be just as expected. Please note though that time will still pass faster than normal even without time compression when the game is in the travel mode. We will probably add an alternative, realistic travel system at some point, but the current one will always be the default one in the game. With this update, it should be much closer to what simulation games community wants, while still being user-friendly.
Officers gain and loss fatigue much more slowly.
Fixed very numerous physics problems that were appearing at newly added high time compression level.
Script optimizations for smoother performance when time compression is being used.
Electricity consumption in travel mode was reworked.
U-boat's range on diesel engines now matches the real values.

New off duty system
Moving large quantities of goods from port and refitting u-boat is no longer instant and requires some off duty period.
Crew gets weary over time when being very long on the sea and gains discipline penalties.
Crew can be sent on a vacation to reset their mood, while u-boat is undergoing maintenance work.
Added game mechanic for quickly skipping long periods of time while u-boat is off duty.
U-boat upgrades now also require off duty time to be installed.

Storages overhaul
It's now possible to open storages and torpedo storages to view their contents and issue transport/loading orders without having any officer selected. Such orders are later completed by officers with certain roles and their helpers.
Added progress bars and labels to the storage UI that indicates, which items are currently being moved somewhere else.
Transported items are now always dropped in a storage slot chosen by the player instead of the first free slot.
Characters will carry items in both ways to save time if there are orders to transport goods in two directions between storages.
It's now possible to buy shells directly into ammunition storages.

General improvements
Assignments are now completed after talking with the leading officer. They cannot be completed on the sea like before. This change, among other things, allows the player to report all events normally after completing the main objective of the assignment.
Orbit view camera was improved to better present ship's bobbing/elevation changes while moving through the waves.
Added new action icons on portraits: blowing ballast tanks, flooding ballast tanks, wounded, treatment.
Fixes and improvements to many port textures.
Reworked navigation table. It's no longer possible to get lost soon after navigator had worked for a substantial time at it.
Added research for sonar decoys. Removed sonar decoys from the starting equipment.
UI sound effects are now stereo panned and most of them are quieter by default.

Performance improvements
Crew's RAM and VRAM usage was considerably decreased.
Generation of character meshes was rewritten to be as asynchronous as possible on the current version of the engine. It should fix the most common hiccups in the game occurring during weather changes, boarding crew, etc.
Texture compression tasks are now asynchronous.
Physics should run more smoothly near ports.

Fixes
Sun lens flare could be visible under water during sunsets. It could also be visible in some fogs.
Fixed clearly visible boundary on the sea at some distance from the ports.
Injured characters could get some automated orders.
Font fixes.
Camera could orbit target that was no longer visible.
Buoyancy force is additionally stabilized when physics precision is decreased. It fixes exaggerated bounce of a few ship types on time compression.
Rudders sway much less to the left and right when traveling forward with enabled time compression.
Ambient occlusion was incorrect on lower levels of detail for characters, making the transition clearly visible.
Sandbox could start with loading popup still on the screen.
Characters were flickering after transitioning between the port and the deck.
Diesel engines range estimation was off and didn't consider the engineer's skills.
Time compression is becoming disabled after entering or leaving the travel mode.
Player could enter land areas without seeing any notification aside from the paused time.
Reflections on the sea were too foggy.
Transfer count slider in the storage UI now takes into consideration remaining capacity of the target slot. It's no longer possible to declare transfer larger than possible.
Leo Loris wasn't working on the actions queued in the global queue.
Various fixes to torpedo storages bugs.
Fixed exploit that was making instant torpedo loading possible.
Torpedo loading tasks in the global order queue are now performed only by engineers following the torpedo mechanic role.
Global order queue could hold only one non-ending action. It's no longer a case.
Electric engines battery drain was lowered.
Certain transport tasks could become stuck at 100%.
Time compression now correctly stabilizes torque changes from buoyancy to make watching it more comfortable.
Purchasing torpedoes into stern torpedo storage wasn't working.
Carry item orders assigned to officer with helpers were sometimes ended prematurely with a few items left in the source storage.
Quartermaster role wasn't working since 121 Preview 1.
Quartermaster could transport a fractional number of shells to the ammunition storage. He was also never resupplying the storage completely and wasn't re-using slots in the storage.
Displayed item count was often wrong when the slot was a target of a transport task.
Code related to now deprecated skipping calendar dates feature was removed from the game. It had a minor impact on performance.
Time skipping of the resupply at the port was often ended prematurely.
Storage weight limits weren't respected if all items were queued to be moved at once between storages.
Fixed multiple problems resulting from moving one shop item to a few u-boat's storage slots.
Some crew members could start working with a briefcase or a backpack after vacation.
Improved performance during time skipping in port.
Headquarters task duration is now expressed in days, if appropriate, instead of hours to improve readability.
Hydrophone can be now correctly downgraded to GHG at ports.
Localization fixes.
Selling items to the warehouse no longer resets their count.
Items that aren't produced by a given country or are at a low stock are no longer restocked in the warehouses.
Number keys no longer initiate dialogue options when various UIs opened through dialogue are open.
Keyboard shortcuts could stop to work if a player left to the menu during a dialogue.
Torpedo arm distances were adjusted for faster torpedo types (they were noticeably higher than for the slow ones).
It's no longer possible to detect groups hidden behind land by any means.
Various fixes to conning tower observation animations.
One part of the conning tower wasn't being visually damaged by the explosions.
Attempt at fixing Unity's background thread crash after entering HQ.
Map grid could have a gap at the bottom part of the screen after entering the land area.
Lens flare quality improvements. Fixed lens flare flickering every 10 minutes of in-game time.
Ammunition Production I task wasn't doing anything due to a bug.
Failed missions weren't handled properly and the player could get rewards for them.
Espionage assignment fixes.
Fixed Unity's background thread crash after entering HQ.
Console wasn't properly displaying some messages after optimizations from B120.
ON convoys could travel through the land on the way to Halifax.
Physics of the items hanging on the hooks in the stern torpedo room could become permanently corrupted, especially when large time compressions were used.
Torpedo mechanic could get stuck outside of the pressure hull after loading or warming torpedoes. Also, the end of the loading animation was erratic.
Selection of portraits could stop working after performing certain steps.
One part of VIIC u-boats was remaining visible even after losing them from the sight.
Possible fix for duplicated/ghost units which couldn't be reported after sinking.
Diver could become not selectable under certain circumstances.
Leaving tutorial by clicking the button at the end was causing minor issues.
Caps were sometimes visible in FPP.
Minor storage UI fixes.
Minor render pipeline fixes.
Localization fixes.
Underwater effect wasn't working inside flooded compartments since at least a few versions.
Torpedo and hatch animations now respect current time scale. They were moving too fast on a pause and too slowly on a time compression.
Activator banners react more consistently to being occluded by the scene elements (labels were previously unaffected).
Loading screen music now respects current audio settings.
Various fixes to first aid.
Fixes to various path-finding related warnings that probably didn't have any impact.
Multiple fixes to having two torpedo mechanics at the same time.
Propeller audio effects were audible above the surface of the water for up to a few minutes after loading a game state. This problem could affect a few other audio effects too.
Inactive characters that were on a vacation or investigating other ship were coming back to the scene after loading a game state.
Reworked internal compartments of smaller units to make them more easily sinkable.
Added balancing factor to the torpedo damage formula.
Ships evacuated by the crew receive more damage and floodings are more likely to spread to simulate the fact that they lack any kind of direct damage control at such point.
HQ now requires more definite sinkings for a reward.
Font fixes.

You must admit, that looks impressive, but let's face it. We would never do it without you and your feedback. Once again, massive thank you for each conversation, each report, each review. You're the best!

Sailors! Dismissed!

Yours,
Deep Water Studio

Подробнее - https://steamcommunity.com/games/494840/announcemen...5019508589478165

UBOAT.Update.vb124.Stable.XDelta.Patch - 01.09.2019 - 1.7 GB - Скачать
Pass: rustorka.net
Требуемая версия игры: b122 Stable
Для установки нужно дополнительно около 15 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b124 Stable branch:
Summer Update B124 available now!

Hello Sailors!

We're proud to announce that patch B124 is now live for the main branch. And it's a big boy! For the whole summer we were gatherig your feedback and fixing all you reported. That’s why we call this the Summer Update.

This massive update comes with changes to almost every aspect of the game, including your targets and their escorts who'll now display much greater cohesion in their actions against you.

The full changelog can be found below:

Balance and AI:

Warships now use a much better algorithm to more consistently aim depth charges at the u-boat.
At least a half of warships present in a convoy always get assigned to searching u-boats instead of getting assigned to that job randomly.
Warships now share some information between themselves about the suspected location of enemy submarines.
Warships have improved AI to be better at tracking down the u-boat if they don't know its current location.
Mark VII depth charges used at the beginning of the war now have realistic maximum detonation depth (152.4 meters). Added Mark VII Heavy depth charges (215 meters) that slowly start to replace them starting with 1942. Added Upgraded Mark VII that enters service in 1943 with max detonation depth of 274 meters. We still need to confirm some of these numbers.
F-class destroyers have their depth charges capacity doubled in 1942-1943.
Majority of merchant ships now doesn't have radio equipment at the start of the war. It's installed later with passing years.
Merchant ships without escort that have radio equipment send SOS and SSS messages when they spot a submarine or get hit by a torpedo.
Torpedo detonations are audible and visible to nearby groups including the aircraft (up to 32 km). Smoke columns can also be detected if they get high enough (up to 80 km). NPCs report them by radio and consider this event in their further behavior.
Warships send messages about detecting enemy submarines to their allies. These messages cannot be decoded by the player, but are trackable to the direction finder.
Default crew at the conning tower is now a bit better at detecting incoming aircraft. Aircraft are also generally a bit easier to spot now.
Depth charges now blind hydrophones and sonars much more intensively and in a more user-friendly way.
Torpedoes deal noticeably more damage. Damage reports after torpedo hits were reworked a bit.
Ship health bars were improved and display current flooding as well as projected flooding over time.
Scoring a hit with torpedo provides instant discipline growth. Sinking a ship increases it even more. Explosions of depth charges close to the hull lower discipline.

Emergency and crew management changes:

Officers can freely move and perform simple and emergency tasks in evacuated compartments.
Evacuation works more reliably than before.
It's now possible to manually place orders of carrying wounded crewmen to safety. Fixed multiple problems related to this action. Added icon for this action.
It wasn't possible to evacuate Battery Room no. 2 (this problem may be carried in the game states).
Most repair jobs are now more tolerant of water before rebreather is required.
"Medic" automated officer role wasn't working after recent changes to the injury system. Medic and his helpers are now also actively carrying the wounded crew.
Wounded and sick characters can now be treated only in beds. If beds become flooded, treatment will be canceled and they will ragdoll.
Fixed cases of characters moving back and forth through the hatch during the evacuation of middle compartments.
Move orders are now treated as a normal task that appears in the officer's action queue.
It's no longer possible to load torpedoes when beds are occupied by wounded crew.
Officers are now usually carried to their own compartment if they become wounded. Regular sailors can also be carried there if there is no space in other compartments.
It's no longer necessary to carry crewmen anywhere if they got injured in the bunk.
Added FPP-only "stop evacuation" action on the hatches.

Graphics:

Added night lights in ports and cities. Lighthouses are now functional.
Fixed sharp spotlight rendering on water.
Fix for lighting problems after visiting a character screen.
Probable fix for terrain cracks, holes and intense slopes that were appearing at certain spots in the world.
Visual improvements to the effect of water leaking out from the holes in the hull of the u-boat. It's now played even when small amounts of water accumulate in the hull. Added sound effect. This change may have a negative impact on performance.
Added bubbles effect to the quick diving tank.
y, terrain and other ships are no longer displayed when the camera is placed at the boundary of the ship's hull. It didn't look good and could be used to cheat when visibility was low.
Probable fix for pink water during explosions at specific view angles.
Shadows were missing in the periscope view.
Grid intersections on the map are cleaner without visible overlapping. The grid has a constant pixel width. Larger grid cells now have exactly 10 km dimensions, smaller grid cells have 1 km dimensions.

Performance:

Major performance and quality improvements to spray effect coming from the breaking waves.
Performance improvements to hull wetting effect and fish emitter.
Camera view distance is being adjusted during foggy weather to not render scene parts that are fully covered by the fog. This change noticeably increases FPS during storms.
Ship interior is more aggressively culled when the camera looks inside the ship through the external hatch to increase FPS on the conning tower.
Major optimizations to Unity's shadow atlasing code (10x faster - from 2 ms per frame to 0.2 ms per frame).
Probable fix for binoculars/periscope performance drop. There is a problem in the graphics engine that occasionally causes performance drop after any appearance of blend shape animations like talking, blinking or squinting the eye to look through the periscope lens. We gated this kind of animations behind aggressive LOD system to minimize occurrences of this problem. Characters will also stop to blink starting with this update until this problem gets fixed in the future engine versions. While it is a definitely confirmed thing, it could also not be the main cause of performance drop after using periscopes on affected systems - further testing is needed. It was causing numerous thread locks in the engine code and it could also be a reason behind some of the reported crashes.
Interior scenes are much more occlusion culled for better performance, but the section view no longer uses occlusion culling. Gains from it were negligible and using it there was limiting potential precision for other views.
Section view uses custom culling to avoid rendering of unnecessary geometry at the sides.
Other performance improvements.
Screen space reflections effect optimizations targeted mostly at high-resolution screens.

User interface:

Added detailed hints about station state that appear after hovering it with a mouse pointer. These hints contain various practical information that was often inaccessible before this update.
New activator icons for the most often used equipment.
Some of the activators like maps and galley could be hovered only by their icon, while their models weren't triggering any action.
Activator names are no longer displayed in the scene until they become hovered or ALT is pressed.
Ballast and fuel tanks now can be hovered after pressing ALT to check their state (with the exception of ballast tanks no. 1 and 5 that can be always hovered, they are comfortably far from the playing area).
Torpedo warming icon now contains a launcher index.
Light bulbs now have dedicated icons.
Added dedicated icon for NPC ship investigation action.

Fixes:

Ships now slow down a bit before turning to better follow their route. It helps a bit to navigate in ports.
Salvage replacement parts action wasn't correctly stopped in case of encountering problems in the process.
Officers assigned to duty through management screen started with a single health point.
Portraits of newly added officers appear on the leftmost position instead of taking the place of a skipper.
Isles-class trawlers weren't treated as military ships and they didn't behave fully correctly.
Gibraltar is now a bit less densely populated.
Russian localization fixes.
Diver's portrait was blank after returning back to the ship. The root cause could occasionally cause other graphical glitches too.
Diver could become permanently stuck, if something wouldn't allow him to get to the place from which he jumps like placing an order to submerge.
Characters could in very specific conditions not react to any move orders until they were deselected and selected back again.
Unloading a torpedo from a launcher into the torpedo storages above the pressure hull could cause invisible wall problem.
Fixes to pathfinding problems.
Large calibre ammo wasn't resupplied at some ports, if all units were bought out in a single day (this problem is carried on in the game states).
Salvaging scrap to replacement parts wasn't working well with manual item delivery setting.
Remaining battery running time in the tooltip could be displayed as a negative number, if player installed improved batteries on the u-boat.
It was possible in extremely rare cases for a port to be permanently removed from the game after unspawning.
Characters could become stuck at their stations.
Welder mask is no longer rendered on the portraits.
Torpedo explosions exert less force on hit ships to make situations where other torpedoes from the series slip under the ship less likely.
Exterior hatch could be displayed open despite being closed.
U-boats were sometimes ignoring skirmishes with the aircraft and would continue to hunt ships.
Fix for u-boats getting stuck in land areas after time skipping in ports.
OG and ON convoys were crossing land at some point on their path.
Fixes to encounters between NPC groups on the map.
Fix for a problem where officer's helper would appear on the portrait in the targeting UI instead of the officer.
Newly added officers appear on the leftmost position also in the TAB menu.
Officer limit on board was preserved from the previous session after restarting sandbox.
Completed assignment summary was sometimes displaying incorrect objectives.
Fix for one looped error that could have some effect on the performance, if certain steps were followed.
Headquarter task progress notification on the right could appear completely white.
Fix to propellers rotation direction.
Officer that returned from an external mission to u-boat's stern could get stuck there and not be able to move, if he appeared at a certain spot.
Ship group AI was sometimes becoming locked up when ships belonging to it approached land too close.
Line of sight checking code had mistake that could sometimes make enemy units disappear from the sight without reason near lands.
MTB physics should be now much less "jumpy" on a high time compression.
Enemy units should no longer get beached in normal gameplay situations.
Radio transmissions notification and a number below radioman portrait could display a wrong number of available transmissions nearby.
Added a bunch of ship names for Flower-class corvettes and MTBs.
Size of an enemy group detected by a direction finder is now unknown.
Cut off power in a compartment was stopping water propagation in it.
Fix for "Death Decrease" notifications.
Minor fixes to automatically reported errors in the code. They didn't had any gameplay side effects, but could contribute to certain graphical glitches.
UI that is normally visible when camera orbits NPC unit could get stuck on the screen, if certain steps were performed.
Lost radio transmission notification is now informing which transmission was lost.
Another fix for a problem that could lead to an infinite loading of a game state.
It wasn't possible to spot AA guns in a port after reloading a game state in that port.
Periscope sight range was very low after reloading a game state where it was extended until its elevation was adjusted at least a bit.
Hydrophone ship targetting performance is now lower.
Headquarters task progress notification was blank, if associated task was already completed in a loaded game state.
Small performance improvements.
Torpedo mechanic was sometimes trying to warm up torpedoes that were ordered to be unloaded. That was causing some problems.
It's no longer possible to change selection after opening torpedo launchers UI to prevent mistakes.
Item's stack limit could become doubled after reloading a game state.
Headquarters were transmitting some of their messages in a very short timeframe, often not giving player enough time to receive them in case of bad weather etc.
Fix for entering and leaving group areas in an infinite loop (it's an unrelated issue to the infinite loading of area).
Damaged propellers could still make sounds as if they were working.
Fixed placement for docked NPC ships. They were often placed too deep, far from their normal waterlines.
U-boat from the lost ship mission could sometimes move around on the map before being met by the player.
Improved game startup time.
Cursor was disappearing for a while during transition from the menu to a loading screen.
Torpedo launchers UI is now automatically closed, if target becomes invalid to avoid firing torpedoes in an unexpected direction.
Fire button in torpedo launchers UI is blocked, if fire solution data becomes insufficient.
It wasn't possible to get a reward for the assignment, if player would reload a game state in the destination port before taking the reward.
Memory usage and stutter optimizations.
Small calibre AP ammo is now correctly resupplied since the beginning of the game.
It's no longer possible to aim guns during a pause.
Section view camera could become permanently zoomed out from the ship.
Physics performance optimizations. Distant minor objects are being disabled from the simulation.
Engineer could sometimes get stuck at the diesel engines after ship submerged. He could also don't move to the electric engines, if he had no selected role.
Contacts list items could intersect with each other.
Targeted ships had noticeably larger hitbox than their icons. They could occlude other ships.
Periscope could affect ship visibility deep under water, if certain steps were followed.
It's no longer possible to play cards with the crew after u-boat dives below periscope depth.
Beds in the bow torpedo room were often staying visible when they should be hidden in the section view.
Underwater effect could sometimes be seen without reason in Battery Room no. 2 at the closest zoom of the section view.
Improvements and fixes to the way how instant resource changes are presented at the resources bar.
Radioman had duplicated hydrophone listening action.
Mission objective marker wasn't clickable for map course plotting in ally help mission.
Officer could get stuck on the bow or stern of the target ship while travelling on a dinghy.
Game states saved during depth charge attacks weren't loading.
Characters evacuating from the compartment now take the wounded with them, if there are still free beds somewhere.
Rescuing and wounded character have now better matching poses while they wait for their turn near the hatches.
Diseases spread much more slowly. This change doesn't affect hunger-induced conditions.
Hunger phases are progressing much more slowly.
Crew could celebrate sinking of their allies.
After player sinks any German ship crew no longer gets discipline rewards for sinking any ships.
Use of data collected by an officer to fire torpedo at a stationary target was resulting in torpedoes being fired in a random direction.
Food variety in the kitchen increases food consumption (not linearly).
Added icon for evacuation action.
Characters that became injured at least once in their lifetimes were stopping to be reliably aware in which compartment they are currently in. That could cause unexpected behaviour. Their physics performance impact was also becoming unnecessary high.
Animations of picking up and placing a wounded character on the bed were simplified to avoid occlusion with geometry in cramped spaces. Synchronization between the characters was improved.
Particle effects are not played on distant ships to increase performance.
Small performance improvements that eliminate some types of occasional stutter.
Fix for occasional "clicks" happening without actually clicking.
Ammunition storages can now be opened without having a selected character.
Pressurized air is now much less likely to escape from the tanks and compartments through holes in the lower parts of the ship. It helps the ship to stay buoyant in a rough weather.
Character destination marker wasn't visible in the view that orbits ship or if the destination was in port.
It's now possible to issue "go to" orders from the section view and orbiting view at ports.
Crew energy levels are restored after crew returns from a vacation.
Map camera no longer follows u-boat after zooming it out to a world scale. This movement was sometimes making it hard to plot a course.
Routes set to a mission marker were sometimes staying outdated and would not follow target group.
Some devices on board were still functional after batteries became depleted or power distribution boards would be damaged.
Stationary targets from ignored or failed missions are cleaned up from the map.
Side missions are now much more rare during a free roam.
Navigator is less likely to stay at the station, if there is other work to do and he already determined ship's position well enough.
Allied u-boats could pass their observations to the player. That could produce unwanted contacts when player's ship was submerged.
Medic role was stopping to work correctly after reloading a game state.
Medic was automatically helping only the wounded crew and ignored ill characters.
Evacuation wasn't affecting officers after reloading a game state.
After power distribution board becomes damaged, all switch icons are hidden for a cleaner view.
Lost on the sea notification was displaying a different icon during an initial blinking animation.
Different icon was displayed after hovering a notification that warns the player about a dangerous depth.
Wheel menu with actions was often closing itself, if it was opened in FPP on the open sea and ship was moving.
Camera is better at determining when it enters u-boat's hull to avoid displaying empty geometry in a free camera mode.
Underwater audio effect wasn't being enabled under water in compartments.
Bugged highlight could be displayed at (0, 0) world coordinates.
Valves above the hatch between Control Room and Battery Room no. 2 were gone for at least a few versions.
Characters were sometimes taking one step ahead before starting an animation (like torpedo unloading) making that animation unaligned with other objects that participate in that animation.
Hull breach damage decals were often incorrectly rendering on top of the leak particles.
Warning on torpedo launchers was sometimes suggesting that loading torpedoes with rebreather on is possible.
From now on, if character dies, is removed from duty or starts to bail water, his belongings are moved to the ship storage instead of being lost.
Characters that were being rescued were loading incorrectly from a saved game state.
Characters that fight with each other now have better aligned animations.
Some lights could remain active in compartments with cut off electricity after reloading a game state.
Crew members working at stations could sometimes be invisible after loading a saved game state until they were given any order.
Sailors assigned to an officer could occasionally leave their stations and go to bed, even though they were still figuring as they would be working.
Crash fix related to newspaper pooling.
Added wrench model to engineer's hand during matching repair animations.
Right-clicking on an activator that doesn't have any actions available no longer does anything.
Crew members could start to behave oddly, if galley became flooded.
Bleeding countdown was overlapping with character's health points.
Wounded crew is now carried to moderately flooded compartments, if there are no dry ones available. They are also carried between compartments, if there are safer places available.
Sick crew wasn't carried out from flooded compartments (only wounded were carried).
If timing was very precise, characters would sometimes try to carry to safety their crewmates that just got cured.
Fix for crashes to desktop after buying large quantities of small calibre ammunition.
Target is now synchronized between manual periscope/UZO mode and the order for the officer.
Officer now doesn't move the periscope for 10 seconds after player leaves the manual mode.
Officer correctly aims the periscope at the target that he is currently tracking.
Right mouse clicks on ships seen through the periscope were plotting course to them. It's no longer the case.
Automated fire solution isn't improved in the background anymore, while player uses periscope manually.
Fix to a problem that could make random character models become missing.
Collection of fixes to automatically reported errors in the code.
Time compression could stop working, if player submerged while being bombed by an aircraft.
Characters that are hidden for any reason now cannot be hovered.
It wasn't possible to enter open sea after loading some game states.
Freighter names are now written on port and starboard.
Ship name and crew weren't visible through periscope on a ship unless player approached very close.
Ships that were quickly sunk with their crews on board could continue to transmit radio messages.
Portrait copies could become stuck near the "idle" task in the action queue.
43U gun on Turm IV was sometimes not repairable by the engineers. This issue may be carried on from the previous saves.
"Ghost" character no longer appears after hovering manned 43U flak gun.
Crew enters u-boat faster by ladders.
Heart attacks are less lethal. Added notification that informs player what happened.
User measurements on map use 10 meter precision instead of 50 meters.
Both u-boat turning radius and turning time should now match values from Type VIIC manual.
Navigation factors were adjusted in a way that ensures that there is no risk of getting lost in the time that navigator needs to rest after he fixes ship position in 100%.
Player ship could sometimes stop following any routes after reloading a game state.
Added warning about 416.02 and 416.15 NVidia drivers to the main menu, if player has NVidia card.
Fixes to issues with 43U flak gun not being aimed correctly by the crew.
Added simple animation for 43U flak gun user.
Small stability fixes.
Depth preset buttons weren't working correctly after skipper died.
Latest community translations.
Time skipping sometimes didn't work properly in ports after loading a game state that was saved on a previous version of the game and during off duty time.
Targeting UI wasn't fully functional after reloading a game state.
It's no longer possible to set aircraft as a target for the periscope operator by right clicking it on the map.
Various improvements to cracked hull physics. Added sound effect for hull cracking.
Generic freighter deck contents could disappear after its hull has cracked.
Some work slots could keep being marked as being flooded after air inside compartment stopped to be toxic.
Automated repairs were stopping to work, if player had Turm IV installed.
Observation periscope was not repairable.
Green mission markers weren't always fully consistent with the current observation data and they could spoil target's position.
Player's ship radar detectability wasn't affected by fog and rain due to a mistake in the code.
5th engine gear was sometimes reverting back to 4th.
Minor fixes to animations used by the crew at the diesel engines.
Target group could disappear from the map view during certain missions, leaving only an objective marker.
Camera could freeze after zooming it at the character occupying a station, if certain steps were followed.
User interface was gone, if device manual mode was left in a certain way.
Accessory items were restocked in ports in a way that could make certain item types to be consistently unavailable.
Two accessory item slots at ports were left unused and weren't restocked.
Diving suits are now correctly produced by Reich and restocked at ports. They are no longer a part of the standard loadout after starting a sandbox.
Latest community translations.
Large calibre ammunition would sometimes stop to be restocked at ports.
Guns could become unuseable, if certain steps were followed that involved loading game states in a specific order.
Camera's near and far clip plane could be wrong, if game states with different view modes were loaded in a specific order.
Character assigned to the attack periscope was becoming automatically assigned to UZO after u-boat submerged below periscope depth. He couldn't get there and was then doing nothing.
Fix to food disappearing from the kitchen after following certain steps.
Previously wounded crew couldn't be healed after reloading a game state.
Character's personal perks could be reset after re-adding him to the crew.

Thank you for sending us bug reports and posting your suggestions. That truly helps us to improve the game.

Yours,
Deep Water Studio

Подробнее - https://steamcommunity.com/games/494840/announcemen...0521707076973424

Меф

post 30-Апр-19 19:06 (спустя 30 минут)

Скажите, пожалуйста, а русскую озвучку, ну, или, хотя бы от Гоблина, создатели этой игры не обещают?

Volldark

post 30-Апр-19 19:18 (спустя 11 минут)

Ёлки, оперативно

glast

post 30-Апр-19 19:22 (спустя 4 минуты)

Скажите, а после релиза надо будет перекачивать или новая раздача будет?

REY

post 30-Апр-19 19:32 (спустя 10 минут)

glast после полноценного релиза игры будут также и другие версии раздач.

а при текущих обновлениях данной раздачи, можно будет просто перехешироваться с прежней и докачать обновления. Также по мере возможности и времени будут отдельные обновления XDelta. Надо будет просто запустить и указать путь до папки с прежней версией игры, а все остальное сделает патчер.

glast

post 30-Апр-19 19:40 (спустя 7 минут)

REY
Спасибо!

PROROK46

post 30-Апр-19 20:27 (спустя 47 минут)

Все делаю по инструкции (запуская от имени администратора), черный экран секунд 10-15 и выкидывает на рабочий стол. Что делать? smoke

REY

post 30-Апр-19 20:54 (спустя 26 минут)

PROROK46 проверь может антивирус заблокировал файлы таблетки. Игра на движке Unity, посмотри логи, возможно это подскажет в чем причина вылета. Нужен лог output_log.txt.
Сейвы, настройки и логи хранятся по пути:

Код:

C:\Users\ВАШЕ ИМЯ\AppData\LocalLow\Deep Water Studio\UBOAT


PS. А так все пучком заводится.
Скриншоты запуска:

Volldark

post 30-Апр-19 21:06 (спустя 12 минут)

Ось без всяких твиков и чистилок, касперский фри, именем администратора завелась
Но вот обучение грузится чёт писец как долго. Выставил все настройки на максимум, может из-за этого о_О

Kotcur

post 30-Апр-19 21:12 (спустя 6 минут)

А Когда полноценный выход игры?

miv79

post 30-Апр-19 21:17 (спустя 4 минуты)

Очень долго грузиться, ставил сначала на макс, не помогло. Сейчас жду когда на средних загрузится обучение.

Volldark

post 30-Апр-19 21:33 (спустя 15 минут)

А я поняла, обучение там походу вообще не завезли - вне зависимости от настроек оно грузится бесконечно. На средней графике свободная игра завелась как по щелчку. Максимальные настройки у меня в начальном экране кажут 15-20 кадров, средние от 50. Проц нагружен около 30-50%, а вот памяти жрёт как не в себя. Чёта поторопился я её хотеть в стиме куплять. Будем посмотреть. Посмотрели.
Лодка, капитан крупным планом, некоторые элементы внутри посудины появляются-исчезают, на мышь толком не реагирует. Буду ждать обновлений.

miv79

post 30-Апр-19 22:01 (спустя 28 минут)

Свободная игра завелась без проблем, только вот хз что там делать ибо подсказок нет, управление не понятно и вообще такое ощущение что игра багнутная, не имею ввиду что ранний доступ и обычные баги.

Vik191992

post 30-Апр-19 22:26 (спустя 25 минут)

даже качать не стоит,совершенно не играбельный глюк

прыщь

post 01-Май-19 00:34 (спустя 2 часа 7 минут)

мда..лодка в свободной игре парит над океаном... ничего вообще не работает...

nocopog

post 01-Май-19 08:21 (спустя 7 часов)

не работает. черный эран с10 выкидывает.

Kotcur

post 01-Май-19 11:42 (спустя 3 часа)

эээм....и чего ждать? Будут ли какие то обновы?

REY

post 01-Май-19 16:24 (спустя 4 часа)

Обновление отдельно:
UBOAT.Update.vb115.Unstable.XDelta.Patch - 01.05.2019 - 512 МБ - Скачать
Pass: rustorka.net
Требуемая версия игры: b114
Для установки нужно дополнительно около 10 ГБ свободного места.
Распаковать архив, запустить установку, указать путь до установленной игры. Дождаться завершения обновления.
Patch Notes b115:
The fixes are as follow:

Disabled certain physics optimizations to fix crashes on CPUs that don't support SSE4 or AVX.
Important performance improvements related to rendering.
Noticeable optimizations to memory usage and execution time of terrain generation procedure. Fixed few related bugs found during stress tests.
Fixed few RAM/VRAM memory leaks related to entering and leaving scene areas like ports.
One of the AA guns in La Rochelle was sticking out of the port.
Objective ordering player to equip breathing apparatus during tutorial could stay indefinitely on the screen.
Engine gears could stay indefinitely blocked on the UI telegraph.
Decreased resolution of some less important textures.
FPP on-screen hints don't appear at the beginning of the tutorial, because they explain functions that are disabled at this point.
Fixed multiple issues appearing after leaving tutorial by clicking the button on the mission completion message (not being able to leave upgrades view, missing saves and more).

TLDR: We tried to eliminate as many crashes origins as possible, we fixed the tutorial and some issues that happened after the tutorial when you moved to the sandbox.

We are still reading all your comments and move our forces to deal with any other things you report. You're the best! Thank you for all the kind words and faith in us. We won't disappoint you.

Yours,
Deep Water Studio

Подробнее - https://steamcommunity.com/games/494840/announcemen...2895822971777315

anton0308

post 01-Май-19 18:06 (спустя 1 час 42 минуты)

Маленькое замечание - понравилась игра, купите! 400р для такой игры смешные деньги.
И немного помощи: игру ставить строго на SSD, иначе будет очень долго грузится и максималки графона включить не получится, все будет тормозить.

Моя система i5.4590. GTX970. 16Gb. SSD. - Игра работает на максималках 60фпс. Просадки только во время попадания торпеды, если камера на корабле. Если смотреть с карты, то все норм.

А, ну и еще куча багов пока что с интерфейсом. Исследования работают только один раз. Имеется ввиду, что если учите ветку 1, 2.. и т.д. то не выходите из игры, иначе придется все учить заново. Так что зашли, выучили всю ветку до конца, потом выходите.

Текущее время: 29-Мар 10:31

Часовой пояс: GMT + 3



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