StarDrive 2: Digital Deluxe (2015) [xatab]seeders: 112
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StarDrive 2: Digital Deluxe (2015) [xatab] (Size: 1.16 GB)
DescriptionTorrent can be force-rechecked. Patched to version - 1.1e. Updated 09/10/2015. INFORMATION: Year: April 9th, 2015 Genre: Strategy, Real-time, 3D Developer: Zero Sum Games Publisher: Iceberg Interactive Publication Type: RePack Language: Russian, English Language: English Tablet: enclosing {ALI213} SYSTEM REQUIREMENTS: ✔ Operating System: Windows 7/8 / 8.1 | (64-bit) ✔ Processor: 2.5 Ghz Intel Core 2 Quad Q8300 or equivalent ✔ Video: 1 GB nVidia Geforce GT460 or equivalent, 500 MB ATI HD4850 or equivalent ✔ Memory: 4GB ✔ Sound Card: Sound device compatible with DirectX 9.0 ✔ Hard disk space: 2.5 GB Screenshots: http://gallerynova.se/site/v/616121 http://gallerynova.se/site/v/616122 http://gallerynova.se/site/v/616123 http://gallerynova.se/site/v/616124 http://gallerynova.se/site/v/616125 Features: Features repack: "Do not cut / no recoded "Game Version: 1.1e "Installation time 2 minutes »Repack by xatab Features patches: Patch Notes 1.1e-- Patch is up. Let me know if you have any troubles with it! Added a slider to the galaxy creation menu to let you affect how many wormholes will spawn in your galaxy Added two new difficulty levels: Brutalx2 and Brutalx4. These provide large bonuses to the AI and also increase the danger level of external threats Ships will now remember their deployment position and preferred firing ranges after a battle. In planetary defenses ships will still order themselves in a defensive line; in offense engagements ships will use their last deployment position. Ships will now heal all of their ship modules to a minimum of 1hp after battle. This will guarantee that your ship will at least have all systems functional if it gets into another battle, although those ship systems will of course be very fragile until real repairs can be made You can now pan the camera using the Arrow keys in addition to WASD Bugs involving the import/export of .5 food are resolved (mostly this was caused by citizens with Photosynthesis) Fixed an issue where an AI fleet that took battle damage from another AI fleet would have that damage become permanent after surviving a battle with a player fleet Subspace Projectors have been upgraded. They now provide a circular area of effect rather than a directional area of effet, and that area of effect has been substantially increased in size. Mass Drivers have been retooled. They now do not lose any effectiveness over long ranges, but they do substantially less damage. I still think they'll be a good choice for your stand-off ships but it's not an insta-win weapon any more. Rambowl's ship got some upgrades to make it not useless Patch Notes - Version 1.1b 25 июня - Zero Hello everyone. This new patch improves battle performance and also rebalances fleets and fleet caps. Some of these changes are a bit dramatic, so play a round or two and let me know what you think! This patch is now live with the following patch notes: Polish language implemented I've added some sanity checks to the code to try and eliminate the Mirror Fleet bug. I have not been able to reproduce this issue on my end, but when you get enough people playing the game, it'll pop up. I hope this fix will eliminate the bug. After this patch, please let me know. Fighters will now take damage over time if their mothership is destroyed; this should eliminate situations where a pair of ace dogfighters take nearly forever to finish off their battle. They'll have about 45 seconds of life left after their mothership dies. (Experimental) I am eliminating the Garrison mechanic, which reduced the command point cost of ships that were in orbit - as an experiment in controlling fleet sizes (Also Experimental) - the base CP for a battleship is increased from 4 to 5; Titans from 5 to 7. I want titans to be a much larger investment, and encourage some more mixed use of forces (Experimental too) - You may now build a number of free frigates equal to half your Command Point Cap (rounded up, if the number is odd) Changed the way "free CP" ships are represented in the fleet UI. previously they would contribute to the "on paper" CP cost of the fleet, and you'd have to figure out whether a ship was free or not; now I specifically assign a ship to be free or not, which will result in an accurate CP readout on the GUI. Defensive Station hitpoints are increased by about 300% Attempted fix in place for scenario where AI ships will maneuver off the combat map; I have not been able to reproduce this bug but my hypothesis is that it is an error in the target selection code; I have done some work here to do a little sanity checking and ensure that AI ships refresh their targets a bit more frequently Rebalanced all of the combat audio to avoid corrupt, crackling sounds when too many weapons are firing off at once; you should also observe a nice performance increase as a result Fixed a bug where weapons that deal Damage over time were not properly applying their Dots, although the damage text would appear I've changed the AI's fleet building logic to prioritize making its biggest ships first, and then it will backfill with free corvettes and frigates Sharing WidgetTrailer |
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