Dungeon Lords - Steam Edition (MMXII) [RePAck] [RUS / RUS] (2012) (1.60M.R3+Upd 1)

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Post 14-Feb-2018 16:55

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-Dungeon Lords - Steam Edition (MMXII)- ИНФОРМАЦИЯ:-Год выпуска игры: 1 мая 2005г.
Год выпуска переиздания: 2012 (AG.RU)
Жанр: RPG / 3D / 1st Person
Разработчик: Heuristic Park
Издатель: THQ Nordic
Платформа: Windows
Версия: 1.60M.R3 (Upd_1)
Тип издания: RePack
Язык интерфейса: RUS
Язык озвучки: RUS
Таблeтка: Вшита (BAT-TEAM)-СИСТЕМНЫЕ ТРЕБОВАНИЯ:-Windows XP / Vista / Win7 / Win10
Процессор: AMD/Intel dual-core processor running at 2.6 GHz (Intel Pentium D or AMD Athlon 64 X2 are recommended)
Оперативная память: 2048 MB ОЗУ
Видеокарта: ATI/NVIDIA/Intel dedicated, mobile or integrated graphic card with at least 256MB of dedicated VRAM and with at least DirectX 9.0c and Shader Model 3.0 support. ATI Radeon HD3800 series and Nvidia GeForce 8800GT (and higher) are recommended graphic cards.
DirectX: Версии 9.0c
Сеть: Широкополосное подключение к интернету
Место на диске: 6 GB
Звуковая карта: Integrated or dedicated DirectX 9.0c compatible soundcard
-ОПИСАНИЕ:-Римейк знаменитой игры, которая обрела название "Dungeon Lords MMXII". С предыдущим игровым проектом практически не осталось ничего похожего. Будет полностью изменен игровой интерфейс, графика приобретет современный вид, тени будут более насыщенными, а тексуры в формате HD. Кроме того, будет введена поддержка широкоформатных мониторов. Звуковые эффекты так же претерпят изменений, что позволит более серьезно преподнести игрокам хорошо известный мир игры. Улучшенный редактор персонажей позволит создать своего героя в соответствии с собственными предпочтениями. К существующим игровым классам были добавлены новые представители. Боевая составляющая игры так же претерпела изменений. Не забыли и о квестах, которые полностью переписаны. Помимо одиночной компании, заявлено кооперативное прохождение.
ДополнительноРолевой экшен, действие которого разворачивается в огромной фэнтези-вселенной. В основе игры – глубокий интригующий сюжет, который повествует о вражде правителей, что вылилась в кровопролитную войну меж двумя королевствами. Вам предстоит вооружиться и отправиться в путь, чтобы разрешить этот конфликт.
  • Фэнтезийный ролевой экшен, созданный под руководством Д.В. Брэдли – одного из авторов знаменитой серии Wizardry.
  • Огромный мир для исследования: города, поселки, замки, подземелья, храмы и даже арктические пустоши.
  • Сотни сюжетных и побочных заданий, а также множество персонажей, с которыми можно взаимодействовать.
  • Гибкая ролевая система, позволяющая создать героя с уникальным набором боевых навыков и умений.
  • Богатый арсенал оружия и магии; в жестоких боях вы можете громить врага, используя разнообразные связки ударов и специальные боевые финты.

Особенности Steam Edition

FEATURES STEAM Version:
Now Supports Steam Multiplayer up to 8 Players with support of Steam Lobby
Automap Fog of War
New additional ActionBar added with 12 additional action slots using F1-F12 as hotkeys
ActionBar items can now be moved around in Inventory or Equipped and retain viability in the action bar
Revised Difficulty Settings
Enhanced Skill, Inventory and Spellbook Features
Revised Spells, Consumables and usable Items
FEATURES:
Co-op story mode for up to 8 players and full single-player game experience
New Hero Classes, new and improved Class Skills, and new unique Class action abilities
Full World and Character Re-mastering for enhanced gameplay experience
50-70 hours gameplay time
All new intuitive Graphic User Interface and Action Bar system
Enhanced Multiplayer features (includes Trading and Friendly Targeting for buffs and heals)
Dual Switchable Interface Modes (supports Hot-Key action play and Point&Click play)
Improved Graphic & Visual Enhancements
Updated full hardware Screen Resolution support (16:10, 16:9, 1920x1080 etc.)
Newly Re-Mastered Audio sounds and speech.

описание Update_1

Dungeon Lords Steam Edition Patch #1
FIXED:
DEAD STATIC monsters (fixed monsters that have been killed) removed from
processing and placed in MODE_HOLD now remain removed when loaded from a
savegame or scene file. Previously, DEAD STATIC monsters were reverting to
MODE_DEATH when loaded, causing them to be actively processed again, including
world physics and collision with invalid (floating point) position data. In
dungeon scenes this could potentially result in a stack overflow condition
during recursive collision processing.
Revised:
Adding objects to game object list (OList) now checks if already
inserted and performs removal prior to re-adding. An OList error now writes to
log with object and caller id.
REVISED MULTIPLAYER:
REVISED: When minimizing the application window, the game now continues to
process network messages and send/receive heartbeats. Previously, the game
could disconnect players if they minimized the game window longer than 60
seconds, and network messages were not being handled.
REVISED: The game now compares release version for displaying listed games in
the Steam Lobby, and excludes games from showing that are not the same version.
Players are recommended to always update to the latest version of the game.
REVISED: Tweak to new interpolation methods for improved rotation and movement.
NEW: Added "LOADING" pop-up bar that appears when outdoors and the game pauses
to load uncached world data and objects from disk.
FIXED: Added filtering on outdoor scene loading to remove any queued events
crossing over into the Fargrove Sewers scene. Previously, if players clicked the
sewer switch more than once when initially entering the Fargrove Sewers then
these extra events were stored and could re-trigger Fargrove Sewers scene
loading again when players tried to exit any Fargrove gates later in the game.
REVISED Multiplayer:
* FIXED: Invasive packet parsing in 3rd party NAT solver library was
interpreting data in the game's DirectPlay messages as "internal" messaging
intended for itself, corrupting network message exchanges between host and
clients in multiplayer. The NAT library code was specifically targeting (but
not limited to) messages containing terrain block loading information and
player position data in savegames, resulting in abrupt game session
terminations, disconnects, and erroneous data exchanges. This issue was
identified as the source of multiplayer gameplay failures in the initial Steam
release.
* FIXED: Emmindor now awards completion for delivering Galdryn's Horn to
Talendor for characters in the party that did not previously receive the quest.
Elderon now enables the tower lift and opens the doors for everyone after
Galdryn's Horn has been delivered to Talendor. For "late arrival" characters
that did not initially receive the quest from Emmindor to deliver Galdryn's
Horn, it may be necessary to engage Elderon and Emmindor more than once for
completion. Please read "IMPORTANT NOTES ABOUT MULTIPLAYER GAMES" further below
for more information.
* FIXED: Host now repeatedly checks for valid player connections during terrain
segment loading. Previously, if a player was disconnected during a terrain
loading lock the host could wait indefinitely (hang) for a response never
forthcoming. Note that the game currently waits 60 seconds before disconnecting
a player due to non-responsiveness, thus if a player does disconnect during
scene transition or terrain loading, then host gameplay may be delayed this
time before resuming action.
* Revised PCStream, MonsterStream, and PCAOP (PLAYER POSITION UPDATES) messages
to reject older messages if a newer message has already been processed, and
reject messages where scene (spoke number) does not match the currently loaded
scene. Previously, an old/late upd message could potentially be processed with
invalid position data for the currently loaded scene.
* Revised default UPDPC frequency to 62ms = 16 updates per second (previously
28 updates per second). This is to further reduce network traffic and match
monster update frequency in potential support of possible future stream
consolidation.
* PC stream data revised to include orientation of remote players when running
oblique (side run).
* New interpolation methods were introduced to reduce visible position and
rotation jitter for remote players. Position data for players is now more
rigidly under control of host. Previously, the host was cheating positions
reported by clients in attempt to reduce visible position jitter.
* Added supplemental logging for all multiplayer scene loading methods to
faciliate tracking of connection problems during scene transitions and terrain
block loading. Added system timestamps to game log and NatLib log messages.
* Added network message traffic monitor output to the log file. This is to
facilitate diagnosis of any reported network issues, and may be removed in a
future update.
*** IMPORTANT NOTES ABOUT MULTIPLAYER GAMES ***
When resuming a multiplayer savegame, always select your hero character from
the savegame roster displayed, and not with the "Load Character" button. The
"Load Character" button is a feature to allow players to load a hero character
for starting new multiplayer games, and to allow players to add an additional
hero character to a savegame party being resumed. Loading a character using the
"Load Character" button will destroy all quest information (except for personal
class quests) and all npc encounter information as if these characters had
never played the game. Game quest information and npc encounter information
obtained by the other characters in the savegame roster will NOT be tranferred
to these additional characters, and consequently, it is possible that some
quests may not be recognized or awarded for these "late arrival" characters.
Players are therefore cautioned to take heed: continuing gameplay from a
savegame with only "late arrival" characters, without the original host hero
character in the party, may encounter subsequent quest blocks preventing
succesful conclusion of the game.
IMPORTANT: Prior to ending a multiplayer play session, the HOST player should
always save the game before any players exit the game. This will preserve all
information as exists in the game session for all players. If a player is
disconnected, to resume gameplay the host should always load the last complete
savegame including ALL characters in the party (even if some forward progress
is lost) so that all information for all characters in the party is preserved
in entirety.
AS IT WAS IN THE BEGINNING: SAVE YOUR GAME OFTEN!
Dungeon Lords features fast savegame recording so that frequent saving is not
disruptive to gameplay. However, to supplement the neglectful, the game always
makes a full auto-save whenever performing scene transitions.
FINAL NOTE: When a non-host player character leaves a multiplayer party by
quitting the game, all required quest items and all major quest status
information of that character are automatically transferred to the host
character, allowing the host to continue gameplay progress normally. Thus, as
long as the host character is continued along an unbroken savegame chain, the
party should always be able to progress through the game to reach its final
conclusion.

Особенности репака

За основу взят релиз от Scene.
Ничего не вырезано/не перекодировано.
Установлен апдейт 1
Установлен фикс для кооператива,(лаунчер для настроек в папке с игрой - "SSELauncher.exe")

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Установлен русификатор звука и речи от Siberian GRemlin.
Реклама отсутствует.
repacked by nelex.

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