Overlord (игра)

Звук в War for the Overworld отсутствует или пропадает в заставках

  • В трее нажмите ПКМ по значку динамика;
  • В открывшемся меню необходимо выбрать пункт

    «Звуки»

    ;
  • Следом необходимо выбрать устройство (это могут быть либо динамики, либо наушники) и
    нажать на

    «Свойства»

    ;
  • Перейти на соседнюю вкладку

    «Дополнительно»

    ;
  • Отыщите меню под названием

    «Формат по умолчанию»

    , чтобы задать значение, но
    оно должно быть ниже текущего;
  • Нажмите

    «Применить»

    , откройте War for the Overworld и проверьте результат проделанной
    работы.
  • Вновь в трее ПКМ по значку динамика;
  • В меню отыщите функцию под названием

    «Пространственный звук»

    , чтобы
    отключить;
  • Остаётся лишь перезапустить War for the Overworld и проверить результат.

Creation[]

The Overworld is created by default upon creating a new world. Other dimensions, such as the Nether and the End, will only be created upon accessing the proper portals.

Seeds

Main article: Seed

New worlds in Minecraft are generated through the use of seeds, which are typically a random number that is used as a starting point for the world generation formula. If given a non-integer input (such as the word «Glacier»), the seed input is converted into the corresponding integer (such as 1772835215).

Seeds will generate almost exactly the same world every time, given the same game version and the same world type. Although the exact spawn point varies, the coordinates of all terrain features will remain the same.

Abilities[]

Passive Traits

  • Consuming Flame: Ember Demons are beings of pure flame, and as such, instead of taking damage from fire attacks and lava they are healed for 50% of the amount of damage a normal unit would receive.
  • Ember Spirit: Upon death, the Ember Demon violently explodes, damaging all nearby enemy units. After about a minute, the Ember Demon will revive at its Ember Rift. If the Ember Rift is destroyed at any time, the Ember Demon will instantly die.

Active Abilities

  • Flare: The Ember Demon launches himself at an enemy unit, damaging them and all nearby enemy units upon landing.
  • Firecracker: The Ember Demon lets out a quick burst of flame, stunning all nearby enemy units for a very short period of time.

Environment[]

A river biome running through a mesa biome.

The Overworld is an incredibly complex environment with a wide variety of features.

Biomes

Main article: Biome

A village, one of many naturally generated structures in the Overworld.

The Overworld is subdivided into biomes. The current biome determines almost all physical aspects of the terrain. Biomes may vary widely based on size, and almost all biomes have several different variations of themselves. Biomes also influence which mobs may spawn, and affects environmental behaviors such as weather.

Natural structures

Main article: Generated structures

The Overworld is comprised of several unique terrain patterns, known as structures, that vary widely depending on the seed and the biome. While specific structures are unique to each world, they can be categorized by comparing them to a real-world equivalent, such as , caves, and . «Impossible» formations, such as , can also be found throughout the Overworld.

Along with terrain features, natural structures include naturally-generated buildings, such as villages, dungeons, and mineshafts.

Day-night cycle

Main article: Day-night cycle

The Overworld is the only dimension with a day-night cycle, and thus, time.

During the daytime, the sun acts as a powerful light source, with a light level of 15, the maximum. is strong enough to grow plants and affect the way mobs spawn, among other interesting effects. During the nighttime, the moon is the only natural light source. However, moonlight is comparatively dim; the light level will fall to a minimum of 4, allowing hostile mobs to spawn. It is only during nighttime that players may sleep in a bed.

The day-night cycle can effectively be measured using a clock, which allows players to determine the approximate from any location in the Overworld. Time can also be sped up with the use of the command.

In the Computer and Console Editions, the sun rises in the east and sets in the west just as it does in the real world; in Pocket Edition it rises in the north and sets in the south. Either way, observing its motion is a simple method of telling direction without a compass.

Mobs

The Overworld is home to a wide variety of mobs. Mobs may spawn depending on the light level and the biome, among other factors. They vary widely in behavior and the level of danger they present to the player. Mobs from other dimensions, such as the Nether, may use portals to enter the Overworld, and vice versa. However, boss mobs, such as the ender dragon and the wither, cannot enter portals.

Hostile mobs

Zombie Skeleton Creeper Slime Witch Guardian Silverfish Endermite
Husk Stray Elder Guardian Spider Jockey Chicken Jockey Skeleton Horseman

Ошибка DirectX в War for the Overworld


«DirectX Runtime Error»

«DXGI_ERROR_DEVICE_RESET»

«DXGI_ERROR_DEVICE_HUNG»

«DXGI_ERROR_DEVICE_REMOVED»

  • Первым делом необходимо установить «чистую» версию драйвера вашей видеокарты (то
    есть не стоит сразу спешить устанавливать тот же GeForce Experience, ничего лишнего
    от AMD и аудио).
  • При наличии второго монитора попробуйте отключить его, а также отключите G-Sync и
    любые другие виды дополнительных/вспомогательных устройств.
  • Воспользуйтесь средством проверки системных файлов для восстановления повреждённых
    или отсутствующих системных файлов.
  • В случае если используете видеокарту от Nvidia, тогда попробуйте включить

    «Режим
    отладки»

    в панели управления видеокартой.
  • Часто причиной ошибки служит перегретая видеокарта, поэтому для проверки её
    работоспособности рекомендуем воспользоваться программой

    FurMark

    . Если это оказалось действительно так, тогда следует
    понизить частоту видеокарты.

  • Если вдруг столкнулись с другими ошибками, тогда рекомендуем переустановить DirectX,
    но перед этим лучше на всякий случай удалить старую версию (при этом обязательно
    удалите в папке перед переустановкой все файлы начиная с

    «d3dx9_24.dll»

    и
    заканчивая

    «d3dx9_43.dll»

    ).

Interface[]

The game interface is reminiscent of normal real-time strategy (RTS) games: the player uses a mouse, represented in-game as a hand, to interact with a bar on the left-hand side of the screen, allowing him to select which rooms to build and which spells to cast. Rather uniquely, the player can use the hand to pick up creatures and objects in the dungeon and carry them around, allowing for tactics such as gathering an assault force and dropping off the creatures en masse once a foothold has been established.

The hand also allows the player to «slap» objects and thereby interact with them: creatures will hurry up when slapped, chickens in a Hatchery will «splat,» and some traps will be triggered. Prisoners in the Torture Chamber can thus be treated with a hands-on approach.

The main game view is in isometric perspective, however, this view can be zoomed and rotated. The player also has the option of possessing one of his creatures, and seeing the dungeon from that creature’s first-person perspective, as well as use their attacks and abilities.

The map is divided into a grid of (mostly invisible) rectangles: an arbitrary number of monsters can be on any element of the grid, but only one trap or room section. A smaller part of the map is shown as a minimap in the top left corner of the screen.

The world map demonstrates the developers’ detailed work: at the beginning of the game, the player is allocated one of the 20 regions of a fictional, idyllic country. As the player progresses through these regions (each of which represents a level), the areas previously conquered will appear ransacked, twisted, and evil.

Before starting a new level, the advisor will tell the player about the current region and its attributes. This has no significance on the level itself, but provides comedic effect as the advisor is unable to comprehend the good deeds of the population. For example: «This region of dreaming underlings is ruled by the beautiful Lady Catherine. She’s kind, and fair, and doesn’t imprison or torture her subjects…for some reason.»
After completing a level, the advisor will talk about the «improvement» of the destroyed region. «The streets run with the blood of the slain. Screams of pain and howls of anguish rip the night air like a vengeful siren’s song. This really is somewhere you can take the kids for the weekend.»

War for the Overworld выдает ошибку об отсутствии DLL-файла. Решение

Как правило, проблемы, связанные с отсутствием DLL-библиотек, возникают при запуске War for the Overworld, однако иногда игра может обращаться к определенным DLL в процессе и, не найдя их, вылетать самым наглым образом.

Чтобы исправить эту ошибку, нужно найти необходимую библиотеку DLL и установить ее в систему. Проще всего сделать это с помощью программы DLL-fixer, которая сканирует систему и помогает быстро найти недостающие библиотеки.

Если ваша проблема оказалась более специфической или же способ, изложенный в данной статье, не помог, то вы можете спросить у других пользователей в нашей рубрике «Вопросы и ответы». Они оперативно помогут вам!

Благодарим за внимание!

Environment[]

The Overworld is an incredibly complex environment with a wide variety of features.

Biomes

A river biome running through a badlands biome. A ruined portal can also be seen in the distance.

Main article: Biome

The Overworld is divided into biomes of various types. A biome’s type determines the basic characteristics of the terrain within it, such as the blocks composing the surface or the plants that thrive in it. The biome type also determines which mobs can spawn within it and affects how environmental behaviors such as weather are expressed within it.

Natural structures

A village, one of many naturally generated structures in the Overworld.

Main article: Generated structures

The Overworld is composed of a large number of terrain patterns, called generated structures, whose arrangement varies widely from one seed to another. The exact structures are unique to each world, while the types of structures that can be generated at a given place are determined by the biome type. Structures are meant to represent real-world equivalents such as mountains, caves, and lakes. «Impossible» (in the real world) formations, such as floating islands, can also be found throughout the Overworld.

Along with terrain features, natural structures include naturally-generated buildings, such as villages, dungeons, mineshafts, and ruined portals.

Daylight cycle

A view of the day-night cycle.

Main article: Daylight cycle

The Overworld is the only dimension with a daylight cycle and the only one where the environment reflects the passage of time. In contrast to time zones in the real world, Overworld time is universal; it is always the same time for every player in the dimension regardless of how far apart they might be, even in an «infinite» world.

During the daytime, the sun acts as a powerful light source, with a light level of 15, the maximum. is strong enough to grow plants and affect the way mobs spawn, among other interesting effects. During the nighttime, the moon is the only natural light source. However, moonlight is comparatively dim; the light level falls to a minimum of 4, allowing hostile mobs to spawn. Other than during thunderstorms, nighttime is the only time players may sleep in a bed.

The daylight cycle can effectively be measured using a clock, which allows players to determine the approximate anywhere in the Overworld. Time can also be changed or stopped with the use of the command.

The sun rises in the east and sets in the west, just as it does in the real world. Observing its motion is a simple method of telling direction without a compass.

Mobs

Main article: Mob

The Overworld is home to a wide variety of mobs. Mobs vary greatly in behavior and the level of danger they present to the player. Different mobs spawn at different times and places depending on the light level and the biome, among other factors. On occasion, a mob can move between the Overworld and another dimension, such as The Nether, by using a portal, but this is uncommon. Boss mobs like the ender dragon and the wither cannot enter portals.

Animals

  • Axolotl
  • Bat
  • Bee
  • Cat
  • Chicken
  • Cod
  • Cow
  • Dolphin
  • Donkey
  • Fox
  • Glow Squid
  • Goat
  • Horse
  • Mooshroom
  • Llama
  • Ocelot
  • Panda
  • Parrot
  • Pig
  • Polar Bear
  • Pufferfish
  • Rabbit
  • Salmon
  • Sheep
  • Squid
  • Trader Llama
  • Tropical Fish
  • Turtle
  • Wolf

Monsters

  • Cave Spider
  • Chicken Jockey
  • Creeper
  • Drowned
  • Elder Guardian
  • Enderman
  • Evoker
  • Guardian
  • Husk
  • Phantom
  • Pillager
  • Ravager
  • Silverfish
  • Skeleton
  • Skeleton Horse
  • Skeleton Horseman
  • Slime
  • Spider
  • Spider Jockey
  • Stray
  • Vex
  • Vindicator
  • Witch
  • Zombie
  • Zombie Villager
  • Zombified Piglin

New Expansion: The Under Games

An all-new 7-level campaign

  • Choose your Underlord and participate in a deadly tournament, set across a series of scenarios that call back to classic Dungeon Management gameplay!
  • Each of the 4 playable Underlords has a unique playstyle, driven by their powerful traits and exclusive minions and Aspects.
  • A completely overhauled AI awaits with 5 difficulty levels and a multitude of personalities to put you through your paces.
  • Conquer arenas with distinctive layouts and a variety of visual themes, including the new blood-soaked Sanguine theme.
  • 3 new Underlords with their own unique unlockable Dungeon Themes.
  • 9 new Aspects expand your Veins of Evil, with new defences, constructs, potions and spells!
  • New terrain features and shrines await in the Underworld, such as the ultra-hard Quartz and Moongate teleportation shrine.
  • See this blog post for the full details!

Sequels and expansions[]

The Deeper Dungeons

The Deeper Dungeons is an expansion pack that was released on November 30, 1997 in North America. It features 15 new levels and an improved artificial intelligence for the enemies.

Dungeon Keeper Gold Edition

Dungeon Keeper Gold Edition was released December 31, 1998, in North America. It was not a sequel but a repackaging. It contained the original game, Deeper Dungeons, the 3-D patches, a game editor, and a novella. The book recounted the story of a hero killed while exploring the dungeons. Most of the additions were put on Bullfrog’s website. The Gold Edition was discontinued but later repackaged and redistributed by EA Digital Illusions CE.

Dungeon Keeper 2

Dungeon Keeper 2 was released in June, 1999. It used a new game engine that natively supported hardware acceleration. Its predecessor supported Direct3D but only with an alternative executable. The sequel also used full-3D models for the creatures and enemies, rather than sprites.

Dungeon Keeper 3

Dungeon Keeper 3 was not released. However, some Dungeon Keeper 2 CDs contained a trailer showing some features of Dungeon Keeper 3; among them were above-land battles. One member of Bullfrog Productions stated on his personal website that Dungeon Keeper 3 was going to be named War for the Overworld. The project was discontinued because, according to Ernest W. Adams (one of the developers), Bullfrog had decided not to make any other real-time strategy games. The decision was, in effect, the end of Bullfrog as a brand; the company had already been owned by Electronic Arts for several years. EA laid off some employees and put the remainder onto other projects such as the Harry Potter line.

Dungeon Keeper Online

December 1, 2008, NetDragonWebsoft Inc., a Chinese, on-line game developer, announced it had partnered with Electronic Arts to develop a massively multiplayer online role-playing game based on the Dungeon Keeper license. The game is slated to appear only in China, Taiwan, Hong Kong and Macau.

New & Updated Systems

Sacrifices

  • After unlocking the Sanctuary, you will now gain access to a new ‘Sacrifice’ ritual
  • Activating the ritual will allow you to drop 3 units onto the altar
  • After doing so, the ritual will complete and you will be rewarded with a prize!
  • There are a number of recipes, but any combination that does not match a recipe will reward some gold

Moongates

  • Moongates allow units to instantly travel from one part of a map to another
  • Comes in two forms: a Construct and a Shrine, which both link up and behave in the exact same way
  • Units will automatically use Moongates if they are the fastest (or only) route, no need for the player to interact

Banshees

  • Banshees are a new type of unit with unique behaviour

    • Banshees automatically seek out the closest enemy objective (primarily cores, secondarily inhibitors, etc) and path to it (shielded targets are always lower priority than non-shielded)
    • Once it reaches its target or cannot get any closer to its target, it will explode, dealing a large amount of damage to anything nearby, including walls and friendly targets
    • Damage is reduced against units
    • Damage scales with the amount of remaining health the Banshee has
    • Banshees cannot be picked up, healed, possessed, etc
    • Slapping will detonate them early
  • Used by the Empowered Banshee (Empowered Banshee Spell) and Banshee (Reanimation potion, Nether Shrine)

Mana

  • You are now able to increase your total mana to a total of 2000 (up from 1500)
  • Mana can now be gained from:

    • Earning Sins
    • Artefacts of Mana
    • Mana Shrine (which has been revised – see below)
    • Mana Vaults (new Construct)
  • Mana from the Mana Shrine and the Mana Vault is ‘unstable mana’

    ‘Unstable mana’ is mana that it is possible to lose (eg: if your Mana Vault is destroyed)

  • The main campaign and Heart of Gold are still limited to 1500 mana

    The Kenos now increases your mana pool to 2000 (in levels 12 & 13)

Veins of Evil

  • Several new aspects from The Under Games have been added
  • Some potions in the centre have swapped places
  • Annex has moved from Wrath to Sloth
  • Augrum Wall and Rampart have swapped places
  • Titans now cost 5 Sins to summon, rather than 3
  • See the image below for the new layout – the changes are highlighted

Work Experience

  • Units now gain XP when working in most rooms
  • The XP gained is equivalent to 17.5% of that gained in the Barracks, and will scale down as units level up in the same way that the Barracks does

Levels / Campaigns

  • War for the Overworld – Level 4

    Marcus will no longer recall his minions on loop when they enter the Tavern

  • War for the Overworld – Level 5

    It is no longer possible to cancel Shifting Bond, avoiding a number of issues caused by this. Obey our level order!

  • Heart of Gold – Level 1

    Fixed a rare issue where the level script could halt under certain conditions

  • Heart of Gold – Level 3

    Colossus Forge no longer uses incorrect tooltips

  • Heart of Gold – Level 4

    • Coleem will no longer sink into the floor when killed on this level
    • Inhibitors on this level will no longer be floating slightly above the ground
    • Fixed an issue where killing Coleem on this level would not correctly award the Nature’s Call achievement
    • Prisoners in the Phaestian prisons are now correctly neutrally aligned
  • Crucible

    Achievements should now always award as intended

Trivia[]

  • The maximum number of blocks that can be generated in the Overworld is approximately 921.6 quadrillion (9.216×1017) blocks, assuming a distance of 30,000,000 blocks in either direction.
    • The total area is about 8 times the surface of the Earth, or approximately the surface area of the planet Neptune.
    • This means that storing a filled world, with no entities or block entities, would require 3.6864 quintillion (3.6864×1018) bits (409 petabytes) for the block data alone, based on the fact that each standard block is assigned 4 bits of information.
    • By manually modifying the game, it is possible to generate the world up to 2,147,483,647 blocks (the 32-bit integer limit) in either direction.
  • A 1:1 (1 block = 1 meter) scale map of the Earth, built-in Minecraft, would be 510.9 trillion (5.109×1014) blocks in size.
    • Assuming the map is one block deep and uses 1 byte per block, its size would be approximately 475,800 GB (464.7 TB).
    • A Moon-sized map would be made of 37.95 trillion (3.795×1013) blocks. Its data size would be 35,340 GB (34.52 TB).

Отсутствует DLL-файл или ошибка DLL


«DLL»

DLL-fixer


Ошибка d3dx9_43.dll, xinput1_2.dll,
x3daudio1_7.dll, xrsound.dll и др.

Все ошибки, в названии которых можно увидеть

«d3dx»

,

«xinput»

,

«dxgi»

,

«d3dcompiler»

и

«x3daudio»

лечатся одним и тем
же способом – воспользуйтесь

веб-установщиком исполняемых библиотек DirectX

.

Ошибка
MSVCR120.dll, VCRUNTIME140.dll, runtime-x32.dll и др.

Ошибки с названием

«MSVCR»

или

«RUNTIME»

лечатся установкой
библиотек Microsoft Visual C++ (узнать, какая именно библиотека нужна можно в системных
требованиях).

Избавляемся от ошибки MSVCR140.dll / msvcr120.dll / MSVCR110.dll и
других DLL раз и навсегда

Очень часто стал замечать, что люди плачут об ошибках «запуск программы невозможен, так как
на компьютере отсутствует MSVCR120.dll». Это встречается…

Игровой процесс[]

В ходе игры пользователю предстоит помочь Повелителю и его прихвостням победить семерых героев, одолевших его предшественника, а после этого поддавшихся развращению. Каждый из них олицетворяет собой один из семи смертных грехов. Существует четыре вида прихвостней, отличающихся друг от друга окраской и способностями. В начале игры вызвать можно лишь пять прихвостней, а к её концу их число может достигнуть пятидесяти. Игрок может пожертвовать ими для восстановления здоровья и маны в специальных жертвенных ямах. После нахождения первой плавильном и красных прихвостней станет доступно создание оружия и доспехов, повышающих способности Повелителя.

Игрок начинает игру в старой разрушенной башне, ставшей для него домом и убежищем. С возвратом украденных из неё артефактов становятся доступными новые комнаты и заклинания, также возрастает максимальное здоровье и запас маны Повелителя. Игрок может добавить в свою башню множество дополнительных вещей, например знамена и статуи, внешний вид которых зависит от его действий в сюжетной кампании. Большая часть видов поверженных противников, за исключением падших героев, могут ещё раз сразиться с Повелителем на арене в его личном подземелье.

Хотя игра позиционирует главного героя злым, квесты представляют его более сложным персонажем. Во время прохождения Повелитель подвергается искушению со стороны каждого из семи смертных грехов, представленных соответствующим героем. Решения игрока в ходе игры влияют на уровень Порочности протагониста, повышая или снижая его. Значение этого показателя влияет на отношение к главному герою местного населения и его внешность (что уже применялось ранее в играх серии «Fable»), а также на доступные заклинания и концовку игры.

В игре есть несколько кооперативных режимов. Режим «Резня» даёт возможность двум Повелителям сражаться друг с другом вместе с сотнями прихвостней. В режиме «Выживание» два Повелителя сражаются против крупных армий врагов. «Грабёж» является соревнованием между двумя Повелителями и их свитой с целью украсть как можно больше золота за ограниченное время. Версия для Xbox 360 обеспечивает голосовой чат посредством Xbox Live. В версии для PlayStation 3 в игре есть мини-карта, позволяющая ориентироваться в игровом мире.

Прихвостни[править]

Прихвостни — это раса малых гремлиноподобных (импоподобные или гоблиноподобные) существ. Являются самыми верными слуга Владыки, которые рождаются из Жизненной силы (которую можно получить из любых убитых врагов). Они используются Владыкой, чтобы следовать его каждому указанию; от боевых действий до разграбления домов и разгрома контейнеров (и что-нибудь еще, что выглядит непригодным для этого). Есть четыре типа прихвостней:

  1. Бурые — это основные прихвостни, с которыми вы начинаете, и впоследствии являются самыми универсальными из всех прихвостней. Бурые прихвостни рождены быть бойцами и собирают себе снаряжение практически из любого валяющего мусора (на удивление, этот мусор просто отлично помогает им в бою). Они могут нанести и выдержать большей урон, чем другие прихвостни и умеют прыгать врагам за спины, но не умеют плавать и не обладает хоть какому-то сопротивление к яду и огню. Во второй части игрокам дали возможность сформировать волчью кавалерию бурых прихвостней, которые становятся быстрее и сильнее пеших прихвостней и получают способность перепрыгивать обрывы.
  2. Красные — эти прихвостни слабее и хуже экипированы, чем их коричневые собратья, но у них есть дальняя атака, которая может быть очень эффективной при правильном использовании. Хотя этот клан не обладает большим запасом здоровья, но он обладает бесценной способностью быть неуязвимым к огню и поглощать пламя. Во второй части игры игроки смогли сформировать саламандровую кавалерию красных прихвостней.
  3. Зелёные — хотя эти прихвостни слабее своих бурых собратьев, но они являются мастерами прыжков и атак на спины и скрытых засад. Также обладатели сопротивления к ядам и способностью поглощать ядовитые облака, но у них нет привычки следить за своей гигиеной и из-за этого они обладают запахом дохлой рыбой. Во второй части игроки могли сформировать паучью кавалерию зелёных прихвостней, которая сможет устраивать засады на стенах.
  4. Синие — это самые слабые из прихвостни Владыки. Тем не менее, это единственное племя, которое может плавать там, где утонули бы все остальные прихвостни. Они также могут воскрешать мертвых прихвостней (если от их самих остались тела). Это единственные прихвостни, которые не будут атаковать врага без вашего приказа, но у них также есть преимущество магических атак, позволяющих им атаковать эфирных врагов. Во второй части они потеряли способность атаковать, зато получили способность становиться невидимыми при движении и уничтожать магическую слизь (от которой другие прихвостни мутируют в жутких страшилищ).

Background[]

Recently a few of your more ingenious Augres and Cultists were able to create a portal to another realm, what came through was a fiery fiend that they lovingly call the Ember Demon. Each of these Ember Rifts seems capable of tethering a single Ember Demon to this realm, however these portals require a small, constant tithe of mana to be sustained.

This beast seems to be a physical manifestation of the torrid heat of whatever realm it came from, but thankfully it seems to owe you some allegiance… either that or it simply wants to watch the (Under)world burn and finds that the heroes who oppose you tend to be more flammable than your own followers.

Whatever the case, the Ember Demon will engage your enemies in battle and leave them all crisped husks inside molten suits of armour. When extinguished, it seems that the Ember Demon will reignite itself from the Ember Rift where it was created and will continue doing so until the Rift is destroyed. Due to this unique trait, they seem quite content at bombing headfirst into hordes of enemy units with little regard for their own safety. Flame on, Underlord.

Aesthetic Improvements

Over 100 New Animations

  • Tons and tons of animations have been added to almost every unit in order to better telegraph their abilities in combat and
  • Units now bend down and pick up their gold
  • Units now pick up the Micro Piglet before ripping it apart
  • Micro Piglets can now backflip and roll in the mud
  • Many units now have additional combat animations that better link with the abilities effect

Overhauled VFX

  • Many instances of overly-bright VFX have been reduced
  • Combat VFX have been reworked, VFX for stun, burn, lava-burn and slow have been added.
  • VFX for abilities have been reworked to better fit with their animations

Overhauled Materials & Shaders

  • Applied cubemaps to some metal flourishes to improve metallic look
  • Changes to unit lighting so that they are more visible
  • Fixed some corrupted materials (e.g Lord O Theland) to cleanup their look

Trivia[]

  • The maximum number of blocks that can be generated in the Overworld is approximately 921.6 quadrillion (9.216×1017) blocks, assuming a distance of 30,000,000 blocks in either direction.
    • The total area is about 8 times the surface of the Earth, or approximately the size of Neptune.
    • This means that a filled world, with no entities or block entities, would be 3.6864 quintillion (3.6864×1018) bits (409.27261579781770706 petabytes) in block data alone, due to the fact that each standard block is assigned 4 bits of information.
  • If someone made a 1:1 (1 block = 1 meter) scale version of the Earth, its area would be 510.9 trillion (5.109×1014) blocks.
    • Assuming the map is only one block deep and uses 1 byte per block, its size would be approximately 475,800 GB, or 464.7 TB.
    • A Moon-sized map would be made of 37.95 trillion (3.795×1013

      Its data size would be 35,340 GB, or 34.52 TB.

      ) blocks.

Mobs[]

There are many different mobs in the Overworld. Most mobs are themed after the biome they are found in. Excluding bosses, NPCs and utility mobs, the mod adds at least 45 mobs to the overworld.

For simplicity only the Advent of Ascension mobs are shown below. For additional simplicity, they are divided into categories.

Hostile (Surface, Day):

Name Spawning Requirement
Ancient Golem Spawns naturally in Plains biomes
Bomb Carrier Spawns rarely in every biome.
Boneback Spawns naturally in Savanna biomes
Bush Baby Spawns naturally in Jungle biomes
Charger Spawns naturally in Plains, Forest & Extreme Hills biomes
Chimera Spawns naturally in Savanna biomes
Chomper Spawns naturally in Swampland biomes
Cyclops Spawns naturally in Plains, Forest & Extreme Hills biomes
Desert Charger Spawns naturally in Desert & Mesa biomes
Fishix Spawns naturally in Swampland biomes
Furlion Spawns naturally in Desert & Mesa biomes
Goalby Spawns naturally in Mountains biomes
Goblin Spawns naturally in Plains, Forest & Extreme Hills biomes
Hag Spawns naturally in Swamp biomes
Hill Charger Spawns naturally in Mesa biomes
Horndron Spawns naturally in Plains biomes
Ice Giant Spawns naturally in certain biomes
King Charger Spawns rarely in every biome.
Leafy Giant Spawns naturally in certain biomes
Living Fungi Spawns naturally in Taiga biomes
Muckopede Spawns naturally in Mesa biomes
Pincher Spawns naturally in Ocean biomes
Sand Giant Spawns naturally in certain biomes
Sand Golem Spawns naturally in Desert & Mesa biomes
Sasquatch Spawns naturally in Plains, Forest and Extreme Hills biomes
Sea Charger Spawns naturally in Beach biomes
Sea Troll Spawns naturally in Beach biomes
Snow Charger Spawns naturally in Cold biomes
Sphinx Spawns naturally in Desert & Mesa biomes
Stone Giant Spawns naturally in certain biomes
Swamp Charger Spawns naturally in Swampland biomes
Tree Spirit Spawns when a Dead Tree is attacked.
Wood Giant Spawns naturally
Yeti Spawns naturally in Cold biomes

See individual mob pages for more information.

Hostile (Night):

Name Spawning Requirement
Bugeye Spawns naturally
Nightfly Spawns naturally
Night Reaper Spawns naturally

See individual mob pages for more information.

Hostile (Underground):

Name Spawning Requirement
Everbeast Spawns rarely underground
Ghost Spawns naturally underground
Mother Void Walker Spawns naturally underground.
Shade Spawns when attacking a shadow
Trickster Spawns naturally underground
Void Charger Spawns naturally underground
Void Walker Spawns naturally underground

See individual mob pages for more information.

Passive:

Name Spawning Requirement
Elkanyne Spawns naturally in Savanna biomes

See individual mob page for more information.

NPCs:

Name Spawning Requirement
Assassin Spawns naturally
Corrupted Traveller Spawns in Ruined Teleporters
Hauling Master Spawns naturally in certain biomes
Lottoman Spawns naturally
Naturalist Spawns naturally
Realmshifter Spawns naturally
Troll Trader Spawns naturally in Beach biomes

See individual mob pages for more information.

Bosses:

Name Spawning Requirement
Smash Drop a Troll Idol anywhere in the Overworld

See individual boss pages for more information.

И еще пару слов

Как темный повелитель, вы сможете останавливать время от времени разбушевавшихся миньонов, которые будут беспощадно грабить и разрушать дома и территории крестьян. А вообще уникальный и динамичный сюжет и полная свобода действий. Только темные силы и ваша армия смогут навести порядок в вашем королевстве.

Особенности Overlord

  • Помощники миньоны. Миссия ваших подопечных – это не только искать предметы, но еще и строить, воровать и воевать рука об руку с темным повелителем.
  • Квесты. Пройдите дополнительные квесты, чтобы прокачать навыки ваших союзников. Но не оставляйте их без полного контроля.
  • Золото. Гномы и эльфы обожают золото, поэтому они смогут принести в копилку ценные очки, чтобы модернизировать вашу армию тьмы.
  • Графика. Новый игровой движок позволит увидеть вам кровавые зрелищные сцены битв.

На этой странице по кнопке ниже вы можете скачать Overlord через торрент бесплатно.

Что сделать в первую очередь

  1. Скачайте и запустите всемирно известный CCleaner (скачать по прямой ссылке) — это программа, которая очистит ваш компьютер от ненужного мусора, в результате чего система станет работать быстрее после первой же перезагрузки;
  2. Обновите все драйверы в системе с помощью программы Driver Updater (скачать по прямой ссылке) — она просканирует ваш компьютер и обновит все драйверы до актуальной версии за 5 минут;
  3. Установите Advanced System Optimizer (скачать по прямой ссылке) и включите в ней игровой режим, который завершит бесполезные фоновые процессы во время запуска игр и повысит производительность в игре.

Map Editor – Mighty Script

  • Printing a random number via an in-game message no longer displays as “Null”
  • Fixed an issue where a unit affected by a unit scaling modifier would appear with a larger size than intended
  • Fixed an issue where the Magic Finder would not correctly highlight Inhibitors, Gateways and Shrines which were defined in the trigger
  • Summon Worker will now correctly appear in the Magic Finder list for spells
  • Fixed an issue where the Set Fog of War Revealer action would cause a level to become unloadable
  • Fixed a number of problems with the Give or Deduct Gold and Give or Deduct Sins actions
  • Fixed an issue where prop KOs would be detected again upon loading a save game, causing Mighty Script to fire off triggers for props which were KOd prior to the save game
  • Fixed a number of issues where Mighty Script behaviour would not survive when loading a save game
  • Fixed a rare issue where certain custom levels could prevent Veins of Evil aspects from unlocking correctly
  • Lord of the Land voice lines triggered by Mighty Script should now play correctly
  • Fixed an issue where the “On Gold” Mighty Script trigger would not start if the “cumulative” parameter was enabled
  • Fixed an issue where playing a Mighty Script enabled level, quitting out and then playing a standard campaign level could cause strange issues in the level scripting
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