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Скачать игру Ultima Ratio Regum v0.6 - игра на стадии разработки | Рейтинг: 9.9 (8) | Баллы: 13 |
• Разработчик / Developer: Инди-игра (14535)
• Жанр / Genre: Текстовые, Roguelike (1574); Песочницы (Sandbox-игры) (1335)
• Тип игры / Game Type: Beta-версия (игра еще в разработке)
• Размер / Size: 4.65 Мб.
• Оценка игроков / Game Score: 9.9 из 10 (всего голосов: 8)
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Ultima Ratio Regum - это отличный подарок для поклонников режима Adventure в Dwarf Fortress. Игра представляет из себя сплав рогалика и песочницы выполненной в ASCII графике, с процедурно-генерируемом миром, историей и персонажами.
Игра ОБНОВЛЕНА с v0.5 до v0.6. После семи месяцев разработки, встречайте новое обновление! Список изменений внутри новости.
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В игре виден огромный потенциал - более 200 тысяч видов оружия; Враги обладают уникальным AI, у каждого из них будут свои цели и задачи, мотивы и убеждения; Десятки различных фракций, начиная от эльфов и заканчивая личами, которые будут помогать вам и вступать в ваши ряды; Неограниченный размер вашей армии, все зависит от ваших способностей и умений; Более 300 различных существ; 16 внутриигровых языков и многое другое.
v0.6:
New Features:
• City generation – hundreds of districts, buildings, architectural styles, and more.
• Nomadic fortresses – strong walls, open-air markets, military protection.
• Hunter-Gatherer settlements – building materials, shrines, geometric layouts.
• Towns and farms generate throughout feudal civs, and can be explored.
• Improved map generation – new biomes, more efficient algorithms.
• Explore massive and varied feudal cities (each able to support a population of ~300,000+), each with its own range of districts, architectural styles, and buildings influenced by the political and religious choices of its civilization.
• Discover nomadic fortresses in the desert, enclosed by walls and with an emphasis on strong defence and open-air markets.
• Farms and towns now also generate within the countryside, which in the future will be important stops on your travels, and sources of occasional markets and information.
• Hunter-gatherer civilizations now have settlements, laid out in complex geometric patterns, built from a range of materials, and containing cryptic shrines…
• A huge range of new ‘l’ook graphics for almost everything new in the game, and for a range of items/features/terrains which did not possess graphics in the past.
• Improved world map generation – now includes rare marshland areas, and a significantly overhauled polar biome, now featuring ice as well as snow.
• Introduction of strategic-layer movement around cities, a note on the pricing of city districts, and the unique coinage of each civilization, which will be activated in version 0.9.
• Significant expansion of variety of religion and civilization generation.
• A range of bug-fixes and optimizations on roads, settlement generation, coats of arms, line of sight, generating certain aspects of rivers, and more.
v0.5:
• History generation! The world now contains over a thousand years of history of conflicts, religions, settlements, colonies and more. Some categories such as discoveries and cults will be added to more in later versions. Although they are currently all shown at the start of the game, exploring and discovering these histories (and the gameplay/world information they provide) will later emerge into a central game mechanic.
• Enlarged world map! The world map is now 250×250 rather than 150×150, but due to various optimizations takes up less memory than the older version. This allows for far more room for everything the game needs, and with a larger world map I can start to think about various mechanics for exploring the world without it all opening up too quickly.
• Religion generation! The world is now populated by religions – monotheistic, polytheistic and spiritual/animist/shamanistic – some of which may spread between multiple civilizations. The game describes their entire pantheons in addition to (for feudal religions) what agendas they might wish their followers to pursue.
• Cities, towns, fortresses and settlements! The world map is now populated by the capital cities and smaller towns of feudal civilizations, the desert fortresses of nomads (between which their caravans will later roam) and the settlements of hunter-gatherer civilizations. These different types of civilization also have different types of flag and symbols associated with them. In the next version, 0.6, these population centers will be fully explorable.
• Coats of arms and families! Feudal civilizations now contain a number of noble houses, each of which has a procedurally generated coat of arms to go with it. The player is assigned to a non-ruling house in their civilization of choice, and house allegiance will be one of several “faction” alignments that offer both benefits and risks as the game progresses.
• Updated start/load screen! The start/load a game screen now displays a wealth of information about each save to allow you to easily browse the saves you may have, and also loads in a fraction of the time that was required in the past. You are also now given a choice of what civilization to follow, and whether to follow the lead religion in that civilization (if any).
• Policies! There are now a large number of “policies” that each civilization possesses, spread across eight different categories. These will act as passive boosts to the player’s abilities, skills and stats in various areas.
• Road generation! A network of roads now criss-crosses the parts of the world controlled by feudal civilizations, and also generate on the human-scale map (not just the world map).
v0.4.1:
• Limbs – damage, healing, movement penalties/bonuses, etc.
• Expanded basic inventory system.
• Addition of torches & healing items.
• Traps – trap rooms, lethal/non-lethal, gas/acid/spikes/poison/fire and more.
• Ability to throw/pick-up items.
• Full terrain & tree procedural graphics.
• 50%-75% time reduction for all saving/loading screens.
v0.3.0:
Main Additions:
• 16 hand-drawn languages, assigned to ancient civilizations.
• Ziggurats, containing fully three-dimensional dungeons (multiple staircases which retain coordinates between floors). – Procedural generation of riddle puzzles in ziggurats. – Extensive graphical update for many items, accessible through the ‘l’ook function – stairs, doors, walls, stone blocks.
• Several secret items and hints towards future features and story.
• Over 100 tweaks, bug-fixes, and general improvements.
v0.2.x:
New Features:
• Guidebook;
• Resources Map;
• Multi-square Trees;
• Options/Controls Menus;
• Calendar, Seasons, Day/Night Cycle;
• New Main Menu;
• Planetary Generation;
• Improved World Generation;
• Skill Trees;
• Saving & Loading.
v0.1.3b:
• Minimap doesnt say ‘enter map’.
• Volcano/mountain pathfinding bug fixed.
• All map visible for testing purposes.
• Post-chunk loading error fixed.
• New donators added to contributors list.
• World generation terrain error fixed.
• All items and creatures display without crashing over borders.
• Numpad Enter works just like keyboard enter.
• Fullscreen option disabled if monitor resolution too low.
• Red arrow shows direction of attack if unseen.
• All creatures, items and viewtypes inverted for clarity.
• Escape/backspace for back.
• Change inventory, black out all incorrect inventory.
• Quitting works correctly.
• Chrs > 256 no longer cause a crash.
• index = key.c – ord(‘a’).
• Crosshair no longer sometimes deletes creature characters.
• You cannot fast-travel vs creatures in nearby map grids.
• Endless ‘You cannot reach that limb’ messages hide the attack list.
0.4, Winter 2013:
• Limbs – damage, healing, movement penalties/bonuses, etc.
• Expanded basic inventory system.
• Traps – trap rooms, lethal/non-lethal, gas/acid/spikes/poison/fire and more.
• Jumping/dodging/falling mechanics.
0.5, Spring 2014:
• History Generation – war, rulers, families, artworks, discoveries, etc.
• Myth & Legend generation – deities, beliefs, heroes, monsters, etc.
• City Exteriors – cities show up on map, city walls can be accessed.
• Religion/Civilization generation – policies, governments, etc.
0.6, Summer 2014:
• Improved World Gen – new biomes, swamp/plateau, natural wonders, redo polar, etc.
• Pyramids – map generation, light puzzles, second “dungeon” type.
• Special dungeon floors – hall, labyrinth, crypt, etc.
• OTHER COOL STUFF.
Ultima Ratio Regum is a middle-ground between roguelikes, RPGs and strategy games.
• Over 200,000 spawnable weapons. Ultima Ratio Regum contains over a dozen fully-modelled materials, a large number of weapon classes (sword, knife, mace, longbow, etc), a variety of blessings, curses and enchantments, significant variation in manufacturing quality and durability and a number of other attributes, all of which contribute to its combat effectiveness, price, and other factors. The large number of variables thus results in the huge number of possible weapon permutations. Different skills govern different weapons, and different races express a preference for different armaments.
• Complex AI with their own motivations, loyalties and objectives. Unlike in many RPGs and Roguelikes, enemies will not simply throw themselves upon your sword. They act as ‘players’ too, and have their own motivations – wealth, martial prowess, ideology or anything else, but ultimately self-preservation. They intelligently assess the battle and decide when to attack, whether to rally their comrades, when to flee, which items are worth picking up and using, pass information about your combat strengths and weaknesses to their allies and many other actions besides. Intelligent creatures on your side will need a good reason to fight, while intelligent creatures facing you will not hesitate to back off and regroup if appropriate.
• Dozens of factions and species to gather support from. Humans, Dwarves and Elves are looking for allies as ever, they are not the only races you can align yourself with. Many species including Minotaurs, Liches, Titans, and even some of the more diplomatic legions of the Undead can potentially ally with you, aid you, and eventually be converted to your cause, given the right encouragement. There also exist a large number of wild animals and monsters of various strengths that impact upon the growth of empires, and might need to be removed to gain access to particular shrines, resources, etc.
• No limit to the size of armies the player can equip and command. Upon getting a faction to entrust you with their soldiers, a number of organisational, combat and objective-orientated options become available. You can lead as many soldiers at any one time as are willing to follow you. They can additionally be delegated to follow another individual of high rank, allowing you to launch attacks from multiple fronts and many other possibilities. However, you may need to serve in their armies – or gain their respect another way – before persuading them to serve under you…
• 300+ types of creatures, including name generators. Each letter denotes a class of creature, which can contain multiple species. For example, ‘B’ creatures are Behemoths; ‘t’ creatures are Trolls; both encompass just a single species with variations. By contrast, ‘T’ denotes Titanic creatures, which range from Giants and Ettins to Colossi and the Titans themselves. Each class or species of non-animal creatures has their own name, moving away from the concept of ‘unique’ NPCs in other games. Humans, dwarves and elves are denoted by ‘h’, ‘d’ and ‘e’, but the use of the ‘@’ symbol (normally just for the player) is used for the commanders of military forces to make leaders clear on the battlefield.
• 14 varied creature languages. Different species and races speak different languages. You begin only able to speak the language of your species (Human, Dwarven or Elvish), but have the ability to learn other tongues. The more of a language you know, the more of that speech you are able to understand, and therefore the greater the ease with which you can trade, exchange information, and form alliances. Minotaurs, for example, are ordinarily unconcerned by strangers, but cannot be recruited as mercenaries unless you, or someone in your employ, learns their language.
• No in-built quests; pick your own allegiances and objectives. Ultima Ratio Regum contains no fixed objective. Instead, it presents a complex, dynamic world, and history books that need to be written. What – if any – mark you leave upon them is up to you.
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