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Fictorum Информация
Дата выхода: 9 августа 2017
Жанр: Action, RPG, 3D, 3rd Person
Разработчик: Scraping Bottom Games
Издатель: Scraping Bottom Games
Релиз от: GOG
Язык интерфейса: Английский
Язык озвучки: Английский
Язык субтитров: Английский
Версия: 1.1.05
Тип издания: License
Системные требования:
Операционная система: Windows 7, 8, 10
Процессор: Core i5 или эквивалент
Оперативная память: 8 ГБ
Видеоадаптер: GTX 760 или эквивалент
Свободного места на жестком диске: 10 ГБ

Таблетка: Не требуется (DRM-Free от GOG)
Описание:
Царство террора, как никогда, кажется таким приятным, когда вы не оставляете буквальную камня на камне на своем пути. Fictorum - это ролевая игра о волшебнике приговоренному к смертной казни, в которой есть полностью разрушаемые структуры, рандомизированная карта мира, магическая система с формированием и настройкой заклинаний «на лету». Разработчики определили игру со странным названием Fictorum как «ролевой экшен с элементами rogue-like, глубокой магической системой и полной разрушаемостью».

Дополнительно:

Играть мы начинаем за средневекового колдуна, приговоренного к смертной казни. Герой избежал гибели, но решил отомстить обрекшей его на смерть инквизиции в целом и ее главе в частности. И пошел разрушительным маршем по степям и весям безымянной сказочной страны.
Как театр начинается с вешалки, так и приключение нашего Фикторума (местный орден магов) стартует с глобальной карты, бережно позаимствованной из FTL: Faster Than Light почти в первозданном виде.

Скриншоты

Скриншоты:

Особенности релиза:

Бонусы от GOG:Игровой саундтрек (*.mp3)

Описание установки и запуска:

Запускаем установочный файл.
Следуем инструкциям программы установки, не обращая внимание на возможные предупреждения антивирусной защиты.
Играем...
Скриншоты установки:

История обновлений раздачи:

12.08.2017: Игра обновлена до версии - 1.0.5.
25.08.2017: Игра обновлена до версии - 1.0.6.
02.06.2018: Игра обновлена до версии - 1.1.05. Patch 1.1.05 (01 June 2017)
Frozen Spear should now correctly deal point damage.
The Bug Logger can now be rebound (default key is "L"). You'll need to reset bindings to default to see the new binding option.
Tutorial text and quest indicators will be easier to see
The Tutorial is no longer affected by the current save slot difficulty
Typos fixed in Rutilius and Gerolt events
Gamepad slider visual will be hidden upon switching to mouse and keyboard
The Options button in the main menu works again
Patch 1.1 (10 May 2017)
Major Change: Performance Improvements
We've made massive performance boosts throughout Fictorum! The areas that you'll see the biggest changes are:
Initial load time significantly reduced
Projectile targeting is now much more responsive, especially with faster projectiles
Lag removed from death and looting
Lag removed after selecting a new mountain or starting a new event
Lag significantly reduced when switching difficulty/title in character screen
Lag significantly reduced when changing equipment
Major Change: Camera Improvements
The camera will switch to an over-the-shoulder view while inside buildings for a more consistent experience. Additionally, you can now play over the left or right shoulder (available in the settings menu or press the interact hotkey while casting a spell to switch in-game).
Major Change: Gamepad UI Improvements
We've ditched the joystick mouse cursor plugin we previously used and reworked all of our UI to work beautifully and seamlessly with a gamepad. Additionally, we've added an auto-sort feature to make managing the inventory with the gamepad even easier.
Major Change: Event Rewrites
We've been working with Nathan Fierro—the author of The Demon of Cliffside—to improve our existing events and add new ones. Every single event has been either edited, rewritten, or removed and he has done an amazing job crafting the confident, brutal, and vengeance-fueled voice of our game.
New Starting Text:
It was impossible, of course. But Acanthio was a Fictorum, the last one, and by stretching the very limits of his power and of creation itself he survived his own execution. Such power comes with a price, however, and his body was warped with corruption, his mind scarred with the brief, blazing glimpse of the world that moment gave him, of the horrors within the Miasma. And of the Inquisition, its endless armies already stirring, a hound scenting the magical trace of his miracle. The Firebrand could not run away, not forever, but he could run toward. He cast his vision onto his map, marking the way to the Grand Inquisitor. Marked with red, marked with blood. It was the Grand Inquisitor who had decreed The Firebrand would die, and it was death he would receive.
Major Change: AI Improvements
One of the main complaints of our game was the AI. Upon spotting the player, enemies would run as fast as they could towards the player in the absolute, most direct line. With this version, we've significantly improved their formerly bad behavior—they'll now search for alternate routes to overwhelm the player in small groups of mixed forces, working together to bring the player down. This has also laid the framework allowing us to do even more for our enemies later on...
Major Change: Physics Improvements
Another common comment that we saw when we posted to Imgur or reddit was that our destructible meshes lack weight and move too much like foam once shattered. After adjusting the physical materials of our meshes, they now move much more realistically.
Major Change: Enemy Spell Variation
We made a big mistake when we were first setting up our enemy spellcasters in that they all had their own individual spells that were specific to the caster, even if it was essentially the same spell. They worked differently, had inconsistent damage and physics, caused loads of bugs and balancing issues, and were an overall pain to maintain. Eventually, we realized that we should rework all spellcasters and archers to use the same spells available for the player and then add any additional output (damage tweaks, multi-shot, chain reaction, etc.) that we'd like for them. As a result, casters are more varied, putting to use spells that you can also find in-game. We even have more we'd like to do with these capabilities, but that's for another patch...
Minor Improvements and Bug Fixes
Fictorum has been upgraded to Unreal Engine 4.18
Normal items will only ever be received at the very start of the game and will spawn as a magical item instead (does not apply to runes)
Mana costs and drain have been completely rebalanced
Fixed a bug that would prevent some achievements from registering
Projectile spells with Pierce will now penetrate trees
Arrows now have a trail particle effect and are much easier to spot
Fixed a bug that would occasionally not go to the follow-up event for dispatching Revan
Character auras will no longer flicker when knocked down
Fire manifestation will no longer eat processors for breakfast
If the starting titles have been reset, a new character will no longer bring in the last title of a character if it has not been unlocked.
Fixed a bug on the Inventory tooltip that would display keyboard instructions while using a gamepad
Fires crackling within homes will no longer be heard over a long distances
Enemies will get stuck around carts much less frequently
Fixed a bug that would prevent the history window from scrolling down far enough to the event choices right after combat
Items with no stats will no longer appear
Projectiles will no longer be frozen in the air after hitting a spell shield
Characters in ragdoll will both collide with the world and receive fall damage much more consistently
Fixed a bug that would occasionally cause the player to jump unintentionally upon landing or prevent a jump entirely
Cooldowns will now properly round to a single digit
The Vasshorn event has been removed
Equipping an item while flying no longer causes the character to move up a little
Healing will no longer be available from vendors when at full health
Wake passives will no longer activate with great fervor on the title screen
Fixed a bug that would allow selection of disabled event choices
Fixed bug that would occasionally make locations on the chapter map difficult to mouse over
Enemies will content themselves with your death, ceasing their attack after your demise.
Enchantments will no longer cost double while in a shop location
Notifications for new title unlocks will not repeat
Haven will no longer block targeting if it is your spell
Having the enchanting slot filled and hovering over items in inventory will no longer cause a hit to FPS
Opening the trash tab then dragging an item into it will no longer cause the trash open animation to happen again
Fixed bug that on rare occasions prevented interaction with the world map
Having 100% rune shaping start position will no longer negatively affect spell shaping
AOE effects (auras, traps) no longer appear on walls and props
Casters no longer wait for you to return to your feet before shooting
Negative effects on items will no longer increase during enchantment
Lightning Orb will no longer persist permanently with an Echo rune
Lightning Damage is now properly shown in the "Details" section of the inventory
Death, knockdown, or traveling through the nexus will automatically end the Slow Time ability
Rune images will update properly if you switch spells while casting
Highly enchanted projectiles will no longer seek enemies without a Seek rune
Retiring to void will properly to move the save to the void and prevent continuing the game
Efficiency runes will now lower mana drain (in addition to mana cost) and will properly have their effects increased via enchanting
Destructible mesh hitboxes will now properly despawn for Rock Wall and Glacier
Goatee and chin facial hair will properly display when selected on the character customization window
Fix a bug that allowed runes to be assigned to an ability upon initial spawn
Health/Mana/Stamina values will no longer remain visible if an associated bar was hovered while the inventory is closed
Enchanted ability tooltips will now properly reflect actual cooldown duration
Meteor's visual effect now properly scales with the size of the spell
Loot found will now properly overflow into the next row in the history scroll
Dash will now properly scale with Slow Time
Fixed a bug that would show incorrect information for passive scrolls in spellbook slots
Mouse X and Mouse Y are much less sensitive when binding controls
Candles/torches will properly be destroyed instead of occasionally floating in midair
Cooldown timers will be correctly displayed with duplicate abilities
Nexuses on boss levels can no longer be seen via clairvoyance
The player will no longer float into the sky when frozen solid
Several spelling and grammar errors have been fixed throughout the game
Parts of the nexus will no longer ignore projectile collision
Treasure chests will no longer spawn underground
Voice hit responses will no longer play from landing damage if the player has been killed
Characters will no longer play their death sound effects if frozen solid or badly burned
Shockwave will properly play a sound when activated
Area spells with the Nova rune will now always spawn on the player instead of the final targeting location
Difficulty, hardcore, and title buttons are now more obvious when hovered
Unlock conditions for titles have been clarified on the Start Game menu
Plasma ball damage has been nerfed
Item values will be increased based on enchantment level
Interior props will have greater variation
Character details now show attributes after passive modifiers have been applied
Quest objectives and loot can be seen through debris while clairvoyance is active
The Flaming Bulwark starting title will now start with the Flare spell
Seek will prioritize targets closer to the final targeting location over targets closer to the projectile
Projectile spells with Pierce will behave better in general
Vault targeting has been improved
Final encounters have been improved
Loot containers will now be limited within levels based on difficulty
Incendium Impulse has been greatly lowered
Rune attributes will scale better with their rarity
Fire propagation from Manifest is now more realistic and performs better
Escape now controls the settings window on the start map
The Grand Inquisitor is now more challenging and will use a new array of spells to end your journey
Attribute weights for item values have been rebalanced
The Starcaller starting title will now only start with a Seek rune
Stamina drain while sprinting reduced to 20/sec
Invigorate now has a 10-second cooldown, enchanting reduces the cooldown
Shaping bonus has been reduced overall on affixes and will scale with chapters
Difficulties details are now shown on the New Game menu
Chapter tabs have been improved and a scrollbar allows for easier viewing
Most abilities have had their mana cost significantly reduced, several have had their cooldowns increased.
Rewriting History will now set your health to a minimum of 50% of max health
Items will no longer be auto-equipped when picked up
The Character Customization window is now available on the developer menu
Color parameters for all armor types have been improved
Chip's Challenger can now be found as a unique
Runes have had their effects rebalanced on area spells
Enchanting costs have been doubled for spells
Clairvoyance can now be used while casting a spell
Daggers have been removed as possible weapons for enemies
The inventory tooltip has been improved to always show the currently hovered item closest to the cursor, then currently equipped items next to it
The history scroll can now be moved with the joystick
The New Game and Customize Character windows have been improved
Visual improvements have been made to the projectile targeting spline
Chain will do a much better job of targeting nearby enemies
Haven visual effects have been improved
Flight control improvements and toggle (see action bindings)
Due to redundancy with Clairvoyance, the Void projection Scroll will no longer be found in-game
Special conditions with spells will be more commonly available as choices in events
The font has been changed for spell slots to increase clarity for their corresponding hotkeys in the UI
Stamina no longer regenerates while the player is airborne
Vendor will now heal for a percentage of maximum health, versus a static amount
You can now heal as much as you can from the full heal option, even if you can't afford it a full heal
Hex/HTML codes can now be used for colors on Character Customization
Shamblers will no longer wait politely for characters to rise to their feet before exploding
A short delay and sound effect has been added for the Corrupted shambler prior to exploding
Area spells with a Spread rune will now alternate sides to create spell instances (example: create 3 to the right, 4 to the left), versus creating maximum equal amounts on both sides (same example: create 7 right and 7 left)
Debris will refrain from instant killing the player (except on Nightmare where it has no mercy)
Sentinel flares will now do non-elemental damage and cannot be reduced by any damage reduction
Flamethrower no longer applies any damage on contact, but persist and manifest multipliers have been increased
Default runesets are now visible on the Start Game—Show Inventory screen
Items that drop in later chapters will be slightly better
Visual effects will be shown in the characters hands while casting a spell
Radial damage will no longer be increased on High Explosive runes
Fireball, Ice Blast, and Incendium have had their radial damages increased
The projectile targeting mesh has been improved
Patch 1.0.6 (24 August 2017)
Added GOG Galaxy achievements
The Tutorial has been improved with more information
Two new titles have been added into Fictorum.
The "invisible wall" on the title screen should no longer appear. If it still does press alt+enter.
Walby Pass will no longer break your saves under some circumstances.
Vendors on the world map will have slightly more items and runes available for sale
Fixed a bug that would overwrite the character's inventory in very rare cases
Open Inventory tabs will be closed when the screen is closed
Character armor will be slightly easier to see against the landscape
Weapons will no longer float in the air after a character has been frozen solid and then shattered
Indoor quest indicators disappear when the character goes outside
Nalf's Peak will now correctly give a quest
Glaciers and Rockwall will never damage the Fictorum
Fixed a bug that would prevent the game from focusing on the Victory screen
Falling enemies in ragdoll will never cause damage to the Fictorum
Void Projection will drop much more often and will no longer be seen by enemies
Perks will immediately be reflected in the character's attributes after selecting one.
Pyromancer, Cyromancer or Electromancer achievements should now be unlockable.
Characters can no longer be locked in a ragdoll state
Inputs from non-english keyboards and Steam controllers can now be bound.
Color from the current character slot is automatically loaded when the game starts
Tiny candles have been properly scaled up, even though Greg really wanted to leave them as they were
Hardcore and difficulty modes default to last setting of the character slot
The shaping menu can no longer be accessed while casting an ability
Various typos have been corrected throughout the game
Health potions will spawn on a level basis, versus an individual spawn roll per health potion
The enchanting tooltip will now properly update for runes while hovering over the Enchant button
Starting title, difficulty, and current chapter properly appear on details panel
The Ascended should be unlockable now
Debris damage has been capped to 300 and is registered as physical damage (therefore, can be resisted)
Arrows have been slowed considerably
Easter Egg "Rain Down" has been hidden in a level
Camera settings are now consistent between the first and third person camera
Feared characters will flee their home when the Fictorum is nearby
Dash VFX has been improved slightly
Added more particle effects to destruction when Effects are set to "Epic"
Corrupted Shamblers (the suiciders) have more aggressive AI
Enemies should attack a bit more consistently with melee attacks
Enemies will not always face the player at far distances
The same level should not spawn right next to each other.
Maps that are unable to be completed should no longer be generated
The shield around the final level will now properly appear
A couple of events are now correctly flagged as Starting Events.
Patch 1.0.5 (10 August 2017)
Minor bug fixes.

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