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TMM: Entourage Xforce


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About This Game

Description

Tales of Mystics and Madmen: Entourage or TMM: Entourage for short is a top down shooter with a couple of RTS mechanics mixed in. You pic 5d3b920ae0



Title: TMM: Entourage
Genre: Casual, Indie, Strategy
Developer:
Chocolate Ship Games
Publisher:
Chocolate Ship Games
Release Date: 31 Aug, 2017


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 7 x64
  • Processor: Quad Core 3,4GHz

English



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I played the game for some hours now and as Krystal Skies stated in his review the game seems to be in really EARLY access. This means there are areas that are obviously not in the final stage yet. But I guess this will be polished with the next updates. The main feature that is missing is a step-by-step tutorial. It took me some time to understand how things work and what I have to do. However after getting used to the game dynamics it is a fun and challenging skrimish game. The AI is tough enough to keep me almost every time loosing at medium difficulty (there is also easy and hard as option).. It's a little bit rough around the edges but this is early access so it's to be expected. I like the idea of a steampunk moba and the play style is pretty unique.. It's a little bit rough around the edges but this is early access so it's to be expected. I like the idea of a steampunk moba and the play style is pretty unique.. It's a little bit rough around the edges but this is early access so it's to be expected. I like the idea of a steampunk moba and the play style is pretty unique.. I played the game for some hours now and as Krystal Skies stated in his review the game seems to be in really EARLY access. This means there are areas that are obviously not in the final stage yet. But I guess this will be polished with the next updates. The main feature that is missing is a step-by-step tutorial. It took me some time to understand how things work and what I have to do. However after getting used to the game dynamics it is a fun and challenging skrimish game. The AI is tough enough to keep me almost every time loosing at medium difficulty (there is also easy and hard as option).. I played the game for some hours now and as Krystal Skies stated in his review the game seems to be in really EARLY access. This means there are areas that are obviously not in the final stage yet. But I guess this will be polished with the next updates. The main feature that is missing is a step-by-step tutorial. It took me some time to understand how things work and what I have to do. However after getting used to the game dynamics it is a fun and challenging skrimish game. The AI is tough enough to keep me almost every time loosing at medium difficulty (there is also easy and hard as option).


Update to v.0.1.6 : Change log Artstyle -Changed the art direction of the game to be more cartoony improving aesthetics and image acuity Gameplay -Added the ability to zoom in and out a lot using the mousewheel Visuals -Improved support for team colors on characters -Disabled the outline effect on units inside the crosshair for now Terrain -Removed grass for now -Changed texture size to accommodate for the new artstyle UI -Fixed a bug which prevented users from going through the tutorial a second time in the same session -Changed the loading screen to show a random character portrait along with tips for the currently loading match Misc -Various smaller bugfixes -Made some changes to how FOW is processed; needs more testing and a performance pass. Version 0.4.1 : Change log Game -Fixed a bug which caused the map the be really dark at the start of the match UI -Fixed a bug which caused some sprites to appear white -Changed positioning of morale text a bit. Version 0.4.2 : Change log Open Battle -Added 20 maps UI -Changed appearance of minimap to only show walkable areas -Aligned minimap to camera rotation -Fixed some tooltips (i.e.. Update to v.0.1.7 : Change log Artstyle -Improved the look of the game Gameplay -Turned all arcing projectiles which targets foes on a different plane into straight projectiles, this is a workaround to their otherwise awkward trajectory -Reduced the speed of arcing projectile moving that way Balance -Increased the damage of all bows Visuals -Improved support for team colors on all models -Added various special effects to all environment -Changed how the fog of war is drawn Game Modes -Disabled CTF for now while we work on a fix which affects flag carriers Misc -Various improvements to integrity and stability of the game client. Version 0.5.0 : Change log Game -Hero units now inherit stats from other unit types -Set window mode to full screen by default -Convention: Unit names are now single word only -Changed a couple of unit names to conform to this convention -Added some checks to prevent incorrect building placement -Added attack boni vs other types to all units -Now preventing key clicks from opening windows which dont make sense for the current game mode Animations -Added some missing animations UI -Fixed a couple of bugs for tooltips -Now hiding buttons which are invalid for the current game mode -Re-added selection circles for the currently selected unit -Now showing unit stats and info for the currently selected unit Graphics -Changed some materials to prevent silhouettes from showing on some units when behind the weapon Known Issues -Sometimes units are not playing animations. Update to v.0.1.1 : Change log Audio -Capped the number of concurrently playing SFX audio clips -Reduced the volume of SFX clips (mostly affects weapon sounds) -Reduced the range from which you can hear audio clips -Regular soldiers no longer play death speech sounds on incapacitation Visual -Your player character now spawns and respawns on a circle placed behind your start position(visualized as a tent) -Your player character is now always marked with a light above their head UI -Moved buttons used to manage troops and their targets into a new panel -Screen resolutions can now be selected properly without going full screen. Update to v.0.1.9 : Change log Misc -Fixed a bug which assigned players to the wrong team in rare cases -Fixed a bug which prevented the sword which is shown during a skill animation to disappear afterwards, also hiding the original weapon -Fixed a bug which prevented the campaign screen from showing up. Version 0.4.5 : Change log Animations -Changed which animations are played by different units and at different speeds UI -Fixed a bug which prevented icons from being destroyed on game over Game -Fixed some minor bugs Version 0.4.4 UI -Added hero portraits to the minimap -Updated text elements of the options menu for better readability Known Issues: Some dropdown menus may act weird. Update to v.0.1.5 : Change log Long Campaign -Fixed a bug which carried the save state of the current campaign over to the new campaign UI -Fixed a bug which prevented users from exiting the campaign screen Visuals -Reduced the polygon count of character models improving performance and load times. Version 1.0.0 : Change log Game -Free building placement system has been replaced with foundation system which offers building options to the player on click -Taking objectives provide foundations to the controlling team on the spot -Buildings can be upgraded several times -Produced units inherit the unit level of their producer -Higher unit levels improve hit points, armor and damage output -Players now can construct main tents which act as a drop-off point for resources and produce workers -Troops now require at least one worker unit to be traded in for the recruitment process -Player units spawn in the teams base -Each base provides numerous foundations to each player in the team -Added another power fantasy: Titan (become a sword wielding giant for a short time) -Troops follow the player unit when they have reached a minimum head count to prevent trickling (and dying) -Polish across the board UI -Adjusted UI to the new gameplay -Added more hints to the player


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