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Tank Universal 2 Crack Activation Code Download

Updated: Mar 26, 2020





















































About This Game Inspired by the shapes and spaces of Tron and the gameplay of Battlezone, the sequel to 'Tank Universal' has arrived!Take control of your cyber-tank and confront the forces of Gorgon in explosive first person combat. But remember, you are just one unit among many on the battlefield!Key featuresGAME LENGTH. Approximately 10 - 12 hours to complete the campaign. Design your own battles with the custom battle builder. EASY TO USE FPS CONTROLS. WASD for movement, mouse look to swing your turret about. Easy to pick up and play. UPGRADE YOUR TANK. Bonuses both permanent and not so permanent if you lose your tank in battle. Can you keep the same tank for the entire game?EXIT YOUR TANK for a quick spot of repair or jet-pack to a new tank and take control. ATTACK-DEFEND-CAPTURE. Take the fight to the enemy or defend your base from epic waves of enemy tanks and other vehicles. CUSTOM BATTLE BUILDER. Select your battleground and the strength of the forces that are to clash. Then hit start to place yourself in the heat of the battle. 1075eedd30 Title: Tank Universal 2Genre: Action, Indie, SimulationDeveloper:Phil JonesPublisher:Dialogue DesignRelease Date: 13 Oct, 2016 Tank Universal 2 Crack Activation Code Download paterson universal tank with 2 reels. tank universal 2 download. tank universal 2 download free. tank universal 2. paterson universal tank and 2 reels-#115 When i came across Tank universal 1 when i was only 12 years old or so back when it was a demo on Wild Tanget. my young mind was blown away as to how cool the game was, i never got to finish it back when i was little as i said it was a demo game. and since i had always had trouble convincing my parents about what games i wanted and the fact that they cost money always made them stingy at droping a few bucks for them.Now i am in my young adult hood in my early 20's and now that i have a little more financial freedom i bought both this game and its predicessor, and my eyes once again teamed with excitment when i saw these same old games i never got to finish on steam. and after buying both and finishing both i can summerize why i recommend this game.This game is a wonderful add on to the realm of tron like games taking aspects from earlier vector graphic games and putting them in 3D and making them just to put it simply, AWESOME. Everything from the dynamic characters to the combat, and to the general story itself. The second game complments the first game perfectly as according to in game lore the lands beyond the 1st logic gate are rather barren and are considered the badlands of the in game world where as the first game had mystery, Intrigue, and exploration the second has combat, strategy and above all the chaos of war. it sobers up the game from where it left off in the first as the situation is getting serious as the possibilities of losing grow ever more horrific as you march on through no mans land to stop a tyrant with unknown goals but with all tyrants we can only guess as to their intentions.. As awesome as it looks initally, it certainly far exceeds the original Tank Universal in overall gameplay. Hoever, there are some issues that need to be addressed. Stating with the glaring issue is the game balance and AI functionality. Starting with just the second level when attempting to 'hack landing pads', wave after wave of these small and agile tanks are sent after you and your only option is a cannon that can fire a shell once ever four seconds or so. There is no way to get ahead of the pump. On top of that, your so called allies will cut in front of you and just stop. And thanks to allied collision, you get stuck. No damage, but it breaks the flow of gameplay horribly, especially when you are trying to race to 'hack' and maintain control on multiple points around the map.The one game breaker that I have found is the Full Screen vs Windowed mode. When in windowed, a small portion hides behind the taskbar. When in fullscreen, if you even think about alt-tabbing out, when you try to get back in, you will be faced with a white screen that will lockdown your computer and force a hard restart in order to clear. I would love to recommend this game, but it was pulled out of early access a bit too soon. Should these be fixed, I will more than happily update this review.. I loved the original and this one is better just a good old fashion tank game with a neat story line. Both part one and two are worth the money!!. INTRODUTION* It is such a great game. I remember when I was 8 years old and I found on the internet Tank Universal demo. It was a great game. 1 year ago I found full version of Tank Universal. Bought it immidiately. I love this type of games. I didn't expect Tank Universal 2 to come out, but it did! I bought it for 2€ and as I see devs are working on updates.There isn't much to say about this game because it is in early access. The devs added hub battle mode which I am testing now. If you liked Tank Universal 1, you should definitely buy the second version!. Great successor to a severely underrated indie title. I've been waiting for this game for nearly a decade, playing the original when I was no more than ten, and am not dissapointed. While not totally revolutionary, it's certainly worth the money and I look forward to future updates. Tanks.. I have loved the first game, truly, Now it is almost 10 years later and we are nearing the end of the wait for the sequel. I love how this game is basically an improved version of the first game, with upgrade systems and more things to do. I would like to make a few notes for the developer to read:-I believe its a glitch, but after I spend 150 upgrade points, it automatically gives me 150 more, for an infinite number-After mission 3, the cutscene plays but there is no text.-During mission 5, my tank gets destroyed and I am unsure where to get another. Not a glitch but still-Game crashed as I tried to leave the BeamTower in mission 5-When selecting resolutions, I do not see 1440p or 4K available. I hope to see these in furthur updates. I would actually appreciate it if the developer took some more time to polish off this game, and actually realease it on August 21, 2018. I believe that is the 10th Anniversary of the first game, and I would find that awesome.. An old man who suffers with his health gets a vr system gifted from his doctor as an experiment to boost his emotions to a positive direction. It's a nice "virtual" tank game!https://www.youtube.com/watch?v=1lBLDafRfZM. I would like to preface this review by stating that I am whole heartidly, undoubtidly, incredibly biased and that this is in no way an objective review. The game you see above you was made almost entirely by one man and his dedicated fanbase on a forum that now probobly dosen't even exist. Tank universal 1 was one of the first games I purchased on steam and remains one of my favorites, I don't think 2 has the better story, but 2 greatly expands on the game mechanics with bases and hub battles that are a blast to play. Quite frankly I love it.. I loved the original and this one is better just a good old fashion tank game with a neat story line. Both part one and two are worth the money!!. I've been a fan of Tank Universal for a very long time (you can read my review on it here), so I was very excited to find out that the sequal, the development of which I thought had been stopped indefinitely, had been continued all along!I love the release that's out right now, although I have to say, it doesn't yet feel like a full game. There are choppy elements in it, put together in a good way that acts as a perfect demo for what the full game is supposed to be. Elements left over from TU1 however still exist, while other elements that seem incomplete show signs of great improvement.I'm also very happy about the new custom encounters menu, I've always thought that's something that TU1 needed, definitely considering I loved the Hud Battles and Fortresses as a whole. I've always thought about what it would be like to be able to create one yourself, though, like in a sandbox..But with what's already out, I'm very supportive of, and I definitely hope that the developer continues to work on this game until it is a full release! Update March 2019: A patch, price drop and a bonus new unit: PATCHNew patch for the game Tank Universal 2 today.This includes fixes for upgrades not being correctly retained between levels or when restarting a level after game exited and reloaded.Issue also fixed whereby player could lose upgrades if restarting game at a level where player was first spawned on foot and not in a tank.Tank repair bay height increased so if player in heavy tank (or respawns in heavy tank) will not get stuck.This could be a problem in the level 'Difficulty Spike'.PRICE DROPThe game has had a price drop recently, making it even more attractive to get in a tank and blast virtual baddies.So read what the reviews have to say and give it a go!BONUS NEW UNITFinally, as mentioned in the discussion forum the other day, this update includes a new unit: the missile tank.https://www.pinterest.nz/pin/26247610314636291/The Missile Tank only appears in zone 4 - so later in the campaign - and appears primarily in fortress assaults and defence levels, but may appear elsewhere.The sneaky unit has the ability to fire a large homing missile at a target from a distance.This missile is deadly but slow moving and can be shot down.If the player is targeted, a warning will appear on the HUD and the direction of the missile can be see from the radar, so keep an eye out!. Quick progress report for April 2017: No patch this month. As a sole dev, Real Life (tm) has been taking more of my time than usual.Having said that, development goes on.Here's a screenshot of the upgrades screen as a wip. UPGRADE SCREEN[www.tankuniversal.com]The idea is that all upgrades can be seen at once along with what the player can and can't afford. This is because I'm not a fan of upgrades being spread across multiple screens in games, a scheme which some games - particularly console - seem to favour.Don't look too closely at the cost - these are just dummy values for now.Additionally extra upgrades may be added to the list or the existing upgrades changed.Any suggestions, let me know.The S/M/H check boxes refer to Scout/Medium/Heavy and relate to the type of tank the powerup applied to. Bad news is I have decided at this point that artillery tanks are not going to be playable.Also, undecided on the graphic top right corner. It adds a splash of colour but doesn't quite fit the world-building (although it is available on t-shirts)http://steamcommunity.com/app/523030/discussions/0/133258593386576874/Never a big fan of building UI screens - I find the work a little tedious - but when properly integrated, players will have an extra long-term goal and a reason to take out distant fixed enemy turrets.Look out for the upgrade screen to be included in a future patch and let me know your thoughts :D. Update March 2018: level 10 playtesting: February has come and gone and so it's time to update the public build.As with last month, it has been a mix of content creation + bugfixes + general improvements.Examples:Radar now shows enemy gun ranges as red shaded circles and gun directions as thin lines. This is very helpful in gauging how close to enemy beam turrets you are as these turrets are typically deadly. And if you're moving into an area with many overlapping red circles and a lot of lines converging on your position, you can probably expect trouble!Speaking of hardpoint beam turrets (in hub battles), enemy towers are now tougher and you'd be advised to claim a freed hardpoint as soon as possible.Additionally, beam tower build time has been shortened for the player and when in control of a beam turret, reload time for the player is shorter.These changes make building and jumping into beam towers more useful overall and hub battles involving hardpoints are a bit more tactical.In the Custom Battle screen:New control allows the player to set initial upgrade points.A second control sets a multiplier applied to upgrade points earned during a custom battle.Battles in which red team controls the area selected can not be started until at least one blue team invasion direction is set.When choosing a mission from the Chapter Select screen, initial upgrade points are now calculated by level number - the higher the level, the more initial points awarded.Note that a final balancing of upgrade points vs upgrade costs is still needed.Also need to award points for sucessfully completing missions as it is possible to fail some missions (get caught in a blastwall for example).Blue powerstations have received a visual upgrade.Additonal tweaks and content for levels 16-17.A new intro to level 18 involving a mysterious droid.Level 20 - the final logic gate - is now playable to completion but missing cutscene images.LEVEL 10 PLAYTESTING REQUEST ###################This mission involves opening a logic gate (as per TU1 but without the big capship as battering ram). It's a multi-part mission involving a base assault and then using the jetpack to open the gate and finish the level. Would be keen to hear players' impressions.Once again, thanks to all those who've supported the game over the years - hope you enjoy this update and that March turns out to be one of the better ones!. Update August 2018: cutscene palooza: Hi all.It's August and I'm happy to announce a new build for the month.The bulk of last month's work has been on completing the artwork for all the cutscenes throughout the game. Although a review may see tweaks to that artwork, the story aspect of the game is now complete. This is an important milestone in that it means dev work can return to fun things such as bug squashing, adding extra bosses and sorting out the save system.There's still a good block of work to be done, but I'd like to pose a question about release timing.When should TU2 leave early access? Do you guys have any thoughts?Doing some research on Google, a few points come up.Firstly, some say November. This is to take advantage of the Xmas buying splurge.Downsides are that everyone else will be doing the same along with a number of heavyweight triple-A titles. These big releases can suck the air out of the market and there's defintely some big titles due November this year, including RDR2 (although that won't be a PC release intially).Other option is to leave it till late January.Thinking here is that people are starting to spend again but more importantly, it's a quiet period where an indie release is more likely to be noticed. You only get one chance at a successful launch, so why rush it at the end? Another couple of months of dev couldn't hurt.Last point is to avoid Steam sales as during these the new releases window pretty much goes AWOL. For example, the game below (Youropa) was released during the last Steam sale. Who knew?https://store.steampowered.com/app/640120/Youropa/(I point this game out as the author also produced the Giles lightmapper utility which has been of immense help to me over the years.Then again, Steam has become such a gushing hosepipe that it probably doesn't matter when TU2 is released.For example, Steam lists 46 new games released just today. Let me repeat, 46 releases in one day (actually two more popped up while I was writing this and the day's not over).Out of interest, roughly breaking those releases down looks like:A third look to be trash. For example:https://store.steampowered.com/app/897840/Alien_Hunt_3D/).<edit> Looks like the link above is broken because the game (Alien Hunt 3D), was a bitcoin miner and has been taken down!A third are early access and so are not complete (and may never be completed).A fifth are VR only or are free.Long story short, about a fifth of the releases I looked at are games that seem to be technically competent and are sold as complete.However that's still ten titles a day to compete against for attention.BTW: Known issue with this build:Beams between distant pylons are not connecting. Looks messy but doesn't affect gameplay. Is something to fix in the near future.. Update March 2019b: Reshade: A second update this month.The biggest change is that TU2 now uses ReShade.ReShade is an open source DX wrapper - similar to ENB - which allows for a selection of postprocess fx to be added to a game.In this case, TU2 now uses a selection that includes a superior bloom + colour and levels enhancements.It makes the game look much prettier and more vibrant - more 'Tron-like'.These post process fx run on top of the game's internal fx.To access the ReShade config menu from within the game, hit HomeTo TOGGLE ReShade on/off, hit End The above hotkeys can be configured from within the ReShade config menu.IF RESHADE IS STOPPING TU2 FROM LAUNCHINGTo UNINSTALL ReShade (and run TU2 with original graphics), run ReShade_Setup_4.2.1.exe in STEAM\SteamApps\common\Tank Universal 2\BINChoose DX9 and select choose TU2.GAME.exe in the above directoryChoose 'no' to uninstall ReShade Other changes include:Final Gorgon confrontation now includes nuke launch sequence.Last three levels: heavy tanks can use limited turbo to speed up progress.Wording tweaks to help story and general understanding of ending.Player can now exit/enter tanks at start of level 15:'The Pass'.Known issues:Occasionally a fortress may detonate while cutscene is still playing, not giving player enough time to escape.Static lightning may be seen in sky in level 23:'I Can See Forever'.'Hacking network node' message not clearing when player tank exited during hack.. Update December 2018: Pomf edition: <edit> This version has since been updated to V1.00.For example, user Pomf recently reported that TU2 running at 4k would cause his 4k TV to switch to 30hz (note that this doesn't appear to be the case on 4k monitors).On further investigation it appears TU2 was creating a 4k window a few pixels wider than 3840x2160. This update tweaks how TU2 handles screen resolution in order to create a correctly sized game screen (hopefully this will fix Pomf's issue).Fullscreen_exclusive toggle added to game start dialog box.When enabled, this will start the game in exclusive mode, correctly sized.In this mode, alt-tab will hard switch out of game but note that some texture problems may occur on using alt-tab to re-open the game window.Toggle Fullscreen_exclusive OFF to be able to alt-tab to other programs in a safer fashion.Alternatively, uncheck the fullscreen box to choose standard windowed mode with/without border.Still to doThere are small $ symbols next to various upgrades on the upgrade screen.These will allow for upgrades previously locked in to be sold for upgrade points - but at a reduced rate of return.This is so that a player can still gain points if they don't have enough to sabotage the Megatower and it's about to be completed.Other fixes/additionsInitial game dialog screen size increased to 1024x768 for clarity.Option to bypass initial dialog box and boot straight to main menu added in video options.Fixed game freeze on level 26 if exiting to desktop.Untextured mountain pass tile on lvl 1 fixed.Added wireframe graphic to loading screens for visual interest.Hardpoint connections in hub battle levels should now operate correctly.Sappers cannot be called until hardpoint outside enemy fortress is connected to player controlled hardpoint network.Actors with mesh deformation animations should now pause correctly when escape menu, console or upgrade menu are onscreen.Calling escape menu, console or upgrade menu during level 26 should not now interfere with Gorgon animation.Fix to stop camera sometimes appearing below terrain during boss intro cutscenes.Ball of Doom boss rolling speed reduced during intro cutscene if spawned near to player.. Update October 2018: behemoth build: It's October and the start of Spring down here in New Zealand, so obviously it's time for another TU2 build update.Some excellent additions this last month.Behemoth and (allied) Titans have been reworked.Behemoths can turn up during both offensive and defensive fortress battles in zone 3 and 4. Titans can be summmoned as a powerup by the player. Animations have been improved for both types.Behemoths no longer shoot a beam (which wasn't working well).Instead they now shoot ground shaking bolts with a wide area of effect (in addition to their stomp attack). These bolts are deadly so either get away and/or make sure to have armor collected for protection. There is a warning to watch for in that the Behemoth will stop and it's eye will begin to glow red.As in TU1, Behemoth's are tough and if they reach your fortress walls they can destroy them with stomp attacks. Behemoths can be brought down by dropping mines in their path or by calling in a Titan. A Titan will quickly hammer a Behemoth into submission (again, watch out for the resultant blastwall).Speaking of Titans, these are now very effective against fortresses.Note that if the fortress has powerstations attached - meaning the walls are shielded - Titan hammerstrikes will cause a blowback destroying the powerstations one by one. When these are all gone, the fortress will be breached.Powerups: nukes are now working.A nuke, although expensive, is the last word in subjugating the enemy.It will just flatten an enemy fortress, including any attached powerstations and make finishing the level much easier.Just avoid the blast wall as it'll shut your tank down for awhile.Other improvements:Pathfinding improvements for tanks.Doesn't entirely resolve tanks bunching up - particularly during heavy fortress defence battles.But tanks should now actively avoid head-on collisions and 'give way' when necessary. Less tanks clipping through each other as well. Anti-aliasing has been reduced to level 4 just for this release.Previous builds had max AA as the default and this ate up framerates unnecessarily.Other code optimisations should see framerate improvements in big battles (although further optimisation is needed as slow down in big battles is still an issue).Rocks, minable rocks (as they're called), will now respawn over time.This means less frustration looking for armor shards as a battle moves on.Armor shards and minable rocks are also visible on the radar now. Speaking of radar: tanks will no longer show a red range circle - just a line indicating turret direction and range. Only fixed turrets such as beam turrets will show a red range circle. This makes it much easier to see when your tank is coming in range of a fixed turret.This is particularly important when dealing with deadly beam turrets.Things left to do:Balancing, bug fixing, marketing.Hardpoint networks between hubs need another pass as there's some bugs with connections still showing red when they've been isolated.More optimisation is needed before final release, particularly when loading/spawning new explosions for the first time. An example is the noticeable pause when spawning an armor shard + explosion + physics based fragments from a mineable rock.Onwards to the finish line...

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