| Genre | Action | ![]() |
| Modes de jeu | Solo Internet Réseau local | |
| Nombre de joueurs | Jusqu'à 4 joueurs | |
| Développeur | Irrational Games | |
| Editeur | Electronic Arts | |
| Distributeur | Electronic Arts | |
| Sortie française | Jeudi 11 Juillet 2002 | |
| Sortie US | Dimanche 24 Mars 2002 | |
| Note de la Rédac | ![]() ![]() ![]() ![]() ![]() | |
| Note des Visiteurs | ![]() ![]() ![]() ![]() ![]() | |
| Site Officiel | http://www.myfreedomforce.com | |
| Me prévenir à la sortie ... | nouvelle démo jouable | nouvelle vidéo | nouveau patch | |
| Fiche | Test | Captures | Démo(s) | Vidéo(s) | Patch | Acheter | |
|---|---|---|---|---|---|---|---|
| Patch v1.3 beta
Encore en version beta, cette mise à jour revient cependant sur un problème de compatibilité majeure avec le Service Pack 2 de Windows XP.
Patch v1.3 beta
Publié le : Mardi 22 Fevrier 2005
Patch v1.1
Un patch qui apporte beaucoup de modifications, en voici une liste partielle (en anglais) :
New Features - New skirmish mode added including: o buttons to danger room from main menu and base o new skirmish mode selection screen o new character selection screen o new enemy selection screen o new skirmish debriefing screen - Enemies now react to physics events such as thrown objects colliding. - Hero portraits now flash if hero takes damage while off-screen. - When a hero is damaged off-screen, his pain sound is now played 2D. - Enabled python scripts to be read from a mod's Missions/Scripts folder. - Multiplayer hosts can set pause speed on the creation screen. - Multiplayer game now waits 4 seconds before showing end-of-game screen. - Games of different build numbers now cannot play MP together (to prevent patched versions playing against non-patched versions). - Multiplayer screen now remembers CP, time, map and max players. - Added new difficulty level (impossible). - Difficulty now modifies villain and minion health as well as damage done. - Added script function Object_CalcPrestige for calculating prestige costs of characters. - Added script function AI_SetAlerted. - Added script command Object_SetOrientation. - Popup help is now available to show how much CP is recovered from removing an attribute. - A countdown is shown in multiplayer when game time approaches 'time up'. Tuning - EP for melee attacks now deducted on contact rather than when triggered. - Capped number of monsters (20) killed for prestige purposes. - Speeding bullet knockback is now scaled by distance traveled. Also, cost is increased. - Molecular excitation now does more damage. - High knockback made more expensive. - High stun made more expensive. - Material costs for stone and metal increased. - Villains have double hit points (like heroes). - Strength gives less melee damage bonus. - Multiple contract points now cost more. - Attributes crack shot and cybernetic brain are now more expensive. - Attribute 'radioactive' is no longer cheaper than invertebrate, since it's better. - All attributes that increase your vulnerability to damage are now worth 50 more points. - Changed description for lightspeed plus reduced damage multiplier. - Bullet's melee attacks are now set to medium swiftness (he actually misses once in a while). - Melee attacks can no longer knock back characters while they are getting up. - Beneficial 'support' powers can no longer be assigned stun and knockback (this would have the effect of bypassing the target's resistances). - If a character's stats are over 10, they are now clamped to 10. - Multiplayer squad selected list is no longer sorted. - You can no longer indicate that you are ready to start a multiplayer game with an empty squad. - You can no longer pickup or wield objects while invisible or displaced. Patch v1.1
Publié le : Mardi 30 Juillet 2002
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