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TMM: Entourage Download No Verification

Updated: Nov 27, 2020





















































About This Game DescriptionTales of Mystics and Madmen: Entourage or TMM: Entourage for short is a top down shooter with a couple of RTS mechanics mixed in. You pick one of three sides and fight either the other two in various competitive or just one side in cooperative game modes. Each player character is joined by three bodyguards which may be controlled by your friends at the push of a button on a gamepad. The game offers various objective-based game modes which vary in length and style, with most of them sharing the same principles. Although this game can be played by yourself, it is more fun to engage in conflict with your friends locally and with others around the globe.BackgroundThree sides fight for supremacy. They are called Primitivists, Progressionists and Royalist. The Prims are deeply connected with nature and draw influences from various African and Asian cultures. Progs have aristocratic origins and happen to be techno-lovers (literally), they tend to invent the next big thing before anyone else gains knowledge of their last big thing. The Royals foster nobility and pride and like to duel each other if not fighting off some bigger threat.Key FeaturesPvP Game Modes: King of the Hill, Escort, Team Deathmatch, Warfare and morePvE Game Modes: Stronghold, Onslaught, Tug of War and moreEach mode changes gameplay in some wayLeaderboard support for various Game Modes Campaign Mode: Play increasingly difficult matches with your friends vs bots, progress between sessions is savedHotjoin local coop: Up to 4 players can play locally, three of them can join/leave at any timeLead the charge as Commander, your bodyguards (Entourage) follow youChange the appearance and weapons of your Commander and bodyguards during the matchUnique RTS/Shooter mix: control a single unit and build turrets directly, order troop movement indirectly and their compositionInvade the enemy's base to kill their workers reducing their incomeVarious weapons with primary and secondary fire modes unique to each factionRPG mechanics to round up the gameplay: gain technology points by defeating enemies and empower your troops, use skills to buff your alliesCall and enter a gunship to turn the tide of battleProcedural map generator: each game mode requires a different map layout, the map generator creates maps according to set rulesMatch customization: there are various parameters which can be set to adjust game length, starting resources etcNew game modes and maps will be added at irregular intervals as free DLC 6d5b4406ea Title: TMM: EntourageGenre: Casual, Indie, StrategyDeveloper:Chocolate Ship GamesPublisher:Chocolate Ship GamesRelease Date: 31 Aug, 2017 TMM: Entourage Download No Verification tmm entourage game. tmm entourage. tmm entourage. tmm entourage game 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.. With a bit of polish this could definitely be something to watch out for. 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).If you can accept that there is still some development progress going on (see Krystal Skies video) then you can have fun with it :). 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.. With a bit of polish this could definitely be something to watch out for. 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).If you can accept that there is still some development progress going on (see Krystal Skies video) then you can have fun with it :). 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).If you can accept that there is still some development progress going on (see Krystal Skies video) then you can have fun with it :). 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.. With a bit of polish this could definitely be something to watch out for Update to v.0.1.4: Change log Multiplayer-Fixed a bug which prevented matches from being properly hosted and advertised on Steamworks in Private and Public lobbies Long Campaign-Reworked the Long Campaign mode-The Long Campaign mode is now a selection of matches using different game modes which are played in consecutive order and with increasing difficulty-Winning a match unlocks the next match-Progress is saved between sessions-Currently only solo/couch coop play is supported-Uses a recurring cast of named bots-The match selection can be regenerated in the campaign screen Skirmish Campaign-Now only selects competitive modes Gameplay-Replaced the weapon of the Prim cannon with one that shoots straight projectiles-Introduced workers which can be killed in game modes with enabled production-Disabled regular income in game modes with enabled production-When killed, Workers respawn after some time automatically-Workers add income on their return to the main tent-Reworked how difficulty is realized in coop game modes: Now all difficulty settings except hard reduce the max hitpoints of CPU controlled opposition-Increased the damage, range and weapon cooldown of arrows giving them more punch and reducing visual clutter at the same time-Increased the rate at which units can dodge to evade projectiles Visuals-Removed trails which previously visualized resource exchange-Added a new character model used for workers by all factions-Reduced the amount of flickering caused by Fog of War-Removed melee weapon trails for now due to bad performance and crashing the game and SDK-Replaced the player marker with a more appealing special effect-Replaced the marker for the player respawn with a more appealing special effect-Again, replaced some of the arrow sfx with some which look more like arrows-Added support to an outline effect which is played when targeting enemy units, needs more work tho Collision Detection-Improved collision detection of projectiles Performance-Improved performance a bit and fixed some of the bugs which caused hiccups during gameplay UI-Increased font size of the description segment in tooltips-Implemented a mission select screen used for the Long Campaign Mode Tutorial-Added a short input tutorial which is played for the first couple of matches Misc-Added several map layouts which will be used in a later update for Capture The Flag and a new game mode-Added a system which makes the creation of procedural shapes easier, future use. Version 0.4.5: Change logAnimations-Changed which animations are played by different units and at different speedsUI-Fixed a bug which prevented icons from being destroyed on game overGame-Fixed some minor bugsVersion 0.4.4UI-Added hero portraits to the minimap-Updated text elements of the options menu for better readabilityKnown Issues: Some dropdown menus may act weird. Version 0.5.0: Change logGame-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 don‘t make sense for the current game modeAnimations-Added some missing animationsUI-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 unitGraphics-Changed some materials to prevent silhouettes from showing on some units when behind the weaponKnown Issues-Sometimes units are not playing animations. Version 0.4.0: Change logCampaigns-Added campaigns to all game modes which use named maps (all competitive modes and new Stronghold)Stronghold-Players now start in a corner of the map-Objectives are created closeby which need to be captured and held for some time-After that time, your team scores-New objectives are created further away-Score until no more objectives are created-Added 140 new maps to support the new releaseMorale-Added a morale system-A player kill increases your morale by a small amount -Death decreases your morale by a big amount-Gain kill participation by staying in the general vicinity of the victimTerrain-Increased heightmap resolution to support the new maps-Fixed a bug when generating terrainsGunship-Added 4 autonomous weapons to the gunship-Players may change the loadout of the gunship at anytimeUI-Added kill messages-Made improvements to readability of texts-Improved tooltips for some elements (mainly appearance and weapon dropdown menus)-Restructured main menu navigation to improve flow-Restructured match lobby to show match, campaign and other settings in different windows-Players need to be ready before starting a new match-Added a chatbox to the match lobby-Changed the appearance of loading and game over screens-Capture bar screen position now adjusts to the objective’s position in the world-Connected some loose ends Multiplayer-Implemented various smaller fixes to improve integrity and stability, enforcing synchronicity between playersGame-Improved general stability of the game and error handling-Changed perspective to ortographic/isometric-Fixed a rare bug which prevented players from shootingKnown Issues-In rare cases some sprites are not rendered correctly-In some cases the terrain appears too dark after map load, moving into differen areas solves this issue. Update to v.0.1.2: Change logGameplay-Added diplomacy in preparation for the upcoming single player mode-Added personality traits to NPCs, which are used for diplomatic decisionmaking-Added skeleton single player campaign mode; it is still in alpha, so you might not see it in your version-Improved projectile collision detection on clumped up units which was introduced by disabling local avoidance-Fixed a bug which prevented new matches from starting correctly-Fixed a bug which gave players a head start on consecutive matches-Removed cost of soldiers-Reduced rate of income-Removed wave movement from arrows-Increased arc and velocity of arrows to make them more distinguishable from regular bulletsVisuals-Changed the look of various arrowsAudio-Muted death sounds on game overPathfinding-Disabled local avoidance, it caused desyncs in multiplayerPerformance-Reduced memory allocation during gameplay a little, hiccups are still there, thoUI-Added dropdown menus which enable the player to change the look and weapon of bodyguards and their player character-Added icons for primary and secondary fire modes and their standard key binding; Those will change according to selected weapon in a future update-Cleaned up the ui and added buttons to show or hide panels which are currently irrelevant to the user-Removed buttons from the technology panel which are currently not in use-Added support for diplomacy overview, diplomatic events and diplomatic actions-Fixed a bug which made certain ui components unresponsive on consecutive matchesCapture The Flag-Fixed a bug which moved the flag outside the map-Fixed a bug which made it impossible to return your own flag-Changed AI of the flag carrier: They now also try to return their team's flag to avoid stalematesEscort-Added decorations to each destination-Fixed a bug which prevented scoringInput-Replaced the input interface with a more robust system supporting a variety of game controllers and buttons; needs more testing, but we feel more comfortable with this system in place.. Version 0.4.1: Change logGame-Fixed a bug which caused the map the be really dark at the start of the matchUI-Fixed a bug which caused some sprites to appear white-Changed positioning of morale text a bit. Version 0.4.3: Change LogUI-Fixed an issue which culled text in the game over score sheet Game-Improved load times-Added checks to prevent important objects from being created in the void. Update to v.0.1.5: Change logLong 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 screenVisuals-Reduced the polygon count of character models improving performance and load times

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