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. a09c17d780 Title: Tank Universal 2Genre: Action, Indie, SimulationDeveloper:Phil JonesPublisher:Dialogue DesignRelease Date: 13 Oct, 2016 Tank Universal 2 Download] [Xforce] paterson universal tank with 2 reels. tank universal 2 download. tank universal 2. paterson universal tank and 2 reels-#115. tank universal 2 download free Well this is my first review and i want to leave my review on this gameİ played tank universal 1 and finished several times. Each time it gives me different taste and i always hoped tank universal 2 will come. This time has come still in alpha stage game mechanics still same. Enchanted graphic and new add ons gave this game more edge even ai interface enchanted also. On TU1 you can go rambo ai tanks not smart as player but this game gives a good match even scouts can harm you bad. Even you can ride different tanks not just medium tank. I really suggest you to buy this game but first buy TU1 first to see begining of story. Currently game does not give much and it has poor fps ( i have gaming pc with good graphic card ) but i hope new level coming fast and fps will improved. Also i hope they add multiplayer ( at least lan connection) on future so real warfare begins then.EDIT: It is being a while, I wrote this review so I need to add some new info. Most of the game aspects completed and levels nearly ready to go (still bugs need to squashed, artwork need to be finished etc.). Dev is still very friendly and helpfull also listens community well. FPS issue is majorly fixed still drops can be occur on certain events (ex: artillery fire spam) but it does not affect the gameplay. Several new bossed added with various skills. With these this game is even better and I am stll strongly recommending this game if you like tactical warfare with tanks and explosions. Also I must must mention that this game made by one person; one dev so buying this game is a great way to support him and his work.. If you liked the first Tank Universal game you will like this one as well. The graphics and movement appear to be the same as the previous game, however in the first game you could fire your cannon and have it stay locked in place. That is not so in this game as you have to realign the canon a bit to fire again. When your armor runs low you can recharge it with the crystal shards you can pick up when you destroy an enemy tank.There are also armor refills available in the game which can help save crystal shards. In it's current alpha state there are of course some bugs and optimizations that need to be made to the game. I would like to see permanent add-ons to the tank that would help stabilize the cannon, allow a faster recharge time for the cannon, allow armor to recharge, allow a faster boost option to the tank, and increase the base tank speed.With that said I am excited to see how this game evolves as development proceeds.. 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!!. 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'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!. 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.. 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. Stickers!: Cheap stickers! https://www.redbubble.com/people/madjack66/works/25000099-tank-universal-circuits?asc=u&p=stickerhttps://www.redbubble.com/people/madjack66/works/24999694-tank-universal-2-cyberdisc?asc=u&p=stickerhttps://www.redbubble.com/people/madjack66/works/24997082-tank-universal-2?asc=u&p=sticker. Update September 2018: boss!: Hi all.It's not quite September but close enough for another update!Some good content included in this new build.First up, a console and basic cheat commands.Hit the tilde key and type help for a list of these commands.God mode, level warp, get extra upgrade points and energy shards.Note that god mode may be turned off after some cutscenes.In addition to the console, a basic savegame system is in.Levels not yet completed will not be available (unless you use the console warp command).Note that if the player exits during a battle, they'll have to restart the level. Battle states are not saved.Good news is that upgrades are persistant.This means when restarting a level, the player will have the same upgrades installed as when they exited the level.It also means the player can replay any earlier level with their latest upgrades installed.Thiinking here is that if the player loses the game (all lives gone or the Megatower is completed), they can restart the level with their last upgrades intact, rogue-lite style.Heavy tank dig-in protection fixed/rebalanced:This upgrade should now work as expected. Digging in further away from the nuke blast centre will give less damage.Upgrading the ability will also protect against damage.At max dig-in upgrade level, a heavy tank can dig-in and take no damage from a nuke blast.NOTE: the player will still need to be clear of the immediate blast zone so get outside the fortress area before digging in. On-foot health/stamina meters reworked to include jetpack charge.Two new fortress defence bosses!These guys turn up at the end of fortress defence levels in zones 3 and 4.Zone 1: Special Heavy TankZone 2: Megaron Tank (a crowd fav from TU1)Zone 3: Rolling Ball of DoomPretty self explanatory.When locked on to a target, Gorgon's eye will appear upon the ball along with a red glow.Use turbo to keep out of its way.If it does lock on to you, fully charged shots can push it away.Additionally, if it rolls over another tank, it may lose interest in you.Likes to destroy fortress walls.Zone 4: Bomb LobberThe Bomb Lobber has an energy port on one side of its turret.It will try to turn this port away from you.Hit the port to deal massive damage.Watch out for the bombs - they're very powerful.Either collect armour or hit F2 to regen as they explode.Other improvements:The Commander will now give an upgrade point bonus on completing a level.Messaging fixes - particularly messages appearing during fortress levels when they shouldn't.Extra messaging about resistance powerstations/powerlines and their fragility.Bombers should no longer get snagged on level geometry.Extra cutscene before lvl 14 explaining Pylon stealth level.Repair bays in lvl 14 now appearing on radar.Heavy tank blue shells damage strength increased.Extra cutscene for when game lost due to Megatower being completed before final level.Player tank damage will be carried over into next level.Visual glitching when fortress walls taking damage has been reduced.Boss radar target deleted when boss destroyed (e.g. Megaron Tank) Lastly, have decided to delay bringing the game out of EA until the end of January.This doesn't mean the game won't be completed until then - if progress continues as its been going, the game should be good to go late Nov. But leaving the launch till late Jan will provide more time to try and build word of mouth and find bugs.It should also be a quieter time when the game might get more attention.It's taken a long time to get to this stage - no point rushing things at the end.. Update June 2018: the Winter Kiwi: Hi all.Happy summer to those northern hemisphere dwellers - it's winter down here in New Zealand and a bit chilly too.However time for a new build to be uploaded. Firstly, loading times (apart from the first load into the main menu) have been reduced.Seems that particle data did not need to be read again between levels ;-)The final two levels (26 and Epilogue) are 'finished'.'Finished' means pending extra artwork for the static cutscenes and a general review of course.But this is still a milestone as it means that TU2 game dev is now moving into its final stages.Spent today playing through the entire game just to pick up any major issues before uploading this build. There's still a boat load of bugs, tweaks and balancing to fix and admittedly I set infinite upgrade points and powershards to speed my playthrough - but I got a sense of how the full game 'feels'. It's clunky in terms of graphics and general production values - it's a one dev game after all - but it works and I feel it is more than just the sum of its parts. I guess the proof will be when it's released as a complete work.Known Major Issues: Memory footprint needs to be reduced - can cause a mem error later in the game when loading a music file to play for example.Armour levels lost between levels - level 10 sees upgrades reset. Need this sort of stuff to be persistant.Beams between distant pylons are not connecting. Doesn't affect gameplay but a worldbuilding problem that'll need to be addressed.Triggered Atheist has let me know that the game has issues on his rig using integrated graphics. Not sure if this can be fixed (sorry TA) - at the very least it means I should update the min/recommended specs to include a dedicated graphics card as being a minimum.That's all for the moment. Hope you all have a good month.P.S. if you want an authentic kiwi t-shirt for summer, go to redbubble.com and search for 'madjack'.. Update November 2018: bughunt: Hi all. End of October, start of November? The year is rapidly dwindling and so it must be time for another TU2 update.At this point all content is in, so the focus is very much on balancing and bug fixing.This update won't fix all the bugs but there's been good progress on killing many of the more bothersome issues.First up is a rebalancing of upgrade costs and the amount of upgrade points awarded during play. Essential upgrades such as reload time, armor levels and shield regen have been made cheaper - other items such as rockets have been made more expensive. The nuke ability is now very expensive to both buy and use - as might be expected. Finding secret depots/tombs/villages after clearing a level can help greatly in scraping together more points.Users were seeing a crash after a number of hours playing.Seems a bunch of textures weren't being cleared from memory between levels and were actually compounding. This would inevitably lead to a crash after 5-6 hours of continual play - which is unacceptable. This update should resolve that issue with textures being properly flushed.Player medium tank shells bounce chance reduced from 5% to 3%. Less aggravating.Blastwalls should now properly fade-out when done and be removed from radar immediately.Fortress wall repair time decreased by a third. This makes it more viable to repair a fortress while defending.Harvesters now have panels along their bodies that light up as they collect glyphs. Looks cool.If game does exit without saving for whatever reason (powercut, cat on keyboard or god forbid, a crash), restarting and choosing continue will restart on the level played before exit.Various cutscene wording tweaks.Behemoth shield level reduced by a third. Mines are still the best way to take them down.Behemoths only appear once now during a fortress defend level. They don't respawn continually.Graphics tweak to the statue + worms in Gorgon's sector.Sappers now take correct amount of time to drill through walls.Lots of other tweaks and fixes.I can say now that as a developer, there's nothing better than dozens of playthroughs to make you thoroughly sick of your game. But it has to happen to pick up bugs. Hopefully the next update should see the game in a release ready state. It's been a long road but the end's in sight (although having said that, there'll be more patches needed after release I'm sure.)Speaking of the end of the road/year - merch!There's TU2 stuff in the link below of course, but if that doesn't appeal there's also New Zealand themed t-shirts which have been very popular, along with Elite Dangerous stickers. In fact a guy who works at Frontier bought a couple of the 'Thargoid Pest Control' stickers for the office! All good for Christmas.https://www.redbubble.com/people/Madjack66/shop?asc=uMany thanks for your support!Known issues:As mentioned, hardpoints in hub levels need another pass. They're not working correctly but are still playable.When carrying the player out of a finished level, the lifter sometimes dips below the landscape. In-game cutscenes such as when logic gate opens or boss is spawned may have cam placement issues.Hack progress bar GUI elements sometimes showing/not showing correctly.. 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 January 2018: sabotage and messaging: Hi all.A new year is here and what better way to get into it than a TU2 update!This update includes:Better messaging on where to go and what to do, particularly during fortress attack levels. This includes radar directions + text.Linking between levels improved. Generally each level will now end with the player being able to call a lifter in when they're ready. This does depend on the player having survived (note: lifters are still a bit buggy and often clip below the terrain. They also need to take the player north rather than south, as they currently do, so another pass needed here.)Hidden caches are in and working. Once you've won a level, go searching for hidden caches in amongst nearby forests. Rewards include extra upgrade points, player spawns, a beam tank as a wingman or a free sabotage team(see below). Note that caches are not enabled for custom missions.Upgrade screen now includes an option to sabotage the tower Gorgon is building back at Gorgonopolis. It will be necessary over the course of the game to divert upgrade points to keep the tower from being completed, else it's game over.Note that a baseline of 150 free upgrade points has been included in this build so the user can try out the sabotage option in the upgrade screen. Final game, you'll need to earn them.Pressing 'g' (the default eject key) while facing a friendly tank will put the player in that tank. Else touch the tank as per normal to take control.Nasty bug where fortress defend levels wouldn't trigger as completed due to tanks not moving onto level as they should.What's being worked on next?The type of each level has been set, now scripting for level specific events needs to be sorted. An example is lvl 10 which is adjacent to a logic gate. Once the player has removed the enemy, they'll need to jetpack to switches either side of the gate to open it.Other things to do: setup more end of level boss types + pylon missions.As always, feedback is welcomed.Madjack. 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!. Update February 2018: level 15 playtesting: Cripes - it's February already.Now that dev is fulltime, things are moving along. A big chunk of this last month has been spent filling in content for levels, particularly 15, 16 and 17.However additional time has gone into some essential bug fixes.LEVEL 15 PLAYTESTING REQUEST ###################Note that this level is pretty much a re-run of the transport evacuation level in the original Tank Universal - which was something of a crowd favourite. However, be warned, this level is intense. Before the combat starts, recommend visiting the upgrade screen. Upgrade points have been provided and I would suggest upgrading your armour level, shield regen rate, gun reload rate and turbo time. I would also recommend upgrading your drop turrets and rockets. This is all to mimic the upgrades you might have earned by level 15 when playing each level sequentially in the full game. After exiting the upgrade screen, pick up as many armour shards as needed(look for the cracked rocks).The enemy will come from the north in waves and try to bombard the transports as they're waiting for lifter pickup on a plateau.They will also call in spotters and bombers. It's imperative to clear the spotters as they will call in powerful airstrikes from the circling bombers.One possible counter-strategy is to place dropturrets as you can afford them, in a defensive line along the northern edge of the plateau, but be wary of placing these just before air raids. They tend to get destroyed by dropped bombs easily.Another option is to jump into a heavy tank, max shields and armor and tough it out.Whatever your strategy, you'll need to pick up whatever shards you can, but may want to resist going too far north lest you find yourself swamped by the enemy and unable to get away.FIXES/IMPROVEMENTS ###################To see details: http://steamcommunity.com/app/523030/discussions/0/1699415798761122352/. 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.
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Tank Universal 2 Download] [Xforce]
Updated: Mar 10, 2020
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