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Download Tank Universal 2 .exe

Updated: Mar 17, 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. 7aa9394dea Title: Tank Universal 2Genre: Action, Indie, SimulationDeveloper:Phil JonesPublisher:Dialogue DesignRelease Date: 13 Oct, 2016 Download Tank Universal 2 .exe paterson universal tank and 2 reels-#115. paterson universal tank with 2 reels. tank universal 2 download. tank universal 2 download free. tank universal 2 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.. 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.. 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.. 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.. 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!! Major update for Tank Universal 2: Hi there. 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.... 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 May 2018: closing the loop: Hi all. As promised, public build updated this month.The focus these two months past has been on getting all the levels in and being able to play from 'go to woah'.Well, it's almost there. The final level is under development now and a postscript to George's story comes after that.So it is possible now to play from level 1 to mid-way level 26.There are still bugs to be squashed and quality of life tweaks to be made of course, but the answer is yes.Regards bugs for example, in my last playthrough some UI elements were not being turned off during cutscenes or the odd situation was not dealt with.A classic was where a cutscene ended with the player having no time to avoid a nuke.But the shape of the game is finally lifting out of the nutrient bath so to speak.The new pylon level mentioned last month, is level 14, 'Difficulty Spike'To see more new content, start from level 22 onwards.Note that level 23 onwards are set in Gorgon's sector and so are 'spoilery'.However I would appreciate feedback on these.Hope you all have fun with these new levels.Once again, thanks to all those who've supported the game over the years - hope you enjoy this fresh update!. TU2 update June 2017: a bit of a messy one: Hi all! Another month, another update.Progress this month has mostly been 'behind the scenes' in the sense that it has been about reducing the memory footprint of the game.Part of this was tightening up on a rather horrendous memory leak that was seeing the game crash after changing out a number of levels.There is still a 1 meg or so leak between levels and am looking to track that down.Possibly a texture ref is being lost somewhere, meaning the texture is not cleared between levels and remains in memory.Levels 1 - 22 are available, but this is where the comment that the update is 'messy' comes in.It should be possible to play through these levels consecutively but they're messy in that they haven't been playtested.In fact, apart from the first four, they're more like building sites under construction.This is particularly true of the cutscenes which often include text but are missing images etc..But they're included as part of the early access process and to allow people to sample.If you'd like to see the inside of George's house, give lvl 6 a whirl.If you'd like a preview of George's street and his backyard, fire up level 16.These are bare-bones but are a nice change from the virtual world's graphics.As always, thanks to all those who've supported the game and very keen to hear your feedback.. 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/

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