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Dino Scourge Full Crack [full Version]

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About This Game Why we fightAeons ago, dinosaurs were expelled from Earth due to their eating habits.Dinosaurs were never extinct like humans thought though, they are still out there.They discovered Earth has Rabbits, and love eating them.Humans have genetically engineered Rabbits into excreting starship fuel.Genetic engineering secrets were permanently lost due to wikipedia fire of 2666.Humans must protect the remaining genetically engineered Rabbits, or all hope is lost.GameplayExperience this top down online arcade style shooter, where you will be blasting through endless waves of Space Dinosaurs whilst protecting a starship full of rabbits on their long journey to safety through space.Select a pilot from 4 different classes and improve your pilot's skills with experience points gained from fighting each level.Select up to 4 special abilities to be used in each level.Equip your ship with equipment collected from the levels, and modify each weapon with attachments which can alter your weapon in unique and crazy ways. From making weapons pierce all enemies to turning them into automatic turrets.FeaturesHighly customisable ship systemCrafting Station to improve itemsHigh score tableSkill treeSeeing Dinosaurs swim through space 7aa9394dea Title: Dino ScourgeGenre: Action, Adventure, Free to Play, RPG, Early AccessDeveloper:Scourgey WorksPublisher:Scourgey WorksRelease Date: 18 Dec, 2017 Dino Scourge Full Crack [full Version] dino scourge v0.1.3 Released!: As usual, more changes due to realising the game still is far from balanced.These changes should improve the usefulness of some of the attachments.ChangesItem Attachments:Force Magnifier: Engine Expenditure no longer scales up from 100% and is now locked at 200%.Haste: Engine Expenditure no longer scales up from 15% and is now locked at 30%Accelerated Time: Engine Expenditure no longer scales up from 20% and is now locked at 30%Burst: Engine Expenditure Multiplier no longer scales up from 100% and is now locked at 300%, engine speed multipler now scales from 60% and only applies to afterburnerDensity matrix: Engine Speed now scales from 40% instead of 50%..Chaos: Damage multiply base increase from 30% to 60%. Quality points: Damage increased from 2 to 4Proximity - base Splash damage increased from 10% to 30%. Quality points: increases splash distance from 1 to 2.Sweeping element damage increased from 15% to 25%Momentum: Engine Expenditure multiplier no longer scales up from 50% and is now locked at 100%, afterburner speed bonus reduced to 40% baseDisruptor Energiser: Engine Expenditure no longer scales up from 10% and is now locked at 30%.Shield & Armour DR reduced to 7% baseKinetic Energiser: Engine Expenditure no longer scales up from 10% and is now locked at 25%Shield & Armour DR reduced to 7% baseHeat Energiser: Engine Expenditure no longer scales up from 20%Shield & Armour DR reduced to 7% baseElectric Energiser: Engine Expenditure no longer scales up from 20% and is now locked at 35%Shield & Armour DR reduced to 7% baseKnockback Energiser: Engine Expenditure no longer scales up from 10% and is now locked at 25%Shield & Armour DR reduced to 3% baseSeeker: Shield & Armour DR reduced to 6%Spin: Shiled DR reduced to 8%Pierce: base Engine Speed reverted back to 15%Seeker: Shield & Armour DR increased to 6%reduced the brightness of the lightning in the plasma ball gunPlasma ball range increased by 50%Chain Lightning Cannon Reduced damage per second from 350 to 325. v0.1 server hotfix: Just a short note to inform of some recent fixes applied to the server:- level 50->51 had a skill point allocaiton issue where it would grant skil points instead of paragon points leading to a skill allocation bug- Pilots now gain a refund point every 10 levels, existing characters over level 10 have received, this has been retrospectively applied to anyone over level 10.. 0.1.5 Released!: Changes to display with very few gameplay changes. Gameplay fixes:Mobile force field will no longer cause the player ship to take damage from projectiles hitting it.Fixes/Changes:plasma ball brightness reduced further to reduce eye strain.Fixed the fast reloader description. It was using the Turbo Booster description by mistake.Fixed a display issue with the strafe engines displaying despite generating any forceFixed a display issue with the hovering panel with the weapon's dps header being in the wrong position.Weapons without any reload time now show N/AImproved appearance of the tactical nuclear missile explosion.Improved weapon overall display with colours.. v0.1.4 Released!: Apologies for the many updates to the game, I hope it is not draining your bandwidth. I have made some gameplay balances to the game, some of which were really ruining the gameplay experience for higher level players. The generator bug was pretty extreme and needed to be fixed so energy would actually be an issue at higher levelsChanges:Item Attachments:Burst: base weapon damage modifcation is now -30% instead of +5% and it now scales up. Energy costPierce: base weapon damage modifcation is now -20% instead of -50%Output multiplier: base weapon damage is now -50% instead of -25% and now grants 2 extra projectilesDensity Matrix: now does -10 damage and the weapon energy multiplier is now to +250%Weapons:Chainlightning cannon reduced max distance to 250Quality now affects all weapons energy expenditure to reducing expenditure up to 25%Generator:Flat + energy regeneration laws have now been fixed to no longer multiply the energy outputThey have now doubled in effectiveness to compensate.Other Changes:The engine emitters use a different scale for the scale, so it doesn't look as silly at high levels.Decreased the Cargo Ship's level scaling bonuses by 25%.. 0.1.7 Released!: Apologies for the long delay between updates, I've been taking in some of the feedback and I've decided to try and change the damage types a bit more. Basically now: Kinetic damage deals extra damage to hull.Heat damage deals damage over timeElectric damage reduces energy regeneration.Disruptor damage continues to deal extra damage to shields.It's all still a work in progress, and I'll be adjusting the game based upon feedback.Changes:-----Damage Type Changes:Kinetic - less damage against shields (25% of base damage). More damage against hull (200% of base damage).Heat - any damage dealt also causes burning over time (5% of total hp / sec) as a buff. Every percentage point of heat damage to full health (hull and shield) adds 0.25 seconds of heat debuff. So 1 damage on a 100 hp ship grants 0.5 seconds of debuff.Electric - any damage dealt also reduces weapon, shield & engine energy regeneration over time (50% reduction / sec) Every percentage point of electric damage to full health (hull and shield) adds 0.5 seconds of electric debuff. So 1 damage on a 100 hp ship grants 0.25 seconds of debuff.Disruptor - no changesRenaming stash tabs now resizes the tab size.Now possible to purchase stash tab(s) and continue playing the game.Number of enemy ships spawned after level 75 remains the same, each successive level wil make enemies stronger:Damage: 2.5% damage per level instead of 2%.Health bonus: 5-6.25% per level instead of 4-5% per level.Artillery ships on blockage maps won't start firing on the cargo ship until the mission has started.Xp is now calculated correctly on the rankings board for very high level playersFixed a label header on viewing damage resistance on armours.Enemy lasers now deal 25% kinetic and 75% heat instead of 50% kinetic and 50% heat.Improved seeker attachment turn speed.Fixed some turret placements on enemy shipsTrail renderers for player missiles / rockets are now fixedEnergisers no longer add flat reload time, they have now had their weapon damage increases reduced to 30Vulcan cannon family weapons now have an increased reload time from 0.1 seconds to 0.15 seconds, their damage & energy expenditure are now increased 50% to compensate for this. Reduced their trail render size.

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