III afsona: bo'ri davri - Myth III: The Wolf Age - Wikipedia

III afsona: bo'ri davri
Myth III box art.jpg
Tuzuvchi (lar)MumboJumbo
Nashriyot (lar)
Ishlab chiqaruvchi (lar)Skott Kempbell
Dizayner (lar)Skott Kempbell
Dasturchi (lar)Endryu Meggz
Rassom (lar)Jey Kootar
Bastakor (lar)Zak Belica
SeriyaMif
Platforma (lar)Windows, Mac OS
Chiqarish2001 yil 2-noyabr (2001-11-02)[1]
Janr (lar)Haqiqiy vaqtda taktikalar
Rejim (lar)Yagona o'yinchi, onlayn multiplayer

III afsona: bo'ri davri 2001 yil real vaqtda taktika video O'YIN tomonidan ishlab chiqilgan MumboJumbo va birgalikda nashr etilgan Take-Two Interactive va Ishlab chiquvchilarning yig'ilishi uchun Microsoft Windows va Take-Two va MacSoft uchun Mac OS. Bo'ri davri Uchinchi o'yin Mif seriyali, 1997 yildan keyin Afsona: Yiqilgan lordlar va 1998 yil II afsona: Soulbligler, ikkalasi tomonidan ishlab chiqilgan Bungie. 1999 yilda Take-Two Bungie-ning 19,9 foizini sotib oldi ulushlar, lekin qachon Microsoft Bungie-ni 2000 yilda to'liq sotib oldi, huquqlari Oni va Mif ketma-ket ishga yollagan Take-Two-ga o'tkazildi boshlang'ich kompaniya MumboJumbo rivojlantirish Mif III.

Bo'ri davri oldingi ikkita o'yinning prekvelidir va tasvirlangan voqealardan ming yil oldin o'rnatiladi Yiqilgan lordlar. Bu Connachtning erni go'shtdan qutulishga urinishlari haqida hikoya qiladi HAYVONLAR Mirkridiya deb nomlanuvchi va mag'lubiyatga uchragan o'lmas oldingi asrda uni mag'lub etgan qahramonning jasadida yashagan yovuz ruh "Sayohatchi" Tireces. Endi Moagim nomi bilan tanilgan, Sayohatchi insoniyatni yo'q qilishga qaror qildi. O'yin syujeti an vazifasini bajaradi kelib chiqish tarixi dan kelgan ko'plab asosiy antagonistlar uchun Yiqilgan lordlar va Soulblighter, va Balor, Soulblighter, Shiver, Yolg'onchi, Kuzatuvchi va "Bosh" kabi belgilarning asl shakllari va munosabatlarini aks ettiradi.

O'yin avvalgi ikkita o'yindan past deb hisoblansa-da, umuman olganda ijobiy baholandi. Tanqidchilar hikoyani maqtashdi, grafikalar, bitta o'yinchi kampaniyasi va umumiy o'yin. Tanqidning asosiy nuqtalari ko'p narsalarni o'z ichiga olgan xatolar Windows versiyasida noqulay boshqaruv va kambag'al onlayn multiplayer rejimi. Ko'pgina tanqidchilar o'yinni shoshilinch ravishda chiqarishga shoshilishganini his qilishdi, bir nechta MumboJumbo-ga uni qoniqarli bajarish uchun etarli vaqt berilmagan deb taxmin qilishdi. O'yin chiqarilgandan ko'p o'tmay, MumboJumbo tomonidan butun rivojlanish guruhi qo'yib yuborildi va bundan keyin yo'q texnik yordam yoki yamalar MumboJumbo yoki Take-Two tomonidan taqdim etilgan.

The Mif umuman bir qatorda va Soulblighter Xususan, rasmiydan keyin o'n yildan ko'proq vaqt davomida faol onlayn jamoatchilikni qo'llab-quvvatladi serverlar oflayn rejimga o'tdi. Birinchi rasmiy ravishda tashkil etilgan ko'ngillilar guruhi -dasturchilar MythDevelopers edi, unga o'yinlarga kirish huquqi berildi manba kodi Take-Two tomonidan. Dastlab MythDevelopers Windows-ning xatosiz versiyasini tuzatish maqsadida tuzilgan Bo'ri davri aniq bo'lgach, o'yinni rasmiy qo'llab-quvvatlash bo'lmaydi. Eng so'nggi faol Mif ishlab chiqish guruhi - bu loyiha Magma, MythDevelopers tarmog'i. Ushbu guruhlar o'yinlarni doimiy ravishda qo'llab-quvvatlash, ularni yangilariga yangilash uchun ish olib borishdi operatsion tizimlar, xatolarni tuzatish, ozod qilish norasmiy yamalar, yaratmoq modlar, va ko'p o'yinchi o'yinlari uchun onlayn serverlarni saqlash.

O'yin

III afsona: bo'ri davri a real vaqtda taktika o'yin, va shunga o'xshash, farqli o'laroq o'yin yilda real vaqt strategiyasi o'yinlar, o'yinchi resurs bilan shug'ullanishi shart emas mikromanajment yoki iqtisodiy makromanajment, bazani yoki binolarni qurishi shart emas va resurslarni sotib olish va yangi texnologiyalarni o'rganish orqali o'z armiyasini asta-sekin qurishi shart emas. Buning o'rniga, har biri Daraja o'yinchining armiyasi allaqachon yig'ilib, jangga tayyor bo'lishidan boshlanadi.[2] O'yin davomida o'yinchi turli xil birliklardan tashkil topgan har xil o'lchamdagi kuchlarni boshqaradi, ularning har biri o'zining kuchli va zaif tomonlariga ega. Yilda bitta o'yinchi rejimi, faqat Yorug'lik birliklari o'ynaladi, lekin ichida onlayn multiplayer rejimi, pleer ikkala Light va Dark birliklarini boshqarishi mumkin.[3]

Asosiy o'yin pleyerni tanlash va buyruq berishni o'z ichiga oladi. Shaxsiy birlikni tanlash uchun o'yinchi ushbu qurilmani bosadi.[4] Tanlanganidan so'ng, birlik sariq to'rtburchak bilan o'ralgan, uning yonida a sog'liq metrni tashkil etadi, bu esa jihozning shikastlanishiga olib keladi.[5] Ishlay oladigan birliklar sehr sog'liqni saqlash hisoblagichidan tashqari mana o'lchagichga ega bo'ling. Ular sehr ishlatganda, bu o'lchagich kamayadi, keyin vaqt o'tishi bilan asta-sekin qayta tiklanadi.[5] Ammo birliklar sog'lig'ini tiklamaydilar va yangi bo'linmalar qurishning imkoni yo'q (garchi ba'zi bir o'yinchi missiyalarida qo'shimcha vositalar oldindan belgilangan nuqtalarda avtomatik ravishda qabul qilinadi).[6] Belgilangan turdagi barcha yaqin birliklarni tanlash uchun pleer ikki marta bosish ushbu turdagi har qanday individual birlikda.[4] Turli xil birliklarni tanlash uchun o'yinchi "chertish tugmachasini bosishi" mumkin (bosib ushlab turing) Shift tugmasi va har bir alohida birlikni bosing)[4] yoki "band-selection" dan foydalaning (ni bosing va ushlab turing sichqoncha tugmachasini bosing, so'ngra kursor ekran bo'ylab. Bu sariq quti paydo bo'lishiga olib keladi, u o'sib boradi va kursorning harakatiga qarab kamayadi. Aktyor tugmachani bo'shatganda, qutidagi barcha birliklar tanlanadi).[7] Aktyor ekrandagi barcha birliklarni, turidan qat'i nazar, tugmachasini bosish bilan darhol tanlashi mumkin Enter tugmasi.[7] Aktyor qo'lda tanlangan birlik guruhlarini maxsus tugmachaga o'rnatishi mumkin klaviatura, va shu tugma bosilganda darhol kerakli birliklar guruhini tanlaydi.[7] The Hud shuningdek, "Birliklarni guruhlash paneli" ni o'z ichiga oladi, bu esa o'yinchi o'z guruhini tanlash uchun klaviatura yordamida emas, balki tegishli raqamni bosishi mumkin.[7]

Bir yoki bir nechta birlik tanlanganidan so'ng, o'yinchi ularni tanlangan joyga yurishi uchun erni bosishi yoki ularga hujum qilish uchun dushmanni bosishi mumkin.[8] Kabi o'q otadigan qurollar kamonchilar va mitti shuningdek, dushmanga emas, balki erdagi ma'lum bir joyga hujum qilishni buyurishi mumkin.[9] Shuningdek, o'yinchining birliklari to'g'ri yo'nalishda bo'lishi muhimdir. Bunga chap yoki o'ng o'q tugmachasini bosish yoki tanlangan joyga o'tishda birliklar yo'nalishini aylantirish uchun sichqonchani harakatlantirish orqali erishiladi.[8] Foydalanishda to'g'ri yo'nalishga duch kelish ayniqsa muhimdir shakllanishlar, ulardan o'ntasi mavjud.[8] Birlik guruhini tanlagandan so'ng, o'yinchi klaviaturada tegishli shakllantirish tugmachasini bosishi kerak va keyin birliklar hosil bo'lishini xohlagan erni bosing. Aktyor shuningdek, barcha tanlangan birliklarga sochilib ketishini va buyurtma berishi mumkin orqaga chekinish.[10] Barcha shakllanishlar, shuningdek to'xtatish, qo'riqlash, tarqalish, orqaga chekinish, yo'nalishni orqaga qaytarish va faqat ko'p o'yinchi buyruqlari kabi buyruqlar, shuningdek, ekranning pastki qismidagi Boshqarish panelida bir marta bosish orqali mavjud.[11]

Bitta birlik tanlanganida, ushbu birlik haqida ma'lumot HUD tepasida joylashgan "Holatlar satrida" paydo bo'ladi; qismning nomi, qisqacha tarjimai holi, u qancha o'ldirganligi, qancha janglarda omon qolganligi va (agar u narsalarni olib yurishga qodir bo'lsa) uning inventarizatsiyasi. Bir nechta birlik tanlanganida, birliklarning nomlari, turlari va miqdori paydo bo'ladi, ammo ularning o'ldirilishi yoki oldingi janglari haqida biografiya yoki ma'lumot bo'lmaydi.[12] Agar birliklar tanlanmagan bo'lsa, Holatlar paneli joriy topshiriq haqida batafsil ma'lumot beradi.[13] HUD shuningdek, shaffof yukni ham o'z ichiga oladi mini-xarita, hozirgi jang maydoni haqidagi ma'lumotlarni aks ettiruvchi; o'yinchining ko'rish maydoni sariq rang bilan belgilanadi trapezoid, dushman birliklari qizil nuqta bo'lib ko'rinadi, do'stona o'ynalmaydigan birliklar ko'k nuqta kabi, va o'yinchi armiyasi yashil nuqta kabi. Aktyor mini-xaritaning istalgan joyini shu joyga zudlik bilan o'tish uchun bosishi mumkin.[14] Biroq, mini-xarita dastlab butun jang maydonini aks ettirmaydi; to'liq xaritaga tushishi uchun o'yinchi maydonni o'rganishi kerak.[15]

Aktyor ustidan to'liq nazorat mavjud kamera o'yin davomida va uni orqaga va oldinga, chapga va o'ngga aylantirishi, chap va o'ng atrofida aylanishi mumkin (kamerani bitta nuqtaga qaratib, shu nuqta atrofida 360 daraja aylanada) aylantirmoq chap va o'ng (kamera bir xil joyda qoladi, lekin o'yinchining nuqtai nazari u yoqdan bu tomonga harakat qiladi) va kattalashtirish va kichraytirish. Barcha harakatlar klaviatura va sichqoncha orqali amalga oshirilishi mumkin.[14] Sichqoncha yordamida orqaga, oldinga, chapga va o'ngga siljish kursorni navbati bilan ekranning yuqori, pastki, chap yoki o'ng tomonlariga o'tkazish orqali amalga oshiriladi.[16] Shuningdek, o'yinchi kursorni ekranning yuqori va pastki burchaklariga tegishlicha sichqoncha orqali aylanishini va aylanishini boshqarish uchun imtiyozlarni tanlashi mumkin.[16] Kattalashtirishni klaviatura yoki boshqarish mumkin sichqoncha g'ildiragi.[16]

Birliklarni tanlash va buyruq berish faqat asosiy o'yinni tashkil qiladi Bo'ri davriammo. Janglar oddiygina bo'linmalarga dushmanga hujum qilishni buyurishdan ko'ra murakkabroq bo'lib, strategiya va jang maydoni sharoitlari, hattoki ob-havodan xabardor bo'lib, muhim rol o'ynaydi. Masalan, o'yin tufayli fizika mexanizmi, ob'ektlar bir-biri bilan, birliklar bilan va relyef bilan reaksiyaga kirishadi. Bu o'zini shunchaki kesilgan boshda o'yinchining birligidan sakrab o'tishda va yo'nalishni o'zgartirishda namoyon qilishi mumkin. Biroq, bu yanada jiddiy oqibatlarga olib kelishi mumkin. Masalan, mitti a ni tashlashi mumkin molotov kokteyli Tepalikdagi dushmanga va sog'inishga, snaryadni tepadan pastga tushirib, o'yinchining o'z birliklari tomon. Umuman olganda snaryadlar ham, o'yinchi tomonidan ham, dushman tomonidan ham foydalaniladigan narsalarga zarba berish kafolati yo'q; ular shunchaki fizika dvigatelining ko'rsatmasi bo'yicha harakatga keltiriladi. Oklar Masalan, simulyatsiya qilingan nishonga olish xatosining uzoq masofada ahamiyatli bo'lib qolishi yoki nishon yo'ldan chiqib ketishi yoki daraxt yoki bino orqasida harakatlanishi tufayli maqsadini o'tkazib yuborishi mumkin. Agar kamonchilar jangovar kurash olib boradigan dushmanlarga o'q uzayotgan bo'lsa, ular dushman o'rniga o'yinchining o'z bo'linmalariga ham urilib, shuncha miqdorda zarar etkazishi mumkin. Bu mitti molotov kokteyllariga ham tegishli. Bunaqa, do'stona olov o'yinning muhim jihati hisoblanadi.[17] Ob-havo ham o'yinchi doimo yodda tutishi kerak bo'lgan narsadir. Masalan, yomg'ir yoki qor portlovchi moddalarga asoslangan hujumlarni o'chirishi mumkin va kuchli shamol kamonchilarga nishonga tegishida muammo tug'dirishi mumkin.[18] Shuningdek, snaryad bo'linmalari uchun dushmanlarni yuqoridan emas, ularning ostidan urish ancha osonlashadi va shu sababli o'yinchi bo'linmalarining joylashuvi o'yinning muhim jihati hisoblanadi.[18]

Yagona o'yinchi

Bitta o'yinchi kampaniyasida o'yinchi har bir topshiriqni bir guruh askarlar bilan boshlaydi va ma'lum bir maqsad yoki maqsadlar to'plamini bajarish uchun ushbu guruhdan foydalanishi kerak. Ushbu maqsadlar ma'lum miqdordagi dushmanlarni o'ldirish, manzilni himoya qilish, xaritada ma'lum bir nuqtaga etib borish yoki ma'lum bir ob'ekt yoki dushmanni yo'q qilishni o'z ichiga olishi mumkin.[19] Bitta o'yinchi kampaniyasining asosiy maqsadi dushmanning ancha katta kuchini mag'lubiyatga uchratadigan kichikroq kuch; har bir topshiriqda Light birliklari dushmanlarning sonidan juda ko'p, shuning uchun o'yinchi erni ishlatishi, alohida birliklarining o'ziga xos mahoratini ishga solishi va dushman kuchini asta-sekin kamaytirishi yoki umuman undan qochishga harakat qilishi kerak.[6] Bitta o'yinchi kampaniyasidagi birliklar har bir o'ldirishda tajriba orttirishadi. Tajriba hujum tezligini, aniqligini va mudofaasini oshiradi va jangda omon qolgan har qanday bo'linma to'plangan tajribasi bilan keyingi jangga o'tadi (keyingi jangda ushbu turdagi birliklar mavjud bo'lsa).[5] Bitta o'yinchi kampaniyasida yangi Bo'ri davri "Chempion" bo'linmalari bilan jang qilishda oddiy birliklar uchun "ruhiy kuch"; jangovar jang bilan shug'ullanadigan har qanday oddiy bo'linma, chempionlar bo'linmasiga yaqin joyda esa odatdagidan tezroq tajriba orttiradi.[5]

Ko'p o'yinchi

U chiqarilganda, Bo'ri davri ko'p o'yinchi o'yinlari uchun ishlatilishi mumkin GameSpy, yoki a orqali LAN kuni Kompyuter yoki AppleTalk kuni Mac.[20] Multiplayerda o'yinchi qo'shin bilan boshlanadi va uni boshqa o'yinchilar bilan savdo birliklari tomonidan sotib olinadigan birliklarning qiymatini taxminiy qiymatlari yordamida sozlashi mumkin.[21]

Ko'p o'yinchi o'yinlariga "Tanani hisoblash" (jamoa) kiradi o'lim ), "Bekonni o'g'irlash" (jang maydonining biron bir joyida to'p; maqsad to'pni olish va uni raqiblardan uzoqlashtirish, g'olib to'pga tegadigan oxirgi jamoa bo'lishidir), "tepada oxirgi odam "(xaritadagi tepalik bayroq bilan belgilanadi; vaqt tugashi bilan qaysi o'yinchi tepalikka egalik qilsa, u g'olib bo'ladi)," Scavenger Hunt "(bir qator to'plar jang maydonida, g'olib birinchi tegib turgan o'yinchi ularning hammasi), "Bayroq mitingi" (bir nechta bayroqlar jang maydonida, g'olib hammaga birinchi bo'lib tekkizgan o'yinchi), "Bayroqni yozib oling "(har bir jamoa o'yinni bitta bayroq bilan boshlaydi, g'olib boshqa jamoaning bayrog'ini qo'lga kiritgan birinchi jamoa bo'ladi)," Balls On Parade "(har bir jamoada to'p bor; g'olib bilan boshqa jamoaning jamoasini ushlab olgan birinchi jamoa to'p), "Hududlar" (bir nechta bayroqlar jang maydonida, g'olib eng ko'p bayroqlarni ushlab va ushlab turadigan jamoa), "Qo'lga olishlar" (bir qator to'plar jang maydonida, g'olib jamoa bilan o'yin oxirida kim eng ko'p to'pga egalik qiladi), "Tepaning qiroli "(xaritadagi tepalik bayroq bilan belgilanadi, bir yoki bir nechta jamoaning bo'linmalari bayroqning ma'lum bir oralig'ida harakatlanganda va xuddi shu hududdagi har qanday dushman bo'linmalarini yo'q qilganda tepalik qo'lga kiritiladi; g'alaba qozongan guruhni boshqaradi eng uzoq vaqt davomida tepalik), "Stampede!" (har bir jamoa hayvonlar podasi va bir nechta bayroqlardan boshlanadi; maqsadi podani dushman bayrog'iga boqish, har bir muvaffaqiyatli boqilgan hayvon jamoaga bitta daromad keltirishi kerak ochko. O'yin oxirida eng ko'p ochko to'plagan jamoa g'olib), "qotil" (har bir jamoada "nishon birligi" mavjud, g'olib raqibning nishonini birinchi bo'lib o'ldirgan jamoa), "Ov" (har bir jamoa iloji boricha yovvoyi hayotni o'ldirishi kerak; har bir hayvonning nuqta qiymati bor, va g'olib o'yin oxirida eng ko'p ochko to'plagan jamoaga aylanadi) va "Hujum" (o'yin bitta jamoa bayroqni himoya qilish bilan boshlanadi , va boshqa jamoa hujum qilmoqda. Belgilangan vaqtdan so'ng jamoalar almashadilar. Hujumkor jamoa tegib qolsa ochko to'playdi. bayroq, agar himoya qilinadigan jamoa bayroqqa tegishiga to'sqinlik qilsa, ochko to'plashadi. Ikkala jamoa hujum qilib himoya qilganidan keyin eng ko'p ochko to'plagan jamoa g'olib).[22]

Hikoya

Tarix

Insoniyat dunyoda ilk bor rivojlanganidan beri ko'p ming yillar Mif, uning tarixiga nazar tashlagan olimlar bir naqshni payqay boshladilar; tsivilizatsiya ko'tariladi, faqat yiqilib, ko'tarilishidan oldin. Aniqrog'i, ular har ming yilda bir marta ziyon ko'rishga intilgan qudratli mavjudot zulmat asrini ochib, insoniyatni zabt etishini payqashdi. Bu zulmat asrining o'zi insoniyatni nur asriga olib boradigan qahramon paydo bo'lguncha ming yil davom etadi. Ming yil davomida insoniyat gullab-yashnaydi, faqat yana bir marta zabt etilib, yana ming yillik zulmatga etaklaydi va hokazo. Har bir ming yillik tsiklning boshlanishi g'arbiy osmonda "Apparitor" kometasining paydo bo'lishi bilan belgilanadi. Har bir yovuz mavjudotni bir xil vujudga ega bo'lishiga har xil qiyofada ishongan olimlar uni "Sayohatchi" deb atashgan.[23] Ular sayohatchining har safar qaytib kelganida, u avvalgidan ham kuchliroq bo'lganini va oxir-oqibat uni to'xtatib bo'lmasligidan qo'rqishini ta'kidladilar. Sorangat "Sayohatchining" mantiyasini qabul qilganida, ko'pchilik buni tsiklning so'nggi bosqichi deb hisoblashdi. Biroq, Sorangat Tireces tomonidan mag'lub bo'ldi va yana bir bor insoniyat gullab-yashnadi.[24]

Sorangatning mag'lubiyatidan keyin Aql davri keldi, bu davrda a urush boshlig'i Bruiglik Xlovis ismli insoniyatning aksariyati bitta bayroq ostida birlashdi; Ket Bruig imperiyasi. Poytaxt Llankarfan shahrida Archzage Mazzarin uchun maktab tashkil qildi sehrgarlar, ulardan eng mohirlari Avatara deb tanilgan.[25] Ushbu davrda Avatara vaqti-vaqti bilan qudratli kishi bilan to'qnashdi nekromanser asrlar davomida yana g'oyib bo'lishidan oldin, insoniyat tarixida qisqa vaqt ichida paydo bo'lgan Bahlal nomi bilan tanilgan. Ushbu tendentsiya unga "Kuzatuvchi" nomini oldi.[26]

Sorangat vafotidan ming yil o'tgach, "Sayohatchi" ning qaytishini e'lon qilgan Apparator paydo bo'ldi. Tiresning o'lik jasadida yashab, barcha bilimlarini o'z zimmasiga olgan holda, Sayohatchi Moagim nomi bilan mashhur bo'ldi. Biroq, insoniyat kuchayib ketdi va Moagim mag'lubiyat yaqinligini bilar edi. Foydalanish qora sehr, u boshqa sohaga eshikni ochdi va qo'rqmas irqni topdi HAYVONLAR Mirkridiya nomi bilan tanilgan. Ko'p o'tmay, u Avatara tomonidan asirga olingan va chizilgan va to'rtburchakda joylashgan. Biroq, u allaqachon Mirkridiyani dunyoga olib kelgan edi.[27] Insoniyat bunday yovuz dushmanga tayyor emas edi va uni yaqin ov qilishdi yo'q bo'lib ketish. Ket Bruig imperiyasidan faqat Llankarfan qoldi. Gower tog'li erlarida, qochqinlar omon qolish uchun dunyoning boshqa qismlaridan. Mirkridiya paydo bo'lganidan ming yil o'tgach, ular jangda mag'lubiyatsiz bo'lib qolmoqdalar va ularning soni tobora ko'payib bormoqda. Ayni paytda o'zini Moagim Reborn deb ataydigan nekromanser paydo bo'ldi. Biroq, g'arbiy osmonda "Apparitor" yangi qahramonning kelishi haqida xabar beradi.[28]

Uchastka

O'yin bir ming yil oldin boshlanadi Yiqilgan lordlar. Faqat ikkita inson qal'asi qolgan; Gower va Llankarfan. Llankarfanga kira olmagan Mirkridiya aksincha Gowerga e'tibor qaratib, eng kattasiga erishdi shaharcha, Yursgrad.[29] Biroq, shaharni Connacht boshchiligidagi guruh muvaffaqiyatli himoya qilmoqda, Mirkrida o'z qishlog'ini vayron qilib, oilasini o'ldirganidan keyin yovvoyi tabiatda o'sgan va butun umrini ularni o'rganish va ularning zaif tomonlarini o'rganish bilan o'tkazgan odam.[30] Keyingi to'rt yil ichida har xil klanlar hujumga o'tayotgan Konnacht ortida birlashadilar va Mirkridiyani Dire Marshga qaytarib yuboradilar.[31]

Connachtning ishlari haqida Llankarfanga etib borgan va u imperator Leytrim bilan uchrashishga chaqirilgan va u Moagim Rebornga qarshi kurashga qo'shilishini tilaydi. Yo'lda u imperator kapitani Damasning hayotini saqlab qoladi Qirollik gvardiyasi va ikkalasi do'st bo'lishadi.[32] Llankarfanda Leytrim Konnaxtdan odamlarga Mirkridiyani qanday mag'lub qilishni o'rgatishini so'raydi va Konnaxt bu fikrga bir zumda yoqmayotgan Leitrimning maslahatchisi, arxitektor Mjarinning hayratiga sabab bo'ldi.[33] Trening yosh Avatara Mirdredning nazorati ostida o'tkaziladi. Bir necha oydan so'ng, askarlar Myrkridian Pack-Mageni topish va o'ldirish vazifasini bajaradilar.[34] Ular buni amalga oshiradilar, Pack-Mage inidan Moagimning ochilgan kitobini topib, Llankarfanga hujum qilishni rejalashtirmoqdalar. Biroq, kitobda uning lageri joylashgan joy ham qayd etilgan va Connacht oldindan zarba beradi.[35] Biroq, armiya tuzoqqa tushadi; Moagim o'z qo'shinini chiqaradigan Bahlaldan yordam so'radi o'lmagan va qadimgi Trow gigantlar jangda deyarli to'xtashga qodir emaslar, ular o'zlari bilan o'gre qullarini ham olib kelishadi.[36]

Armiya yo'q bo'lib ketdi, ruhiy tushkunlikka tushgan Konnacht Gowerga qaytishni rejalashtirmoqda. Biroq, uni Damas va Mirdred to'sib qo'yishadi, ular Mazzarinni topishni taklif qilishadi. Afsonalar Bahlalning Mazzarinni asrlar oldin o'ldirganini da'vo qilmoqda, ammo Mirdred uni hali ham tirik deb hisoblaydi. Uchlik uni topish uchun yo'l oldi, unga Mirmidon jangchisi Ravanna hamrohlik qildi.[37] Mazzarin o'z kriptosiga kirib, dastlab ularga yordam berishdan manfaatdor emas. Biroq, Connachtdan ta'sirlanib, u haqidagi bilimlarini uzatadi Jami kodeks, kelajakdagi voqealar haqida hikoya qiluvchi kitob, Connachtning xayolida.[38] Llankarfanda Konnacht bilan gaplashadi mitti Muirtemne Smitlari cheksiz dushmanlarini qamoqqa oladigan sehrli qurilma yaratish haqida. Forgemaster Travalning aytishicha, ular buni uddalashlari mumkin, ammo ularga Mirgarddan quriladigan bino kerak,[39] hozirda Gôollar tomonidan qamalda. Connacht qamalni olib tashlash uchun armiyani boshqaradi,[40] gothlarni yo'q qilish. Mittilar insoniyat bilan ittifoq tuzadilar va Konnachtga rang berishadi.[41] Llankarfanda Smitlar Connacht a Tain quradilar; o'z ichiga olgan kichik sehrli qurilma cho'ntak koinot uning ichida cheksiz ko'p dushmanlarni yo'q qilishga qodir bo'lgan cheksiz imkoniyatlar.[42] Tainni qo'lida tutib, Konnacht va odamlarning oz sonli qismi Dire Marshga yo'l oladi va Mirkiridani yo'q qiladi.[43]

Moagim Llankarfenga o'lik va Trow qo'shinlari bilan hujum qiladi.[44] Armiya qaytarildi, ammo Trowning yonida Moagim qaytib shaharni buzishi mumkinligi to'g'risida kelishib olindi. Shunday qilib, Konnacht ularni urushdan olib tashlashni taklif qiladi; Mirdred Oggrani jismoniy vositalar bilan emas, balki "Bo'ysunish orzusi" bilan qul qilib olganini bilib oldi va agar afsun buzilishi mumkin bo'lsa, Ogre isyon ko'taradi va Trow qo'zg'olon bilan kurashish uchun urushdan chiqib ketadi.[45] Mirdred kichik kuchlarni Trow imperiyasiga olib boradi va u erda Ogreni ozod qila oladi va urushdan chiqib ketadigan Trowga qarshi isyon ko'taradi.[46]

Ikki yil o'tdi. Moagim Llankarfanga hujum qilishga urinmaydi, ammo shahar tashqarisidagi erlarni egallashda davom etmoqda. Mirmidonning uyi bo'lgan O'n ikki Dunning qulaganligi haqida xabar kelganida, Damasga oshiq bo'lgan Ravanna u erga boradi, minglab qochqinlarni qutqaradi va dunlar bilan shahar o'rtasida ittifoq tuzadi.[47] Ayni paytda, Konnacht Smitlardan u ulardan buyurtma qilgan qurilma tayyorligi to'g'risida xabar oladi; SunHammer. Biroq, zarbxonaga etib borgach, uni O'rgimchak hujumi ostida topadi Kult, boshqa o'lchamdagi ulkan o'rgimchak Skyroshga sig'inadigan guruh. Kultni topish Tain va SunHammerni o'g'irlagan, Konnacht o'z kuchlarini hujumga tayyorlaydi, ammo bunga ulgurmasdan Smitlar kultistlar ibodatxonasiga kirib kelishadi.[48] Ular Kultni yo'q qilishadi, eksponatlarni olishadi va Skyroshni Tain ichida qamoqqa olishadi. Konnacht hujum qilganida, Travaldan Tainni qurish paytida dunyoga Skyroshni baxtsiz hodisa yo'li bilan kelganligini tushuntirib bergan yozuvni topadi, shuning uchun Smitlar uni o'ldirish uchun Tainning orqasidan ergashib, uni mag'lub etish sharafiga muyassar bo'lgandek his qildilar.[49]

Ayni paytda, Trow Ogre qo'zg'olonini bostirdi va Llankarfanga hujum qilishga va'da berdi.[50] Ularni ushlash yo'lida Konnachtning kuchlari Bahlal tomonidan pistirma ostiga olinadi va ular tirik qolishlariga qaramay, Konnacht kimdir ularga xiyonat qilganini biladi.[51] Oxir oqibat, ular SunHammer-dan foydalanib, Trow Empire, Connacht-ni yo'q qilib, shaharlarini eritib, ularni eritilgan temir ichida ushlashadi.[52] Llankarfanga qaytib kelgach, Konnacht qo'shinni Moagimni yo'q qilishga tayyorlaydi. Ammo ular ketishdan oldin Leytrim Konnachtdan hujumni boshqarish uchun unga ruxsat berishini so'raydi. Uning shubhali fikrlariga va Mjarinning bosimi ostida bo'lishiga qaramay, Konnacht bunga rozi.[53] Yo'lda ularga Bahlal hujum qiladi, ammo g'ayritabiiy mahoratga ega bo'lib tuyulgan Mirdred uni tushdagi duelda mag'lub etadi.[54] Ayni paytda, Moagim G'arbga qarab, Bulutspin tog'larini kesib o'tib, viloyatga o'tishni rejalashtirmoqda.[55] Ikkala tomon ham Cloudspine-da lager qilganida, Moagim Llankarfan lageriga yashirincha kirib boradi va Leitrimni o'ldiradi.[56] Keyin Konnacht va Damas Moagimning qarorgohiga hujum uyushtirishdi, Konnacht Moagimni o'ldirdi va keyinchalik uning o'lmagan qo'shinlari qulab tushdi.[57]

Ammo, ular jangdan qaytib kelayotganda, Konnacht Mjarinning haqiqiy Leveler ekanligini tushunadi; u o'zining hiyla-nayranglarini qoplash uchun Moagimni tiriltirdi. Connacht, shuningdek, Mirdredning Mjarin xizmatida ekanligini bilib oladi.[58] Konnacht va uning odamlari Mjaringa qarshi kurash olib boryaptilar, Konnatt esa uning boshini tanasidan judo qildi. Ammo bosh o'lishdan bosh tortadi va shu bilan ko'miladi. Mirlred haydab yuborildi va "Yolg'onchi" deb nomlandi, Bahlal esa ov qilinib, Bulut shpasi ostiga qamaldi. Connacht Llankarfan imperatoriga aylanadi, u mitti temirchilar sharafiga Muirthemne nomini beradi.[59] Bir necha yil o'tgach, Konnacht Damasga qanday kuch artefaktlarini yo'q qilishni va yo'q qilinmaydigan narsalarni yashirishni aytadi va buni uning bilimlaridan tushuntiradi Jami kodeks, u keyingi sayohatchiga aylanishini biladi va bu narsalarning birortasiga kirishni xohlamaydi.[60] Connacht "bo'ri asri" deb nomlanuvchi gullab-yashnagan davrni boshqaradi, sharqqa g'oyib bo'lguncha, Balor bo'lib qaytib kelganda ming yil davomida yana ko'rinmas edi, Damas va Ravanna yana yonida Soulblighter va Shiver.

Rivojlanish

Franchayzing

1999 yilda, Bungie, kim dastlabki ikki o'yinni ishlab chiqqan Mif seriyali (Afsona: Yiqilgan lordlar va II afsona: Soulbligler ), ularning 19,9% sotilgan ulushlar ga Take-Two Interactive.[61] 2000 yil iyun oyida Bungie tomonidan to'g'ridan-to'g'ri sotib olingan Microsoft, Take-Two ni sotib olish bilan Oni va Mif intellektual xususiyatlar.[62][63] Bo'ri davri keyinchalik Take-Two sho'ba korxonasi bo'lgan 2001 yil yanvar oyida e'lon qilingan Ishlab chiquvchilarning yig'ilishi aniqlandi MumboJumbo uchun ishlab chiqilgan Microsoft Windows va Mac OS.[64]

Bo'ri davri MumboJumboning birinchi o'yini bo'ladi,[65] ammo ularning sarlavha ustida ishlashlari qandaydir g'ayrioddiy edi. O'yin uchun dastlabki muvaffaqiyatli maydon Skott Kempbell tomonidan qilingan, Bosh ijrochi direktor Mac OS portlarini boshqargan Contraband Entertainment kompaniyasi Ritual Entertainment "s SiN va Og'ir metall: F.A.K.K.². Biroq, Take-Two Kempbellning maydonidan hayratda qolgan bo'lsa-da, u yana to'rtta taklifni mag'lubiyatga uchratgan,[66] ular o'yinni hali uy ichidagi asosiy unvonini ishlab chiqa olmagan jamoaga topshirishdan xavotirda edilar. Ritual ofis ochishni rejalashtirgan edi Irvin, Kaliforniya Contraband shtab-kvartirasi yaqinida va Ritual Contraband bilan tarixga ega bo'lganligi sababli, Take-Two Contraband jamoasini Ritualning tajribali a'zolari bilan yangi MumboJumbo kompaniyasini tuzishni taklif qildi, bu esa kompaniyaning rivojlanishiga ta'sir qiladi. Mif III.[67]

Xudo e'lon qilgandan so'ng, Aleks Seropian, Bungie asoschilaridan biri, MumboJumbo-ning asl o'yinlarga munosib voris yaratishga qodir ekanligiga ishonch bildirdi va "MumboJumbo birinchi ikkitasini yaratganini chinakamiga qadrlaydi. Mif o'yinlar ajoyib. Ishonchimiz komilki, ularning bilimlari va tajribalari buni amalga oshiradi Mif III mavjudni qondiradigan unvon Mif muxlislar va yangi geymerlarning legionlarini uyushmaga olib keladi. "[68] MumboJumbo prezidenti Mark Dochtermann ushbu franchayzingga yangi elementlarni kiritishda, avvalgi ikkita o'yinda sodiq qolish masalasini hal qildi. Bo'ri davri ketma-ket asosiy kashf emas edi o'yin, bu ishlab chiquvchilar hali ham noyob nomni qo'llab-quvvatlashga qodir ekanligini his qildilar. Biroq, shu bilan birga, ular yangi narsalarni sinab ko'rishni ham xohlashdi; "O'rganish uchun juda ko'p narsa qoldi Mif franchayzing biz bir oz boshqacha marshrutga borishdan oldin ham. Vaholanki, biz qo'shish borasida [yangi] marshrutni bosib o'tmoqdamiz 3D tezlashtirish, 3D modellar va er bilan bog'liq narsalarni qilish dvigatel va fizika bu hali boshqasidan ustundir RTS o'yinlar hozirda amalga oshirilmoqda. "[67] Xuddi shunday, ishlab chiqaruvchi va etakchi dizayner Skott Kempbell ta'kidladi

The Mif o'yinlar o'z vaqtidan ancha oldin edi, texnik jihatdan. Ular etishmayotgan narsa edi grafikalar. Biz 3D dvigatellarni birlashtirish uchun grafik dvigatelni to'liq ta'mirlashni rejalashtirmoqdamiz, 16-bit yuqori aniqlikdagi detallarga ega bo'lgan relyef xaritalari to'qimalar, shamol va Wight portlashlari bilan deformatsiyalanadigan haqiqiy 3D flora va boshqalar! Biz hurmat qilishimiz kerak Mif va uning muxlislari. Biz o'zimizniki deb atashimiz uchun o'yinning barcha jozibadorligini o'zgartirishga ahamiyat bermaymiz.[69]

Shuni inobatga olgan holda, MumboJumbo uchta a'zoni yolladi Soulblighter's o'zgartirish jamoat, ular bilan tanish bo'lganidek, o'yin ustida ishlash Soulblighter's manba kodi, ustiga Bo'ri davri qurilayotgan edi va Mif umuman franchayzing.[67][69] Dastlab o'yinning texnik jihatlari ustida ishlash uchun yollangan bo'lsa ham, masalan darajadagi dizayn, jamoat a'zolari tez orada voqeani yozish nuqtai nazaridan MumboJumbo uchun bebaho bo'lib qolishdi. Ijrochi prodyuser Mayk Donges "Mavjud narsalar Mif jamoa hali ham o'yinlar haqida juda g'azablangan. Biz ularga murojaat qilganimizga ishonch hosil qilishni xohlaymiz, shuning uchun bizdan ba'zi odamlar bor edi Mif mod hamjamiyati. Ular biznikidir Mif ilm-fan mutaxassislari, shuning uchun agar biz yangi bir narsa kiritmoqchi bo'lsak, ular uni [rad etish] qobiliyatiga ega. "[70]

Texnologiya

Skrinshot Mif III ko'rsatib 3D belgi modellari 3D er uchastkasida. Seriyadagi avvalgi o'yinlar 3D maydonidan foydalangan, ammo undan foydalangan 2D spritlar to'liq 3D birliklardan ko'ra.

Garchi Bo'ri davri yordamida qurilgan Soulblighter"s manba kodi, ishlab chiquvchilar o'yinning vizual estetikasini yaxshilash uchun muhim o'zgarishlarni amalga oshirdilar. Mayk Donges tushuntiradi: "Biz bilan boshladik Mif II dvigatel, lekin biz bundan tashqari deyarli hamma narsani chiqarib tashladik A.I.. Va grafik dvigatel butunlay qayta ishlangan. "[70] O'yin dvigatelida amalga oshirilgan eng katta o'zgarish bu hamma narsa edi Bo'ri davri bu ko'rsatilgan yilda OpenGL Belgilar va barcha atrof-muhit ob'ektlarini o'z ichiga olgan 3D; oldingi o'yinlardan farqli o'laroq, Bo'ri davri o'z ichiga olmagan dasturiy ta'minot variant. Bu birinchi edi Mif to'liq xususiyatli o'yin 3D belgilar; avvalgi o'yinlarda 3D muhit mavjud edi, ammo belgilar va ba'zi atrof-muhit ob'ektlari mavjud edi 2D spritlar.[67] Yilda Bo'ri davri, har bir 3D belgi 512x512 teksturadan iborat bo'lib, uning o'lchamlari 350 dan 450 gacha ko'pburchaklar, Trow deyarli 1000 dan iborat bo'lsa,[19] bir vaqtning o'zida ekranda 10 000 tagacha ko'pburchakni qo'llab-quvvatlaydigan dvigatel bilan.[66] Barcha birliklar kamida o'n uch xilga ega animatsiyalar.[71] Belgilar Ritualning "Tiki" xarakterli animatsion tizimi yordamida animatsiya qilingan, a skelet animatsiyasi tizim ishlatilgan Og'ir metall: F.A.K.K.² va keyinchalik tomonidan ishlatilgan Rogue Entertainment uchun Amerikalik McGee's Elice.[67]

To'liq 3D rejimiga o'tishda Dochtermann 3D dvigatel avvalgisida mumkin bo'lmagan narsalarga imkon berishini ta'kidladi Mif o'yinlar; "Juda ajoyib narsalar bor kinematik narsalar. Shunday qilib, sizda portlashlar bo'lganida va sizning birliklaringiz dunyo bo'ylab harakatlanayotganda, daraxtlar bunga javob beradi. Va ularni shunchaki portlatish emas. Siz portlashlardan shok to'lqinlarini ko'rasiz va atrof-muhitga ko'proq ta'sir qilasiz. Bu juda aniqroq. "[67] 3D-ga o'tish o'yinni avvalgisini yaxshilashga qanday yordam berishi haqida gapirish Mif o'yinlar, deb tushuntiradi Kempbell

Esingizdami? Mif II kamerani olib, erning barcha joylarini kattalashtirganda, barchasi qanday bo'ladi pikselli va qandaydir xunukmi? Bir xil o'lchamdagi rangli relyef xaritalariga ega bo'lishni tasavvur qiling 8-bit palitrasi xarita, endi biz haqiqatga o'tmoqdamiz 16-bit rang relyef xaritasi. Va bundan tashqari, rangli xaritada yuqori aniqlikdagi tafsilotlar to'qimalariga egamiz. Shunday qilib, yaqinlashganda, siz haqiqatan ham ozgina o't pichoqlarini, mayda mayda toshlarni yoki loyga to'lqinlarni ko'rishni boshlaysiz.[67]

Yangi o'yin mexanizmi ham qo'llab-quvvatlandi haqiqiy vaqt soyalar va dinamik yoritish, shuningdek, kameraning harakatga qanchalik yaqinligiga qarab, oltidan etti gacha turli xil tekstura qatlamlarini aralashtirishga qodir.[19][70]

Haqida dasturlash vositalari o'yinni yaratish uchun ishlatilgan MumboJumbo dastlab Bungining "Qo'rquv" va "Jirkanish" vositalaridan foydalanishni boshladi, ular ommaga chiqishi bilan ommaga taqdim etildi. Soulblighter. Biroq, ular hech qachon ularni uzoq vaqtdan beri ishlatishni niyat qilmaganlar, chunki har doim o'zlarining vositalarini ishlab chiqish rejalashtirilgan. Rivojlanishdan bir necha oy o'tgach, Kempbell shunday dedi:

Biz keyinchalik ushbu vositalarni birlashtirishni rejalashtirmoqdamiz, ular uchun maxsus foydalaniladi Mif III va juda ishonchli va o'zaro faoliyat platformalarga mos keladigan narsa. Haqiqatan ham biz hozirda foydalanadigan vositalarni tayyorlamoqdamiz Mif III ular nafaqat o'zaro faoliyat platformalarga mos keladi, balki sizga barcha yangi narsalarni qilishga, yangi narsalardan foydalanishga imkon beradi skript buyruqlari va biz ushbu o'yinda foydalanadigan yangi modellar, 3D birliklar va narsalar.[67]

Ushbu yangi vosita oxir-oqibat "Qasos" deb nomlandi.[70] Da E3 2001 yil may oyida bo'lib o'tgan tadbirda MumboJumbo Vengeance o'yin bilan birga etkazib berilishini va'da qildi.[19]

Musiqa

Bastakor Zak Bellica dastlab butun Sharqiy Evropani yollamoqchi edi orkestr kim bilan o'yin uchun hisob qaydnomasini yozish kerak. Biroq, byudjet cheklovlari buni imkonsiz qildi, chunki musiqani kamroq "baland" va "ibtidoiy" qilish to'g'risida qaror qabul qilindi. Oxir oqibat, Bellica faqat bitta musiqachini yolladi, u violonchel ijrochisi Lori Goldston; qolgan hisob asboblar yordamida tuzilgan namunaviy kutubxonalar, keyinchalik ular a-da o'ynatilgan raqamli namuna oluvchi. Vaqt cheklanganligi sababli Bellica o'yindan olingan kadrlarga hech qanday kirish imkonisiz hisobni tuzishi kerak edi; u davom etishi kerak bo'lgan narsa - bu ssenariy va Skott Kempbellning yozuvlari. Bellica o'yinning ma'lum bir qismi uchun musiqiy asar yaratib, keyin uni ishlab chiquvchilarga jo'natar edi, ular uni nimani o'zgartirishni xohlaganliklari haqida eslatmalar bilan unga qaytarib berishardi.[72]

Chiqarish va muammolar

Bo'ri davri oltin ketdi 2001 yil 17 oktyabrda,[73] faqat o'n oylik rivojlanish tsiklini yakunlash, katta video o'yinni rivojlantirish uchun nisbatan tez vaqt.[2] Rivojlanish orqali yarim yo'lda gaplashib, Kempbell tushuntirdi

Dan foydalanish haqida ajoyib narsa Mif II birinchi kundan boshlab dvigatel - bu bizda qanday qilishimiz kerakligi haqida allaqachon echim bor edi darajalar. Bizda darajadagi dizaynerlar zudlik bilan saviyani boshlashdi. Bizda Tiki borligi va unga kirish imkoni bo'lganligi sababli, bizning modelerlarimiz darhol ishlab chiqarishni boshlashdi 3D Studio Max modellar. Bizda ushbu asosiy tarkibiy qismlarning barchasi boshlanganligi sababli, biz aktivlar ishlab chiqarishni boshlashimiz mumkin edi va shu bilan biz tom ma'noda bir yillik loyihani jo'natamiz.[67]

O'yin chiqarilishidan oldin, Kompyuter o'yini's Jim Preston, ishlab chiquvchiga o'yinni qoniqarli tarzda yakunlash uchun etarli vaqt berilgan-qilinmaganiga shubha bilan qarashini yozdi.[74] O'yinning kompyuter versiyasi do'konlarga 2001 yil 2-noyabrda chiqdi.[1] 16-noyabr kuni etakchi dasturchi Endryu Meggs Mythvillage.org saytida bu haqda to'liq ma'lumot berdi Mif III Kompyuter jamoasi MumboJumbo tomonidan ishdan bo'shatilgan kuni o'yinni chiqargan kuni ishdan bo'shatilgan edi. Meggs "Ba'zi xunuk, ammo halol haqiqatlar" deb nomlangan xabarda

Buning asosiy sababi shundaki, navbatdagi loyiha mavjud emas edi va yaqin kelajakda u kutilmagan edi, ish haqi to'lanadigan jamoani hech narsa qilmasdan ushlab turish juda qimmat, va MumboJumbo cheksiz cho'ntaklari bo'lgan ulkan biznes emas edi . MumboJumbo Irvine loyiha jamoasi, uning bosh kompaniyasi United Developers va o'yin noshiri Take-Two o'rtasida chalkash veb mavjud. Yiqilish uchun men hech kimni ayblamagan bo'lar edim - agar siz g'azablangan bo'lsangiz, buni barchaning aybi deb ayting yoki xayriya qilsangiz, hech kimning aybi yo'q.[75]

Meggz jamoaning o'yinning Windows versiyasida muammolar borligini bilishini tushuntirdi, ammo ular ishdan bo'shatilgani sababli ular ushbu muammolarni hal qila olmadilar. U ular ustida ishlaganliklarini aytdi yamoq qo'yib yuborilganda ushbu muammolarning bir qismini tuzatish uchun va u bu yamoq chiqarilishiga ishonchsiz edi. Shuningdek, u tanqidlar ko'pligini tan oldi xatolar in the game would have been addressed by the patch. Speaking of the Mac version, he explained all of the fixes included in the patch for the PC version had been implemented in the Mac release version, but there were now only two people working on the game, and the release date was unknown.[75] Later that same day, Rebecaa Heineman, one of the two people still working on the Mac version, posted to the forums "Don't be concerned about the Mac version. Chris Jacobson and I are hard at work fixing the last issues. Expect the game to be released soon."[76] Meggs also addressed MumboJumbo's failure to release Vengeance with the game;

Vengeance is still missing a number of key functions that are only present in a specially modified version of Loathing. Somebody is working on that from home. Hopefully there'll be a release in the very immediate future with the goal of just getting the features it has right now out to the public, and then a final release when it's got all the features it's going to get. The Mif community has shown a great ability to create quality tools in the past and I would love to see the full source code to our tools made available as a foundation for continued work by the community, but that may not be possible due to legal constraints.[75]

The same day Meggs made his post, November 16, MumboJumbo closed their offices in Irvine, with a view to consolidate their resources in their Dallas shtab-kvartirasi.[77] On November 19, MumboJumbo denied the Mif III team had been laid off, saying all staff members had been invited to work in the Dallas office. They also announced the patch Meggs had spoken of would be released within the week.[78] On December 19, Mark Dochtermann promised the patch would be released before Christmas, along with Vengeance, stating they had delayed release of the patch for the PC version so as to coincide its release with the Mac version of the game.[79] Although the Mac version was ultimately released in January 2002, the patch was never officially released by MumboJumbo for either version of the game.[80]

Hamjamiyat

Qachon aniq bo'ldi Bo'ri davri would receive little to no texnik yordam or official patches from either MumboJumbo or Take-Two, a group of programmers, rassomlar and coders banded together under the name MythDevelopers, and approached Take-Two to ask for access to the game's source code so as to continue its development.[81] To the surprise of many in the industry, Take-Two not only granted MythDevelopers access to Bo'ri davri's code, they also authorized Bungie to make available the source code for the first two games.[81]

Although MythDevelopers worked to update The Fallen Lords va Soulblighter yangisiga operatsion tizimlar on both Mac and PC, fix bugs, and create norasmiy yamalar to enhance both the games themselves and the mapmaking tools, their initial focus was on the bug-ridden release versions of Bo'ri davri, which had problems running on both Windows XP va OS X.[81] Upon getting the code for Bo'ri davri, they discovered they "couldn't even build a usable app. We had to rewrite the Mac input routines before we could even make an app." They were also given access to the source code for "BurgerLib", a proprietary development library created by RebeccaHeineman, lead developer on the Mac version of the game.[81] Additionally, they developed their own kutubxona, dubbed the Myth Core Library, which provided networking, input routines, and other low-level functions.[82] This enabled MythDevelopers to avoid the necessity of licensing any external libraries, and instead allowed them to develop everything in-house. This was part of their deal with Take-Two, as they couldn't incorporate anything into the games which they would be unable to give Take-Two the rights to should the company ever ask for the source code back; all modifications remained the intellectual property of Take-Two, who were free to use them in a future commercial version of Mif, if they ever wanted to re-release an upgraded version of one or more of the games, or incorporate the modifications into the development of a new Mif o'yin.[81]

In April 2003, MythDevelopers released a v1.1 patch for Bo'ri davri for both Windows and Mac. Fixing over forty gameplay and stability issues, and addressing numerous bugs, the patch also included new multiplayer maps and gameplay modes.[80] MythDevelopers disbanded in December 2003, with Project Magma becoming the main development group for The Fallen Lords va Soulblighter,[82] and FlyingFlip Studios for Bo'ri davri.[83] The final patch for Bo'ri davri was v1.3, released in 2004, which introduced multiple gameplay and stability improvements, as well as bug fixes, and performance enhancements.[84] Released in conjunction with v1.3 was "Ballistic", a mapmaking tool designed to supersede the Vengeance program created by MumboJumbo. Designed for both Mac and PC, Ballistic allowed the user more choices than had Vengeance, was more user-friendly, and was without any of the bugs inherent to Vengeance.[85] FlyingFlip disbanded in 2007.[86]

Serverlar

Prior to disbanding, MythDevelopers created and operated PlayMyth.net, the most popular online Mif server after the official servers were taken offline. Although built using the Soulblighter server, PlayMyth could also run both The Fallen Lords va Bo'ri davri, which was developed by MumboJumbo using a network gameplay system designed to run on GameSpy rather than Bungie.net.[81] PlayMyth went offline in October 2007 after it was repeatedly buzilgan,[86] with the most popular servers becoming MariusNet.com and GateofStorms.net.[87]

MariusNet had been online since just prior to Bungie.net's Mif servers going offline, and was officially approved by Bungie.[88] The original impetus behind the project was as a temporary replacement for Mif players in case the original servers were shut down, which had been rumored for some time. The Bungie servers had not supported The Fallen Lords since November 2001, and the community believed the servers would soon close for Soulblighter shuningdek.[88] Qachon The Fallen Lords servers closed in November, the only way to play a multiplayer game was via a LAN yoki AppleTalk, and MariusNet was created as a Bungie.net "emulator", which, like PlayMyth, supported all three Mif games, and thus gave players a way to play Bo'ri davri onlayn.[88] At the time, Bungie had not ochiq manbali The metaserver source code, so creating a network for The Fallen Lords was accomplished via teskari muhandislik. Dave Carlile, the main programmer of the server, explains

We started with some information about the Myth 2 tarmoq protokoli, and hoped Myth 1 was the same or very similar. [Todd Snyder] then used a paket sniffer to look at the data being sent back and forth between the Myth 2 client and the server in order to learn more. We initially made a partial Myth 2 server to get the basics down, then spent hundreds of hours figuring out the differences in paket tarkibidagi Myth 1. For a few of the more difficult pieces we used a demontaj qiluvchi to take apart the client code, and also a tuzatuvchi to trace through the code.[88]

MariusNet closed in 2014 when the server company shut down, and the apparat was damaged whilst being moved to its new location.[89] GateofStorms, which was created by Project Magma,[87] and only supports Soulblighter v1.8, remains active, and continues to host individual games and tournaments.[90]

Qabul qilish

Qabul qilish
Umumiy ball
AggregatorXol
Metakritik76/100[91]
Ballarni ko'rib chiqing
NashrXol
GameSpot8.4/10[2]
GameSpy75/100[92]
IGN8.7/10[6]
Kompyuter o'yini (BIZ)58%[93]
Kompyuter zonasi7/10[17]

Garchi Mif III received generally positive reviews, it was viewed as inferior to both of the previous Mif o'yinlar. It holds an aggregate score of 76 out of 100 on Metakritik, based on twelve reviews.[91] Bu ikkinchi o'rin uchun edi Elektr maydonchasi's 2001 "Best Strategy Game for PC" prize, but lost to Eterlordlar.[94]

IGN 's Dan Adams scored the game 8.7 out of 10, giving it an "Editors' Choice" award. He was impressed with the story and the 3D graphics, and praised MumboJumbo for retaining the core gameplay elements whilst also making improvements. He concluded "some unfortunate set backs, whether they were by design or bug dulled the experience a little bit, but not enough to hamper my enjoyment. Fans of the series shouldn't be disappointed by MumboJumbo's effort to follow in the mighty footsteps that Bungie left behind."[6]

GameSpot 's Sam Parker scored it 8.4 out of 10, writing "Mif III's single-player game represents the best the Mif series has to offer." He praised the 3D graphics and the storyline, lauding the decision to make a prequel. However, he was critical of the absence of many advertised multiplayer features, the absence of Vengeance, and compatibility issues with Windows XP, expressing concern as to whether MumboJumbo and Take-Two would provide the same level of technical support that Bungie had for the first two games. He concluded "Mif III isn't as well polished a game as its predecessors, but its strong single-player element and solid graphics make it a remarkable game in its own right."[2]

GameSpy 's William Abner scored it 75 out of 100, writing that the game "isn't a complete product. It's close. And parts of it are just as fun, if not more so, than the earlier games, but a laundry list of bugs, hardware glitches, and severe multiplayer issues keep the game from reaching its potential." He praised the single-player campaign and the storyline. However, he cited numerous bugs, including no support for Windows 95, despite the box claiming otherwise, and compatibility issues with Windows XP. He was also critical of the absence of Vengeance, despite the box stating it was included, and the fact that multiplayer mode had only five maps and no TCP / IP qo'llab-quvvatlash. He concluded "If you need your new Mif fix and can't wait for a patch, then the best option is to buy the game from a store that accepts returns in case the game doesn't like your particular system setup. If you can play it, focus your efforts on the campaign - it's fun, and for the most part works as advertised. Hopefully, by the time you are finished with Connacht's tale, a patch to fix the many multiplayer issues will be ready."[92]

Kompyuter zonasi's Keith Pullin scored it 7 out 10. He praised the gameplay, the importance of tactics during combat and the graphics, but criticized the repetitiveness of the single-player campaign, concluding "While this third instalment of the series boasts some commendable touches, it rarely manages to fully explode into rip-roaring RTS action. Mif III seems to coast along without ever really breaking sweat."[17]

Adabiyotlar

  1. ^ a b "Myth III: The Wolf Age (PC)". GameSpy. Olingan 13 aprel, 2016.
  2. ^ a b v d Parker, Sam (November 9, 2001). "Myth III: The Wolf Age Review". GameSpot. Olingan 13 aprel, 2016.
  3. ^ "Belgilar". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 38.
  4. ^ a b v "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 23.
  5. ^ a b v d "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 25.
  6. ^ a b v d Adams, Dan (November 8, 2001). "Myth III: The Wolf Age Review". IGN. Olingan 13 aprel, 2016.
  7. ^ a b v d "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 24.
  8. ^ a b v "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 26.
  9. ^ "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 28.
  10. ^ "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 27.
  11. ^ "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. 20-21 betlar.
  12. ^ "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. pp. 19–20.
  13. ^ "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 19.
  14. ^ a b "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 22.
  15. ^ "Playing the Game". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 21.
  16. ^ a b v "Ishni boshlash". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 16.
  17. ^ a b v Pullin, Keith (December 26, 2001). "Myth III: The Wolf Age Review". Kompyuter zonasi. Arxivlandi asl nusxasi 2007 yil 30 mayda. Olingan 13 aprel, 2016.
  18. ^ a b "Terrain, Weather and Other Hazzards". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 29.
  19. ^ a b v d Parker, Sam (May 18, 2001). "E3 2001: First Impression: Myth III". GameSpot. Olingan 1 may, 2016.
  20. ^ "Multiplayer Gaming". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 32.
  21. ^ "Multiplayer Gaming". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 35.
  22. ^ "Multiplayer Gaming". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. pp. 36–37.
  23. ^ "Prolog". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 11. Humans warred with themselves and with any other races they thought they could defeat. In this time of warfare and strife, an yovuzlik was awakened in the world. It is not known whether it had existed before the world was created, or if it was created out of the atrocities of war, but this malevolent entity desired nothing but the destruction of humanity – and all of the world with it. As the great kometa passed into the eastern sky, the being's power grew to epic proportions; as with the comet's departure a thousand years later, its power waned. For thousands of years this cyclic fluxing of power has caused the destruction and rebirth of human civilization. Yet its presence and clandestine schemes remained unknown among the people of the world. As human civilizations were built and destroyed, a few learned scholars began to sense a pattern to their history. They rightfully believed that every thousand years, a powerful urush boshlig'i will appear to destroy civilization. After that, the hold of darkness on the world would lessen and humanity would once again rebuild. They began to call this accursed entity "The Leveler".
  24. ^ "Prolog". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 11. It was feared that soon The Leveler's power would never wane – that it would defeat humanity utterly and exhale its breath of death upon the world. In this desperate time, a poet and philosopher named Tireces would be The Leveler's downfall. As The Leveler, in the form of Sorangath, was poised on crushing the city-state of Tiruth'Dannor, Tireces rallied the disjointed forces and fought back against The Leveler's legions. Through a great battle, Tireces had fought his way to Sorangath and beheaded him in a bloody duel. The Leveler's armies were routed and crushed. Sorangath's body was put to the torch and the name of Tireces spread across civilization. This victory against the Dark ushered in the Age of Reason and the dawn of enlightenment for mankind.
  25. ^ "Prolog". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 12. A great warlord named Clovis of the Bruig strove to unite the many kingdoms of the realm. His successful campaign brought about the Empire of the Cath Bruig, the strongest and most prosperous civilization in the history of Mif. In this time, Mazzarin, the most powerful of human Archmages, dreamed of forming a college of magics; where practitioners of the arcane could come together and share their mystical knowledge. And so, the great Citidel of Illuan was constructed for that very purpose. Sorcerers, Dreamers, Summoners and Diabolists from across the known world came to teach and learn from their peers. The most learned of Archmages were dubbed "Avatara".
  26. ^ "Prolog". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 12. Bahl'al and his nekromantik powers had come into conflict with the Cath Bruig and the Avatara many times. As he and his o'lmagan hordes were defeated, he would seemingly disappear for decades, only to appear again with an army of corpses twice as strong as before. The Avatara were the first to give him the name "The Watcher".
  27. ^ "Prolog". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 13. After a thousand years, the comet once again flared in the western sky, and an ancient enemy began to stir. The Leveler had returned. With its insidious power, it breathed horrid life into the body of Tireces, using his long dead foe as the herald of the doom he would bring. Calling himself Moagim, The Leveler used Tireces' vast knowledge to begin planning the downfall of humanity ... Yet, with the focused might of the Cath Bruig armies, Moagim began to lose footing. As the war raged, Moagim saw that his remaining days were few. Refusing to admit defeat, The Leveler devised a plan to avenge his unavoidable death. With terrible magics, Moagim created a doorway into a distant world of nightmares. There he found creatures lurking within the black depths that gave even him a tinge of fear. With bloody force he held their attentions and beckoned them into his world. Soon after this dark marosim, Moagim was indeed captured by the Avatara; his forces utterly smashed by the imperial soldiers. Moagim was dragged before the Citadel of Illuan, and drawn and quartered. Before his body was torn asunder, he laughed at the assembled Avatara, knowing that even in his death, vengeance was his. The victory over Moagim was short lived. Tales began to spread of horrific beasts who attacked under the cover of night. Soon these tales became far too real.
  28. ^ "Prolog". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. pp. 13–14. Only the splendid city of Llancarfan had withstood the assaults of the Myrkridian horde ... The area of Gower was an inhospitable place of rocky soil and harsh winters. Yet the flood of qochqinlar spread even into this unforgiving land seeking escape from the Myrkridian nightmares. Over the centuries, the number of Myrkridia had dwindled, but still they ruled the night. Many grew fatted off of easy prey, but they still retained their feral instincts. The Cath Bruig Empire had all but fallen. Sheltered behind the walls of Llancarfan, the Empire is only a shadow of its former self. A thousand years since their release, the Myrkridia have yet to be defeated in battle, and now their numbers appear to be growing. And a Necromancer of great power has arisen, claiming to be none other than Moagim Reborn. Yet in this time of darkness, a comet has appeared in the western skies.
  29. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: Defence of Yürsgrad. Hikoyachi: August 8th, 1426 A.E., Village of Yursgrad, territory of Gower. Two human settlements were all that remained in the known world. The splendid city of Llancarfan, and the humble territories of Gower. Llancarfan was the seat of the Cath Bruig Empire, and its towering walls, built in the Age of Reason, were too fortified for even the Myrkridia to scale. The lands of Gower, though, were a different matter. The clansmen of Gower were hearty people, who worked a hostile and unforgiving land at the edge of the world. For hundreds of years, the Myrkridian devils made prey of the peoples of Gower; stalking from the Dire Marsh to raid their homes and villages. Although many stands were made against the Myrkridia, not a single town was saved. The devils were unstoppable. On this day, the Myrkridian horde had slaughtered their way to the outskirts of the town of Yürsgrad, the oldest and mightiest town in the territories.
  30. ^ "Belgilar". Myth III: The Wolf Age Instruction Manual (Kompyuter). Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. 2001. p. 45. Connacht: Born in a small village on the outskirts of Yürsgrad in Gower, the boy that would become the hero of the age watched the Myrkridia destroy his home village. Knowing only vengeance, the boy would grow strong and skilled living in the wilds. Studying his foes, he began to see their weaknesses and made strategies to defeat them.
  31. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: The Nest. Hikoyachi: May 23rd, 1430 A.E., At the edge of the Dire Marsh. Yürsgrad became a rallying cry for the shaharchalar ... In the years that followed, other battles were fought and won against the Myrkridia. The name of "Connacht the Devil Slayer" spread throughout the lands, bringing hope with it. With this dream, the isolated clans of Gower began to unite for the common defense, and a unified Nation of Gower was born ... The clansmen, led by Connacht, decided to do the unthinkable. More than defending their villages from the Myrkridian horde, they would bring the battle to the Myrkridia themselves. Using daytime assaults, the men of Gower began a counter-attack that did eventually push the nightmarish devils back into the Dire Marsh from whence they came.
  32. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: Journey to Llancarfan. Hikoyachi: July 16th, 1432 A.E., On the road through the forest of Talwhyn. Escaping from the ambush, Connacht led the retinue southwards towards Llancarfan. Damas, having witnessed Connacht's battle prowess - and been saved from death by the man - swore his friendship and loyalty.
  33. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: Journey to Llancarfan. Leytrim: I am willing to give you command of a company of my finest soldiers. They will be yours to teach and lead into battle against our mutual enemies. / Connacht: And in return? / Leytrim: In return? What would you have from us then? / Connacht: Your word. If Gower is ever in danger of being attacked, by Moagim or any other, you will pledge to aid them. In return for this union, I will teach your men battle. / Mjarin: You do think highly of yourself! The aid of our armies for the teachings of one person? Why should we agree? / Connacht: Because you seek victory. / Leytrim: Hah! Your offer is agreed to.
  34. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: The Pack-Mage. Hikoyachi: November 19th, 1432 A.E, In the eastern Downs. By grant of the Emperor, the Avatara enclave appointed one of their own as an observer to the Devil-Slayers. His name was Myrdred ... Myrdred's astute assessment of battle strategy slowly earned him Connacht's respect. On the eve of Harvestide, a scout returned from the Downs with grave information. He had witnessed a group of Myrkridia far from their lairs, dragging fresh corpses into a pile. A strange-looking Myrkridia approached the mass of bodies, making arcane gestures and growls. Then the bodies began to move once again, but this time with a will not of their own. Myrdred recognized that the necromancer must be a Myrkridian Pack-Mage; a beast only rumored to exist in tales from ancient times. If the Myrkridia were traveling in the open and had the ability to raise an army of Thrall, they had to be found and destroyed before the full force of their army become ready.
  35. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: Flight from the Dark. Hikoyachi: April 10th, 1433 A.E., South-east of the Twelve Duns. As the commanders began preparations for defense, Myrdred spoke of one other piece of information the book provided - the location of Moagim's main encampment, along the shores of The Deep. Connacht, realizing the potential for that information, boldly addressed the Emperor. An army of Llancarfan soldiers could march on Moagim's encampment and attack him by surprise before he or his army could reach the city walls. After long hours of discussion and planning, the Emperor finally agreed to give Connacht charge of a regiment of the empire's finest soldiers.
  36. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: Flight from the Dark. Hikoyachi: As the main force of the army converged on the encampment, a thin figure appeared from the shadows. With a gesture of his hands, the ground began to shake. Thousands of shambling Thrall erupted from the landscape, heaving their bodies from the dirt among the feet of the advancing army. The shadowed figure was none other than Bahl'al, The Watcher, the most powerful Necromancer to ever walk the face of the earth. Unsuspecting, outnumbered, and surrounded, the Llancarfan army fell to the Thrall's unforgiving axes. To his utter shock, Connacht suddenly realized the masterful trap that had been laid, and the extent that it ensnared him ... From behind, titanic figures clad in black iron lumbered into the camp. With a strength unmatched, their single hammer blows slew whole ranks of soldiers. They were the Trow. And somehow, Moagim had their allegiance. For the first time in his life, Connacht knew defeat.
  37. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: The Forgotten Lands. Hikoyachi: The tremendous defeat by Moagim's army had crushed Connacht's faith in his leadership. As he was preparing to return to Gower, he was halted by Damas and Myrdred. Damas stated frankly that Llancarfan needs him, and that if its walls were to fall, Gower's doom would be close behind. Still, Connacht was doubtful; never before had he fought against a tactician as devious and brilliant as Moagim. It was then that Myrdred announced his plan. Since The Watcher had leagued himself with Moagim, they too needed a powerful ally, and he suggested Mazzarin, the first Avatara ... Tales tell that Mazzarin was slain by The Watcher centuries ago, yet Myrdred believed that the Archmage still lived.
  38. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: The Crpyt of Mazzarin. Myrdred: Mazzarin, First of the Avatara, Master of the Kodeks, slain by Bahl'al, but undying in the Light. We are your disciples and wish no harm unto you. / Mazzarin: Well spoken. Why have you invaded my home, "disciple"? / Myrdred: We have come to seek your aid. The faceless terror Moagim is reborn once again. His armies threaten - / Mazzarin: Your Empire. Do you think I am unaware of the world above? I have read the Total Codex. I know what the Anvil of Fate forges for us. / Myrdred: Then you will help us? / Mazzarin: I will not. / Myrdred: Great One, we ask your aid in the battle against the Dark. We - / Mazzarin: That battle is over for me. I am no longer a slave to the tides of the Light and the Dark. This battle is yours to fight. / Connacht: Coward! Have you no jon left in that dried corpse of yours? Have you lost all concern for humankind? / Mazzarin: The concerns of your world are no longer mine, child. / Connacht: Then it seems as if The Watcher truly has taken your life. / Mazzarin: I should rend your flesh you for mentioning that name in my presence. / Connacht: Bahl'al marches with Moagim as we speak. And yet you stay here in your filthy grave while he destroys the world. / Mazzarin: You are a fool ... But a powerful fool. You seek my aid, so shall I give it to you!
  39. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: Battle to Myrgard. Hikoyachi: On the heroes' return to Llancarfan, Connacht went immediately to the city's Main Forum and spoke to the dwarf Traval, Forgemaster of the Smiths of Muirthemne. Connacht described to them an ancient device that was capable of sweeping away and imprisoning whole groups of foes. The smiths could make such a device, but not without the mighty Unkarak Tomen, the Dwarven book of building, held within the great forge of Myrgard.
  40. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: Battle to Myrgard. Hikoyachi: June 27th, 1434 A.E., On the road to Myrgard. Emperor Leitrim agreed to send a small army to Myrgard in hopes of giving aid to the dwarves battling for their homeland. Despite the recommendations of his advisor and generals, the Emperor appointed Connacht to lead the contingent into the badlands.
  41. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: The Gates of Myrgard. Hikoyachi: The forces of Llancarfan turned the tide of battle at the Gates of Myrgard. Without their aid, the Ghôl horde would have undoubtedly broken through Myrgard's stout gates and defiled the dwarves ancient homeland. The Dwarven Ephor, Hafgrim, met with Connacht in the Great Smithy. It took no time to establish an alliance between the two nations.
  42. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: The Gates of Myrgard. Hikoyachi: After months of sleepless work, the Smiths met with Connacht outside their Smithy. There they delivered to him the most inescapable of prisons. One that could snatch away a foe and hold them indefinitely within its confines. A Tain.
  43. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: Imprisonment. Hikoyachi: February 11th, 1435 A.E., The heart of the Dire Marsh. Upon completion of the Tain, Connacht gathered his forces and made haste north into the Dire Marsh. His troops thought him mad to engage the Myrkridia on their own lands, but followed their general into the dark swamplands. Within only hours of travel, a pack of Myrkridia appeared out of the mist and charged the army. Connacht leaped to the front of his forces, holding only a small jeweled box in his outstretched hand. With the salivating Myrkridia only yards away from the army, a bright flash lit the haze and enveloped the devils. And then the light was gone, taking the Myrkridia with it. The army stood staring, dumbfounded. Connacht held aloft the device and spoke to his troops. "This is a Tain. And with it, we will wipe the Myrkridia from the face of the world!" With the power of the Tain, Connacht's forces became unstoppable. Legions of the devil-beasts were imprisoned within the Tain's hungry maw. Those few Myrkridia that escaped being trapped within the magical oubliette, were hunted down and slain.
  44. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: The Siege of Llancarfan. Hikoyachi: July 20th, 1435 A.E., The walls of Llancarfan. The forces of darkness were arrayed before the walls of Llancarfan. The very heart of the Cath Bruig Empire was under assault. If its mighty walls were to fall, so shortly would all of civilization.
  45. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: Bonds of the Oghre. Hikoyachi: October 12th, 1435 A.E., The temple complex at Rhi'ornin. Four days after the siege of Llancarfan, the Emperor assembled his generals once again. Moagim had retreated back into the Downs. All knew that once he could swell his army with fresh corpses, he would undoubtedly return. It was unanimously agreed that the Trow were the greatest threat they faced. Not only were the metal juggernauts all but unstoppable, but their Oghre slaves were massive brutes as well. That was when Connacht revealed his plan. Speaking boldly, he stated that the only way to win the war was to eliminate the Trow ... During the siege, Myrdred had discovered an incredible fact - the Oghre were held in thrall to their Trow masters by the power of dream magic. It was a Dream of Subjugation that compelled the Oghre to fearlessly obey their masters' orders, not the threat of harm. The Oghre were once a proud and savage race - if they were released from the power of this dream, the Trow would have a bloody rebellion in their midst. Myrdred claimed that he had within his power a "Dream of Release". If this spell was woven upon on an Oghre slave, they would become free of the Trow's domination. Though it would take time, Connacht was sure that with an incited Oghre rebellion, the Trow would have better things to do than to march with Moagim's army.
  46. ^ MumboJumbo. Myth III: The Wolf Age. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Scene: Rebellion. Hikoyachi: October 30th, 1435 A.E., On the plane of Avernus. Within mere hours, the Oghre of the Trow settlement were freed. They turned on their Trow overseers with a rage cultivated by centuries of tortured enslavement. Trow, to'lib-toshgan Ogrega hayron bo'lib tuyuldi, go'yo ularning beg'ubor itoatkorligiga odatlanib qolganidek, aqllari ular ko'rgan narsalariga ishonmaydilar. Qudratli Qo'rg'oshinni ularning ko'p qo'llari sudrab olib, o'zlarining yodgorliklarini haykaltaroshlik uchun yasalgan temir qurollar bilan urishdi.
  47. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: Qochoqlar. Hikoyachi: 1437 yil 26-fevral, Fermaning mamlakati, Downs shimolida. Ogra Trowga qarshi isyon boshlaganidan ikki yil o'tdi. Moagim eng qudratli kuchlari yordamidan mahrum bo'lib, Llankarfanni boshqa qamal qilishga urinmagan edi. Hali ham uning qo'shinlari bo'sh turgan emas. Unumdor Downsning deyarli barchasi vayronaga aylangan edi. Moagim o'n ikki dunning shimoligacha uning o'lim changalini uzaytirdi ... Qishning qoq qismida shimoldan o'n ikki dun Moagim qo'shiniga tushib qolgani haqida xabar keldi. Ravanna, o'z xalqining ahvolini eshitib, ezildi. U Llankarfandan uzoq vaqt oldin ketishni rejalashtirgan edi, ammo Damasga nisbatan tobora kuchayib borayotgan tuyg'ulari uni o'sha erda ushlab turardi. Endi uning xalqi o'z erlaridan ayrildi. Omon qolgan odamlariga yordam berishga va'da berib, Ravanna shimoliy mintaqalarga sayohat qilish uchun yig'ildi.
  48. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: O'rgimchak Xudosi. Hikoyachi: 1439 yil 14 aprelga o'tar kechasi, O'rgimchak ibodatxonasi zallari. Agar kultistlar mittilardan o'g'irlangan buyumlarning haqiqiy kuchlarini anglab etsalar, butun shahar olovli qirg'in paytida vayron bo'lishi mumkin edi. O'sha kecha yuzlab askarlar ma'bad atrofini o'rab olishdi va hech narsaga ruxsat bermadilar. Ertalab, Konnacht yana yuzlab askarlarni O'rgimchak ibodatxonasiga olib borishni rejalashtirgan - bu yovuzlikni yo'q qilish. kultistlar Va ulardagi shayton o'rgimchaklari. Ammo Konnacht tirik qolgan Muirtemne Smitlarining o'z rejalari borligini bilmas edi.
  49. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: O'rgimchak Xudosi. Hikoyachi: Tong otishi bilan Konnacht va uning askarlari O'rgimchak ibodatxonasi barrikadalariga bostirib kirishdi. Ajablanarlisi shundaki, ular keng ma'bad ichida hech qanday himoyachi topmadilar. Tirik yoki o'lik holda hech qanday jasad topilmadi. Connacht ma'badning xazinasiga etib bordi, u erda qurbongoh ustida Tain va SunHammer bor edi - shoshilib yozilgan yozuv; "O'rgimchak Xudosi va uning urg'ochi endi bu ma'badga zarar etkazmaydi. Men yozayotganimda katta bug 'va uning avlodlari Tayn ichida qamoqda. Biz Tainni qurishda bir nechta xatolarga yo'l qo'yilgan edi. Qandaydir tarzda biz biron narsani olib chiqdik O'rgimchak kultistlari haqida eshitganimizda, biz eng yomon narsadan qo'rqardik va ular bizning ustaxonamizga bostirib kirganlarida, bu qo'rquvlar ro'yobga chiqdi va biz bu o'rgimchak narsani dunyoga olib chiqishda mas'ul edik, shuning uchun biz sharafli edik. -Bunga g'amxo'rlik qilish uchun bog'langan, ammo menimcha, O'rgimchak Xudosi biz bilan qandaydir tarzda uyg'unlashgan, agar biz bu dunyoga qadam qo'ygan bo'lsak, u yana unga kirib borishi mumkin. Tain, chunki bu yaqinda bizning yangi uyimiz bo'ladi. Buning umumiy Konnachtga etib borishiga ishonch hosil qiling, chunki u Llankarfanni qutqaradigan yagona odam ekan ". Muirtemne Smitlarining Forgemasteri Traval shunday yozgan.
  50. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: Bahlal bolalari. Hikoyachi: 1439 yil 28-may, Dire Marshning chekkasida, Gjol daryosi bo'yida. Ograning isyoni muqarrar ravishda tugadi. Afsuski, jang yillarida Trow odamlar bu qo'zg'olonning katalizatori bo'lganligini bilib olishdi. Endi ularning sobiq qullari bilan muomala qilinganida, Trowning to'liq g'azabi Ket Bruig imperiyasiga qaratilgan edi.
  51. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: SunHammer. Hikoyachi: 1439 yil 17 iyul, Di'zeron shahridagi Trow ibodatxonasi majmuasi. Kuzatuvchining pistirmasini buzib tashlagan Konnacht va uning askarlari shimolga - Bahlalning o'limsiz qo'shiniga yaqinlashdilar. Askarlar uch kun davomida qattiq yurish qilib, uyquni bilmagan o'liklar armiyasidan uzoqlashishga harakat qilishdi. Yurish orqali Connacht achinarli ifoda kiydi. U faqat bitta yo'lni bilardi. Kuzatuvchi o'z qo'shinlarining joylashishini bilib olishi mumkin edi. Ular xiyonat qilishgan. Ammo u kim tomonidan kimligini bilmas edi.
  52. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: Niksning yurak toshi. Hikoyachi: 1439 yil 14-avgust, Ri'anon markazi. SunHammer Trowni yo'q qilishning amalga oshiruvchisi ekanligini isbotladi. Bir necha oy muntazam ravishda yo'q qilinganidan so'ng, Trow shaharlari eritilgan temir ko'llariga aylantirildi.
  53. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: Dream Duel. Hikoyachi: 1440 yil 2-iyul, Downs xarobalari. Connacht butun Ket Bruig qo'shinlarini yig'di. U Llankarfan qo'shinini g'arbga olib borib Moagim va armiyasining qoldiqlarini ov qilish uchun olib borishni rejalashtirganini aytdi - uning yovuzligi dunyodan o'chirilmaguncha, Ket Bruig hech qachon tinchlikni bilmaydi. Armiya shahar darvozalaridan chiqib ketishi arafasida Konnaxt imperator tomonidan chaqirilgan. U Konnachtga Llankarfan qo'shinini shaxsan jangga olib borishni xohlashini aytdi. Connacht, imperatorning to'satdan fikrini o'zgartirganiga hayron bo'lib, uning fikri asosli ekanligini so'radi. Mjarin imperatorning taklifiga amal qilinishini aytdi. Connacht maslahatchisini tanbeh berishidan oldin, Imperator Leitrim muloyimlik bilan Connachtdan keksa odamga o'z xalqini eng ulug'vorligiga etaklashiga yo'l qo'yadimi, deb so'radi. Connacht o'zini istaklarini rad etishga majbur qilolmadi.
  54. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: Tojning qulashi. Hikoyachi: 1440 yil 25-sentyabr, Bulut umurtqasining Nornpass yonida. Bir kuni kechasi, armiya rahbarlari sayohat qilishni rejalashtirayotganda, Avatara Mirdredning ajoyib kuchlari haqida gapirdi. Uning ta'kidlashicha, hatto Avataraning eng muvaffaqiyati ham uning ixtiyorida bo'lgan Orzu sehrlarini to'qiy olmaydi. Ushbu buyuk sehrlarni qaerdan o'rganganingiz haqida so'rashganda, Mirdred g'alati jim turdi.
  55. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: Tojning qulashi. Hikoyachi: 1440 yil 25-sentyabr, Bulut umurtqasining Nornpass yonida. Moagim armiyasi, Konnaxt kuchlari tomonidan nogiron bo'lib, g'arbga qarab Cloudspine tomon qochib ketdi. Ular yaradorlarga moyil bo'lishlari bilanoq, armiya yana Moagim kuchlarini ta'qib qildi. Ular tog'li erlarga yurish qilar edilar va Konnacht Nornpass tomon yo'l olayotganidan qo'rqardi. Agar Moagimning kuchlari Cloudspine-dan o'tib, viloyatning g'arbiy erlariga boradigan bo'lsa, uni hech qachon to'xtatish mumkin emas edi.
  56. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: qasos. Hikoyachi: 1440 yil 26-sentyabr, Moagimning Nornpassdagi qarorgohi. Tinchlanayotgan jang maydoniga yomg'ir yog'ishi bilan safga katta qayg'u tushdi. Katt Bruig imperatori va ularning sevimli imperatori Leytrim o'lik holda yotishdi - Moagimning pichog'iga urildi. Imperator tanasi atrofida qayg'uli yig'ilish shakllandi. Damas va Konnacht uning sharafiga yumshoq ibodat qilib, uning yonida tiz cho'kdilar. Yaqin atrofdagi daraxtzorda Konnacht va Damas imperatorni dam olish uchun yotqizdilar. Damas, imperatorning shoh qilichini ushlab, ko'kragiga ohista qo'ydi.
  57. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: Xoin. Hikoyachi: 1440 yil 26 sentyabr, Nornpassning yuragi. Moagimning kuchini topgach, qahramonlar guruhi bo'rilar kabi jang qilib, Moagim shakliga o'tdilar. U erda Connacht va Yuzsiz Terror kvadrat atrofida maydonga tushdi, chunki ularning atrofida jang avj oldi. Bunday qilichlar urushidan keyin hech qachon ko'rilmagan Moagim so'nggi jarohatini changallab, qor va loyga tushib ketdi. Uning qo'shinidagi o'liklar titrab keta boshladilar, chunki ularni birlashtiradigan sehr endi yo'q edi. Urush g'alaba qozondi ... endi, nihoyat, Moagim urushidagi dahshat tugadi. Moagimning qoni qilichida hanuzgacha namlanib turar ekan, Konnacht kaltaklangan kuchini Nornpass orqali orqaga qaytardi.
  58. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: Xoin. Connacht: Mjarin, shuning uchun endi siz harakat qilasiz. / Mjarin: Ha! Siz men o'ylagandek ahmoq emassiz. / Connacht: Men seni imperiyaga xoin bo'lganingni, Moagimni yana go'shtga olib chiqish uchun mas'ul ekanligingni bilardim. / Mjarin: Aqlli. Sizda hammasi aniqlangan, shunday emasmi? / Connacht: Yo'q. Men Mirdred ham sizning qo'g'irchog'ingiz ekanligini tushunmadim. / Damas: Mirdred? Barcha hiyla-nayranglardan - / Mirdred: Siz tushunmaysiz! Men hech qachon niyat qilmaganman - / Mjarin: Men sizga o'rgatgan kuchlarim uchun hamma narsani qilardingiz. Ko'zni bu varvarga qaratish oddiy ish edi. / Damas: Sizmi? Imperatorning o'limi uchun siz aybdorsiz. / Mjarin: Juda to'g'ri. Va endi Metyu Bruig imperiyasi haqli ravishda meniki. Agar xohlasangiz, menga qo'shilishingiz mumkin. Qo'shinlarimni boshqarish uchun menga sizning maqomingiz va mahoratingizning jangchisi kerak. / Connacht: Siz mendan faqat boltamning chetini olasiz, xoin.
  59. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: epilog. Hikoyachi: Oxirgi jang paytida Konnachtning boltasi Mjarinning boshini kesib tashlagan edi. Shunday bo'lsa-da, ba'zi bir qorong'i sehr-jodu orqali bosh o'lishdan bosh tortdi va Connacht-da qo'pol lanatlarni tupurishda davom etdi. Mjarinning orzu kuchlari tugadi, lekin uning hayoti emas. Urushda ularga juda ko'p yordam bergan Mirdred, oxir-oqibat o'zini xoin sifatida namoyon qildi. Faqat Sayohatchiga ma'lum bo'lgan ulkan kuchlarni istab, u bu bilim evaziga o'z jonini taklif qildi. Connacht va Damas bir vaqtlar o'zlarining yaqin do'stlari deb bilgan xoinni o'ldirishga o'zlarini topa olmadilar. Connacht uni o'limdan qutqardi, lekin qochib ketishini va hech qachon qaytib kelmasligini aytdi. Bundan buyon u "Yolg'onchi" nomi bilan tanilgan bo'lar edi ... Bahlal urushdan omon qolgan edi. Avataradan quvib qochib, oxir-oqibat uni ovlashdi va Cloudspine-ning g'arbiy qismida joylashgan kumush konida asirga olishdi. Tezkor o'ldirishga ishonish bunday hayvon uchun juda rahmdil edi, Kuzatuvchi kuchli sehr bilan qamoqqa tashlandi va tog'ning toshiga tanasini doimiy ravishda muhrlab qo'ydi.
  60. ^ MumboJumbo. III afsona: bo'ri davri. Take-Two Interactive /Ishlab chiquvchilarning yig'ilishi. Sahna: epilog. Connacht: Men sizga dunyoda qolgan kuch elementlarini to'plashni taklif qilaman. Tain, SunHammer, Eblis Stones, Tramistning oynasi kabi narsalar. Insonning qo'lida qolgan barcha kuch narsalarni to'plang va ularni bu erga keltiring. / Damas: Men ularni oldingizga olib boraman, imperatorim. / Connacht: Yo'q! Ularni menga olib kelmang. Siz ularni yig'ganingizda, ularni mendan yashirishingiz kerak. Yonadiganlarni yoqing va yonmaydiganlarni ko'ming. Va ularni hech qachon yashirganingizni menga hech qachon aytmang. Hech qachon. / Damas: Ha, mening imperatorim. Men siz xohlagan narsani qilaman. Lekin menga javob bering, nega buni so'rayapsiz? Siz bu narsalarni Cath Bruig foydasiga ishlatishingiz mumkin. Nima uchun ularni yo'q qilish kerak? / Connacht: Mazzarin soyasi bilan uchrashganimizdan beri men kelajakni bilaman. Hamma narsa emas, balki muhim voqealar. Oramizda xoin borligini bilardim. Men imperator bo'lishimni bilar edim. Ammo kelajak meni qiziqtiradi. / Damas: Qanday qilib? / Connacht: Dunyo, do'stim, uning tabiati bor. Insoniyat taqdirini boshqaradigan yorug'lik va zulmat tsikli. Biz zulmat asridan yangi nur davriga aylandik. Ammo dunyo har doim ham shunday bo'lmaydi. Men zulmat qaytib kelishini bilaman, men qaytib kelaman va yangi zulmat asrini olib kelaman. / Damas: Yomon! Siz buni anglatolmaysiz. / Connacht: Agar bu yolg'on bo'lsa edi. Ammo men bunga ishonmayman. Shuning uchun men sizga hokimiyat artefaktlarini yo'q qilishni taklif qildim. Zulmat yana paydo bo'lganda, men uning yo'q qilinadigan narsalarga kirishini xohlamayman. Siz keksa odamga hazil qilasiz, shunday emasmi? / Damas: To'liq tushunmagan bo'lsam ham, buni siz uchun qilaman. / Connacht: Siz hech qachon tushunmasligingiz uchun ibodat qilaman. Siz yaxshi generalsiz, Damas. Va eng yaqin do'stlar. / Damas: Va sen mening imperatorim.
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