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Mad Tower Tycoon Download Xp


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About This Game

BUILD YOUR OWN DREAM SKYSCRAPER

In "Mad Tower Tycoon" you can build your own skyscraper with more than 100 floors.
The classic construction gameplay leaves you all the freedom.
Rent offices, apartments or shops and build a financially lucrative skyscraper.
Build restaurants, cinemas, zoos or underground garages to satisfy your visitors.
There are countless ways to get the coveted "six-star award" for your skyscraper.


REALISTIC ELEVATORS
The waiting time should be increased? It should be avoided some floors?
No problem: the elevator system in "Mad Tower Tycoon" allows you different settings.
Avoid your visitors having to climb too many stairs or wait too long for the elevator.

RANDOM EVENTS
Not only dissatisfied tenants are causing you trouble.
A fire in the new office, an earthquake shakes your skyscraper or UFOs kidnap your tenants.
Different events provide variety and excitement.

LEVEL SYSTEM
Complete daily missions and have good statistics to gain experience.
Earn skill points and unlock more than 50 skills.

DETAILED STATISTICS
You want to see which floors are dirty or where the noise is unbearable?
How many visitors came in the last 24 hours? Have I made a higher profit in the last 30 days?
The statistics and filters in "Mad Tower Tycoon" will give you a lot of information about the state of your skyscraper. b4d347fde0



Title: Mad Tower Tycoon
Genre: Indie, Simulation, Strategy, Early Access
Developer:
Eggcode
Publisher:
Eggcode
Release Date: 18 Oct, 2018


Minimum:

  • OS: Windows XP
  • Processor: Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or Higher
  • Memory: 4 GB RAM
  • Graphics: DirectX 10 compatible with 1GB or better
  • DirectX: Version 10
  • Storage: 2 GB available space

English,German,Italian,French,Turkish,Japanese,Simplified Chinese,Traditional Chinese



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I'm sad that I have to say no to recommending this game. I am 23 hours in and I have tried damn near everything to try to get my tower to over 4,000 visitors to be able to build over 75. However, despite my best efforts, it seems that I can only get up to ~3100.

Finishing the orders on the side become difficult as my tower is just out of space. This game kicks sim tower's\u2665\u2665\u2665\u2665\u2665 but I don't know how many tenants are in each office or each condo so I'm not even sure how to approach continuing or getting my tower up to the that number.

I've also tried deleting utilities that are no longer necessary (like bathrooms and medical centers that have now overlapped duplicates of the same) and now my tower is telling me there is no medical center when there is a medical center next door to some apartments.

Please developers of the game:

1. Give a number of how many tenants in each size office\/condo in the description (ie: Small office provides 4 visitors, small apartment provides 2 tenants)
2. Fix why my condo is asking for a medical center when there is one next door to it.
3. Attractions seem to not attract as much attention as they are described to.
4. Generally, it always seems "too loud" anywhere in the tower no matter what I try. Sound barriers work, but with my limited tower space it seems impossible to find a happy medium.
5. Movie theaters are really loud. Provide better sound protection options for floors above and below all attractions.
6. Maybe add an adviser to help point out problems in the tower and explain what can be done to fix it.

Pros: 1. elevator system is painless compared to sim tower which was damn near impossible. You just don't add extra elevators to a shaft like in sim tower
2. elevators seem to be unlimited with no floor limit (thank god)
3. The spread of showing how much ground a utility covers is huge.

Please do better, I'd like to complete this game but sadly I'm going to have to put it down and go back to drowning my life in Civ VI until you do.
. I like this game as it reminds me of the old SimTower. However its clunky and tomany features.. I like this game as it reminds me of the old SimTower. However its clunky and tomany features.. I'm sad that I have to say no to recommending this game. I am 23 hours in and I have tried damn near everything to try to get my tower to over 4,000 visitors to be able to build over 75. However, despite my best efforts, it seems that I can only get up to ~3100.

Finishing the orders on the side become difficult as my tower is just out of space. This game kicks sim tower's\u2665\u2665\u2665\u2665\u2665 but I don't know how many tenants are in each office or each condo so I'm not even sure how to approach continuing or getting my tower up to the that number.

I've also tried deleting utilities that are no longer necessary (like bathrooms and medical centers that have now overlapped duplicates of the same) and now my tower is telling me there is no medical center when there is a medical center next door to some apartments.

Please developers of the game:

1. Give a number of how many tenants in each size office\/condo in the description (ie: Small office provides 4 visitors, small apartment provides 2 tenants)
2. Fix why my condo is asking for a medical center when there is one next door to it.
3. Attractions seem to not attract as much attention as they are described to.
4. Generally, it always seems "too loud" anywhere in the tower no matter what I try. Sound barriers work, but with my limited tower space it seems impossible to find a happy medium.
5. Movie theaters are really loud. Provide better sound protection options for floors above and below all attractions.
6. Maybe add an adviser to help point out problems in the tower and explain what can be done to fix it.

Pros: 1. elevator system is painless compared to sim tower which was damn near impossible. You just don't add extra elevators to a shaft like in sim tower
2. elevators seem to be unlimited with no floor limit (thank god)
3. The spread of showing how much ground a utility covers is huge.

Please do better, I'd like to complete this game but sadly I'm going to have to put it down and go back to drowning my life in Civ VI until you do.


Patch 15:
This patch has many item related general fixes and corrects many issues introduced in Patch 14.

1.Improved the Bank Interface Loading time
2.Group invites that are not accepted will now go away after 2 min
3.Item Compare stats display is now fixed
4.Stacks will now display correctly in bank
5.Chests will now show the items looted in lower right corner
6.Abilities now show correct level requirement
7.Equipped items now load info correctly
8.Ore and herbs now stacking

We will be doing the Lava Dungeon revamp in the next patch. Also, there are many additional fixes and optomizations that will be included.

Coming soon...PVP and a Dragon!

Thanks for the support

-Warren. Patch 27 - Patch Notes:
Hello,

We had several crash fixes that were implemented. We are aware of a couple things remaining that could potentially cause crashes and we are working on them. If you do crash, please post information on the support forums with specifics about your crash so we can assist you more quickly.

Thanks,


Performance

•Fixed bad character information causing dungeons to start at incorrect AI levels
•Fixed an issue causing characters to be left in the world after logging out or leaving a session to join another
•Change how clients are informed about characters in the world, this should help avoid crashes during asynchronous loads
•Changed how some animations are update to avoid potential crash
•The priest Mortis now sells Scrolls of Resurrection (1 at a time) to players for death remnants. He can be found in the Temple in Everdale.
•Upgraded character ability icons. The Amarians are here!! - Patch 43:
Hello!

Welcome to another update to Kings and Heroes! We’re excited to bring you the latest content update that includes the introduction of the Amarians as a playable race!

Amarians as a playable race!. MMORPG.com is streaming Kings and Heroes - tonight!:
Managing Editor of MMORPG.com, Bill Murphy, will be live streaming Kings and Heroes tonight at 9PM EST/6PM PST. Most of the Industry Games team will be online as well. Since the stream will be of a new players experience we will be making new US characters. If you want to group with us, please make a new US character and leave a comment with the name below. We'll try and invite as many people to group up with us as we can.

Stream starts 6pm AZ time: http://www.mmorpg.com/streams.cfm

We're looking forward to having a good time tonight. See you in game!

-Warren. Patch 20 - Patch Notes:
Patch Notes



Overall
Patch 20 is a substantial patch in terms of overall performance upgrade to the game. It establishes a framework for many of the content improvements that will go into the game in the coming weeks.

General & Performance
•Optimized distance-shadowing on meshes to reduce cost of far shadows
•Fixed several broken and missing LODs
•Fixed cull distances on foliage that were missing them causing proper removal at invisible distances
•Remove memory reservations for static light maps which are not used in the game
•Integrated Unreal Engine 4.12 and updated all game runtime libraries
•Integrated and updated Coherent UI
•Integrated and updated Simplygon
•Moved all armor and weapon meshes to be dynamically loaded, resulting in large reductions of memory usage
•Moved data loading previously done during game launch to first-load when connecting to character selection, resulting in much faster game launching
•Fixed a crash caused by some cases of asynchronous level loading
•Fixed a crash caused by some cases of asynchronous character data loading
•Fixed behavior of graphics options sliders that were not always setting correct values
•Remove superfluous objects from the network range of players, resulting in less network traffic
•Overhaul net-code of dungeon objects to fix issues of initially invisible characters, improve loading behavior, resolve crashes and in general improve efficiency
•Doors now dynamically update navigation; this causes AI to switch back to their previous action if doors are closed when navigating (i.e. closing doors will reset NPC’s)
•Removed expensive collision causing server load times and latency when multiple physics interactions are occurring
•Changed Ice Cave level requirement to 15 to prepare for Ice Cave revamp
•Fixed issue that would cause players to be stuck in group
•Seamless travel performance has been improved
•Fixed a dungeon issue that would sometimes cause doors or caps not to spawn creating an opening into space
•Players will now spawn into dungeons with full health. Fixed issue that would cause players to spawn into dungeons either dead or damaged.
•Fixed several world seam issues that would allow players to fall through world
•Fixed many collision issues that would cause players to get stuck
•Interaction with Ladders and climbing has been improved


Features

•Mounts have now been added to the game. They may be purchased for a limited time from Ava in the stables in Everdale for 1 silver. The Founder’s Wild Steed is a unique item and you may only have one per character. After that other mounts will be available for purchase (at a much higher price)
oMounts will function as an item and are able to be placed in your action bar.
oOnce mounted you may dismount at any time by pressing your action button “G”

•Alchemy has been implemented as an additional crafting profession. Morfec the Great is the trainer and can be found in the Mage district just as you enter it. His assistant Sebrig has many herbs required for Alchemy. There are many Alchemy recipes available to players. There is an Alchemy crafting station in the open area near the Alchemist. There are several higher level recipes (level 5) that are planned for the dungeon revamp and will be found in those dungeons.
oAlchemy potions can be “Refined” which is the same as salvaging (will still say Salvage for the time being). We found that this was a fairly large part of the crafting curve to not include. Please keep this in mind when salvaging items via any automated means as potions will now be salvaged also.
oFor the time being you will be able to utilize the forge area for refining, in future patches the Alchemy refining will be moved to the Alchemy table found at Morfec’s house.

•Downed Status – When players enter a downed state a recovery timer will display, should the player make it to the end of the timer without dying, the player will recover and be alive. The player will receive a debuff reducing damage for a short amount of time (3 minutes)


Items
•Unique items will now be Unique per character and one in the bank. The Bank will no longer store multiple Unique item. Existing Unique Item in the Bank can still be retrieved and will persist until removed.
•Interacting with the Painter will move the camera to look at player in third person mode to let player try the color before purchasing
•Support has been added to allow for “Refining” of stackable items (salvaging alchemy items)
•Fix town's guard weapon stats not reflecting his level
•Fixed weapon FX that was cached in the lobby when selecting different character
•Support for fist weapons due in future patches
•Added Rim shader to all drops in the dungeon
•Fixed an issue Loot is not affected by the in dungeon difficulty
•Fixed an issue where merchant can recreate item twice
•Fixed some armor with incorrect armor factor
•Fixed items not displaying the proper spell and ranged crit
•Added level range restriction to items
•Block value now shows correct value, if two shields equipped will only use and show the highest value equipped
•Weapon trail fx fixed
•BindStone will now send you to town instead of spawning portal (implemented already)
•Some items have had their stats fixed, many items will be revised within the next couple of patches

Crafting

•Fixed issue where crafting UI would potentially get stuck when crafting
•Fixed several crafting recipes with bad ingredient lists
•The smallest item stack of crafting materials will now be used first
•Optimized Crafting network performance
•Crafting timer is affected by player's crafting level, the higher the level the lower the crafting timer
-Salvaging timer is also reduced by level
•Salvaging items will now return greater materials based upon your skill level compared to the item to be salvaged.
•Blacksteel Bars have had their Death Remnant requirement reduced to 2.
•All crafted models have been adjusted to be more distinct. All models for a given tradeskill should no longer look identical.



Tailoring
•Fixed an issue where recipes were using the incorrect components


UI
•Fixed Paperdoll Menu showing the character's torso
•Improve camera mode response to (1st person and 3rd person view for item viewing)
•Fixed Camera not switching properly with UI menu
•Fixed camera mode fighting with UI menus and abilities
•Map menu will be closed upon menu open/camera mode set to non-1st person, and upon interaction.
•Fixed Character camera issues
•Fixed issue with character creation performance
•Fixed appearance customization option updates when switching races
•Fixed issues with nameplates and cleaned up the look
•Title System Implemented (for use with PvP implementation)
•Optimize UI initial loading
•Fixed UI input focusing issues

AI
•Improved Navigation for large NPC’s (Ogre’s or larger)
•Cacodemon’s phase port has been adjusted to allow more consistent combat for melee classes (will not move through players any longer when using bite attack)

NPC
•Adjusted NPC text during interaction’s
•Reduced the Blacksmith’s hammering frequency
•Enabled NPC interaction to allow for Quests and Merchant interaction at singular NPC
•Town guard has received training making him immune to stuns while allowing him to stun others
•NPC’s will no longer play audio on every interaction, rather they will play audio at timed intervals should interaction continue over a long period of time.
•Voice Over added to several NPC’s


Abilities

•Fixed invisible stacking issue on Camouflage and Invisibility
•Fixed hamstring so it slows your movement speed down
•Skin of Stone should not prevent healing
•Taking a hit while Skin of Stone is active will break sleep type CC but not cause damage
•Shield wall behavior has been improved
•Cleave and Mighty Blow can't be used with bows anymore

. Patch 4:
Hi Everyone,
Thank you for your patience. This patch contains the following:

Key bindings will now save
Changed weapon FX – should help with visibility
Vendors Trainers will now SORT
Tailoring is fixed
Teleport stone – if you lose/sell your portal stone you can now get a new one at the BIND Stone next to the inn
Be able to see your crafting level
Network optimization – Network traffic has been optimized and reduced for an overall improvement on the server load.
Slightly better load times
Dungeon fixes – fire grate timing is now synced, broken rooms have been fixed.
Fatal Errors – some have been fixed. Warning: there are still a couple we are aware of that the fix did not make it in to this patch but we hope to include in a patch next week.
Grouping reliability improved – improvements on grouping and leaving groups. Notice: We have many additional grouping related improvements that we are still testing and should make it very reliable in a patch next week.

WORKING ON (coming very soon)
Further grouping improvements and finalization
Reducing Load times
Journal and analytics
Polish – Abilities / Crafting
Dungeon content – Revamp of dungeons with the correct creature/boss progression.
Difficulty improvements
Item scaling improvements
Further Quest activation for Everdale NPC’s
Tons of other bug/item/dungeon/player fixes as reported by you!

Additional Upcoming improvements:
Player preview at painter
Move to friend’s town
Move items between bags
ATI card fixes

Thank you for all your excellent feedback! We have a lot of improvements in store!

Warren
. Halloween in Everdale! - Patch 37:
Halloween in Everdale! - Patch 37. Patch 28 - Patch Notes:
Hello All,

As we continue to work on the larger patches for itemization and dungeon revamps we will have smaller optimization and performance fixes as well. This is one of those. :)

Performance

•Fixed an issue with audio events when entering and exiting swimming
•Fixed arena audio events
•Fixed a potential issue with dynamic armor loading that would leave some characters without all armor visually
•Fixed a potential for character to be invisible on client loading armor dynamically
•Optimized UI images for screen size, resulting in less memory and texture memory usage
•Optimized mouse cursor updates on UI (giving a frame rate increase in UI)
•Optimized Hero paper-doll to only render the Hero and not its environment (frame rate increase in UI)
•Fixed bug when closing the UI with the X button that could lead to double-rendering of the game scene (dramatically hindering performance)

Thank you for playing!

John. Patch 17 - display issuea - no gold!:
There is an issue in the current patch that displays players as having "0" gold. This is not the case. Players have not lost any gold. We are fixing it and will have a quick patch soon so that your gold will display correctly. Thanks for your patience.

Warren


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