Visualizzazione post con etichetta total war. Mostra tutti i post
Visualizzazione post con etichetta total war. Mostra tutti i post

sabato 8 novembre 2014

Total War: ATTILA - The White Horse official trailer

E' stato annunciato il prossimo gioco della serie Total War, ATTILA - The White Horse, che proietta nel mondo alla fine dell'Impero Romano. Francamente a me sembra più una dlc di Rome II che un gioco separato. Stanno provando probabilmente a spillare altri soldi senza sviluppare nulla di nuovo. Dobbiamo dedurne che la serie è alla sua fine dopo 15 anni dal primo.

sabato 2 novembre 2013

Total War – Rome 2 : DLC Blood and Gore

Ci risiamo, dopo Shogun 2 anche Rome 2, dopo aver fatto calmare le acque sull'indegno rilascio, inizia a sfornare DLC grafiche a prezzi assurdi. Ognuno è padrone dei propri soldi, ma certo per un po' di sangue e scene da Hollywood più di 2 euro sono tantini.

giovedì 24 ottobre 2013

Total War: Rome II - Nomadic Tribes Culture Pack

Non hanno ancora finito di sistemare il gioco che già rilasciano una DLC, anche se free fino al 31 ottobre. Si tratta della Nomadic Tribes Culture Pack che contiene tre nuove fazioni:

venerdì 4 ottobre 2013

Rilasciata terza patch per Rome 2

Rilasciata in modo ufficiale la terza patch per Total War Rome 2, mentre la quarta patch è in beta.

Ecco il change log:

Technical and Performance Issues

Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
Frame Rate improvements on Campaign map on low spec Core2 Duo cpu’s in windowed mode.
Fix for lock-ups reported on loading into battle in DirectX9.
Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High.
Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain.
Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time.
LAN multiplayer modes are now accessible when Steam is in Offline mode.
Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign.
Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes.
Further campaign map optimisations.
Optimised fire and smoke effects on the campaign map (improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed)
Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1.
Fix to prevent the games user interface from flickering when SLI is enabled.
Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles.
Improved the desktop icon for Total War: ROME II to support multiple resolutions.

Gameplay Improvements
When the player is attacked whilst in a minor settlement (not provincial capital), a new "Sally Forth" button is available on the pre-battle panel to fight the attackers in an open field battle.
All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before.
When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle .
Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains.
Combined battles where the defender has a navy will retain their Victory Point.
Victory Points have had their capture time increased by 3x their previous length.
Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles.
AI controlled Agents are now more likely to act upon the player's settlements instead of standing around outside of them.
Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.
Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.
Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.
Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.
The size / radius of capture points has been increased in Coastal battles.
Fix for some instances of passive AI during River Crossing battles, when the AI is defending.
Fixed issue which prevented reinforcement artillery ships deploying.
Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.
In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front
Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.
Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.
Snow ground type now replaces grass in snow attrition areas of the battle map.
Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.
Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.
AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.
Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.
Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.
Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.
In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1
Further improvements to AI collision detection with Deployables in battle.
Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.
Fixed bug with missile units on ships not firing on enemies reliably during battles.
Fixed bug with ship artillery not firing on buildings reliably in battles.
Fix for ships surviving on the campaign map after sinking on the battle map.
Fix missile ships getting stuck when targeting land units just outside of their range.
Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.

Balancing Changes
Hit points for all units have been increased in combat.
Melee defence has been reduced for most melee cavalry units and for some elite infantry units.
Reduced melee weapon damage in battles, and increased melee defence from shields.
Various trait effects are now working as intended.
Improved pike weapon damage balancing in battles.
Fatigue for running and being in combat has been increased in battles.
Further tweaks and rebalancing has been made to unit morale in battles.
Elite infantry morale has been reduced slightly during battles.
Experience level thresholds have been increased for units.
Special ability cool down times have been re-balanced in battles.
Building costs have been updated to reflect the changes in building effects in Campaign modes.
Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.
Cost of experience bonuses for Custom and Multiplayer battles have been reduced.
Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.
The Headhunt ability has been re-balanced in battles.
The charge bonus for Celtic, Briton and Germanic units have been reduced.
The masses of horses and men on the battlefield have been made more reasonable.
Reduced the mass of camel units in battle.

Usability Improvements
The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.
Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game.
When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.
Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.
In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.
All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).
In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.
In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.
Fix for battle music getting paused while in slow battle speed.
When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.
Slightly improve combat responsiveness and animations for formation attacks in battles.
Fixed bug with ship artillery not firing at all after using first-person mode in battles.
The Attacking Testudo can no longer be activated in melee during battles.
Battering rams moves out the way correctly after battering a gate down in battles.
The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed.
Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed.
Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting.
During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location.
The number of arrows is now correctly depleted when units fire whilst moving during battles.
Correct bonuses are now being applied to units from Workshop buildings.
Fixed bug with pike phalanx not getting back into pike stance after running.
Charge bonuses are now correctly applied to units recruited in certain provinces.
Projectile impact effects hitting units and buildings are now positioned more accurately.
Improved fire effects for buildings, siege vehicles and deployables during battles.
Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.
Damaged visual effects have been improved on the campaign.
Fixed Briton Chariot unit attributes.
Fix for Scythian horse unit variation.
The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.
Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.
Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.
Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.
In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.
Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.
The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.
The warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.
The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.
Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.
Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".
In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.
The "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).
The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.
Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.
Improved ship melee/ramming target selection in battles.
Fixed boarding mode button state issues when attempting to board a ship in battle.
In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)
Improved Advisor lip sync in various pieces of advice in Campaign modes.
Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.
When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.
When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.
Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.
Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.
Fixed some inconsistent ability names for General Skill Types.
In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".
Tooltip regarding the "Armoured Siege Units" technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer.
Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.
Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.
Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.
Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.
Improvements to the wall connectivity in a Greek Port battle map.
Boiling oil poured from gate houses in battles will look better where it intersects with the ground.
Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.
While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.
Fix for a small hole in the terrain in a Greek Minor Port battle map.
When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".
Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.
Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).
Fixed typo on 'Conscription' edict in English.
Improved culling of certain rocks on the battlefield.
Added French, Italian, German and Spanish localisation to the word "Settlement" in the Agent Action Panel in Campaign modes.
Various text and grammar fixes for the Campaign user interface.

venerdì 12 luglio 2013

Total War: Rome II - Battaglia del Nilo

Nuovo video per Rome 2 mostrante il gameplay della battaglia del Nilo; le battaglie storiche non sono mai state il forte dei TW, anche perchè il numero minimo di unità le rendeva una "deformed" version. Quello che vedo da questo video non è incoraggiante: la parte interessante è la combinazione di navale e terrestre.

giovedì 24 gennaio 2013

La THQ è ufficialmente finita e la SEGA prende i diritti per COH2

La THQ è alla fine fallita dopo una lunga agonia e la SEGA ha acquistato i diritti per Company of Heroes 2; dopo il colpaccio con Warhammer, la casa giapponese si aggiudica un'altro pezzo del settore degli strategici in tempo reale. Stranamente, mentre le vendite degli ultimi due Total War sono state deludenti rispetto al passato (500.000 ognuno, rispetto al milione di Empire), la SEGA sembra credere ancora nel genere, non si sa bene perchè, dato il target parecchio diverso da quello solito delle console.

sabato 19 gennaio 2013

Rome Total War 2 Presentata la fazione dei Macedoni

E' stata presentata una nuova fazione del prossimo Total War: si tratta dei Macedoni:

Non è che faccia vedere molto, mi sarei appunto aspettato di vedere una falange o qualcosa di più specifico.

giovedì 6 dicembre 2012

Creative Assembly produrrà gioco su Warhammer Fantasy Battle?

Si vocifera che SEGA abbia comprato i diritti per i giochi elettronici sulla famosa serie di miniature. E visto la natura del gioco, e possibile che lo sviluppo sia affidato proprio alla Creative Assembly. Vista la natura sempre più fantasy dei TW non mi stupirei.

martedì 20 novembre 2012

In preordine Otomo clan pack per Shogun 2

E' in pre-ordine su steam una nuova dlc per Shogun 2, l'Otomo clan pack.

The Otomo Clan Pack adds a new playable faction to Total War: SHOGUN 2 for use in single or multiplayer Campaign modes and Custom and Multiplayer Battles.

Having forged an early alliance with Portuguese traders, The Otomo Clan reaps great economic and military benefits from its wealthy, gun-toting ally and in doing so, the clan has allowed Catholicism to flourish among the people of its domain.
Key Features:
Clan Trait: Master Gunners
Can Recruit Cheaper Gunpowder Units (-10%)
Missionary Actions Are Cheaper (-15%)
Improved Conversion to Clan Religion (+2)
Faster Import Of Matchlock Ashigaru Units (-3)
New Units
Portugese Tercos (foot, Ranged, Melee)
Armed with matchlock rifles and swords, clad in iron breastplates and Spanish Morion helmets, the Tercos can lay down withering hails of fire, and give a solid performance in melee.
Otomo Donderbuss Cavalry (mounted, Ranged)
Mounted troops armed with the fearsome, fluted Donderbuss rifle – the forerunner of the modern shotgun. These ranged units can be swiftly positioned to gouge at an enemy’s flanks, or punch the wind out of his cavalry charges before they even arrive.
Otomo Matchlock Ashigaru (foot, Ranged)
Armed with matchlock arquebuses to unleash massed volleys of long-range gunfire upon the enemy, these units fight with religious fervour, which increases the accuracy of their fire and enables them to reload at a faster rate than standard Matchlock Ashigaru.
Otomo Matchlock Samurai (foot, Ranged, Melee)
With their accurate volleys of rifle-fire, Otomo Matchlock Samurai are ideal at weakening enemy units before a charge. Benefitting from their Samurai training, they fire with greater accuracy and reload more swiftly than their Ashigaru brethren.
Otomo Matchlock Kobaya (naval, Ranged)
A very light and fast ship carrying a small detachment of musket-armed soldiers whose Christian fervour and familiarity with matchlocks enables them to shoot more accurately and reload at a faster rate than standard Matchclock-bearing Kobaya.
New Buildings
Leased land
One building slot per city can be handed over to Portuguese control for them to do with as they wish. In return, the clan gains a large amount of money, enabling it to ramp up its war efforts at pace.
A new subchain of Jesuit buildings (Hospital - Jesuit Seminary - Jesuit College) replaces the Chapel building subchain (Mission - Church - Cathedral):
Each building will progressively aid the conversion of the Japanese to Christianity, increase unit replenishment, economic growth and the happiness of the Christian populace. They will also progressively improve the rate at which the arts are mastered and allow a besieged army in the same castle town to hold out for longer.

domenica 21 ottobre 2012

Rome 2 Total War primo video di gameplay

Circola da qualche giorno il primo video di gameplay di Rome 2, tratto dalla pre-alpha. Si tratta di 9 minuti di replay di battaglia. Tutto molto cinemaografico e bello ma la sotanza resta un click and go.

sabato 20 ottobre 2012

Articolo su RPS sui modding tools di Shogun 2

Su Rock Paper Shotgun è apparso un articolo riguardo i nuovi modding tools rilasciati dalla Creative Assembly recentemente. Ormai è chiaro che ETW e NTW non avranno propri modding tools e chi scrive ha  messo molti punti di domanda su molti punti ancora oscuri riguardo la politica della CA riguardo i mods.

domenica 30 settembre 2012

Mi sono ricordato perchè ho smesso di giocare ai TW

Ogni tanto per fare qualche bel filmato cinematografico faccio delle partite a ETW, NTW o Shogun, o almeno provo.

Oggi e settimana scorsa su tre partite due drop che tra l'altro ti impediscono di salvare i replays (ergo giocati per nulla). Mentre la partita di settimana scorsa prima del drop stava venendo bene (sarà ma c'erano due italiani in partita), quelle di oggi sono state tragicomiche e dimostrano come gli sbilanciamenti intrinseci del gameplay trasformino la media dei giocatori in deficienti ottusi, come burocrati che applicano le stesse regole senza valutare il contesto.

Nella prima partita il mio alleato prima si ostina a dirmi di avvicinarmi a lui (badate non si è mosso dal punto partenza) lasciando così all'avversario una bella cresta in mezzo al campo. Io me ne sbatto e la occupo lo stesso e inizio un bel bombardamento. Poi si immagina di salvarmi da un'ipotetica minaccia nemica sul fianco, mandando allo sbaraglio la sua cavalleria. Badate l'ipotetica minaccia era l'artiglieria nemica che non riusciva da quel punto a colpirmi neanche pregando. La storia è che sono io che devo sacrificare truppe per aiutare lui.

Nel secondo match un 6vs6, addirittura mi doppiano, perchè il mio alleato non fa altro per tutta la partita che tirare razzi che non c'entrano nulla (ma proprio nulla), mentre quello di fronte a lui muove la cavalleria e la fanteria leggera contro di me. Ai miei solleciti risponde che non mi aiuta perchè il suo avversario glielo impedisce. Non vedo come visto che nemmeno lo ha ancora attaccato. Morale della storia, faccio pagare caro il mio doppiaggio ma alla fine sono sommerso. A questo punto droppo io, in preda ad una bella incazzatura.

ETW mi pare migliorato in termini generali rispetto al suo inizio, ovviamente non c'è nulla di più lontano dalle guerra del XVIII secolo che questo gioco, ma può essere piacevole se giocato con persone che usano la testa e non i tasti, il guaio che i primi ormai sono una minoranza nel multi della serie, anzi per come hanno reso complicato farsi una sana e normale partita multi in Shogun, diminuiranno ancora.

sabato 22 settembre 2012

Darth Vader si ritira

Il famoso modder dei Total War ha annunciato il suo ritiro dal mondo dei mods della serie, decisione presa dopo il mancato invito alla modding summit indetto dalla CA con i modder più famosi per Shogun 2, durante il quale saranno spiegati i modding tools rilasciati per il gioco.

Non conosco bene Darth, ma i ragazzi su Strategy dicono che i suoi rapporti con la CA non siano mai stati buoni, ne lui sia un tipino facile. Molti pensano che ritornerà sui suoi passi come ha fatto altre volte.

giovedì 9 agosto 2012

La mappa di Marengo a NTWIII

Stavolta posto il video di una parte del replay fatto da una battaglia a NTWIII con la battaglia storica di Marengo

Pur essendo lo stesso mod, le battaglie storiche si differenziano perchè vengono usati i rinforzi (certe truppe non possono muoversi se non dopo tot.minuti) e vengono usati i punti strategici, vale a dire zone che devono essere occupate o oltrepassate per poi poter conquistare la linea di operazioni avversaria e vincere la partita. Bisogna avere almeno metà dei punti strategici per poter puntare alla linea di operazioni nemica.

Su come installare e giocare Napoleon Total War 3 vi rimando ad un mio precedente post: e

domenica 22 luglio 2012

Sezione Rome 2 Total War su Strategy Games Italia

Su Strategy Games Italia è stata aperta la sezione dedicata a Rome 2 Total War; William sta facendo un gran lavorone per raccogliere le ancora scarse info sul gioco. Se volete avere le ultime sul gioco non dovete far altro che seguirle qui:

martedì 26 giugno 2012

Il prossimo Total War sarà Rome Total War 2?

Come potete leggere qui: sembra i siano indizi che il prossimo Total War: Rome 2 come da molti auspicato nella comunità. E ci sono altri indizi in altre riviste come potete vedere qui

Come al solito l'entusiasmo è diviso, da un lato chi non vede l'ora da un altro chi avrebbe voluto un proseguimento nell'era moderna post napoleonica, dall'altro chi ormai data la scarsa moddabilità post Empire  è critico con la serie. D'altro canto le varie iniziative CA per la moddabilità in Shogun 2 non si capisce se siano sincere o stiano solo pasturando per far intendere che il nuovo Rome sarà altrettanto moddabile (cosa di cui dubito). Si è anche inteso che la Sega mal sopporta che i TW occupino un numero elevato di ore-utente, quando preferirebbe un più forte rateo di consumo in modo che l'utente passi subito al prodotto successivo.

martedì 1 maggio 2012

Nuova dlc Shogun 2: Dragon War aka come vi frego i soldi

Ho appena visto la nuova dlc per Shogun 2 base su Steam; ebbene per il modico prezzo di 4,5 euro ti danno solo 6 battaglie storiche di Fall of the Samurai per il gioco base. Farti pagare 4,5 euro per un DLC del genere è davvero criminale, dato che a loro è costata ben poco sforzo; sembra quasi che stiano spremendo il possibile dalla serie.
Che schifo....

Comunque ecco il link