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Patch - 1.1.17.2 [ New Early Game Experimental only]

Last two Podcasts


https://www.youtube.com/watch?v=_AfUgBfXTUg https://www.youtube.com/watch?v=8DwKVi2vPUA

New Early Game Post Mortem


I will be having a community "post Mortem" open discussion Today (Thursday) at 4 PM PST. Do give this update a try so we can gather your feedback adjust as needed and move officially in 1.2 for civilian management/dynamic civilian groups. https://discord.gg/huYydJQh?event=1025162791432224809 AMD FSR 2.1 has been added https://youtu.be/JUQ8j-bpQ1Q

Patch Notes


(Click Show details for a full breakdown of the changes) [expand type=details]
  • Fixed a crash with weapon swapping, from Dimitry's intel
  • Replacing old BMG turret with finalized CROWS II turret.
  • Collision edits to various Billboards so you can properly walk under them
  • Tracked down an issue with saving/loading unlocked units from doctrines and other sources (saves before this likely will be broken)
  • Fixed an issue with save/load of call-in locations (i.e. if you call in an actor, and save while the 'drop location indicator' is still there, it should now work)
  • Fix several issues with the saving of pods and infected walls 'failing' to record regular structure data if under construction
  • Added error checks for spotting similar issues that broke the call in locations/doctrine save/load (doesn't seem like they tripped so far, so the errors were hopefully just limited to those guys)
  • Fixed up the Motor Pool not healing helicopters
  • Increased HUD's "Notifications" font size (and popup box) size by 50%
  • Boosted likelihood of spine turrets spawning by quite a bit (45% to 80% per 30 seconds per zone, still with that 5% extra chance per pod in said zone)
  • Increased Infected Wall spawn range by 250% (800 to 2000)
  • Boosted the odds for Spine Turret spawning by a lot (100% chance per 10-15 seconds in zone, +35% chance per pod, with new logic that percentages over 100 turn into additional 'rolls' that run - ex: 135% means 1 roll for a spine turret, and 35% chance for a second roll)
  • Juggernauts incubate 2x as quickly (min+maximum build times reduced by half, to 270-390 seconds from 540-780)
  • Juggernaut max tokens doubled (to 10)
  • Doubled the PodConstructionRequests that a SpawnNode can make (from 2 to 4), to help pods spread more quickly in the early game
  • Changed LTs to spawn more quickly and have less cooldown between being spawned (values set in difficulty setups in GameInstance)
  • Rebuilt proxy collision+nav in the master
  • Minor change to 'SetHealth' to probably make it the slightest bit more performant
  • Updated the InfectedWall DamageResist to ignore ArmorPiercing damage as well (this prevents Shotgun-equipped units from trying to shoot infected walls)
  • And hooked up the 'workaround minimap POI fix' in the Open World Master to also run after loading a save, to fix the minimap points all turning 'blue' when saves are loaded
  • Added more safeties to hopefully, and finally, stop the 'crash from helicopter dying in air' issue
  • Base infected hp - 175 to 235
  • Blow up guy hp 100 to 150
  • Infected Walls Time to kill adjusted for various weapons
  • Fixed some floating assets in the level.
  • better sound cues for explosions
  • better sound cues for the m249 and scar & m4.
  • Jav animations added
  • Horde map spawning tables adjusted /
  • AMD FSR 2.1 added https://youtu.be/JUQ8j-bpQ1Q
  • Better sound cues for the xbren
  • updated runtime audio plugin
  • Horde map kills no longer give money and only income comes from surviving a wave
  • Fixed up some visual issues w/ the ammo display on the Unit's overhead widget
  • No longer will display "0/600" if completely out of ammo
  • No longer will flash the ammo image orange temporarily if highlighting the widget freshly when out of ammo
  • Just messed around with sound settings a bit to make a BasicNewsReportNotify sound, and applied it to the news popup
  • Updated Juggernaut damage resist to no longer be immune to weaker weapons (units wouldn't even shoot at the Juggernaut due to this!)
  • Fixed up the Juggernaut's charge attack (and some of his melee attacks) to no longer overlap the 'wrong channels'
  • Fixed up the Juggernaut's "wallbuster charge" attack to properly process non-wall structures he hits (such as Guard Towers) This also seems to have fixed his 'bonked against something that survived' response, so that he stops in place while recovering instead of sliding around while recoiling
  • Updated the Guard Tower to 'attach' the TowerGuard it garrisons (said guard can still rotate, but he is attached so that attacks from the Juggernaut cannot 'knock him out of the tower' while he's still alive)
  • Updated Garrisons to have a new value 'bAllowTargetGarrisonedUnits', which lets things outside the garrison attack the garrisoned unit
  • Updated Garrisoned unit 'death' logic to degarrison without changing position (so Tower Guards, if they die separate from the tower, will not 'warp to the tower bottom' before falling over)
  • Added a new 'ShootThroughCharacterMesh' collision profile for Guard Towers, to stop LTs from failing to be able to shoot at the Tower Guards Result: LTs can attack Tower Guards now!
  • Juggernaut Damage Resist changes per Michael's feedback
  • Juggernaut damage resist changes per Michael's feedback
  • Updated Guard Tower setup to spawn a warning widget if its occupant is dead
  • And updated Structure 'mouse hover text' logic to support custom context-sensitive text, so the mouse hover text for the Tower will include (MISSING OCCUPANT) if hovered while no occupant is inside
  • Fixed an issue where the Hold Fire icon would 'disappear' even if the unit was still holding fire
  • Fixed a similar issue with the 'reserve ammo' display being 'grayed out' even if the rest of the ammo test is white
  • Fixed up the evac chopper having weird 'unit widgets that say Adrian Winter' appearing on them
  • Improved a few aspects of the Team Safety for the SMAW (not related to its actual game effects, but safety in case explosion type is null, and improvement to faction setting)
  • Disabled an optimization for the unit overhead widget that was messing up the health/gas/infection bar display too much to be reliable
  • Set up the Atlas (both Supply and Fuel variants) to be able to refuel helicopters
  • Fixed an issue with some navblocks on the Gates being visible in cooked builds
  • Chelsey No longer enters 'bored mode' from fighting non-CERC (since the purpose of Bored Mode is to give you a break from her, not give AI a break from her)
  • Stuckwarp check will start a wander behavior if not bored and not in combat, instead of warping (to reduce the amount of warps that occur)
  • Stuckwarp will check nav, instead of just placing Chelsey at an arbitrary point in front of her (which, on a hill, might result in clipping into the ground)
  • Most notification types now include a location (such as Juggernaut spotted, unit died, zone captured, news reports, etc.)
  • Improved safeties for Operator toggling to prevent reported crash (and maybe some other potential crashes)
  • Fixed the Ammo Tent not having a 'construction hologram' after being set down
  • Removed invalidation boxes on Operator 'group member' windows, was causing some issues
  • Fixed Operator 'group member' windows having their 'unit level' indicator offset from the circle
  • Fixed the Unit Cards not properly updating their ammo status (group windows at the top left weren't updating their low ammo indicators)
  • Improved camera lerp logic to have a failsafe, so it should be far more reliable (and not end up in circumstances where it 'breaks' and prevents camera movement)
  • Fixed loaded civilians on player team not having minimap icons
  • Updated civilian minimap POI to have a dark teal color when not on the player team
  • Added some safeties to better make sure civilians don't 'lose the ability to move' if on the player team, but not in camera view
  • Fixed Operator-mode 'unit cards' disappearing if the unit they belong to takes damage
  • Improved formation following logic: If one unit in the formation command is running, all units will be ordered to run
  • When following the Operator, units will run if he's running, and stop running if he stops running (i.e. they'll be able to shoot if you're not holding down the run button)
  • Fixed starting weapon. and shader issue with Assault
  • Scanner splash art added
  • Added some basic floral to infected hives so they are easier to tell apart
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]

Known Bugs


(Click Show details for a full breakdown of the changes) [expand type=details]
  • Assaults do a weird anim when firing a flare
[/expand]

New Versioning Number system


[expand type=showmore ] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]

Letter from the Producer


https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739

New Roadmap system


We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

Cepheus Protocol Anthology


Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type=details] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/

First 40 Minutes of Cepheus Protocol Anthology Season 1


https://www.youtube.com/watch?v=6eWbDibGMrU [/expand]


[ 2022-09-29 21:46:27 CET ] [ Original post ]

Cepheus Protocol
Halcyon Winds Developer
Halcyon Winds Publisher
2020-05-15 Release
Game News Posts: 141
🎹🖱️Keyboard + Mouse
Very Positive (2253 reviews)
Game is not tagged as available on Linux on Steam.

The Pangu Virus has been unleashed in San Francisco, turning thousands of innocent lives into mindless beasts that feel no pain and have no fear of death. With each passing hour, the Pangu Virus evolves, creating new and ever more horrific mutations with one goal in mind… Spread.

You are Captain Winter, a military officer fighting alongside the Center for Epidemic Research and Control(CERC). With a massive arsenal and the resources of the US Government behind it, you and CERC will stop at nothing to ensure the terror of the Pangu Virus does not escalate beyond containment, even if a whole city and millions of lives must be sacrificed.
  • Cepheus Protocol is inspired by classic RTS games such as Company of Heroes and World in Conflict, alongside the book World War Z.
  • Survive if you can against a relentless enemy that evolves and grows more powerful with each day.
  • Build specialized units from a variety of bases that can be placed anywhere in the open-world map.
  • Battle those infected by the Pangu Virus across four open-world islands, featuring unique and challenging environments.
  • Choose from three combat tiers that play to your style. Each tier has specialized units, equipment, and weaponry.
  • Engage a relentless horde of infected which numbers grow larger and stronger with each territory captured as you battle for control of San Francisco.
  • Hunt Patient Zero, who races across the city seizing territory. Each capture zone increases her population as the virus spreads and possesses all organic matter.
  • Form an alliance or side against the Anarchist and Police factions, which struggle to survive among the madness that has enveloped San Francisco.


Note: Steam Remote Play is for allowing your friends to try out the game if you already have purchased it. It's not for online co-op: that is is planned in the current roadmap, but is not complete yet

GAMEBILLET

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3.75$ (81%)
6.37$ (36%)
4.0$ (75%)

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