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Patch - 1.1.17.6 [ New Early Game Experimental only]

Last two Podcasts


https://www.youtube.com/watch?v=_AfUgBfXTUg https://www.youtube.com/watch?v=8DwKVi2vPUA We plan to conclude testing for the expemential branch next week on Monday and push all the recent changes to the normal branch then.

Patch Notes


(Click Show details for a full breakdown of the changes) [expand type=details]
  • Night Vision binding display issue for SteamDeck resolved
  • New Winters mesh added
  • Fixed attenuation issues with Music Speakers
  • Updated Medic Healing animeations
  • Adjusted the Spread for various weapons to make them more efficent
  • Further reliability improvements to Grenade throwing
  • Fixed up the Guard Tower's 'weapon market' not disappearing if the tower dies while it was selected
  • Fixed some loading issues with 'repair points' spawning around undamaged loaded actors erroneously
  • fix to make sure damaged buildings properly spawn repair points when loaded, too
  • Bounty (Dossier Widget) popup improved slightly
  • Fixed an issue where Buildings would spawn more than one 'rally spline'
  • Adjusted parachuting logic to better differentiate between operator and not
  • Operators who parachute while not being directly controlled should now match the speed of other parachuting units
  • Fixed walls that are in 'rubble mode' not properly disabling their player navblock
  • Updated 'attack order' voice response to hopefully be more reliable
  • Added improvement to threat calculation logic to prevent redundant check if we're processing when no enemy has been acquired
  • Intensified the 'level of priority' units will give towards right-clicked attack targets
  • When SetTarget runs on an enemy, the character will put them to the 'top' of their current SeenList, to reduce LOS traces when comparing threat costs Result: Right Click targeting much improved. Still not perfect, but should be better.
  • Quick fix to the 'safety sphere' appearing around Cerberus 105mm targets
  • Added speculative fix for DIV_0 crash for ammo restoration
  • Adding Halloween on-death effects for infected.
  • Adding pumpkin heads for infected (at night).
  • Improved pumpkinhead spawning logic for Juggernauts+regular infected to be slightly more safe, and to respect FOW
  • Added safeties to (hopefully) prevent crash from null DamageTypeClass in a damage event
  • Added safety to hopefully prevent fire damage 'weirdness' from running on a no-longer-valid structure to the point of causing a crash (in response to https://discord.com/channels/469412014427602944/1031237639627624548/1031407868886405162 )
  • Fixed Juggernauts 'duplicating' when saving/loading
  • Briges when destroyed should properly kill Juggernauts that are caught in the destruction and fall into the water
  • Destroyed Bridges destory DNA drops if on the destroyed segement
  • seasonal art added
  • Updated ASSAULT virtual unit movers to spawn their units if no player units are nearby, and they get stuck (which is most likely to occur if a wall is blocking their passage)
  • updated the devirtualization from Unit Movers to respect the Human nav filter, so infected can no longer spawn 'off of' a unit mover that's near a player wall and end up on the other side of said wall
  • Fixed SMAW mesh not having a laser sight socket
  • Fixed Turrets spawning as 'Ammoless' (i.e. never running out of ammo) (this likely won't fix saves that already saved them with this feature on, however)
  • Added safety to prevent units from getting stuck in 'PlayingPositionAnim' mode if they fail to play a rotation animation (due to mismatching skeleton)
  • Copied over montages from XBren to SPAS12 (since SPAS12 was using old rig animations, thus is why units with SPAS12 often got 'stuck' being unable to turn)
  • Adding Pumpkin headshot effect
  • Updated the Winter-spawning logic to better deal with 'duplicate' cases by also clearing their weapon (should help deal with some situations, such as Horde Mode, where a Winter duplicate may end up leaving behind a floating gun)
  • Updated Grenades to have options to ignore Allies, Enemies, corpses, and/or Main Target while in motion
  • SMAW Drastically reduced spread
  • SMAW rocket will now hit its main target while in motion (still ignore allies and other enemies, and now ignores corpses too)
  • SMAW rocket now has a new collision type to make it more reliable in the world (such as being able to go through static fences already in the world that have the SeeThruBlockAll collision type)
  • Explosives in general will now also always ignore the actor throwing/launching them, while in motion
  • if said actor is in a Garrison, that GarrisonActor will also be ignored (this doesn't mean the explosion itself cannot dam
  • Updated a truck's simple collision to make it easier to 'shoot around it' (for more reliable SMAW shots, etc.)
  • Improved safety for crash: https://discord.com/channels/469412014427602944/1032155687725318207/1032155687725318207
  • Made 'Right click to set target' logic skip over units who fail the CanDamage check (i.e. if you have units who *can* damage something and units who cannot - example, some units with guns, others with flamethrowers, and your target is an Infected Wall - only the units who *can* damage target will accept the right-click to attack order)
  • Improved doctrine popup padding to make close button+borders look nicer
  • Quick commit of a door update for Efrain for customizing door auto-open box location and extents
  • Improvement to devirtualization to catch some 'devirtualization' cases that were not correctly adjusting the spawn height based on unit capsule size ('pure' virtuals didn't get the safeties that 'regular' virtuals did, which may be the reason why some reports of 'infected stuck in ground' have been popping up)
  • Updated Male Sniper to use Assault's 'right click on target' voiceline for now, instead of playing Assault 'out of ammo' line (there's currently no Male Sniper 'Right click on target' voiceline to use, so subbing in the Assault's for now)
  • Fixed up the old Command Post Truck ammo+med truck buttons (for the factions beta)
  • Fixed up Police Shotgunner to only reference SPAS-12 via soft-ref
  • Also made melee attacks always try to 'hit' our attach target, if we're attached to something, so Chelsey/LT should no longer be able to 'attach to a helicopter' then fail to hit it
  • Intensified accuracy penalties when in a moving vehicle:
  • Initial layer of accuracy penalty now starts when the vehicle is moving at least 150uu horizontally (down from 200uu), and applies a 50% penalty (instead of 30%)
  • Higher tier penalty (From above 800uu) still 60%, and aerial penalty same as before too
  • Added new 'construction interaction points' to the CERC Building and Barracks to make units less likely to 'ignore' them in favor of constructing everything else first. Ex: Units were getting construction points close enough to these buildings that the path thought it had to go through an 'obstacle,' making the pathfinding assume the path to the barracks/CERC building was really far, and thus less desirable to build first. Should be mostly resolved now for these buildings
  • Updated BuildingSkeletal to be able to debug construction interaction points properly
  • Added 'double-click selection' support: Double-clicking on a unit will now select all other units of the same class that are currently onscreen (i.e. double clicking an assault will select all onscreen assaults)
  • Fixed Horde map 1&2 nav bugs and added extra entry points for horde map 2 infected to increase difficulty.
  • Updated walls that are under construction to no longer block infected units (or Operators) They also no longer will be seen by infected until construction is complete. Made sure they still block other construction checks, though, with the above updates!
  • Walls that are under construction now should save/load, and no longer 'instant-complete' if you save/load before they're done building
  • Improved save/load logic of units to enable units who are building things to remember that they were constructing things (They don't yet remember the exact actor they were building, but they remember the order as a whole and will resume on the point nearest to them after the load)
  • Further improved save/load of construction orders. Should better prioritize the construction order that units were originally moving towards. More of the references are centralized to the Manager rather relying as much on copied values, making this more robust and safe
  • CERC Units will now target enemies based on distance Under 1000 UU will target the head and above 1000 UU will target Spine_03
  • Improved unit turning sync with aim node
  • Updated Chelsey start zones to allow her to start in Presidio (instead of only starting on Treasure Island)
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]
[/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]


[ 2022-10-22 23:17:48 CET ] [ Original post ]

Cepheus Protocol
Halcyon Winds Developer
Halcyon Winds Publisher
2020-05-15 Release
Game News Posts: 148
🎹🖱️Keyboard + Mouse
Very Positive (2297 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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1.88$ (81%)
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3.19$ (81%)
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8.1$ (73%)

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