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Patch - 1.2.3 Preview (Experimental branch)

Cepheus Protocol Dev Update 12


https://youtu.be/Ro74RDr85cQ

Patch Notes


(Click Show details for a full breakdown of the changes) [expand type=details]
  • Fix for world building icon emissive strength.
  • Updated landscape materials, added scattered Trash objects to Asphalt layer.
  • Added new HLOD base material with a Weather function, to fix pop-in of 'always-dry' HLODs during Rain. Assigned as Override on HLOD BP's.
  • Turned off Shadows on various road splines on Angel Island.
  • Updated Road Master Material to use the Landscape Asphalt material function for roads, to match landscape (world tiling).
  • Started breaking up the Infection Zone's 'EvacuatingCivvies' array responsibility amongst Evac Points With some new 'evac point unassigned' assistance to make sure civvies properly decouple from arrays if a helipad is destroyed or turned off from Evac Mode, for example
  • Updated the World Building management widget to disable the 'order buttons' and display 'Evacuating' when it's currently the auto-evac target
  • AI coastline nav blocker Clean-up
  • Fixed Chelsey/LTs not using move proxy system for roam movement (should resolve somewhat-common issues w/ LTs or Chelsey getting confused if ordered to move to another landmass)
  • Added some logic to Infected AI to reduce the likelihood of melee-only infected getting confused and trying to target the 'tower occupant' instead of just swinging at the tower
  • added new logic to Spitters to make them swing at a Guard Tower they're attacking when spit is on cooldown, by modularizing some of the melee attack logic in Infected AI
  • Fixed DDM4 not having an AimSource socket
  • Fixed the 'moving parts' of player walls not having their own collision preset (now uses PlayerGateWallPiece)
  • Added new collision Object Channel 'VirtualUnit' for use by the VirtualUnitMovers. Used this to make Infected Unit Movers not be able to 'phase through' player walls, in addition to the above new collision profile for the moving parts
  • Updated Asphalt materials.
  • Added more Trash scatter to landscape.
  • Polished up rough cliffside in Presidio.
  • tactical speed changed from 150 - 200
  • AR crit chance is 10%
  • SMG crit chance is 21%
  • Sniper crit chance is 45%
  • Lmgs Crit chance is 5%
  • Animation polish for hand placement.
  • lmg crit chance adjusted to 5%
  • More nav clean-up on Presidio
  • TI Cliff nav and coastline nav clean-up
  • Optimzation to player walls
  • Adjusted attackpoints for Sandbags, Barbed Wire, Dual Barbed Wire, Hesco, and Jersey walls to help resolve an issue where infected 'fail to see a wall' because the point they're looking for is a bit too low to the ground and the 'sight trace' hits the floor
  • Fixed up corruption on the Barbed Wire Wall
  • Fixed up an event in SandbagWall
  • Fixed up Barbed Wire hovertip
  • Fixed up corruption in the Short Hesco Wall
  • Fixed a load issue in Short Hesco Wall
  • Fixed corruption in Tall Hesco Wall
  • Fixed the MasterCharacter_AnimBlueprint not properly responding to infection conversion
  • Fixed Flamethrower not having an AimSource socket
  • Added logic to prevent Chelsey from being able to attack while in a Death Regen shell
  • Added a safety to make sure that Chelsey will always try to 'detach' from whatever she's attached to when she enters a Death Regen shell
  • Early Mob system added got it to a point where it can randomly select male/female, select a mesh, and do a little bit of 'placement finding' logic to try to minimize overlaps when adding additional units to the mob. Animates decently.
  • -UMP45 skeleton was missing AimSource socket: fixed
  • Fixed some 'late load' logic (was somehow messing up GroupPos value when LateLoading a unit)
  • Made Civilians, in RegisterMercerCivvie, stop using CrowdManagement beyond the 100th currently-registered (to stop them from 'blocking up' the player's ability to move, if a lot of civvies are active at once)
  • Improved civilian clearing logic to have an 'emergency' mode, for when a node has *way* too many civvies active at once (who aren't in unit movers/evac orders)
  • Improved loading of Civvies to better assign them to an Evac Point if they are loaded without Evac Point assignment, but want to evacuate
  • Added save/load to Mob Unit struct setup (via 'data struct' inside the outer layer which contains the savable data)
  • -Updated MobUnit setup to support the same depth stenciling updates that affect the main mesh
  • Updated Civilian Evac counter to respect mob unit amount
  • Updated simple garrison counter to respect mob unit amount (won't work 100% for all garrisons, but sufficient for Evac Choppers)
  • Updated Civilian death tracking to respect mob unit amount (both in SpawnNode and in PlayerController's 'killed civvies' tally)
  • Improved some loading issues with civvies on the player team not registering their death correctly
  • And some fixes to Evac Choppers allowing 'too many' units to try to board, resulting in a 'false board' that moves units around without actually garrisoning them
  • Improvements to MobUnit 'split off' logic to support splitting off multiple MobUnits into a single extra character (who inherits the other MobUnits instead of creating characters for each one)
  • Improvements to garrisoning to allow Evac Choppers to 'split off' units from Mobs to top themselves off
  • Also doubled the 'spawn amount' for civvies, to help pump out Auto-evac civvies even faster Result: Auto-evac helipad logic works pretty well! Some secondary features need testing, and mobs aren't yet applied to 'evac between buildings/zones' yet, though, so it's likely rough around the edges.
  • Adding Open-Top Humvee variant assets.
  • Turning off heli auto-evac (or losing all evac points in an area) now orders auto-evacuating civvies back into a building
  • turning auto-evac off also will more quickly propagate orders than turning it on
  • Got weapon switching working so it goes from Open-hooded to closed when equipped w/ CROWS
  • Updated it to take the Scout Car's place for now (saves w/ scout cars will still have access to them I think, but going forward Humvees will be available instead)
  • Adjusted Humvee seat offsets. Turned off Weather response.
  • Fix to a math issue with new 'GarrisonSlots' setup that broke degarrisoning if a unit exited a player vehicle
  • Updated melee attacks to be able to hit units in Garrisons who are set to be 'targetable' while in garrison
  • Updated Humvee (when open-hooded) to angle-lock the units inside (instead of letting them shoot 'behind' themselves - was *incredibly* powerful)
  • Fixed JLTV and Humvee, when Unarmed, failing to 'see' things
  • Further fixes to 'allow melee to hit garrisoned units in the Humvee when open hood' logic
  • m4 idle animation polish
  • m4 sprint polish
  • m2 crows balance pass v1
  • crows - 500, base dmg is 65 fall of starts at 3000cm with a crit chance of 5%
  • hk-53 animation tweaks
  • holosight added to the m4
  • Humvee carring capacity increased for all varients
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]
  • Some navigations issues around Treasure Island West
  • Humvee drivers can be killed to easily at times we are improving them for early next week
[/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]


[ 2022-12-17 02:11:51 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

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