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Patch - 1.3.2.5

If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.

Patch Notes


(Click Show details for a full breakdown of the changes) [expand type=details]
  • Reputation:Removed 'passive reputation loss from comparison between zones' for now, due to civilian factions storing their rep in their home zone (once this is decoupled, can re-enable this, but without this reputation will typically plummet if you declare war on any civilian faction)
  • Added early version of 'reputation viewer tooltip': highlighting your reputation meter on the Diplomacy or Trade window will show you active events that are affecting that faction. This typically won't show 'one-off' reputation effects
  • Added a 'civilian intake zone limit' (default 2) to the Zone Manager
  • The Civilian Admin popup now lists which zones have Civilian Intake active, and disables if you have too many active
  • Includes a message informing you of this if you try to turn on another zone's Civilian Intake while at limit
  • Additional fixes to Mortar erroneous self damage (should still be able to damage self normally, just not abnormally. :P )
  • Fixed Garrison Vehicles to redirect right clicks onto their owning building, to stop repair orders from 'failing' because the garrison vehicle intercepted it
  • Extended borders for certain zones adjacent to bridges, to include those bridges.
  • nitial commit of Mortar building reload+ammo cost setup
  • $250 cost-per-shell
  • Updated Mortar groundfire indicator to switch to a red material if the Mortar firing it is out of ammo
  • Addendum to previous commit: also updated the 'scaling sprite' color to match 'ammoless state' for mortar groundfire indicator
  • Added a Mortar version of the Auto Reload button
  • First pass on Mortars requiring an 'ammo source' (ammo airdrop, barracks, etc.) to reload
  • Some basic messages added on activating Auto Reload or trying to manually reload when there's missing ammo and no supply nearby
  • Fixed the 'move characters out of the way' library function to no longer scoot turrets or mortars
  • Ammoboxes now display their supply meter if near a Mortar
  • Mortars require supply to reload
  • Mortar Updated building hovertip
  • Mortar Updated hovertips for Auto Reload and Reload
  • Mortar Updated Reload to not be enabled unless missing ammo
  • Mortar Updated auto reload to properly run if ammo source reaches the Mortar while it's empty
  • Updated Ammo Runners to not deliver ammo to Mortars (they were doing it for free, like it was a regular character)
  • Updated hovertip for Mortars to not reference the Supply Atlas yet (since that doesn't support Mortars yet)
  • Added Ammo Truck (Supply/Ammo Atlas) basic support to building-type Mortars
  • For now, Mortars will be able to reload/auto reload if an Ammo/Supply Atlas is deployed within range
  • This still costs cash, but since Ammo/Supply Atlases do not have a supply limit so far, this doesn't cost anything extra
  • Updated price display for Turret/Mortar reload hovertip(s) to be more accurate if the player has the 40% doctrine
  • Updated price calculation for reload call to no longer fail if you do not have enough money for an undiscounted bullet (discounts, like the 40% discount, are now taken into consideration for those initial checks)
  • Click-to-target logic for Mortars improved, to stop some 'regular unit safeties' from blocking it
  • Structures deprioritized in autofire logic, including clearing current autofire target if it's a structure and a non-structure is detected
  • Click-to-target logic improved to clear autofire (previously, autofire would block right click)
  • Fixed a crash with saving, in some cases, where something might have an invalid faction manager
  • Started improving move proxy synergy with queued move orders
  • Improvements to attack move to detect 'obstructed-but-visible' targets, to allow units to continue to attack move destination instead of 'staying still to try to shoot at something that we do not have an angle against'
  • Fixed a check for vehicle aiming that was using Muzzle instead of Aim Source (likely was causing some 'turret overcorrection', especially on longer barrel weapons like the Cerberus cannon)
  • Started on Unit Mover merge logic (not activated yet, since other criterion needed for limiting unit movers, otherwise this'll just cause more unit movers to spawn)
  • Updated the main AnimBP to update 'Garrisoned' via delegate, and updated the 'AnimGarrisoned' tracker bool's name, and to only run updates for it if the C++ says we're garrisoned. (looks like it'll save some ~.002ms per ungarrisoned unit in their animBP)
  • Updated 'DetermineGib' to not run for units that are not visible in the Fog of War (so civvie/factions vs infected won't spawn niagara effects for no reason, unless you have vision of it)
  • Camera Fixed unit camera following (via INSERT) to work with the new system
  • Camera Implemented a CepheusSpringArmComponent, and used that to make an improved version of its 'camera probe collision check' to reduce the amount of clipping. vUnlike regular check, the updated version supports a 'max trace distance', so when you're very zoomed out it'll skip over things near to the ground (so passing a skyscraper won't suddenly pull the camera back in)
  • Fixed a bool issue in the the Anim BP that I introduced with a previous optimization (caused units who exited garrison to still animate as if they were within one)
  • Camera Adjusted Threshold to avoid camera getting 'stuck too high in the air' sometimes
  • Camera Adjusted follow camera height offset to not use height offset for vehicles (looks awkward for helicopters)
  • Camera Added camera height offset of 48 to stop some situations where camera would get a bit 'stuck' in the ground at close zooms (requiring you to zoom out a lot before the camera visibly zoomed)
  • Camera Disabled some camera lag to make slow motion work a bit more smoothly
  • Camera Also fixed zooming in/out with slomo
  • Camera Fixed 'camera follow unit' to function better on the newer system (avoids attachment, since the TargetVector system handles that well enough)
  • Camera Adjusted height adjustment traces to ignore the camera Follow Target
  • Camera Updated 'height threshold' to 80K (from 3K) so camera doesn't get 'stuck' high in the air Edit for grid 1 landscape, corner near the grocery store
  • Camera Added an extra trace for 'ground only blocking traces', to stop the camera from being able to 'go through the ground' when really zoomed out
  • Camera 'avoid clip into stuff' traces updated to better recognize landscapes/water: Z-check done to make it *massively* more consistent for long-distance checks
  • Updated landscapes for Calypso and the Horde Maps to be marked a 'Ground' collision for this purpose, too -Camera
  • Camera Keyboard movement should be more uniform with mouse movement
  • Camera Keyboard movement no longer should stutter when toggling slo-mo on
  • Camera Updated camera rotation to no longer be delta-time dependent, to resolve 'slomo jitter'
  • Camera Fixed up some Operator/new pawn camera interactions
  • Fixed incorrect shading on Carrier and water surface.
  • Minor optimizations.
  • Added some impact particle effect spawn checks to reduce number of particles spawning for performance's sake (gun/impact effects won't spawn if they hit a non-rendered actor, now)
  • Updated the GameState to track visible enemy structures
  • Updated Mortars to use the GameState's visible enemy/structure registries instead of each mortar having a huge collision sphere, Performance gain seems to be roughly .1ms per Mortar
  • Adjusted gib and impact effects spawn check to no longer have a 'not hidden in fog' condition (they still have the 'recently rendered' condition, however)
  • Wheels will now accurately match velocity and will no longer break upon reaching max speed nor reset when stopping.
  • Halloween mode turned off
  • Added logic to reduce the amount of times gibs spawn: If a unit is not rendered and they die, they will not spawn gibs. If a unit is in the fog of war and they die, they will spawn gibs if they are in the camera's view frustum
  • Set up Faction civilian clutter to no longer be independently visible: should now just appear when you see the main tent of a stronghold
  • Set up Faction civilian walls to use the PerceptionMonitor thread, instead of not doing that - additionally should no longer remain as a stimulus once the main tent of the stronghold has been seen
  • Set up an additional Impact Effect check for weapons hitting surfaces to not try to spawn the impact if the location is not within view frustum
  • Set up a basic optimization to try to deactivate RotorWash particles when helicopters are offscreen (or if in air, if the location under them is offscreen) Result: In a lategame save, number of sight queries dropped from ~150K to ~61K (~90K drop, in-engine drops perception system cost from ~20ms to ~8.2ms)
  • Updated camera zoom:
  • Zoom is faster, so it takes less scrolling to zoom fully in or out
  • Zoom again operates on deltatime, so it should no longer slow down if your framerate is lower
  • Updated civilians to move to intake in mobs, rather than only one-by-one-by-one
  • Fixed evac 'breaking' if units were already mobbed up
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]

General Development Updates


[expand type=details] https://youtu.be/7hdBPmUtFb8 https://youtu.be/GV3YOssGEfs

Letter from the Producer


https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190

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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]

Ways to Support Development


[expand type=details] Everything goes towards expanding the team and building a better game!

Consider Supporting us on Patreon


Merch Store



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 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]


[ 2023-11-21 22:02:48 CET ] [ Original post ]

Cepheus Protocol
Halcyon Winds Developer
Halcyon Winds Publisher
2020-05-15 Release
Game News Posts: 145
🎹🖱️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

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