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Anomaly preview #2: Containment facilities, creatures, and release date

SPOILER WARNING: Read ahead at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion.


Hello, its Tia and Im back with our next preview blog of RimWorld - Anomaly! Also, mark your calendars: Anomaly releases on April 11, 2024. Wishlist now to be notified when its out! https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ Check out our previous blog posts below: Today, were talking about how youll capture, research, and exploit the mysterious phenomena formed by the enraged monoliths influence. You can build a grand containment facility with strong walls, floors, and doors to keep these entities locked up, and study them to further your knowledge of the madness thats taken over the world. Exploit your chained horrors to use their power against your enemies - but be careful not to push them too far!

CAPTURE: SHAMBLERS


The first step is to work out how to take down and capture these entities without killing them. The most straightforward entities are the walking corpses known as shamblers. Deadlife dust is a cloud of corrupted archites that raises any corpse it settles on as shamblers, repairing their rotting bodies for a time. Its similar to the old resurrector mech serum, but far more twisted.
Deadlife dust works on all kinds of creatures (even your own dead colonists and beloved pets), but it doesnt last forever. In a few days, the archites run out of power and the shambler returns to death. Colonists can weaponize deadlife dust as mortar shells and IEDs. Shamblers created this way will not attack your colonists, which means a battlefield of corpses can suddenly become gruesome weapons for your colony. The shambling dead you encounter will attack all living creatures relentlessly and their immunity to pain makes them difficult to kill. However, that resilience is useful, because you want to take one alive. Work to incapacitate one by firing at it or hitting it with a blunt weapon. Then you can move on to step two: contain (described further down).

CAPTURE: REVENANTS


More difficult to capture is the revenant, a psychically-invisible human hunter that alternates between hunting people and hiding in its lair. The name revenant comes from an old outlander tale about an evil spectre that haunts a village and every night rips a victims soul from their body. It leaves the vacant body behind, keeping the soul enslaved in its own personal hell.
Revenants can use psychic influence to appear invisible and enter your colony unseen. Once they get hold of a colonist, they can hypnotize him into an endless nightmare. The revenant will return again and again over time, hypnotizing your people one by one until it is stopped. There are ways to track the revenant. If you damage it, the creature may leave chunks of flesh behind which you can study to improve your tracking. It can also be detected by proximity alarms, and its invisibility can be disrupted when its hit by EMPs, explosions, firefoam, fire or special bioferrite disruptor flares.
After each hypnotic attack, the revenant needs to sleep. Take this opportunity to form your hunting squad and find its lair while it hibernates - and attack it before it wakes.

CAPTURE: METALHORROR INFESTATIONS


Someone is infested. Someone is not who they seem. But who? Metalhorrors are parasitic creatures that control their hosts with filaments spread throughout the nervous system. They imitate their hosts behavior nearly perfectly, manipulating them to find opportunities to secretly infest other colonists. As they multiply and grow in your colonists, they shed fleshy gray tissue - liquefied remains of their victims. If you find this tissue in your base, it is time to become suspicious and afraid.
There are many ways you can identify the infested. Analyze the gray flesh you discover to identify the metalhorrors host, then perform surgical tests on your colonists but can you trust your doctors? You could quarantine colonists to their rooms to see who the flesh comes from, or imprison and interrogate suspects to see if they give anything away. Of course, this all takes time, and the infestation could be spreading If detected, the metalhorror will cut its way out of the host and attack. Be careful when investigating you may have a fight on your hands.

CONTAINMENT PROTOCOLS


So youve damaged an anomalous entity enough that its incapacitated? And some of your colonists are still alive? Well done! Now you can contain it and experiment on it! Have one of your colonists carry the downed entity to a holding spot. These primitive roped locations can briefly restrain the weakest entities. Here your colonists can study them for uncanny research.
However, if you dont actually want them to escape and tear your colonists to pieces, a mere holding spot wont do. Build a proper secure facility, starting with a containment platform, which comes with built-in restraints. (You need one platform for each entity.)
To prevent an escape, colonists can also suppress entities or build an electric inhibitor to suppress them automatically. Wise colonists will also build separate containment cells, using special bioferrite flooring and walls that further suppress the creatures. Be sure to lay out your containment facilities carefully. Keep an eye on each entitys suppression level. Have killing fields and layered defenses prepared for when they escape. Because they will, inevitably, and every containment plan is only as strong as its weakest point.

RESEARCH & HARVEST


Once an entity is restrained, colonists can study it. To do this, youll need to ensure a colonist is assigned to dark research. This separate technology track gradually increases your knowledge of the dark archotech behind the incursion. It also teaches you more about rituals, archotechnology, serums, and weapons.
Each entity can also be harvested. Build an electroharvester to draw electric power from the entity. A bioferrite harvester will generate organic metal which can be used for later power generation, sculpture, or outdoor heating, or for crafting at the new bioferrite shaper. Note that both of these activities increase the entitys rage, making it more likely to escape and take its revenge.

DARK ARTS AND CRAFTS


Now you have a regular supply of bioferrite, you can have fun with it - if your idea of fun is creating impossible monsters and strange machinery. (We know ours is.) If you build a bioferrite shaper workbench, you can craft new gear and weapons from the organic metal. The weapons include:
  • Nerve spiker: A crossbow loaded with toxic spikes that stun organic creatures.
  • Incinerator: A terrifying flamethrower with an alternate-fire mode that produces a giant gout of flame (shared by the Hellcat assault rifle).
  • Deadlife IEDs, mortars and packs: Distribution packs that allow you to raise shamblers from nearby corpses.
  • Disruptor flares: Short-lived bioferrite beacons which stun psychic creatures and reveal invisible ones - useful for sightstealers and revenants.
Bioferrite can be used to make psychic weapons with various effects, from driving enemies into berserk rages, to sending them into psychic shock, to biomutating them into fleshbeasts. Other psychic pulsers can make every animal in the region either turn into a fleshbeast or go into a manhunting rage. Bioferrite is also crucial for making serums at the new serum lab workbench. The serums include:
  • Voidsight serum: Increases dark research speed at the cost of sanity.
  • Juggernaut serum: Increases strength, speed, and recovery time.
  • Metalblood serum: Makes a person resilient to damage, but vulnerable to fire.
  • Mind-numb serum: Deadens emotions, preventing mental breaks at the cost of stopping inspirations too.

Using bioferrite, humans can be surgically (irreversibly) transformed into ghouls. These are mindless flesh-craving killers and fearless melee combatants who can be augmented with a variety of dreadful implants. (Ghouls will be discussed in a future blog post!)

TO COME


Weve still got more horrifying reveals to come for Anomaly, and April 11th is only 2 weeks away! Let us know what you think on Reddit and please wishlist Anomaly so youre notified when its out! - Tia


[ 2024-03-28 20:41:16 CET ] [ Original post ]

RimWorld
Ludeon Studios Developer
Ludeon Studios Publisher
2018-10-17 Release
Game News Posts: 141
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (169637 reviews)
The Game includes VR Support
Public Linux Depots:
  • RimWorld (Linux) [194.51 M]
  • RimWorld - Royalty (Linux) [32.75 M]
  • RimWorld - Kepler (Linux) [56.87 M]
  • RimWorld - Euclid (Linux) [39.71 M]
Available DLCs:
  • RimWorld Name in Game Access
  • RimWorld - Royalty
  • RimWorld - Ideology
  • RimWorld - Biotech
  • RimWorld - Anomaly
RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.

You begin with three survivors of a shipwreck on a distant world.
  • Manage colonists' moods, needs, wounds, and illnesses.
  • Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials.
  • Tame and train cute pets, productive farm animals, and deadly attack beasts.
  • Watch colonists develop and break relationships with family members, lovers, and spouses.
  • Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines.
  • Trade with passing ships and trade caravans.
  • Decorate your colony to make it into a pleasurable space.
  • Dig through snow, weather storms, and fight fires.
  • Capture refugees or prisoners and turn them to your side or sell them into slavery.
  • Discover a new generated world each time you play.
  • Build colonies in the desert, jungle, tundra, and more.
  • Learn to play easily with the help of an intelligent and unobtrusive AI tutor.

RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Friendly just makes good things happen.

Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.

Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.

Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.

The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.

You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.

People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down.

Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.

You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.

And there's much more than that! The game is easy to mod and has an active mod community. Read more at http://rimworldgame.com.

(All non-English translations are made by fans.)

MINIMAL SETUP
  • Processor: Core 2 DuoMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 4000 or other shader model 4.0
  • Storage: 1 GB available space
GAMEBILLET

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1.69$ (79%)
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13.2$ (67%)

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