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2.2.4 released! Updates to oceans/UI/shaders/post processing/game engine and lots more.

Very excited to finally release 2.2.4 with new features and small mountain of fixes, New features include ocean simulation, new UI work, physically based rendering (PBR) shaders for all blocks and ACB improvements as well as various other graphics improvements and smaller changes. Here are the patch notes - v2.2 [Add] : ACBs can now have a custom 'min interval between activations' v2.2 [Add] : ACBs delayed action can now be queued (before it wasn't possible, so when an action was delayed the ACB couldn't issue another action) v2.2 [Add] : ACBs now have a custom priority (highest priorities have more control) v2.2 [Add] : All ACB-controlled block types can now have a custom name (use the 'Block naming' skill, or Shift+N when building or not) v2.2 [Add] : An ACB 'AND' logic gate is simulated when several ACBs are touching each other, the ones with only a condition or only an action are 'attached' to the ones with an action and a condition v2.2 [Add] : Major ACB modifications, the inputs and blocks are now in collapsable categories; the states of the condition and action are now displayed v2.2 [Add] : Most ACB conditions can be inverted (as with a 'NOT' logic gate) v2.2 [Add] : Most ACB conditions now have a min and max inputs v2.2 [Add] : The ACB can now use a string pattern to select blocks according to their names v2.2 [Add] : The ACB has been completely overhauled v2.2 [Add] : The ACB now have a 'design' GUI, which displays the location of the blocks controlled by the ACB v2.2 [Add] : Various new ACB conditions and actions v2.2 [Add] : GP PID now has an option for height above land and waves (rather than land and mean sea level) v2.2 [Add] : Spot light added (model for it to come) v2.2 [Add] : Telekenesis skill now scales with vehicle size v2.2 [Add] : There's a new block data copy/paste skill which does the same as 'Ctrl+C' and 'Ctrl+V' in build mode v2.2 [Add] : There's a new debug skill to see the AC and health of a block (the real AC, with all the stacking if any) v2.2 [Add] : There's a new EMP debug skill (working as the explosion or impact debug skills) v2.2 [Add] : Added a reflection probe to the camera to facilitate reflections v2.2 [Add] : Added an ambient occlusion effect which is toggleable from the options menu v2.2 [Add] : Added an image blooming effect which is toggleable and customisable from the options menu v2.2 [Add] : Added PBR shaders for all vehicle materials to produce Physically Based Rendering v2.2 [Add] : Added the ability to scale sun light and ambient light from the options menu v2.2 [Add] : Implemented deferred rendering v2.2 [Add] : Variable thrust propellers added v2.2 [Add] : Ability to add changes to the patch notes change log by using static constructors in block classes v2.2 [Add] : ExampleMod mod has been added to FTD which contains a boilerplate mod that adds a new block to the game as well as some code. Visual Studio project included. You'll find this mod in your FTD installation game files alongside all other 'core' mods. v2.2 [Add] : Modders can now indicate that a SubObject is 'decorative only', it will automatically display it along with the ablock it is attached to v2.2 [Add] : The dictionary 'CustomVariables' has been added to 'AllConstruct', 'Block' and 'INode', so mods can have and share their own variables attached to vehicles, blocks and nodes v2.2 [Add] : Added the option to enable / disable the shadow casting of vehicle lights v2.2 [Add] : Added support for a new and improved UI framework v2.2 [Add] : Created a new change logging system v2.2 [Add] : Main menu vehicle demo camera now follows vehicles more smoothly v2.2 [Add] : Moved the Naval Movement Card UI over to the new framework v2.2 [Add] : Moved the options menu to the new UI framework v2.2 [Change] : The patrol routes have been simplified and the code made more generic and robust v2.2 [Change] : -APS firing pieces now have the equivalent of 10 gauge coolers base(balance for smaller systems vs large) v2.2 [Change] : There's now one decimal place for the RoF of the APS firing piece v2.2 [Change] : Blocks now have a unique Id over the whole vehicle (not only its current SubConstruct) v2.2 [Change] : Distortion sphere for ERA fixed and new shader v2.2 [Change] : It is now possible to customize the color of the particle cannon effect v2.2 [Change] : It is now possible to customize the color of the smoke for the smoke generators v2.2 [Change] : LWCs now have a custom priority (highest priorities have more control) v2.2 [Change] : Simple lasers can now have their color modified in their GUI v2.2 [Change] : Smoke generators can now be stopped v2.2 [Change] : Buoyancy for larger vehicles now takes into account waves and uses a sparse sampling system to maintain performance v2.2 [Change] : Water level heights for large vehicles are sampled sparsely to ensure full coverage but at a lower resolution v2.2 [Change] : A mod .dll can contain multiple 'plugin' classes. These now extend interface GamePlugin not FtdPlugin. v2.2 [Change] : Making your own custom 'object pools' is now possible using Pooler.GetPool. All pools now accessed via this mechanism. v2.2 [Change] : Player profile files now moddable. Use ProfileManager.Instance.GetModule() to get and set content of the profile. Loading and saving of this content is automatic. v2.2 [Change] : Plugin.json file property name 'FTD_version' changed to 'gameversion' for compatibility with future games. Update this to read "2.2.0" for compatibility with this release v2.2 [Change] : StaticPools.AdvSoundManager replaced with BrilliantSkies.Core.Pooling.Pooler.GetPool. Pooler.GetPool when using 'Using statements'. v2.2 [Change] : When there are an error and a warning for a mod, the error is now displayed in priority v2.2 [Change] : Acessing blueprints via the designer loading window is now faster v2.2 [Change] : Loading a blueprint is now faster v2.2 [Change] : -Change to explosive force acting on vehicles, includes a small amount of rotational torque and less random flying into space marauders v2.2 [Change] : Shields distort and reflect calculation changed to be more forgiving of angle of incidence and velocity(this is a stop gap until shield reforms) v2.2 [Change] : Each engine is now slightly pitched differently (not noticeable until you have a whole lot), will reduce crazy noise levels with a lot of them v2.2 [Change] : Now compliant with Steamworks 1.41 rather than 1.32. Steamworks dot Net version 11 rather than 9.0 is being used. This doesn't add any new functionality- just keeping up to date. v2.2 [Change] : Turning wheel does everything a drive wheel does plus turning (they used to only turn) v2.2 [Change] : Wheels now use a purpose built wheel physics package and should behave much better than previously. You are no longer limited to a maximum of 20 wheels v2.2 [Fix] : Better management of the LWC firing, the APS guns shouldn't 'eat themselves' anymore when the vehicle is going fast v2.2 [Fix] : Holoprojector wrong URL when loading a blueprint from v2.15 v2.2 [Fix] : Negative idle azimuth of the 2-axis-turret now works fine v2.2 [Fix] : Shield external drive now displayed in its GUI (and the plots are updated accordingly) v2.2 [Fix] : SpinBlock badly displayed when upside down v2.2 [Fix] : The small and large cannons can now be fired with the ACB v2.2 [Fix] : When a drill is turned off it slows down now. Before it just kept going. v2.2 [Fix] : When loading a SubConstruct which has a SubConstruct on it and this child SubConstruct has ammo intakes, the ammo intakes configuration is now loaded correctly v2.2 [Fix] : Guns will now fire correctly when they have a delay if fired using an ACB v2.2 [Fix] : It is now possible to follow a shell fired manually (using Caps-Lock) even if the weapon has a delay v2.2 [Remove] : BoomBlock removed v2.2 [Remove] : Removed 'races' from designer. v2.2.1 [Add] : Vehicle paint now has an option to include a modifier for shininess v2.2.1 [Add] : [not recommended] Change streaming assets inside FTD files by creating a file called StreamingFolder.txt next to the executable / app and writing your directory within that text file. Directory must exist. v2.2.1 [Add] : Bug reporter / emailer created which is accessible with SHIFT + F1 v2.2.1 [Add] : Change save location from 'my documents' by creating a file called SaveLocation.txt next to the executable / app and writing your directory within that text file. Directory must exist. v2.2.1 [Add] : In game block information now displayed in a more consise and easy to read format v2.2.1 [Add] : When a block is selected all connected blocks light up blue. Some blocks display issues with a red tint. v2.2.1 [Add] : You can now make cutaway views of vehicles by pressing 'end' in build mode v2.2.1 [Change] : Heliump pump is losing helium x10 time slower for an above water leak compared to an underwater leak v2.2.1 [Change] : Heliump pump is now providing x1.33 the up-force of an airpump for the underwater volume, and x0.33 for the above water volume (before it was x0.33 for all the volume) v2.2.1 [Change] : If a block contains 'NOPID' in its name (be careful of the case), then it will not be controlled by a GP PID. Will not work for roll and pitch v2.2.1 [Change] : Newly placed (or repaired) airpump and helium pump will now start in a fully flooded room v2.2.2 [Change] : Skills and items are automatically unlocked/locked when added/removed from your toolbar. v2.2.2 [Change] : Hologram projector now has a new model v2.2.2 [Change] : It is now possible to go to the previous or next chair by using '[' and ']' keys (previous and next vehicle keys) v2.2.2 [Change] : It is now possible to set the main chair by looking at it and pressing Q when sitting in it v2.2.2 [Remove] : Removed the shield colour changer. It is now a decoration. Colours can of course still be changed inside the shield projector itself v2.2.3 [Fix] : Fixed two long standing bugs in the projectile grid casting. [BUGS-3] [FTD-126] [FTD-84] v2.2.3 [Fix] : Fixed some issues with windowed modes and font sizes [BUGS-8] [FTD-26] [FTD-127] And here is the focus for the month of September 2018 1) Updating missiles. Three different gauges, some new mechanics, missile hatches and balancing is all being worked on. 2) Testing and improving the multiplayer aspects of the game 3) Improving wheels for land vehicles 4) Rolling out the new UI style to more parts of the interface In other news we have added several new staff to the team and created bug and feature request trackers linked in with out development tools. You can find these https://brilliantskies.customercase.com/forums/bug-tracker and https://brilliantskies.customercase.com/forums/request-tracker We apologise for the long delay between the stable release of 2.1.6 and 2.2.4. That is due to the large scope of work involved in upgrading to PBR shaders, Unity 2017.3, and a huge amount of code refactoring that took place to make FTD easier and faster to work on in the long run. If you want more detailed information, and want to follow what's going on more closely, check out the forums! https://forum.fromthedepthsgame.com/index.php If you want to hang out with the dev team and community, visit the discord - https://discord.gg/ATseFkc Report all bugs here please https://brilliantskies.customercase.com/forums/bug-tracker


[ 2018-08-27 18:00:56 CET ] [ Original post ]

From the Depths
Brilliant Skies Ltd. Developer
Brilliant Skies Ltd. Publisher
2020-11-06 Release
Game News Posts: 199
🎹🖱️Keyboard + Mouse
Very Positive (9687 reviews)
The Game includes VR Support
Public Linux Depots:
  • From The Depths Linux 64 [973.8 M]
Available DLCs:
  • From the Depths - Steel Striders Anime Girls character pack
  • From the Depths - Gone to Sea DLC

Summary

In From the Depths you can build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more! The game is currently in alpha and contains a wide range of single player content including:
  • A creative mode allowing you to push your designs to the limit and ensure the total annihilation of your opponents.
  • A campaign waged over hundreds of islands against eight unique factions.
  • A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
An expansive multiplayer and co-op element is planned for the coming months!

Key Features

  • Design and build your fleet, fortresses and structures however you want. The alpha currently has over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
  • The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
  • Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
  • Be part of a fantastic community (http://www.fromthedepthsgame.com/forum), with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!

Customisable Components

The customisable components in From the Depths allow a unique level of engineering customisation:
  • Design custom missiles, bombs, depth charges and torpedoes by combining various warheads types, fuse types, IR seekers, laser beam riders, laser designators, thrusters, navigation algorithms, fuel pods, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
  • Design custom cannons by combining four different barrel types and lengths with autoloaders, warhead types, ammo boxes and auxiliary components to create everything from AA cannons to howitzers.
  • Design custom AI by combing an AI mainframe with 'AI cards' slotted into motherboard blocks. Add radar detection, laser detection and tracking and local weapon controllers to give partial or full control to AI. Create anything from a fully AI controlled aircraft carrier to a battery powered drone.
  • Design custom engines using crank shafts, cylinders, carburetors, super chargers, exhausts and fuel injectors. Electric engines, generators and chargers are also available for backup power supplies and drones.
  • Similar systems exist for the creation of anti-vehicle and anti-missile lasers, as well as drills that can cut even the largest of battleships in half.

Workshop


MINIMAL SETUP
  • Memory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
  • Storage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
RECOMMENDED SETUP
  • Memory: 8 GB RAMStorage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
  • Storage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
GAMEBILLET

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2.5$ (75%)
0.68$ (77%)
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0.45$ (85%)
10.0$ (75%)
2.6$ (80%)
5.63$ (81%)
3.3$ (78%)
2.5$ (75%)
25.0$ (50%)
3.0$ (85%)
1.5$ (90%)
15.0$ (75%)
9.9$ (67%)
2.5$ (75%)
5.4$ (73%)
1.88$ (62%)
4.73$ (68%)
0.45$ (85%)
6.0$ (70%)

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