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2.4.0.11 released

I'm really excited to be releasing the 2.4.0 series of patches to the main branch today. These patches expand on the AI framework of the game, allowing more modular AI. They also expand on the control aspect of the game, allowing more control over your vehicle systems. The way data is saved and synchronised in multiplayer has also been reworked and this should lead to a smoother multiplayer experience. There are a load of other changes as well, so have a look at the full list below. v2.3.2 [Add] : Mimic Lead added, same stats as lead with 4 cost. v2.3.2 [Add] : Added wedge front and back to glass, wood, and heavy armor. v2.3.2 [Add] : Lead, Stone, and Rubber received full block variation. v2.3.2 [Add] : Mimic Alloy added, same stats as alloy with 7 cost. v2.3.2 [Add] : Mimic Metal added, same stats as metal with 7 cost. v2.3.2 [Add] : New Cargo Material containers. Now you can make the perfect cargo ships! Or just have a nice large container to hold your mats. v2.3.2 [Change] : Mimics now cost 2. v2.3.2 [Change] : Updated Stone, lead, and rubber material. v2.4 [Add] : Added 'Wander distance' to aerial AI so you can chose the size of the holding pattern they fly if they reach their final waypoint v2.4 [Add] : AI naval and land AI now has the ability to hover at a specific height and control pitch v2.4 [Add] : Some new AI modes added such as a ramming behaviour mode and a six axis stabilisation manoeuvre mode v2.4 [Add] : You can now disable the AI PID/other control over roll, pitch, yaw, strafe, hover or propulsion v2.4 [Add] : You can now configure how far apart the barrels of a multiple barrel APS gun (i.e. chaingun) are placed v2.4 [Add] : Complete sets of rubber, stone and lead blocks added v2.4 [Add] : Added in the initial prototype of the BreadBoard control unit- more to come v2.4 [Add] : Balloon deployer now has much more fine control over the size (and lift) of the balloon. v2.4 [Add] : Added radar/sonar equivalent of sticky flare(same as sonar/radar buoys but no GPP requirement, no detections and twice as powerful). v2.4 [Add] : Heat decoy got a power slider, between 100-5000 v2.4 [Add] : New block: chaff emitter. Uses materials/sec, reduces radar signature by a flat value. Reduction scales with the third root of total materials used by all chaff emitters on the vehicle(better on small things). v2.4 [Add] : New block: radar decoy. 100-5000 power, radar missiles have a chance to lock onto it based on power(see tooltip). v2.4 [Add] : New block: sonar decoy. 100-5000 power, sonar torpedos have a chance to lock onto it based on power(see tooltip). v2.4 [Add] : Signal strength scales with size and decoy count on the missile. See tooltips for more info. v2.4 [Add] : You can now change the maximum number of projectiles the game supports at any time, for all four types of projectile. Options in the Misc tab of the options menu. v2.4 [Add] : Text can now be added to holograms v2.4 [Add] : New block: output regulator. Attaches to the multipurpose laser, if it's present cavity drain is a % of max energy, not current. v2.4 [Add] : New missile component replacing IR camera: signal processor. v2.4 [Add] : S/M/L signal processors reduce enemy decoy missile strength to 20/15/10% of the original. v2.4 [Add] : Takes a full component on all missile sizes. v2.4 [Add] : New block: 2x2 L hatch. v2.4 [Add] : New block: single rail S launcher. 1/5 the cost of a quad rail, 1/4 weight, 1/2 health. v2.4 [Add] : You can edit the velocity of piston movement from the piston UI now (you no longer need an ACB to change it) v2.4 [Change] : AI cards now provide one 'routine slot' for a 'behaviour' or 'additional' routine that is configured and saved in the AI mainframe. This change is backwards compatible with all old designs. v2.4 [Change] : AI control has been separated into three types of routine: 'behaviour', 'manoeuvre' and 'additionals'. This allows more customisation of the AI. v2.4 [Change] : AI PIDs reworked a little bit for simplicity v2.4 [Change] : AI now directly controls the drives, rather than sending single frame commands v2.4 [Change] : Each functional block can now 'respond' to inputs (such as pitch up, roll left, A,B,C,etc) in various ways/magnitudes v2.4 [Change] : GP PIDs set to 'propulsion hover' will automatically migrate all upwards facing thrusters so that they can still control them in this new update v2.4 [Change] : It is now possible to request hover up / hover down / strafe left / strafe right as well as five extra commands (A,B,C,D,E) and custom named commands v2.4 [Change] : Spin blocks can now be directly mapped to respond to controls in a much more sensible way v2.4 [Change] : The Adv Controller input keys and three drives remain unchanged v2.4 [Change] : The GP PID controller has it's settings separated into inputs and outputs and multiple outputs are now selectable. v2.4 [Change] : There are now two sets of player editable vehicle key mappings, one for a typical plane and one for a typical boat. v2.4 [Change] : Water drive and air drive have been simplified into 'primary drive' and a 'secondary drive' and 'tertiary' drive have been added. v2.4 [Change] : AI mainframe cost down from 400 to 300 v2.4 [Change] : General purpose processing card cost down from 200 to 100 v2.4 [Change] : Missile controller cost down from 100 to 50 v2.4 [Change] : Missile stagger addon cost down from 100 to 50 v2.4 [Change] : Cavities now spawn full v2.4 [Change] : New tooltips breaking down relevant info on cavity lines, couplers and multipurpose/combiner/optics/LAMS nodes v2.4 [Change] : Flak damage down to 80% (now 120% of the pre-rework value) v2.4 [Change] : HE/flak push force halved against missiles v2.4 [Change] : Missile HE warheads don't damage missiles, only push them v2.4 [Change] : Interceptor damage is now 100/200/400 for S, 500/1000/2000 for M v2.4 [Change] : Interceptor damage is now constant within the radius v2.4 [Change] : Interceptor radius down to 15m/30m for S/M, from 35/35 v2.4 [Change] : Old one treated all visible things as equal if they had 100% detection chance, with angle being the biggest factor to choose one(this meant decoys are exactly the same as any huge thing within 1000m). New one uses signal strength(=detection range for constructs) as a base for everything (IR/radar/sonar). Adjusts signal strength based on distance(50% at 1000m, 33.33% at 2000, ...) Adjusts signal strength based on angle(50% at 15, 33.33% at 30, ...) Checks whether or not the the signal strength is below a minimum threshold innate to IR/radar/sonar guidance components. Chooses the best score from the signals above the threshold v2.4 [Change] : Ejection angles can be changed in 1 steps v2.4 [Change] : Harpoon cable strength increased by 50% v2.4 [Change] : Missile magnet force down to 50% v2.4 [Change] : Remote guidance GPP cost changed from 4/4/16 to 2/3/18 v2.4 [Change] : Shortrange/variable thruster start delay can be set in 0.1s steps v2.4 [Change] : Stagger addons go up to 5s, has a slider with 0.025s increments v2.4 [Change] : TPG lookahead is now capped at 5 seconds, down from 10 v2.4 [Change] : It is now easy to mod in a new AI behaviour, routine or manoeuvre. v2.4 [Fix] : [BUGS-647] Only non empty (or growing) resource zones are approached by the resource gathering AI behaviour now v2.4 [Fix] : [BUGS-648] Added the 'cease movement below' slider back onto the land behaviour AI routine UI v2.4 [Fix] : [BUGS-649] APS customisation UI tidied up a bit to stop ammo cost going offscreen v2.4 [Fix] : [BUGS-654] bulkheaddoors and hatches now allow the avatar to pass correctly v2.4 [Fix] : The mirroring of Rubber, Stone, and Lead that resulted in metal has been fixed. v2.4 [Fix] : [BUGS-569] dead player forces still see through fog of war- now fixed v2.4 [Fix] : [BUGS-595] Some illegal turbo->cyclinder and turbo->exhaust connections were previously accepted, these have been fixed. v2.4 [Fix] : [BUGS-36] working on the fix of 1m sloped faces rendering black on AMD graphics card-hopefully fixed now. v2.4 [Fix] : [BUGS-501] Propellers and jets now scale particle count with the Particle Factor slider in the Performance tab of the options menu. Option added to disable particles from jets and propellers etc on a block by block basis. v2.4 [Fix] : [BUGS-617] Fixed duplicate reflection on the water surface after LOD switch v2.4 [Fix] : [BUGS-630] on Linux some steam engine part meshes did not load due to case sensitivity issues in the filenames v2.4 [Fix] : [BUGS-655] Crosshair no longer drawn when HUD disabled (F9) when using wireless camera v2.4 [Fix] : [BUGS-608] Now catching issues trying to load non existant missile parts- defaulting to body sections. v2.4 [Fix] : [BUGS-659] Missile hatches no longer stop failsafed missiles from firing v2.4 [Fix] : Missile don't spawn trails from the launch point when a delayed thruster activates v2.4 [Fix] : [BUGS-632] vehicles spawned from blueprint spawner now calculate their drag correctly as they repair themselves v2.4 [Fix] : [BUGS-644] Water start balloon control fixed v2.4 [Fix] : [BUGS-646] PAC charge time reset to 1 second after load- this is now fixed. v2.4 [Fix] : [BUGS-650] Fixed an issue with steam engine propulsion crashing vehicles/warping them into space v2.4 [Fix] : [BUGS-663] Piston now loads in the correct visual position again v2.4 [Fix] : [BUGS-665] PID 'type' value not being synced or saved v2.4 [Fix] : Fixed the migration of roll and roll reverse thrusters from 2.3.1 to 2.4.0 v2.4 [Fix] : In the old version insta spin speeds were incorrectly calculated when power scale was not 1. Spinners configured like this are now faster than they used to be. v2.4 [Fix] : Propeller emission displayed when the propeller is stopped v2.4 [Fix] : Slowdown when removing the boiler controller in a steam-propeller setup v2.4 [Fix] : The propeller rotate when there's no boilers and the command is in reverse v2.4 [Fix] : [BUGS-645] Console text input bar in AI UI disabled as not used v2.4 [Fix] : The 'Mock Wheel' now does what it was supposed to do v2.4 [Remove] : Due to change in data format wheels will forget their settings - sorry about this. v2.4.1 [Add] : Mobula Airbourne Cruiser added to fill out SS Godly aircraft arsenal. v2.4.1 [Add] : Albatross joins the airfleet. v2.4.1 [Change] : Most SS aircrafts recieved some make over. The new SS fleet is now much sleeker. v2.4.1 [Fix] : Drag for wedge front and back adjusted. v2.4.1 [Fix] : Serveral crafts fixed for the new ai transfer.


[ 2019-04-03 19:45:03 CET ] [ Original post ]



From the Depths
Brilliant Skies Ltd.
  • Developer

  • Brilliant Skies Ltd.
  • Publisher

  • 2020-11-06
  • Release

  • Action Indie Strategy RPG Adventure Simulation Singleplayer
  • Tags

  • Game News Posts 197  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (9442 reviews)


  • Review Score

  • http://www.fromthedepthsgame.com
  • Website

  • https://store.steampowered.com/app/268650 
  • Steam Store

  • The Game includes VR Support



    From The Depths Linux 64 [973.8 M]

  • Public Linux depots

  • From the Depths - Steel Striders Anime Girls character pack
    From the Depths - Gone to Sea DLC
  • Available DLCs

  • 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
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