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Beta Test 2.8.8 is here!!

What is up awesome Depthians! A new beta test is up on Steam, please remember that beta updates are for testing new features and changes before they hit stable! I will set up a detailed post once this beta test hits stable. Small note CJE generators will produce force unless all of the thrust is used v2.8.8 [Add] : The avatar drop pod can now track the target vehicle to help it land on target v2.8.8 [Add] : Quest for Neter campaign now has 4 unique starting positions and background stories, one for each difficulty level. v2.8.8 [Add] : Added small intake piping capability to small CJE system. v2.8.8 [Add] : An 'all rambots of X faction are dead' victory condition type has been added v2.8.8 [Add] : A 1 vs 1 player vs player map has been added v2.8.8 [Add] : Adventure mode can now be played multiplayer v2.8.8 [Add] : Custom jets, dediblades and all powered propulsion got a PAC-style stats tab v2.8.8 [Add] : Fuel engine UI replaced, it now matches the style of the particle cannon one v2.8.8 [Add] : Supply dumps are now rendered in game to show you where they are (previously only visible on fleet control UI or map). Color and size show how much material they contain. v2.8.8 [Add] : Updated the avatar respawning UI and added a 'spectate' tab to it v2.8.8 [Add] : Various UI improvements v2.8.8 [Add] : All weapons got a new tab on their Q menu: Synchronization v2.8.8 [Add] : Each weapon can be assigned a parent on the synchronization tab, and will try to fire at least X seconds, but at most Y seconds after the parent did v2.8.8 [Add] : Each weapon can have a maximum waiting time. If only syncing stopped it from shooting for over Z seconds it'll fire a shot without waiting for the parent v2.8.8 [Add] : If 2 weapons are synced to each other with a 0 delay they will try to fire with a 1 frame difference between them v2.8.8 [Add] : If a weapon is destroyed all other weapons depending on it will fire freely until it's repaired. If the destroyed weapon was synced to something its children will sync to the grandparent v2.8.8 [Add] : Missile controllers set to continuous mode, with a stagger between missiles will sync each individual missile v2.8.8 [Add] : Weapon firing delay setting removed (it was a trap silently decreasing rate of fire) v2.8.8 [Add] : Weapons get an integer ID that's persistent and unique on their craft. It is shown in their tooltip, and syncing can be set up based on that v2.8.8 [Add] : Weapons now hold fire for 3 seconds when they are put into play v2.8.8 [Change] : Added a below water toggle. v2.8.8 [Change] : Added a block cluster aimpoint type that attempts to avoid selecting isolated blocks (e.g. masts). v2.8.8 [Change] : Added a hot blocks aimpoint type. v2.8.8 [Change] : Armor damage reduction is now AP / AC, instead of AP / (2 * AC). AP values halved across the board (the 3 pdr simple cannons got their damage halved instead) v2.8.8 [Change] : Frag angle damage modifier from (2.5 + ANGLE^0.5) / 16 to (2 + ANGLE^0.5) / 16. Paired with the damage buff this means high angle is slightly better v2.8.8 [Change] : Frag base damage up by 25% v2.8.8 [Change] : Projectiles that ricochet only do 75% damage to the block hit (on top of armor and angle reductions) v2.8.8 [Change] : Projectiles that ricochet still lose damage potential as if they did full damage, and their damage is reduced to 75% after that v2.8.8 [Change] : Ricochet chance went from COS(ANGLE) ^ (AP / AC) to COS(ANGLE) ^ (4 * (AP / AC) ^ 0.5). Ricochets are less common, and the angle is now more important/AP less important v2.8.8 [Change] : 130mm casemated simple gun barrel length up from 4.25 to 5m v2.8.8 [Change] : 150mm casemated simple gun barrel length up from 6.56 to 7m v2.8.8 [Change] : APS cannons on turrets now start elevating their barrels even when the target is out of their azimuth arc v2.8.8 [Change] : Barrel length needed for full GP burn is now 2.2 * GP_COUNT * (DIAMETER/100)^0.55, instead of 5 * (GP_LENGTH * DIAMETER/100)^0.75. Medium-high cal and low cal without too much GP generally needs shorter barrels. Low cal with 10+ GP needs noticeably longer barrels v2.8.8 [Change] : Base kinetic damage up by 5% v2.8.8 [Change] : Cannons using fire rates below 2400 are using the proper fire rate (fix for that was suspended to sort out some timing issues) v2.8.8 [Change] : Default special factor setting for HE bodies is now 1, instead of 0.8 v2.8.8 [Change] : Firing piece builtin recoil absorption capacity up by 25% v2.8.8 [Change] : Firing piece builtin recoil recovery up to 4/3 the old value v2.8.8 [Change] : Flak base damage up from 1/3 of HE to 1/2 of HE v2.8.8 [Change] : Flak base radius down from 3.5x of HE to 3x of HE v2.8.8 [Change] : For barrel traverse multiple barrels no longer set effective caliber to the diameter of the cylinder around them. Each barrel beyond 1 increases effective caliber by 20% instead v2.8.8 [Change] : Gunpowder casing kinetic energy and recoil up by 25% v2.8.8 [Change] : Hollow point head kinetic damage modifier is down from 1.5 to 1.2 v2.8.8 [Change] : Low caliber kinetic damage boost reduced from (500 / MAX(CALIBER, 125)) ^ 0.25 to (500 / MAX(CALIBER, 125)) ^ 0.125 v2.8.8 [Change] : Max penetration HEAT damage up from 30% to 40% of a frag warhead with the same 30 angle v2.8.8 [Change] : Maximum rail charge for any given shell is up by 25% v2.8.8 [Change] : Shell speed penalty from 2m muzzle break no longer stacks v2.8.8 [Change] : The way NPC structures are placed, repaired,saved and synchronised in multiplayer has been made much more efficient v2.8.8 [Change] : Anti missile cannons aim at the attached mainframe's first possible target when idling v2.8.8 [Change] : Anti missile cannons can now target and damage CRAM shells. Max diameter slider up from 1000 to 2000mm v2.8.8 [Change] : Anti missile cannons got a slider, increases or decreases priority of missiles depending on their diameter v2.8.8 [Change] : Anti missile cannons got a target type selector, missiles + CRAMs/missiles only/CRAMs only v2.8.8 [Change] : CIWS damage multiplier down from 8x to 4x v2.8.8 [Change] : Diameter of missile colliders is 2.5x the diameter of the actual missile against cannon projectiles and frags v2.8.8 [Change] : CRAM cannons on turrets now start elevating their barrels even when the target is out of their azimuth arc v2.8.8 [Change] : Flash suppression barrel reduces detection range to 50%, instead of 20% v2.8.8 [Change] : Fuses reduce health by an additive 10% each, instead of 5% v2.8.8 [Change] : Non-kinetic payload damage up by 20% v2.8.8 [Change] : Detection components now test line-of-sight against all subobjects. v2.8.8 [Change] : Further tweaks to visual, IR, radar, sonar, and passive sonar signatures. v2.8.8 [Change] : Most detection components' AC increased to 30; costs standardized. v2.8.8 [Change] : Personal grenade launcher base damage up from 200 to 1500. Radius uses standard scaling now, from 3m to ~8.97m v2.8.8 [Change] : ACB got a new condition: enemy CRAM shells within X-Y range band v2.8.8 [Change] : Interceptor CRAM damage multiplier goes from 0.4x against 1000mm to 0.8x against 2000mm (damage multiplier against S/M missiles is 0.5x/1.0x) v2.8.8 [Change] : Interceptors can now target and damage CRAMs v2.8.8 [Change] : Interceptors can target missiles and CRAMs, only missiles or only CRAMs v2.8.8 [Change] : Interceptors do not target CRAM shells more than 5m underwater v2.8.8 [Change] : LAMS node targeting improved v2.8.8 [Change] : LAMS nodes got a slider, increases or decreases priority of missiles and shells depending on their diameter v2.8.8 [Change] : LAMS nodes start checking for targets again when the distance to their locked one starts to increase v2.8.8 [Change] : Added minor visual explosion effect to all missiles (missiles with no HE or frag payload simply disappeared when shot down) v2.8.8 [Change] : Missile base health down to 5/6 the previous value v2.8.8 [Change] : Missile damage up by 25% v2.8.8 [Change] : Missile interceptor damage down to 3/4 the previous value v2.8.8 [Change] : Lua missiles now require GPP. v2.8.8 [Change] : Remote guidance missiles are immune to ECM as long as they have an intact cable connection, like sensor buoys. v2.8.8 [Change] : Assault on Eyrie co-op multiplayer map has been re-balanced and tweaked and is now Assault on Conger v2.8.8 [Change] : Co-op campaigns can now be customised before you launch them in multiplayer v2.8.8 [Change] : The multiplayer lobby UI has been designed v2.8.8 [Change] : The tower defence map has been fixed and adjusted v2.8.8 [Change] : There is a 5 second count down before a match is started in multiplayer during which changes to the configuration are locked v2.8.8 [Change] : Tournament of Kings multiplayer map now includes the Rambot avatar v2.8.8 [Change] : The Neter map has been redrawn and Quest For Neter faction areas have been moved around v2.8.8 [Change] : Tactical nuke base damage up from 80 000 to 500 000. Radius uses standard scaling now, up from 50m to 51.2m v2.8.8 [Change] : Tactical nuke cost up from 100 to 2500 materials, weight from 40 to 400 v2.8.8 [Change] : Particle cannon damage down to ~73.33% v2.8.8 [Change] : Custom control surfaces now move a lot faster v2.8.8 [Change] : All fragment trails are shorter and width scales with damage. HEAT particles are closer to yellow, HESH particles are red now v2.8.8 [Change] : Shell trails are now shorter and color for APS/CRAM is fixed orange-ish (tracers work the same as before). Length scales with shell speed less, CRAM trails are thicker and still scale with payload v2.8.8 [Change] : Size-based detection range for projectiles reduced to 72% of the original value (CRAM shells have 396-792m base detection range) v2.8.8 [Change] : Visible tracer trail is twice as long as the trail of a standard shell. Tracer width is a multiplier now, default is 2 (value range is still 0.5-10) v2.8.8 [Change] : Shield projectors now spawn fully charged to their target strength v2.8.8 [Change] : CRAM barrel tooltip now also shows shell health v2.8.8 [Change] : Laser colorer function is now built into the standard laser combiner. If the combiner has a colorer the colorer's settings will be used v2.8.8 [Change] : Q menu for turrets now doesn't have the mostly empty stats tab v2.8.8 [Change] : Various tooltip improvements v2.8.8 [Change] : Detection uses a different velocity compensation method for targets that have warped within the previous second in order to limit the usefulness of rapid, short warps in fooling detection. v2.8.8 [Change] : APS 1x1x1 mantlet healths up from 600 to 1000 v2.8.8 [Change] : APS barrel armor up from 25 to 35, health up from 700 to 800/m v2.8.8 [Change] : APS bore evacuator and muzzle brake armor up from 30 to 40. 2m muzzle break now has 1600 health, instead of 800 v2.8.8 [Change] : APS firing piece armor up from 20 to 30, health up from 350 to 500 v2.8.8 [Change] : APS heavy barrel armor up from 40 to 50, health from 900 to 1000/m. APS heavy barrel cost down from 70 to 60 material/m v2.8.8 [Change] : APS laser targeter armor up from 25 to 50 v2.8.8 [Change] : APS non-1x1x1m mantlet healths up from 1000 to 1500/block v2.8.8 [Change] : APS rail magnet and attaching fixture armor up from 30 to 50, health down from 600 to 500 v2.8.8 [Change] : APS recoil absorber armor up from 10 to 20, health from 125 to 150/m v2.8.8 [Change] : CRAM barrel armor up from 30 to 50, health from 900 to 1000 v2.8.8 [Change] : CRAM firing piece armor up from 25 to 30, health up from 500 to 800 v2.8.8 [Change] : CRAM gauge increase armor up from 30 to 40, health from 400 to 500 v2.8.8 [Change] : CRAM heavy barrel armor up from 40 to 60 v2.8.8 [Change] : CRAM laser targeter armor up from 25 to 50 v2.8.8 [Change] : LAMS node armor up from 10 to 25 v2.8.8 [Change] : Laser armored optics armor up from 20 to 60, health stays 600 v2.8.8 [Change] : Laser combiner armor up from 4 to 30, health from 100 to 400 v2.8.8 [Change] : Laser optics armor up from 10 to 40, health stays 250 v2.8.8 [Change] : Missile connector armor up from 3 to 30 (health is still 100) v2.8.8 [Change] : Missile controller armor up from 12 to 30. It is now susceptible to EMP, takes 10% damage from it v2.8.8 [Change] : Missile ejector addon armor up from 3 to 30 (health is still 100) v2.8.8 [Change] : Missile hatch armor up from 40 to 50 v2.8.8 [Change] : Missile rail launcher and gantry armor up from 20 to 40 v2.8.8 [Change] : Missile standard launcher and gantry armor up from 20 to 30 v2.8.8 [Change] : Missile winch armor up from 3 to 40, health up from 100 to 200 v2.8.8 [Change] : Short range laser combiner armor up from 15 to 50, health from 600 to 1500 v2.8.8 [Fix] : Custom jet exhaust particles exit the right way on jets using 90 connectors v2.8.8 [Fix] : Fix to collision damage that makes damage spread more evenly in all directions v2.8.8 [Fix] : When copy/pasting a block, any empty string in it wasn't pasted to the destination, now it is [BUGS-2543] v2.8.8 [Fix] : Fixed CRAM cannons counting EMP payload twice in shell power and firepower calculations v2.8.8 [Fix] : Explosions not doing any damage after a while [BUGS-2238] v2.8.8 [Fix] : Ducts (in the air tab) will not block fuel engine exhausts anymore [BUGS-2534] v2.8.8 [Fix] : Blocks and shell racks exploding on the main construct can no longer jump through blocks at high speeds v2.8.8 [Fix] : Explosions are less likely to jump through blocks on subconstructs moving towards them v2.8.8 [Fix] : Fixed a problem causing armed missiles to bounce off constructs v2.8.8 [Fix] : Fixed a problem causing explosions triggered from certain directions to sometimes spawn inside(and teleport through) blocks in certain positions/orientations v2.8.8 [Fix] : Fixed a problem causing fragments from ricocheting projectiles to be spawned facing the wrong way v2.8.8 [Fix] : Fixed a problem causing shells to sometimes explode inside targets moving towards them v2.8.8 [Fix] : Fixed explosion damage teleporting through intact non-cuboid structural blocks v2.8.8 [Fix] : Fragments are less likely to jump through blocks on constructs/subconstructs moving towards them v2.8.8 [Fix] : Frags spawn at the speed the projectile moved at right before impact (so frags from fast shells hitting the back of fast vehicles will still usually connect) v2.8.8 [Fix] : Missile hit detection improved v2.8.8 [Fix] : The 'Spread to' feature will now spread either to the small or huge jets, not both [BUGS-2544] v2.8.8 [Fix] : 4Q lasers can now fire a single shot (1 fire command always triggered at least 2 pulses before) v2.8.8 [Fix] : Fixed pulsed laser fire rates being lower than intended. 4Q fired ~6.67 shots/s, 3Q ~3.63, 2Q ~1.9, 1Q ~0.975 v2.8.8 [Fix] : Laser transceivers now re-connect correctly when on an elevation-only turret with an angle of more than 60 degrees [BUGS-2335] v2.8.8 [Fix] : Laser transceivers visible laser is now correctly displayed even when the elevation of a 2-axis or elevation-only turret is modified v2.8.8 [Fix] : Fixed missile firepower readout showing old values that counted S warheads/second (only visual, firepower displayed was ~75% of the real one) v2.8.8 [Fix] : The turning thrusters trail will now be removed properly when destroying the vehicles [BUGS-2077] v2.8.8 [Fix] : The simple weapons variables 'ExplosiveDamage' and 'ExplosiveRadius' are automatically modified to automatically balance the weapons, you can now use 'OverloadedExplosiveDamage' and 'OverloadedExplosiveRadius' to override these modifications [BUGS-2459] v2.8.8 [Fix] : Clients can see the laser beams and other effects from firing simple lasers and LaserCombiners v2.8.8 [Fix] : Clients now see turrets facing the way they are facing on the server v2.8.8 [Fix] : Faction vehicles spawned in the multiplayer designer now spawn full of material v2.8.8 [Fix] : Nukes can now be detonated by the client by pressing Q on them v2.8.8 [Fix] : Fixed manually fired particle cannons sometimes shooting in the wrong direction v2.8.8 [Fix] : The volume of the sound when deleting a lot of blocks at once isn't too loud anymore (the fix will work for all other cases, such as placing a prefab, undo/redo, etc.) [BUGS-2517] v2.8.8 [Fix] : The toolbar with shortcuts to blocks is now saved properly, and all settings are now saved even if using Alt+F4 [BUGS-2406] v2.8.8 [Fix] : The 'DamageMultiplier' coefficient should now work as intended for kinetic damage [BUGS-2446] v2.8.8 [Remove] : Avatar levels, experience and stat points have been removed as we don't feel they sit well with the engineering focus of FTD.


[ 2020-10-06 20:50:04 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
    GAMEBILLET

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    14.0$ (65%)
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    0.75$ (92%)
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