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Beta 3.3.2

What is up Depthians! Another round of bug fixing, tweaks, and some additional features. We shall explain any functions/features etc fully in the stable release, however, please feel free to ask about anything in the notes that you feel needs explaining. We would also like to point out that we updated to unity 2020.3.22 and therefore the FTD boot-up process now begins in the launcher, and is more multi-threaded and concurrent, so it should take less time to boot the game up. FTD now uses Steam Multiplayer and the Data Relay Network. The old networking system is no longer available. Joining friends is much easier now and NAT punch through and port opening should no longer be necessary. We have fixed a number of multiplayer issues, there may be still some left so as always feel free to poke us with them on our bug tracker page. https://brilliantskies.customercase.com/forums/bug-tracker

Changelog


Additions


Armor refit


  • New buttons in armor refit tool: refit 100 and refit 500 blocks

campaign


  • You can now trigger a diplomacy meeting if you have no enemies (or your enemies are dead)

CRAM


  • Added idle elevation option in the CRAM settings UI
  • New option in the fusing box: hollow-point tip conversion. Switches kinetic to impact damage, at the conversion rate used in APS

Multiplayer


  • It is now possible to join lobbies through the Steam friends list if you are in the main menu
  • Joining a lobby through the Steam friends list without the game running will start up the game and join the lobby if possible

Planets


  • You can now include a zip file of imagery with your planet when you upload it to the steam workshop. If your planet is called Mine.planet then make a zip file called Mine.zip and put into it files with names such as #mytag.jpg and #anothertag.png. You can use these hashtags for the diplomacy portraits.

Targeting


  • New slider for target prioritization card: bonus priority multiplier for the current target

Changes


Adventure


  • Adventure mode now allows 3rd person camera as per other modes

APS


  • AP modifier for soft heads up from 0.8 to 1
  • AP modifier for soft parts except flak up from 0.1 to 0.8
  • HE, frag, and EMP damage up by 10%. Also affects HEAT and HESH. Flak damage up by ~5%
  • Health modifier for soft heads up from 0.5 to 0.9
  • HP head switched from 1 AP and 1.2 kinetic modifiers to 1.2 AP and 1 kinetic
  • Penetration depth fuse speed modifier up from 1 to 1.1, same as solid bodies
  • Shaped charge and squash heads are now fast (1.6 speed modifier, instead of 1.45)
  • Shell health up by 25%
  • Speed modifier for slow heads up from 1.3 to 1.45

Blocks


  • Most blocks can now be placed on fortresses and structures. This is to make separators work, was also requested for testing parts.

Campaign


  • Diplomacy meeting timer no longer advances during combat
  • In council meeting mode there is no longer relationship damage from moving in neutral territory belonging to someone you are not at war with.
  • Salvage increases its pick-up radius massively after two hours to de-clutter the map and keep the economy going.

CRAM


  • Gauge increase component costs up from 10 to 12
  • Hardener pellets cost up from 120 to 150
  • HE, frag, and EMP pellet cost up from 150 to 180
  • Health for each HE/EMP/frag payload packed up from 3 to 3.6
  • Kinetic damage for each hardener payload packed up from 10 to 16
  • Kinetic damage for each HE/EMP/frag payload packed up from 4 to 5
  • Material cost and recoil for each payload packed up by 20%
  • Packer costs up from 20 to 25
  • Payload compactor cost up from 20 to 25
  • Shell power for each HE/frag/EMP payload packed up from 18 to 22

Engine


  • FTD boot-up process now begins in the launcher and is more multi-threaded and concurrent. It should take less time to boot the game up.
  • FTD now uses Steam Multiplayer and the Data Relay Network. The old networking system is no longer available. Joining friends is much easier now and NAT punch through and port opening should no longer be necessary.
  • Now using Unity 2020.3.22, instead of Unity 2017.4.25.

Fuel engines


  • Exhaust tooltips now show the full name of the part, instead of the generic Engine exhaust

HEAT


  • HEAT base metric up to 10/9 the old value
  • HEAT damage up to 8/7 the old value
  • Final spalling metric now scales with TOTAL_ARMOR^0.47, instead of TOTAL_ARMOR^0.5 (lower loss against lots of armor)

Missiles


  • Damage done down by 10%
  • Reinforced body health modifier down from 2 to 1.6
  • Remote guidance now has a base error, up to 8m along each axis. Signal processor reduces base error by 50% (also affects error from not having enough GPP)

Modding


  • Most constant files use plain fields instead of expression bodies

Multiplayer


  • You will now only take ownership of nearby weapons if you actually have their weapon slot selected

PAC


  • Damage done for 1 energy used up by ~4.5%
  • Piercing AP up from 50 to 60. DAMAGE * AP stays the same (except the 4.5% buff all PACs get)

Projectiles


  • All projectiles lose power as they are damaged, down to 20% when they reach 0 health. HE/frag/EMP/HEAT/HESH get their base power reduced, kinetic/impact damage lose AP

Sensor scrambler


  • Error added to remote and Lua missiles is 12 * (INTERFERENCE_STRENGTH/20000)^0.45 meters. Interference strength can go over 20000 from multiple scramblers
  • Interference strength and radius is the same for missiles as for detection components
  • Material cost up from 100 to 200

Sound


  • Changed simple lasers to use the sound of standard continuous lasers

Steam


  • Armor for M and L turbine parts up from 20 to 30
  • Boiler controllers generate heat again, temperature scales with OUTPUT^0.8. Medium boilers run cooler than smalls, large boilers than mediums for the same output.
  • Large boiler armor up from 20 to 30, output up from 22500 to 24000 (capacity and material use follow the increase)
  • M boiler controllers can be attached to M boilers from any direction, including the sides
  • Max kinetic loss for S crank parts up from 140 to 180 (translates to ~5% lower max output)
  • Small boiler armor down from 20 to 15, cost up from 10 to 20

Fixes


AIO LWC


  • Fixed AIO LWC not using processing power for attached remote missiles

APS


  • Reducing length of a propellant casing also reduces material cost

Armor refit


  • Armor refit tool stops if there are not enough materials in the campaign (so doesnt remove blocks/get stuck when trying to place something in a position with all neighbors removed)

BUGS-1142


  • Fixed fins possibly adding an upwards force higher than gravity for missiles not under thrust

BUGS-2433


  • Fixed campaign favorite build menu types going out of the bounds of their panel

BUGS-2791/2822


  • In mouse, build mode blocks larger than 1x1x1 get the proper offset in every orientation

BUGS-3162


  • Warp now button in the warp drive UI now only warps up to the set target distance

BUGS-2889


  • Custom jet engines and steam jets not output the proper force with a power scale below 1

BUGS-3196


  • Particle cannon UI label improvement

BUGS-3198


  • Airplane idle thrust works as it should again

BUGS-3205


  • Fixed direct connections from boilers to pistons and turbines ignoring attachment points

BUGS-3217


  • Fixed force from gravrams and warp drives being lower at low game speed

BUGS-3230


  • Fixed APS barrel recoil tooltips not updating on caliber change

BUGS-3263


  • Wheels with a negative power scale and negative drive now do not ignore the wheel speed caps

BUGS-3296


  • Impact damage can now possibly spread to every cell next to a block larger than 1x1x1 (checked the 6 cardinal directions from the origin of the block before)

BUGS-3329


  • Following review, blocks have their mesh shown or as a general block as appropriate in the build marker.

BUGS-3337


  • All detection parts have drag blocker removed. All detection drag set to 0.2 from 1. This should make creating planes and subs easier.

BUGS-3373


  • Advanced cannon ammo intakes do not show no space in rack messages during normal operation

BUGS-3378


  • Fixed being able to use multiple mantlets with a single advanced cannon

BUGS-3402


  • Fixed some cases where fuel engines do not distribute exhaust gases between multiple exits. A pipe section is only obstructed if all possible exits are obstructed

BUGS-3424


  • Fixed pressure readouts for some special steam piping setups

BUGS-3433


  • Fixed the tooltip for advanced cannons with a shell loaded but no intakes showing 1 available intake

BUGS-3436


  • Fixed outdated planar shield projector description

BUGS-3455


  • Refinery L pipes are rotated properly.

BUGS-3254


  • A vehicle will only go into the too damaged destruction state if it has actually been damaged (to avoid slow-building mega vehicles from being destroyed) (affects Obelisk mode multiplayer).

BUGS-3448


  • You can no longer teleport using the teleport avatar item when in a chair or being carried by out of play force

BUGS-3210


  • STL export has funky position and rotation. Now fixed. If the vehicle has an origin block that will be used

BUGS 3160


  • AI UI maneuver screen now displays correctly at small window sizes

BUGS-3214


  • Helispinner UI now shows the yaw and roll rotation settings and the default resting spin rate sliders

BUGS-3453


  • Fixed resource zone description typos

BUGS-3404


  • Youtube is working again

BUGS-3442


  • Fixed a bug where broken decorations on APS barrels (and some other places) can stop systems from working

CJE


  • Exhaust bonus for custom jet generators is reduced if the exhaust is blocked

Decoys


  • Radar decoys no longer have an attachment point facing up. This was a bug

Feet


  • Clampy feet should now properly disconnect when killed

Fortress


  • Optimization of the power management for the Sky fortress turbines [BUGS-3282]

Frags


  • Fixed frag trails being connected to a faraway point on spawning

Impact


  • Impact damage now looks for a different block to start from if the original was already destroyed on another thread

Lasers


  • Fixed some laser setups using less power than they should at low game speeds

Missiles


  • Ejector meshes are now the correct size, centered, and arent floating.
  • When missiles take damage their HE damage is reduced using the standard scaling, instead of simply being divided

Multiplayer


  • Fixed campaign resource cap not being constant in multiplayer
  • Fixed chat text getting highlighted/selected for no reason
  • Fixed clients not rendering harpoon lines
  • Fixed control inputs not being synchronized for fortresses
  • Fixed custom axes not being synchronized in multiplayer
  • Fixed various crashes in multiplayer

PAC


  • Fixed explosive mode damage after attenuation not using HE scaling (range0 damage was simply multiplied by attenuation loss)

Separators


  • Fixed separators breaking steam engines both on the separated vehicle and the main vehicle
  • Fixed separators not working in multiplayer

Steam


  • Fixed crank generator and propeller labels being switched in the block stat overview


[ 2021-11-22 18:03:07 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

[ 6138 ]

4.82$ (72%)
11.24$ (25%)
4.17$ (58%)
0.89$ (70%)
10.19$ (15%)
0.90$ (82%)
2.48$ (81%)
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2.07$ (92%)
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21.24$ (15%)
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42.46$ (15%)
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16.97$ (15%)
2.53$ (83%)
17.19$ (14%)
2.47$ (17%)
8.39$ (16%)
0.63$ (87%)
1.24$ (79%)
4.95$ (17%)
8.00$ (50%)
10.68$ (69%)
16.00$ (60%)
13.79$ (8%)
16.99$ (15%)
GAMERSGATE

[ 3464 ]

1.25$ (75%)
25.0$ (50%)
6.4$ (60%)
0.94$ (81%)
9.89$ (34%)
6.25$ (75%)
10.0$ (75%)
5.7$ (70%)
5.0$ (75%)
7.44$ (79%)
5.0$ (90%)
1.25$ (75%)
5.0$ (75%)
2.25$ (92%)
10.49$ (48%)
1.8$ (77%)
3.6$ (82%)
13.99$ (30%)
9.99$ (50%)
7.0$ (65%)
10.79$ (46%)
1.5$ (85%)
4.05$ (73%)
4.95$ (67%)
9.84$ (67%)
7.2$ (64%)
8.0$ (60%)
12.49$ (50%)
10.0$ (75%)
0.45$ (85%)

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