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Alpha Test 3.5.2

What is up Depthians!! While this update does focus more on a number of bug fixes and tweaks, we also have a new feature that is still a WIP. We will be setting up the APS system to allow users to create inbuilt shells without placing cusomisers. You can access the new APS shell setup by pressing Q on a turret, APS tab and then clicking on Access intakes. Please note this is a WIP so for now there is no need to create bug reports for this system.

Changelog


Additions


Applique


  • Side drag is now the same as slopes, full drag instead of half.

APS


  • All constructs can have shells that do not need any ammo customiser blocks to use

Breadboard


  • Added control of laser output regulator, laser combiner and PAC to the Generic Block Setter (GBS) component
  • Added control of missile stagger,missile laser encoding and missile launch pad and missile component parameter to the Generic Block Setter (GBS) component
  • Added an 'event input type' for collisions with vehicles
  • Added control of ACB parameters to the Generic Block Setter (GBS) component
  • Added Generic Block Getter (GBG) that can read the current azimuth of a spin block and about a dozen other things.
  • Added 'rotation input' module that outputs own-ship rotation in various Quaternion or Vector3 formats
  • Added the ability to duplicate breadboard modules, and copy and paste their contents
  • Added the 'outputV' function to the evaluator, which does the same as the 'output' function but with vectors instead of numbers [BUGS-3835]
  • CJE Generator, Smoke Generator, Shield Projector,LAMS, Ammo intake, aim point, target prioritisation, steam crank motor, tractor beam, wireless equipment channel and AI mainframe added to Generic Block Setter (GBS)
  • Non-AI breadboard now have a single connection point same as the AI variant.
  • Position input module added that outputs own-ship position (Vector3) as 'frame-independent global position' to match the new position output of Primary target info module.
  • Primary target info module now outputs new outputs of target Position (frame-independent global position) and Velocity as vector3s.
  • Speed input module now outputs own-ship speed as a Vector3 (will be convertible to float as necessary so no issue with backwards compatibility)

CRAM


  • Added Pipe part with front and back connections. Added 3 port piece with 3 connections. Meshes will appear as updates roll out.

FOF marker


  • Editing turret restriction marker so that it can display over the top of blocks and remain visible.

Mimics


  • Added buttons to convert all mimics to decorations in the V menu

Neter


  • Every unit is undergoing inspection for basic function. Some have been replaced and there are some additions. Changes have been committed for DWG, OW, SS, LH, TG so far, more to follow. There is no exact changelog for these as it would be a 50-page essay. Please report any issues on discord in a new unit_design_bugs channel.

Prefabs


  • Removed defunct steam prefabs. Fixed usage of deprecated block in fuel engine prefabs.

Rendering


  • After a stint with render queues changed everything has been regressed. This only affects viewing of things through glass at certain camera angles. TL;DR It's not worth it and is a massively complex issue.

Changes


Breadboard


  • The Differencer now work with vectors, when the input is a vector the output is a vector, and when the input is a value then the output is a value (previously it was using the magnitude of the vector)

Custom control surfaces


  • Extended tooltips and improved helper visualisations

Defences


  • Laser warners now check the real distance to the impact point, whatever the subConstruct the warner or the impact point is. However, only the smoke dispensers on the same construct than the laser warner (hull, turret, spinBlock, etc.) can be activated

Key bindings


  • Added button to remove controller bindings
  • Made some small quality of life changes to the key bindings menu
  • Removed default controller bindings

Lasers


  • Lasers are now visible 'through' the GPU ocean surface

Stability


  • Instability from construct rotation down by 25%
  • Low velocity magnitude change adds less instability, high acceleration adds more

Tractor beam


  • The rotation wobble of vehicle held by tractor beam has been removed

Fixes


ACB


  • Setting wheel's spring length using ACB now works fine [BUGS-3836]

APS


  • No more 'blank' shots [BUGS-3630]

Blocks


  • When hiding the original mesh, the porthole will now be fully hidden (as a lot of other blocks with subObjects) [BUGS-3827]

Breadboard


  • Custom axis value is not flickering anymore when constantly set by ACB [BUGS-3834]

Build


  • Filling with beam slopes in mirror mode now place the mirrored blocks in the correct orientation [BUGS-3849]

Camera


  • Cursor lock when an enemy is present and you enter in the detection screen while being in build mode [BUGS-3831]

CJE


  • Automatic thruster control now works for CJEs who have corners in their exhaust pipe

Control surfaces


  • Fixed custom control surfaces on spinblocks possibly having different force outputs depending on orientation

Custom air surfaces


  • Fixed 4m air pivot calculating its center position incorrectly

Custom jets


  • Fixed addons ignoring placement rules for attachment after loading a blueprint

Decorations


  • Fixed an issue where churning thousands of decorations on the same vehicle could make the vehicle fail to save
  • Pasting a prefabbed block with more than 16 decos and with mirroring activated do not paste all the decos on the mirrored block [BUGS-3441]

Defences


  • Laser warners now work when they are on a subConstruct [BUGS-3810]

EMP


  • [BUGS-3874] Fixed blocks that should be destroyed sometimes surviving EMP with a small amount of health left

Favourites


  • Changing something in a favorite will not lag anymore when there's a lot of intel pictures (note that opening the favorites menu for the first time may still take a few seconds) [BUGS-3815]

Localisation


  • AI routine names now save all character sets, not just English characters

LWC


  • It is now possible to select altitude in the LWC down to 500m, and the min difference between high and low altitude has been reduced to 20m [BUGS-3864]

Plates


  • [BUGS-3796] Fixed sides of sloped plates having very low drag without clearance requirement

Regression


  • The build marker was missing some meshes. Now fixed.

Separators


  • [BUGS-3804] Laser cavities now lose charge if a separation changes their capacity

Stability


  • Fixed a problem causing almost stationary vehicles to possibly have only ~97-98% stability

Steam


  • [BUGS-3859] Fixed some wheel groups containing more than 2 wheels
  • Fixed a multithreading issue causing steam systems to lose pressure
  • Fixed a threading problem with steam drill hit detection
  • Fixed steam distribution problems with some valve setups

UI


  • Fixed some formatting errors on the detection overview panel

Water propellers


  • [BUGS-3754] Fixed reversed water propellers ignoring their speed limit


[ 2022-07-05 07:14:03 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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