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Stable 3.6.3.2

A stable update with some interesting changes in there. Adventure mode continues to be worked on and tweaked, thanks for all the feedback so far. The new adventure bell can be found in the Misc tab, ring it once per minute to summon a new enemy in both adventure modes. If you want to play land adventure you need to load the "ashes of the empire" planet in the content menu and start adventure after loading that. It's a land based campaign. There are still blueprint updates trickling in to get that more up to date. Glao has started actually being updated, thanks strider for managing that and to the builders! Tracks are now moddable, Gladyon has added that, still not had anyone do it I think so would be good to know how people get on with it. On top of that the tracks algorithm had a rewrite a little while back which Gladyon has now ironed the kinks out of. There's a new widget when decorating (ctrl+x) that you can click and drag to alter your meshes! Add Tracks, Track texture will now keep its original ratio when the track's width is modified Breadboards, Added a comment module with no inputs or outputs, for annotation purposes Adventure, Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m. Change Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI Adventure, Spawning now happens every 10 minutes as well as the other spawn types. Adventure, Terrain hill scale changed from 0.5 to 0.4 (less hilly) Adventure mode, In land adventure mode enemies will now spawn at 3km not 5km Map editor, Removed unused HQ settings from the map editor Fix Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed Tracks, Fixed a lot of edge cases bugs in tracks creation Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119] Decorations, The decoration widget position and scale values are now rounded to 5 decimal places Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments Interceptors, Interceptor priority for targets with >120% of their health in incoming interceptors reduced to 30%, instead of >150%/50% Explosions, Fixed some strange explosion behaviour with subConstructs due to multi-threading (undamaged blocks which should be damaged or explosion leaking through subConstruct) [BUGS-4100] I don't usually include this part but it just goes to show how much work goes on behind the scenes by community to improve the various planets. These are updates from the 6th Feb onwards. Campaign blueprints: [Neter] Abactor (DWG): New DWG ship, hard difficulty, replaces Prowler. "The Prowler" in Sal's fleet is another design and will be untouched. Difficulty changed to godly from expert. Removed some unnecessary LWCs, artifacts of a previous version. Hoplite (DWG): Re-added back as an easy design, updated with modern touches. There might be an "old bp" bug that will require it to be rebuilt as a new bp, will do testing. Loggerhead (DWG): Paint/deco updates. Wanda (DWG): Deco updates. Davy Jones Outpost spawn logic has been set to just spawn all possible units. This is to "futureproof" spawning situations when new designs are added. Airship Gantry has been given the Hoplite to possibly spawn as well. Fitzgerald corporation made for DWG but doesn't serve much of a purpose for the time being with the HQ spawn logic. This logic may get improved later when corporations are all fleshed out. Abactor (DWG): Prowler (DWG): Retired from campaign and adventure. Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions. SmokerSM (DWG): See above. Tortuga (DWG): Moved to expert difficulty. Sunfish (DWG): Reintroduced as a small expert thrustercraft; attempts to sit over its target and rain down munitions. Leatherback (DWG): Heavily updated to be a smaller profile but retain similar functionality. Monkey Barrel (DWG): Missile deco added to give it "barrel mines". Also has pivoting helicopter behaviors. The SM version is unaffected. Defender Turret (TG): Redesigned, retains similar functionality. - As a futureproof measure for Adventure, all installations/buildings have had their spawn rates removed for Adventure. - More, if not all cargo craft have had their spawn rate removed in Adventure. Parapet (OW): Difficulty dropped to Expert as intended, from godly. No bp changes. The Repentance (WF): Deco missiles, slight optimization. Harbinger (WF): Completely redesigned; has a large cache of cluster missiles as its primary armament. Thresher Shark (SS): No design changes, fixed some typos in its lore. Aerotyrant (SS): Improved thrust and lift near the rear to improve pitching issue. Impedance (LH): Fixed up-props not working. Astraeus (SD): Miscellaneous fixes and slight shape improvements. Carnage (SD): Overhauled, still retains its original purpose as an AA thrustercraft. Added a Heartstone. Archangel (SD): Difficulty dropped to medium from expert. AI updated to prevent it from falling out of space. It's now classified as a Spacecraft and if they're part of Adventure, I've reduced its spawn rate a little. [AotE] Sand Viper (DWG): Fixed missing armor, added missing paint. Black Mamba (DWG): Increased difficulty for Adventure. Cataphract (WF): Completely redesigned. Saviour (WF): Completely redesigned and slightly different name from Savior; uses melee PACs as its primary armament. Bombard (OW): Redesigned and refit to standards. Oxen: Complete overhaul to get it up-to-date. Nemesis (TG): Redesigned up to faction standards. I wasn't given a detailed list of changes. Paladin (TG): Same as above. Fun to watch it charge at things with a giant lance! [Glao] Updated a typo in the fleet colors for TRD; the red trim was intended to be much darker. Explorer (GI): New thrustercraft design. Not set to replace anything, just an addition to their roster. Fixed AI to recommended settings, removed some blocked thrusters Buzzsaw (GI): Redesigned; still a melee craft but it's now a thrustercraft with more dynamic control. Echo (TRD): New design, replaces Hammer of God. Spacecraft that hovers over its targets to rain down missiles. Gold Turret (OFD): New turret design to replace the original "Cannon". AA turret. Silver Turret (OFD): New turret design to replace the original "Cannon". CRAM cannon. Defender Turret (GI): New turret design to replace the original "Doomcannon". Multipurpose APS cannon. Protector Turret (GI): New turret design to replace the original "Doomcannon". Missile turret. - "Cannon" and "Doomcannon" spawns in fleets have been replaced the appropriate turrets. - At a later time the stationary turrets will be spread out to defend RZs and map locations as well.


[ 2023-02-20 16:58:20 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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