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Stable 3.8.5 released

Hi everyone! Following the Christmas update and some confusion regarding turrets and collisions Nick has spent a bit of time working on them. We are sorry this bug persisted and crept into builds as it did. A contractor and long time player was working on a bug relating to spinblocks and he disappeared, we've waited on him returning to fix things but he hasn't appeared back. We hope he is okay. This has resulted in Nick picking up the work and having to make the changes he did, though he has went further and improved subobject collision checking after reverting the changes in the previous patch. Here is a list of changes and clarifications in the recent update that I hope clears things up. 1. This only affects level 1 turrets, spinblocks and pistons. Once you go further than that you can clip as you always have so no this doesn't affect spin clipping. That is exactly as it always was. 2. As per the image below, if you are on a block causing a problem the green ring will show the radius of the check and the red part will show where the issue lies. If you need to check a subobject for collisions you can also use the tools in the shift + e advanced build tools menu and the debugger there for recording collisions.
3. As per the image below, slopes are now checked for more precisely. So instead of them being classed as a full block they are checked as they look. Some blocks such as intakes also have relaxed rules to allow turrets to turn as they did. It could be we've missed something with this so if you think another block needs this treatment please post in alphatest channel in the discord.
4. This also means you can now armour up your turret wells with slopes where they couldn't have went previously.
5. If you exploited the origin point of beams in order to place longer blocks where they shouldn't have been then you'll need to fix those. You can no longer exploit origin points. Additions APS Visible tracer - length multiplier now editable. Smoke generator - Added steam particle effect as an option. Changes Walkers - Stability will go no lower than 0.8 when a clamping foot is clamped. APS Ammo intake feeder - This is now fully modelled as an appropriately sized (small/simple) mesh for the purpose of the new turret rotation calculations. Fixes [Regression 3.8.3] Fixed an issue with 2 axis turret where the elevation axis would not move if the azimuth axis was not also moving. Pistons - Piston collision check for slopes / corners / plates added, as per turrets and spinners. Pistons - Piston collision checks now cached for performance improvement. Turrets/Spinners - Slight performance improvement when rechecking collision checks after sustaining/repairing damage. [Neter] Excruciator (WF): Entirely overhauled; a high-speed battleship armed with multiple railguns to live up to its name. Godly difficulty, adventure difficulty 60 Spectre (SS): Duplicated text removed from lore. Damacy (GT): Replaced missing block and fixed material allocation. Glaukos (GT): Fixed random out-of-place blocks, added ball turret mounts to S missile turrets, smoothed some of the structure, painted "The One" deco block. Corsair (DWG): Updated propeller logic to lessen chances of pitching and flipping. Lamprey (GT): Deco fix for rail magnets. Parallax (SD): Remade and reintroduced; a fast spacecraft which delivers two huge missiles at larger targets, uses a weak laser to swat smaller targets. Medium difficulty, adventure difficulty 50. Carnage (SD): Aesthetic improvements, including gimbal thrusters. [AotE] Sentinel (OW): Fixed turret rotation, internally overhauled, AI tweaks, and rear was redesigned. Longhorn (OW): Re-enabled spawning in adventure. This was intended sooner and was missed.) Overseer (OW): Overhauled and reintroduced to the active roster. Does it fire a massive cannon shell, or is it a missile? You decide! [Glao] Obsidian (OFD): New plane which replaces the Bomber; a compact plane with a wavy movement pattern with missile arrays and an underslung turreted cannon. Quartz (OFD): New thrustercraft; similar in appearance to the Emerald, but goes all in on a powerful frontal plasma cannon. Conqueror (GI): New thrustercraft; a cannon-focused brute that outlasts foes with its heavy frontal armor and delivers a kinetic barrage in return. Gladiator (GI): New thrustercraft; similar in appearance to the Conqueror but sacrifices some of its cannon power for missile arrays. Fixed turret rotation issues introduced from recent patch for the following designs: Longhorn (OW, AotE) Lucerne (OW, AotE) Chorus (WF) Longinus (WF) Purifier (WF) Redeemer (WF) Retaliator (WF) Slasher (WF) Thrasher (WF) Angstrom (LH) Atriedes (SE, AotE) Scarab (SE, AotE)


[ 2024-01-16 17:28:49 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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    10.5$ (70%)
    1.13$ (92%)
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    1.25$ (75%)
    0.68$ (90%)
    0.51$ (83%)
    0.68$ (89%)
    0.9$ (70%)
    5.17$ (48%)

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