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v1.4.0 - The Firmware Update

After a long period of hard work, I'm happy to release the 1.4 patch. The primary focus of the patch was to balance some abilities, but there are a slew of bug fixes and some cool new features as well!

Customizable color palette


  • Custom Colors: In the options screen, you can specify a custom set of 4 colors used by the players and all in-game effects (shots, disturbances, etc). These are local-only, so each client can specify and see their own preferred color palette. This is the first step towards better accessibility for color blind players, and in future updates I'll be working to ensure that viable color combos exist for the most common types of color blindness.

Ability balance changes


  • Aether: Aether's spam cooldown was slightly increased, and it appears after his first ground pound now instead of after two. It was previously too easy for Aether to pound twice with little-to-no escape options for the opponent, and this rewarded abusing his ability.
  • Selene: Selene's jump time has been slightly increased. Since she is invulnerable during her jumps, she would quite easily be able to avoid incoming fire without enough time for opponents to react to poorly-timed leaps. While the adjustment is slight (0.1s longer), it makes a difference in many situations.
  • Phoebe: While Phoebe is versatile she was somewhat balanced already. However, she could technically avoid dangerous situations infinitely, with no penalty, if she chose. While this didn't guarantee victory, it did mean that she could create stalemates until she decided to engage. The new limit of 3 teleports per portal ensures that she has to strategically place a new portal after using it a few times. Note that this doesn't apply to teleporting shots - that is still unlimited.
  • Proteus: Proteus' previous iteration had many issues, but what stood out in particular was the high versatility, lack of focus/identity, and overlap with Aether's ability. The drone could previously be used as a moving shield, a tracking revealer, and a mobile ground pound. While he wasn't exactly overpowered, it was too easy to abuse this versatility in many situations. The new Proteus design solves these issues and provides a more cohesive, fun, and unique ability that concentrates on the core of revealing opponents.
Special thanks to the Discord channel moderators who helped test, refine, balance, and brainstorm the ability changes - especially the Proteus change, which was a particularly difficult game design challenge. Thanks to all of you as well for following Invisigun on this journey! Here is the full changelog:

Balance Changes


  • Proteus: Drone reworked from the ground up
  • Proteus: Drone deployment time reduced from 0.4s to 0.25s
  • Proteus: Drone no longer automatically follows targets
  • Proteus: Drone reveals, slows, and tags players in range
  • Proteus: Drone provides distance and direction indicators on any tagged players
  • Proteus: Activating again will reveal & slow tagged players 3 times in a pulse
  • Aether: Activations before cooldown reduced from 2 to 1
  • Aether: Cooldown increased from 0.375s to 0.5s
  • Phoebe: Can teleport 3 times, then the portal is destroyed and must be re-created
  • Selene: Jump time increased from 0.5s to 0.6s

New


  • Choose your own character color palette in options
  • New controller support: Hori Fighting Commander 4 (Mac, Windows)
  • The options menu item shows an icon when it has new features
  • Lobby shows indicators when remote players are choosing a chat message

Updates


  • Security camera behavior improvement (prioritize new targets based on motion)
  • Security cameras track players slightly faster
  • Clarified shorthand units in the UI (like "s" for seconds)
  • Improved meteor trail visuals
  • You can quickly scroll through chat message selections by holding down the input
  • Scanner Drone trim matches owner's color
  • Run speed initial multiplier reduced from 1.4 to 1.35
  • Slightly adjusted ambient SFX compression during loud sounds
  • Updated scanner drone radius visuals
  • Added dev footnote to Sombr Studio splash screen
  • Tall weeds no longer slow down projectiles
  • Tall weeds rustle audio cue is at a lower volume when caused by projectiles
  • Adjusted options menu layout
  • Windowed resolution shows the actual sizes in options
  • Updated scanner drone audio cues
  • Security camera detection radius reduced to the immediate 8 surrounding tiles

Fixes


  • Fixed replay indicators showing up for dead players inside igloos
  • Fixed meteor drop speed compensation for frame rate
  • Complete sorting pass for everything in the game
  • Fixed code reflection error causing some log spam
  • Fixed ground pound damaging objects with trigger radii
  • Fixed proximity gate activation by bumping into an object adjacent to it
  • Fixed particles initialization issue with projectiles
  • Fixed failure to focus and remap keyboard layout controls in options
  • Fixed destruction of meteor particle trails on impact
  • Fixed post-match UI focus for Guest Edition hosts
  • Fixed Epi with Silent Steps making a fake step when toggling the Ghost
  • Fixed post-match map selection after a specific map is chosen from all planets
  • Selene is still tracked by a scanner drone while she is airborne
  • Fixed instances of deactivating the Ghost revealing Epi
  • Fixed bot information on player selectors while bots are joining
  • Fixed edge case that could sometimes prevent step FX from showing up
  • Fixed bounds check on statistics
  • Fixed shorter stun situations overriding pre-existing longer stun situations
  • Fixed possibility for players to push through each other after repetitive bumps
  • Fixed Bubble Shield incorrectly preventing soft-stun in non-bump situations
  • Fixed remote clients being able to spam the ready input before a round
  • Fixed cases where bots could still fire while frozen
  • Fixed case where the wrong bot could sometimes earn a point in Challenge Mode
  • Fixed cold breath effects vertical position on Glaciarii maps
  • Fixed some UI text layout issues with menu items
  • Fixed animated spinner graphic in post-match waiting-for-host UI


[ 2017-06-14 02:47:50 CET ] [ Original post ]



Invisigun Heroes
Sombr Studio
  • Developer

  • Sombr Studio
  • Publisher

  • 2017-02-08
  • Release

  • Action Indie Strategy Casual Singleplayer Multiplayer
  • Tags

  • Game News Posts 35  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Very Positive

    (395 reviews)


  • Review Score

  • http://www.sombr.com
  • Website

  • https://store.steampowered.com/app/375750 
  • Steam Store

  • The Game includes VR Support



    Invisigun Heroes - Linux [255.28 M]

  • Public Linux depots

  • Invisigun - Soundtrack
  • Available DLCs

  • Invisigun Heroes is a multiplayer, single-screen stealth battle arena with a twist: everyone’s invisible! Predictable grid-based movement ensures that you know where you are, but other players don’t. Vigilance is key as environmental tells such as footprints and other disturbances will point out careless cadets. Using special abilities and firing your Invisigun will also momentarily give you away. Along with items and powerups, these mechanics reward stealth, trickery, reflex, forethought, deception, bluffing, and awareness. A variety of lovingly-made environments, maps, game modes, and abilities combine for high replayability and a deep path to mastery.


    • Compete with up to 4 friends or bots on a single screen
    • Mix and match local and online players
    • Control your hero using gamepads or the keyboard
    • Enjoy hand-crafted pixel art made with care
    • Battle your friends using a variety of heroes, each with unique special abilities
    • Explore 50 maps spread across 5 planets, each with unique interactivity, hazards, and weather effects
    • Choose from a variety of game modes playable on every map for deep replayability
    • Customize the game mode conditions with match modifiers
    • View hilariously revealing instant replays that expose tactics
    • Save instant replays as animated GIFs
    • Groove to the custom pulsing, ambient soundtrack composed by Paper Sound


    • Survival: last hero standing wins a point each round
    • Hunter: every kill earns a point
    • Zone Control: maintain control of a small area to score points
    • Deadline: most kills within a time limit wins
    • Carrier: survive the longest while carrying the token
    • Land Grab: claim the most territory on the map to win
    MINIMAL SETUP
    • Memory: 2 GB RAM
    • Graphics: OpenGL. 512 MB+ VRAM
    • Storage: 475 MB available spaceAdditional Notes: 64-bit required
    RECOMMENDED SETUP
    • Graphics: 2.5 GB VRAMNetwork: Broadband Internet connection
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