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DevDiaries #49: Even More FeedBack


Hi, friends. The last time we posted [url = http: //steamcommunity.com/games/421010/announcements/detail/1455080932981238358]feedback diary[/ url] almost two months ago. During these two months, we have changed a lot in game balance, defeated lots of bugs and introduced several worth saying features that aren’t big enough to write a full diary about. Now Soldiers: Arena is already in the phase when the main functionality is almost ready and some time has been freed up for non-critical, but still important, changes which we want to implement before the start of of Early Access. We did the context menu of actions for the selected unit and began to configure it. By holding the LMB on a target or surface, you will bring up a menu that shows possible actions for this target / surface. We continue to supplement statistics and information with the outcome of the battle. Now you can see how much damage in the session caused each type of your units, how many opponents he killed, how much experience he got etc. In near future we want to add the win rate for each unit. Added a menu of quick chat phrases, without reference to the point on the map and markers. Pressing Y, you can wish 'Good luck' before the fight, scream 'Help' into the emptiness of you teammate’s hearts, give the ‘Attack’ order which your allies most likely will ignore :) We also changed the loading screen and started creating hints for it. It will show you a screenshot and information about the specifics of use and technical characteristics of units, tactical decisions, features of the game mode, etc. This is how the working version of the new loading screen looks like.
Changed the logic of behavior and movement of the new infantry squads. Now they are moving in the given direction until someone starts to shoot them. Having encountered resistance, they will lie down or crawl into the hideout if there any in close proximity. A few seconds after the cessation of the shelling, the squad will stand up and continue moving. Independent infantry squads began to take into account the forces of the ally and the enemy on the territory closest to them. Having received the order to attack the fortified positions without adequate support, this squad will lay down and will hold the position. In order for them to begin the offensive, you can either eliminate the threat, or bring more forces to the attack zone, or send them to kill themselves in an irretreivably stupid (or brave) attack by using the ‘Charge’ order. Also we have added ‘Entrench’ order, after receiving which, the detachment will begin to dig trenches and dig into the ground. We also:

  • Created a new commander with an emphasis on anti-aircraft guns, which is especially good now in countering light tanks and armored vehicles.
  • Gave the ability to land at any point of the map some paratroopers, including in enemy territory.
  • Had been working the damage of shells, the chances of one shot kill using the armor-piercing projectiles, the principles of high-explosive and fragmentation action. Now the damage from the high-explosive action on the infantry is considered separately. Damage from high caliber shell also ignores the protection from shelters, trenches, buildings in the epicenter and close range of the explosion.
  • Added dependence on the position of the fighter when calculating the shell damage. The clever and attentive infantryman had time to lie down and survived the shelling. And his inattentive standing comrade - no.
  • Removed annoying braking for vehicles overriding the small stumps and fences when using direct control.
  • Set up the rotation angles and path search for some units so they did not have to deploy the field headquarters and gather a military council to solve the problem of 'bypassing the stone'.
  • Added new models, including Panzerjäger I from the cover and a five-tower infantry annihilator T35.

As always we fought with bugs. Minesweepers, for example, exploded on mines. The shells, not wanting to restrain themselves with frames, fell outside the circle of dispersion, saying decisive ‘No’ to conformism. Improvements almost always give birth to bugs. For example, after some works on optimization of tanks movement and target selection, the AI ​​became so clever that, having mastered the essential works of humanist writers, refused to fire on most targets, and often did not even turn the barrel toward the enemy, so as not to inflict either physical or even moral trauma. And the blast wave from the explosive action of the projectile, rounded the component of the armor closest to the epicenter of the explosion and inflicted damage through the hatch cover or some other weak point. Although we have not written about this for a long time, but we are constantly working on replacing effects and animations. The gif below shows special effects from the explosion of the Sturmtiger projectile. New models of vehicles and cannons received animations of interaction with them: climbing to the armor of the tank, animations for additional units in the increased artillery crew. Added animations for infantry, lying down after running with different types of weapons, installation of AT-hedgehogs, barbed wire, barriers from bags, repair techniques, some idle and death animations. Added textures of burning iterations for trees, shrubs, vineyards and much more. Wish you the best as usual!


[ 2017-10-19 18:32:57 CET ] [ Original post ]

Soldiers: Arena
Best Way Developer
Best Way Soft Publisher
To be announced Release
Game News Posts: 122
🎹🖱️Keyboard + Mouse
( reviews)
The Game includes VR Support
Soldiers: Arena will take you to the battlefields driven by the largest and bloodiest conflict of all time - World War II. This is the height of war, this is the time for real heroes.

Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.

Features:

  • Revival of the “Men of War/Soldiers” game series. This multiplayer tactical RTS absorbed the best of the original series, favourite of players all over the world.
  • Huge roster of units. Within a single game session, players will have access to a large number of unique units for every nation: tanks, vehicles, infantry and artillery of various types.
  • The “Direct Control” mode. This mode provides the ability to play from the third person for any unit in the player’s army. The movement of the unit, firing the various guns, control of ammunition types, etc. all relying and directly controlled by player and thus the game conveys tactical action in it’s very essence.
  • Destructible interactive environments. During the battle almost any object of the game can be destroyed or set on fire. Furthermore, all objects, including craters from explosions, may be used as cover.
  • Atmosphere and realism. Even in large-scale game battles, it is necessary to take into account factors such as the supply of fuel and ammunition of each single unit. The precense of inventories for each unit limits the number and size of transported objects. Guns’ accuracy and penetration decreases with distance. Tired soldiers reduce the movement speed during long crossings. The influence of these and many other factors makes possible to reproduce the battles of World War II with a adequate degree of realism, most involving the player into the atmosphere of heated battles of the past.
  • Modular realistic damage system. Any vehicle, regardless of its type, is composed of a set of modules that can be broken or destroyed. Types of ammunition, characteristics of guns, shooting distance, angle of armor, armor plate thickness and the threshold of material fatigue are taken into account, when calculating the piercing capability and damage caused to each of the component. Additionally, there are calculations of the probability of detonation of ammunition, engine fires, damage to wheels or tracks (which leads to immobilization of combat units). If a component is not destroyed, it can be repaired.
  • Wide range of opportunities for infantry. Intelligence, combat, capture and repair of equipment, installation of anti-personnel and anti-tank obstacules of different types, construction of protective structures, health treatment, cover usage, ability to change through primary and secondary weapons, capture of buildings and territories.
  • Great number of different types of weapons and ammunition. Pistols, submachine guns, machine guns, rifles and carbines, various types of grenades, dynamite, mines, knives and other items of equipment that are unique to each nation.
  • Advanced Artificial Intelligence (Advanced AI). Infantry’s behaviour based on the feedback information from their own sensors (vision and acoustics), as well as allies’ signals. This allows the use of diversionary tactics, sending scouts into the enemy's rear, as well as to open the visibility with the help of special devices - observation towers, binoculars, telescopic tubes and sniper scopes. The morale of the infantry depends on the balance of forces on the battlefield - the soldiers may decide to advance or to withdraw from the fight.
  • Conceptual new interface for convenient control.
  • Enhanced game engine Gem2. Reworking of the game engine allows to provide a new level of graphics, the implementation of new and improvement already familiar to users game mechanics.
  • OSX, Mac. Linux support.
  • Full Steam support. Matchmaking, workshop, steamcloud, tradecards, achievments, steamstats, inventoryitems.

MINIMAL SETUP
  • OS: Ubuntu 12.04
  • Processor: 2 GHz Intel Dual CoreMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatibleNetwork: Broadband Internet connection
  • Storage: 5 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 15.04
  • Processor: Intel Core i5-2.5GHzMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
  • Storage: 5 GB available space
GAMEBILLET

[ 6138 ]

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GAMERSGATE

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4.4$ (78%)
3.0$ (90%)
0.58$ (92%)
8.99$ (55%)
26.99$ (46%)
26.99$ (10%)
3.83$ (74%)
4.0$ (80%)
3.75$ (75%)
13.99$ (30%)
2.0$ (90%)
4.95$ (67%)
2.5$ (50%)
10.0$ (75%)
3.0$ (85%)
1.5$ (90%)
6.0$ (90%)

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