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DevDiaries #84: DevFeedback


Link Hi, friends. This is the right time for another diary with feedback. As usual, we look back to tell what we created from scratch, what we repaired, and what we upgraded. Settings, new features, increasing the size of maps and two returns by your requests: ammunition and BC and rubric with bugs.

Airstrike


About a month ago we added an air strike to the game. And immediately started testing and modifying it. A week later, added different types of ammunition to aircraft. Now adjusting the damage of planes. So that aviation was a formidable opponent, but did not become an easy-to-use ultimate tool. With most units, the air strike copes in one flight, with the heaviest and the most armored of the tanks - in several. But a couple of aerial bombs are a great way to cope with the IS without having serious AT-guns or your own tanks. Hit down the track and finish off with an airstrike is quite a working strategy. You asked several times in the comments about the possibility of choosing the direction of attack for the air strike. The thing is necessary, no doubt. So weve added it. And also taught the AI to use aviation.
The importance of teamwork has also grown due to the advent of attacking aircraft. Most units have always been an easy target without the support of infantry giving an overview. Now you need to protect the allies from the air attack too, so that the value of anti-aircraft guns and allies who have them has grown. We are actively fixing bugs in the air defense behavior, learning to aim and doing fine-tuning of anti-aircraft guns, their damage, aiming speed, detection radius, etc.

Map size


The last few months we have been experimenting with the size of the maps, as there was a feeling that gameplay is something tight. Created a new Champagne map with an area of more than twice the size of the other maps. It was too spacious to play on it though, so according to the test results, we cut it in width and length several times. Until a compromise was reached, which made it easier to apply workaround tactics or organize impudent breakthroughs, but at the same time did not force to play search game all the time. The balance here was important. However, who would doubt?
Link When the map is too large, most of the session goes into training for a strategic triathlon: orienteering, high-speed scrolling, and sports pixel-hunting. The main game mode is about the front line, where the battles do not stop, where you need to hold and win every inch. The ideal size for this game mode is when the team lacks some troops to control the entire width of the map, and the depth allows to hide artillery and the saboteurs to hunt. And, it seems, we found such a size. The gameplay has become more orderly, the war has become more maneuverable, and mobile units have become more valuable. Began to customize the rest of the maps under the new format.

Settings


Of course, we worked on the metagame, usability and tutorials. On this way, a lot has already been passed, but no less has remained. Soldiers: Arena game is quite difficult, both in terms of the metagame and in terms of gameplay. However, hints, tutorials and intuitive controls are desirable in a game of any difficulty level. Hardcore and difficult trials in games are certainly important, but the main test should hardly be the task of picking the sword from the ground or spawning the first squad. So, in recent months we have been working a lot with setting up in-game hints, hotkeys and hot groups. We made hints for the metagame, the commanders constructor and the slot types. We write informational texts about battalions and units, so that it would be possible without Google to figure out which of the PZ III modifications is better suited for your deck.
Link A lot of balanced edits and settings have been made. Here are some:
  • Ammunition ceased to be infinite. We test this mechanic and look for a good solution at this point. Maybe a choice of ammunition and setting up the supply will become a part of managing the battalion process.
  • We continue to configure the tps and fps cameras. This time, machine guns got their legitimate opportunity to conveniently cut down the foes with direct control.
  • Customized the characteristics, weapons and behavior of units. Ordinary snipers lost the bonus to the detection of saboteurs. Jaegers have become more mobile, making it easier to pursue scouts. Reduced health for brandenburgers, and increased for elite snipers. Taught separate infantry squads how to go in the right order - now the commander and heavily armed fighters are walking in the center.
  • Added additional characteristic for tractor units, which determines how fast it moves with attached artillery. For example, the GAZ-67B will receive a small penalty when towing a 53- and much larger when towing something heavier.
  • Refinement of the trenches. Made a new markup visualization, both intuitive and informative. Many bugs were fixed in the behavior of units in the trench and during its assault.

As always fought and won the fights with bugs. In an unequal battle fell the one, that allowed units to ride through anti-tank hedgehogs while using direct control. The family of unit geometry bugs died too. However, it was rather the last favor, than cold-blooded murder. This family seriously suffered in life, turning the units outward, forcing them to move at an angle of 45 degrees to the ground, and run with feet facing backward. But, the saddest thing is that our dear friend is missing in action. It made us shake up and look more cheerful at life. In one of the patches, the camera shake began to work not only from especially large projectiles but also from fragmentation belts of anti-aircraft guns. He was jiggling our screens and shaking out all the sadness. And he also prevented the opponent from aiming, since the screen shook not only at the owner of the unit but also at all who saw the process of shooting fragmental-epileptic shells. Here is the last scene we saw him. R.I.P.
Slightly above we wrote that we fill in the info about the units. In addition to the description of weapons and armor characteristics, we want to see there some interesting historical fact, so that the hint wouldnt be purely technical. And we know for sure that there are fans of the history of World War II among you, guys. If you have a desire to help the development, send to PR@bestway.com.ua interesting facts (with links) that seem to characterize a specific unit. You can send it up to 1.08.2019. Well return the favor and the three best historians will take their keys to the alpha test. Wish you all the best. Germany techtree. USSR techtree.


[ 2019-07-14 12:07:14 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 ]

12.72$ (15%)
11.39$ (72%)
5.99$ (40%)
1.72$ (78%)
16.24$ (35%)
3.75$ (75%)
8.46$ (72%)
10.73$ (17%)
13.40$ (33%)
38.21$ (15%)
9.24$ (77%)
8.49$ (15%)
33.59$ (16%)
20.00$ (50%)
24.89$ (17%)
7.50$ (70%)
2.34$ (61%)
16.96$ (15%)
3.35$ (16%)
31.59$ (21%)
1.67$ (16%)
8.10$ (82%)
19.00$ (62%)
5.09$ (15%)
11.87$ (60%)
10.00$ (50%)
10.65$ (73%)
8.00$ (60%)
2.00$ (80%)
16.52$ (17%)
GAMERSGATE

[ 3395 ]

3.75$ (75%)
1.7$ (83%)
1.41$ (93%)
1.69$ (79%)
0.88$ (82%)
5.0$ (90%)
10.19$ (32%)
3.0$ (80%)
10.91$ (22%)
4.25$ (79%)
1.35$ (89%)
0.87$ (71%)
9.99$ (50%)
0.45$ (85%)
3.6$ (82%)
0.53$ (95%)
6.39$ (20%)
5.4$ (73%)
8.0$ (60%)
0.58$ (92%)
16.19$ (46%)
4.25$ (79%)
4.5$ (85%)
5.0$ (50%)
31.49$ (48%)
4.0$ (80%)
0.6$ (92%)
26.99$ (33%)
17.99$ (40%)
16.0$ (60%)

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