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Friday Blog 214 - Deep Testing


Some new meshes Zun has been extensively testing the internal 0.9.0 dev build. He too is very happy with the new features and overhauled tech tree! At its core, 0.9.0 is much improved compared to the public 0.8 version. But, before we open up the dev build to a wider audience, were going to need a bunch of refinement. One of the sore spots is the UI. New features often received ugly, bare-bones, rudimentary UIs. Theyre useful for testing, but not intuitive and clear. Some older features, like distributing luxury meals, have been scrapped, but their UI is still lingering around and making things confusing. Were working on fixing that up. Weve continued to convert UI-jobs into item-jobs. What that means, is that instead of using the command tool to place a glowy outline which attracts a worker, youve actually got to produce a physical item which summons a worker to perform its job. Weve had cube-blocks, 1x1x1 cubes which attract a worker to work next to the item, but weve now got jobs where the mesh is actually standing on the same block as the worker. For example, the water gatherer is now summoned by physically placing a special bucket-like item on a block, and the water gatherer will then work on top of that block, standing next to the visible buckets. [Note: we've actually had "colonists working in the same 1x1 area as the mesh" before! The 2015 Greenlight build had it for both miners and guards, and 0.1.0 still had it for archers. That changed later in 2017]
There are a lot of small adjustments we want to make to the tech tree due to Zuns test. Some examples. Zun quickly recruited a lot of colonists without advancing much in the tech tree. He hit the 100-colonist-limit, and needs 250 ColonyCoins (WIP-name) to increase that limit. Problem: the default ColonyCoin limit is 100, and has to be expanded by building and placing lockboxes. They can only be built by the engineer, which required some more tech tree unlocking by Zun, but that was hard to do while unable to recruit new colonists. Zun managed to solve the problem by rearranging existing workers, but relatively new players shouldnt be expected to solve a complex issue like that at the start. Were planning to fix it by adding the lockbox recipe to the blacksmith at his anvil, which is unlocked significantly earlier than the engineer. We might also make the first colonist-limit-upgrade cheaper than the ColonyCoins-limit.
0.9.0 focuses a lot on the Stone > Copper > Bronze > Iron transition, with each material being more efficient, with Bronze being very expensive but also very powerful and durable, while Iron is cheaper, less amazing but more cost-efficient. Bronze initially requires the purchase of tin, which is very costly. I wanted to make bronze continuously important, so its used in expendable items: ammo and tools. But this can become very confusing for players who dont know exactly how all the mechanics and production streams work. They want to craft something important and permanent from bronze, like a jobblock, but all the rare and expensive bronze ingots theyve got immediately get turned into bronze tools or bronze bolts, which are instantly distributed or fired away. It also means that guards which rely on bronze ammo are unreliable: if you don't buy tin, they become useless. Were considering removing expendable bronze items entirely, but are still weighing alternatives. At first, traps were unlocked in the Iron Age. We wanted to introduce this feature earlier, so you can now build dropper traps in the Copper Age. They have to be built above monsters, which is hard to do at scale without building narrow mazes. As a replacement for disposable bronze ammo for guards, Zun suggested bronze traps that shoot to the side. That makes it a lot easier to hit monsters, and doesnt require players to continuously purchase tin: the ammo wouldnt need bronze. Were working on dozens of small and medium-sized issues like this, and well believe theyll make 0.9.0 much more intuitive. When thats done, well start expanding the beta.
An example of a small portion of all the things-to-fix we encountered Before the full, public release, there are some content/feature things wed still to add. The Mission System and an improved Notification System should help a lot to introduce players to 0.9.0 and the game in general, and to better manage their much larger colonies and outposts. Wed also like to expand the Iron Age and add some extra ages to make full use of the outpost system and to have a serious challenge for advanced players. With all main features already introduced and functional, adding more content shouldnt be too hard. Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord


[ 2022-02-18 15:15:46 CET ] [ Original post ]

Colony Survival
Pipliz Developer
Pipliz Publisher
2017-06-16 Release
Game News Posts: 259
🎹🖱️Keyboard + Mouse
Very Positive (7274 reviews)
The Game includes VR Support
Public Linux Depots:
  • Linux 32-bit [97.57 M]
  • Linux 64-bit [96.17 M]
Build your own village, castle or city and populate it with colonists! Let guards, farmers, miners, foresters, bakers, smelters and artisans work for you. After the sun has set, most colonists will go to bed, but the enemy awakens. A horde of monsters will assault your colony and try to slaughter you and your villagers. Defend your colony with walls, moats and guards!
  • Multiplayer support: play with friends and strangers!
  • Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
  • Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
  • Support for textures and language packs created by players
  • Dynamic lighting and eye adaptation
  • Voice your suggestions and be part of the development of Colony Survival!

MINIMAL SETUP
  • OS: Ubuntu 12.04+. SteamOS+; 64-bit
  • Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalentMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Intel HD Graphics 5000. 1280x720 display
  • Storage: 300 MB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
RECOMMENDED SETUP
  • OS: Ubuntu 12.04+. SteamOS+; 64-bit
  • Processor: Intel i5-2300 (2.8 GHz quad core) or equivalentMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX 750 or equivalent. 1920x1080 display. supporting openGL 4.2+Network: Broadband Internet connection
  • Storage: 1 GB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
GAMEBILLET

[ 6089 ]

9.93$ (17%)
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7.64$ (15%)
1.05$ (92%)
16.39$ (18%)
25.47$ (15%)
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1.47$ (87%)
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20.72$ (17%)
5.11$ (66%)
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1.69$ (15%)
39.99$ (20%)
7.50$ (70%)
59.39$ (1%)
16.97$ (15%)
6.40$ (79%)
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49.79$ (17%)
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3.00$ (70%)
11.89$ (15%)
GAMERSGATE

[ 3241 ]

8.0$ (60%)
2.5$ (90%)
2.5$ (50%)
6.0$ (70%)
2.5$ (75%)
1.69$ (79%)
3.0$ (50%)
7.5$ (70%)
0.45$ (85%)
0.68$ (77%)
10.0$ (60%)
0.85$ (83%)
6.25$ (75%)
4.95$ (67%)
26.99$ (10%)
3.59$ (40%)
2.0$ (90%)
9.89$ (34%)
2.0$ (80%)
0.89$ (87%)
4.4$ (78%)
12.99$ (35%)
10.49$ (48%)
21.75$ (56%)
10.49$ (48%)
5.4$ (73%)
5.0$ (75%)
3.38$ (62%)
1.17$ (90%)
4.56$ (89%)

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