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Da Vinci Patch Notes


New Feature - Creative Mode Creative Mode features a set of new game rules that allow you to enjoy a simpler playthrough with endless resources and everything unlocked. Added a Creative Mode option in the main menu which has these game rules on by default. • Easy Maintenance - Buildings don't malfunction due to lack of maintenance • Easy Research - Start with additional 3000 Research per Sol and all base techs revealed • Fast Rockets - Rockets travel ten times faster • Fast Scanning - Sector scanning is ten times faster • Free Construction - Buildings don't require resources to be constructed (they still have construction time) • Iron Colonists - Colonists can't lose Health or Sanity below 50 and they cannot become Earthsick • More Applicants - 500 additional applicants • Overfunded - Start with $100,000 M Funding Some of the new rules disable all Achievements. New Feature – Desired Amount in depots & storages You can now set a desired amount in storages and depots. Drones will try to keep at least the desired amount of resources in depots and storages taking resources from other storages if need be. • New UI – reworked the UI of depots and storages to allow the enabling/disabling of resources in depots more easily. The player can also enable/disable resources in all depots of the same type via Ctrl + Click Changes to Power Networks • Adjacent power producers & consumers will now connect to each other without the need for a cable. New Feature – Follow Camera for vehicles and colonists Follow camera is activated from the selected unit infopanel. Follow camera removes all UI until deactivated. Balance Changes • Reworked default initial rocket cargo for all sponsors to include a Stirling Generator prefab and more drones to allow for faster starts • Reduced the construction cost of many buildings to reduce the amount of resources being carried by drones and improve game pacing • Increased speed of drones by 20%, techs that increase speed of drones have their effects slightly reduced • Drone battery capacity increased to reduce how often drones need to recharge. Initial battery of drones randomized to avoid having all drones run out of battery at the same time • Reduced fuel needed to refuel a rocket to 50 (30 with tech). Paradox sponsor is down to 80(60 with tech) • Shuttles require less fuel to operate • Reworked applicant generation so the starting pool of applicants is of greater importance. Sponsors with larger starting pools will continue to have more applicants down the line. • Increased the effects of the Celebrity and Genius trait but they now have requirements – Genius colonists will grant research points if their Sanity is high (in the green); Celebrity will grant funding if their comfort is high (in the green). • Electronics Factory now requires maintenance of 2 Machine Parts instead of 3 Electronics • Increased power consumption of Polymer Plant & Electronics Factory to 10 • Reduced maintenance of Smart homes • Outsourcing is now limited to five orders at one time • Tourist trait has been reworked - it now grants 10M funding when the colonist arrives. The tourist stays for 5 Sols and then leaves (on the next rocket to Earth). When the tourist leaves Mars they generate 2 new tourist applicants. • Working medical buildings provide birth rate boost bonus for the next 24 hours. • Added new commander profile: City Mayor – 2,000 M additional starting Funding; buildings require upkeep less often; bonus tech: Mars Nouveau (building costs in Metals & Concrete are reduced by 20%). • Added new game rule – Increased Production – base production of all resources is doubled • Endless Supply game rule now lowers difficulty by 200 (instead of 25) • Chaos Theory game rule now lowers difficulty by 50 instead of increasing it Changes to Disasters • Cable faults and Pipe leaks now happen only during dust storms or as a result of dust devils and meteor strikes. Their effect has been increased but the repair time is much quicker. • A popup message describes the effects of disasters the first time they trigger in each playthrough • Solar Panels are now disabled during Dust Storms and automatically close down • Buildings left without power during a Cold Wave now freeze 3 times slower (after 24 hours, was 8 hours) • Health and Sanity damage, suffocation, dehydration, and freezing effects from disasters are now randomized– colonists will now die or have a sanity breakdown gradually during an emergency rather than all at the same time when time runs out. • Lightning Strikes during Electrostatic Dust Storms have been fixed and will now disable buildings for 24 hours rather than 4 hours. They will also drain power accumulators they hit. General Fixes • Added new construction colorization of building placement cursor - orange - to indicate possible placement of a building outside drone controller range • Autosave Count and Interval settings added in Options > Gameplay • Buildings inside a Dome are turned off when the Dome is turned off • Colonists can now eat from stockpiles in connected domes when starving • Night shift Sanity loss introduced for training buildings • Fix for passages not returning resources when salvaged • Terrain is properly restored after demolishing a Geoscape Dome • The Stirling Generator will no longer take more dust than intended • Funding is now properly modified by global modifiers • Large Water Tank now freezes and defrosts for the same time as the basic water tank • Constructions in Domes are no longer affected by cold areas • Fixed the Renegades counter in Infobar • Supply grid now properly reconnects through a Passage • Fixed unintended disabling of some buildings by Ion storms UI • GDPR notice removed. Rejoice! • Fixed various scrolling problems. UIs are now scrollable instead of using pages • Added new keybindings for tilting the camera up and down - F, G • Clicking on icons in the Info Bar now cycles through stored resources, free jobs, free residences, unemployed and homeless Colonists • Wind Turbine production boost during Dust Storms is now indicated in the info panel • Command Center graphs timely update • Renegade morale no longer visible in Command Center • Trait selection in Schools fixed • Yellow decals no longer remain stuck on the martian surface • Added "Low Storage" notifications and removed duplicate other notifications "Domes without Life Support" notification replaces separate notifications about dome problems • Added list of problematic buildings as rollover of the "Buildings not working" notification • All ground vehicles are collectively called "Rovers". The old "RC Rover" is now named "RC Commander" • Changed displaying of Collaboration loss in Research buildings • Power percentage is no more visible for pinned Rovers after Rover Command AI gets researched • Fixed Ctrl+click not setting desired specialization in all Martian Universities • Added resource conversion ratio in the infopanels of Factories • Added Queue first option in the Sector scanning queue • Added Disabled residential slots stat in the Info Bar • The Info Bar now lists the different sources of Funding for the last Sol and how much Funding was gained from them • Added space communism Mods • Added Radio Station ModItem and related documentation


[ 2018-08-06 08:53:10 CET ] [ Original post ]



Surviving Mars
Haemimont Games
  • Developer

  • Paradox Interactive
  • Publisher

  • 2018-03-15
  • Release

  • Strategy Singleplayer
  • Tags

  • GameBillet

     6.63 /

     

     
    Game News Posts 112  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (15388 reviews)


  • Review Score

  • https://store.steampowered.com/app/464920 
  • Steam Store

  • The Game includes VR Support



    Linux [144.85 M]Picard (1498760) Depot [157.66 M]

  • Public Linux depots

  • Surviving Mars: Space Race
    Surviving Mars: Mysteries Resupply Pack
    Surviving Mars: Deluxe Edition Upgrade Pack
    Surviving Mars: Green Planet
    Surviving Mars: Marsvision Song Contest
    Surviving Mars: Colony Design Set
    Surviving Mars: Project Laika
    Surviving Mars: In-Dome Buildings Pack
    Surviving Mars: Below and Beyond
    Surviving Mars: Mars Lifestyle Radio
    Surviving Mars: Revelation Radio Pack
    Surviving Mars: Future Contemporary Cosmetic Pack
    Surviving Mars: Martian Express
  • Available DLCs

  • Colonize Mars and discover her secrets, with minimal casualties.



    Welcome Home! The time has come to stake your claim on the Red Planet and build the first functioning human colonies on Mars! All you need are supplies, oxygen, decades of training, experience with sandstorms, and a can-do attitude to discover the purpose of those weird black cubes that appeared out of nowhere. With a bit of sprucing up, this place is going to be awesome!

    Surviving Mars is a sci-fi city builder all about colonizing Mars and surviving the process. Choose a space agency for resources and financial support before determining a location for your colony. Build domes and infrastructure, research new possibilities and utilize drones to unlock more elaborate ways to shape and expand your settlement. Cultivate your own food, mine minerals or just relax by the bar after a hard day’s work. Most important of all, though, is keeping your colonists alive. Not an easy task on a strange new planet.

    There will be challenges to overcome. Execute your strategy and improve your colony’s chances of survival while unlocking the mysteries of this alien world. Are you ready? Mars is waiting for you.

    Main Features:

    Building a sustainable colony in space:

    Building on a planet not fit for human life challenges you to build a smart, functional colony. Bad planning isn’t about traffic jams, it’s about survival of your colonists. You really don’t want rolling blackouts in a city constructed in a place without oxygen.

    Individually simulated colonists:

    Each colonist is a unique individual with problems and strengths that influence the needs and behavior of the other colonists. Things can get really interesting if your chief scientists develops alcoholism after one too many long nights in the lab.

    Futuristic Space Dome construction:

    Retro-futuristic super structures housing colonists, factories and commercial buildings with their own “neighborhood personality.” Create colonies that value science over everything else, while tired workers drink their pay away at a local bar, or attempt a utopia among the stars.

    Exploration of Mars’ secrets:

    Inspired by the classic sci-fi of Asimov and Clarke, Surviving Mars holds many secrets. During each playthrough players may encounter one of Mars’ individually crafted mysteries. Uncovering these secrets might bring your colony great fortune, or terrible ruin. What is that sphere that manifested itself outside colony HUB B, and is it friendly?

    Randomized research tree:

    Combine static and random research through experimentation, which allows for a different experience for each journey through the game. Attain new scientific breakthroughs by exploring the uncharted terrain of Mars's surface.

    Unique retro-futuristic aesthetic:

    A sleek, modern take on the bright futurism of the 1960s. A time of exploration and adventure.

    Expansive mod support:

    Craft your own fantastic buildings, parks or even a mystery to share through Surviving Mars’s extensive and convenient modding tools. Share your finest creations with the community to build the perfect society.
    MINIMAL SETUP
    • OS: Ubuntu 16.04 x64 or newer
    • Processor: 4th Generation Intel i3 CPU or equivalentMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: OpenGL 4.5 (GeForce 600/AMD Radeon 7700 or higher) with 1GB of video RAM
    • Storage: 6 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 16.04 x64 or newer
    • Processor: Fast quad-core CPUsMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: GeForce 970-level GPU with 4GB of video RAM
    • Storage: 6 GB available space
    GAMEBILLET

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    GAMERSGATE

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    8.44$ (66%)
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    FANATICAL BUNDLES

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