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Patch 0.9.0 - Major engine upgrade and EMP missiles
- Added new EMP missile that temporarily shuts down fighters and turrets - Created new Dominion-freighter variations - Added Dominion-freighter activity to applicable levels - Converted Menace mission to a campaign-mission - Added some radio-dialog to Menace mission (sets up future mission) - Converted Banshee Inspection mission to a standalone mission - Increased pacing of Maki Transit mission - Added Lancer-EMP and Lancer-Medic-EMP gunship variations - Added Phantom-EMP fighter variation - Fixed initial trajectories for playable fighters in most missions
- Upgraded Unreal engine to 4.17.0 (from 4.8.3) - Builds are no longer packaged in PAK files - All objects are now visually culled at long-ranges - Added concept of electrical-power to all ships (for EMP) - Moved save-game logic to a game-instance object - Decoupled many ojects from one another and removed some circular dependencies - Increased use of interfaces to facilitate polymorphic object-interactions
- Improved lighting and colors overall (due to engine upgrade) - Rebalanced lighting in all levels - Shadows are now softer - Fixed some misplaced textures on OBA-outpost - Regenerated and optimized all LODs for every mesh (help me) - Added scanline-effect to HUD - Created new hologram-material (more visual clarity) - Added a space-particle effect to the player-view (helps with gauging speed and direction) - Simplified atmospheric effect on planets - Health-icons no longer shown over hangar-bays - Regenerated the Ishtar dome-mesh to fix geometry-artifacts] - Reduced frigate-explosion particles for optimization
- Added gamma and brightness sliders to the Graphics menu - Created a separate Audio menu - Added a master-volume slider - Moved camera-preference to Controls menu - Redesigned Missions menu background - Updated all mission-preview images - Added a mission-loading screen - First campaign-mission from each faction are no longer locked initially
- Lowered rail-impact volume - Lowered volume of missile-swoosh sound (when homing-missile activates) - Added SFX for electrical shutdowns and reboots - Added SFX for EMP-explosions
- Fixed intermittent background-flickering in some levels - Fixed exaggerated streaks of light in some levels - Fixed issue with AI sometimes following their dropship - Fixed stats for Minesweeper mission being saved incorrectly - Fixed issue with squad-level-waypoints not clearing when player takes control
[ 2017-08-15 20:13:30 CET ] [ Original post ]
Gameplay
- Added new EMP missile that temporarily shuts down fighters and turrets - Created new Dominion-freighter variations - Added Dominion-freighter activity to applicable levels - Converted Menace mission to a campaign-mission - Added some radio-dialog to Menace mission (sets up future mission) - Converted Banshee Inspection mission to a standalone mission - Increased pacing of Maki Transit mission - Added Lancer-EMP and Lancer-Medic-EMP gunship variations - Added Phantom-EMP fighter variation - Fixed initial trajectories for playable fighters in most missions
Core
- Upgraded Unreal engine to 4.17.0 (from 4.8.3) - Builds are no longer packaged in PAK files - All objects are now visually culled at long-ranges - Added concept of electrical-power to all ships (for EMP) - Moved save-game logic to a game-instance object - Decoupled many ojects from one another and removed some circular dependencies - Increased use of interfaces to facilitate polymorphic object-interactions
Visuals
- Improved lighting and colors overall (due to engine upgrade) - Rebalanced lighting in all levels - Shadows are now softer - Fixed some misplaced textures on OBA-outpost - Regenerated and optimized all LODs for every mesh (help me) - Added scanline-effect to HUD - Created new hologram-material (more visual clarity) - Added a space-particle effect to the player-view (helps with gauging speed and direction) - Simplified atmospheric effect on planets - Health-icons no longer shown over hangar-bays - Regenerated the Ishtar dome-mesh to fix geometry-artifacts] - Reduced frigate-explosion particles for optimization
UI
- Added gamma and brightness sliders to the Graphics menu - Created a separate Audio menu - Added a master-volume slider - Moved camera-preference to Controls menu - Redesigned Missions menu background - Updated all mission-preview images - Added a mission-loading screen - First campaign-mission from each faction are no longer locked initially
Audio
- Lowered rail-impact volume - Lowered volume of missile-swoosh sound (when homing-missile activates) - Added SFX for electrical shutdowns and reboots - Added SFX for EMP-explosions
Bugs
- Fixed intermittent background-flickering in some levels - Fixed exaggerated streaks of light in some levels - Fixed issue with AI sometimes following their dropship - Fixed stats for Minesweeper mission being saved incorrectly - Fixed issue with squad-level-waypoints not clearing when player takes control
[ 2017-08-15 20:13:30 CET ] [ Original post ]
ASTROKILL
Doomsday Games
Developer
Doomsday Games
Publisher
2016-05-27
Release
Game News Posts:
45
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mixed
(45 reviews)
The Game includes VR Support
Keyboard & mouse: 1
Gamepad support: 1
Seated: 1
Public Linux Depots:
- ASTROKILL Linux Depot [4.45 G]
A modern space shooter and combat sim
Focused on combat without compromising realism, ASTROKILL is a modern space shooter drawing inspiration from old-school games like TIE Fighter and Freespace 2. Players pilot fighters, gunships, interceptors, and medics (in 1st or 3rd person) from warring factions in ballistic dogfights. Wage war flying for either the sprawling Dominion of Man or the rebellious Outer Belt Alliance!Full-featured space combat
- True 6DoF flight-controls via directional thrusters
- All spacecraft and projectiles obey real-world laws of physics
- Kinetic projectiles deal damage proportional to their relative speed
- Unique shields use anti-gravity to repel projectiles
- Clever and convincing AI with a range of skill-levels
- Fully customizable controls: mouse, keyboard, gamepad, and joystick
Ballistic warfare in zero-G
In the world of ASTROKILL, kinetic weapons dominate the battlefield. Deliver destruction with machine guns, flak cannons, homing missiles and rail guns. You will wipe out entire squads and bring down frigates in glorious explosions. But, be wary of camping interceptors, homing space-mines, and ace-pilots. To succeed in this unforgiving zero-G battlefield, you must master your ship and its weapons. You will blow away spaceships with machine guns, flak cannons, homing missiles, and rail guns.Fly smart, fly hard
To survive, you will master your spacecraft and strategically manage your squad. Command squad-members to guard areas or strictly hold positions. By flying as a medic, you will repair and rearm your fellow wingmen. Protect yourself from enemy fire with anti-gravity. Use asteroids and debris as concealment from enemy-detection. Support friendly capital-ships as they reign down hellfire on enemy-positions. And, above all us, out-maneuver and outgun all who cross your path.MINIMAL SETUP
- OS: Linux or SteamOS
- Processor: 2.8 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GTX 660 or AMD Radeon HD 6800
- Storage: 5 GB available space
- OS: Linux or SteamOS
- Processor: 3.2 GHzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: GeForce GTX 1050 or AMD Radeon RX 460
- Storage: 5 GB available space
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