▶
Patch 0.9.5 - New missions, improved AI, and many gameplay fixes
- Added new mission Fury to end of Dominion campaign - Added new mission Guardians to beginning of Outer Belt campaign (replaces mission Maki Transit) - Added "rearm" squad-command (squad-members can be directed to rearm) - Added a laser super weapon (available in the Fury mission) - Most missions now have clearly marked objectives - Homing missiles will now change targets in mid-flight (if a better target presents itself) - Dead pilots can now be shot multiple times before being vaporized - Less damage is taken from collisions with ships, asteroids, etc. - Increased muzzle-velocity of flak-projectiles - Increased homing-velocity of missiles - Decreased laser-ammo capacity in all interceptors - Rebalanced all missions to reflect their difficulty level - Improved placement and variety of initial ship-selection in all missions - Enemies are smarter in many different ways (see AI section)
- Added "hunting" behavior to AI (will seek and destroy in direction of enemy fire if source is unknown) - Laser-fire now contributes to AI-suppression - Pathfinding-obstacles are now navigated more closely by AI (size of obstacles taken into account) - AI skill-levels are now more pronounced (especially with regards to weapon usage) - Rearming in hangar-bays is now performed much faster - Speed-limits are now properly adhered to by AI - AI now moves on an intercept-path when chasing targets (less likely to orbit a target) - Squad-leader now handles waypoint-movement exclusively while squad-members follow (squad-formations maintained more often) - Squad-members will no longer follow a rearming squad-leader - AI will no longer flee in the middle of a fight (unless it is entirely out of ammo) - AI will now attack eachother even while out-of-bounds - Turrets without LOS are no longer be targeted by fighters - Fighters engaged in a dogfight are now much less likely to collectively accelerate off-map - AI will lead targets a bit more to compensate for their brain-wave interval
- Tracer fire is now visible from much longer distances - Damage and kills to dead pilots are now shown on the cockpit-crosshair - Added blood-spray effect for non-lethal damage to dead pilots - Smoothed out movement of leading crosshair
- Added sound-effects for capturing and losing objectives - Improved playlists to increase musical variety
- Added "stats" button and menu that displays global stats - Added joystick-dropdown that loads presets for specific joysticks (very limited list right now) - Added an arrow that visually correlates the joystick-axis fields with the joystick-axis readouts - Gameover-menu can now be closed by pressing Esc
- Fixed issue with hangar-waypoints that caused AI to stop in the middle of hangar-bays - Friendly-fire no longer contributes to accuracy-stat - Fixed targeting issue in turrets that caused turrets to rarely attack other turrets - Fixed issue with Boreas frigate not detecting hostiles (improperly sized proximity-sphere) - Corrected erroneous distance to hostile-targets (caused illogical AI decisions) - Fixed issue that allowed rejected sound-effects to linger without being destroyed
- Upgraded engine from 4.18.2 to 4.18.3
[ 2018-01-25 20:50:37 CET ] [ Original post ]
Gameplay
- Added new mission Fury to end of Dominion campaign - Added new mission Guardians to beginning of Outer Belt campaign (replaces mission Maki Transit) - Added "rearm" squad-command (squad-members can be directed to rearm) - Added a laser super weapon (available in the Fury mission) - Most missions now have clearly marked objectives - Homing missiles will now change targets in mid-flight (if a better target presents itself) - Dead pilots can now be shot multiple times before being vaporized - Less damage is taken from collisions with ships, asteroids, etc. - Increased muzzle-velocity of flak-projectiles - Increased homing-velocity of missiles - Decreased laser-ammo capacity in all interceptors - Rebalanced all missions to reflect their difficulty level - Improved placement and variety of initial ship-selection in all missions - Enemies are smarter in many different ways (see AI section)
AI
- Added "hunting" behavior to AI (will seek and destroy in direction of enemy fire if source is unknown) - Laser-fire now contributes to AI-suppression - Pathfinding-obstacles are now navigated more closely by AI (size of obstacles taken into account) - AI skill-levels are now more pronounced (especially with regards to weapon usage) - Rearming in hangar-bays is now performed much faster - Speed-limits are now properly adhered to by AI - AI now moves on an intercept-path when chasing targets (less likely to orbit a target) - Squad-leader now handles waypoint-movement exclusively while squad-members follow (squad-formations maintained more often) - Squad-members will no longer follow a rearming squad-leader - AI will no longer flee in the middle of a fight (unless it is entirely out of ammo) - AI will now attack eachother even while out-of-bounds - Turrets without LOS are no longer be targeted by fighters - Fighters engaged in a dogfight are now much less likely to collectively accelerate off-map - AI will lead targets a bit more to compensate for their brain-wave interval
Visuals
- Tracer fire is now visible from much longer distances - Damage and kills to dead pilots are now shown on the cockpit-crosshair - Added blood-spray effect for non-lethal damage to dead pilots - Smoothed out movement of leading crosshair
Audio
- Added sound-effects for capturing and losing objectives - Improved playlists to increase musical variety
UI
- Added "stats" button and menu that displays global stats - Added joystick-dropdown that loads presets for specific joysticks (very limited list right now) - Added an arrow that visually correlates the joystick-axis fields with the joystick-axis readouts - Gameover-menu can now be closed by pressing Esc
Bugs
- Fixed issue with hangar-waypoints that caused AI to stop in the middle of hangar-bays - Friendly-fire no longer contributes to accuracy-stat - Fixed targeting issue in turrets that caused turrets to rarely attack other turrets - Fixed issue with Boreas frigate not detecting hostiles (improperly sized proximity-sphere) - Corrected erroneous distance to hostile-targets (caused illogical AI decisions) - Fixed issue that allowed rejected sound-effects to linger without being destroyed
Core
- Upgraded engine from 4.18.2 to 4.18.3
[ 2018-01-25 20:50:37 CET ] [ Original post ]
Patch 0.9.5 - New missions, improved AI, and many gameplay fixes
- Added new mission Fury to end of Dominion campaign - Added new mission Guardians to beginning of Outer Belt campaign (replaces mission Maki Transit) - Added "rearm" squad-command (squad-members can be directed to rearm) - Added a laser super weapon (available in the Fury mission) - Most missions now have clearly marked objectives - Homing missiles will now change targets in mid-flight (if a better target presents itself) - Dead pilots can now be shot multiple times before being vaporized - Less damage is taken from collisions with ships, asteroids, etc. - Increased muzzle-velocity of flak-projectiles - Increased homing-velocity of missiles - Decreased laser-ammo capacity in all interceptors - Rebalanced all missions to reflect their difficulty level - Improved placement and variety of initial ship-selection in all missions - Enemies are smarter in many different ways (see AI section)
- Added "hunting" behavior to AI (will seek and destroy in direction of enemy fire if source is unknown) - Laser-fire now contributes to AI-suppression - Pathfinding-obstacles are now navigated more closely by AI (size of obstacles taken into account) - AI skill-levels are now more pronounced (especially with regards to weapon usage) - Rearming in hangar-bays is now performed much faster - Speed-limits are now properly adhered to by AI - AI now moves on an intercept-path when chasing targets (less likely to orbit a target) - Squad-leader now handles waypoint-movement exclusively while squad-members follow (squad-formations maintained more often) - Squad-members will no longer follow a rearming squad-leader - AI will no longer flee in the middle of a fight (unless it is entirely out of ammo) - AI will now attack eachother even while out-of-bounds - Turrets without LOS are no longer be targeted by fighters - Fighters engaged in a dogfight are now much less likely to collectively accelerate off-map - AI will lead targets a bit more to compensate for their brain-wave interval
- Tracer fire is now visible from much longer distances - Damage and kills to dead pilots are now shown on the cockpit-crosshair - Added blood-spray effect for non-lethal damage to dead pilots - Smoothed out movement of leading crosshair
- Added sound-effects for capturing and losing objectives - Improved playlists to increase musical variety
- Added "stats" button and menu that displays global stats - Added joystick-dropdown that loads presets for specific joysticks (very limited list right now) - Added an arrow that visually correlates the joystick-axis fields with the joystick-axis readouts - Gameover-menu can now be closed by pressing Esc
- Fixed issue with hangar-waypoints that caused AI to stop in the middle of hangar-bays - Friendly-fire no longer contributes to accuracy-stat - Fixed targeting issue in turrets that caused turrets to rarely attack other turrets - Fixed issue with Boreas frigate not detecting hostiles (improperly sized proximity-sphere) - Corrected erroneous distance to hostile-targets (caused illogical AI decisions) - Fixed issue that allowed rejected sound-effects to linger without being destroyed
- Upgraded engine from 4.18.2 to 4.18.3
[ 2018-01-25 20:50:37 CET ] [ Original post ]
Gameplay
- Added new mission Fury to end of Dominion campaign - Added new mission Guardians to beginning of Outer Belt campaign (replaces mission Maki Transit) - Added "rearm" squad-command (squad-members can be directed to rearm) - Added a laser super weapon (available in the Fury mission) - Most missions now have clearly marked objectives - Homing missiles will now change targets in mid-flight (if a better target presents itself) - Dead pilots can now be shot multiple times before being vaporized - Less damage is taken from collisions with ships, asteroids, etc. - Increased muzzle-velocity of flak-projectiles - Increased homing-velocity of missiles - Decreased laser-ammo capacity in all interceptors - Rebalanced all missions to reflect their difficulty level - Improved placement and variety of initial ship-selection in all missions - Enemies are smarter in many different ways (see AI section)
AI
- Added "hunting" behavior to AI (will seek and destroy in direction of enemy fire if source is unknown) - Laser-fire now contributes to AI-suppression - Pathfinding-obstacles are now navigated more closely by AI (size of obstacles taken into account) - AI skill-levels are now more pronounced (especially with regards to weapon usage) - Rearming in hangar-bays is now performed much faster - Speed-limits are now properly adhered to by AI - AI now moves on an intercept-path when chasing targets (less likely to orbit a target) - Squad-leader now handles waypoint-movement exclusively while squad-members follow (squad-formations maintained more often) - Squad-members will no longer follow a rearming squad-leader - AI will no longer flee in the middle of a fight (unless it is entirely out of ammo) - AI will now attack eachother even while out-of-bounds - Turrets without LOS are no longer be targeted by fighters - Fighters engaged in a dogfight are now much less likely to collectively accelerate off-map - AI will lead targets a bit more to compensate for their brain-wave interval
Visuals
- Tracer fire is now visible from much longer distances - Damage and kills to dead pilots are now shown on the cockpit-crosshair - Added blood-spray effect for non-lethal damage to dead pilots - Smoothed out movement of leading crosshair
Audio
- Added sound-effects for capturing and losing objectives - Improved playlists to increase musical variety
UI
- Added "stats" button and menu that displays global stats - Added joystick-dropdown that loads presets for specific joysticks (very limited list right now) - Added an arrow that visually correlates the joystick-axis fields with the joystick-axis readouts - Gameover-menu can now be closed by pressing Esc
Bugs
- Fixed issue with hangar-waypoints that caused AI to stop in the middle of hangar-bays - Friendly-fire no longer contributes to accuracy-stat - Fixed targeting issue in turrets that caused turrets to rarely attack other turrets - Fixed issue with Boreas frigate not detecting hostiles (improperly sized proximity-sphere) - Corrected erroneous distance to hostile-targets (caused illogical AI decisions) - Fixed issue that allowed rejected sound-effects to linger without being destroyed
Core
- Upgraded engine from 4.18.2 to 4.18.3
[ 2018-01-25 20:50:37 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
GAMEBILLET
[ 6102 ]
GAMERSGATE
[ 842 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB