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Version 1.0 is out now!

Attrition: Tactical Fronts has been released! You can download version 1.0 right now. (You may need to restart your Steam Client) Since 1.0 is only some minor changes from last week's 0.9.1, the 0.9.1 changelog is also shown below.

Attrition: Tactical Fronts - Version 1.0 Changelog


LOCALIZATION


  • Fixed missing Simplified Chinese characters.

FIXED


  • Tutorial: Tutorial text and prompts now display consistently and correctly across all languages.
Version 0.9.1 adds some big (and little) quality of life improvements, our first proper non-English translations, fixes a major AI bug, and rounds out the campaign with 5 more missions!

Attrition: Tactical Fronts - Version 0.9.1 Changelog


LOCALIZATION


  • Proper translations added for French, German, Russian, Polish and Simplified Chinese!

IMPROVED


  • Tutorial: Final tutorial mission now includes unit requisition, and requisition screen displays tutorial information.
  • Campaign map art assets (such as croupier stick and wooden unit figures) have been remade.
  • Victory Points: System to calculate VP goals has been overhauled:
  • Deployment pool units are no longer counted towards VP goal if that side has no deploy zones.
  • VP goal has been hard capped to 11 to avoid excessively long missions.
  • VP goal is now instantly reached if all enemy units are destroyed, no need to run around grabbing victory zones.
  • Only the first Victory Zone on a map will increase the VP goals, rather than +1 per zone.
  • Player deploy zones now flash while holding a unit token to deploy.
  • Similarly, player deploy zones now fade slightly after all units are deployed.
  • Unit art now fades into the ground after unit defeat animation is played.
  • Camera: Attentive camera showing incoming attacks now focuses on the point between the attacker and the defender, not just on the defender.
  • Victory Screen: You can now access settings and pan the camera on the post-game victory screen.
  • Inactive game window: Screen edge panning and scroll zooming are now disabled when the game window is inactive or the mouse is outside the game window.
  • Settings: Resolution selection drop-down no longer displays duplicate resolutions at different refresh rates, and has been lengthened to display more resolutions without scrolling.

ADDED


  • Combat Calculator: Now shows a shielded number to represent how much damage is being deflected by the defending unit's armour value.
  • Campaign: 5 new missions have been added to the campaign!
  • In single player, player units now cancel their movement in surprise if they reveal a new enemy unit.

FIXED


  • Ability tooltips now display correctly again.
  • Selecting a campaign mission then returning to the main menu and starting a random map game no longer plays on the campaign map.
  • Making another order immediately after a unit is defeated no longer allows that order to still benefit from the defeated units vision.
  • AI units no longer sometimes move into the same hex as another unit!

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit F11 in game to send a bug report!
  • Player units in rare circumstances can be ordered to move into the same hex as enemy units. We're looking for evidence of what's causing this, if it happens to you please hit F11 in game to send a bug report!


[ 2018-03-07 00:05:45 CET ] [ Original post ]

Version 1.0 is out now!

Attrition: Tactical Fronts has been released! You can download version 1.0 right now. (You may need to restart your Steam Client) Since 1.0 is only some minor changes from last week's 0.9.1, the 0.9.1 changelog is also shown below.

Attrition: Tactical Fronts - Version 1.0 Changelog


LOCALIZATION


  • Fixed missing Simplified Chinese characters.

FIXED


  • Tutorial: Tutorial text and prompts now display consistently and correctly across all languages.
Version 0.9.1 adds some big (and little) quality of life improvements, our first proper non-English translations, fixes a major AI bug, and rounds out the campaign with 5 more missions!

Attrition: Tactical Fronts - Version 0.9.1 Changelog


LOCALIZATION


  • Proper translations added for French, German, Russian, Polish and Simplified Chinese!

IMPROVED


  • Tutorial: Final tutorial mission now includes unit requisition, and requisition screen displays tutorial information.
  • Campaign map art assets (such as croupier stick and wooden unit figures) have been remade.
  • Victory Points: System to calculate VP goals has been overhauled:
  • Deployment pool units are no longer counted towards VP goal if that side has no deploy zones.
  • VP goal has been hard capped to 11 to avoid excessively long missions.
  • VP goal is now instantly reached if all enemy units are destroyed, no need to run around grabbing victory zones.
  • Only the first Victory Zone on a map will increase the VP goals, rather than +1 per zone.
  • Player deploy zones now flash while holding a unit token to deploy.
  • Similarly, player deploy zones now fade slightly after all units are deployed.
  • Unit art now fades into the ground after unit defeat animation is played.
  • Camera: Attentive camera showing incoming attacks now focuses on the point between the attacker and the defender, not just on the defender.
  • Victory Screen: You can now access settings and pan the camera on the post-game victory screen.
  • Inactive game window: Screen edge panning and scroll zooming are now disabled when the game window is inactive or the mouse is outside the game window.
  • Settings: Resolution selection drop-down no longer displays duplicate resolutions at different refresh rates, and has been lengthened to display more resolutions without scrolling.

ADDED


  • Combat Calculator: Now shows a shielded number to represent how much damage is being deflected by the defending unit's armour value.
  • Campaign: 5 new missions have been added to the campaign!
  • In single player, player units now cancel their movement in surprise if they reveal a new enemy unit.

FIXED


  • Ability tooltips now display correctly again.
  • Selecting a campaign mission then returning to the main menu and starting a random map game no longer plays on the campaign map.
  • Making another order immediately after a unit is defeated no longer allows that order to still benefit from the defeated units vision.
  • AI units no longer sometimes move into the same hex as another unit!

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit F11 in game to send a bug report!
  • Player units in rare circumstances can be ordered to move into the same hex as enemy units. We're looking for evidence of what's causing this, if it happens to you please hit F11 in game to send a bug report!


[ 2018-03-07 00:05:45 CET ] [ Original post ]

Version 0.9.1 Patchnotes

Version 0.9.1 adds some big (and little) quality of life improvements, our first proper non-English translations, fixes a major AI bug, and rounds out the campaign with 5 more missions!

Attrition: Tactical Fronts - Version 0.9.1 Changelog


LOCALIZATION


  • Proper translations added for French, German, Russian, Polish and Simplified Chinese!

IMPROVED


  • Tutorial: Final tutorial mission now includes unit requisition, and requisition screen displays tutorial information.
  • Campaign map art assets (such as croupier stick and wooden unit figures) have been remade.
  • Victory Points: System to calculate VP goals has been overhauled:
  • Deployment pool units are no longer counted towards VP goal if that side has no deploy zones.
  • VP goal has been hard capped to 11 to avoid excessively long missions.
  • VP goal is now instantly reached if all enemy units are destroyed, no need to run around grabbing victory zones.
  • Only the first Victory Zone on a map will increase the VP goals, rather than +1 per zone.
  • Player deploy zones now flash while holding a unit token to deploy.
  • Similarly, player deploy zones now fade slightly after all units are deployed.
  • Unit art now fades into the ground after unit defeat animation is played.
  • Camera: Attentive camera showing incoming attacks now focuses on the point between the attacker and the defender, not just on the defender.
  • Victory Screen: You can now access settings and pan the camera on the post-game victory screen.
  • Inactive game window: Screen edge panning and scroll zooming are now disabled when the game window is inactive or the mouse is outside the game window.
  • Settings: Resolution selection drop-down no longer displays duplicate resolutions at different refresh rates, and has been lengthened to display more resolutions without scrolling.

ADDED


  • Combat Calculator: Now shows a shielded number to represent how much damage is being deflected by the defending unit's armour value.
  • Campaign: 5 new missions have been added to the campaign!
  • In single player, player units now cancel their movement in surprise if they reveal a new enemy unit.

FIXED


  • Ability tooltips now display correctly again.
  • Selecting a campaign mission then returning to the main menu and starting a random map game no longer plays on the campaign map.
  • Making another order immediately after a unit is defeated no longer allows that order to still benefit from the defeated units vision.
  • AI units no longer sometimes move in the same hex as other units!

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit F11 in game to send a bug report!
  • Player units in rare circumstances can be ordered to move into the same hex as enemy units. We're looking for evidence of what's causing this, if it happens to you please hit F11 in game to send a bug report!
  • The splash screen at the start of the game has a grey background instead of an image.
  • Some of the tutorials, especially in non-English languages, may display with graphical glitches, such as text and images overlapping.


[ 2018-02-23 05:52:31 CET ] [ Original post ]

Version 0.9.1 Patchnotes

Version 0.9.1 adds some big (and little) quality of life improvements, our first proper non-English translations, fixes a major AI bug, and rounds out the campaign with 5 more missions!

Attrition: Tactical Fronts - Version 0.9.1 Changelog


LOCALIZATION


  • Proper translations added for French, German, Russian, Polish and Simplified Chinese!

IMPROVED


  • Tutorial: Final tutorial mission now includes unit requisition, and requisition screen displays tutorial information.
  • Campaign map art assets (such as croupier stick and wooden unit figures) have been remade.
  • Victory Points: System to calculate VP goals has been overhauled:
  • Deployment pool units are no longer counted towards VP goal if that side has no deploy zones.
  • VP goal has been hard capped to 11 to avoid excessively long missions.
  • VP goal is now instantly reached if all enemy units are destroyed, no need to run around grabbing victory zones.
  • Only the first Victory Zone on a map will increase the VP goals, rather than +1 per zone.
  • Player deploy zones now flash while holding a unit token to deploy.
  • Similarly, player deploy zones now fade slightly after all units are deployed.
  • Unit art now fades into the ground after unit defeat animation is played.
  • Camera: Attentive camera showing incoming attacks now focuses on the point between the attacker and the defender, not just on the defender.
  • Victory Screen: You can now access settings and pan the camera on the post-game victory screen.
  • Inactive game window: Screen edge panning and scroll zooming are now disabled when the game window is inactive or the mouse is outside the game window.
  • Settings: Resolution selection drop-down no longer displays duplicate resolutions at different refresh rates, and has been lengthened to display more resolutions without scrolling.

ADDED


  • Combat Calculator: Now shows a shielded number to represent how much damage is being deflected by the defending unit's armour value.
  • Campaign: 5 new missions have been added to the campaign!
  • In single player, player units now cancel their movement in surprise if they reveal a new enemy unit.

FIXED


  • Ability tooltips now display correctly again.
  • Selecting a campaign mission then returning to the main menu and starting a random map game no longer plays on the campaign map.
  • Making another order immediately after a unit is defeated no longer allows that order to still benefit from the defeated units vision.
  • AI units no longer sometimes move in the same hex as other units!

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit F11 in game to send a bug report!
  • Player units in rare circumstances can be ordered to move into the same hex as enemy units. We're looking for evidence of what's causing this, if it happens to you please hit F11 in game to send a bug report!
  • The splash screen at the start of the game has a grey background instead of an image.
  • Some of the tutorials, especially in non-English languages, may display with graphical glitches, such as text and images overlapping.


[ 2018-02-23 05:52:31 CET ] [ Original post ]

Attrition 1.0 is coming March 7

Hello commanders! Just a quick announcement that Attrition: Tactical Fronts will be leaving Early Access, and the 1.0 patch will be arriving, on the 7th of March, 2018. You can find the release trailer, and an out-of-game unit list at the new website which is live at http://attrition.games ! Happy hunting, Cardboard Keep


[ 2018-02-20 03:19:00 CET ] [ Original post ]

Attrition 1.0 is coming March 7

Hello commanders! Just a quick announcement that Attrition: Tactical Fronts will be leaving Early Access, and the 1.0 patch will be arriving, on the 7th of March, 2018. You can find the release trailer, and an out-of-game unit list at the new website which is live at http://attrition.games ! Happy hunting, Cardboard Keep


[ 2018-02-20 03:19:00 CET ] [ Original post ]

Version 0.9 Patchnotes

As Attrition nears 1.0 and release, today we're releasing the biggest update so far! Particularly noteworthy is that 0.9 has initial, experimental builds for Mac and Linux, as well as first-pass, placeholder localizations for French, Italian, German and Spanish! You can find all the changes in detail below, enjoy! P.S. As we approach release, the versioning system has moved from just incremental build numbers to a release pattern, so the release version # has gone from 105 to 0.9. The next release version will be 0.9.1, and so on.

Attrition: Tactical Fronts - Version 0.9 Changelog


PLATFORMS


  • (Experimental) Builds have been added for Mac OSX and Linux! Please note only the latest stable versions of OSX, Ubuntu and SteamOS are supported.

LOCALIZATION


  • (Experimental) Language options have been added for French, Italian, German and Spanish!

IMPROVED


  • Pressing Tab to find active units now cycles through all active units, rather than just selecting the first active unit.
  • Deployment: Units are now deployed by dragging their tokens rather than click to pick-up and click to drop.
  • Map Editor: Removing zones will now prioritize the same type of zone the user has selected, making removing a specific zone on a hex with multiple stacked zones of different types easier.

ADDED


  • Animation: An additional idle animation has been added for both the Infantry and Cavalry.
  • Campaign Map: Map preview images are now shown for campaign missions when they are selected on the Campaign Map.
  • Taunt/Emote System: A tooltip is now shown in a player's first multiplayer game to notify them of the Taunt/Emote system.
  • Screen Edge Panning is here! You can now move the cursor to the sides of the screen to pan the camera. You can disable this in the options.
  • Options: You can now change the camera movement speed sensitivity.

FIXED


  • Map Editor: No longer possible to stack multiple of the same zone type in one hex, which could cause confusing/unexpected outcomes when playing the map.

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • AI units sometimes move on top of each other and occupy the same hex. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • The splash screen at the start of the game has a grey background instead of an image.


[ 2017-12-01 03:09:06 CET ] [ Original post ]

Version 0.9 Patchnotes

As Attrition nears 1.0 and release, today we're releasing the biggest update so far! Particularly noteworthy is that 0.9 has initial, experimental builds for Mac and Linux, as well as first-pass, placeholder localizations for French, Italian, German and Spanish! You can find all the changes in detail below, enjoy! P.S. As we approach release, the versioning system has moved from just incremental build numbers to a release pattern, so the release version # has gone from 105 to 0.9. The next release version will be 0.9.1, and so on.

Attrition: Tactical Fronts - Version 0.9 Changelog


PLATFORMS


  • (Experimental) Builds have been added for Mac OSX and Linux! Please note only the latest stable versions of OSX, Ubuntu and SteamOS are supported.

LOCALIZATION


  • (Experimental) Language options have been added for French, Italian, German and Spanish!

IMPROVED


  • Pressing Tab to find active units now cycles through all active units, rather than just selecting the first active unit.
  • Deployment: Units are now deployed by dragging their tokens rather than click to pick-up and click to drop.
  • Map Editor: Removing zones will now prioritize the same type of zone the user has selected, making removing a specific zone on a hex with multiple stacked zones of different types easier.

ADDED


  • Animation: An additional idle animation has been added for both the Infantry and Cavalry.
  • Campaign Map: Map preview images are now shown for campaign missions when they are selected on the Campaign Map.
  • Taunt/Emote System: A tooltip is now shown in a player's first multiplayer game to notify them of the Taunt/Emote system.
  • Screen Edge Panning is here! You can now move the cursor to the sides of the screen to pan the camera. You can disable this in the options.
  • Options: You can now change the camera movement speed sensitivity.

FIXED


  • Map Editor: No longer possible to stack multiple of the same zone type in one hex, which could cause confusing/unexpected outcomes when playing the map.

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • AI units sometimes move on top of each other and occupy the same hex. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • The splash screen at the start of the game has a grey background instead of an image.


[ 2017-12-01 03:09:06 CET ] [ Original post ]

Steam Workshop is here! (Version 105 Patchnotes)

The big change in this patch is the addition of Steam Workshop support, you can now upload your maps to the Workshop and download and play the maps of others. Plus if you join a multiplayer game on a Workshop map you don't have, the game will automatically download the map for you before the game starts! See the Workshop and other users' maps here: http://steamcommunity.com/app/656400/workshop/ Upload your own maps from the Play & Edit Custom Maps screen inside the game. What else has version 105 got in store for you? Take a look below!

Attrition: Tactical Fronts - Version 105 Changelog


IMPROVED


  • Infantry and Cavalry units now play a few different animations when standing still, no longer just idling.
  • Tutorial: First tutorial mission instructions now contain more images/icons to indicate which keys and mouse buttons are being referred to.

ADDED


  • Custom Map Menu: You can now toggle visibility of different map types (i.e. Included, Custom and Workshop) on the Custom Map Selection screen.
  • Steam Workshop: You can now upload your maps to the Workshop from the Custom Map Selection screen.
  • Steam Workshop: Joining a multiplayer game hosted on a Workshop map you don't have will automatically download the map.
  • Tutorial: Tutorial Panel in the upper-right corner of Tutorial missions can now be hidden at the end of each level's instructions.

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • AI units sometimes move on top of each other and occupy the same hex. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!


[ 2017-10-09 03:07:50 CET ] [ Original post ]

Steam Workshop is here! (Version 105 Patchnotes)

The big change in this patch is the addition of Steam Workshop support, you can now upload your maps to the Workshop and download and play the maps of others. Plus if you join a multiplayer game on a Workshop map you don't have, the game will automatically download the map for you before the game starts! See the Workshop and other users' maps here: http://steamcommunity.com/app/656400/workshop/ Upload your own maps from the Play & Edit Custom Maps screen inside the game. What else has version 105 got in store for you? Take a look below!

Attrition: Tactical Fronts - Version 105 Changelog


IMPROVED


  • Infantry and Cavalry units now play a few different animations when standing still, no longer just idling.
  • Tutorial: First tutorial mission instructions now contain more images/icons to indicate which keys and mouse buttons are being referred to.

ADDED


  • Custom Map Menu: You can now toggle visibility of different map types (i.e. Included, Custom and Workshop) on the Custom Map Selection screen.
  • Steam Workshop: You can now upload your maps to the Workshop from the Custom Map Selection screen.
  • Steam Workshop: Joining a multiplayer game hosted on a Workshop map you don't have will automatically download the map.
  • Tutorial: Tutorial Panel in the upper-right corner of Tutorial missions can now be hidden at the end of each level's instructions.

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • AI units sometimes move on top of each other and occupy the same hex. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!


[ 2017-10-09 03:07:50 CET ] [ Original post ]

Version 94 Patchnotes

It's been almost a month since our last stable update, so there's some pretty big changes in this one! Look forward to new look fog of war, nicer gunfire particle effects, cheering animations and better performance!

Attrition: Tactical Fronts - Version 94 Changelog


IMPROVED


  • Appearance of unrevealed/fogged hexes has been rebuilt from scratch. It looks more like fog, and makes it easier to see hills and water through the fog.
  • Unrevealed/fogged hexes now fade in and out when their visibility changes, rather than happening instantly.
  • Victory fanfare music has been redesigned to be more in theme.
  • Particle System: New muzzle flash effect.
  • Camera panning acceleration is snappier.
  • Victory screen now fades background.
  • Tweaked vehicle idle rumble.

ADDED


  • Custom maps are now distinguished between in-built and user-made maps.
  • Animation: Infantry and Cavalry units now cheer when victorious!
  • Animation: Added a second defeat animation variation to the Infantry unit.

OPTIMIZATION


  • Rebuilt Town hex assets to be much more efficient, improving performance especially in levels with lots of Town hexes.

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • AI units sometimes move on top of each other and occupy the same hex. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!


[ 2017-09-22 06:01:13 CET ] [ Original post ]

Version 94 Patchnotes

It's been almost a month since our last stable update, so there's some pretty big changes in this one! Look forward to new look fog of war, nicer gunfire particle effects, cheering animations and better performance!

Attrition: Tactical Fronts - Version 94 Changelog


IMPROVED


  • Appearance of unrevealed/fogged hexes has been rebuilt from scratch. It looks more like fog, and makes it easier to see hills and water through the fog.
  • Unrevealed/fogged hexes now fade in and out when their visibility changes, rather than happening instantly.
  • Victory fanfare music has been redesigned to be more in theme.
  • Particle System: New muzzle flash effect.
  • Camera panning acceleration is snappier.
  • Victory screen now fades background.
  • Tweaked vehicle idle rumble.

ADDED


  • Custom maps are now distinguished between in-built and user-made maps.
  • Animation: Infantry and Cavalry units now cheer when victorious!
  • Animation: Added a second defeat animation variation to the Infantry unit.

OPTIMIZATION


  • Rebuilt Town hex assets to be much more efficient, improving performance especially in levels with lots of Town hexes.

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • AI units sometimes move on top of each other and occupy the same hex. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!


[ 2017-09-22 06:01:13 CET ] [ Original post ]

Version 92 Patchnotes

One final small update for this week - this patch adds the first implementation of Steam friend matching. If you and a Steam friend are both in the game, a button will appear in the top right corner of the main menu, and if both players click it they'll be placed into a game together. It's not the best system but it works, and other solutions we've explored have had technical problems. We'd appreciate your feedback on the system and how to make it better!

FIXED


  • Solved an issue that could cause multiplayer to not connect.

ADDED


  • Steam Friend matching system

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • AI units sometimes move on top of each other and occupy the same hex. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!


[ 2017-08-25 04:21:47 CET ] [ Original post ]

Version 92 Patchnotes

One final small update for this week - this patch adds the first implementation of Steam friend matching. If you and a Steam friend are both in the game, a button will appear in the top right corner of the main menu, and if both players click it they'll be placed into a game together. It's not the best system but it works, and other solutions we've explored have had technical problems. We'd appreciate your feedback on the system and how to make it better!

FIXED


  • Solved an issue that could cause multiplayer to not connect.

ADDED


  • Steam Friend matching system

KNOWN ISSUES


  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • AI units sometimes move on top of each other and occupy the same hex. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!


[ 2017-08-25 04:21:47 CET ] [ Original post ]

Version 87 and 88 Patchnotes

​This week: In-game feedback button, crash fixes, new roads and more optimization!

Attrition: Tactical Fronts - Version 87 Changelog


FIXED


  • ​Resolved an issue that could cause the game to crash on systems that support DirectX 12.
  • Resolved an issue that could cause the game to crash when connecting to multiplayer.
  • Fixed graphical glitches arising from previous optimizations.

ADDED


  • Levels now load asynchronously, decreasing load times.
  • Added fading in between all remaining menu screens, making scene transitions much smoother.
  • Roads have been completely rebuilt with brand new assets!
  • In-game Submit Feedback button added to all scenes. This will send an error log and screenshot with your report, so if you run into any issues make sure to send us a report!
  • Added in-game battle music.

​IMPROVED


  • ​Units no longer require a continuous line of sight to targets in order to fire (i.e. there can be an unrevealed hex "gap" in between them and their target). This makes artillery more consistently usable at long range.
  • Campaign Map: Camera now focuses correctly on scene load.
  • Made some minor changes and updates to the set of included maps.

OPTIMIZATION


  • Optimized 3D assets to reduce the number of polys being rendered by the GPU by 50,000 in an average scene. (This caused the average framerate on our low-end test laptop to increase from 14 to 32!)

KNOWN ISSUES


  • ​[strike]Clicking a button that causes a scene load multiple times can cause the game to get stuck on a black screen.[/strike]
  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit ​Feedback" button and send a bug report!
  • AI units sometimes move on top of each other and occupy the same hex. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!​
EDIT: Released a hotfix to fix the transition bug.

Attrition: Tactical Fronts - Version 88 Changelog


FIXED


  • Clicking a button that causes a scene load multiple times can cause the game to get stuck on a black screen.


[ 2017-08-24 08:46:55 CET ] [ Original post ]

Version 87 and 88 Patchnotes

This week: In-game feedback button, crash fixes, new roads and more optimization!

Attrition: Tactical Fronts - Version 87 Changelog


FIXED


  • Resolved an issue that could cause the game to crash on systems that support DirectX 12.
  • Resolved an issue that could cause the game to crash when connecting to multiplayer.
  • Fixed graphical glitches arising from previous optimizations.

ADDED


  • Levels now load asynchronously, decreasing load times.
  • Added fading in between all remaining menu screens, making scene transitions much smoother.
  • Roads have been completely rebuilt with brand new assets!
  • In-game Submit Feedback button added to all scenes. This will send an error log and screenshot with your report, so if you run into any issues make sure to send us a report!
  • Added in-game battle music.

IMPROVED


  • Units no longer require a continuous line of sight to targets in order to fire (i.e. there can be an unrevealed hex "gap" in between them and their target). This makes artillery more consistently usable at long range.
  • Campaign Map: Camera now focuses correctly on scene load.
  • Made some minor changes and updates to the set of included maps.

OPTIMIZATION


  • Optimized 3D assets to reduce the number of polys being rendered by the GPU by 50,000 in an average scene. (This caused the average framerate on our low-end test laptop to increase from 14 to 32!)

KNOWN ISSUES


  • [strike]Clicking a button that causes a scene load multiple times can cause the game to get stuck on a black screen.[/strike]
  • Multiplayer games can occasionally become "desynchronized", where a unit is in a different position for each player, and can cause units to stop accepting orders. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
  • AI units sometimes move on top of each other and occupy the same hex. We're looking for evidence of what's causing this, if it happens to you please hit the "Submit Feedback" button and send a bug report!
EDIT: Released a hotfix to fix the transition bug.

Attrition: Tactical Fronts - Version 88 Changelog


FIXED


  • Clicking a button that causes a scene load multiple times can cause the game to get stuck on a black screen.


[ 2017-08-24 05:47:22 CET ] [ Original post ]

Version 78 Patchnotes

This week in summary: Player settings and optimization! This week we added almost all the remaining settings to the options screen, which also meant we could disable the default launcher, so the game now boots straight up on launch. We also begun our first major optimization pass, this week focusing on switching to a better optimized rendering pipeline and reducing draw calls. What does that mean? Significantly improved CPU performance, especially on systems that support DirectX 11.

Attrition: Tactical Fronts - Version 78 Changelog


ADDED


  • Graphics setting: Resolution
  • Graphics setting: Texture Quality
  • Graphics setting: Vertical Sync
  • Graphics setting: Screen Mode
  • Gameplay setting: Attentive Camera (If on the camera will auto-move to important events like incoming attacks)
  • UI setting: In-game FPS counter
  • Analytics: now reports FPS and system specs, so we can better understand what hardware people are using to play and how well the game runs on it

OPTIMIZATION


  • Implemented a new rendering pipeline
  • Reduced average in-game draw calls significantly in DX9 mode, and even more significantly in DX11/12 mode
  • This should remove most if not all CPU bottlenecks (Next up is GPU performance improvements)


[ 2017-08-18 06:16:01 CET ] [ Original post ]

Version 78 Patchnotes

This week in summary: Player settings and optimization! This week we added almost all the remaining settings to the options screen, which also meant we could disable the default launcher, so the game now boots straight up on launch. We also begun our first major optimization pass, this week focusing on switching to a better optimized rendering pipeline and reducing draw calls. What does that mean? Significantly improved CPU performance, especially on systems that support DirectX 11.

Attrition: Tactical Fronts - Version 78 Changelog


ADDED


  • Graphics setting: Resolution
  • Graphics setting: Texture Quality
  • Graphics setting: Vertical Sync
  • Graphics setting: Screen Mode
  • Gameplay setting: Attentive Camera (If on the camera will auto-move to important events like incoming attacks)
  • UI setting: In-game FPS counter
  • Analytics: now reports FPS and system specs, so we can better understand what hardware people are using to play and how well the game runs on it

OPTIMIZATION


  • Implemented a new rendering pipeline
  • Reduced average in-game draw calls significantly in DX9 mode, and even more significantly in DX11/12 mode
  • This should remove most if not all CPU bottlenecks (Next up is GPU performance improvements)


[ 2017-08-18 06:16:01 CET ] [ Original post ]

Version 72 Patchnotes

This week in summary: Campaign map progress tracking/displaying has been overhauled, player profile art is now in, and end game now plays win/lose fanfare music!

Attrition: Tactical Fronts - Version 72 Changelog


FIXED


  • Artillery: Counter attack animation now plays properly.
  • Unit movement: Fixed edge cases where not enough lines would show to display area in which unit can move.

IMPROVED


  • Campaign Map: Pins for completed missions are now decorated so you can tell they've been completed. (Won't display for missions completed prior to this version until they are re-completed)
  • Campaign Map: Pins for latest missions also have decoration to highlight their importance.
  • Campaign Map: Losing/resigning a mission no longer unlocks the next mission.
  • Player Profile: Badge and XP bar art has been redone.
  • Pause Menu: Now fades the scene behind it, and you can click on the fade to dismiss the menu.
  • Lots of little, general polish and adjustments, especially on the menu scenes.

ADDED


  • Victory and Defeat fanfare music now plays at end of game.
  • Vehicles now rumble with engine vibration.
  • Player Profile now displays player level and XP/progress to next level, and added polish to level up sequence.
  • Added coffee cups to Campaign Map!


[ 2017-08-11 06:43:57 CET ] [ Original post ]

Version 72 Patchnotes

This week in summary: Campaign map progress tracking/displaying has been overhauled, player profile art is now in, and end game now plays win/lose fanfare music!

Attrition: Tactical Fronts - Version 72 Changelog


FIXED


  • Artillery: Counter attack animation now plays properly.
  • Unit movement: Fixed edge cases where not enough lines would show to display area in which unit can move.

IMPROVED


  • Campaign Map: Pins for completed missions are now decorated so you can tell they've been completed. (Won't display for missions completed prior to this version until they are re-completed)
  • Campaign Map: Pins for latest missions also have decoration to highlight their importance.
  • Campaign Map: Losing/resigning a mission no longer unlocks the next mission.
  • Player Profile: Badge and XP bar art has been redone.
  • Pause Menu: Now fades the scene behind it, and you can click on the fade to dismiss the menu.
  • Lots of little, general polish and adjustments, especially on the menu scenes.

ADDED


  • Victory and Defeat fanfare music now plays at end of game.
  • Vehicles now rumble with engine vibration.
  • Player Profile now displays player level and XP/progress to next level, and added polish to level up sequence.
  • Added coffee cups to Campaign Map!


[ 2017-08-11 06:43:57 CET ] [ Original post ]

Version 71 Patchnotes

The big change in this version is the addition of player progression in the form of levels and XP, plus we've also added a Randomize button to the requisition screen to help indecisive or risk-taking players to generate quick load outs!

Attrition: Tactical Fronts - Version 71 Changelog


FIXED


  • UI: Tutorial highlights are no longer positioned incorrectly at non-16:9 aspect ratios.
  • Backing out of a skirmish game then starting another can no longer carry over the victory point goal from the previous game.
  • Multiplayer: The host player now correctly receives a loading screen between unit selection and the game starting.

IMPROVED


  • Reduced size of game files by approximately 50 MB.
  • Optimized texture sizes, improving load times and reducing memory usage.
  • If your requisition timer runs out, your remaining force points will be spent randomly before the game starts.

ADDED


  • Added Player Profile to main menu.
  • Player Profile now displays player level and XP/progress to next level.
  • Added "Randomize" button to the requisition screen, which spends the player's remaining force points randomly. You can then continue to remove, re-pick and re-randomize these choices until the timer runs out.


[ 2017-08-03 09:39:19 CET ] [ Original post ]

Early Access Week 2

Hey all, Firstly, huge shout out to Rock, Paper, Shotgun, who gave Attrition a mention this week! https://www.rockpapershotgun.com/2017/07/26/best-new-releases-steam/ This week's patch has been delayed 'til next week as we're in the middle of moving office, but here's some progress shots of one of the new features I've been working on! We're implementing player stats and progression, so you gain XP and levels as you complete missions. Here's a shot of the mission complete victory screen with XP bar:
And a shot of the player profile on the main menu, showing your level and progress:
This info is sync'd to your Steam account and will persist between computers. Lastly if you'd like to help us test out unstable new features (or just want to try these features early), you can opt into the beta channel on Steam, where these features are available for testing now. (Keep in mind multiplayer is version specific so anyone you want to play with will also have to be on the beta channel.) See you on the battlefield!


[ 2017-07-28 09:07:49 CET ] [ Original post ]

Early Access Week 1 Patch (Version 66)

This week we focused on performance improvements and menu navigation usability, you can now back out of the Requisition Screen (in single player), and some computers may be able to get a performance improvement of up to 40 FPS! Have feedback on the game? Want us to focus on fixes or improvements in a particular area? Get in touch on the forums or in the Discord server (link in game). Don't forget the release discount only lasts a few more hours, so tell your friends! Attrition: Tactical Fronts - Version 66 Changelog

FIXED


  • Main Menu: Fixed particle systems glitches on scene load.
  • UI: Floating badges above units no longer appear at incorrect positions at non-16:9 aspect ratios.

IMPROVED


  • Requisition Timer is now disabled in single player. Take as long as you need!
  • Significantly reduced performance overhead of Ambient Occlusion, improving frame rate (+10-20 FPS on some tested setups)
  • Disabled some barely visible graphical effects on the main menu, improving frame rate.

ADDED


  • New gameplay setting: Animation Speed - speed up unit movement by up to 2x.
  • New graphics setting: Shadow Quality - lower or disable shadows to improve performance (+10-20 FPS on some tested setups)
  • Added a Return To Menu button on the Requisition Screen in single-player.
  • You can now press the Esc key on any screen with a Return To Menu button to return to the menu.


[ 2017-07-21 05:35:12 CET ] [ Original post ]

Attrition is now live in Early Access + Version 64 Patch Notes

Hey Steam users! In preparation for Early Access, the biggest change to the game this week has been a revamping of the tutorial and mouse-over tool-tips .Even if you've been playing Attrition for a while, now would be a good time to revisit the tutorial for a refresher! You can see pre-Early Access patch notes on our Itch devlog: cardboardkeep.itch.io/attrition/devlog Attrition: Tactical Fronts - Version 64 Changelog

FIXED


  • You can no longer kill a unit twice if you attack it again as it's dying.

IMPROVED


  • Tutorial flow and functionality has been completely reworked.
  • Mouse-over tool-tips have been added to missing UI elements, as well as the text rewritten and font size increased.
  • Campaign Map: Mission pins are now numbered!

ADDED


  • New sounds for Multiplayer Match Found and Game Start.
  • New voice bark when being attacked by indirect fire.


[ 2017-07-14 08:14:24 CET ] [ Original post ]

Attrition: Tactical Fronts
Cardboard Keep Developer
Cardboard Keep Publisher
2018-03-06 Release
Game News Posts: 24
🎹🖱️Keyboard + Mouse
Mixed (22 reviews)
The Game includes VR Support
Public Linux Depots:
  • Attrition: Tactical Fronts Linux [334.92 M]

Summary


Attrition: Tactical Fronts is a quick play, turn-based strategy game for 1-2 players. Matches can take as little as 5 minutes while offering strategic variety and depth.

Features


  • Hex-based, turn-based gameplay, like a digital board game
  • Single-player campaign to learn unit and terrain types and combinations, overcome challenging scenarios and attain mechanical mastery
  • AI skirmishes on infinite randomly generated maps and developer or player-created custom maps
  • 1v1 online multiplayer (friend invites, stat tracking and player progression coming soon)
  • In-game map editor to create your own challenges and share maps with friends
  • 12 unit types and 10 terrain types, across dozens of pre-built maps and infinite procedural ones, provide varying tactical engagements
  • Point-buy army requisition, pick your own preferred unit composition, or try to counter your opponent's picks

The Team


Attrition: Tactical Fronts is made by Cardboard Keep, a small indie team in Canberra, Australia. Attrition is our third game on Steam, following up N64-inspired action/adventure platformer Warden: Melody of the Undergrowth, and casual puzzler Puzzle Puppers.

MINIMAL SETUP
  • OS: Latest Ubuntu LTS or Latest Steam OS
  • Processor: 2009 or new dual-coreMemory: 3 GB RAM
  • Memory: 3 GB RAM
  • Graphics: GeForce GTX 500 series or Radeon HD 5800 series
  • Storage: 500 MB available space
RECOMMENDED SETUP
  • Processor: 2011 or newer quad-coreMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX 900 series or Radeon RX seriesNetwork: Broadband Internet connection
GAMEBILLET

[ 6144 ]

14.44$ (15%)
6.77$ (15%)
58.44$ (17%)
4.44$ (11%)
20.99$ (16%)
3.35$ (78%)
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1.64$ (18%)
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2.51$ (16%)
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17.59$ (12%)
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16.99$ (15%)
25.45$ (15%)
4.44$ (11%)
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16.99$ (15%)
21.24$ (15%)
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9.0$ (77%)
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20.39$ (49%)
1.7$ (91%)
4.34$ (71%)
2.25$ (85%)
33.99$ (32%)
12.0$ (80%)
3.4$ (91%)
2.25$ (89%)
2.13$ (91%)
16.57$ (45%)
0.68$ (91%)
2.38$ (66%)
3.83$ (74%)
7.83$ (74%)
26.99$ (33%)
0.85$ (91%)
2.48$ (77%)
4.0$ (80%)
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0.85$ (91%)

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