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The Oily Update 1/2: (0.8.3) | AI, Damage Overhaul, Optimizations More!


Grease your motor for this month's two-part content update! For Part 1, we have a wide variety of game-wide improvements and changes, along with a taste of this month's new biome coming in full for Part 2! Here's the full details:

Features



Improved AI! - Friendly NPCs and Civilizations alike are all getting an intelligence boost! Here are some of their newfound capabilities:
  • Door-busters: All Civilizations now have the ability to break down your vessel's doors during their attack when you try to steal from them. Thieves beware!
  • NPCs don't swing in Civilization hubs unless you're being attacked or if you've upset the Civilization.
  • NPCs are more responsive to commands.
  • NPCs can attack enemies while reviving.

Damage Overhaul! - Introducing variable sized breaks and a new shielding system for our big Damage Overhaul!
  • Variable Sized Leaks: Leaks now scale with damage dealt, meaning big biters can chomp big, fast-flooding holes into your ship, and a little bump may only cause smaller breaches.
  • Shield Damage Absorbtion: Shields now absorb variable damage rather than an all-or-nothing solution, meaning you can tank damage more effectivly, with only the difference in damage affecting your ship when it does cut through!

New Relics! - Three new mysterious but telling relics have appeared in the Prehistoric Waters - they seem to be from a different timeline, however, from a yet unseen biome...
New Enemy: Trash Compactor! - Another taste of the new upcoming biome. Brought by The Time Traveler, this strange machine cares little about your presence, but get in its way and you'll be sorry.
Optimizations and Improvements! - Last but not least, this update is packed to the brim with a host of new fixes, optimizations, and improvements in just about every area! Every machine needs to be well-oiled, after all!
  • Greatly optimized bandwidth usage across the board.
  • Flooding/Water system optimized to be less processor-intensive.
  • Lairs now receive item drops.
  • Fixed hosting and lobby issues for Mac OSX users.
  • Caught and fixed many, many, game-slowing null reference bugs.
  • Ceiling walkers' orientation is now networked.
  • Revolver fixed to deal the correct amount of damage when shooting rapidly.
  • Bots no longer shoot at barnacle mines or puffers.
  • Fixed the lock cursor toggle when pressing caps lock.
  • Aggroed Tiki Civ stops spawning boulders when dead.
-------------------------------------------------------------------------------------------

Community



::: Player of the Month ::: The Player of the Month for September is..... GiantButtFace! GiantButtFace, despite their name, has been a giant HELPFUL face in helping us find some important Mac OSX Networking bugs that we were able to solve in this very update! Through some good old fashioned back and forth emailing, questioning, and prompt info gathering. Thanks GiantButtFace! ::: Community Highlights ::: Person Personmans just sent us our first fan-made music piece this month, and we had to listen to it right away, and share it with y'all as well! Evoking the feeling when you are filled to the brim with leaks, this is "Breach" - https://onlinesequencer.net/918623 ::: Specific balance changes and fixes ::: Balance: -Bots will continue to swing at enemies even when reviving a dead player -Bots spend more time repairing if it is a directly commanded task -Water flooding rate is now proportional to the size of the hull breach -All enemies increase their health and damage upon looping the game. -Batteries now provide 5 minutes of charge rather than their previous 3. -The Tiki civilization no longer spawns boulders after all the Tikis are dead. -Submarine shields now charge linearly rather than step-wise, and change color/scale to signify charge. -Reduced wall flower projectile hull damage ~25% -Increased lion-mane jellyfish hull damage ~250% -Reduced hull damage from individual maggots 60% -Decreased hull damage from lamprey invaders 60% -Decreased hull damage from Aurelian worm 40% -Increased angler fish hull damage 20% -Reduced angler fish and sick angler fish biting rate -Increased angler fish swim speed 5% -Time devourer children do less damage based on their size -Per-breach damage from ghost pirate invaders reduced 40% -Per-breach damage from barnacle grabbers decreased 20% -Increased hull damage from Dunkleosteus bites 300% -Reduced Dunkleosteus health 25% and reduced bite rate 50% -Reduced damage from cursed oyster clusters 20-66% depending on size -Increased volcanic turtle and shark damage 25% -Reduced volcanic vent eruption rate 50% -Zoomed in lair guardian fight camera slightly. -Doubled the XP value of killing exterior enemies. -Hull damage due to crashinig the submarine increased Fixes: -All enemies, pickups, cave decorations, projectiles, ragdolls, hazards, and treasure now use a distance-based method to dynamically spawn and unspawn over the network only when in near-sight radius. This drastically reduces the amount of information sent to mid-game joining players and reduced moment-to-moment traffic on the client side 50-75%. -Bots have improved response to commands when in an expedition segment -Baby crabs are back! Where did they even go? -Interior enemies now correctly respond to multiple sources of damage simultaneously or in short succession by using per-damage-source invincibility times, rather than per-damage invincibility times. This means that a full crew can attack cave/civ enemies and have each hit registered successfully. Very handy! -Exterior enemies send 50% less traffic when mildly distant from the sub, and send no traffic to clients at all when far out of range (as part of the distance-based networking overhaul) -Fixed bot loadout items sometimes appearing incorrectly for players joining mid-game -Exterior hazards are now generated only once per level chunk, fixing the problems where waiting a while could cause the next level chunk to be packed full of barnacle mines or volcanic vents. Also fixes hazards popping into view. -Quadrupled the size of the acknowledgement packet buffer (reduces packet loss) -Increased the max sent message queue size from 128 to 150, allowing slightly more messages to be buffered and thus reducing packet loss due to network backup. -Increased the max reliable message fragment size and max small reliable message count per-packet to help condense traffic and reduce bandwidth usage due to repeated packet headers. -Decreased the ping timeout for disconnection from 8 seconds to 5 seconds, thus reducing ~35% of the packet backup caused by trying to resend reliable messages to an unresponsive client -Fixed a bug in the broken container behavior causing networking backup. -Wrote a failsafe to help prevent players from getting duplicate XP from a run quickly leaving and re-joining a game. -Fixed a problem where the revolver could not deal damage for each shot if used at its max shooting speed - now each shot registers and deals damage -Bots operating weapons will actively try to avoid barnacle mines and gaseous fish -Nearly all objects related to the water flooding system no longer perform per-frame physics overlap casting, and instead do a single raycast at their start or highly stagged physics overlap casting. This dramatically improves flood performance. -Fixed a bug in the cursor locking logic when pressing caps lock -Built a series of workarounds for hosting online games on OSX when Unity fails to get any information about network adapters on the local machine -Fixed the stage II barnacle crab not being properly hooked up to the network manager, causing networking backups -Interior enemies now correctly sync their scale, miniboss status, and ceiling walker status for mid-game joining players -Fixed pirate ship debris particles not properly being destroyed, causing slowdowns over time -Fixed Discord Rich Presence showing incorrect biome names for players in-game -Fixed an issue in the position syncing configuration of barnacle mines and gaseous fish, causing position information to come in out of order. -Fixed a few typos in Atlantean, Egyptian, and Lamprey dialogue. -Added a sound effect for grounded dodge rolls. -Fixed a null reference in the appearance setting code for bots and civilization recruits. -Fixed an animator rigging problem in the time devourer/children -Ghost clams and eldritch spawnlings are now properly cleaned up after exiting a cave -Fixed the lair guardian sounds ignoring SFX volume settings -Fixed a bug where weapons power always displayed as zero in the tactical view ------------------------------------------------------------------------------------------- Let us know what you think of Part 1, and we'll see you soon when Part 2 comes around! ------------------------------------------------------------------------------------------- Patch 1 notes: -Fixed a null reference causing caves to be non-exitable if preceded by certain cave types. -Fixed a networking error in broken doors. -Fixed ranged weapons being able to damage submarine doors


[ 2018-09-09 07:12:27 CET ] [ Original post ]

We Need To Go Deeper
Deli Interactive LLC Developer
Deli Interactive LLC Publisher
2019-08-01 Release
Game News Posts: 160
🎹🖱️Keyboard + Mouse
Very Positive (4442 reviews)
The Game includes VR Support
Public Linux Depots:
  • We Need to Go Deeper Linux Depot [958.65 M]
  • We Need to Go Deeper Linux 64 Depot [959.13 M]
Available DLCs:
  • We Need To Go Deeper - Buried Treasure DLC
  • We Need To Go Deeper - The Atomique
  • We Need To Go Deeper - Supporter Pack
We Need to Go Deeper is a 2-4-player cooperative submarine roguelike set in a Verne-inspired undersea universe. In the game, you and your crew must embark on many voyages into a mysterious undersea trench known as The Living Infinite.

To be successful in your mission, you and your crew will have to work together to pilot a submarine, as only with your submersible in-tact will you be able to live to see the bottom of The Living Infinite.

2-4-Player Co-op


Designed with human interaction in mind, We Need to Go Deeper was created to encourage friends to shout at each other. The current version features 2-4 player cooperative multiplayer- either through a Local Area Network or Online, or with Bots to fill in for empty slots!

Procedural Generation


The Early Access version currently features a fully fledged procedural generation system that creates a new trench layout every time you take a dive, diversifying things further with 8 unique biomes and a work-in-progress "AI Dungeon Master" who alters difficulty on the fly.

Pilot and Maintain Your Submarine

Repair leaks, load torpedoes and route power to Shields, Lights, Weapons, and the Engine as you and your friends dash around the submarine on its voyage into the deep.

Deep Sea Expeditions


Leave the safety of your submarine to explore procedurally generated undersea caves, where you may come across treasure and danger in equal measure.

Customize Your Adventurer


Choose from a variety of era-specific outfits from the 19th century to spruce up your adventurer! Non-gender-specific mustaches included.

Unlock a Variety of Tools


From repair wrenches to guns, to fish-mincing meat cleavers, a variety of tools and weapons for helping your teammates is waiting to be discovered!


More Biomes and Enemies

A total of 10 unique biomes are planned for the full release. Each biome will come chock full of unique enemies such as alien jellyfish, volcanic tortoises, burrowing worms, and many others to better flesh out The Living Infinite's dangerous underwater world.

Big Bad Bosses

A variety of large-scale boss battles are planned for each biome, each individually suited to the region they live in. These will serve as the climactic transition between biome zones.

Bigger, Better Submarines

We're hoping to include a few Submarines to choose from in the final game, including a larger-scale sub better suited for 4-man voyages, complete with new consoles such as beds for healing, upgrade stations, leak-fixing drones, etc.

Underwater Civilizations

Discover mysterious undersea civilizations on your voyages who may either help or hinder you and your crew. One unique civilization is planned to inhabit each biome, along with a translator item to help players understand each civilization's colorful languages.

New Items Galore

We plan to continuously add interesting Tools and Weapons throughout development as we come up with new and unique items to take advantage of various play-styles and to better give players a depth of strategic options to choose from, in addition to supplying our players with plenty of items for annoying their friends with.

What's At the Bottom?

Find out what lies at the bottom of The Living Infinite, with an end-game we hope will be both exciting and memorable!


Player of the Month

We know that buying into Early Access can often be a thankless contribution, so every month we'll be highlighting one outstanding player as Player of the Month - where they will receive 4 free copies of We Need to Go Deeper to send to their friends, in addition to being recognized on the title screen for that month's update. This way, we hope that those in our community who really strive to help us transform We Need to Go Deeper into the great game we want it to be will get the proper recognition - and reward - that they deserve.

Active Forums

While we won't always have time to respond to every suggestion or request, we will try and keep the Steam forums an active place for discussion, and promise to keep an active eye on what topics the community is most passionate about.

LIVE Bi-Monthly Developer Chat

Twice a month, we'll also be hosting a live hang-out stream, where anyone can pop in and chat with us developers about, well, whatever you wanna talk about! In the interest of narrowing the divide between Gamers and Developers, we're gonna try and just have some good old fashioned social time with our fans. We'll try to host these on weekends so everyone can come by and play games, watch movies, and generally shoot the breeze with us, in addition to talking about We Need to Go Deeper's development if ya'll fancy it.




"It's rare to find something genuinely fresh in a roguelike... but We Need to Go Deeper is the rare example of a RL that grabbed my attention out of left-field." - PC Gamer

"Sounds fun!..The game sports a really unique look." - Kotaku

"Gosh, I think I love it already."
- PCGamesN

"We Need To Go Deeper’s style, personality, and goals are admirable."
- Rock Paper Shotgun

"It boasts a lovely, unique art style that looks something like big-headed Edward Gorey drawings, and the game’s concept is just plain cool."
- Indie Statik

"It's easy to tell they truly care about providing a new type of experience with We Need to go Deeper." - Go! Indie Beat

MINIMAL SETUP
  • Processor: Intel Core i5-2450M Processor (3M Cache. up to 3.10 GHz) or BetterMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Intel(R) HD Graphics 3000 or better
GAMEBILLET

[ 6045 ]

8.49$ (15%)
17.19$ (14%)
3.55$ (11%)
16.79$ (16%)
25.46$ (15%)
8.49$ (15%)
17.54$ (12%)
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8.39$ (16%)
16.57$ (17%)
1.68$ (92%)
25.46$ (15%)
11.69$ (53%)
8.47$ (15%)
32.97$ (18%)
16.99$ (15%)
33.19$ (17%)
4.14$ (17%)
33.59$ (16%)
16.96$ (15%)
29.69$ (15%)
17.79$ (11%)
GAMERSGATE

[ 687 ]

2.03$ (77%)
4.5$ (75%)
3.75$ (85%)
3.75$ (75%)
9.0$ (70%)
5.22$ (74%)
0.56$ (81%)
5.0$ (50%)
0.56$ (81%)
0.56$ (81%)
17.99$ (10%)
0.56$ (81%)
25.0$ (50%)
11.99$ (40%)
2.61$ (83%)
0.51$ (87%)
2.18$ (78%)
14.99$ (50%)
8.0$ (60%)
1.5$ (81%)
10.79$ (10%)
7.49$ (25%)
19.99$ (20%)
6.29$ (30%)
0.77$ (89%)
1.74$ (91%)
6.25$ (75%)
0.56$ (81%)
29.99$ (40%)
6.38$ (57%)

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