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TITANS: New Maps & Balance Update Out Now!

Greetings Commanders, Celebrating 10 years since we originally announced the game on Kickstarter, new battle lines have been drawn across the galaxies - 7 new maps, balancing updates, local multiplayer support, and a host of improvements have come online. Dive back in to annihilate the enemy. Good luck out there.
General

  • Added 7 new WPMarshall maps. [olist]
  • Samar's Sands - 1v1
  • Unhelpful Habits - 1v1
  • Experiencia - 1v1,2v2,3v3 (Multi-Planet))
  • Inconceivable Field - 5v5 (includes Gas Giant)
  • Phang Shores - 1v1,2v2,3v3,4v4 (Naval Island Spawns)
  • Phang Shores XL - (Phang Shores, but with an extra planet!)
  • The Major Grump - 3v3,4v4,5v5 (Multi-planet, includes Gas Giant) [/olist]
  • Added Queller AI 5.23.1 - this is no longer a mod, but is now a full part of the game.
  • Added UPnP support on Windows builds, required so the local servers can see out into the world and get incoming connections from other clients.
  • Unit balancing tweaks.
  • Retrained AI values, so the AI will play more competitively with the new balancing tweaks.
  • Games are hosted by default locally (instead of remote servers) and limited to 6 slots. Use --local-server-max-players flag on the client to override this limit. Remote servers are still available for larger games, just the game defaults to local servers for smaller games.
Fixes == Hardcoded unit names: Units usually get their behaviors from their classes (e.g. Orbital & Transport & Interplanetary) but the Astraeus unit had its behavior locked to its name instead. That blocked derivative units of the same type (e.g. Chariot from Legion) from having the same behavior. == First factory blocks metal spots: Fix a bug where the code ignored the metal spots location when building new factories, the locations are now properly detected. == AI doesnt play until the 20 second mark in certain conditions Sometimes the AI fails to start playing the game (just idling instead) before the 20 second mark. We determined that initially the game handles strategic map locations (like metal spots and base locations) in batches. Those batches were too small, which caused the AI to wait until the next update cycle to start processing locations. We increased the batch size a little so the AI handles more spots in one go but still keeps CPU usage low. == AI crashes server with Legion Expansion Starcannon Sometimes the game would crash when a game engine entity had a parent that was unreachable (like a temporary). This was the case sometimes with transporters that were used by the Starcannon to send units to a planet. We patched the engine to ignore those parents instead of doing a hard check. == Fighters and Galata built to fight an air presence that doesn't exist The AI builds fighters when the enemy has no air, leading it to use fighters in Galactic War against players who dont even have air tech, let alone an air presence. We created a "GalacticWar" personality tag for the AI in the GW mode and gave units a way to check for the air presence as well as the tag, which fixed the issue. == Doesn't recognise Unit Cannon as an orbital threat Sometimes the game handles some units individually, because of their odd behavior. That's the case with the Unit Cannon, however it wasn't being consistently checked everywhere. We patched the AI brain to recognize the Unit Cannon individually and it fixed the issue. == FocusTargetThreatRatio always returns true The condition FocusTargetThreatRatio used to return true even when the target wasn't available. We fixed it to return false when there is no target. == Presence booleans not set by radar or factories The presence booleans were set according to the threat model used by the game, which failed in certain conditions (like evaluating buildings). We added a new system internally that keeps track of enemy and friendly presences without using the threat model, which fixed the issues. Balance Notes Commander - move_speed increased from 6 to 8 [b]Air Angel - anti_entity_targets updated to include Narwhal AA (pa/units/sea/frigate/frigate_ammo_aa.json) - anti_entity_targets updated to include Stingray AA (pa/units/sea/missile_ship/missile_ship_aa_ammo.json) Hornet - max_health reduced from 600 to 500 - rate_of_fire reduced from 0.5 to 0.4 Icarus - aggressive_distance reduced from 70 to 60 - brake increased from 20 to 30 Pelican - build_metal_cost reduced from 160 to 140 - brake increased from 20 to 60 Phoenix - system_velocity_multiplier increased from 15 to 30 - gravwell_velocity_multiplier increased from 6 to 10 Land Advanced Laser Tower - max_range reduced from 130 to 120 - rate_of_fire reduced from 5 to 3 shots/sec - damage increased from 150 to 250 Advanced Metal Extractor - observer items radius reduced from 100 to 75 for surface_and_air - observer items radius reduced from 100 to 75 for underwater Bluehawk - max_range reduced from 220 to 200 Colonel - max_health increased from 6000 to 8000 - target_priorities updated to: - Mobile - Air - Air & ( EnergyProduction | Transport | Bomber | Gunship | Titan ) - Structure - Wall - Mobile & Air - Wall Gil-E - max_range reduced from 200 to 180 - target_priorities updated to: - Air & (Tactical | Heavy | MissileDefense) - Mobile - Air - Structure - Wall - Mobile & Air - Wall Grenadier - firing_standard_deviation reduced from 1.5 to 0 Leveler - max_range reduced from 130 to 120 Locust - max_health increased from 60 to 80 Metal Extractor - observer items radius reduced from 100 to 75 for surface_and_air - observer items radius reduced from 100 to 75 for underwater Nuclear Missile Launcher - system_velocity_multiplier increased from 20 to 30 Unit Cannon - system_velocity_multiplier increased from 20 to 30 Naval Stingray - target_priorities for the tactical missile updated to include the Angel (MissileDefense) as a top priority - Added UNITTYPE_AirDefense to unit_types Orbital Advanced Radar Satellite - system_velocity_multiplier increased from 15 to 30 - gravwell_velocity_multiplier increased from 6 to 10 ARKYD - system_velocity_multiplier increased from 15 to 30 - gravwell_velocity_multiplier increased from 6 to 10 Artemis - system_velocity_multiplier increased from 15 to 30 - gravwell_velocity_multiplier increased from 6 to 10 Astraeus - useable range increased from 10 to 20 - move_speed increased from 25 to 50 - brake increased from 25 to 30 Avenger - system_velocity_multiplier increased from 15 to 30 - gravwell_velocity_multiplier increased from 6 to 10 Helios - system_velocity_multiplier increased from 15 to 30 - gravwell_velocity_multiplier increased from 6 to 10 Hermes - system_velocity_multiplier increased from 22 to 30 - gravwell_velocity_multiplier increased from 9 to 10 Orbital Factory - build_metal_cost reduced from 6000 to 4200 SXX-1304 Laser Platform - system_velocity_multiplier increased from 15 to 30 - gravwell_velocity_multiplier increased from 6 to 10


[ 2022-09-19 18:03:48 CET ] [ Original post ]



Planetary Annihilation: TITANS
Uber Entertainment
  • Developer

  • Uber Entertainment
  • Publisher

  • 2015-08-18
  • Release

  • Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 100  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (10664 reviews)


  • Review Score

  • https://planetaryannihilation.com/
  • Website

  • https://store.steampowered.com/app/386070 
  • Steam Store

  • The Game includes VR Support



    Planetary Annihilation: Titans - Linux [906.01 M]

  • Public Linux depots

  • RTS JUST GOT BIGGER

    TITANS is the huge stand-alone expansion to the already massive-scale RTS Planetary Annihilation, which includes the base game and adds tons of new features:

    Devastate your enemies with 5 massive Titan-class super units like the earth-shaking Atlas bot and lightning-wielding Zeus airship!

    Expand your strategic arsenal with 16 new units such as versatile Hover Tanks, indomitable Orbital Battleships, and voracious Nanobot Swarms!

    Elevate your game with new planets that feature multi-level terrain available in both single and multiplayer. Get up to speed faster with a new, streamlined tutorial experience, then take your game to the next level with the new Bounty Mode option for AI skirmish and multiplayer,

    Including everything you loved about Planetary Annihilation:


    • Epic Scale - Command armies with numbers in the thousands across multiple planets on land, sea, air, and even in orbit.
    • Epic Single-Player - Galactic War is a twist on traditional real-time strategy campaigns that has players battling across a dynamic galaxy filled with procedurally-generated content. Every playthrough is different.
    • Epic Multiplayer - Play with up to ten friends (or enemies) in massive free-for-all and team-based matches. Or, compete in the 1v1 ranked play ladder.
    • Smash Planets - End games by destroying entire planets with giant lasers, asteroid collisions, and the new planet-splitting Ragnarok Titan!
    • Advanced Command And Control - Automate your armies with intuitive controls and features, allowing you to create and manage massive armies and production lines with ease across multiple fronts on multiple planets at once!
    • Instant Replays - View in-match recordings in real-time while matches are in progress. See when a battle turned by rewinding the game to any point, and use Play From Here to turn it back in your favor.

      *Must meet Minimum System Requirements for offline play
    MINIMAL SETUP
    • OS: Any Linux distribution supported by Steam
    • Processor: MODERN Quad Core ProcessorMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: OpenGL 3.2+. 1 GB GPU RAMNetwork: Broadband Internet connection
    • Storage: 5 GB available spaceAdditional Notes: https://planetaryannihilation.com/support/linux/
    RECOMMENDED SETUP
    • Processor: MODERN Quad Core ProcessorMemory: 16 GB RAM
    • Memory: 16 GB RAM
    • Graphics: Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+. 1 GB GPU RAMNetwork: Broadband Internet connection
    • Storage: 7 GB available space
    GAMEBILLET

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