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Minor update: molochs, music and more


Hello everyone! Time for a minor update with a changelog longer than that of the latest major update. Our team has been busy with fixes and small additions for this patch to pave the way for the long-awaited campaign update that were releasing next. Please be sure to update your game to be able to host and join servers, and take a look here for the patch contents:

  • Two new moloch variations: the black moloch and the moloch pupa. We hope you find both of them terrifying in their own right!
  • Dismembering of non-human living creatures. Because death was not gruesome enough before!
  • Texture compression to make the game run a little better on low-end GPUs.
  • New music tracks just because its underwater doesnt mean it should all be constant monotonous droning. These new tracks and a couple of others have now also been added to our Supporter Pack.
Besides these, theres a long list of other fixes and improvements see the full changelog below! v0.9.10.0 Additions and changes: - Added 2 new moloch variants: Black Moloch and Moloch Pupa. - Reworked Moloch. - Overhauled level layouts and events (longer and more difficult levels). - Added two new afflictions: medical items and poisons cause organ damage instead of internal damage and explosions cause deep tissue injuries. Both are functionally identical to internal damage, and treated with the same items. - Added DXT5 texture compression to reduce memory consumption. Slightly increases loading times; if you're not short on memory, you may want to disable the compression from the game settings. - Added partial dismemberment for live creatures. Currently enabled only for non-humanoids. (Dismembering dead bodies was already in the game). - Destructible shells/armor -> Moloch's shell can now be destroyed. - Added a new monster AI state: Protect. - Increased the threshold for limping and changed the calculations. - Added limping for non-human characters. - Modded servers show up as purple in the server list. - Added 4 new background music tracks. - Added parameter autocompletion to the "spawnsub" command. - All content types except UI styles are now hotswappable. - Made smoke detector logic more accurate (no size restrictions on the size of the fire, the fire doesn't have to be inside the same hull). - Added "Output" and "FalseOutput" properties to smoke detector. - Option to define ambient light values for individual hulls in the sub editor. - Characters float in place instead of sinking when staying still underwater. - Improvements to water flow forces: flowing water can push characters around much more heavily now. - Balanced item prices and fabrication/deconstruction recipes. - Balanced medical items. - UI layout improvements when using an ultrawide resolution. - Added "set_channel" input to wifi components. - Added "power_value_out" and "load_value_out" outputs to reactor. - Added search/filter boxes to content package list in the settings menu and item lists in the Workshop menu. - Added submarine filter to the server lobby. - Detonators are only triggered by non-zero signals. - The state of toggleable controllers (= switches) can be set in the sub editor. - Made toolboxes purchaseable. - Added a warning to keep the drone door closed in Remora. - All Thalamus cells die when the Thalamus dies. - Removed "hold fire" option from the "operate weapon" order, display turrets on minimap as icons instead of text. - Added some logic to prevent the game from modifying/deleting any vanilla content in any situation. - Readded legacy Carrier (doesn't spawn naturally but can be spawned with console commands). - Modified Typhon 2's coilgun rotation limits a bit so it isn't possible to hit the walls when firing at enemies near the airlock. - Hulls can be multiedited in the sub editor. - Placed down wires can now be re-equipped in the sub editor by double clicking a loose end. - Added charging docks to Remora. - Adjusted how pixel sizes are converted to meters (which are used to display the submarine's dimensions and distances on the navigation terminal). Previously 100 pixels corresponded to 1 meter, now it's 80px -> 1m, making the human characters about 1.75m tall. - Distance calculations on the navigation terminal take the shape of the path into account instead of just using the direct distance to the target. - Made improvements to the manual order assignment by adding always visible name labels, displaying indicators for characters' current orders, and repositioning the nodes. - Reduced the damage range of fires, characters don't take damage from fires if there's a closed door or a wall in between. - Always draw steering indicators at the center of the display instead of the center of the sub. Fixes indicators getting offset (sometimes even outside the display) during docking. - Added option to give all command perms with the "givecommandperm" command by using "all" as the parameter. - Wrecks with no predefined Thalamus items can no more be infested by Thalamus. Allows to create wrecks that always spawn without Thalamus. - The "shut down" reactor order now allows the bot to continue doing other things after powering off the reactor, instead of just standing next to the reactor. - Removed the "initiative" skill -> all bots should now react better when there's something to do. Note: this doesn't mean that they always react on everything. It's just the end of individualism. At least for now. - Reduced the physical forces applied on characters when they are hit by melee weapons, harpoons, or frag grenades. Adjusted stun for crowbar and harpoon. - Disabled retreat/escape behavior for the bots when they take damage from items or explosions. They still escape/fight back when attacked by other characters. - Refactor the medic priority calculations/logic: Bots should never treat others autonomously, unless they are medics or ordered to rescue. Bots should always give a high priority for treating themselves, unless there's a medic on board. - Adjusted the flipping logic of non-humanoids to make them flip less frequently. - Monsters won't anymore target nasonov artifact unless it is inside the player submarine or in the player inventory. Modding: - Made it possible to use repair tools with StatusEffect's UseItem. - Made pressure deaths more moddable. Dying because of high pressure isn't hard-coded anymore, the characters are just given the barotrauma affliction which (by default) kills them. - Added "HideConditionBar" property to items. - Fixed wearables staying on the character when the item is removed by a status effect. - Character light sprites can now deform. The cells of Thalamus (Leucocyte and Terminal cell) now use the deformable light sprites. - Creature flipping parameters are now exposed. Adjusted the flipping for all creatures. - Allow to define character joints as weld joints in addition of normal revolute joints. Weld joints don't rotate. - Allow sound definitions to ignore the muffling effect. - Exposed the "scatter" value and added new "offset" attribute for monster events. - Added support for status effects in limb definitions (ragdoll file). - Status effects defined in the character definition can now also target limbs. - Added ActionType.OnSevered status effect for limbs. - Creatures can now be set to disrupt sonar. - Player attacks can now also use the conditionals (i.e. when player is controlling a character). Previously only the AI used the conditionals. - Conditional sprites don't anymore require a texture definition. - Conditional Sprites can now be non-exclusive -> Draw more than just one sprite at a time. - Fixed conditional sprites not being able to target limbs. Bugfixes: - Fixed crashing when opening the tab menu when there are clients present with no job preferences set. - Fixed "ColdCavernsMaze" levels sometimes being extremely short. - Fixes to level generation when playing with a very large submarine. - Fixed bots being unable to shoot at enemies from another room/hull. - Fixed bots being unable to get items from dead bodies. - Fixed submarines being unable to move vertically in the submarine test mode. - Fixed crashing when starting a new round with no audio device (speakers, headset) available. - Improvements to shadow/LOS rendering. - Fixed double click being ignored if it's been less than 0.4s since the last double click. - Fixed all servers sometimes not showing up in the server list (showing only the servers in the same/nearby region). - Fixed "lone sailor" achievement not unlocking in single player. - Fixed "Gaze in to the Abyss" achievement sometimes unlocking as soon as the round starts. - Fixed characters sometimes being unable to exit the submarine when outside the borders of the level. - Fixed ruin/wreck monsters not spawning if the submarine is too close to them. - Fixed ruin items sometimes getting saved as a part of the main submarine in the campaign. - Fixed rare "item with the same key has already been added" errors when starting a round (particularly when playing with a submarine with very large numbers of items/structures). - Thalamus entities can't be selected in the sub editor when they're hidden. - Fixed "spawnsub" console command not working. - Fixed projectiles, welding tools and plasma cutters hitting destroyed Thalamus organs. - Fixed reactor not shutting down if the turbine/fission rate are controlled via signals even the power switch is toggled off. - Fixed reactor sliders not moving when they're controlled by signals. - Fixed level triggers sometimes affecting entities that have left the trigger. The most noticeable effect was characters getting burn damage indefinitely after they've been close to a hydrothermal vent. - Made flamers fire proof to prevents the flames from blowing up the fuel tank inside it. - Don't allow harpoons to stick to very small limbs (such as mudraptor's "mouth tentacles"), because it lead to physics glitches. - Fixed the husk infection crashing when turning the character, if either the non-husk or the husked variation has no inventory defined. - Fixed characters getting weapon XP after using a turret, until someone else operates the same turret. - Fixed characters being able to crouch when their pose is controlled by a controller (e.g. periscope, modded chair). - Fixed bots being unable to aim correctly when operating a turret in another submarine (such as a remotely controlled coilgun in a shuttle). - Fixed bots sometimes taking too much time to interrupt their current objective when the room they're in floods, causing them to get crushed by pressure. - Fixed bots sometimes letting go of ladders too soon, preventing them from reaching certain areas (such as the upper platform in Berilia's cargo bay). - Fixed multiple bots sometimes trying to treat the same person. - Bots stop grabbing the character they're treating after they're done. - Fixed harpoons going through doors. - Fixed depth charges going through level walls. - Fixed husks attacking human husks wearing a diving suit. - Fixed first shot from a firearm that uses a magazine/clip not doing anything. - Fixes to waypoints in Kastrull, Berilia and Remora. - Fixed chat-linked wifi components not working in single player. - Fixed chat-linked wifi components not working in multiplayer outside of combat missions. - Fixed Azimuth using tutorial junction boxes instead of normal ones (the tutorial variants are indestructible and don't have signal connections). - Fixed autopilot not being able to navigate past wrecks. - More reliable syncing of door's breaking state. Fixes doors sometimes being impassable or impossible to repair client-side, particularly when joining mid-round. - Fixed repairing doors getting interrupted at 50% when the door's collider is re-enabled and the character pushed out of the doorway. - Fixed items getting used in the health interface when dropped on a subinventory slot in front of the interface. - Fixed dedicated servers letting clients join with an invalid name when there's no server owner. - Fixed server letting clients join with a name that's already taken. - Changed "creating hulls between docking ports failed" from errors to warnings. Allows creating exterior docking ports that aren't next to a hull without having the console pop up every time the port is used. - Fixed changing resolution not updating character inventory slot sizes properly, causing invalid spacing in dead characters' inventories. - Don't allow detaching signal components when rewiring is disabled or the item's connection panel is locked. - Fixed misaligned hull next to Wreck1's airlock. - Fixed "attempting to remove an already removed item" errors when mass-deleting items. Happened because removing items a wire is connected to removes the orphaned wires automatically. - Fixed multi-part subs (example case: The Aeche III) getting teleported to oblivion when flipped. - Fixes to bots getting stuck or killed for no apparent reason when the player is very far from them, due to the bots switching to a "simple physics mode" which prevents them from doing certain kinds of interactions. - The explosive cargo mission that places a block of Volatile Compound N in one of the crates no longer requires delivering the volatile block to the destination. - Disabled crush depth in the submarine test mode. - Fixed monsters staying invisible if they die far away from the camera view. - Fixed very small limbs (mudraptor's mouth tentacles, husk appendages) launching off at a very high velocity, leading to glitchy physics behavior, when hit by a non-raycast projectile or an explosion. - Allow subs to be saved to subdirectories of the "Submarines" folder (e.g. "Submarines/Downloaded"). - Fixed a couple of waypoints in Berilia that prevented bots from using the ladders. - Fixed Husked Crawler bleeding red blood. - Fixed the priority of the operate order being 69 when it should be 70, which sometimes caused bots to get stuck between two objectives (like repairing or fixing leaks). - Fixed enemies always using the priority defined for "room" when they should use the priority for "sonar". - Fixed monsters not being able to drop down from platforms/hatches etc. In practice they still have difficulties in getting down from the hatches when they don't swim because they are so big. - Fixed bots ignoring themselves as a target when they are rescuing others. - Fixed numerous issues in the monster behavior when simple physics is enabled. e.g. Ignoring targets or not being able to attack or eat them. - Fixed hitting damage modifiers emitting a ridiculous amount of particles. - Fixed some cases where bots fail to open the door that they should be able to open (because they skipped a waypoint without checking the doors). - Fixed monsters not keeping inside the level. - Fixed a crash when the command interface button was pressed while the player is controlling a custom monster that didn't have character info but was able to speak. - Fixed monsters sometimes ignoring their target after attacking.


[ 2020-06-04 12:55:55 CET ] [ Original post ]



Barotrauma
Undertow Games
  • Developer

  • FakeFish
  • Publisher

  • 2019-06-05
  • Release

  • Indie Strategy Simulation Singleplayer Multiplayer Coop EA
  • Tags

  • GameBillet

     29.72 /

     

     
    Game News Posts 154  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (47454 reviews)


  • Review Score

  • http://barotraumagame.com/
  • Website

  • https://store.steampowered.com/app/602960 
  • Steam Store



  • Barotrauma Linux [550.85 M]

  • Public Linux depots

  • Overcome crisis and the unrelenting pressure of a frozen ocean. In Barotrauma you're a submarine crew member beneath the ice of Jupiter's moon Europa. Flee or fight alien lifeforms, explore a strange new world, command your crew, and craft equipment in a tense 2d co-op experience.

    Key Features

    • Command and manage your submarine and its various systems in adrenaline-filled co-operative gameplay.
    • Play as the captain or any of the 4 other character classes, with up to 16 players per submarine.
    • Single Player campaign, sandbox mode, and single missions also available.
    • Procedural levels and events ensure no two games will ever be exactly alike
    • Each submarine has multiple crew operated systems, from nuclear reactors to sonar, guns, engines and more
    • Comprehensive crafting system to create tools, drugs and weapons
    • Navigate dangerous environments to achieve mission goals or simply explore and travel deeper into the game world
    • Explore alien ruins and wrecked submarines along the way to discover rare and powerful artifacts and other resources
    • Fully integrated mod tools allow you to create and transform the game via Steam Workshop. Submarine editor, character and procedural animation editor, procedural level editor, sprite and particle editors - unleash your creativity!
    MINIMAL SETUP
    • OS: Ubuntu 14.04 LTS
    • Processor: 2.0 GHzMemory: 4 MB RAM
    • Memory: 4 MB RAM
    • Graphics: 128 MB Video Memory. OpenGL 3.0+ support
    • Storage: 350 MB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 18.04 LTS
    • Processor: 3.0 GHzMemory: 8 MB RAM
    • Memory: 8 MB RAM
    • Graphics: 256 MB Video Memory. OpenGL 3.0+ supportNetwork: Broadband Internet connection
    • Storage: 350 MB available space
    GAMEBILLET

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