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Devblog: Map Editor

The coming update will introduce a new map system with a custom file format. Today we will take a first look at its abilities and the map editor for it. The old map system was based on tiles and depending on complicated tilesets created by hand. While this offered quite big artistic freedom, it also required a lot of manual work to create the tileset art and the transitions. The new map system will follow a different approach, using regular ground textures, simplified (semi-realistic) lighting and height blending. To make working with this as easy as possible, a map editor is currently in development for it. Here is an early example of it:
As you can see, the ground looks somewhat realistic, as it has access to lighting and height informations and is rendered accordingly. This approach doesn't only look interesting, it also gives map creators some freedom for blending multiple textures together, to create a dirty road for example, or to add some details near rocks or other objects:
As you can see on the screenshot, cracks inside high textures like cobblestone can be filled with lower textures like sand or dirt. Another nice side effect of the new systems height-based approach is a highly requested feature finally getting implemented: water depth. Your tank will soon be able to drive through water, and to drown of course. Sadly this requires additional height information for every tank (which to add is a lot of work), as it would look quite weird otherwise. But here is an early preview image, showing the hull of a Tiger tank with height informations added:
The water depth for every tile (1m) can be choosen freely between ~0-5m by the map creator. And there are still a few more things worth mentioning: The map editor lets you edit the parameters for every individual map. You can change the texture tiling scale, water color, spawn positions and capture zone sizes however you like. Map objects received a visual overhaul and can be placed manually or generated automatically, in case you need a lot of grass or trees for example. Every map type (forest, desert, winter, town) will get its own texture set and object visuals, leading to more variety in the game. The map format is fully custom and highly optimized, making map files only a few kilobytes in size. This makes downloading them in realtime possible. (in case custom game rooms will be added later) The current plan is to publish the map editor somewhen after the next update release, so people can start experimenting around with own maps. This will probably lead to some kind of map submission program where everyone can submit own maps to get integrated into the game, most likely with a compensation in ingame currency (gold/premium time/DLC packs). Another feature idea is the implementation of singleplayer missions, maybe with Steam workshop integration. But while this all is totally possible with the new system, nothing has been decided yet, as it's still too early to do so, so stay tuned... As always with devblogs, please keep in mind that all changes shown here are not final and subject to change. The devblog series only exists to keep you updated on the latest development work and ideas without any commitments.


[ 2022-11-07 05:58:14 CET ] [ Original post ]


Tanks2.DE game servers shutting down for now

On November 7, 2022 the Tanks2.DE game servers will be taken offline, and won't come back online until the future of the game is more certain. This decision wasn't easy, but most of you probably have seen it coming. The game still isn't in a good state, updates are rare and time passes by without any progress, and nobody is playing it (for good reason). Now a point is reached where the server costs (and especially the maintenance effort) can't be justified any longer. Not all is lost yet however, as the website, the Steam store page and the Discord server will stay online for now. Your account won't be deleted and all your progress is saved. The game still is (and always was) a hobby project, so things can still change in the future. A few things are still planned for the game, but the timeframe for them is uncertain. All I can assure you at the moment is that a lot of work went into new features in the past years, and that I will keep working on it. So again: Tanks2.DE is not abandoned, Tanks2.DE won't be deleted. You just won't be able to play it for a while. Additional statement in case the initial post wasn't clear enough: [quote=Armynator (Developer)]Just to clarify again: this is indeed temporarily, as stated in the announcement. The server is almost completely empty since over a year because there are no updates or new content. It's simply not worth the effort to keep them running at the moment. Once I have more time again I'll finish the work on all the loose ends that emerged over the last year, but not within the next few months. Also, if the game really ever should become abandoned, it will either be taken down properly, or something like a singleplayer mode will be added. But this isn't something anyone has to worry about yet, as I'm very sure that at least one more big update will follow in the future.[/quote]


[ 2022-10-12 08:14:09 CET ] [ Original post ]


Update 0.2.0p6 Patchnotes

- Improved networking again, game should feel more fluid now - Reverted experimental camera mode back to normal


[ 2021-03-08 14:26:52 CET ] [ Original post ]


Update 0.2.0p5 Patchnotes

Really small update with a few bugfixes and network updates. The game server now dynamically tests your connection and packet loss ingame. If your network connection supports UDP without high packet loss, it will be used inbetween the less frequent TCP update ticks. The client now also predicts the movement of other tanks. These changes hopefully make the game feel a lot more responsive, especially if your network connection is slightly unstable or if your ping is very high.


[ 2021-02-23 06:27:46 CET ] [ Original post ]


Update 0.2.0p3 patch notes

- New forest map added: "Faulty Forest" - New skins added to some russian and german tanks - Activated experimental camera behaviour for increased view range - AI tank aim behaviour improved - AI tanks should no longer get stuck - Various smaller bugfixes Some players also reported a horrible lag experience since Update 0.2.0 release. The patch today includes some possible fixes for that. If this still happens to you, please leave a comment below.


[ 2021-01-28 11:02:01 CET ] [ Original post ]


Update 0.2.0 'Preview' released

But let me warn you right away: this update releases in a 'preview' state for a good reason. Many things are unpolished, unbalanced or unfinished, as the game has been rewritten completely from scratch over the past year. Yes, you heard right. Every single line of code was recreated from the ground up, so I can finally get rid of all the core problems the old version had. The game now is much more stable, scalable, optimized and no longer based on a 3 years old browsergame approach. So... let's take a look at the new features first. The biggest change is the new research and progress system:
All tanks (except starter tanks and premium or event tanks) need to be researched with experience points from previous tanks now. Once their hull is researched, they can be bought with silver and you can start playing with them to earn experience for modules or the next tank. You might think something like "Wait! Modules?" now. Don't worry, you heard right! Every tank has its own modules now!
Currently there are 5 module types available for tanks: turret (gun mantlet for tank destroyers), gun, engine, tracks and radio. Every researched tank starts with a basic version of every module, and many of them have better or different versions available for research. There is no silver involved in modules, it's all pure research with earned experience on the tank. Of course this opens up many new possibilities, as tanks are much more 'modular' now (: One example for this is the Panzer III, the german Tier I starter tank. It has a regular 50mm gun with a long barrel, and a 50mm gun with a short barrel, which has less range and penetration, but a much faster reload time. This hopefully gives you, the player, the option, to choose the module which fits your own playstyle the best. OK, the current options might be a bit limited, as not many vehicles have multiple guns or turrets at this point. But I can assure you that more will follow in the near future! This brings me to the next topic - SKINS! (Yes, finally!)
This feature was requested multiple times in the past, and has finally been integrated directly into the base of the game. You may now choose from a steadily growing list of skins for forest, desert, winter and town environments. Some skins cost silver, some skins cost gold, others are hidden and only available through specials or events. The skin type will be choosen automatically in battle, depending on the environment. You can also make slight adjustments to most skins. Scale, rotation and offset sliders are available for most patterns and are completely free of charge once the skin itself has been bought. You may now wonder how this is related to the previous topic. Well, thats simple: the future! There are not many different skins and environments included in this update directly. But adding them isn't too complicated and an ongoing process, just like the modules. And before I forget about it, the crew system has been slightly overhauled as well.
Instead of 10 levels, each crew member has 100 levels now. They cost less and are increased using the regular experience earned by the tank. And as you might have noticed on the screenshot (just ignore the placeholder ammo icons for the crew members), there is also a parameter for component quality, 'Track Quality' in this case. This base value is inherited by the tank modules, and slightly improved by certain crew skills. But now guess what: it's completely useless at the moment! :D It's there for an advanced damaging system, planned for a future version of the game. Some modules like tracks, engines or radios have durability/quality values and proper hitboxes in the game world already, so they will most likely be damageable in the future... Oh, that's it about the new features already? Mhh... let me talk a bit more about this update then, as it's a big milestone for the game. Some of you might know already that the game started as a simple browsergame back in 2017. It looked horrible, it sounded horrible, had no content but was quite fun to play already. After a bit more polishing it was released on Steam, and suddenly more people became interested in it. So more updates and optimizations were needed, and the old browsergame foundation quickly reached its limits. After squeezing out pretty much everything that was possible with the limitations in update 0.1.9, it was clear that a better solution was needed, so I began recreating the game from scratch. Now, 12 months of development work in my free time later, Update 0.2.0 represents this new, solid foundation. It's written entirely in C#, uses a lightweight 2D renderer with Vulkan support, is very modular, stable, scalable and optimized. In comparison to the old version it's almost 3x faster, making it also ready for mobile devices in the future. I know that this update took long, and that the server was down for a whole month now to prepare this update. I'm also aware that this update is a bit rushed and unfinished. But please don't worry too much about it, as the new foundation is finally here now. This means faster, smaller updates, more new features and almost endless possibilities. I'm personally really glad that so many of you like this game and its idea, and I can't thank you enough for still supporting it. The last year was horrible for this project, with no progress, minimum support and almost no communication. But I'm ready to take back the lead to turn this game into something interesting and unique, so stay tuned for more very soon. A few more notes: - Chat, Squads and probably more important functions are still missing - Drop me your hate messages on Discord - The AI is still dumb but has proper pathfinding now - You may sell owned tanks again now - Tier VI introduced, yaaaay! - T34 Heavy nerfed, yay? - Collision damage removed temporarily (sorry Maus!) - The website has been updated as well


[ 2021-01-22 17:08:12 CET ] [ Original post ]


Extended Game Maintenance

The game servers have been shut down for an extended maintenance period, in order to prepare everything for the coming 0.2.0 update. Update 0.2.0 is a full rewrite of the game, and it takes some time to implement it properly into the existing game systems. We don't want you to lose any game progress, so all existing data needs to be converted into the new format. There is no fixed date for the update release yet, but we expect it to be finished still within 2020. ;) Lost premium time will get compensated of course.


[ 2020-12-23 12:25:56 CET ] [ Original post ]


Update 0.1.9

Finally another update it took a while, but here it is: an important update, featuring server side physics, a new game mode, randomly generated maps, a vision system, light tanks, squads and so much more! So lets get directly into it. There are many new features and complete reworks of existing ones to explain this time. Server-side Physics This is the biggest change for this update and probably the biggest change in the game since the prototype phase back in early 2018. All physic simulations have been moved to the server now, multithreaded and dynamic. While steering your tank may feels a bit different or even slightly laggy/delayed now, this change has many advantages. An interesting mechanic introduced by this change is ram damage, and ramming in general. You may now deal damage to other players by ramming into them. But be careful, weight and speed values are taken into account! Ramming into a heavy tank at full speed with something smaller usually is a really bad idea. Of course you can now also push other tanks. They have quite a bit resistance, but if your engine is strong enough, even bigger tanks should move slightly when pushed. The new system also has been designed with bigger battles in mind, allowing you to take over control of other vehicles in theory, to take over the vehicle of an AI teammate for example after you lost your own tank. This is not implemented yet, but totally possible for a future update! Map Generator In version 0.1.9 all ingame maps are generated randomly. For more detailed information on the generation process, please check out the previously posted devblog. If random generated maps wont work out as expected, we will add back manually created maps or maybe even combine both systems. Vision System The game just received a vision system! For more details check out this devblog article. It explains the new mechanics behind it pretty well and provides some examples. AI Improvements The AI system has been rewritten from scratch (again). Pathfinding, behaviour, physics your robot friends should be a bit smarter now. The new AI uses a modular behaviour system, allowing better decisions in realtime and smoother integration into existing and upcoming mechanics. They are also bound to server-side physics like regular players now. New Game Mode: Capture the Documents (CTD) The 3-cap game mode has been replaced with this new one. Both teams start with a base on a random map. Break into the enemy base, steal their secret documents and take them back home to your base! But be careful, entering the enemy base might not be as easy as it seems, since tank destroyers can hide pretty much anywhere now... Squads A highly requested feature has been added with this update: squads! Yes, you can invite your friends to your squad now to enter the queue together! To do this, simply open the squad menu in the garage, invite a friend, select a tank and ready up. Once all players in a squad are ready, the squad creator can join the battle queue. Currently the squad member limit is set to 3. If this turns out to be too strong (or too weak for some reason?!), the limit (or the matchmaker) will be adjusted again.
Battle Rewards All battle rewards have been reworked to be more focused on teamplay. You may now get rewards for kill assistance, damage done by scouting, scout durations and scouting attempts, blocked damage, survival time and more. This also means that keeping enemy vehicles scouted and visible for your team is being rewarded now.
Notifications and Battle Results More battle rewards? More battle results! The whole battle result system got a rework. Battle results are stored for a few hours now, accessible from the notifications list in the garage. The result screen has more details now as well. However, keep in mind that the results are not stored for an infinite amount of time. Usually they are visible for a few hours at least, and always lost after a server restart. In theory this should be enough for now, but if really needed, we may adjust this again to store them for a longer period of time.
Other changes The update also comes with some smaller changes:

  • Aim progress indicator removed, aim system changed
  • New fadecross with autoloader status display
  • Team damage is now enabled (50% damage reduction for direct hits)
  • Added shooting effects for most tanks
  • Tank driving in the garage has been disabled for now
  • Battle size lowered from 7vs7 to 5vs5
  • Roads give a 20% speed bonus now
  • Added Radio Operator as crew member
  • Added Boris and Ivan as possible AI names
Sorry for the waiting time Its clear that this update took us way to long. Its been over 5 months since the last update, and thats hard to excuse, especially since the game is in early access. Sadly about 80% of the game code had to be rewritten from scratch to make server-side physics possible, and to lay down a robust foundation for the future. Also the underlying physics engine needed unexpected adjustments to make some features like ramming possible. This totally blew up the time plan and caused a really long waiting time for you. Together with this update we integrated Steam DLCs. As a small thank you for staying with us, we are giving away the Starter Pack Steam DLC for free. It contains a new light premium tank, the BT-2, some gold and a few days of premium time. So head over to the Steam Store and add it to your account for free before this offer ends! https://store.steampowered.com/app/1153810 If you are playing the browser version of the game you will have to download the Steam version to redeem it. Install the game on Steam, add the DLC to your Steam account and login with your regular game account in the Steam version of the game. Once the DLC has been added to your account, you can normally use its contents in the browser version.


[ 2019-11-27 19:27:28 CET ] [ Original post ]


DevBlog: Vision System and Scouting

Currently there is no vision system in the game, not even a simple one. But dont worry, we will change that in Update 0.1.9! First, let me explain the current vision system: oh, right, there isnt one. Currently all tanks on the battlefield are always visible to all players, wasting bandwidth and client resources. Outdated and boring, so lets change that! The first version of the new vision system will be rather simple, but still a lot better than the old approach. For now, all tanks will receive 3 base values (which can be slightly improved by leveling your crew) and 1 dynamic value. The base values are:

  • View range - your regular view- and shooting range
  • Scout range - additional range to scout other tanks in
  • Radio range - range to transmit known enemy positions to allies
The dynamic value is called signature radius. It basically is the current cloak value of the tank. It constantly decreases over time to reach a value of 0. If you shoot, it goes up, if you move into cover (like hiding under a tree or in a bush) it goes down and can go even below zero. Your view range + scout range make up your whole vision area. Lets say your T-34-57 has a base view range of 22 and a scout range of 10. This creates a circle with a radius of 32 around you, marked red. Now we have 2 enemies, a StuG III hiding under a tree inside your vision area and a Panzer IV shooting at something slightly outside of your vision area. The StuG is standing still since a while and has a signature radius of -10, marked in blue around it (the circle radius on the picture is 10, but keep in mind that the signature value is negative!). As you can see, the blue circle is not completely inside your vision area, making the StuG III invisible to you. While you cant see the StuG III hiding near you, the Panzer IV further away is visible, because its shooting. Shooting and moving causes the signature radius to increase. In this example the Panzer IV has a signature radius of 20, marked in green. The green circle is touching your red vision area circle, making the Panzer IV visible for you until its signature radius lowers.
If the distance to your enemy is lower (or equal) to your total view range plus his signature radius, he is visible. The example above has a base view range 22, a scout range of 10 and an enemy 40 tiles away from you with a signature radius of 20: 22 + 10 + 20 = 52 = greater than 40 = enemy visible In another theoretical example we have a base view range of 25, a scout range of 15, and an enemy 35 tiles away with a signature radius of -10: 25 + 15 + -10 = 30 = not greater than 35 = enemy not visible The radio range is not covered in the examples, but that one is pretty simple to explain: any allied tank within your tanks radio range will see all enemies you currently see, with the exception of tanks you see because of other players radio transmissions. If you spot a tank yourself, it gets transmitted to your allies in your radio range. If you see a tank far away spotted by another ally and transmitted by his radio to you, your radio wont recast that position to other allies. And thats it already, pretty easy, isnt it? Of course there is still room for further improvements, like a vision cone are coming out of the front of your hull or turret. But lets test this basic version first to see how it works out. Even this simple version comes with an exciting new game feature already: scouting (and hiding)! Knowing the position of your enemies will be really important in the new upcoming game mode (more detailed info about that later), and tank destroyers will be able to hide from you now. But thats still not all! Because of this new mechanic, we will introduce another tank class in Update 0.1.9: light tanks! Their main purpose is scouting: driving around the battlefield at high speed to give your team a tactical advantage. And of course, scouting will be rewarded with silver and crew experience... Please note that the shown changes are not final yet. They may still get reworked or completely abandoned at any time without further notice. The Devblog series is here to inform you about the latest development plans for the game.


[ 2019-09-12 00:32:33 CET ] [ Original post ]


Devblog: Map Generator

In Update 0.1.9 all battlefields will be generated randomly. This article explains how the current version of the generator works, and what the generated maps look like! So lets get into it! Please take a look at this randomly generated map part first:
Noticed something? Yes? Perfect! If you look close enough, you will see repeating patterns. And the reason for this is simple: prefabs! The map is generated out of many different predefined building blocks, or prefabs, or whatever you like to call them. Here is one of them:
Looks familiar already? Dont worry, there are a lot more of them, and we keep adding new blocks to the generator with every update! They are scattered randomly around the map, varying in size and look. While this approach may sounds limiting first, there is a good reason for it: performance. The new map system was created with real time changes and a vision system in mind. The initial map generation is really fast, spawning and destroying objects at runtime is quick and efficient (thanks to the object pooling system which has been introduced in an earlier update) and the bandwidth usage is low, especially for the initial download of the map when entering a battle. Of course this approach might not be perfect, but its fast, reliable, and it still supports manually built maps. (Just in case we will need them again in the future) We will see how this works out really soon. But for now, feel free to leave your thoughts about this feature in a comment below, or discuss it directly with us on Discord! Please note that the shown changes are not final yet. They may still get reworked or completely abandoned at any time without further notice. The Devblog series is here to inform you about the latest development plans for the game.


[ 2019-08-07 19:42:20 CET ] [ Original post ]


Update 0.1.8

Update 0.1.8 has been released, containing new bullet mechanics and many other improvements. New bullet mechanics As announced in a previous devblog already, the new bullet mechanic has been added to the game now. To make the explanation short: bullets fly now instead of spawning instantly inside the enemy. If you are fast enough, you might be able to avoid slower bullets. They are not affected by your tanks relative velocity yet, this might be changed in a future update though.
Friends and statistics You now can search for other players and add them as friend. You can see the online status of a player if he added you as a friend as well. You can also check out other players profiles this way now. Its planned to use this new feature to form platoons with your friends in a future update.
Garage chat window The garage chat has been reworked. It displays previously sent messages in a channel now, even if you havent been online when they were sent. Every clan now also has its own chat channel, only visible to members of your clan.
Clan season 2 The last clan season ended, and all gained clan experience has been reset. This season you will be able to buy the russian KV-2 tank for 500.000 silver, after earning 2.000.000 experience together with your clan comrades. The season ends on 30th June 2019.
AI pathfinding The pathfinding system of NPC tanks has been reworked in this update. They will no longer drive through static obstacles like water or other map objects. They also will calculate a smoother path around obstacles now, so they dont get stuck anymore, and they can drive through destroyed map objects now. Other tanks are still ignored however. This behaviour will be fixed in a future update with a new server-sided movement system. Balance changes The IS-2 has been moved to Tier IV and was replaced with the IS-1. The IS-3 is still Tier IV, but has been removed from the tech tree for now. It probably will be placed back into the tree with its own line at some point.

  • KV-1 reload time reduced from 7s to 6.5s
  • KV-1 health increased from 475 to 600
  • M4(105) reload time increased from 8s to 12.5s
  • Adjusted values of all M4 variants to better match other medium tanks
  • Increased turret speed of all tanks by 25%
  • Decreased aiming time of all tanks by 50%
  • IS-2 health increased from 775 to 850
  • IS-2 frontal armor increased to 190mm
  • IS-2 base view range increased from 20.5 to 21
  • IS-3 frontal armor increased to 220mm
  • IS-3 side armor increased to 150mm
  • IS-7 side armor increased to 190mm
Comment about the IS-3 and IS-7 side armor: in reality, both tanks had an interesting side armor shape, which made them really hard to penetrate. This design is hard to realize in the game however, so their general side armor strength has been increased instead. These values may receive further tweaks in future updates. Other small changes Besides the balance adjustments, there have been some other small changes. Check out the list below for more information
  • Added tier indicator to tanks in the garage interface
  • Added tier indicator to the buyable clan season tank
  • Clan members are now always sorted by rank
  • Clan description can be edited by commanders now
  • Clans can be locked and unlocked by commanders now
  • Your clan tag is now shown in the battle chat
  • Tanks in garage are now sorted by nation
  • Added !stats command to Discord bot
  • Silver income has been adjusted for vehicle tiers: T5 -10%, T4 -5%, T3 unchanged, T2 +5%, T1 +10%
Notable bugfixes Not all fixes are listed here, but at least the most important ones
  • Fixed various wrong map tile visuals
  • Enabling/Disabling map particles now works while in battle
  • Hangar data should update correctly now even after leaving battle early
  • AI tanks should no longer drive through water or other static obstacles
  • AI tanks should no longer get stuck in or near static obstacles
Thats pretty much all for this update. Feel free to share your thoughts about it on Discord or in the comments below this article. Good luck on the battlefield!


[ 2019-05-10 14:47:09 CET ] [ Original post ]


Devblog: Flying Bullets

The bullet mechanics will change with a coming update. Today we will talk about the current and the new mechanics, and how the gameplay could be affected by such changes. First, lets review the current system again. Currently all bullet calculations are made instantly when you shoot. The bullet is not flying, its not affected by physics, its just instantly created in a straight line, calculating the bounce angle or possible damage in the same moment it spawned. This system is obviously a bit too simple, so it will receive a rework. The new system is a bit more complex, since bullets will receive full simulation on the game server. Instead of flying instantly into the target position, they will now slowly move into the target direction. The speed depends on the used ammo. Really big rounds like the Sturmtiger rocket will fly slower, while regular projectiles will take about 0.5-1.0 seconds to reach their target at maximum distance. This system makes it easier to dodge enemy hits, by provoking a shot and instantly moving back behind cover for example. It also will be a lot easier for light tanks to dodge really big bullets like a Sturmtiger rocket or a SU-152 round. And thats not all yet, since the system will be improved in the future. For example by inheriting the tanks current velocity for a newly spawned bullet, to make proper aiming while driving even more important. It also would be interesting to add sound effects to bullets passing by near your tank, or decreasing bullet speed and penetration over distance. We are excited about all the possible ways this could go. If you are as well, let us know on Discord or in the comment section below this article! Please note that the shown changes are not final yet. They may still get reworked or completely abandoned at any time without further notice. The Devblog series is here to inform you about the latest development plans for the game.


[ 2019-04-24 22:20:55 CET ] [ Original post ]


Update 0.1.7 - Clans!

Update 0.1.7 has been released! This time it contains a new map, a clan system and some other improvements. Lets take a quick look at the new map first:
The map is called Swampy Forest, and you probably already see why. A lot of water, many trees, some bunkers doesnt sound really special? Take a closer look again! There are two unconnected land masses near the B point, opening it from all sides! You only can access these small islands from A or C however. These positions will make it really hard for the enemy to flank you, so its the perfect map for tank destroyers, isnt it? No? Why not? Just because you have to drive around the whole lake to move somewhere else? Oh well, lets see how this works out the coming weeks first While we are speaking of maps, let me also quickly show you some texture changes from this update:
Thanks to the new textures, the maps should look a bit better now. And of course, we will keep improving existing textures in future updates as well. Oh, and before I forget to mention it: capture zone circles are now colored on the ground. White means neutral, red means captured by the enemy team, green means controlled by your team. But lets take a quick look at the new tank in this update, the russian T-34-100 event tank:
As shown in the devblog already, this tank is only available for clans. Your clan will have to unlock it with experience first before all members are able to buy it. The tank can be bought for 500.000 silver then and counts as a premium tank. (That means +50% more silver and experience in battles compared to a regular tank) Its not shown in the regular tech tree and it will only be available in events or special offers in the future, so better get it before the first clan season ends! For more information about clans and clan experience, please check out the latest devblog. There also have been smaller changes and bugfixes again in this update. You can find the most notable changes in the list below:

  • T-34-76 and T-34-57 swapped their position in the tech tree
  • T-34-57 now reloads faster while the T-34-76 deals more damage
  • The reload bar will now let you know when you are out of ammo
  • Pressing tab no longer loses game focus
  • The battle chat has been improved a little bit
  • Exit button has been added to the game
  • Steam rich presence integrated
Of course we also fixed smaller bugs like the wrong explosion effects for APDS(-FS) grenades or kills not counting correctly when killing enemies with a shockwave. But thats pretty much it again for this week. See you on the battlefield!


[ 2019-03-29 19:02:00 CET ] [ Original post ]


Devblog: Clans

Fighting for rewards can be fun. Fighting together with friends can be even more fun! Today we will take a closer look at the upcoming clan system and its mechanics. First, what is a clan? Its pretty simple actually: a clan is a group of players that well plays together! And to support this social behaviour, we will introduce a clan system with a coming update to the game. So how will it work then? Thats pretty simple as well: create a clan, invite other players, play together! Clan creation The clan creation costs silver. You will choose a name, a clan tag and a short text to describe your clan. The creator of the clan can then open the clan to other players. The player limit of a clan is 10 at creation, but this can be increased by buying clan upgrades with silver once your clan is experienced enough.
Clan experience Every clan automatically gains clan experience when its members are playing. This experience is gained additionally to the normal experience you earn. If you earn 2500 experience in a normal battle, your clan will automatically receive 2500 clan experience as well. This experience is used to unlock new purchasable clan features and rewards.
Seasons At this moment, unlockable clan upgrades will change with every season. A season usually lasts about 1 month. After the season ends, all clan experience is reset to 0 and new unlockable rewards are added. In the first season you will be able to unlock the russian T-34-100 tier III premium tank. After unlocking it, you still have to buy it with silver. It can be purchased once by every player in the clan.
While this might still look a bit basic, keep in mind that this is just the beginning! There are many more clan features possible, but for now, lets see how this new system works out in the first season. Also feel free to tell us what you think about it on Discord or in the comment section below this article. We are excited about your feedback! Please note that the shown changes are not final yet. They may still get reworked or completely abandoned at any time without further notice. The Devblog series is here to inform you about the latest development plans for the game.


[ 2019-03-28 17:53:31 CET ] [ Original post ]


Update 0.1.6 - Optimizations...

Today we released Update 0.1.6, a smaller update focused on gameplay improvements and bugfixes before the Steam release on Friday. Since the last update introduced a new game mode, all old maps have been removed from the game, so its time again to create new ones. Today we start with a new winter map:
Like the current desert map, it has been split up into smaller areas that are easy to access. However, it also contains a lot of cover and is slightly bigger than the desert map. Lets see how this works out ingame for now. It still can be adjusted later if needed. Besides the new map, the battle chat has been finally reworked. The regular static chat window has been replaced with a more temporary version, fading out the messages automatically. The message input field also has been hidden by default and only shows up after pressing enter. Sending messages to the enemy or own team has been simplified as well, and should be much easier to understand now.
And thats it already about the new features. As written above already, this update was focused on bugfixes only, so check out the most important changes here:

  • Object pooling/caching should be fixed now, improving the game performance by keeping reuseable objects like explosions or UI windows in memory between battles
  • The damage counter should be displayed correctly now
  • The ticket counter should always show the correct ticket amount for both teams now
  • VSync and Map Particle options have been added to the settings menu to improve the performance for older devices and to (hopefully) fix tearing on Linux
  • AI tanks should now prioritize capture zones that are captured by the enemy team
  • AI tanks shouldnt get stuck inside map objects or water anymore
  • Map collisions near water have been improved
  • Localization improvements for English, German and Polish
Of course the update also contains many more smaller background changes, too many to list here. Better server performance, client optimizations, NPC adjustments, smaller bugfixes and localization changes, and so on And please note that this is the final update before Steam release on Friday, March 22. The game should be playable on Steam for free at around 19:00 CET that day. We expect at least a few new players then, so please be nice and say hello to them if you see them! :) Thats all for now. See you on the battlefield!


[ 2019-03-21 18:38:27 CET ] [ Original post ]


Update 0.1.5 - Time to battle!

Update 0.1.5 has been released, adding bots and much more to the game! Before going into detail about new features, we will first take a look at the new tanks in this update.
As you can see, the first american tanks are finally here. All of them are medium tanks with high mobility values and a decent gun for their tier. There also is a tier 2 premium Sherman with a 105mm gun available. Its firing deadly HE and HEAT shells at a low rate of fire. Your new AI friends are able to use these tanks, so keep an eye out for them! To learn more about AI tanks, please take a look at the latest dev blog article. The matchmaker also needed some adjustments to support the AI tanks. If you are waiting for more than 15 seconds for a battle, an empty battle will be created now. Other players are still able to join that empty battle for a short period of time. Once the battle starts, all open slots will be filled up with AI players. This also means that there are no unequal battle situations like a 3vs2 or a 5vs4 anymore. The matchmaker will automatically add AI players to balance the teams instead. Speaking of matchmaking, lets take a look at the new game mode. The old single-point capture game mode has been replaced with a new mode called Zone Control on a completely new and bigger map.
Both teams will start with 10.000 tickets that decrease automatically over time. Every zone captured by your team will increase the enemy ticket drain. You also can steal tickets from the enemy by destroying one of their tanks. The first team that destroys all enemy tanks or drains all their tickets wins.
And there is still more. To add more visibility to your game progress, player statistics have been added, or at least the first basic version of it. Your battle statistics are now tracked and visible to you. You can open the window by clicking on your name in the garage screen. Tank statistics (kills, deaths, wins, earned exp, etc.) are tracked already as well, but not visible yet.
A good indicator for your game progress is the new player level. Earned experience in battle will increase your level, allowing you to earn rewards for each level-up. Keep in mind that only base experience is added to the level progress. This means that premium playtime and premium tanks wont affect your progress speed. Only plain battle performance works here. With a coming update you will also be able to see other players statistics, and more different stats will be added soon. A website integration is planned as well, so stay tuned! Update 0.1.5 also contains two new translations: spanish and polish! Our community members UnDerBY and Matfyei translated the whole game client to spanish and polish in just a single day, and they did an amazing job. So if you see them ingame, feel free to say thank you! To change the game language, open your profile on the website and set your main language there. If you are playing on Steam, right-click the game in your library, select properties and go to the language tab. Please note that the website itself has not been translated yet. While you can choose to see the website in spanish or polish, it will remain english. Some news might be translated already though. And as announced last update, the game is coming to Steam. The game will be most likely released on Steam with the next update in the coming weeks. Feel free to add it to your wish list and follow it on the Steam shop page. If you want to test the Steam version already, please let us know on Discord! We may still have a Steam key left over for you. There also have been many client- and server optimizations, balance changes and UI improvements. For a bit more detailed changelog click here. Thats all for now. See you on the battlefield!


[ 2019-03-10 19:30:24 CET ] [ Original post ]


Devblog: AI-controlled tanks

In this article we want to take a closer look at the AI tanks, their mechanics and how they actually think before they will be released with the coming update 0.1.5. An AI-controlled tank is pretty much like a normal player tank, with some basic differences:

  • AI tanks have a fixed crew level of 1 for all crew members
  • AI tanks are not totally bound to the game physics
  • AI tanks have unlimited ammo and always use the default ammo type
The most notable thing here are the changed physics for AI tanks. Unlike players, AI tanks will completely ignore incoming collisions for performance reasons. However, they still will avoid collisions with other tanks and map objects on their path, so they wont ram you or other AI tanks away.
Speaking of their path, lets go a bit into detail about their pathfinding system. In general, AI tanks can calculate a path from any point to any other point of the map, giving them full flexibility and a huge load of options. The AI has full access to the map, so it can see any map object or other terrain collisions like water. Because of this, it can calculate a path to a specific position even through smaller passages or corridors, all in realtime and from anywhere on the map. To define the target position, the AI uses a simple priority system. Every map has multiple points of interest by default. AI tanks will try to reach them and start fighting there. To be more specific: the AI will try to take control of a small pass or of another important position at the beginning of the battle. If no enemies show up there, it will either drive straight to the capture zone, or it will start hunting down any leftover tanks from the enemy team. The priority queue can be paused if there are enemy tanks nearby. The AI will go into battle mode then and ignore other objectives to start fighting instead. The combat system is really simple: try to attack the enemy (from the side or back if possible), angle the own hull towards the enemy, drive around him if the own speed is higher and change the own position if the enemy is too hard to hit or impossible to penetrate. The AI can get out of combat mode again if the enemy is escaping and faster than the own tank, the capture zone is getting into a critical state or if the enemy has been destroyed. Of course not every aspect of this is good (or even perfect) yet. But keep in mind that this is the first version of this feature and that it will be improved with future updates, just like the rest of the game. Also note that the shown changes are not final yet. They may still get reworked or completely abandoned at any time without further notice. The Devblog series is here to inform you about the latest development plans for the game.


[ 2019-02-19 21:43:16 CET ] [ Original post ]



Tanks2.DE
Hannes Trebbin
  • Developer

  • Hannes Trebbin
  • Publisher

  • 2019-03-22
  • Release

  • Strategy F2P MMO Multiplayer Coop EA
  • Tags

  • Game News Posts 17  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mixed

    (92 reviews)


  • Review Score

  • http://Tanks2.de/
  • Website

  • https://store.steampowered.com/app/660830 
  • Steam Store



  • T2D-linux [146.37 M]

  • Public Linux depots

  • The game is focused on fast topdown PvP action, giving you many opportunities to play against your opponents:

    - Different tank types and playstyles (Light, Medium, Heavy, Tank Destroyer, Anti Air)
    - Different ammo types and damage effects (AP, HE, HEAT, APDS, APDS-FS)
    - Different map settings and destructible covers
    - Shockwaves from big guns for supportive area damage
    MINIMAL SETUP
    • OS: Ubuntu/Mint 64-bit
    • Processor: Intel Core i3 or equivalentMemory: 512 MB RAM
    • Memory: 512 MB RAM
    • Graphics: Nvidia GeForce GTX 680Network: Broadband Internet connection
    • Storage: 1 GB available spaceAdditional Notes: Only 64-bit systems are supported
    RECOMMENDED SETUP
    • OS: Ubuntu/Mint 64-bit
    • Processor: Intel Core i5 or equivalentMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: Nvidia GeForce GTX 680Network: Broadband Internet connection
    • Storage: 2 GB available spaceAdditional Notes: Only 64-bit systems are supported
    GAMEBILLET

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