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Water Riot Grace Period is Here

Have an idea to make XO better? Head over to our Discord or post to our lively Steam forum!

Changelog



The biggest feature this week is the new water riot grace period. This may have been our most requested feature, and it took a little tweaking to get right. It may still need a little tweaking, let us know how you feel about it. You now have a two day grace period to correct any low water situation before riots force you to dismiss ships from your fleet. This makes water a lot more forgiving. I am going to try out some riot-specific events to spice things up, but those are not yet in the game, so enjoy your riot-free riots while you can. It should be less likely for a Harvester carrier to spawn in the middle of your fleet. More tweaking may be necessary here, do let us know if it happens to you - the best way to do that is by sending in-game feedback. We also adjusted how and where Harvesters spawn and their spawn order.
When you receive a Plan, it should now always be something you can immediately use. Deferred gratification has been indefinitely postponed. We added warnings to the plot course screen when a low or no resource condition is likely to occur. This should help players take the appropriate action, whatever that may be. Three new events are now live: the Evac, the Fire Station and the Overwhelmed were added. The faction tag was expanded to allow for multiple factions. This allows us to add farmship events believably to Empire worlds, where previously there were none. Ill may add some pact-only farmship events later, but Ill be focusing on adding Empire + Rover/Corp/Irenic events first. Right clicking while in waypoint placing mode now cancels the waypoint. In this mode a tooltip is now shown. Ships that move to a waypoint now have offsets so they dont dogpile on each other. Formations and formation movement are now locked to an orbital line. Formation speeds were normalized. Marooning a crew now appropriately docks your relations with the maroonees. Always wanted to use that word in a sentence. Tooltips have been added to the Transmogrify window to ease understanding. setTooltip actions, such as tutorial text, are now always overridden by ordinary UI tooltips. I improved the conditions in an event type to allow for more actions. A completely empty tag is now used for clearing tooltips, and it looks much better now. Farmship events now spawn a tad more frequently. Mines now strike non-fleet Empire ships if the player drops a minefield. Some events were restructured for consistency. All events had to be expanded to include the new factions array, which turned out to be quite the picnic. Thank goodness for VIM, thats all I have to say. Hovering the JUMP button when you don't have enough fuel now displays a tooltip and what we lovingly call MousePointerNope. An abandoned ship in your fleet now tells you that it is abandoned via the magic of tooltippery. The loading screen now says... wait for it... loading. When you send feedback you also get a sending popup to ensure folks the game is not broken. Non-essential windows are auto-closed before going to starmap to better allow for course plotting. Visually I finalized the look of the starmap course lines. That's the last bit of non-production art in the game!

List of Bugs Fully Squashed



We may have fixed the issue with rudder pedals, joysticks and controllers hijacking input. Fixed a bug that prevented people from being able to type in the feedback field. Fixed a bug that was causing Harvesters to appear right behind the fleet when they first jumped in. While we may have accidentally discovered insane mode it is a little too cruel for ordinary play. You can now select and deselect ships in your fleet list as you would expect. Ships should now retain their fleet color when abandoned, damaged, repaired and the like. The minefield somehow reverted to an older size, so I corrected that. Bad minefield! Courses can now be plotted correctly again, and scouting now should work as expected. An issue where the maroon command wouldn't show up has been fixed. We think we fixed a formation controller bug that has been popping up. And formations going to waypoints should always reach the waypoint now. We think. And a dictionary-related bug was also hopefully wiped out.

Known issues



If youre having trouble clicking, try unplugging controllers, rudder pedals, joysticks and the like. Some Linux users are experiencing strange graphic effects. Please help us diagnose this by posting your experience on the discussion thread here or on our Discord. Feedback is partially working from the native Linux version, but we still have no idea why it isn't fully working, probably something to do with networking. If you have an idea why, please hit us with a cluebat.


[ 2019-12-20 22:25:49 CET ] [ Original post ]

XO
Jumpdrive Studios Developer
Jumpdrive Studios Publisher
2019-12-02 Release
Game News Posts: 46
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive (78 reviews)
Public Linux Depots:
  • XO Linux Depot [362.04 M]
XO is a relentless, strategic fleet defense game, blending real-time with pause, political intrigue and a punishing drive to survive.

Take command of the last battleship, gather a fleet and try to unite five hostile factions in a desperate bid to save humanity from an enemy that cannot be defeated.

Rescue survivors when you can, persuade ships to join your fleet if you can -- and force ships to join when you must.

Over 30 different ship types giving you many ways to configure your fleet.

Over 400 unique and challenging events in a procedural universe to maximize replayability.

Original soundtrack by Jim Guthrie

Gameplay


  • Emerge from jumpspace near a planet where you will begin rescuing survivors, scouting ahead, and defending against ever-stronger waves of enemies until you judge it is time to evacuate the fleet.
  • Navigate treacherous political scenarios in a time of upheaval as the war brings out the best and worst in people.
  • Choose the next planet to jump to based on limited intel, taking into account the resources you need, reported enemy strength, and refugees at each possible destination.
  • Spin up the fleet's jump drives and lead your able ships to the next planet.
  • Resources are automatically gathered, but the ships in your fleet influence your gathering rates and capacity -- as do different planet types.
  • Use your resources to upgrade ships, manufacture weapons, and make critical repairs.
  • Hope you have the right ships and enough resources when the enemy finally closes in.

Triage


You won't be able to save everyone. As fleet commander, it's your job to make the call: do you save the damaged military destroyer to add more firepower to your fleet, the tanker that will extend the fleet's range, or rescue the farmship capable of producing enough food to keep your people alive?

Events


You'll encounter ships under distress, desperate refugees, greedy merchants, wreckage and caches to loot, shipyards and stations, enemy traps... and much more in over 400 hand-crafted events.

Politics


You are faced with a fractured political landscape where five factions squabble and fight. Your actions will have a direct impact on the relations between the factions. Do you try to unite them all, take sides, play them against one another or shoot first and ask questions later?

Each situation you encounter will require thoughtful leadership. Demands, urgent calls for help, and interesting opportunities will present themselves, often at your most trying moments.

Faction leaders provide you additional political tools including intimidation, diplomacy and haggling.

Combat, Weapons and Movement


The action takes place in close orbit around planets. Ships fly on a 2D plane; inertia acts against ships. Acceleration/deceleration, turn rates and weapon ranges make a difference. Custom formations allow you to make the most of your offensive and defensive capabilities. Warships can be issued Rules of Engagement (ROEs) limiting their combat actions.

There are several types of weapons at your disposal, lasers, missiles, mines, shields and the devastating nuke.

However, one does not enter combat lightly; weapons drain your precious resources and can even delay your ability to jump away.

Resources


Resources are plentiful; time, however, is not. In order to keep your fleet going, you'll need water, fuel, and ore. Collection is automatic, but the time it takes to collect what you need may require the sacrifice of hundreds of brave souls. Wily and creative captains may also find these resources at space stations, depots, and aboard abandoned starships.

  • Fuel: Easiest to find. Used for nearly everything, from laser weapons and shields to the powerful jump drives that fling you between stars.
  • Water: Somewhat common. Used primarily for factory foodships that feed the fleet.
  • Ore: Slowest to obtain, somewhat rare. Used for repairs, upgrades, missile-type weapons... and bribes.

Your exodus will take you to many worlds. You'll come across habitable worlds, gas giants, airless rocks, frozen wastelands, and hellish molten planets. Each can be tapped for the precious resources you need to survive... provided you have the right ships in your fleet.

MINIMAL SETUP
  • OS: Ubuntu 12.04+
  • Processor: Core i5+Memory: 2 GB RAMStorage: 350 MB available space
  • Memory: 2 GB RAMStorage: 350 MB available space
  • Storage: 350 MB available space
GAMEBILLET

[ 6141 ]

16.97$ (15%)
3.30$ (83%)
2.88$ (81%)
25.46$ (15%)
8.27$ (17%)
8.39$ (16%)
11.04$ (15%)
16.96$ (15%)
14.23$ (11%)
41.96$ (16%)
10.53$ (82%)
12.95$ (63%)
25.46$ (15%)
1.23$ (88%)
13.57$ (15%)
16.59$ (17%)
42.46$ (15%)
12.71$ (15%)
16.97$ (15%)
17.39$ (13%)
20.74$ (17%)
20.99$ (16%)
21.74$ (13%)
25.46$ (15%)
4.44$ (11%)
16.52$ (17%)
8.17$ (18%)
4.44$ (11%)
52.19$ (13%)
5.03$ (16%)
GAMERSGATE

[ 1485 ]

0.3$ (85%)
26.99$ (33%)
10.11$ (40%)
4.4$ (78%)
6.96$ (83%)
3.26$ (53%)
5.52$ (82%)
2.0$ (80%)
3.61$ (79%)
6.8$ (83%)
11.3$ (43%)
0.6$ (85%)
2.0$ (90%)
1.28$ (91%)
1.7$ (91%)
2.04$ (83%)
1.28$ (91%)
1.5$ (85%)
0.43$ (91%)
8.92$ (40%)
12.74$ (58%)
1.5$ (85%)
8.5$ (79%)
24.49$ (30%)
1.5$ (85%)
1.35$ (85%)
16.57$ (45%)
5.1$ (74%)
10.0$ (75%)
11.99$ (60%)

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