TUXDB - LINUX GAMING AGGREGATE
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Beta 1.35 "X Filtration in Effect"

Captains, be advised that issuing a hail order now automatically sets your ROE to Defend. This was done to minimize the number of interstellar incidents that were occurring as warships cruised up on enemy ships intending to talk, and their overeager crews opened fire before communications could begin.
You can now filter the ships in your fleet! Ships can be selected by crew, passengers, ship types, damaged status and cargo type. So no more hunting around for that ship with the Irenic passengers, or that time-critical fuel cargo. And you can quickly toggle the filter on and off at the bottom of the fleet list. Theres a little tweaking yet to be done on that, so expect some additional polish there, and for the time being if you find the filter window doesnt want to go away, hover any ship in your fleet.
In preparation for upcoming minefield events (yup), we made mines targetable. You probably know that you can recover your own unused mines for ore. Well, enemy minefields can now also be cleared if you have a minelayer (gaining you ore). So well probably rename that command to Minesweep or Sweep mines for the next version. Head over to our Discord and vote for that and other things as well! Trade and repair events are now more evenly spaced throughout the universe. Rejoice. I expanded our emergency events to include one for each faction. If you choose a lifeboat to leave behind due to a water riot, an appropriate dialog now displays instead of a blank one. The collider for the cargo container was improved, making it easier to select. We lifted an artificial limit on the number of missions that can simultaneously run. We added a couple more save points to feedback and automatically reported bugs to help us track down those pesky bugs. We also increased the amount of info saved to our logs. I created an animation for the Maroon action, added a proper icon for the Rover Hideyhole, and mocked up the ship joining the fleet animation. If the player is playing from the tutorial or has asked for hints, theres a new bit of dialog that pops up letting the player know theyve unlocked higher level ships when the factions relationship goes to neutral. I have a new event action, clearOrders, which allows me to issue the equivalent of an Abort action on any ship. Armed with that I made some adjustments to several events. I improved a few events in other mysterious ways: The Hunt, The Unexpected, all cache events and The Farmship Quest. New content: The Family Farmship (quest). I also have another event action, isROE, which allows me to set triggers based on the ROE of a certain ship. Ive used these primarily for testing, but Im sure I can think of some entertaining ways to use them in events.

User Interface


Scouting results are a little more clear thanks to some tooltips when you hover them. We added several tags based on the quality of each resource, as well as tags that should invite players to scout when they hover unscouted resources. We added quite a number of tooltips, including showing a warning when the selected ship has no free cargo space. The speed slider now has a tooltip, and so does the cargo transfer action. I made quite a few behind-the-scenes adjustments, finally replaced the checkbox and X with final art, tightened up some window placement, and added two new animations: confiscate and maroon. The attack command is now greyed out and a tooltip displays if you try to attack an armored ship with a mining laser. Hovered cargo items persist the same way that weapons do, allowing the player to compare more easily. We did a little work preparing for localization, pulling a few stray instances of non-localizable content into the system. This is ongoing work. If you protect an enemy ship (as you might need to in certain missions) a tooltip warning is shown. A good bit of work was done cleaning up the contextual commands for crew, rescue, evacuate, maroon, cargo and crew transfer. Theyre all the same command but context is used to give better cues for what is possible. These commands should now appear as designed.

Bugs Kasmunched


I was really disappointed that we deployed with a couple of nasty bugs last week. So I spent a few days creating a large suite of interlocking events that help me QA the game before we deploy. I continue to add to those tests. We rushed out a couple of updates after deploying 1.34 last week. One had to do with the new quest system. Another one took care of a problem with attacking with missiles or shields. Some bugs related to minefields were fixed. Waypoints are getting better about being cleared, but theyre not quite there yet. A bug related to transfer orders on shieldships was also taken care of. Some glaring errors in the scan dialog were fixed. Heru nuked a bug that cropped up when hovering ship slots. The battleship orbiting your current destination on the starmap has returned. Ships briefly didnt appear in the fleet list when they joined, but thats all fixed now. You can now destroy ships with missiles, muhuhahaha. The transfer window overrides custom event tooltips, instead displaying appropriate contextual tooltips when hovering crew and cargo. Stations were incorrectly showing operating crew in scan and transfer dialogs, that has been taken care of. Passengers were also briefly not showing correctly when doing a crew transfer.
Duplicate triggers in The Unceremonious were fixed. Found and fixed a duplicate tag that was wreaking havoc on a contextual tooltip. Shieldships were not disabling ships, but they do now. Made a minor tweak to The Decoy fixing a timer that shouldnt have been visible. An event was throwing strange hail messages, but thats been corrected. An inconsistency in our event tags was corrected, which corrected some lingering issues. Right mouse button icons should appear as designed in transfer dialogs.

Known issues


The fleet filter dialog can stick; hovering a ship in the fleet filter unsticks it. The fleet filter button sometimes doesn't register a click; clicking the scroll down arrow below it first should help.

Known issues, Linux edition


When submitting feedback in Linux the game says no Internet connection but we still receive your feedback. When alt-tabbing from the game in Linux, the sound can go wonky. Restarting restores sound to normal.


[ 2020-04-04 00:16:58 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 ]

16.59$ (17%)
17.79$ (11%)
1.67$ (16%)
16.57$ (17%)
20.99$ (16%)
16.97$ (15%)
33.96$ (15%)
38.99$ (22%)
13.34$ (11%)
8.68$ (71%)
25.49$ (-2%)
5.03$ (16%)
21.23$ (15%)
15.12$ (11%)
16.57$ (17%)
4.19$ (16%)
17.39$ (13%)
4.44$ (11%)
10.07$ (16%)
5.87$ (16%)
25.59$ (15%)
13.34$ (11%)
16.90$ (11%)
4.44$ (11%)
12.74$ (15%)
16.59$ (17%)
34.79$ (13%)
12.71$ (15%)
16.39$ (18%)
17.19$ (14%)
GAMERSGATE

[ 1485 ]

6.8$ (66%)
4.88$ (62%)
8.69$ (57%)
9.37$ (63%)
5.0$ (75%)
4.95$ (67%)
2.29$ (23%)
0.85$ (91%)
9.89$ (34%)
2.25$ (85%)
1.5$ (85%)
0.6$ (85%)
0.75$ (85%)
6.6$ (74%)
4.5$ (77%)
13.5$ (77%)
6.38$ (87%)
2.25$ (85%)
3.26$ (78%)
1.0$ (80%)
9.56$ (62%)
6.38$ (79%)
1.28$ (91%)
0.84$ (58%)
1.6$ (90%)
3.74$ (81%)
3.33$ (76%)
0.26$ (91%)
24.49$ (30%)
7.44$ (79%)

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