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Astonishingly Huge Update! XO 1.45

Welcome to 1.45, our biggest update yet!

TRACTOR BEAMS:


All ships can now equip a tractor beam. Tractors use lots of fuel and can be temporarily disabled by ion torpedoes. Tractors have a lot of uses:
  • Tractor beams, as you might expect, hold ships in place. If a ship is disabled, tractoring it will keep it from being lost in the atmosphere of a planet. You can even grab things that are already beyond the point of no return and move them to a safe zone for further recovery operations. And if the tractoring ship moves, the held ship should also come along.
  • Tractors can rescue ships, cargo and shuttles that have fallen deep into a planets gravity well
  • If a tractor beam has sufficient power, active ships can be held, preventing any movement. If a tractor lacks sufficient power, the object will be slowed. Since tractor beams have the longest range of any weapon, this can be used as a purely defensive strategy by holding an attacker out of range.
  • With enough tractor power, a ship can be pushed into a planets atmosphere and held there, causing damage!
  • Multiple tractor beams can be combined to slow, stop or move an incoming enemy.
  • Tractor beams can be set to Autotractor mode, which will automatically pull in any cargo containers and lifeboats within range. Disabled ships and boarding shuttles have to be manually tractored, because they do present a danger.
  • Tractors can be set to Autorepulse. In this mode they automatically push enemy ships (including Reapers), boarding shuttles, mines, (and soon asteroids and comets!) away from your ship. Entering minefields just got a lot easier!
  • Ships will autorepulse other ships in formation that are being attacked (if in range)
  • You must choose between autorepulse, autotractor, or manual tractoring.
  • Disabled ships are not autotractored; use a Tractor Retrieve action instead. Tractor Retrieve can be used on a disabled or abandoned ship, which automatically pulls the ship in for a transfer, allowing you to cherry pick what to bring over from the wreck.
  • Tractors do not hold ships through jump, but if a tractor beam is equipped on a ship that can seize, the Tractor Seize command will tractor in a seizable target and then automatically seize it which will hold it through jump.
  • Enemy boarding shuttles that are retrieved by a tractor will face a boarding action; its because of this that boarding shuttles are not autotractored.

PRECISE POSITIONING:


All movement commands now give you the ability to precisely choose where the ship will position itself with respect to the target.
Hold down the CTRL key while left clicking any movement order such as Attack, Follow, Support, Protect, Nuke, etc. to enable precise positioning. This also works with multiple ships and formations.

NEW SHIPS:


The Irenic Argosy is the Irenic ship of plenty, capable of manufacturing Intoxicants and Snacks that can be sold at any trade location for a handsome profit.
The Pact Armored Refueler or ARF is a smaller tanker that can also package spare fuel into cargo containers for rapid resupply in combat or sale at trade outposts. As its name indicates, this ship is also lightly armored. Good doggie.

MAINTENANCE AND CANNIBALIZING SHIPS:


Dealing with ships that have been forced way past their normal operating limits has always been part of XO. This used to be totally random, and not very fair as pointed out by a few players. We have heard you! In 1.45 weve reworked all of those events with a maintenance simulation that puts interesting choices into your hands. Heres how it works: Once you are deeper into a run, Industryships, Farmships and Cargoships will begin to notify you that they require maintenance.
Maintenance requires one day and spare parts. Spare parts are relatively cheap and can be obtained through trade, by activating distress beacons, or by cannibalizing other ships using a Pirate boarding party. You can choose to defer maintenance on a ship, but the more jumps you wait the more likely something bad will happen to that ship. Once you install spare parts on a ship that needs maintenance, it will no longer require maintenance for the rest of the run.
The longer your run, the more ships in your fleet will require maintenance. If you choose to cannibalize a ship for spare parts, that ship becomes Gutted. Gutted ships cannot jump by themselves (unless spare parts have been re-installed aboard). Note that Disabled ships can be gutted. This new mechanic (see what I did there) replaces all random ship disaster events that used to disable Industryships, Farmships and Cargoships. At this point just about anything bad that can befall your fleet is now preventable, and also addressable before things get too out of hand. It will probably need some balancing and other tweaks, but I look forward to hearing your feedback!

BALANCE:


Added an impossible/insane mode medal for dying without pausing. Hint: use that pause! Boarding shuttles can now be used against other boarding shuttles The Rover Fixer, Empire Miner and Corp Extractor gained a cargo slot Reduced water use on Irenic Casino ships Mining lasers no longer increase in price during a run Fleet ships can now be seized even when not abandoned or disabled Your chances for coming across ore-producing ships were greatly increased Industrial shipyards are a little more balanced Hailing disabled, defended ships with non-warships now gives more interesting results Crews in stasis are better accounted for in events. For example, a boarding party in stasis no longer defends against an attacking boarding party, and ships with passengers in stasis no longer demand food in events. Timers give even more time when trying to reach a destination in another sector Lasers can now be added to MegaFixers Trade items are more balanced with less duplication Laying minefields no longer triggers automatic enemy ship aggressive actions, but being hit by a mine sure does Having a second battleship no longer adds additional fuel or water capacity Boarding shuttles gain the same vector as the launching ship when launched Added a few new enemy tractor events like cargo stealing pirates that use tractor beams Did a full logic rework on boarding actions for consistency

QUALITY OF LIFE IMPROVEMENTS


We added better camera control. The scroll wheel no longer selects ships, instead it zooms all the way in to a ship and quite a ways up and out. Looking forward to hearing your feedback on this one!
Right clicking with selected ship(s) automatically moves them to a waypoint, not sure why it took me so long to do this lol Temporarily exceeding your ore capacity while paused (by melting weapons, using ore cargo, etc) is now allowed so that ship actions that take more ore than your current capacity can be started Stasis can now be controlled by selecting and right clicking your stasis-capable ship Many ship items (such as repairbots) can also be used by right clicking the ship they are equipped on, giving you easier control The game now pauses automatically after the battleship jumps in (before the rest of the fleet arrives) -- this can be toggled on or off in Options from the Esc menu Ship abilities and benefits have been made clearer and easier to see, both when scanning and also when hovering a ship in your fleet list Timers (at least, those with negative consequences) can be immediately skipped, triggering the consequences immediately
Choices can now be selected by using the number of the choice Weapon hardpoints, gunboat hangars and cargo holds are better explained in the UI Seized ships now sit in more logical locations, making them easier to select Ships added to the fleet now immediately have a grey icon added to the fleet list so you can add them to a formation without having to wait for the entire new ship animation to complete We added better camera movement during jump, visual improvements to weapon range ring, and added boarding party types to passengers in stasis Made improvements to the Captains Guide and updated info for 1.45 A ships class is now shown on the scan dialog Fleet ship details are now available in the starmap The formation editor now shows a formations speed and flags slow ships If a ship is repaired between a destroy order being issued and the weapon being fired, dont destroy the ship when hit, just damage it Faction leader actions no longer work if the leader is in stasis Gunboats continue to be repaired through jump Individual mines can how be hovered The main menu got a little more active Non-formation ships are a little better about not jumping in on one another

BUGS


Harvested worlds no longer steal a trade event in sector 1 Several exploits closed off Stuck jumpgate(s) unstuck Log improvements Sending feedback now shows progress Trade event bugs were fixed Literally dozens and dozens of other bugs were fixed

WHAT'S NEXT?


In 1.46 well add space hazards, at least one new ship, more events, plus the usual QOL and balance improvements and maybe a surprise or two!


[ 2022-05-02 00:03:53 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 ]

33.17$ (17%)
10.00$ (50%)
16.52$ (17%)
42.49$ (15%)
14.00$ (60%)
2.43$ (92%)
49.77$ (17%)
12.80$ (79%)
8.49$ (15%)
41.95$ (16%)
22.24$ (11%)
8.39$ (16%)
4.95$ (17%)
20.72$ (-4%)
34.79$ (13%)
17.79$ (11%)
34.79$ (13%)
8.39$ (16%)
33.17$ (17%)
5.03$ (16%)
11.04$ (15%)
14.27$ (16%)
16.79$ (16%)
12.02$ (60%)
12.72$ (15%)
24.87$ (17%)
4.95$ (17%)
4.24$ (15%)
17.79$ (11%)
13.34$ (11%)
GAMERSGATE

[ 1485 ]

0.85$ (91%)
0.64$ (87%)
1.53$ (91%)
2.13$ (79%)
2.68$ (70%)
0.75$ (85%)
0.3$ (85%)
0.9$ (85%)
0.45$ (85%)
5.1$ (74%)
7.2$ (76%)
1.5$ (85%)
22.95$ (62%)
0.75$ (75%)
3.0$ (85%)
8.7$ (78%)
1.5$ (85%)
15.29$ (15%)
9.37$ (63%)
0.85$ (91%)
1.28$ (91%)
0.75$ (85%)
0.9$ (85%)
25.49$ (49%)
0.6$ (85%)
3.4$ (91%)
19.12$ (23%)
3.0$ (80%)
5.31$ (79%)
1.5$ (85%)

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