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Update #183: Take One Down, 99 Ragdolls on the Wall!


It must be Thursday and we're rolling out a new update with a full rebuild of our character's ragdolls, adding missing ambient SFX to the game, visually linking doors to their trigger panels to reduce confusion, fixing auto-duck bugs and more! A big thanks again to everyone playing and posting feedback - we're hard at work during our Early Access phase and on our way to 200 updates here! Every few days, the game takes a lunge forward, getting better or larger - so let's keep grinding together. We've got a new Weekly Map Release coming up and more content to follow it as well. Did you notice we do Early Access a bit differently? We vow to keep EA a crazy, relentless march to the finish line. You've got feedback? Post it and watch the game get better constantly. If you're having fun or like the direction of the game, please leave a review to help us keep trucking.

Ragdoll Rebuild


We're excited to have finished a big background project that has been in the works for a while - the ragdoll rebuild. The old ragdoll setup - triggered when anyone dies and the physics engine takes over - was not the best looking, so it is grand to roll out the new one.
What have we done? We've adjusted all of the character joints and colliders in use to try to improve the realism of the ragdoll as it goes to the ground and as it finds its resting position. We've removed the awkward T position ragdolling that was so common on in the other system. We've also configured weapons to drive some percentage of the final physics force that is applied, so a Sniper Rifle kill should feel and look different than a Pistol execution or even a Revolver boom-boom.
There were some times along the way where we thought we might be dealing with aliens or something escaped from a cyber lab.
And unfortunately, any bodies that are currently lying on the ground when you get the update will be corrupted, stretched and munged. All new bodies you drop to the floor will be good. So this is a temporary setback.
The completion of this task also comes along with a number of improvements to character models, especially around necks and the connection of head-neck-body not having any gaps, clipping or overlaps.
Of course, there is always more to do! Ragdolls are fun to play with and we could clearly spend a lot more time tweaking and improving but for now we're excited to share the second-generation ragdoll and let you get back to heisting! For example, we know that there are issues with lower back flexibility in the ragdoll ... we've appealed to the megacorps to fund a robo-masseuse to help us straighten that out for the next iteration. If you do see anything odd, please F10!

Environmental Ambient SFX


We've restored the ambient SFX for areas which was accidentally lost early in the Early Access process to some coding mistakes. This ambient SFX helps give background noise and atmosphere to the room spaces and is part of the SFX volume slider. While the ambient is back, the level spaces we're working in have changed a lot since we started. We are working on a review of the SFX vs. the areas we're playing in to see how to adjust and improve them.

Connecting Doors to their Terminals



We have now added the same blue line connecting doors to their trigger panels as we have between Matrix Terminals and security devices and doors. This allows you to quickly see where you need to go to open any given door and hopefully can reduce any confusion about how to get a door open.

Auto-Duck Fixes



Auto-duck is a longstanding feature that removes the need for you to manage your crouch / sprint state. I an enemy happens to be moving toward a standing merc and crouching would help the situation, then your merc immediately does that. We've been processing a number of F10s about situations in which auto-duck wasn't working and fixed all of the known cases now. One case was caused by 2 mercs in the enemy's view that both needed to auto-duck but only one of them would. This is a lovely feature that reduces your need to manage state on your mercs so we hope everyone can get back to using it with confidence. We are working on the paired issue - the inability to plot a sprinting move while crouched - now and will get it fixed soon.

Stressed Tag in 3 places



We've added the Stressed Tag to the roster and the safehouse barracks list as well. It was appearing in mission deploy screen but that is not always where you need the valuable heads up that a negative Limit Break might be brewing.

Building Fixes


While working on ragdolls we kept having ragdolls slip through parts of the edge of the raised buildings and fall down a floor. This lead us to finally finding and fixing the whole that has made buildings so troublesome - this allowed both corpses to fall through and be discovered but also for enemies sometimes to shoot up through the invisible hole even though you should not be a valid target.

Other F10 Cleanup


We hit a few other nice QoL F10s for this update. There are still lingering issues with +25% Font Scale but we're getting them as they come in - this time we fixed issues with the Talent LImit being hidden on the class tree at that Font Scale. Using Leverages in the HUD left an odd "Button" text showing - now fixed. Sometimes if you swapped mods on your weapons and then went to the Appearance tab, you would visually see the old mods - now fixed. And if you were targeting with Agent EX Glitch it would let you drag the target circle as far as you wanted which isn't consistent with how other ranged targeting circles work. it is now limited to the range of the Talent and fixed.

v1.9.39 - #183: - 12/4/2024


- Rebuilt all character ragdolls for more realistic and visually appealing joints and deaths - Added blue line from door to door trigger on hover to make connection more clear - Added missing environmental ambient SFX by different mission map themes and safehouse - Fixed issue that could prevent merc from correctly auto-ducking when enemy is moving - Added "Stressed" tag to Roster and Safehouse Barracks overlay to match Mission Deploy screen - Finished all dual pistol/revolver animations for all characters - Fixed major sight line holes and spaces where bodies could fall through building rooftop edges - Fixed Agent EX Glitch Talent allowing target to be shown beyond maximum range - Fixed issue with +25% Font Scale preventing Talent Limit from showing in Class tree - Fixed issue with appearance not always updating after swapping mods on weapons - Fixed odd gray text "Button" appearing in HUD sometimes


[ 2024-12-05 19:30:11 CET ] [ Original post ]

Cyber Knights: Flashpoint
Trese Brothers Games Developer
Trese Brothers Games Publisher
2022 Release
Game News Posts: 266
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (563 reviews)
Public Linux Depots:
  • [0 B]
Explore the dystopian cyberpunk future of 2231 as you command a company of shadow mercenaries working for the highest bidder. Cyber Knights wraps a world full of consequential story choices and significant character development around a rich core of classic and new mechanics. The game combines tactical elements like stealth, hacking and tense combat with strategic features like base building, contact management and in-depth squad customization. Cyber Knights invites you to jack in and explore a unique cyberpunk world and the immersive, human stories of your merc team in the dark future of 2231.


  • Turn-based Tactics: Deep and tactical gameplay using a turn-based, gridless third-person combat simulator. Cover! Overwatch! Recoil!
  • Dynamic Cyberpunk Story: Unique interwoven narrative with depth, meaningful player choices and hundreds of hours of gameplay
  • Sophisticated Missions: Combine stealth, hacking and combat across multi-stage missions. Gain pre-mission advantages from Contacts
  • Endless of Builds: Experiment with endless combos of Jobs, cyberware, weapons and gadgets to build the perfect team
  • Evolving Characters: Your team evolves as the story, your choices and battle leave lasting wounds, add Traits and threaten to strip their humanity
  • Safehouse Base Building: Construct a custom safehouse and upgrade rooms such as weapon shop, hund kennel and medical bay.




Cyber Knights strikes a unique tone with a futuristic setting that has passed through the messy near-future to arrive at dystopian 2231. Man-made environmental disasters have ravaged our biosphere. Artificial consciousness has been created, subsequently murdered, and then strictly outlawed at a global level. Megacorporate colonies and research stations dot the solar system from Venus to Jupiter. Quantum computing has radically altered the digital landscape and the very meaning of privacy and digital security.

The game's threaded stories originate from both inside and outside your team -- weaving together threads from your hired mercenaries, criminal connections and history that just won’t die. These stories operate on three interconnected and at times overlapping levels -- personal stories (your team), contact stories (your employers) and event stories (city-wide).

And every choice you make and mission you run will impact your character's permanent Traits, changing them in both subtle and big ways. Their stories and your choices combine to create a unique narrative for every game, every Knight and every team.


The second game our studio created, Cyber Knights RPG, took hundreds of thousands of gamers on an gritty cyberpunk roller-coaster, trying to get rich or go down shooting. The classic Cyber Knights has always had a huge following within our community and we are xcited to come back to the world and stories we started creating there so many years ago with an all new game, Cyber Knights: Flashpoint.

We’re weaving together the genre’s classic themes with the unique setting and history of Cyber Knights to create some of the most cutting, gripping and human stories we’ve ever told. Betrayal, sacrifice, trading away humanity for an advantage, living fast and dying young, revenge and testing the bonds of friendship and trust -- it's all here under the New Boston dome.

MINIMAL SETUP
  • OS: Ubuntu 14+
  • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
  • Memory: 1000 MB RAM
RECOMMENDED SETUP
  • OS: Ubuntu 14+
  • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
  • Memory: 1000 MB RAM
GAMEBILLET

[ 6089 ]

16.57$ (17%)
0.90$ (82%)
12.42$ (17%)
17.99$ (28%)
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33.97$ (15%)
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26.34$ (34%)
1.35$ (91%)
12.50$ (37%)
16.00$ (60%)
16.88$ (16%)
1.00$ (90%)
33.59$ (16%)
4.45$ (78%)
5.72$ (81%)
6.00$ (80%)
25.19$ (16%)
4.00$ (80%)
16.57$ (17%)
16.97$ (15%)
4.19$ (16%)
3.39$ (66%)
11.37$ (43%)
2.00$ (80%)
0.89$ (70%)
18.77$ (53%)
16.19$ (35%)
7.37$ (51%)
9.90$ (67%)
GAMERSGATE

[ 3241 ]

3.17$ (89%)
9.89$ (34%)
6.0$ (70%)
12.49$ (50%)
5.0$ (75%)
3.83$ (74%)
8.0$ (60%)
2.55$ (83%)
3.26$ (78%)
3.19$ (79%)
5.0$ (75%)
1.05$ (85%)
4.88$ (62%)
7.0$ (65%)
19.79$ (34%)
1.69$ (79%)
2.01$ (85%)
28.0$ (60%)
4.5$ (77%)
4.37$ (78%)
0.45$ (85%)
6.69$ (33%)
1.76$ (91%)
9.59$ (20%)
4.75$ (76%)
8.0$ (60%)
19.99$ (20%)
2.0$ (90%)
2.55$ (83%)
7.49$ (63%)

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