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Dev Diary #4: Patrols, Alarms and Sniper Rifles

Hi I still have at least a week before I finish the patch with a new class and features so I decided to share a new Dev Diary to show what I'm making and what's ready.

Assassin Weapons and Skills:



The Human Assassin class is almost ready, the model is done and 3 different heads and skins are also included to have some basic customization. The Human Assassin (I specify Human because later I would like to add some alien or "synthetic" versions) can use Sniper Rifles (which are a new type of weapon) and equip sidearms as a secondary weapon in case you run out of ammo with your sniper rifle. So far I've added 2 new weapons for the Assassin: A conventional Sniper Rifle:
And a Railgun:
I still would like to add a Tier 3 weapon, most likely a Plasma Lance, during this week. Regarding skills, the Human Assassin has Aimed Shot and Fire Sidearm added from Level 1 but in higher levels you can get: - Headshot: a shot with increased critical chance and reduced aim chance (already in use by the Mercenary class). - Final Firing Position (FFP): makes the Assassin enters a stance that ignores range penalties to aim as long as you don't move (I'm still pondering if to give another benefits to this skill). - Target Spotting: reveals a small area of the Fog of War in order to discover enemies without alerting them (unless they are too close). - Deadshot: refunds one action point for every kill you make (this could lead to chain kills).

Patrol and Alarm Features:


What's taking more of my time right now is working in patrols, basically a few players mentioned they didn't like that the enemies just stayed in place in the map so I'm giving more priority to a Patrol mechanic that will make some groups of enemies move around the maps. To make it more varied, I have 3 behaviours for enemy groups: Stay in Place (which will be reserved for enemies hiding inside the bridge of a ship or other special rooms), Random Patrol (for enemies that are animalistic) and Waypoint Patrol (for normal enemies so they move in a more realistic patrol pattern). This new feature opens the way for players to ambush enemies with Overwatch, currently I'm fixing some bugs though because interrupting enemies in their patrol still causes some minor issues (like enemies standing in the same cell) but I'm positive I can make a fix during this week.
Note: patrols are only slow moving when they are visible, when enemies are hidden by the Fog of War they move super fast so don't worry about enemy turns being longer. What I'm also starting to make is a new Alarm mechanic. That means that some patrols can be alerted of your presence and move towards you. I'm thinking stuff like explosions can attract close enemy patrols but also some enemies could radio for helpn and you have to kill them before the call is finished or have them closing in your position.

New Combat Scenarios:



Of course, I want to have at least one new combat scenario ready for the next patch, in the screenshot you can see a new type of environment that I'm preparing: an Ice Planet. Adding to that I would like to do more in the future with the planets and enemies I already have so I'm currently gathering new ideas for combat encounters (for example: colonies attacked by aliens or hostile space stations and hypergates).

Other Minor Features and Content:


Making the Assassin inspired me to do a bit more with the existing classes, for example I'm adding a new skill to the Raider class that refunds AP when killing an enemy using melee (so you can make a chain kill or run to cover) and just like the Assassin has a cape that can be changed texture or disabled I'm also adding some accesories like hats and pauldrons to the other classes. The new Patrol feature also inspired me to create new ways to locate enemies like a "Threat Detector" grenade... and since I'm adding a new grenade I rather use the momentum and make more grenades:
Regarding more items, some time ago I mentioned the idea of adding Ammo Items (Incendiary, Armor Piercing, etc). The models are done but I still need to code this new mechanic, hopefully I can get it done for the next patch too.

Fixes and QoL:


Of course not everything can be content, I'm working in improving the descriptions of equipment and skills and fixing some bugs (there's a bug where some rockets and grenades explode in your feet, I fixed that for the next patch but in the meantime just try to not press the number key twice to throw explosives because that's what's triggering the problem). I also added a Friendly Fire Warning when targeting explosives to avoid annoying accidents. ------------------------------------------- If you are still reading my dev diaries and patch notes I commend your patience and support, this patch has been pretty challenging because the Patrol mechanic added a lot of bugs and I'll need to test and debug a lot during this week but it is coming so please keep that patience and interest, the project will keep growing and most of your ideas will have a place in the finished product (even if some patches take way longer than others). Regards, Jorge


[ 2022-05-30 02:01:11 CET ] [ Original post ]

Void Marauders
Autarca Developer
Autarca Publisher
TBA Release
Game News Posts: 44
🎹🖱️Keyboard + Mouse
Very Positive (76 reviews)
Public Linux Depots:
  • Void Marauders Linux [4.84 G]


Void Marauders puts you in command of a pirate space ship and its crew. Recruit soldiers, arm them and lead them into tactical turn based battles against alien, robotic and human forces. Board or destroy ships, assault installations and colonies and loot your way across the stars to become the most infamous pirate of the sector.
Loot and pillage enemy ships and installations, sell your well earned loot in space trading stations and improve your ship and equipment. Remember to save something for your soldiers though, pirates and mercenaries will be loyal to you as long as you pay them or you could risk desertion, a mutiny or being thrown through an airlock.

FEATURES:


  • Manage a ship and its crew. Recruit soldiers from different classes and species.
  • Lead your soldiers in turn based tactical battles against human, alien and robotic enemies.
  • Play a procedural campaign for great replayability.
  • Loot and pillage enemy ships and installations.
  • Trade your loot and buy new equipment and upgrades.
  • Manage the loyalty of your crew and hunt down any deserters and traitors.
  • Fight Dynamic Rivals: enemies that win reputation for defeating your men or even traitors that will challenge you across the campaign.
  • Find and capture the legendary ship The Omen to become ruler of the sector.


MINIMAL SETUP
  • OS: Ubuntu 12.04 or later
  • Processor: Core 2 Duo Processor or equivalentMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 256 MB DX11 Compliant
  • Storage: 10 GB available spaceAdditional Notes: Product in development. specs could vary slightly.
RECOMMENDED SETUP
  • OS: Ubuntu 12.04 or later
  • Processor: Core i5/i7 or equivalentMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: 1 GB DX11 Compliant with PS 3.0 support
  • Storage: 10 GB available spaceAdditional Notes: Product in development. specs could vary slightly.
GAMEBILLET

[ 6045 ]

17.99$ (10%)
39.14$ (13%)
8.24$ (18%)
16.79$ (16%)
4.95$ (17%)
24.87$ (17%)
26.34$ (12%)
16.97$ (15%)
3.27$ (18%)
17.79$ (11%)
16.79$ (16%)
1.67$ (16%)
4.44$ (11%)
3.55$ (64%)
12.71$ (15%)
21.22$ (15%)
9.70$ (43%)
6.22$ (11%)
31.89$ (20%)
10.73$ (17%)
12.59$ (16%)
17.54$ (12%)
11.89$ (15%)
4.44$ (11%)
4.50$ (70%)
11.04$ (15%)
16.99$ (15%)
2.51$ (16%)
41.99$ (16%)
12.45$ (11%)
GAMERSGATE

[ 687 ]

9.99$ (50%)
1.05$ (85%)
18.75$ (62%)
3.75$ (85%)
11.69$ (10%)
2.61$ (83%)
3.13$ (83%)
3.0$ (80%)
1.88$ (92%)
0.54$ (91%)
1.8$ (55%)
1.5$ (85%)
5.0$ (75%)
9.99$ (50%)
9.99$ (50%)
4.5$ (85%)
5.0$ (75%)
5.0$ (90%)
7.55$ (37%)
4.8$ (60%)
4.5$ (70%)
1.5$ (81%)
3.48$ (83%)
4.05$ (73%)
8.0$ (60%)
1.8$ (85%)
7.5$ (50%)
1.5$ (81%)
4.95$ (67%)
0.56$ (81%)

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