Latest Comments by BTRE
Linux gamers on Arch may want to hold off on updating due to openssl breaking some games (updated)
24 April 2017 at 5:46 pm UTC Likes: 2
24 April 2017 at 5:46 pm UTC Likes: 2
Just as a general Arch tip: if you haven't cleared your cache you can roll back to a previous version via pacman -U /var/cache/pacman/pkg/<pkgnamehere>.pkg.tar.xz
If you have cleared your cache, there's always the Arch Linux Archive. In this particular case, what you'd want to do is pacman -U https://archive.archlinux.org/packages/o/openssl-1.0/openssl-1.0-1.0.2.k-2-x86_64.pkg.tar.xz
Unfortunately it seems that the maintainer screwed up, but if history is any guide, it'll be sorted out pretty quickly.
If you have cleared your cache, there's always the Arch Linux Archive. In this particular case, what you'd want to do is pacman -U https://archive.archlinux.org/packages/o/openssl-1.0/openssl-1.0-1.0.2.k-2-x86_64.pkg.tar.xz
Unfortunately it seems that the maintainer screwed up, but if history is any guide, it'll be sorted out pretty quickly.
Stellaris: Utopia expansion released, some thoughts on the game as a whole now
6 April 2017 at 5:54 pm UTC Likes: 1
On the whole the combat systems shy away from tactical decisions. The decisions you're supposed to make are done at the ship design level: what hull parts, what components, how many and so forth. These affect the effective range of battle, evasion of ships, ability to absorb damage and basically how your battles play out. This is why in most patches the most noticeable changes to combat are how they rebalance weapons and components. A fleet heavy on fighter/bombers fights in a very different way than one heavy on large battleships and tachyon lances. On top of that are admirals and their traits as well as faction-wide modifiers that adds some diversity.
What I think is likely we'll see eventually is that admirals play a more important role in combat. More in line with HoI, EU and CK where they can pick tactics from a list according to your doctrines/their experience/their traits and whatever else. I'd like to see them add "terrain" (such as asteroids, nebula, proximity to atmosphere) to bring it more en par to the positioning decisions in their other games but even that seems unlikely without potentially making the map an unreadable mess.
6 April 2017 at 5:54 pm UTC Likes: 1
Quoting: liamdaweThis isn't how combat works in any of their other grand strategy titles and I don't think they'll ever add anything more micro-intensive.Quoting: NovenTheHeroI wish we could set the default behavior for each class of ships, IE how Battleships will sit back and fire from max range. I want to be able to make destroyers do the same thing.Bingo. That's the sort of thing I would expect, even simple things like that.
On the whole the combat systems shy away from tactical decisions. The decisions you're supposed to make are done at the ship design level: what hull parts, what components, how many and so forth. These affect the effective range of battle, evasion of ships, ability to absorb damage and basically how your battles play out. This is why in most patches the most noticeable changes to combat are how they rebalance weapons and components. A fleet heavy on fighter/bombers fights in a very different way than one heavy on large battleships and tachyon lances. On top of that are admirals and their traits as well as faction-wide modifiers that adds some diversity.
What I think is likely we'll see eventually is that admirals play a more important role in combat. More in line with HoI, EU and CK where they can pick tactics from a list according to your doctrines/their experience/their traits and whatever else. I'd like to see them add "terrain" (such as asteroids, nebula, proximity to atmosphere) to bring it more en par to the positioning decisions in their other games but even that seems unlikely without potentially making the map an unreadable mess.
Persia & Macedon coming to Civilization VI with a double content pack and a big update
24 March 2017 at 7:30 pm UTC
24 March 2017 at 7:30 pm UTC
Hopefully we'll finally get crossplatform MP with all platforms with the patch. Aspyr hinted in the Linux thread on Steam thread that that would be the case.
As for the civs? I'm not sure we needed a third ancient Greek leader. I'd rather have the Eastern Roman Empire if we must have more Greeks. If there's a scenario included, though, I look forward to recreating the Anabasis. Perisa is a good choice though, can't wait to try them out.
As for the civs? I'm not sure we needed a third ancient Greek leader. I'd rather have the Eastern Roman Empire if we must have more Greeks. If there's a scenario included, though, I look forward to recreating the Anabasis. Perisa is a good choice though, can't wait to try them out.
Steel Division: Normandy 44 RTS announced by Paradox & Eugen Systems (UPDATED)
1 March 2017 at 3:52 pm UTC
1 March 2017 at 3:52 pm UTC
Can't say the Western Front is my favorite setting for a video game. But still looking forward to playing and hoping that they'll expand to other areas eventually. Oh and that they have Linux support at Launch, the Wargame series has arrived a few weeks and months later for us. Other than that, it would be nice to have a proper campaign this time around, like in European Escalation. Failing that, a dynamic campaign you can play cooperatively. At any rate, I can say that I look forward to seeing Liam livestreaming this and getting his ass kicked :P
Dungeons 3 announced by Kalypso Media & Realmforge, will support Linux
21 February 2017 at 8:07 pm UTC Likes: 1
21 February 2017 at 8:07 pm UTC Likes: 1
Dungeons 2 was a pretty great little gem. I picked it up in a sale a year or so ago not expecting much and it was a polished and fun experience. The humor/narration was amusing, too. If you liked Dungeon Keeper it's worth giving it a go IMO.
Diluvion, a deep-sea exploration game with RPG elements may be coming to Linux
14 February 2017 at 8:36 pm UTC Likes: 1
14 February 2017 at 8:36 pm UTC Likes: 1
Ah, yes, I remember asking during their kickstarter about Linux support. They were honest about being a small studio and not having resources during that time for proper testing but it was something they would look into down the line. They mentioned how hopefully newer versions of Unity might make the porting easier for them since they had lots of issues with their previous game, Ballpoint Universe. It'd be nice to have this on Linux, since the game looks pretty neat.
Civilization VI released for Linux, video and port report (updated)
9 February 2017 at 5:21 pm UTC Likes: 13
9 February 2017 at 5:21 pm UTC Likes: 13
For those curious to know more about my experience with an AMD GPU: I spent most of my time with the game running mesa-git and llvm-svn because that's my daily setup. But I did try out the latest stable at the time to make sure it worked as well, which happened to be 13.0.4 with llvm-libs 3.9. In both cases I didn't run to any real bugs and the game rendered just fine. What's more, I was able to turn up most graphical goodies with my RX480 without impacting performance either way.
The bad news is that my performance was poorer than Liam's, but I heavily suspect that has more to do with my CPU's weak single-threaded processing (AMD FX-8350) than with Mesa itself. So if you have a better CPU, I think you'll have way better performance. But it's still very playable as evidenced by the fact that I've already sunk in 60 hours!
Also, I think Liam learned his lesson about sneak attacking me. My Polish empire and its glorious winged hussars destroyed his puny English so-called civilization :D
Do look forward to us playing later tonight!
The bad news is that my performance was poorer than Liam's, but I heavily suspect that has more to do with my CPU's weak single-threaded processing (AMD FX-8350) than with Mesa itself. So if you have a better CPU, I think you'll have way better performance. But it's still very playable as evidenced by the fact that I've already sunk in 60 hours!
Also, I think Liam learned his lesson about sneak attacking me. My Polish empire and its glorious winged hussars destroyed his puny English so-called civilization :D
Do look forward to us playing later tonight!
Pillars of Eternity II: Deadfire announced, has crowdfunding campaign
27 January 2017 at 12:25 am UTC
Give it another go since you don't seem to have played much, you'll realize that it has more in common than not with the Infinity Engine games.
27 January 2017 at 12:25 am UTC
Quoting: ColomboThats all nice, but will they rework the system? I just can't play with party of characters, if said characters are not fullAI.They added full party AI like two months after launch. Tyranny also had party AI at launch.
QuoteI hope that PoE2 will enable and reward exploration much more. I still cherish BG1 for this.Funny you should bring up BG1 and exploration as an example PoE should follow. Was playing the Enhanced Edition last year and it also has areas where if you stick you nose in without being powerful enough, you get your ass kicked (old ruins and such). Despite PoE having so much combat, you only get a small amount of experience from battle - and it's only if you're fighting something that isn't completely known in your bestiary. The main way you get XP is through quests. Exploration and interacting with things (using skills) also give you XP.
Give it another go since you don't seem to have played much, you'll realize that it has more in common than not with the Infinity Engine games.
Tyranny, the massive new RPG from Obsidian Entertainment releases today day-1 on Linux, our review
10 November 2016 at 10:11 pm UTC Likes: 1
10 November 2016 at 10:11 pm UTC Likes: 1
I'm not sure where people are getting that the game forces you to commit 'evil' acts from this review. I thought we emphasized that there's a lot of freedom of choice in the game as shown by the contrast between my experience and Liam's. That's definitely the strongest aspect of the game along with the general writing; I found that you can roleplay successfully without falling into the trap of a following a cartonish sense of either good or evil. In that sense it shows a very flawed world and people who often just trying to do their best. The player position as a Fatebinder ultimately makes you judge what is right and what is wrong and the way that influences factions is really what shapes your game experience. The portrayal of the world is such that even the factions that I antagonized had moments where I could understand their logic and sympathize to a limited extent. Hell, even Kyros is less of a Skeletor/Palpatine/evil generic antagonist and more of a real world leader like many a Roman emperor during the height of the empire - someone who did great things, brought order and stability but also passed harsh laws and was at times callous about the lives of the masses, especially those who rebelled.
tl;dr - Liam's choice of snapping necks was his alone, the bastard :D
tl;dr - Liam's choice of snapping necks was his alone, the bastard :D
Quoting: ColomboHow would you compare it with PoE?Combat, as with a lot of things in this game, is more streamlined compared to PoE. Things like positioning and potions/buffs are less important on normal difficulty and is something you don't have to micro at all if you don't want to (way more important to directly manage on hard and higher). I'm not sure how you'd consider it boring if you were used to RPG combat (say in PoE or Baldur's Gate) since a lot of abilities and the combo attacks give you flexibility on how you'd want to fight and change things up somewhat. The somewhat unintuitive endurance/health system from Pillars is changed to in favor of a simple health bar with the possibility of wounds that clear upon rest. I enjoyed the rest of the game's mechanics way more than the overall standard combat generally, but customizing my character's combat styles and making sure they had synergy a a party was satisfying enough.
Aspyr Media are reminding Linux gamers not to give up hope on Civilization VI
24 October 2016 at 7:47 pm UTC Likes: 6
24 October 2016 at 7:47 pm UTC Likes: 6
Color me unimpressed. If they told us that they were focusing on the OSX port first, that would one thing. Just saying that a Linux port is possible does not inspire confidence.
Honestly, risking that this comes off more rant-y than I intend: the mere fact that so many people are playing right now on Steam shows just how important it is to get same day releases on Linux. Or, at the very least, get something a little more concrete than a maybe for a release date. It hurts Linux and SteamOS and, though I'm sure Aspyr is trying their best, this is the sort of thing that should have been sorted out a long time ago. The publisher certainly thought that Linux support was coming months in advance from release, so why can't we have the simple courtesy of hearing the same from the would-be porter? Honestly, Feral did a better job about keeping us informed about their XCOM 2 port before release and it was also a 2k/Firaxis game.
Edit: Just saw the reddit statement. I don't know what they could possibly be researching at this stage. The OSX port will be using OpenGL so it's not an additional API issue. Besides which, they've had (presumably) several months to look at the game and code. The lack of clarity and wording makes me suspect it's simply a investment/returns for man hours issue. However well rationalized by them, I still feel like I'm being treated like a second class citizen.
Honestly, risking that this comes off more rant-y than I intend: the mere fact that so many people are playing right now on Steam shows just how important it is to get same day releases on Linux. Or, at the very least, get something a little more concrete than a maybe for a release date. It hurts Linux and SteamOS and, though I'm sure Aspyr is trying their best, this is the sort of thing that should have been sorted out a long time ago. The publisher certainly thought that Linux support was coming months in advance from release, so why can't we have the simple courtesy of hearing the same from the would-be porter? Honestly, Feral did a better job about keeping us informed about their XCOM 2 port before release and it was also a 2k/Firaxis game.
Edit: Just saw the reddit statement. I don't know what they could possibly be researching at this stage. The OSX port will be using OpenGL so it's not an additional API issue. Besides which, they've had (presumably) several months to look at the game and code. The lack of clarity and wording makes me suspect it's simply a investment/returns for man hours issue. However well rationalized by them, I still feel like I'm being treated like a second class citizen.
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