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Play the Superstar Strategy Demo as part of PixElated Festival!

This week is the PixElated Fest, featuring awesome games featuring pixel art, and Superstar Strategy is part of the show! Try out the demo and check out other pixel games now!


[ 2024-07-29 18:58:25 CET ] [ Original post ]


New Superstar Strategy Demo

Superstar Strategy Demo v0.28.0 now available!


Hey folks! Talberon here to share a new update to the Superstar Strategy Demo. Its been a while, but development is back in full swing, and to celebrate, were releasing a new version of the demo with the latest and greatest enhancements! I hope that you enjoy the new content and share your feedback on your experiences! Now, with the preamble out of the way, heres the detailed list of changes!

New Features



  • New multi-map tutorial series replaces the Academy to introduce a group of mechanics at a time in digestible chunks. Reward for unlocking the Vampire unit now is attached to the last tutorial in this series.
  • Added ability to inspect AI routines in the AI Unit Codex when selecting one of the options
  • Added indicators during combat showing what bonuses are applied to units during combat from which sources.
  • Added toast that displays when player should select a target after picking a skill.
  • Added ability for some map traps (such as fire) to apply damage over time status effect.
  • Added new lava tileset
  • Added new pirate ship tileset
  • Added new AI Personality that can fetch and use items
  • Adjusted control scheme to always allow using thumbstick to control the cursor in addition to the normal controls
  • Added new failure conditions for future scenarios
  • Added shader effects to various tiles and units, such as when they are affected by positive or negative status effects
  • Many new terrain tiles
  • Added unique barks to various Terran units
  • Added unique damage SFX for all units in combat
  • Added support for purple text in custom markup
  • Show unlocked content that was earned during a match on the game over screen

New NPC Units



Terra
  • Reaper
  • Ghost
  • Witch
Nova
  • Vigilante
  • Thief
  • Barbarian
  • Soldier
  • Bowman
  • Knight
  • Witch

Available Map Adjustments


Adjusted available maps in the demo (removed maps may still appear in the final game). Solo
  • Added
    • Bandit Camp (Seize)
  • Removed
    • Crypt of the Sun King (Rout AI)
    • Mountain Pass (Escape)
    • King of the Jungle (Rout AI)
Co-Operative
  • Added
    • The Great Hunt (Rout AI)
  • Removed
    • The Sacking of Beaverton (Evacuate)
VS Scenario
  • Removed
    • A Game of Crowns (Relics)
    • Vital Intelligence (Escape)
VS Competitive
  • Added
    • Volcano
  • Removed
    • Castle
    • Desert
    • Forest

Balance Changes


  • Added weighted loot table for chests to adjust how often some items are given
  • Added -1 MV to Tree/Woods entities.

Rework + Polish


  • Reworked the logic for AI unit pathing under the hood.
  • Redrew Necromancer, Skeleton and Piker sprites.
  • Redrew villager NPC portraits used when visiting residences.
  • Added new animation for Necromancer when summoning skeletons
  • Replaced scrolling background with solid border around each map
  • Replaced Spiked Helmet item and sprite with Spiked Gauntlet to better match the RET bonus it gives.
  • Redrew Key sprites.
  • Polished and updated unit item trading behaviour
  • Adjusted colour and vibrancy of range tiles.
  • Adjusted order of unit stats in the unit hover pane.
  • Reworked deployment phase to alllow adjusting all unit positions at once instead of one at a time
  • Adjusted objective cutscenes to be better timed and more consistent
  • Adjusted unit render order during player turn
  • Adjusted rotary menus to remove text outline and fade colour slightly when an option is unfocused
  • Added colour coding for various main menu sections
  • Redrew Cleric Portrait
  • Redrew Champion Portrait
  • Adjusted various map layouts
  • Added visual effect to show obscured unit silhouettes under Overlay layers
  • Updated Game Over banner visuals and game over sequence
  • Adjusted Champion sprite and idle and active animations

Quality of Life Changes


  • When hovering over Launchpads and boosters (only specific-distance ones), shows a preview of the travel distance rather than the interact range.
  • Adjusted ordering of some unit context actions to prioritize more meaningful skills like Recruit over Trade.
  • Removed the tile select confirmation step when selecting Wait during the action menu.
  • Added range window to unit skill descriptions everywhere instead of just the preview menu and codex.
  • Adjusted contents and font of the Manual to make it easier to read and block less of the main menu UI
  • Pushable tiles no longer show context action if they cant be pushed from their current position

Bugfixes


  • Adjusted various actions that would count as a free action but would end the game to instead end the units turn to end the match gracefully.
  • Fixed entity preview window for antidote item to have a background
  • Fixed unit health pips from jiggling whenever a new hover windows is generated while moving the cursor
  • Adjusted colour of dust particle when units are walking onto stage in combat
  • Fixed a bug where maps would not load on first game launch after accepting EULA.
  • Many many other minor bugfixes.
  • Fixed soft lock when winning a match during the AIs turn
  • Disabled earning non-tutorial achievements when completing tutorial maps
  • Fixed NPC Pursue routine still making a unit move after it should be stunned (0 MV)
  • Fixed bug allowing ranged NPCs (Witch) to open chests from a distance
  • Moved Play Next BGM to In-game Option menu and disabled option when match is over
  • Fixed issue where on first launch, opening the New Game menu, backing out, and opening it again would not show the tutorial suggestion description window along with the menu

Misc


  • Reworked Unit Generation logic under the hood. Wont affect anything visible, but makes it much easier to introduce new units in the future if needed.
  • Removed EULA from in-game and moved to Steam client
  • Added Wishlist option to game over menu while in Demo Mode.
For updates on game development progress and to join the community, consider following me on Twitter and joining the Talberon Games Discord Server. Dont forget to Wishlist the game on Steam if you havent already!


[ 2024-04-01 12:17:36 CET ] [ Original post ]


Tacticians! Are you ready for a different kind of challenge?

Greetings, tacticians and strategists! I'm excited to announce a major milestone in our journey the release of the much-anticipated Steelbreakers demo on Steam! Dive into the heart of the action with a taste of our party fighting game! Watch the Trailer Get a sneak peek into the world of Steelbreakers with our demo trailer. Get ready to break some steel! [previewyoutube=L5qoJD3Rmlk;full][/previewyoutube] Key Features in the Demo

  • Engage in fast-paced action combat.
  • Enjoy 4-player local co-op and versus play.
  • Try to stay alive alone or with your friends defeating waves of monsters in Survival!
  • Race for the best time destroying all of the targets in Target Breaker.
  • Dominate other players and be the last man standing in Stock Battle.
  • Experiment with a selection of weapons available in the demo.
Download the Demo Ready to cut loose? Head over to our Steam page here to download the Steelbreakers demo now! Feedback We value your input as we continue to refine and enhance Steelbreakers. Share your thoughts and feedback on our Steam Community forums your opinions matter! Join the Community For updates on game development progress and to join the community, consider following me on Twitter and joining the Talberon Games Discord Server. Dont forget to Wishlist the game on Steam if you havent already!

What does this mean for Superstar Strategy?


Now that the Steelbreakers demo has been released, development will resume on Superstar Strategy effective immediately, so stay tuned for new updates going forward! Raise the banner high!


[ 2024-01-02 22:17:27 CET ] [ Original post ]


Superstar Strategy Demo v0.22 Now Available

Hey folks! Today's a major technical update to help the game play better on Steam Deck, as well as reduce a variety of visual clutter. There's also some gameplay updates for the Champion and Vampire. Check out the details below.

New Features


  • Added ability to skip most non-objective cutscenes by pressing the menu button and selecting the skip option.

Balance Changes


  • Vampire ATK reduced to 4 again from 5.
    • Vampire BLK increased to 1 from 0.
  • Champion
    • Tackle and Drag skill now apply a new status effect
      • Engaged is a status that reduces a units MV to 0 until the end of the current battle round. Engaged grants an action to the afflicted called Disengage that allows the unit to move as if it werent stunned and end its turn. This makes it a weaker stun than Paladins guaranteed MV reduction while allowing Champions displacement skills to have an impact on unexhausted enemies that could just walk away afterward.


Rework + Polish


  • Lighting shader has been updated to dynamically show light from lightsources instead of baking torches, etc. in manually in the map editor. This will speed up map development and keep lighting consistent.
    • Lights now have a dimmer edge and can be combined with other light sources to brighten areas.
  • MAJOR - Resolution Change
    • Game Base Resolution reduced from 800x450 to 640x360
      • This is needed to keep the font sizes in game large enough to pass certification for Steam Deck verification status. It also has wide-reaching implications.
      • Various screen UIs/HUDs have been updated
        • In-game HUD compressed to show the most critical info and reduce verbosity
        • Action Menu Adjusted
        • Unit Codex reworked
        • Combat HUD Adjusted
        • Draft HUD Adjusted
        • Main Menu reworked
        • Level Select Adjusted

Quality of Life Changes


  • Added controller bindings for cheat codes to make testing on Steam Deck easier.
  • Tutorial Verbosity reduced.
    • During tutorial, Units will wait notification is skipped to reduce downtime.
  • System prompts now show page numbers to indicate how many panes will appear in the cutscene (such as in the tutorial).
  • New Round Banner time reduced to 2 seconds from 3.
  • Skip Turn Start Banner for next Army if all units are going to wait that turn to reduce downtime churn.
  • Added slight variability to voice sfx pitch to make it less monotonous.
  • Adjusted rendering order of various HUD elements to prioritize description windows and menus over edge elements.

Bugfixes


  • Blue Champions Drag animation (east-facing) fixed.
  • Control Point Capture notification does not play multiple times anymore
  • Regenerating the Roster window (e.g. by recruiting) while units are defeated or exhausted no longer results in an erratic roster pane.
  • Fixed bug where mission would not be lost in a None Shall Fall condition if you recruited a unit and then lost one.
  • Action menu and HUD windows are no longer visible during Game Over screen.
  • Fixed pathing behaviour for AI units that attempt to chase units or chests from a distance to avoid running into corners.
For updates on game development progress and to join the community, consider following me on Twitter and joining the Talberon Games Discord Server. Dont forget to Wishlist the game on Steam if you havent already!


[ 2023-09-14 01:53:07 CET ] [ Original post ]


Steam (Superstar) Strategy Fest!


Superstar Strategy has gone through a lot this year; a new name, a new demo and tons of new polish. We will be participating in Steam Strategy Fest with our fresh new demo! Check out the improvements, remember to wishlist the game and try out the demo!

Ways to Enjoy the Demo



Go it Solo!


Try out the Solo missions to get a feel for the game. Each mission has a difficulty level listed on the level select screen. There's also a full tutorial, or a quick tutorial if you want to jump right into the meat of the game.

Conquest with a Comrade!


Superstar Strategy supports local multiplayer, including hotseat controller support where you can share a controller! Play against a friend, or together in co-operative missions. Mix and match units and defeat your opponents with superior strategy!

Cooperate with yourself?


Since you can share a controller, you could also play co-operative missions by yourself by assigning both armies to the same controller!

What else is new?


Check out the latest changes in the new demo launch post: https://store.steampowered.com/news/app/1756730/view/3675552774756285787

Tactical Goodness


Still got a tactics itch to scratch? Check out these other indie strategy games during Strategy Fest, give them a wishlist and try out their demos!

Show these fellow indie strategy games some support!











[ 2023-08-27 20:50:13 CET ] [ Original post ]


Superstar Strategy Demo v0.20.2 - Major Update Now Available

Hey everybody, Talberon here! Big announcements today! A big patch with a whole bunch of new features! While I continue to work away on the Campaign, I wanted to share a bunch of quality of life changes, bugfixes and a new name! Super Sol Standard will henceforth be named Superstar Strategy! This name better conveys what kind of game Superstar Strategy is; its right on the tin, and its easier to say and spell, to boot! (Sol? Soul? Sole?) To commemorate this new identity, check out the hot new trailer showing off all the new art and UI design, as well as the rebrand: [previewyoutube=QSfLH3MR_FQ;full][/previewyoutube]

Superstar Strategy Demo v0.20.2 Patch Notes


New Features


  • New Unit Preview Screen
    • When selecting a unit and pressing the Unit Preview button, a new screen showing the units skills (or NPC behaviours), status effects, inventory and tips now appears instead of opening the Unit Codex.
    • This is now universal for all units and also replaces the old preview pane for NPC units.
  • Added new archery target sprites for the Academy Tutorial map.
  • Added save file migrations that allow synchronizing changes made to save file structure, including adding new Achievements, etc.
  • Added Primary Skill and Command Skill labels to default and command actions in the Action Menu
  • New window border style added.
  • Added unit tips to the Unit Codex in the Help menu.

Reworks + Polish


  • Game name changed to Superstar Strategy
    • Associated Art, application name and logos update to reflect the new name.
  • Reworked Tutorial
    • Includes new screenshots that reflect the visual enhancements made to the game
    • Changed the characters to be more consistent with the new Campaign plot
    • Cleaned up many tutorial descriptions to be more succinct.
    • Added additional tutorials to cover missing concepts from the original, such as Status Effects and a detailed HUD breakdown.
    • Reduced Orc HP at the start to speed up the earlier part of the tutorial so it doesnt drag on.
    • Reorganized the map to reflect the difference in mobility between the Champion and Cavalier for pacings sake.
  • Main Menu redesigned to use rotary style menus and incorporates new logo
  • Launchpad entities are now animated to draw more attention to them.
  • The BLK icon and associated BLK-related skills have been updated to be more visually distinct from AMR. The old icon was a shade of silver and purple that could be mistaken for a different stat, so now they have more colour and shape divergence.
    • Paladin Stun Icon Updated to show a boot to invoke the MV debuff aspect of the skill
  • Updated the Snooze and Wake HUD icons.
  • Added icons to Game Over menu options
  • Added/updated all status effect descriptions to use markup for icons and colour-coding
  • Added icons for AI Routines
  • Renamed Natural Personality to Passive Personality
  • Renamed map Condition Unacceptable Losses to None Shall Fall
  • Renamed Save File. Added save file migration so that data isnt lost from the old save file.
  • Dash Boots item no longer buffs MV like the other items, but instead provides a one-use Boost action.
  • Updated Hill and Booster tiles
  • Turn Start banner now colour-codes and shows icon for the active faction.
  • Reduced size of weapon scrolling background on several screens.
  • Map toasts have been removed and replaced with HUD-layer notifications for better legibility.
  • In-Game Manual images updated.

Quality of Life Changes


  • When starting a player turn, the cursor will highlight the unit with the most missing combined health (AMR+HP) to encourage saving at-risk units.
  • Startup time reduced on launch slightly by introducing multithreading for loading the Achievement Context which was a heavy processing piece.
  • Removed the background pane in the Entity Context HUD element to provide more room for the actual map
  • Recruitable units now have a new badge on their unit hover card and their preview screen.
  • Universalized the text outlines so that they are consistent across the UI.
  • Reworded the achievements for completing objectives. Added a save file migration to update existing save files.
  • Moved Are You Sure menu for Main Menu option in Game Over screen to be in the same position as the original menu.
  • Lower HUD elements are now hidden while the Unit Preview menu is open.
  • Reduced duration of Remaining Units Will Wait notification pause.
  • Sped up the hold-to-confirm duration.

Bugfixes


  • Fixed an issue where one of the Pugilist death animations was incorrect.
  • Delegated AI turn processing to another thread to reduce visible frame hitching between AI turns.
  • Fixed camera being stuck to the last combats position if a game was lost during combat on an NPCs turn.
  • Fixed left-side unit pane not changing to the hovered unit during the Map Survey in the post-game.
  • Fixed a bug where if multiple factions had NPCs, one unit deciding to wait would show Remaining Units will wait even though other factions had units with viable actions.
  • Fixed one of the generated names in the Cleric name pool that was two names stuck together.
  • Added missing curse tile on the Castle PVP map to fix the map symmetry.
  • Fixed Assassinate objective causing a player to win on the A Game of Crowns map if they defeated the Necromancer. Assassinate should not be achieved if defeating an NPC.
  • Fixed the right side unit pane not appearing during the Action Menu and Targeting phases.
  • Touched up Lancer Portraits
  • Touched up Pugilist Portraits
  • Fixed Siege of Salem objectives that were reverted accidentally.

Misc


  • Added game version number to log file on startup to make bug investigations easier.
  • Updated EULA language.
    • Added email address to EULA.
  • Added logging to NPC decision making to assist debugging.
For updates on game development progress and to join the community, consider following me on Twitter and joining the Talberon Games Discord Server. Dont forget to Wishlist the game on Steam if you havent already!


[ 2023-08-09 12:36:24 CET ] [ Original post ]


Super Sol Standard Demo v0.19.2 Released

Hey folks! This update is primarily an art update that updates most of the portraits for the units in the game. Not many functional changes, but this was a big art undertaking, so hope you enjoy the facelifts!

New Features


  • New Portraits for almost all unit classes (player units and NPCs)
  • Some unit sprites have been adjusted to account for the change in their portraits.






Quality of Life Changes


  • When flipping a switch, the camera pans only to the entities affected by the switch instead of including the switch itself, so the camera zooms more towards the relevant changes.

Bugfixes


  • Fixed a visual bug where units on the map would play their active animation after they started combat and got stuck that way until they moved.
For updates on game development progress and to join the community, consider following me on Twitter and joining the Talberon Games Discord Server. Dont forget to Wishlist the game on Steam if you havent already!


[ 2023-07-10 03:09:14 CET ] [ Original post ]


Super Sol Standard Demo v0.19.1

Hey folks! Another big update today (several-version bump!) with a lot of cool new features for the demo! Check out the deets below:

New Features


  • Combat phase has been rewritten.
    • Units that fight in melee range share a connected stage.
    • Units that fight at range each stand on separate platforms.
    • Units that are within combat range walk onto the stage, while units out of range appear standing in place.
    • Units take a step forward to attack at range, and two steps in melee, then return to their original position.
    • New star and dust particle effects.
    • Pushed unit stats to the corners.
    • The stage beneath each unit samples the average colour of the tile they are standing on.
    • Health bar windows and damage windows enter the screen independently instead of as a whole unit.
    • Rewrote the whole combat logic under the hood to use sequenced events instead of hacky frame-tracking flag nonsense.
  • Added new rotary menu for the action menu and some former carousel menus.

    • Unit Skills submenu has been removed and all unit skills promoted to the primary level of the action menu. This may be reassessed in the future.
  • New Map Added: Crypt of the Sun King (NOVICE).
  • When hovering over various tiles containing an entity during the Unit Select or Map Survey phases, a help window will appear at the bottom of the screen describing that entity.
  • Randomized name generation during Drafting now pulls from distinct lists for each unit class instead of a shared pool to be more thematic.
  • Added ability to skip to next BGM song during a match in the Pause menu.
  • Added prompt to try the tutorial when a player tries to start a New Game for the first time.
  • Achievements can now be viewed during a match via the in-game pause menu.
  • New BGM Ceremony added.
  • New BGM Eastern Desert added.

Balance Changes


  • Vampire Slumber command skill removed.
  • Vampire Shadow Step command skill added. This action acts like Spirit Step, but allows you to jump to enemies as a free action. This means you can jump to an enemy to chain into other actions, such as using Drain after you Donate to an ally.
  • Sorceress Aeromancy: Headwind skill removed.
  • Sorceress Aethermancy: Transfer skill added. This allows a Sorceress to transfer negative status effects applied to allies and move them to herself instead. This adds another source of counter-play to status effects and gives Sorceress better team utility at range.
  • Necromancer LCK reduced to 0 from 1.
  • Overall balancing of Skulls From the Skull Throne adjusted to be more beginner-friendly. Recommended experience level reduced to NOVICE from INTERMEDIATE.
  • Necromancer RET buffed back to 3. Reducing both RET and LCK was overkill.
  • Villager now has the Shove skill.

Quality of Life Changes


  • Cavalier and Bard units are now available to play in the demo from the start to give new players slightly more variety at the jump.
  • Achievement requirements for Vampire and Sorceress have been changed.
  • AI should stand in place less often when roaming, chasing and fleeing.

Bugfixes


  • Fixed bug where Fencers second action after Exert + Fade Strike showed the attack preview based on where he started instead of where he is.
  • Action tiles are no longer highlighted for Gate doors that cant be interacted with.
  • Made map filter names more consistent with descriptive names and fixed map unlocks accordingly where affected.
  • Fixed sequence break/softlock in Vital intelligence map involving coordinating a Mage and Lancer to make a door impossible to open by the Sol army.
  • A crash involving opening the Unit Skills submenu with a VIP unit can no longer occur since that submenu no longer exists.
  • Fixed a bug in Rendezvous objectives where an army concedes and the game does not end.

Misc


  • Updated lilypad sprites and added frog sprite to Vital Intelligence map. Shuffled some tiles and added disarmable traps to Vital Intelligence map.
For updates on game development progress and to join the community, consider following me on Twitter and joining the Talberon Games Discord Server. Dont forget to Wishlist the game on Steam if you havent already!


[ 2023-07-05 01:36:08 CET ] [ Original post ]


Super Sol Standard Demo v0.16.0

Hey everybody, Talberon here. Thanks to all of you who tried out the new v0.15.0 demo! I have some new updates after receiving some feedback from players. Check out the changes below!

New Features


  • Added a new option in the main menu options to toggle the games fonts to a non-pixel font for users that have difficulty reading the pixel fonts.

Balance Changes


  • Escape Relics objective has been reworked into Deliver Relics objective. Units no longer leave the map when dropping off relics to the objective. In the demo, this only affects the Skulls from the Skull Throne map. Functionally, aside from a minor visual difference, this particular mission plays exactly the same.

Quality of Life Changes


  • Added a new Autoplay Combat Steps option in the main menu to allow auto-progression of confirmation prompts during combat on a players turn.
  • Added markup colours and icons to Objective descriptions and cutscenes.
  • The launchpad sprite has been slightly updated to be less arrow-like that implies they only go up.
  • Changed the Nobody Wins banner to say Game Over.
  • Added slight pause between attacker and defender damage resolution to audibly separate them a bit.
  • Added ability to view unlocked achievements in the in-game pause menu.

Bugfixes


  • Updated game to reset the cached state of achievements and other settings instead of just deleting the save file when using the Delete All Progress Data option.
  • Added separate Reset All Inputs option to controls menu.
  • Fixed No Casualties achievement to count escaped units from Escape maps when determining whether to unlock.
  • Fixed minor layering issue of sprites on one map.
  • Fixed some post-combat events occurring underneath the combat UI.

Additional Notes


  • Updated Credits
  • Added some cheat codes for unlocking stuff. If you want to know what the cheat codes are, join the Talberon Games Discord Server today!
For updates on game development progress and to join the community, consider following me on Twitter and joining the Talberon Games Discord Server. Dont forget to Wishlist the game on Steam if you havent already!


[ 2023-06-12 21:00:42 CET ] [ Original post ]


Super Sol Standard Demo v0.15.0 - Major Update Now Available

Patch Notes - Second Demo Launch


Hey everybody; Talberon here, sharing the BIGGEST update Ive ever made to any of my games at once! After nearly a WHOLE YEAR, Ive got a massive update for Super Sol Standard. Im releasing a new demo! Theres so much to cover, so if youre overwhelmed, just give it a shot and play it now! Otherwise, check out the new trailer I put together! [previewyoutube=F3P1QsKKI80;full][/previewyoutube]

How YOU can help me out!


I really want this game to be a fun experience for as many tactics fans and others as possible. I would be eternally grateful if you could help me do this. Wishlist the game on Steam. Wishlisting helps the game in the algorithms so that more people can learn about it. Its really THE most impactful thing you could do to help spread the word. Do it even if youve already downloaded the demo. Follow me on Twitter. I post about game features and development updates there! If youre sharing any thoughts or clips of your gameplay, or if you have any questions, I want to hear from you! Join the Talberon Games Discord. I am always paying attention to Discord, so its a great way to get in contact with me and other players. Tell your friends and play with your friends! If you dont have friends that you can sit on the couch with, play with folks using Steam Remote Play or Parsec! And with that, I will drop a long, non-exhaustive list of changes in this patch (since v0.0.4, can you believe it?):

Super Sol Standard Demo v0.15.0 Patch Notes


New Features


  • Combat Estimate Window added that calculates the damage range of units when they select actions that would start the Combat Phase.
  • Units with signature skills that would usually be used instead of Basic Attack now appear at the top of the Action Menu instead. Basic Attack can still be accessed via the Unit Skills submenu.
  • New Objectives + Conditions
    • Defend objective added. Defend all control points before an enemy can seize it!
  • New Maps
    • Most maps from the previous demo have been removed. New maps have been added that better reflect the direction of the game. For VS play, maps have been split into Scenario and Arena maps. Scenario maps are more objective-oriented maps, while Arena maps are symmetrical, competitively-balanced maps for skill-oriented PVP matches.
  • Most unit actions now have effects that play, and many include new animations.
  • The game UI has been refreshed and improved across the board, with text formatting, in-line icons and more succinct, accurate information.
  • Unit skills that have modifiers that scale based on attributes or calculations now appear in brackets after skill names and in skill descriptions.
  • Combat screen reworked to focus details in the center of the screen
    • Dice rolls have less ear-piercing SFX and animate as they roll.
    • Blocked attacks now show a shield covering a cancelled-out attack icon.
    • Defending units in combat now show the RET icon instead of swords for their primary damage.
  • Unit Voice Volume option added that allows you to adjust the bark and dialogue volume separate from the rest of the SFX. Percentage is relative to the SFX volume option.
  • How to Play menu renamed to Tutorials & Help
    • New Tutorial implemented (The Academy)
    • New quick multiplayer tutorial implemented (Just the Basics)
    • Unit Codex updated
      • Added short unit descriptions
      • Adjusted display of skills
      • Added control hints
    • AI Personality menu describing AI behaviour added
    • Updated the Manual with new descriptions and helpful animations and pictures
  • New level select UI
  • New turn clock counts down during gameplay instead of being paused unless in the Select Unit phase of a turn. If a unit is not selected when the timer runs out, a random unit is exhausted. If a unit is selected while the clock is counting down, that unit is exhausted.
  • Updated Super Sol Standard logo on Title Screen.
  • Added option to open save folder in Options menu
  • Added links to Steam patch notes in Community menu
  • Added loading screens. The game should no longer freeze while opening the level select menu or after selecting a map.
  • Added crash bug detection and prompt at game launch with bug reporting info.
  • Objective cutscenes can be replayed mid-match via the pause menu
  • Pressing the Preview Unit button on an AI unit now shows details about that unit instead of a list of AI personality behaviours.
  • Some AI units now have abilities they can use instead of just Basic Attack.
  • When not hovering over a unit while in-game, the Preview Unit button can be pressed to view what spaces can be moved on and which cannot.
    • Movable spaces are in blue
    • Collision spaces are in red
    • Destructible terrain, drawbridges and doors are in purple
  • While a unit is selected, you can press the Preview Unit button to Survey the Map, which allows you to check enemy threat ranges and terrain features without unselecting the current unit.
  • Moved Wait action out of the Action Menu, into a macro that can be activated with the Preview Item button. Most units will want to use Guard the vast majority of the time instead of Wait.

Balance Changes


  • Unit Adjustments
    • Champion
      • AMR reduced to 7 from 8
      • HP increased to 8 from 7
      • RET reduced to 2 from 3
      • Challenge skill replaced with Drag skill
    • Marauder
      • RET reduced to 2 from 3
      • Brace reworked to act as a reversed Enrage that ends the units turn but also makes them immovable.
    • Paladin
      • ATK reduced to 3 from 4
      • Angelic Strike command skill removed
      • Consecrate skill added. Consecrate allows a Paladin to place a +1 BLK buff tile on the battlefield to benefit anyone who stands in it.
    • Lancer
      • AMR increased to 6 from 5
      • HP reduced to 9 from 10
      • RET reduced to 2 from 3
      • Pierce skill now bases damage off of RET and includes LCK, instead of dividing ATK and ignoring LCK.
      • Coup de Grace renamed to Execute. ATK buff reduced to +1 from +2. Damage now scales off of RET instead of dividing ATK.
    • Pugilist
      • RET reduced to 2 from 3
      • Cool Off skill added which allows spending a stack of Heat to reset the status duration.
    • Fencer
      • AMR increased to 5 from 4
      • HP reduced to 9 from 10
      • RET reduced to 2 from 3
      • Perfect Focus can no longer be stacked with Exert for a triple action in a single turn.
    • Cavalier
      • Max CP reduced to 4 from 5
      • RET reduced to 2 from 3
      • Gallop command skill replaced with Hind Kick skill. Hind Kick costs 2CP and behaves similar to Shove, but deals 1 DMG and can be used just for the damage if the target is up against an obstacle.
    • Rogue
      • ATK reduced to 4 from 5
      • Mug now deals full damage before checking if stealing is possible, instead of half damage.
      • Pierce skill now scales based on RET instead of half ATK. LCK is now included in the attack.
      • Rend Skill is removed.
      • Disarm Trap skill added. This skill allows the Rogue to remove traps placed by Archers and Mages (and some traps part of the initial map) without activating them.
    • Archer
      • Hunters Mark now affects Rapid Fire damage.
      • Nock now also increases ATK and RET by 1 instead of ATK by 2. Status duration increased to 2 turns.
      • Poison Arrow skill is removed.
      • Rapid Fire skill is added. Target up to [RET] enemies and deal 1 DMG per target. Targets can be selected multiple times.
      • Trap entity generated by Lay Trap skill now disappears from the map if not triggered within 5 rounds of it spawning.
        • Trap entities can now be placed on spaces with other non-trap entities so long as they are tiles that can be moved through, or contain a unit.
    • Mage
      • AMR reduced to 4 from 6
      • HP increased to 10 from 8
      • RET reduced to 1 from 2
      • Jetstream, Inferno, and Frostbite entities can now be placed on tiles that contain other entities so long as they are not other player-generated entities, traps, or immovable.
      • Jetstream booster now allows units to move at full boost range instead of a fixed distance of 3
      • Inferno traps now apply a burning status effect that deals 3 damage for 2 rounds. Inferno traps no longer trigger multiple times and will disappear after activating once. Trap will disappear if not activated within 3 battle rounds.
      • Frostbite traps will disappear if not activated within 3 battle rounds.
    • Sorceress
      • RET reduced to 2 from 3
      • MV reduced to 4 from 5
      • ATK reduced to 4 from 5
      • Arcane Potential command skill removed
      • Chronomancy: Time Out command skill added. This skill allows you to exhaust an enemy unit and skip their turn.
      • Cryomancy: Blizzard now deals full ATK damage instead of half damage rounded down.
      • Biomancy: Blight renamed to Necromancy: Blight and now applies a -1 RET aura to a target enemy instead of enabling a -1 RET aura to herself.
    • Vampire
      • ATK reduced to 4 from 5
      • RET reduced to 2 from 3
      • Donate skill now opens a menu after targeting an ally that shows how much health is being transferred instead of selecting the value before targeting an ally.
    • Cleric
      • LCK reduced to 3 from 4
    • Bard
      • RET reduced to 1 from 2
      • Double Time moved from Command Skill to regular skill
      • Verse: Accelerando skill removed
      • Play: Symphony Command Skill added. This allows Bard to apply a Concerto-distance aura with Solo-level potency for 2 battle rounds. After expiring, bard play Concerto.
  • Block universal skill now applies a +1 BLK modifier to the user until the end of the current Battle Round in addition to the 3 AMR recovery. As a result, the Block skill is now available to the Marauder and Vampire units. Blocking earlier in the round provides the most defensive opportunity.

Quality of Life Changes


  • Added additional info to skill descriptions, such as displaying a subwindow describing Free Actions.
  • Turn priority is now displayed in the Battle Round window and updates as units are exhausted
  • All skill descriptions updated with colour-coded, consistent language and icons.
  • Reduced harshness of some SFX.
  • Added controller disconnection detection and reassigning of controllers mid-game.
  • Pause menu can be closed by pressing the Cancel button.
  • Players no longer need to confirm the end of their turn after taking actions.
  • Achievements required to unlock various units have been adjusted.
  • Draft Improvements
    • (SINGLE PLAYER ONLY) During drafting phase, can press the cancel button to undo a draft pick.
    • Selecting a unit shows a confirmation prompt to mitigate accidentally drafting the wrong unit.
    • Pressing the Random Unit button selects the unit instead of just highlighting it.
    • When promoting a unit to a commander, the units command skill will be previewed on screen during the confirmation prompt
  • Pressing Preview Item on a Chest or Residence that obtains items from a randomized pool will show the possible items that could be obtained from them.

Bugfixes


  • Clouds no longer render outside of the game area
  • Too many to list. If you find a bug in the game please consider filing a report via the Report a Bug feature in the Tutorials & Help menu.

Misc Changes and Notes


  • Credits have been updated to reflect the work done by my wonderful testers who submitted feedback during the prerelease testing period. Thank you all for your help!
  • Many unit portraits and sprites have been tweaked or changed.
  • New animations for various units as they perform signature skills.
  • Changed RET icon to a fist icon instead of a sword+shield to make it more distinct from ATK and BLK.
  • .NET and library updates
  • Plug Twitter and Discord
  • Save file changes
  • Added wishlist link to main menu
  • Many tiles and icons have been refreshed or changed.
  • Updated MatchupPro and EquipmentPro fonts to modern Match and Equip fonts with more character support.
  • Added extra unit barks to dialogue pool when selected.
  • Removed the Objective Preview button mapping. This functionality has been consolidated with the Pause Menu functionality.
  • Due to a significant change in the way save files are saved and loaded for security reasons, saves from the earlier version of the demo unfortunately cannot be loaded or converted. This should never happen again, and I sincerely apologize for the inconvenience.
There are so many more changes after almost a year of development, so please check out the new demo!


[ 2023-06-09 21:52:03 CET ] [ Original post ]


Dev Log: Cutscene Editor

[previewyoutube=FWYUc1xUZWA;full][/previewyoutube] In this video, I show off how I create cutscenes for Super Sol Standard in preparation for the second demo Im working on in preparation for this Summer. Check it out! If youre interested in seeing other developer logs like this one, let me know in the comments.


[ 2023-04-29 21:30:55 CET ] [ Original post ]


Super Sol Standard Demo v0.0.5

Bugfixes


  • Fixed an issue where running Windows (and possibly other OSes) with a non-English system language with accent characters would cause the app not to launch.
  • Removed pre-baked SaveData that was included in previous versions. These should not have been included in the build and should be generated when starting the game for the first time.

Misc


  • Moved the log folder to SaveData along with the other data


[ 2022-06-25 23:27:51 CET ] [ Original post ]


Super Sol Standard Demo v0.0.4

Super Sol Standard Demo v0.0.4


Bugfixes


- Fixed issue when conceding during a Seize objective where the turn would not pass and the game would not end. - Fixed an issue where the Mage inferno trap would trigger an additional time compared to its description. - Fixed a bug on Escape objective maps where achievement checks will not notice the player had won those maps. - Fixed a bug where the Pugilist unit would tick each of its status effects whenever it uses Meditate. - Preventing opening the pause menu except during the Unit Select phase to avoid odd scenarios when using certain pause menu options during targeting phases. This may be revisited in the future. Thanks to Infernal in the Discord community for reporting these bugs!


[ 2022-03-21 01:49:17 CET ] [ Original post ]


Super Sol Standard Demo v0.0.3

New Features


- Added a background behind maps to replace the black void. This can be disabled in the options menus in case you prefer the black void or you find the background distracting. - Added ability for Tactical AI Units (single player/co-op only) to destroy player-generated debris (e.g. Mage Terraform entities) if no enemies are in sight to avoid exploitation by fencing off units.

Quality of Life Changes


- For new installs, the turn timer has been disabled by default. You can turn it on in the options. This feature is good for PVP games where you want something similar to a chess-clock to keep games progressing without too much delay, but didnt make sense when most players are likely playing single player or co-op and want to take their time deciding their turns.

Bugfixes


- Fixed an issue where the Sorceress command skill Arcane Potential skill would not spend the CP cost of the skill, allowing players to use it continuously. - Fixed an issue in the Rogue Assassinate command skill where the Rogue unit would not be exhausted and could be reactivated in the same battle round. - Fixed a bug in the Pugilist skill Adrenaline Rush where it would not exceed the stack cap as stated in the skill description.


[ 2022-03-16 01:34:47 CET ] [ Original post ]


Sol Standard Demo v0.0.2

Super Sol Standard Demo v0.0.2


Bugfixes


- Fixed a bug where when a victory condition is met in-game, the game might register a draw, depending on the circumstances. - Fixed a bug in co-op maps where when one team would concede, the turn would not pass and the game would soft-lock or crash.

Quality of Life Changes


- Updated the Achievement notification and menu to display the specific map and/or unit that is unlocked by the given item.


[ 2022-03-09 23:08:34 CET ] [ Original post ]



Super Sol Standard
Talberon
  • Developer

  • Talberon
  • Publisher

  • Jan 2023
  • Release

  • Strategy RPG Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 15  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://store.steampowered.com/app/1756730 
  • Steam Store

  • Arcade Tactics Action!


    Outfight and outwit your enemies in this turn-based tactics game. Use each unit's unique abilities and the terrain around you to your advantage to thwart your opponent's plans and reign supreme!

    Use Terrain To Your Advantage



    Push, pull, teleport, and displace your enemies onto traps to deal additional damage and apply status effects between rounds. If you are able to escape the trap before the new round starts, you can cheat fate!

    Reclaim Your Territory From The Terran Menace



    Defeat monsters in single player that have their own characteristics and personalities. Monster can appear in multiplayer games as well to add some unpredictability to the action. (If you want to keep things purely strategic, you can disable them in multiplayer matches in the options.)

    Build Your Own Unique Army



    With 14 different unit roles to choose from, you can create your own unique combinations to build your own personal army! Experiment with different units to find synergies and force multipliers to improve your chances of victory.

    Play It Smart With Unit Skills



    Each player-controlled unit has several unique abilities that define that unit's play style. Launch powerful attacks, rescue allies, bully enemies and ignite the landscape with these awesome powers! Green actions are free actions that can combo with other abilities for extra power and trickery.

    Accomplish Your Objectives



    Each map is built around a different primary objective, with some having multiple win conditions. You only have to complete one of the objectives to win, so if you're falling behind and defeat looks certain, change up your strategy and go for an alternate victory!

    Change The Landscape



    Many maps have special interactive entities among the terrain that let you change the tide of battle. Use them to their maximum potential!
    MINIMAL SETUP
    • OS: UbuntuMemory: 4 GB RAMGraphics: Integrated GraphicsStorage: 1 GB available spaceSound Card: OpenAL Compatible
    • Memory: 4 GB RAM
    • Graphics: Integrated Graphics
    • Storage: 1 GB available space
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