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2016.08.27: Vibrant Vein Redux


I am doing some floor restructuring in this update; I want to move toward all floors offering a single, unique type of minion or trap. There are only a few floors that break this rule, but changing them will also affect other floor requirements. So here's what's changed so far:

  • Alchemist now requires Cellar + Study and produces Mad Scientist
  • Laboratory now requires Alchemist + Catacombs and only produces Flesh Golem
  • Overlook now requires Lode + (Portal OR Dwelling); this will also change later, though (because it currently produces two different units depending upon other floors)
  • Vibrant Vein is no longer parallel or mutually exclusive to the Lode; it now requires Lode + Study and produces Stone Golems
If you had the Lode unlocked before, you will automatically have the now separate Vein prophecy unlocked. Many players have stated in the past that they hated having to choose between the Vein and the Lode, but mostly because the two were so similar and it was easy to choose the "wrong" one for their resource needs; I believe this change should help rectify this while also fulfilling my goal of giving every floor a unique minion (rather than both producing the Goblin Miner). As some of you may know from the community forums, streams, or direct conversations with me, I am preparing for another big opt-in beta period to try out some major changes and additions. Before I dive into that, I want to make sure that the current standard release is in a good place. To that end, I am re-organizing some of the floor/prophecy tree for consistency, making some UI and usability improvements, and working on general stability. While I continue with these things, I am also trying out some mechanical changes that are less volatile or inter-dependent than the big stuff I have planned. This update contains two such changes: traps can now trigger during combat and support abilities no longer take up a combat slot. The trap change means that traps can now harm minions (although minions will not trigger the traps), and allows you to have battles on trapped floors without losing the effects of the trap. The best use of this would be to place minions who are immune to that trap (either due to damage resistances or due to defense type) on that floor. The only downside is that you may have to babysit these floors a little more than a typical floor, because new minions will not come in to supplement those who perish there. The support change is even more significant: all support abilities are now in the "special" ability spot, and will always apply when a character is in combat, regardless of slot. Before, players had to make a trade-off between an extra attack or having a support role in their line-up, and I think the advantage of the support role wasn't always obvious compared to having an additional attack, somewhat discouraging this synergy. This is a non-trivial change, and I will need to gather more feedback on this, but I definitely think it will motivate players to build more effective bands of minions. Because it has been over a month since the last release and there are some significant underlying changes, I am especially concerned with stability in this update; please let me know (here, in the forums, via personal message, etc.) if you experience any issues at all! I know it's been a very slow summer for me and the game, but I am continuing to listen and work on improving it. I hope you'll all keep sharing your thoughts and suggestions on how things are going and where you'd like them to head. Thanks again for all of your support! :totcordial: [Edit: I forgot to mention, originally, that the game is currently on sale for its deepest discount to date. If you have, by any chance, owned the game for less than a couple of weeks and put in less than two hours (I think these are the limits), but feel like you would still enjoy it, you can request a refund and re-purchase at the lower price. Due to some changes in my personal life, it is unlikely that future discounts will be quite this low, so now is the time to abuse the system! :totfedora:]

Changelog


Additions:
  • Stone Golem (tough, worker construct with explosion weakness)
  • Separate Vein prophecy (this floor was previously tied to unlocking the Lode)
  • Traps now track and report kills
Changes:
  • Removed support slot, moving these abilities into an always-on special slot
  • Traps can now trigger during battles
  • Traps can now harm minions
  • Floors provide more trap information in their tooltips (damage, cooldown, and kills)
  • Vibrant Vein now 4 tiles tall, requires Lode + Study
  • Alchemist now produces Mad Scientist, requires Study + Cellar
  • Laboratory now only produces Flesh Golem, requires Alchemist + Catacombs
  • Overlook now requires Lode + (Portal OR Dwelling)
  • Reduced leveling-oriented prophecy goals
  • Trap codex damage now uses verbose tooltips--like character abilities
  • Abilities that boost recovery rates now have their own verbose tooltip, rather than using the default format
  • Merged characters now retain the old character's slot assignment (or absorb that of the mergee, if the original was unassigned)
  • Clicking on the "Heroes are nearing your Sanctum" message will jump to the floor where this is occurring
  • Minor changes and edits for epilogue and codex text
  • Melee attackers are now always rendered in front of defenders (because this looks better)
Fixes:
  • On some systems, controller polling would cause a momentary stutter every 20-30 seconds
  • Crash involving specific actions during the tutorial
  • Crash associated with merging and replacing a character assigned to a slot
  • Epilogue kill count was including those killed by the destruction of the previous dungeon
  • Inconsistency with support abilities that reduced melee or ranged damage (by slot and not by damage type)
  • Abilities that buffed recovery rates were not always being used
  • Glitch with some melee animations that caused them to end and jump back very abruptly
  • A couple of trap icons were being misplaced in the Codex


[ 2016-08-28 02:47:20 CET ] [ Original post ]

Tomb of Tyrants
Jake Huhman Developer
Jake Huhman Publisher
2015-06-25 Release
Game News Posts: 43
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive (229 reviews)
The Game includes VR Support
Public Linux Depots:
  • ToT Linux Content [103.39 M]
  • ToT Linux64 Content [100.92 M]

The Hook:

Claim and defend the titular Tomb against waves of greedy adventurers by matching tiles to construct and fill your deadly dungeon with traps, minions, and more! In an unorthodox blend of Tetris and Dungeon Keeper, clearing tiles rewards you with resources and space for vertical expansion, putting distance and dangers between invading hero-types and your squishy Tyrant.

The Rundown:

  • A unique blend of tower-defense strategy, simulation, RPG, and puzzling!
  • Slick, simple, and frenetic matching mechanics, where reflexes and planning are both rewarded!
  • Lovingly pixeled characters, settings, and items!
  • Single-sitting sessions with long-term unlocks, gradually taking your game from newbie-friendly to deep and cerebral!
  • Tons of diverse floors, items, minions, heroes, and more, to discover and exploit--And more to come!
  • Tactically emergent gameplay, spawning new strategies and builds as your game evolves!
  • Frequent updates and direct responses to player feedback!

The Future:

Tomb of Tyrants is a mechanically refined and creatively flexible title with a lot of room for expansion. It may no longer be an Early Access title, but it remains in a very active development cycle, which has drastically improved mechanics and more than doubled the game's content since release! I, Jake Huhman, have been listening and responding to your posts, screenshots, reviews, and friend requests, because I want the community to continue to hold tremendous influence over the game's future! Thank you for all of your comments, suggestions, and support!

MINIMAL SETUP
  • OS: Ubuntu 12.04 or LaterMemory: 1 GB RAMGraphics: Pixel Shader 2.0Storage: 200 MB available spaceAdditional Notes: Java 1.6
  • Memory: 1 GB RAM
  • Graphics: Pixel Shader 2.0
  • Storage: 200 MB available spaceAdditional Notes: Java 1.6
RECOMMENDED SETUP
  • OS: Ubuntu 12.04 or LaterMemory: 1 GB RAMGraphics: Pixel Shader 2.0Storage: 200 MB available spaceAdditional Notes: Java 1.6
  • Memory: 1 GB RAM
  • Graphics: Pixel Shader 2.0
  • Storage: 200 MB available spaceAdditional Notes: Java 1.6
GAMEBILLET

[ 6102 ]

16.99$ (15%)
33.96$ (15%)
17.79$ (11%)
13.59$ (15%)
25.49$ (15%)
4.95$ (17%)
4.24$ (15%)
16.96$ (15%)
49.87$ (17%)
16.79$ (16%)
15.26$ (15%)
8.79$ (12%)
7.11$ (11%)
17.79$ (11%)
16.39$ (18%)
16.97$ (15%)
8.79$ (20%)
21.22$ (15%)
16.59$ (17%)
16.96$ (15%)
4.22$ (15%)
12.29$ (18%)
6.67$ (78%)
50.95$ (15%)
8.59$ (14%)
8.27$ (17%)
14.23$ (11%)
13.79$ (8%)
9.23$ (16%)
12.27$ (18%)
GAMERSGATE

[ 842 ]

11.04$ (45%)
17.0$ (57%)
5.4$ (64%)
0.43$ (91%)
2.55$ (83%)
3.57$ (70%)
0.68$ (91%)
0.43$ (78%)
13.8$ (45%)
5.0$ (50%)
9.99$ (50%)
35.99$ (10%)
2.55$ (74%)
1.28$ (91%)
10.58$ (47%)
0.43$ (91%)
0.85$ (91%)
4.42$ (66%)
1.0$ (80%)
0.64$ (87%)
1.7$ (91%)
5.1$ (74%)
6.96$ (83%)
2.04$ (83%)
0.53$ (92%)
1.8$ (82%)
4.25$ (57%)
7.5$ (50%)
18.74$ (25%)
13.49$ (33%)

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