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Mini Dev Blog - Our last few weeks of work, and a brand new Hotfix on the way.

Hello everyone! As always id like to express our teams thanks and gratitude to our amazing supporters and community here on discord. Likewise a big shout out to the moderation team here as always. Firstly on behalf of the team I'd like to apologize that its been a good while since our last update. While weve still kept working hard, basically everyone on the team has gotten sick in waves over the last month and a bit. That said were pretty much all back to fighting strength, and weve still kept up regular meetings, and work, while still getting in some good rest and recovery in. On that note, I'm happy to announce were very close to our next Combat Hotfix. Our testers having been giving us some amazing feedback, and provided some great bug reports with replication videos/data. Id just like to say thank you again for anyone who's keen actively assisting in this process. Were just waiting to do some final internal testing then well be pushing it live. Mr.Z will be putting out a full patch notes for our Testers to see whats specifically changed. Likewise iv got our regular Mini-update for you. Given its several weeks of work put together the name might not be so accurate anymore. Apologies for any overlapping of tasks, weve done our best to make sure its succinct as possible. Lets crack into it; Mr. Z Released the Major Combat Patch Fixed a bug where the HUD would be spawned twice when the map would restart Fixed Default Loadouts having wrong Tiling values on the patterns Added Blood Effects to the Body Fixed Short Spear locomotion animations Added Pollax Alt Mode where you flip the weapon and deal blunt damage Fixed a bug where you could attack out of a parry and parry again unintentionally Fixed an issue where the jump animation would loop forever instead of landing Fixed Always Run Toggle not increasing sprint speed Added Hair Tags for hiding/swapping the hair in certain situations with helmets equipped Added Hair under Helmets support Patch QA testing Added Dedicated server beta branch Added Linux Client build Active Parry window is now based on the windup of that attack Fixed Emote menu not closing when the player died Added alt modes for certain weapons where you hold it shorter to make handle hits less likely and fight better in close quarters with polearms Fixed a bug where draining stamina would not happening when you hit the ground Fixed Shields not showing up on the Inventory Screen Lowered Polearm Knockback Upped Mordhau grip damage on Longsword Fixed Parrying with the Maul in alt mode Fixed Server Browser resolution scaling Fixed Parry into Attack allowing you to Parry twice Change Handle Hit to do damage based on Weapon Type as a Flat value Attack Lockout is now shorter with Handle Hits Slightly Increased Movement Speed Increased Bash Recovery window Reduced Turncap when Parrying Removed Turncap while in Idle Added New Emblems Made sure Crouch takes priority when Always Run is True Fixed bug with Exiting Vehicles breaking Melee inputs TDM and LTS variants to Vestibule Added support for Banners with customizable patterns Fixed Siege Tower Physics asset Melee combat balance Playtesting Additional Melee Balancing Fixed Battering Ram Reduced Parry Lockout on missed parries Buffed Estoc damage Added Auto Balance to Team Modes Admin Actions show up as Messages on the Chat Log Fixed Shields not breaking properly Fixed an issue with Longsword Mordhau grip altmode where it was not dealing correct damage Todo: Finish Hotfix patch Implement Weapon Destruction Hand Battering Ram mechanics Archery Throwing Tech Tree Moxie Fixed Equipment spawns in LTS again Fixed LTS spawning issues Fixed issues with switching loadouts Fixed inventory bugs after map switched Fixed Weapon Dropping Added Game Phase feedback on HUD for Scoreboards Added LTS grace period after spawning in Scoreboards get reset after warmup ends Held Weapons drop on death now Dropped Items despawn faster on combat gamemodes Updated gamephase UI Fixed LTS healthbars when no one was alive Fixed Killbot not spawning with any Gear Fixed Bug with the Team HUD not updating Player counts Fixed Dead Players persisting their bodies sometimes Interaction traces are more accurate now LTS spawning is more reliable now between rounds Fixed dead player Lootbag was spawning with not enough slots Fixed bug First Hit kills on the Death Screen not working correctly Fixed Death Screen not showing correct HP/Stamina values of Killer Fixed Death Screen showing up when you get respawned in LTS LTS now pauses if no one is on the second team LTS team health bars no longer reset after round end, added a grace period added so you can see it before the new round begins Fixed FFA scoreboards being offcentered TDM Kills needed for Team to win now shows on the scoreboard New Tooltip for Scoreboard that shows a players Team Damage for spotting griefers Players Joining LTS game in progress, now properly join Spectate Spectating new player when target dies Assist Kill Logic added Score system tweaks Improved Kill Feed Dialogue for Fists Fixed LTS Spawning issues Building System improvements Fixed building pivot points Fixed Furnitures placement Fixed Raid team selection menu Fixed Raid spawning logic Fixed Raid mode scoreboard logic Fixed HUD timers Improved Context Menu Drop down animation for Siege Tower Added Tailor Workbench Shield breaks properly and can be dropped on the ground now Fixed an issue with Switching teams Added Battering Ram and Siege Tower to the Siege Engineer building Siege Engineer spawns Vehicles in the world now when it finishes producing them Added functional Doors to Siege Tower that can be opened and closed Added Base Banners Healing Well fixes Shield Durability now Changed LTS rounds limit to 10 from 7 QA testing Todo: Processor Bench Siege Engineer building improvement Loot spawning in Crates Additional Raid mode mechanics Delta Video editing Audio editing for the video Small Raid map preproduction Updated the playrenown website with new screenshots Fixed the banner Designed part of the tech tree Gifs for Indiegogo art update New Raid map Added Loot zones Added Building Scaffolding models Added External wall models Destructed models for many building models Added Collision Models for buildings Updated Vestibule Map to be larger Raid Map improvements Working on Building System Updating Steam Page Improving Building Models Todo: External Walls Models Tech Tree KZ Cloth physics fixes Fixed Hair clipping issues Added Hair under helmet New Horse model, fully rigged Tier 1, Tier 0 , Tier 2 horse armors - Tier 3 to do, skin support later Hair Tags for helmet short hair variants Model skinning bug fixes Added new Breastplate Skin, is now the new default Hand Battering Ram Anims Added Puffy shoulders Gambeson skin Added Building Scaffolding models Added new Weapon Destruction Models Added Keep Banner models Added Levers for Siege Towers for dropping doors Added Torches to Vestibule dark areas Updating Steam Page and artwork Work on building system Added blood masks to all weapons Volker Twitter and Instagram posts for the previous Dev Blog Lots of Customer Support Tickets Running community Play Tests As always folks I'd just like to say thank you again and till next time. Ashur







[ 2022-04-29 08:12:19 CET ] [ Original post ]



Renown
RDBK Studios
  • Developer

  • RDBK Studios
  • Publisher

  • 2022-2023
  • Release

  • Indie Adventure Simulation Multiplayer
  • Tags

  • Game News Posts 82  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://www.rdbkstudios.com/
  • Website

  • https://store.steampowered.com/app/1488310 
  • Steam Store

  • Renown takes the most enjoyable and popular aspects from contemporary open-world survival games which include Building, Progression and Social Politics. These are then combined with close quarters, skill-based combat to create an immersive and engaging multiplayer experience. 

    Combat
    The combat system functions with a set of easy to learn, hard to master fighting mechanics. The system is also built so that it is very easy to understand, allowing new players to easily learn the basics. As players become comfortable with the system, their developing level of skill becomes a major source of enjoyment.



    Building
    The building system uses an easy-to-understand and deploy method. This allows for greater depth when creating both small and large castle or village-type structures. From a small house with only a door, players expand into fully customized castles, creating structures truly unique to the person's ability and experience.



    Raiding
    The raiding system represents the pivotal activity that all types of players can undertake in-game. What’s the point in building a great castle if you can’t level someone else's to the ground. In a way the players are always in an “Arms Race” to see who can build the strongest, smartest, and most awe-inspiring structures. We want to provide you with just as awe-inspiring weapons, siege engines and all the utilities required for an ongoing medieval war. 



    Gathering



    Crafting




    Key Game Features:
    • Fast-paced medieval survival with a strong emphasis on melee combat. 
    • From building humble farms to huge fortresses, the choice is with the player. 
    • A focus on horses, carts, and cavalry warfare. 
    • Custom armor system that deflects ranged attacks. 
    • Group systems for making Claims, taking titles, giving ranks and more.
    • Server Progression and Wipe systems, for an engaging and vastly replayable experience. 
    • Tools for Community Hosts to help tailor their servers. Future plans for extensive moddability.
    • Functioning Combat Alpha waiting for players
    GAMEBILLET

    [ 5951 ]

    41.49$ (17%)
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    GAMERSGATE

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    8.79$ (56%)
    31.49$ (48%)
    1.58$ (77%)
    0.18$ (91%)
    8.24$ (59%)
    2.5$ (50%)
    4.5$ (62%)
    3.28$ (78%)
    8.24$ (59%)
    3.67$ (47%)
    0.56$ (81%)
    6.75$ (66%)
    0.85$ (83%)
    1.5$ (81%)
    0.56$ (81%)

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