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Feature Friday - June 8, 2018

  • Swarm racks, arc cannons, and blast cannons now work when severed from their robot bearers.
  • Arc cannons can now be charged by ambient electricity, and arc cannon projectiles are now treated as electrical.
  • Chrome pyramids can now generate ammo for their swarm racks.
  • Blast cannons are now more powerful and have a cooldown.
  • Chrome pyramids, leering stalkers, arcwyrks, and traipsing mortars now have melee attacks.
  • Being asleep now imposes a DV penalty.
  • Wandering villagers are now less likely to idly wander into dangerous areas like fractus patches.
  • Psychic glimmer notifications no longer show up when dominating NPCs.
  • Fixed a bug that caused some electronic items to consume charge at twice the proper rate.
  • Fixed an issue that caused some object stacks to become indestructible.
  • Fixed a couple rare exceptions that caused large amounts of message log spam.
  • Fixed luminous hoarshroom's tonic effect not getting properly applied when you eat it.
  • [modding] In Mutations.xml, mutations and mutation categories now support the field Property, where you can specify the name of an intproperty that modifies the mutation's level. For example: if you specify Property="MyProperty" and the mutation-bearing creature has the MyProperty intproperty with value = 4, that creature's mutation level for the augmented mutation is increased by 4.
  • Mutations and mutation categories now support the field ForceProperty, which is the same as Property except that its modifications are not subject to the character-level-based mutation level cap, and if negative, it can reduce the mutation level to zero, disabling it.
  • [modding] Mutations.xml now supports single-element XML style ().
  • [modding] Mutation levels now update properly if you mod mutations to receive bonuses from stats other than Ego.
  • [modding] The IntPropertyChanger and MultiIntPropertyChanger parts have a new property, AfterUpdateEvent, which specifies an event that's fired on the equipper after the part's property changes are applied or unapplied.
  • [modding] The deprecated skills MindOverMatter, MindOverMatter_ExpertiseOfTheDomain, MindOverMatter_MasteryOfTheDomain, and MindOverMatter_Trance are functional again for inclusion via mods.
  • [modding] Added a new ChargeDisplayStyle (as used by various power systems parts): "glow", which displays charge level as relative luminescence.
  • [modding] Added a new property to the Cursed part, IsEMPSensitive. If true, the item is removable while EMPed. Defaults to false.
  • [modding] The BootSequence part now responds to its parent object receiving a Reboot event. If it does, the boot sequence is restarted. BootSequence also has a new property, NotEquipBased, which (if true) allows the parent object to receive the Reboot event even if it's not equipped. Defaults to false.
  • [modding] The Bed part now supports firing up to three different events on the sleeper at defined intervals. The following properties are supported for the first interval: SleepEvent1 (the name of the event to fire) and SleepEventTurns1 (the number of turns spent sleeping before the event fires; must be greater than 0). SleepEvent2/SleepEventTurns2 and SleepEvent3/SleepEventTurns3 are supported for the second and third intervals, respectively. The following properties were also added: ChargeUse (an amount of charge that must be consumed each turn somebody is sleeping on the bed for the sleep events to fire) and IsEMPSensitive (whether the sleep events still fire when EMPed).
  • [modding] Added a part FabricateFromSelf that implements the ability to create items using the object's hit points as raw materials. Its fields are FabricateBlueprint (the type of item to create), BatchSize (die roll, the number of items to create at once), HitpointsPer (die roll, the number of hit points damage to do to the object per item created), Cooldown (die roll, the ability's cooldown), ChargeUse (an amount of charge the ability takes via UseCharge, defaults to 0, EnergyCost (the energy cost to use the ability, defaults to 1000), HitpointsThreshold (object must have at least this many hit points to use the ability), AIHitpointsThreshold (AIs will not use the ability unless they have at least this many hit points), EMPSensitive (whether the ability is disabled by the object being EMPed, defaults to false), AIUseForAmmo (whether AI will attempt to use the ability to generate ammo for an appropriate MagazineAmmoLoader, priority of action determined by how bad their ammo situation is), AIUseOffensively (whether AI will use the ability when they are generically attempting to behave offensively), AIUseDefensively (whether AI will use the ability when they are generically attempting to behave defensively), and AIUsePassively (whether AI will use the ability passively).
  • [modding] Here are some more properties for FabricateFromSelf (broken up into two bullets for readability): UsesLiquid (if set, the name of a liquid that must be present in a LiquidVolume part on the parent object for the part to operate), LiquidPerBatch (the number of drams of the liquid consumed by a fabrication batch, defaults to 1), LiquidAutoTriggers (whether the liquid being present makes fabrication happen automatically, defaults to false), and LiquidMustBePure (whether the liquid must be pure for fabrication to happen, defaults to false).
  • [modding] Fixed an issue that caused new world builders in modded Worlds.xml files to not be properly executed.


    [ 2018-06-09 01:50:14 CET ] [ Original post ]

  • Caves of Qud
    Freehold Games Developer
    Freehold Games Publisher
    2015-07-15 Release
    Game News Posts: 439
    🎹🖱️Keyboard + Mouse
    Overwhelmingly Positive (7325 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • Caves of Qud - Linux [214.01 M]
    Available DLCs:
    • Caves of Qud - Pet Pack 1
    Caves of Qud is a science fantasy roguelike epic steeped in retrofuturism, deep simulation, and swathes of sentient plants. Come inhabit an exotic world and chisel through layers of thousand-year-old civilizations. Decide: is it a dying earth, or is it on the verge of rebirth?

    Who are you?

    Play the role of a mutant indigenous to the salt-spangled dunes and jungles of Qud, or play a pure-strain descendant from one of the few remaining eco-domes—the toxic arboreta of Ekuemekiyye, the Holy City; the ice-sheathed arcology of Ibul; or the crustal mortars of Yawningmoon.


    You arrive at the oasis-hamlet of Joppa, along the far rim of Moghra'yi, the Great Salt Desert. All around you, moisture farmers tend to groves of viridian watervine. There are huts wrought from rock salt and brinestalk. On the horizon, Qud's jungles strangle chrome steeples and rusted archways to the earth. Further and beyond, the fabled Spindle rises above the fray and pierces the cloud-ribboned sky.

    You clutch your rifle, or your vibroblade, or your tattered scroll, or your poisonous stinger, or your hypnotized goat. You approach a watervine farmer—he lifts the brim of his straw hat and says, "Live and drink, friend."

    What can you do?

    Anything and everything. Caves of Qud is a deeply simulated, biologically diverse, richly cultured world.
    • Assemble your character from over 70 mutations and defects and 24 castes and kits—outfit yourself with wings, two heads, quills, four arms, flaming hands, or the power to clone yourself—it's all the character diversity you could want.
    • Explore procedurally-generated regions with some familiar locations—each world is nearly 1 million maps large.
    • Dig through everything—don't like the wall blocking your way? Dig through it with a pickaxe, or eat through it with your corrosive gas mutation, or melt it to lava. Yes, every wall has a melting point.
    • Hack the limbs off monsters—every monster and NPC is as fully simulated as the player. That means they have levels, skills, equipment, faction allegiances, and body parts. So if you have a mutation that lets you, say, psionically dominate a spider, you can traipse through the world as a spider, laying webs and eating things.
    • Pursue allegiances with over 60 factions—apes, crabs, robots, and highly entropic beings—just to name a few.
    • Follow the plot to Barathrum the Old, a sentient cave bear who leads a sect of tinkers intent on restoring technological splendor to Qud.
    • Learn the lore—there's a story in every nook, from legendary items with storied pasts to in-game history books written by plant historians.
    • Die—Caves of Qud is brutally difficult and deaths are permanent. Don't worry, though—you can always roll a new character.

    MINIMAL SETUP
    • OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
    • Processor: 1GHz or faster. SSE2 instruction set support.Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Graphics card: OpenGL 3.2+. Vulkan capable
    • Storage: 2 GB available space
    GAMEBILLET

    [ 6087 ]

    4.12$ (17%)
    25.47$ (15%)
    18.39$ (8%)
    16.57$ (17%)
    15.19$ (16%)
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    2.53$ (83%)
    12.42$ (17%)
    10.19$ (15%)
    8.39$ (16%)
    16.79$ (16%)
    4.12$ (17%)
    2.98$ (85%)
    17.59$ (12%)
    4.00$ (80%)
    3.39$ (66%)
    1.80$ (91%)
    16.79$ (16%)
    GAMERSGATE

    [ 3241 ]

    7.53$ (50%)
    3.0$ (95%)
    28.0$ (60%)
    3.0$ (90%)
    10.79$ (46%)
    0.45$ (85%)
    3.0$ (85%)
    0.75$ (75%)
    0.9$ (92%)
    53.99$ (10%)
    4.25$ (79%)
    5.0$ (90%)
    3.04$ (70%)
    0.88$ (91%)
    0.9$ (94%)
    0.51$ (83%)
    3.75$ (75%)
    3.0$ (80%)
    15.99$ (20%)
    7.49$ (63%)
    2.55$ (83%)
    1.2$ (85%)
    14.4$ (64%)
    5.1$ (66%)
    18.0$ (55%)
    4.0$ (90%)
    3.26$ (78%)
    8.49$ (58%)
    3.6$ (80%)
    3.75$ (85%)

    FANATICAL BUNDLES

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