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Feature Friday - August 21, 2020

200.89

  • It's now possible to use a shield unskilled at a 25% block chance.
  • The section in the manual on the combat sequence now includes a description of shield blocking.
  • Attempting to move past the edge of the world now gives a message instead of failing silently.
  • When you fire a missile weapon without a target and your aim snaps to the nearest hostile creature, that creature is no longer set as your target.
  • NPCs are now able to attack inanimate objects they want to destroy.
  • Mutants with temporal fugue are now referred to as temporal fugitives in village histories.
  • Lase now ignores targets it cannot hit when selecting a target.
  • Dehydration notifications are no longer provided for companions who wouldn't generate a death notification.
  • You can no longer swap position with neutral or friendly puffer fungi.
  • Being involuntarily moved into a wall with burrowing claws or a drill equipped no longer forces you to attack the wall.
  • Being involuntarily moved can no longer swap you with a hostile creature.
  • Autoexplore can no longer swap you with an ignored hostile creature.
  • Engulfed creatures now have the lowest priority for purposes of determining which creature is hit when a tile is attacked. The purpose of this change is to make it so that companions can reasonably attack creatures that are engulfing you.
  • Village zones no longer fight with themselves over what music to play.
  • Grenades, mines, and bombs can now be detonated as an inventory action.
  • The classic UI key mapping screen now indicates that you can press delete to clear a command's bindings.
  • The selection hotkeys for donating a book to Sheba Hagadias no longer goes into non-alphabetic characters when you have a lot of books.
  • Projectile animations now become faster the longer the projectile's flight path is.
  • Lase's animation is now faster in general, and becomes faster the longer its path is.
  • Added variant death messages for being killed by electrical, acid, and disintegration damage.
  • Fixed a bug that made delete in the classic UI key mapping screen fail to trigger the bindings being saved.
  • Fixed a bug that caused temporary liquids (for example, acid pools produced by acid walltraps to become permanent through fluid dynamics processes.
  • Myopia's effect on visibility distance now works in more contexts.
  • Fixed a bug that degraded performance when creatures swam.
  • Fixed a bug that caused NPCs with Flaming Hands, Freezing Hands, Freeze Breath, and other breath attacks to stand still when targeting an enemy in the same cell as a wall.
  • Fixed a two-character grammatical redundancy in torches' description.
  • Fixed the message given when you lay a mine or set a bomb.
  • Fixed various instances of situation-specific death messages being overwritten by the generic, "You were killed by so-and-so".
  • Fixed a bug that made agility contribute less to throwing accuracy than it was meant to.
  • Fixed a bug that broke telepathy.
  • [debug] Fixed a bug that caused the "Give 250000 XP" keybind to give the XP without leveling you.
  • [modding] Creatures now respect their NoTrade tag in conversations.
  • [modding] The Mods directory is now created on startup if it doesn't already exist.
  • [modding] The ID attribute of your quests can now be used in QuestsByID. If an ID doesn't exist, Name is used.
  • Proselytes and rebuked robots can now be dismissed from your service as an interaction command.
  • Party members now more consistently behave in a fashion consistent with their leader's attitudes.
201.15 - beta This patch includes the first batch of changes for a wide-scale mutation balance. More to come!
  • When you level up to level 5, and every 10 levels afterward, your genome enters an excited state and you can rapidly advance one of your physical mutations.
  • Rapid advancement increases the mutation's rank by 3.
  • These three ranks don't count toward the rank 10 limit.
  • Rapidly advanced mutations are still subject to the mutation rank cap that's based on character level.
  • If you have 4 mutation points after gaining a level, you'll have a chance to buy a new mutation before you choose a mutation to rapidly advance.
  • If you have no physical mutations at this point, nothing happens.
  • We revamped several physical mutations.
    • Adrenal Control.
      • Reduced cost from 4 MP to 3.
      • We revamped this mutation.
        • You now gain an activated ability, Release Adrenaline, that increases your quickness by mutationLevel*2+38 for mutationLevel+19 rounds.
        • Cooldown: 100.
    • Burrowing Claws
      • Increased cost from 2 MP to 3.
      • Claws no longer occupy hand slot.
      • Your base fists are now replaced with claws that function as short blades and deal increased damage with mutation level.
        • levels 1-3: 1d2
        • levels 4-6: 1d3
        • levels 7-9: 1d4
        • levels 10-12: 1d6
        • levels 13-15: 1d8
        • levels 16-18: 1d10
        • levels 19+: 1d12
    • Carapace
      • Reduced cost from 4 MP to 3.
      • DV penalty is now a flat -2 across all mutation levels.
      • You no longer have trouble getting up when knocked prone.
      • Reduced the DV penalty for tightening your carapace from -10 to -2.
    • Carnivorous
      • Changed this into a defect that gives 1 MP.
      • Removed the tasty bonuses from eating meat.
    • Corrosive Gas Generation
      • Removed mutual exclusion with Sleep Gas Generation.
      • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
      • Increased the cooldown from 35 to 40.
      • Corrosive gas no longer deals damage to items.
      • (cosmetic) Renamed the activated ability name to "Release Corrosive Gas".
    • Double-muscled
      • Reduced cost from 4 MP to 3.
      • Removed the movespeed penalty.
      • Changed the chance to daze on a successful melee attack to 13% + mutationLevel*2 for 2-3 rounds.
    • Electromagnetic Pulse
      • (cosmetic) Renamed the activated ability to "Emit Pulse".
    • Flaming Hands and Freezing Hands
      • Renamed to Flaming Ray and Freezing Ray. You now have the option to customize these mutations and choose a limb for the ghostly flames/icy vapor to appear on (Hands, Feet, or Face).
      • Now neither mutation occupies the Hands or any other body slot.
      • If you get the limb you chose severed, you lose access to the mutation's powers.
      • The temperature increase/decrease on melee attacks now applies to attacks made with any limb. We also added this behavior to the mutation description (it was previously undocumented).
      • Added a temporary exclusion with Beak.
    • Flaming Ray
      • Reduced cost from 5 MP to 4.
    • Freezing Ray
      • Increased cooldown from 10 to 20.
    • Heightened Quickness
      • Reduced cost from 4 MP to 3.
      • Removed the toughness penalty.
      • Increased quickness buff to mutationLevel*2 + 13.
    • Horns
      • You can now choose a cosmetic option for horns (horns, horn, antlers, casque).
      • Increased the chance for a horns attack from 20% to 25%.
      • Increased AV progression to (mutationLevel-1)/3 + 1.
      • Generalized damage to 2d[(mutationLevel/2)+3].
      • Improved bleeding damage to the following.
        • levels 1-3: 1
        • level 4+: 1d2 + (mutationLevel-4)/3
      • If you aren't wielding anything in your primary hand, you now attack with your horns as if they were your primary attack.
    • Multiple Arms
      • Increased the chance for extra attacks from 6% + mutationLevel * 2 to 7% + mutationLevel * 3.
    • Multiple Legs
      • Increased cost from 4 MP to 5.
      • Changed move speed bonus from mutationLevel * 5 + 3 to mutationLevel * 20.
    • Night Vision
      • You can now see [redacted].
    • Phasing
      • You can now phase back in on demand.
    • Photosynthetic Skin
      • Increased the bonus regeneration rate from Basking or cooking with lignin from 20% + mutationLevel * 4 to 20% + mutationLevel * 10.
      • Increased the bonus quickness from Basking or cooking with starch from 1 + Ceiling(mutationLevel/2) to 13 + mutationLevel*2.
      • Generalized the servings of starch and lignen you can store to [(mutationLevel-1) * 4] + 1.
      • Generalized the bonus duration of Basking's effect to [(mutationLevel-1) * 4] + 1.
    • Sleep Gas Generation
      • Increased cost from 3 MP to 4.
      • Removed mutual exclusion with Corrosive Gas Generation.
      • Increased the number of rounds you release gas for from mutationLevel/2 + 1 to mutationLevel+2.
      • Increased the cooldown from 35 to 40.
      • (cosmetic) Renamed the activated ability name to "Release Sleep Gas".
    • Slime Glands
      • You can walk now over slime without slipping.
    • Spinnerets
      • Activating Spin Webs no longer takes an action.
      • Made web save difficulty scale at 2X mutation level instead of 1X.
      • Increased arachnid reputation bonus from +200 to +300.
    • Thick Fur
      • Increased heat and cold resist bonus to +5
      • +100 reputation with all of the following: apes, baboons, bears, and grazing hedonists
    • Triple-jointed
      • Reduced cost from 4 MP to 3.
      • Removed the strength penalty.
      • Removed the bonus chance to dodge.
      • Added a 7% + mutationLevel * 3 chance that Agility-based skill powers don't go on cooldown after use
    • Two-headed
      • Increased cost from 2 MP to 3.
      • Improved mental action cost reduction from 16% + mutationLevel * 4 to 15% + mutationLevel * 5.
      • Improved chance to shake off a mental debuff from 5% + mutationLevel to 5% + mutationLevel * 2
    • Wings
      • Wings no longer take up the Worn on Back slot.
      • (cosmetic) Your Worn on Back slot is renamed to Worn around Wings.
      • +10% + (mutationLevel*10) move speed while sprinting.
      • Jump range is increased by (mutationLevel/3) + 1.
      • Charge range is increased by (mutationLevel/3) + 2.
  • We nerfed the carbine and the sparbine.
    • Reduced carbine's accuracy.
    • The masterwork carbine quest reward now uses the same ammo as the standard carbine (lower damage).
  • We made burning damage scale with temperature.
    • 1-100 above flame point: 1 damage per round
    • 101 - 300 above flame point: 1-2 damage per round
    • 301 - 500 above flame point: 2-3 damage per round
    • 501 - 700 above flame point: 3-4 damage per round
    • 701 - 900 above flame point: 4-5 damage per round
    • 901+ above flame point: 5-6 per turn
  • Added a new clock to the main screen in the overlay UI.
  • Added a new item: wrist fan.
  • Added a new item mod: disguise.
  • Dynamic villages can now generate with resident apothecaries.
  • Elder Irudad now has some apothecary wares.
  • Added a nice new overlay UI element for popup messages.
  • The overlay UI now displays your drams of freshwater next to your weight.
  • You can now access the mod manager from the main menu in the classic UI.
  • You can now use Page Up, Page Down, +, and - to navigate the classic options & key mapping menus.
  • You can now use Page Up and Page Down to navigate the tinker menu.
  • The trade UI "don't have enough water containers" message no longer resets the trade window.
  • Sprint now has a single active ability, "Sprint", which can be toggled.
  • Stopsvalinn now has a better chance of spawning with a high-end energy cell, when it spawns with an energy cell.
  • Spiral borers are now able to dig in reloaded zones.
  • The Astral monster mutation can no longer be leveled
  • Nonexistent journal entries can no longer be deleted.
  • Fixed the switched cooking effect behavior on starch and lignin.
  • Fixed a bug that caused the wrong XP value to be displayed in the Sheba Hagadias book turn-in dialog for stacks of books.
  • [debug] The clearstatshifts wish no longer returns spent mutation, skill and attribute points.
  • [modding] Most internal classes are now public.
  • [modding] Colors, anatomies, options, conversations, and pronouns now reload properly when mod configuration changes.
  • [modding] Fixed a bug that caused the detail color of subtypes to be merged onto the tile.


  • [ 2020-08-22 04:31:04 CET ] [ Original post ]



    Caves of Qud
    Freehold Games
  • Developer

  • Freehold Games
  • Publisher

  • 2015-07-15
  • Release

  • Indie Strategy RPG Singleplayer EA
  • Tags

  • Game News Posts 436  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Overwhelmingly Positive

    (7325 reviews)


  • Review Score

  • http://www.cavesofqud.com
  • Website

  • https://store.steampowered.com/app/333640 
  • Steam Store

  • The Game includes VR Support



    Caves of Qud - Linux [214.01 M]

  • Public Linux depots

  • 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

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    GAMERSGATE

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