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Feature Friday - March 19, 2021

201.77/202.36

  • Magazine-loaded heavy weapons can now be drum-loaded.
  • Force fields, stasis fields, and normality fields can no longer be frozen.
  • You no longer get to confirm whether you want to jump down a deep shaft while you are confused.
  • You no longer get to confirm whether you want to move into a dangerous liquid pool while you are confused.
  • When you aim and fire a missile weapon directly at a creature, your target is now set to that creature.
  • When you aim and fire a missile weapon directly at a non-creature object, your target is now set to that object if you have no current target.
  • Suppressive Fire no longer stops teleportation or externally-forced movement.
  • Suppressive Fire no longer bothers applying to immobile creatures.
  • Digging tools now only bestow the Dig activated ability when they're equipped in the right slots.
  • The "Wait a number of turns" command now defaults to either the highest current cooldown of your activated abilities or the last number of turns you manually entered to wait, whichever is higher.
  • Carnivorous creatures are no longer able to eat the severed limbs of plant creatures without getting sick.
  • Defensive Swipe can no longer push liquids and gases.
  • Taking 0 damage no longer interrupts autoact.
  • When an NPC is attacked for 0 damage, their friends now ignore the threat like they do.
  • The Recharge activated ability can now recharge items at any depth in your inventory (for example, energy cells slotted in weapons or stored in chests).
  • You can now recharge a rechargeable energy cell that's slotted in an artifact by interacting with the artifact, provided you know how to recharge.
  • You can now fill a liquid-fueled energy cell that's slotted in an artifact by interacting with the artifact.
  • Partially recharging an artifact now has a sound effect, a quieter version of the capacitor whine.
  • The Fill interaction is now usable on liquid containers even when the container is full.
  • When modding a stack of items using the "mod with tinkering" interaction, the other items in the stack are now visible on the Tinkering screen.
  • Force Bubble, Force Wall, force bracelets, force projectors, and Stopsvalinn now produce fields with the same phase characteristics as their source or their source's user.
  • Waveform worms can no longer use Waveform on the world map.
  • Creatures that fall down deep shafts can no longer rejoin their party leaders until the party leader enters the zone they're in.
  • Fixed a bug where forced movement while you were stuck would make a check as if you yourself were trying to break free.
  • Being stuck now gives resistance to forced movement.
  • Teleporting or otherwise moving away a creature that's grabbing you now breaks the grab.
  • Creatures made of liquid, gas, or energy can no longer become stuck.
  • Destroying or moving a web you are stuck in now releases you.
  • Generalized some language in skulk tonic messaging.
  • Fixed a bug that caused "mark as important" and "mark as unimportant" to not work.
  • Fixed a bug that caused your level to appear as "True" your the character sheet.
  • Fixed a bug that broke sultan history text generation and produced nonsense like 'cliff cliff'.
  • Fixed a bug that broke the autocollection of liquids.
  • Fixed a bug that occasionally caused your inventory or chest inventories to bug out on opening.
  • Fixed a bug that caused some items to never become wet when dropped in liquid, which meant dropping them in liquid did not extinguish them when they were on fire.
  • Fixed a bug that sometimes caused creatures, including the player, to be unable to pathfind through gases they were immune to.
  • Fixed a bug that caused some pathfinding creatures to avoid other hostiles based on how dangerous they were to those hostiles instead of vice versa.
  • Fixed a bug that caused swimming-depth liquid pools not to be avoided while pathfinding.
  • Fixed some bugs in creature pathfinding between zones.
  • Fixed a bug that prevented Suppressive Fire from taking effect.
  • Fixed a bug that deprived slumberlings of their claws and made them unable to attack.
  • Fixed a bug that caused clones of you spawned while you were under the effect of Eater's flesh to have permanent Quickness penalties.
  • Fixed a bug that made it possible to learn how to craft an artifact via Psychometry and have that artifact remained unidentified.
  • Fixed a bug that caused light sources to occasionally override night vision, depending on the order items were equipped.
  • Fixed some hotkey collisions in the new interactions.
  • Fixed a bug that caused the nearby campfire indicator to float away.
  • Fixed a bug that made the "load" interaction on magazine-loaded missile weapons not work unless they were equipped.
  • Fixed the placement of the classic UI 'look' interface actions when they appeared on the right side of the screen.
  • Fixed the coloration of the right angle brackets in the keybind indicators on the Manage Abilities screen.
  • Fixed some cases where the hotkey for an interaction was highlighted on an insignificant word.
  • [debug] The "Show debug information on object and system internals" option now adds an action to the classic UI 'look' interface that displays the navigation weight of the square you're looking at.


[ 2021-03-20 05:54:58 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

    [ 5951 ]

    3.00$ (80%)
    26.68$ (56%)
    16.99$ (15%)
    15.00$ (50%)
    9.60$ (68%)
    12.59$ (16%)
    25.95$ (13%)
    25.47$ (15%)
    16.57$ (17%)
    2.67$ (96%)
    12.74$ (15%)
    31.99$ (20%)
    16.57$ (17%)
    5.17$ (87%)
    16.99$ (15%)
    2.94$ (58%)
    12.74$ (-28%)
    3.88$ (81%)
    5.94$ (15%)
    0.30$ (90%)
    19.99$ (20%)
    2.47$ (17%)
    12.29$ (18%)
    0.79$ (92%)
    3.75$ (75%)
    1.00$ (80%)
    8.27$ (17%)
    12.59$ (16%)
    23.66$ (66%)
    16.59$ (17%)
    GAMERSGATE

    [ 1903 ]

    6.74$ (55%)
    0.51$ (83%)
    1.5$ (85%)
    3.0$ (70%)
    21.24$ (15%)
    0.94$ (81%)
    7.5$ (81%)
    4.49$ (55%)
    3.59$ (55%)
    1.31$ (81%)
    4.95$ (83%)
    0.6$ (92%)
    0.68$ (92%)
    4.75$ (84%)
    0.53$ (92%)
    18.75$ (62%)
    3.38$ (66%)
    0.38$ (81%)
    1.13$ (92%)
    3.0$ (70%)
    2.7$ (70%)
    0.54$ (91%)
    1.69$ (89%)
    1.13$ (77%)
    3.67$ (47%)
    7.49$ (63%)
    0.75$ (92%)
    4.53$ (59%)
    1.88$ (92%)
    6.0$ (85%)

    FANATICAL BUNDLES

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    HUMBLE BUNDLES

    Time left:

    6 days, 4 hours, 42 minutes


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    15 days, 4 hours, 42 minutes

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