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Patch 1.0.1.0 (2019-07-18)

Code


Master Server


  • Fixed a bug in the group system which would compute a faulty group size when someone left the group. Leading to group disband even if there were two players left in the group.
  • Connectivity state is no longer relying on information from the gameservers, this will help ensure that you don't end up being left online forever in the system.
  • Players can now reconnect to the master whenever, and initially players will now only be registered when they fully connect to the gameserver. Previously there could be scenarios where the gameserver tried to register players to the master too early which lead to inconsistencies.
  • Changing major options on the client will no longer disconnect you from the master server until you reconnect manually.
  • Improved caching algorithms when dealing with data packet broadcasting on the master.
  • All chatting is now done through the master server, which will make it easier to implement the guild system in the future.
  • When a gameserver is about to restart, quit or reload it will wait for all the userdata to be fully transmitted to the master before proceeding. To prevent potential packet loss.
  • Fixed a minor rare bug which would prevent you from being set to online, if you connected at the moment the master disconnected you from the system.

NPCs


  • Major AI overhaul, NPCs will now engage the players much faster. And will engage when attacked from afar.
  • Combatants that use melee and ranged weapons will no longer switch weapon sets as frequently.
  • NPCs can now have unique Walk and Run speeds.
  • NPCs now run all their animation purely on the client and will properly suppress their AI when no players are around to save CPU cycles. Leading to an average cut of roughly 70-80% NPC networking!
  • Improved YAW speed for NPCs, especially when they are in combat.
  • NPCs will be able to attack you even if you stand ontop of them.
  • NPCs can now drop a random set of money.
  • Added Melee, Ranged and Magic damage scale options for NPCs. So that some NPCs can be buffed without needing to make new unqiue weapon items for those NPCs.
  • Improved melee logic for monster NPCs, the Rats had a hard time attacking players when they were partially blocked by solids.
  • Fixed NPC health regeneration logic, they will now regenerate their entire health pool within 15 sec by default.
  • Melee Spells will never be cancelled.
  • Fixed ranged NPCs, they are now establishing a proper line of sight and will cancel plus retry LOS properly when occluded.
  • Threat Reset Spell Effect will now reset everyone to a random threat rather than setting everyones threat to 0 which would not lead to a random selection at all.
  • Increased min and max idle wander distances, so that the NPCs walk around some more.
  • NPCs that are returning to spawn, running a patrol route, etc will never be suppressed when no players are around.
  • Players can now +use guards for some top-notch quality interacitons... NOOO!
  • NPCs can now use attack speed, the lower the value the faster the attack(s).
  • NPCs will no longer friendly fire their allies when they die and have active spell objects up.

Entities


  • Spell Projectiles will now be properly removed when hitting certain NPCs/solid entities.
  • Added logic_stopwatch which can be used to trigger timed events. The timer is drawn on the HUD, just above the experience bar. This will be used in the Catacombs so that the players know how much time they have left to kill Moroes in order to get the treasure loots.
  • Once a corpse or chest starts fading out you'll no longer be able to loot it!
  • When corpses have been fully looted, or if they had no loots at all they will become FULLY non-solid. So that they don't prevent the players from looting further corpses, when they pile up.
  • Compressed the scripted sequence entity, it can be used for quick sequences like overriding the idle anim and playing certain gestures.
  • Players and NPCs now have proper client-side baseflex features like blinking, head movement, body tilting, etc... This can be disabled through the options for performance reasons.
  • Fixed multiple issues in the func_player_blocker entity, it will now block players properly and smoothly.
  • If you enter the volume of func_player_blocker and become invalid you can be teleported to a specific point defined in that entity. Otherwise you'd be stuck forever.
  • point_template will now properly precache custom NPCs so that the server won't lag when they spawn later on.
  • Spell Explosions will no longer do any damage falloff or damage block reduction stuff.
  • Added target_dummy, which can be used for testing melee, ranged and magic damage!
  • logic_entity_counter can now filter entities based on NPC or Player ID.
  • logic_entity_monitor can now filter entities based on NPC or Player ID.

Players


  • Local Chat is now local to the zone rather than the gameserver, meaning that you can chat with other players that reside in the zone regardless if they are physically in the gameserver. So now you can for example chat with other players running the Catacombs dungeon, to exchange assistance if needed!
  • You will no longer get stuck in combat when dying to an NPC.
  • Invalid enemies will be removed regularly to prevent combat stuckness issues.
  • Health regeneration while in combat has been reduced from 50% to 15% of the default rate. Now that Stamina increases health regeneration rate it was sensible to tweak the combat regeneration rate as well.
  • Taunt will no longer do lots of damage.
  • You can no longer crash the server by attacking with ranged or magic and disconnecting at the moment you execute the attack.
  • You can no longer friendly fire Guards and Players by disconnecting at the moment you attack with spells or ranged.
  • Fixed a bug which prevented a certain player from being invited to groups, if that player didn't properly trigger the group decline function.
  • Fixed a bug which prevented trading, if the trade cancel function was never called properly.
  • Increased max focus from 256 to 1000.
  • Attack power has been split into two stats, Melee and Ranged attack power so that ranged can be balanced properly.
  • Agility will increase ranged attack power.
  • Stamina will now increase health regeneration.
  • Intellect will now increase total focus pool.
  • Consumables will now print to the combat log and potentially spawn combat 3D text as well.
  • Fixed a bug in the active player counter reported in the main menu.
  • Fixed a lot of infamous group loot bugs, players that leave the server, disconnect, or roll on invalid loot will auto-pass so that the loot becomes available right away if everyone else rolled/passed.
  • Looting chests while in a group will no longer break the game by opening an invisible panel which cannot be closed!
  • When the roll panel is triggered, the loots being rolled for will be dispatched to everyone in the group regardless of PVS. And if you are in a dungeon, it will transmit regardless of group ID to make sure that people cannot ninja.
  • Loot Roll distance has been increased by roughly 100% in non-dungeons.
  • Whenever you kill NPCs in a dungeon, everyone will be added to the loot table, regardless of group ID.
  • Holstering weapons will properly cancel melee attacks.
  • Added a Loot All option when looting corpses and chests.
  • Removed voice chat logic.
  • When you trigger a spell object such as the healing circle it will now be properly rendered in the exact position it will be spawned.
  • Removed walking logic.
  • Optimized the client animationstate for players, prevented excessive sequence lookup calls.
  • Removed legacy player logo and spray code.
  • All non-unique items will now have a limited max quantity of 100, if you increase the total quantity beyond that you'll create a new item with the specified quantity. Aka, proper quantity distribution!
  • Fixed potential issues where picking up or handing in a quest would fail because it thought you didn't have enough room in your inventory.
  • If you win multiple rolls, those items will no longer be put in the same slot!
  • You can no longer access or update the bank while in combat.
  • You can now swap items as long as the item ID and quantity is not the same for both of the items.
  • You can no longer enter a dungeon accidentally if you have not been fully verified by the server.
  • Updated the default camera offset to -5 UP and 19.5 RIGHT.
  • Looting corpses or chests will open the looting menu even if the roll menu popped up.
  • You can no longer use spells to heal or attack someone who is dead.
  • Health regeneration will no longer reset when you take damage.
  • When you attack another player you'll enter combat properly.

GUI & HUD


  • Changing audio settings will no longer crash the game.
  • The quick reply feature now works properly, it will no longer be overriden by anyone chatting in the Global, Group or Local chat. The reply ID will also last through connection sessions, but will be reset once you change to another character.
  • Added a new special GUI action button which can be used to enable input for certain panels, trigger item comparison, trigger quantity-split-merging logic, etc...
  • By holding the special GUI action button you can compare underlying items in your inventory, quest log, merchant view, etc with equipped items.
  • By holding the special GUI action button you may enable mouse input for the loot roll panel and group invite panel.
  • By holding the special GUI action button and left clicking on an item you will trigger a function which will allow you to extract a certain quantity from the item. Can only be used on non-unique items.
  • By holding the special GUI action button and right clicking an item in the inventory when the merchant view is up you will sell the entire item, if the item is not unique. Rather than selling one quantity at a time.
  • By holding the special GUI action button and left clicking a purchasable item in the merchant view you will be able to choose how many stacks you wish to buy. Will only work for non-unique items.
  • You can no longer paralyze players by spamming group invites, the group invite GUI will not have input by default. Hold the special GUI action key to enable input.
  • Loot Roll panel will no longer swallow mouse and keyboard input, when your group receives loot that should be rolled for simply hold the special GUI action key to enable input for this panel so that you can choose to roll or pass.
  • Loot Roll panel items are now more compact, updated their visual design.
  • Updated roll notification chat messages to have better colorization, so that players can distinguish the notifications properly. Also added personal notifications for the local recipient.
  • Quest Objectives are now being rendered properly in the Quest Log panel.
  • Quick Item Selection feature will no longer list items in the bank!
  • NPC Dialogue in the Interaction Panel will no longer appear cropped for some resolutions.
  • It is now a lot easier to remove spells from the action bar.
  • It is now possible to re-organize your inventory in the merchant panel, like you'd expect.
  • Added a buyback feature, whenever you sell something to a vendor you'll be able to buyback the item you sold if it was a mistake. The server will only keep the 18 latest items in the cache, and will only last throughout one session. So if you reconnect, switch characters or leave the map it'll be purged.
  • Added a Resume Game button in the main menu while in-game.
  • Cooldowns are now more noticable and will render properly across different maps/sessions.
  • Added 3D healthbars for NPCs and Players. Enable them through the options.
  • It is now possible to show finished quests, this can also be enabled through the options.
  • Tomes will now let you know whether or not you've learnt that specific tome.
  • Items that cannot be traded will specifiy so in the tooltip.
  • By default all quests will be auto-tracked, the auto-track limit and whether or not every new quest should be tracked can be changed in the options.
  • Players or NPCs that have a much greater level than yourself will have their name rendered in a dark-red color. (danger)
  • Crosshair should no longer randomly disappear forever when you change certain video options.
  • Improved the Info Sign VGUI Screen, it should now render the label more consitently. With a proper white foreground color and no background color.
  • Updated rarity colors: Junk - Grey, Common - Green, Rare - Light Blue, Epic - Purple'ish and Legendary - Orange'ish
  • Scrollbars are no longer super slow.
  • If you are the leader of some group and leave when the group size is greater than 2, you will be notified of the new group leader.
  • Added dropshadow outline to quest objectives and quest list items.

Weapons & Combat


  • Weapons will do multiple world decal traces, should be improved further later on though.
  • Improved hit detection for NPCs and Players. NPCs will no longer cut their attacks, or do a limited amount of attack traces.

Maps


  • Moroes the Summoner will remove his minions on death. On sacrifice Moroes will heal himself for 15% of his total health rather than 10%. And the sacrifice will be triggered everytime he loses 35% health. However he will no longer check the sacrifice logic while someone is being sacrificed, so that he won't sacrifice another player right away when the previous sacrifice ended. Plus the minions will not be removed anymore, unless if Moroes dies or leaves combat.
  • Harold will no longer print his dialogue when you +use the cage after rescuing him.
  • Fixed minor navigation issues in Capital Outskirts near the Commanding Smugglers.

Balancing & Item Data


  • 2H Weapon range has been reduced by 5 units.
  • Stamina will increase health regeneration by 0.165HP/s per point.
  • Intellect will give one spellpower per point rather than 3.
  • Intellect will increase total focus pool by 0.625 per point.
  • Agility will increase ranged attack power by 3 per point.
  • Each point of melee attack power will increase damage by 0.75 rather than 0.90
  • Each point of spellpower will increase damage by 0.50 rather than 0.60.
  • Each point of ranged attack power will increase damage by 0.335.
  • Berserker's Helmet Melee Attack Power has been reduced from 50 to 20.
  • Shield of Vengeance has been buffed, armor has been increased by 6, and agility by 1.
  • Broken Skull price has been reduced from 5 to 2.
  • Smuggler Lite experience has been buffed by 35.
  • Commanding Smugglers will deal 15% more damage.
  • Young and Elder Wolves have had their experience buffed by 15 and 25 respectively.
  • Guards will do 100% more damage.
  • Smuggler Legionnaire will do 50% more damage.
  • Demonic Rat experience has been nerfed by 50.
  • Skeletal Ranger experience has been nerfed by 100.
  • Buffed Moroes the Summoner's health by 250, melee damage by 20% and magic damage by 100%.
  • Nerfed Moroes the Summoner's experience by 250.
  • Forgotten Guardian is not as resistant to magic anymore, nerfed by 50%.
  • Nerfed Forgotten Guardian experience by 250.
  • Buffed Shadow of Keldroth to deal 25% more damage.
  • Nerfed Shadow of Keldroth experience by 500.
  • Nerfed Skeletal Berserker experience by 200.
  • Skeletal Berserker will attack 30% faster, will deal 50% more damage with melee and 35% more damage with ranged.
  • Nerfed Skeletal Avenger experience by 300.
  • Nerfed Skeletal Champion experience by 500.
  • Nerfed Skeletal Minion health by 150.
  • Nerfed Skeletal Minion experience by 100.
  • Skeletal Minions are 25% less resistant to magic.
  • Moroes the Summoner quest will give 2500 less experience and 500 less coins on completion.
  • Changed focus cost for Melee Smash II from 75 to 55.
  • Shadow of Keldroth's Whirlwind I spell will have a greater knockback, less cooldown and do 5 more damage.
  • Healing Circle I will heal every 4.5 sec rather than 4 sec, and will do 10-20 healing rather than 14-33.
  • Shadow Circle I will damage every 3 sec rather than 2.5 sec, knockback has been buffed by 25 and damage has been nerfed by 12.
  • Healing Touch I has been nerfed from 47-64 healing to 25-35 healing.
  • Healing Touch I cooldown has been changed from 7.5 sec to 0.5 sec.
  • Healing Touch I cast time has been changed from 3 sec to 2.25 sec.
  • Healing Touch I range has been increased from 300 to 350.
  • Healing Touch I focus cost has been changed from 30 to 25.
  • Skeletal Minions movement speed has been nerfed by 60%.
  • Skeletal Ranger will do 50% more ranged damage.
  • Buffed Shield Slam I damage by 5.
  • Buffed all 2H weapon damage by roughly 50%.
  • Increased the range of Taunt by 25.
  • Taunt will no longer have a large cooldown, nerfed it down to 10 sec.
  • Taunt will now increase threat a lot more, which will increase the likelyhood of being attacked by the affected NPCs.
  • Fireball I cast time has been reduced from 3.5 sec to 2 sec.
  • Increased max breath under water by 50%.

New Items, NPCs, Quests & Spells


  • Added a new daily quest for the Catacombs dungeon.
  • Removed level requirement from all equippable quest rewards.
  • Made sure that you cannot trade any equippable quest reward items.

Misc


  • Fixed a strange crash which would only happen if you sat the model quality to low.
  • Fixed multiple textures with messy reflections.
  • Fixed Wolves walk anim, they are no longer rotating all over the place.
  • Improved Discord RPC to include proper images of the maps you're playing in, and report your character name plus level.
  • Loot Drop Chances are now using a new and more accurate random engine.
  • Optimized navmesh logic so that we don't generate tons of useless metadata and areas. Disabled JUMP, CROUCH and CLIMB areas. For reference, Capital Outskirts NAV file got reduced by 55 MB thanks to these changes... Apparently the default NAV takes up most of the in-game memory as well.
  • Removed tons of legacy HL2 code and entities!
  • Hashed the VPKs so that the game will load a little faster.


[ 2025-02-11 20:53:13 CET ] [ Original post ]

Infestus
Team Infestus Developer
Team Infestus Publisher
1970-01-01 Release
Game News Posts: 20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
No user reviews (0 reviews)
The Kingdom of Arngor is in turmoil, mercenaries are frequently attacking villages, dark forces are gathering in the North.
A dark priestess has risen and she will reveal Arngor for what it really is.
Which side will you fall for? Who will you end up serving?

Key Features

  • Dozens of quests, items, spells & secrets waiting for you
  • Dungeon/Instance system - gather up to 10 friends, claim your loot!
  • Party/Group system - up to 10 players, share loot, xp and epic moments!
  • Friends & Guild system
  • Reputation/Faction system - a faction can offer exclusive items and quests!
  • Trading & Banking
  • PvP in selected unsafe areas
  • Singleplayer & Co-Op for those who would rather play alone or with friends only
  • Playable on PC & Linux with multiplayer cross-compatibility
  • Dedicated Server Support for PC & Linux

MINIMAL SETUP
  • OS: Ubuntu 14.04LTS or better (highly recommend non-LTS latest)
  • Processor: Dual core 2.8 GHz processor or betterMemory: 512 MB RAM
  • Memory: 512 MB RAM
  • Graphics: Radeon HD 5000 Series or nVidia GeForce 200 series or betterNetwork: Broadband Internet connection
  • Storage: 3 GB available space
GAMEBILLET

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16.79$ (16%)
GAMERSGATE

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