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Patch Notes and Hotfixes [1.1.1.6]

Hey everyone Fressato here!


I hope you're all enjoying the game! We are excited to bring a batch of hotfixes and small changes to enhance your experience. This patch focuses primarily on addressing minor issues and improving the quality of life within the game. While weve made some adjustments to align to a better quality playthrough, we've been careful to make minimal changes, ensuring that your experience remains largely unchanged, just refined.
Thank you all for your continuous support and love for the game. We believe these tweaks will help smooth out various aspects and fix many unwanted issues, making your gameplay even more enjoyable. Possible Spoilers Warning!

Patch Notes


[hr][/hr][quote]

Tutorial Mouse Bug


[hr][/hr]
  • The issue players were having while playing in the tutorial dungeon in the 1.1.1.6 version earlier should now be fixed. The game version has not changed, but the problem won't occur if the game is properly updated. We hope everyone can enjoy the patch properly now! Thank you all for your patience.
[/quote][quote]

Monsters and Gizmos Changes & Fixes


[hr][/hr]
  • Ember Sage will no longer disappear without dying and possibly softlock the game when performing their action with 1 HP left.
  • The Dyna Miasma level change from the previous hotfix, which involved removing the central pillars, caused them to disappear at a Miasma level earlier than intended. Now, they should properly disappear upon reaching Miasma level 3.
  • Demiurge will no longer be targetable by spells whose major effect is movement (e.g., Relocate, The Swap, Izuna Drop). However, it will still be targetable by spells that include some sort of pre-action to the movement (e.g., Punt, Denying Palm, Stalagmite, Stalactite), though it won't move after the pre-actions (e.g., Punt will only deal Melee damage). This change ensures that Demiurge remains immovable, altering its previous method of immovability mechanics, as there were still situations where its permanent root could be removed. Additionally, this update allows players to use such cards on other immovable targets, such as the Dummy from the Dune Dome.
  • The worm will no longer land on Reflector tiles.
  • Crystal and Green Nautilus received a small polish on their SFX.
  • Illusionist special rooms in the Glacial Library (the ones with multiple illusionists that start without combat) will now properly transform Gizmos into illusions when the room is generated. This means that rooms with Golem Antennas or dungeon Gizmos will have more illusions than usual.
  • Additionally, Illusionist special rooms now have the illusionists being unmovable, avoiding issues of overlapping entities when swapping the real illusionist with a fake one, and hitting any fake to start combat.
  • The Tower Pawn's HP changed from 2*2 to 1*4.
  • The Pawn will no longer disappear without dying when getting onto a promotion tile, fixing this bug that could lead to softlocks.
  • VFX and SFX were polished for when the Pawn completes it's puzzle.
  • Catfish will no longer target Fishbait to entities immune to lure, including the player.
  • Dealer is no longer immune to charm, returning to the mechanic of dealing purgeable effects to the player if charmed by a Siren.
  • Dealer now properly shows a target over the player in their preview.
  • The Ancient Effigy now properly increases the mechanics of Miasma when defeated at the Tower. The QA team reported that even if the game's interface and runes recognized the Miasma changes, the dungeons would not increase Miasma unless the Effigy was defeated in the Tutorial. It is important to remember that Miasma only affects the four cardinal dungeons. The Tower and Misty are not affected, meaning they won't experience any mid to late-game difficulty changes. Additionally, Bosses only have four stages of Miasma, as the fifth level only applies changes to dungeons special monsters layouts, and corrupted shrines.
  • The Innkeeper quest will now properly consider the Ancient Effigy as a boss to kill in his final quest.
[/quote][quote]

Cards Changes & Fixes


[hr][/hr]
  • Downpour, Copycat, and Adrenaline now properly count their triggers for quests.
  • Blast Stones now preview their radius when casting the card, helping players calculate their areas of damage/effect.
  • Headhunt now has the proper range adjusted and previewed as intended. Additionally, to align its value with other Traveler cards with similar rune and rarity, its bonus now is a +5 damage.
  • Flamberge phaser now deals 2 Burn for each point of melee damage dealt on the target unit.
  • Some VFX for cards mentioned above were polished.
  • Some cards received an extra trait or a trait change to better indicate their functionality or to add flavor and better connect to their description.
  • Shadow Strike now properly deals the amount of Stealth described on the card.
  • Alpha, Beta, and Gamma Star will now trigger their warnings at the start of the Caster's turn. This change should not significantly affect the cards' mechanics in most cases, but it aims to simplify the communication of its effects to players through the cards descriptions.
  • Some projectile cards still had a deprecated camera function of slightly following the Mouse while casting, they are now corrected and will follow the pattern of having a fixed camera in the center of the Dungeon room.
  • Some cards that summon warnings (e.g. Killing Arrow, Avalanche Slam) that still didn't work out-of-combat now should function properly.
  • Killing Arrow warning now has a small visual effect to indicate it will fall in the next round.
  • Hook preview received a fix for a specific situations where the player movement simulation wouldn't work properly.
[/quote][quote]

Dungeons Changes & Fixes


[hr][/hr]
  • The Shinobi Puzzle was rolled back in the previous hotfix (.5) to the version before Shuriken changes. Now it should be properly back to the 1.1.1 version considering the new Shuriken teleport range.
  • Visual Fix for previews while casting cards over specific interactable tiles (cannon, turn pad, sacrifice, switches, promotion, and reflectors). Tiles would not properly be overlayed by the preview tiles, now it should work properly as other traps.
  • Webs will now disappear at the end of combat or when a turn ends while no combat is happening unless they are over Chasms, Magma, or Ice tiles.
  • Magma city geysers will no longer trigger when there is a trap over them, behaving like other dungeon traps in the game.
  • Rope Shrine VFX received a slight polish.
  • Fixed a bug where selecting "no" on the Rope Shrine would trigger it anyway.
  • Small changes to the Fishing rooms were made to better position the Broken or Rope Shrines.
  • The elevator animations for both leaving and arriving were slightly sped up by a total of a second and a half.
  • All Stealth VFX props from all dungeons are now properly indestructible props to avoid confusion about targeted and melee attacks interactions with destructible props.
  • Plague Stalker preview has been slightly reworked to better communicate its actions.
  • Unknown Being Xuaih will no longer target tiles with other Xuaih during Rain Of Stars attack.
  • Monsters that summon warning tiles will now display the warning damage as a splash damage tag during the preview of their action. This was added to help players more easily determine the severity of each attack and evaluate if staying on that tile is a valuable strategy during battle.
  • Glacial Library's stalactite special rooms in the Glacial Library will no longer target gizmo tiles or tiles with enemies, and the number of tiles marked per round has changed from a maximum of 7 to a maximum of 9.
[/quote][quote]

Interface Changes & Fixes


[hr][/hr]
  • Some extra text has been added to better communicate specific mechanics. In addition, there were text and grammar fixes in various languages.
  • Some missing inspectables were added to facilitate the readability of major UI elements. With this change, all card information screens (Deckbuilder, Booster Opening, Guide, Dungeon Reward/Bag, and Draft Mode) now have tooltips for the rune level of cards and their rarity.
  • Booster Open All button now properly displays its text when the first booster is not selected (previously defaulting as a second close button).
  • Open Booster now properly scrolls long lists of different boosters. The collision spacing between boosters was widened by a few pixels, making it easier to scroll with the mouse without changing the normal use of the screen.
  • Exclamation marks on new boosters now disappear when hovering over instead of when clicking them, while on the Booster Opening screen.
  • The game's camera for non-standard (16:9) resolutions will no longer distort the pixel art. A new custom border was added to embellish most of these resolutions. Vertical resolutions (e.g. 9:16) might still have black borders depending on how you adjust the game's window.[quote]
    • Note that the minimum game window requirement will always be 640x360. If any of these values do not fit within the current window resolution, the game will display a black screen.
    • Additionally, this change aids us in further investigating the issue where certain hardware was causing the game to crash randomly when playing on Borderless Window at non-standard resolutions. While the solution provided in this patch may not have completely resolved the issue, as we are unable to properly test it and be sure it is fixed. Playing in Windowed or Fullscreen mode with a Frame Rate adjusted to your screens limit will help mitigate effects if they happen to you. Both of these settings can be adjusted in the options menu.
    [/quote]
  • The bug where the Boosters tab on the Town's UI wouldn't lose the exclamation mark when using the Booster Manipulator is now fixed. Similar issues with this tab should no longer occur.
  • A bug where the rune slots would become unselectable when changing from gamepad to mouse controls is now fixed.
  • Fixed Arena Flags not properly adjusting their highlights when loading a save from any dungeon.
  • Fixed [spoiler]True[/spoiler] Ending cutscene problem where beating the game more than once without restarting would cause the [spoiler]first[/spoiler] cutscene to be mostly a black screen until the last frame after the second completion.
[/quote] ~ Fressato


[ 2024-06-18 22:12:34 CET ] [ Original post ]



Dungeon Drafters
Manalith Studios
  • Developer

  • DANGEN Entertainment
  • Publisher

  • Q2 2023
  • Release

  • Strategy RPG Singleplayer
  • Tags

  • GameBillet

     16.24 /

     

     
    Game News Posts 29  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Mostly Positive

    (497 reviews)


  • Review Score

  • https://dungeondrafters.dangenentertainment.com/
  • Website

  • https://store.steampowered.com/app/1824580 
  • Steam Store



  • [1.41 G]

  • Public Linux depots

  • As long as you have the cards, the power is in your hands!

    Play as a young adventurer eager to explore ancient ruins in this tile-based dungeon crawler with rogue-lite elements. Choose your character, create your unique spell deck and plunge into the ancient dungeons on a quest to rid the world of evil and forbidden cards.


    Battle it out in tile-based combat with your spell deck to execute incredible combos that devastate the battlefield. Collect rare cards, loot treasure, rescue lost adventurers, then return to town to prepare for your next run. Dive deeper and work your way toward building the ultimate spell deck that will banish evil from the world forever.


    KEY FEATURES

    • Magic Cards - Your cards are your arsenal. Split the ground open with earthquakes, hurl white-hot fireballs, and summon powerful allies to eliminate your foes.
    • Six Characters - Choose an adventurer, getting a signature starting deck that guides your initial play-style. Regardless of your initial decision, you may branch out and create any deck you want in the game.



    • Dungeon Crawling - Venture into any of the six dungeons in the world. In doing so, learn the tricks of each of the area's monster, make adjustments to your deck and seek specific cards.
    • Punishing Death - As you explore dungeons, you'll have the opportunity to either dive deeper or return to the Town to secure your spoils. Be careful not to dive too deep and lose your loot!



    • Elaborate Deck Building - Whether you're a power gamer looking for the strongest and most broken cards, the lab scientist who loves testing out novel, audacious combos, or the completionist, who yearns to 100% their card collection, you'll find something to love with the deck building system.
    • Adventurer's Town - Prepare for your next adventure while exploring the beautiful Town. Trade your cards, shop for new ones, open boosters, talk to NPCs and initiate challenging quests.
    MINIMAL SETUP
    • Processor: Intel Core i5 4440 or betterMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 760 or better
    RECOMMENDED SETUP
    • Processor: AMD Ryzen 7 1700 or betterMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 1660 Super or better
    GAMEBILLET

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