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Patch #6

Hey everyone! Patch 6 is here, bringing a host of exciting updates including improvements to tool durability, enhanced gameplay mechanics, new accessibility features, and a massive wave of bug fixes! Dive in to explore the full details and see what's new!

Tool Durability


  • Iron tools now last ~100% longer.
  • Steel tools now last ~35% longer.
Weapons Buffs:
  • Iron: ~25% increased durability.
  • Steel: ~10% increased durability.

Converting Stations


  • New Queue Limit: Some stations now limit the number of conversions that can be queued.

New Functionalities


  • Added Patch Notes to Main Menu.
Quick-Access Functionality:
  • Use 1~8 keys or mouse wheel (PC) and D-Pad (PS5).
  • Non-equipable items (e.g., Seeds) only usable with number keys.
  • A hotbar interface is planned for future updates.
Damage Multipliers:
  • Customize difficulty via the Options menu under the difficulty section.
Arachnophobia Mode:
  • Enabled inside the Options menu, under the Accessibility section.
  • Changes all spider models into crab-equivalent versions.
  • If activated while in-game, return back to the Main Menu for it to take full effect.
  • For now, inside a multiplayer session, the hosting player option will be replicated to all players.
Harvest Ability Rework:
  • Hold input for interactions instead of repeated manual inputs.
  • This feature is still being refined, and wed love to hear your feedback to help improve it!

Gameplay


  • Fishes and Flyers no longer get stuck in the player's body if they use the Tethered Bow while their inventory is full. Instead, their resources will now drop as a loot bag nearby.
  • Improved climbing responsiveness.
  • Added mid-air control for jumps/falls.
  • Carnivores will now prioritize eating nearby food over being aggressive, provided they're hungry.
  • Increased repeatable treasure chest spawns across all regions.
  • Adjusted the spawning points of Withered enemies to be further away from Anja Rise's main path.
  • The placement mode received increased input granularity to enhance building placement.
  • Adjusted the positioning of Flyers nearby Jabari in the Ancient Bridge.
  • The Clear Sky shrub no longer has collision.

Combat


  • Harelopes now kick back harder.
  • Dead enemy corpses no longer have collision.
  • Hitting dead enemies no longer consumes weapon durability.
  • Increased melee aim assist threshold for smoother combat.

Loot


Improved drop rates and proportionality:
  • Limestone drops increased.
  • Wood yield scales with tree size.
  • Better loot from Withered enemies.

Harvestables


  • Added additional Clear Sky shrubs to better guide players inside the Aztembo, Zamku and Anja Rise regions.
  • Added additional Stone, Limestone, Iron and Crystal boulders in the Main Island.
  • Added additional Clay Mounds around lakes, rivers and the ocean.
  • Coal Mounds are now Coal Boulders, require a pickaxe and no longer consume Amity.
  • The amount of harvestables spawned by the Sacred Forests was reduced to enhance mobility.
  • The amount of interactions (tool swings) required by Rare and Epic harvestables was greatly reduced.
  • Using an Iron tool as reference, it went from overall 6 and 10 to 4 and 6.
  • The amount of interactions required by Trees is now proportional to their sizes, decreasing with tool rarity.

Recipes and Fill Orders


  • The following recipes/fill orders had their requirements adjusted:
    • [Fill Order] Ishaya Sacred Forest: Allei Leaf: 3 0.
    • [Fill Order] Citadel T1: Hide: 4 3.
    • [Personal Craft] Construction Table: Wood: 5 8. Tree Bark: 1 0.
    • [Alchemy] Withered Antidote: Withered Tar: 3 2.
    • [Lumbermill] Wood Plank: Wood: 10 15. Resin: 3 5.
    • [Lumbermill] Sustain Pillar: Resin: 5 6.
    • [Blacksmith] Rod: Iron: 1 3. Wood: 6 9.
    • [Blacksmith] Iron Hatchet: Iron: 2 3.
    • [Blacksmith] Steel Ingot: Iron: 3 4.
    • [Hearth] Charcoal: Wood: 5 7. Resin: 1 2.
    • [Kiln] Steel Ingot: Iron: 5 6.
  • The following affects new saves only:
  • Added a Binder recipe for the Hearth. It unlocks upon reaching Mining Village T2
  • we are working on unlocking this for everybody retroactively, in the near future.

Art


  • Dung now oozes charisma with a brand new VFX to be visible.
  • Collision around the Shipwreck area was improved.
  • All Huts should now properly rise from the ground.
  • Amity now has a new icon when requested by Fill Orders.
  • Over (27) incorrect torch placements were fixed.
  • Desert Glass, Opal, Ruby and Diamond had their model sizes increased to enhance visibility.
  • Increased the culling distance range of Colossal Trees, Grand Trees and production buildings.
  • The foundation checker, placement preview, interaction range and secondary action input were improved for over three hundred (300) buildings.

Audio


  • Added a new SFX to all tool attack inputs.
  • Added a new SFX to fully rebuilding shrines.
  • Added new combat and tropical biome music.
  • Balanced reverbs, conversion stations, creatures' locomotion, Withered and UI sounds.

User Interface


  • Credits roles are now localized.
  • The Quest information in the HUD was visually improved.
  • [ESC] can now be used to close the radial wheel on mouse and keyboard.
  • Fixed misleading input prompts for climbing. Prompts now correctly display "Jump" for the jump input and "Drop" for the crouch input.
  • Several input prompts were modified for the Inventory and Storage controls.
  • Observing creatures with the Shimuscope now displays whether a creature is hungry or not.
  • A hosting player can now see their Lobby ID while inside a multiplayer session. This is visible inside the Options menu, under the Multiplayer section.

Bug Fixes


  • Fixed an issue where harvesting could continue with an invisible tool after its durability was depleted, allowing for a durability exploit.
  • Game instances (such as foliage, buildings, and NPCs) now load correctly when players spawn nearby them.
  • Important places like Grove Sprites and Quest NPCs can no longer be covered with buildings.
  • Fixed an issue where the next quest was sometimes not properly accepted after completing the quests "Establish our first village" and "Bridge to the Mainland"
  • Pre-requisites in the Fill Order menu are no longer obscured by previous Fill Order information.
  • Emperor Vine and Phoenix Bark can now be harvested correctly from their Colossal Trees.
  • The "Original" hairstyle at the Barber no longer causes players to become hard-locked.
  • Looting Resin before planting the first ecosystem no longer locks progression.
  • The Kiln and Deli stations can no longer be accidentally removed, ensuring they remain functional.
  • The game no longer attempts to save during cinematics, preventing potential player locks.
  • Nutritious Salad is now learned properly when the first ecosystem is placed.
  • Observing injured creatures now unlocks the correct entries in the Shimudex.
  • Double stamina bars no longer appear under specific conditions.
  • Quick Craft can now be used repeatedly without requiring an inventory restart.
  • Mount stamina regenerates properly after dismounting mid-air.
  • Workers no longer float near the Garden ruin, behaving as intended.
  • Withered Blobs no longer cause game crashes due to save inconsistencies.
  • Spikejaw performs its happy and eating animations correctly.
  • Friend mounts are now visible in multiplayer sessions.
  • Villagers no longer incorrectly request Sticks.
  • Jubanga and Kubwa are now observable with the Shimuscope.
  • Fuzzyfin and Kurikama now eat Kelp as expected.
  • Foliage physics no longer cause rare game crashes.
  • Gorilumo properly poops after being fed.
  • Fixed an issue where player movement affected the dangly physics of other characters' quivers.
  • Fixed a rare crash that could occur on clients when joining a host island.
  • Fixed clients being unable to see creatures' diet and treat information during observation.
  • Fixed lingering player name tags persisting across world travel.
Thank you for your continued feedback and support! We're committed to refining the game experience and addressing the issues you've brought to our attention. Keep sharing your thoughts, and we'll keep improving! -Dreamlit Team


[ 2024-12-13 06:20:49 CET ] [ Original post ]

Towers of Aghasba
Dreamlit inc. Developer
Dreamlit inc. Publisher
Coming soon Release
Game News Posts: 16
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mixed (923 reviews)
Towers of Aghasba is an open-world fantasy experience where players must balance between constructing bustling villages for their growing tribe and nurturing exotic ecosystems of otherworldly plant life. Express your creativity by developing your island however you’d like, explore the whimsical land of Aghasba, and connect with friends to show off your unique world!

EXPLORE

Climb to jaw-dropping vistas, befriend bizarre creatures, and uncover the rich history of the sacred island Aghasba.

BUILD

Plan sprawling villages, customize your buildings and watch your settlements come to life as they’re inhabited by members of the Shimu tribe.

GROW

Bring life back to a devastated land. Nurture the growth of living, breathing ecosystems composed of fantastical flora and fauna.

TOGETHER

Visit your friends’ unique islands to get ideas for how to develop your own. Or invite everyone to your island to explore, harvest, or just hang out together!



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