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Update 1.1.2598 adds configurable quest rewards and more

This update covers a lot of different ground including a large number of refinements and smaller fixes. It improves both the base game and Royalty expansion content. The most obvious feature is that you can now choose whether you want to recieve faction goodwill rewards from each faction, the same way you can choose to accept or reject royal favor. I'd like to reach a nice balance between creating varying experiences through randomized quest rewards, while also avoiding offering players rewards they're not interested in at all. So I'll be watching to see how this works and considering how to improve reward generation even more. This update should be compatible with savegames and mods. If any further issues come up please let us know on the unstable testing Discord channel. Big thanks to everyone who helped test this update! Changelist below. If for any reason you want to continue on the previous version 1.1.2589, you can access it using the Steam beta branch called 'previous'.

Improvements


- Expand reward selection config to include options for opting out of goodwill rewards. - Shuttles now try to find a landing spot near the colony no shuttle landing areas are free, instead of landing in random places. - Colonists lent to the empire now return in a drop-off shuttle. - Crashed ship parts now only disallow punching through natural roofs. - Skip intro wimp quest if the player has a Yeoman or above. - Royalty intro quests won't trigger on extreme biomes because it made no sense. - Standardize red text to a more readable color. - Reduce the chance of selecting decrees that have recently happened. - Hosting quests now pick lodgers Pawnkinds relevant to their original faction, so royals' court allies will make more sense. - Rewrite chemical interest thoughs to not mismatch situations where drugs were consumed, but in insufficient quantities. - Make speech attendees prioritize position in front of the throne, if available. - Sleeping prisoners show "Not while asleep" for their prison break interval, if asleep. - Empire is permanent enemy to every faction except player, to solve issues where your royal aid doesn't fight your enemies.

Tuning


- Buff toughskin gland, armorskin gland, and stoneskin gland. - Rebalance knee spike, hand talon, elbow blade, venom fangs, and venom talon power and price (mostly increased). Increased the toxicity gain per venom attack (also applies to cobra bite). - Power claw does more damage, but slows down the user like a field hand/drill arm. - Endgame quest raids (royal ascent and escape ship) raids now also always have at least 500 threat points so they can't be trivialized. - Reduce flesh pawn flammability 100% -> 75%. This makes them extinguish easier, fire grows slower, and rain puts them out now. - Destroying the arrival shuttle now gives a -50 relations penalty. - Royalty intro quest now starts on day 8 instead of day 3. - Intro quest timer now does not start until the player has at least 3 colonists. - Manhunter pack now always consists of at least 2 animals. - Manhunters will now leave after 1-2 days like the letter says.

Technical


- Added def info to biocoded string so translators can use the weapon's gender. - Merged StorytellerComp_IntroRoyaltyQuest into StorytellerComp_SingleOnceFixed. Changed allowRoyaltyIntroQuests to isExtremeBiome. - Added a fallback for QuestNode_GetRandomPawnKindForFaction - Add default values with GetStatValueAbstract when requesting MeleeAverageDPS with ThingDef and stuff. - Implemented missing Scribe call on ThreatsGeneratorParams for minThreatPoints. - Implemented attach fire debug tool. - Made CompDeepDrill.WorkPerPortionCurrentDifficulty obsolete and replaced usages. Moved hardcoded mining yield factor from StatWorker to StatPart_Difficulty_MiningYield. - ThreatReward_MechPods_MiscReward: If helpers are generated, the quest ends a day after all mech buildings are destroyed. - Cleaned up hospitality quests pawns lists. - Improve duplicate quest name warning message, added more naming content to ThreatReward_Raid_MiscReward. - Quest names now use GenText.CapitalizeAsTitle instead of ToTitleCaseSmart. This makes customizing capitalization behaviour easier to modify for individual languages.

Fixes


- Fix: Some implants don't add to pawn market value. - Fix: Hyperlink for "Human" displays on OpportunitySite_PrisonerWillingToJoin quest. - Fix: 15 day wait period for monument decrees starts before monument has been completed. - Fix: Empire pawns generate with implants and the body purist trait together. - Fix: Helpers leaving letter arrived even if there were no alive helpers left. - Fix: Quest lodgers arriving with carcinoma. This made it pretty darn hard to keep them alive sometimes. - Fix: Product hyperlinks from recipe info cards omit several stats if product is stuffed. - Fix: GetWidthCached calls TryGetValue for string before stripping tags, as a result caching doesn't work for tagged strings. - Fix: Bill config UI shows ingredient filter for recipes with all fixed ingredients; it was pointless. - Fix: Nullref exception when trying to abandon colony with bonded animals left in it. - Fix: Trade inspiration removed after accepting on trade window, even if nothing was traded. - Fix: Psychic harmonizer thought not removed until out of range after having a harmonizer installed. - Fix: Occasional duplicate items in quest rewards. - Fix: Some possible cases where the starting items spawned in fogged areas. - Fix: Crashed ship parts spawning partially inside of mountains, causing the roof to collapse and destroying them right after spawning. - Fix: Friendly raids go starving even if they got food. - Fix: "Expert fighter" pawns generating incapable of violence. - Fix: Destroying the arriving shuttle displays incorrect Stellarch name. - Fix: Shuttles can land through roofs if there is a pad. - Fix: Skills bars visuals scaled incorrectly (maxed at level 19). - Fix: Can't return to main research tab if modded research tabs are added. - Fix: Unconscious pawns force-dropping their guns after loading savegame. - Fix: Hyperlinked info card melee DPS and melee AP readouts don't seem to change if you select different materials. - Fix: Quests incorrectly capitalize words inside curly brackets. - Fix: Huge FPS drop when multiple explosions overlap. - Fix: "Art Student" backstory typos. - Fix: Some cases where the starting items may spawn in fogged areas. - Fix: No faction name color on corpse inspect strings. - Fix: Food poisoning resetting to initial when poisoned again. - Fix: Using skip, some areas are painted as if you can teleport there, but there are walls. - Fix: Can't use skip psycast on top of power conduits. - Fix: Cannibals don't automatically choose to wear human leather apparel. - Fix: Roof grid sometimes overlapping fertility grid. - Fix: Flickering on overlapping CellBoolDrawers. - Fix: World map doesn't show names composed from non-Latin symbols. - Fix: Unresolvable shuttle destruction letter with imperial helpers but no lodgers. - Fix: Only return hyperlink if defsToExcludeFromHyperlinks is not empty.


[ 2020-04-08 19:39:54 CET ] [ Original post ]

RimWorld
Ludeon Studios Developer
Ludeon Studios Publisher
2018-10-17 Release
Game News Posts: 141
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (169637 reviews)
The Game includes VR Support
Public Linux Depots:
  • RimWorld (Linux) [194.51 M]
  • RimWorld - Royalty (Linux) [32.75 M]
  • RimWorld - Kepler (Linux) [56.87 M]
  • RimWorld - Euclid (Linux) [39.71 M]
Available DLCs:
  • RimWorld Name in Game Access
  • RimWorld - Royalty
  • RimWorld - Ideology
  • RimWorld - Biotech
  • RimWorld - Anomaly
RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress, Firefly, and Dune.

You begin with three survivors of a shipwreck on a distant world.
  • Manage colonists' moods, needs, wounds, and illnesses.
  • Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials.
  • Tame and train cute pets, productive farm animals, and deadly attack beasts.
  • Watch colonists develop and break relationships with family members, lovers, and spouses.
  • Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines.
  • Trade with passing ships and trade caravans.
  • Decorate your colony to make it into a pleasurable space.
  • Dig through snow, weather storms, and fight fires.
  • Capture refugees or prisoners and turn them to your side or sell them into slavery.
  • Discover a new generated world each time you play.
  • Build colonies in the desert, jungle, tundra, and more.
  • Learn to play easily with the help of an intelligent and unobtrusive AI tutor.

RimWorld is a story generator. It’s designed to co-author tragic, twisted, and triumphant stories about imprisoned pirates, desperate colonists, starvation and survival. It works by controlling the “random” events that the world throws at you. Every thunderstorm, pirate raid, and traveling salesman is a card dealt into your story by the AI Storyteller. There are several storytellers to choose from. Randy Random does crazy stuff, Cassandra Classic goes for rising tension, and Phoebe Friendly just makes good things happen.

Your colonists are not professional settlers – they’re crash-landed survivors from a passenger liner destroyed in orbit. You can end up with a nobleman, an accountant, and a housewife. You’ll acquire more colonists by capturing them in combat and turning them to your side, buying them from slave traders, or taking in refugees. So your colony will always be a motley crew.

Each person’s background is tracked and affects how they play. A nobleman will be great at social skills (recruiting prisoners, negotiating trade prices), but refuse to do physical work. A farm oaf knows how to grow food by long experience, but cannot do research. A nerdy scientist is great at research, but cannot do social tasks at all. A genetically engineered assassin can do nothing but kill – but he does that very well.

Colonists develop - and destroy - relationships. Each has an opinion of the others, which determines whether they'll become lovers, marry, cheat, or fight. Perhaps your two best colonists are happily married - until one of them falls for the dashing surgeon who saved her from a gunshot wound.

The game generates a whole planet from pole to equator. You choose whether to land your crash pods in a cold northern tundra, a parched desert plain, a temperate forest, or a steaming equatorial jungle. Different areas have different animals, plants, diseases, temperatures, rainfall, mineral resources, and terrain. These challenges of surviving in a disease-infested, choking jungle are very different from those in a parched desert wasteland or a frozen tundra with a two-month growing season.

You can tame and train animals. Lovable pets will cheer up sad colonists. Farm animals can be worked, milked, and sheared. Attack beasts can be released upon your enemies. There are many animals - cats, labrador retrievers, grizzly bears, camels, cougars, chinchillas, chickens, and exotic alien-like lifeforms.

People in RimWorld constantly observe their situation and surroundings in order to decide how to feel at any given moment. They respond to hunger and fatigue, witnessing death, disrespectfully unburied corpses, being wounded, being left in darkness, getting packed into cramped environments, sleeping outside or in the same room as others, and many other situations. If they're too stressed, they might lash out or break down.

Wounds, infections, prosthetics, and chronic conditions are tracked on each body part and affect characters' capacities. Eye injuries make it hard to shoot or do surgery. Wounded legs slow people down. Hands, brain, mouth, heart, liver, kidneys, stomach, feet, fingers, toes, and more can all be wounded, diseased, or missing, and all have logical in-game effects. And other species have their own body layouts - take off a deer's leg, and it can still hobble on the other three. Take off a rhino's horn, and it's much less dangerous.

You can repair body parts with prosthetics ranging from primitive to transcendent. A peg leg will get Joe Colonist walking after an unfortunate incident with a rhinoceros, but he'll still be quite slow. Buy an expensive bionic leg from a trader the next year, and Joe becomes a superhuman runner. You can even extract, sell, buy, and transplant internal organs.

And there's much more than that! The game is easy to mod and has an active mod community. Read more at http://rimworldgame.com.

(All non-English translations are made by fans.)

MINIMAL SETUP
  • Processor: Core 2 DuoMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 4000 or other shader model 4.0
  • Storage: 1 GB available space
GAMEBILLET

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