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Din's Champion patch 0.721

This is kind of an experiment since at this point in time Din's Champion isn't even in Early Access yet. Since I'm already putting together a changelist for our weekly builds for the testers, I thought this might be interesting to some people who want to follow the progress of the game more. 0.721 change list:

  • added dungeons
  • fixed a crash in Game::spawnAmbientObjects if adding ambient projectiles
  • added more variation in blocks to break up monatany especially in the background layer
  • made it so blocks can override default slope alpha mask textures (clay roof is test)
  • now roof blocks use alpha mask to make slopes look better
  • now brick blocks use alpha mask to make slopes look better
  • fixed a crash after kicking out a recruit and recruiting someone else (Delilah)
  • fixed tiling issue on several stone types (using wrong normal/spec maps)
  • rebuilt most block texture mipmaps in tiling mode (should make all blocks look a little better)
  • projectiles no longer get stuck on torches
  • now will not try to leather scraps/silk of lower levels than monster killed
  • poison wastelands & swamps can now start with poison gas
  • quarries can now start with exploding gas
  • marked BaseObject as OpaqueWorld (put basically all objects behind monsters/player - drawing level wise)
  • now dungeon foreground main blocks can be replaced with main alterative blocks
  • now dungeon background main blocks can be replaced with main alterative blocks
  • now dungeons can have caves in the background (less than normal and smaller)
  • now dungeons can be non-square - much more interesting
  • moved braziers to copper, bronze, and iron (instead of just iron)
  • now high chance already existing Braziers are not lit
  • doors from area blocks should use proper level one automatically
  • increased BlockBrick DigHealthMult from 3.0 to 4.0
  • increased brick levels by 3
  • fixed first block in a new level in editor not getting display order set properly
  • decreased NormalItemAboveLevelChance from 5.0 to 2.5
  • decreased CommonModifierAboveLevelChance from 10.0 to 5.0
  • decreased DiggingMult of ProjSharedIceStorm from 1.0 to 0.25 (ice storms do less damage to blocks)
  • went back to blips on world/mini maps being centered
  • increased cave RockChancePerBlock from 0.75 to 1.0
  • increased cave MaxRocksPerBlock from 2 to 3
  • turned off roads (don't like the look of them and don't add anything to the game)
  • changed Cauldron to only give 1 stack of potions
  • decreased MinItemUnrealizedPotential/MaxItemUnrealizedPotential from 10/20 to 9/18
  • increased PlantChancePerBlock from 0.5 to 0.75
  • increased MinPlantsPerBlock/MaxPlantsPerBlock from 1/3 to 2/4
  • increased plants in jungles
  • halved most npc crafting chances
  • decreased NPC Apothecary, Herbalist, & Alchemist skill crafting chances quite a bit
  • made caves derive from BaseArea instead of BaseAreaDungeon (fixes some issues like tons of houses and being able to smooth set block backgrounds)
  • now objects spawned in SpawnSystem::spawnSpecialRoom can automatically bump up to higher levels
  • specified higher versions for all stations so can randomly spawn higher level versions from special rooms
  • Quarry area blocks now have a chance of a torch (kind of a test)
  • decreased BaseSpeed from 300 to 250
  • now all chests have ExtraMoney 100 (if drops money, now double the average money drop)
  • now chances of a boss using a potion or retreating after using a rejuventation potion is half of usual
  • moved questCompleted/questSolved sounds to server so would play even if you don't have the quest or another player solved
  • fixed SpawnSystem::getRandomItemLevel referencing global SpawnSystem::getRandomItemLevel minLevelSpread instead of one passed in
  • increased InitChance & SpawnChance of spiders by 50% (need them for silk)
  • added stone roof tiles
  • added sloped stone roof tiles
  • fixed a block blend issue between a higher priority block with a slope and a lower priority block
  • added better sound for crafting level up
  • decreased door Specular from 1.0 to 0.5 (Molnyfio)
  • fixed another grass on tar issue
  • glass will no longer smooth with neighbor blocks (not sure anything tries to smooth it yet, but just in case)
  • platforms are no longer smoothable
  • made platforms lighter on map
  • bumped MapVersion to 7
  • renamed getBlockToUse to getCorrectLevelBlockToUse
  • no longer get grass on roof (Delilah)
  • changed leather and leather scraps to use cape model (better than bag)
  • fixed ArchetypeStalkerHunter using stalker portrait instead of stalker hunter portrait
  • fixed Scorpid (and probably a few others) Portrait for quests
  • grass no longer grows on cut stone
  • decreased size of bamboo item model by 50%
  • decreased size of Rambie by 50% (item model by more)
  • relic vendors no longer spawn (at least right now there aren't any relics)
  • added "Hitting inanimate objects makes a lot of noise that can draw attention to you." quick tip
  • fixed potion quick tip being off still
  • can now add hotkey to camera mode
  • made spider teleport effect smaller
  • NPCs with Apothecary skill no longer try to create zombie potions
  • transform traps will no longer transform doors into spiders :)
  • made mud normals smoother
  • put a little more randomness in fireworks
  • changed mud to use flat normal map (looks better)


[ 2024-08-16 23:41:02 CET ] [ Original post ]



Din's Champion
Soldak Entertainment
  • Developer

  • Soldak Entertainment
  • Publisher

  • Coming soon
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 18  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • Positive

    (45 reviews)


  • Review Score

  • https://store.steampowered.com/app/2880010 
  • Steam Store



  • [0 B]

  • Public Linux depots

  • Din's Champion is a side scrolling, action RPG set in a dynamic, evolving, fantasy world.

    Dynamic world

    The ever devious goddess, Valta, has declared war! She is going to raze the world to the ground and build a new civilization in her dark image. Your choices and actions, or lack of, have real consequences in this dynamic, evolving, living world. This makes the world of Aleria a very dangerous place. Monsters can form uprisings, start wars, set up ambushes, and attack your town. Town NPCs can get plagues, curses, and be killed. Explosions destroy terrain. Liquids flow. Poisonous and explosive gases can build up. Sand, mud, and other loose solids can collapse. The evil gods can even unleash massive area wide cataclysms if they build up enough power!

    Survival

    To survive this dangerous world, you need to explore carefully, collect resources through mining, gathering, and looting, slay hundreds of types of dangerous monsters, build a town for protection, improve your character, craft cool items, dodge deadly traps, quell uprisings, flush out traitors, kill assassins, cure plagues, purge curses, end wars, and complete other dangerous quests or the danger WILL escalate. Every game is unique with different bosses, biomes, monsters, items, traps, objects, and quests.

    Building

    Build and defend your town from active threats trying to destroy you. The monsters ARE out to get you. They will attack. What you build to defend yourself is up to you. It can be anything from a small house to protect just your belongings, to giant towns populated by 100s of NPCs that you've rescued and equipped.

    Character building

    Build your character as you see fit. Choose specialties on character creation and higher levels for over 50,000 combinations! Distribute attribute and skill points as you level up. Craft armor, weapons, tools, potions, and materials to equip or use to survive.

    Can you be the Champion needed to save Aleria? Can you even survive?

    Features

    • Explore a dynamic, evolving, living world where your choices truly impact the game
    • Build your character as you see fit (attributes, specialties/classes, skills, and items)
    • Explore a unique area of Aleria in every game, with different bosses, biomes, monsters, items, and quests, giving the player a new experience every time
    • Craft armor, weapons, tools, potions, materials, and town objects
    • Build and defend your town from active threats trying to destroy you
    • Shape the world through mining, building, and destruction
    • Battle hundreds of different monster types
    • Fight in the world war between the gods
    • Survive Cataclysms, massive area wide events
    • Adventure with your friends with co-op multiplayer
    MINIMAL SETUP
    • Processor: 3.0 GHz or betterMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: GTX 970 or better
    • Storage: 1 GB available space
    GAMEBILLET

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    5.0$ (50%)
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    1.2$ (85%)
    2.63$ (62%)
    4.05$ (77%)
    0.53$ (92%)
    7.2$ (64%)
    0.08$ (92%)

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