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Din's Champion patch 0.725

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. 0.725 change list:

  • now cache vert lighting - fps increased ~21.3%
  • now only active entities think every frame, inactive entities think less often but still account for the full time, ~5.3% fps increase in test (could be much more if lots of entities)
  • changed BlockRenderSurface array to not use pointers - this and other BlockRenderSurface changes ~4.4% fps increase
  • changed ParticleRenderSurface array to not use pointers
  • now cache cull tile results - ~3.7% fps increase
  • now don't go through every single entity in the game to figure out what needs to be sent across to players
  • optimized minimap some - ~5% fps increase
  • fixed possible crash in GameClient::getHighestThreatQuestValue
  • sped up ClientSystem::getSelectionBounds (now only check 2 points instead of 8 - because of side view don't need to)
  • now put town attack icon on map where last damage was taken
  • now partially compress server messages to local client (saved about 28% space of single player data message in test)
  • no longer save server messages to local client - not needed (wasted space/cpu time)
  • now client & server keeps _workingPackedData around so not allocating space every message
  • now server keeps _savedMessageData around so not allocating space every message
  • changed x, y, _blockShape, and _blockBackgroundShape in blocks to 8 bits instead of 32 bits (saves 12 bytes per block)
  • now numChunks sent across network uses 10 bits instead of 32 bits
  • now 8 of the recruit stats sent across network use less bits
  • fixed Ninja and Elementalist going over max skill limit
  • increased Guardian HealthMult from 2.0 to 3.0
  • killing a critter no longer counts in any kill stats
  • fixed an issue buying stacked items, having no room to put it anywhere, and 1 count of the item would disappear
  • now non-basic blocks on ground have item effects
  • now background objects don't get in the way of things like player teleporting in to that spot
  • now shows better than + on crafting screen on items that are better than what you have currently equipped
  • pickaxe no longer tries to do damage to surrounding things when hits a block
  • monsters will no longer attack OpaqueWorld objects when something is in their way
  • removed all unused data from BlockRenderSurface
  • now wells have a NoDuplicatesInRange of 1000.0 (Eric)
  • fixed cap on boss retreats not working correctly
  • increased MaxLiquidsToProcessEachFrame from 300 to 400
  • replaced several cursed magic modifiers on unique items with non-cursed magic modifiers (Delilah)
  • decreased SkillKrallEarthquake UseCheckChance from 0.05 to 0.03
  • fixed pick axe anim on other player only drawing about half of animation - needed CHAR_STAT_ATTACK_SPEED_IN_MS & CHAR_STAT_SKILL_SPEED_IN_MS
  • now lifestone healths scale with number of town npcs correctly
  • now obelisks, lifestones/healthstones, signs, and buttons/levers all won't spawn too close to another object of its type
  • fixed not getting some npc messages (started fight, stopped fight, left town, etc)
  • fixed npc skill levels not getting sent to clients
  • now town attack quest location more accurate
  • now show yellow + on items and crafting if item is better than something on your hotbar
  • fixed not being able to look at town npcs from npc screen that are too far away
  • fixed a gravity problem with liquids sometimes inverting terminal velocity and bouncing things upwards
  • now if applying more than 1 frame time of gravity, stops applying if doesn't move in a frame
  • now if pathing fails a couple times, melee behavior will clear enemy
  • fixed liquids and gases not marked as non-solid (confusing some stuck stuff)
  • now if Actor::tryAttackBlocks doesn't have a valid position, ignore it
  • improved ReturnHome behavior if fail pathfinding
  • improved Idle behavior if fail pathfinding
  • can no longer place blocks on top of monsters or players
  • added ItemTypeCraftingStation translation
  • critters can no longer get special miss types
  • rebuilt brick slope textures with clamping
  • fixed a few effects using fog1.tga without additive (making them almost black)
  • replaced trade skill level up to something that doesn't sound like a windows sound
  • turned off ObjectGroundCrack & ObjectCeilingDrip for now
  • fixed getting running backwards animation stuck some times
  • increased variation in pitch on almost all pain sounds
  • added pain sounds to brutes
  • separated BlockRenderSurface / TileRenderSurface (just a duplicate right now)
  • made tile determination in GraphicsSystem::renderSurface project specific to optimize it
  • got rid of generateNonSquareTileGeometry (in block path now)
  • now fix surface pointers if block/particle arrays resize (problem never live)
  • snd file can now specify a next sound to play - can't point to self, can only chain 10 times (infinite loop prevention)
  • improved some anvil sounds (3 dings instead of 1)
  • improved night started sound (3 bells instead of 1)
  • now show bag capacity when almost or completely full
  • fixed braziers and torch models always being fullbright
  • removed blood from impale attacks
  • decreased lurker scale from 1.0 to 0.75
  • changed PROTOCOL_VERSION to 133
  • at least for now chest names are limited to letters, numbers, and spaces
  • added wind sway to more plants
  • fixed a way lighting could be slightly off on blends & cracks
  • fixed a way lighting could be off by a full tile on block hit shake (never live)
  • added a "Can't drop item from hotbar!" warning
  • now NoDuplicatesInRange just does exact copies
  • now can specify NoDuplicatesBase to be more specific on which base things don't want duplicates of
  • fixed dropItem calls in cheat_playtest
  • changed fire and frost novas to move in z instead of y direction
  • now vendors have a max of 2 unique items
  • guards no longer show up as better than items (nothing to compare to)
  • player can no longer teleport to a position that has no tile or block (just a precaution)
  • turned QuestUniqueMachineIce off for now
  • placed torches should now go out if under water
  • decreased torch WeatherTime from 10.0 to 5.0
  • made signs smaller and fixed their bounds so they should fit places better
  • fixed particle pointers when make array larger (never live)
  • made Infernal Hound texture darker
  • fixed gravity applying full amount for inactive entities all at once (instead of a frame time at a time - never live)
  • added printNumActiveEntities
  • now items that aren't falling, attachments, and effects no longer go active
  • now items can be marked as CantGoActive (for now simple plants, rocks, trees, and fiber plants)
  • critters should now be immune to the pickaxe (Delilah)
  • no longer save dig target entities for trapped monsters
  • for now turned off ObjectSteamLeakGround (infinite water source)
  • removed 3d block path - not maintained so mostly broken
  • removed top blend stuff since no longer supporting 3d blocks
  • fixed screen shake getting added to view twice which was causing some gaps in block drawing


[ 2024-09-16 21:13:38 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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