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Siralim 2 - Patch 0.8.0

VERSION 0.8.0: - Several traits (over 100!) have been rebalanced or re-worked. In general, these traits are now more powerful than before, but some overpowered traits have been rebalanced or changed entirely. You can find a full list of trait changes at the bottom of these patch notes. - Battle backgrounds have been replaced with new graphics. - Added 5 new types of artifacts to the game. - Added a new Improved Forging castle upgrade for the blacksmith. - Enemies now have a chance to spawn in packs of creatures of the same race. For example, you can now sometimes encounter packs consisting of all Waspids. Tribal creatures (Diabolic Horde, Waspids, etc) have a much higher chance to spawn in this way than non-tribal creatures (Storms, Unicorns, etc). - Rebalanced the looting system. In general, you should find items at a more consistent rate than before. Previously, you typically found nothing but garbage at lower levels and way too many items at higher levels. This should be fixed with this change. - Effects that activate on healing now only activate if the creature was not already at full health. - You can now equip artifacts from the creature context menu. In addition, the tutorial now explains how to equip artifacts using this method instead of the other one. - You can now toggle left/right to select a different creature while viewing your creatures' artifacts, or while in the creature context menu. - Stable groups can now be saved or loaded, but no longer swapped. This should make it much easier to manage your stable groups now. - Resources can now reach any realistic number without rolling over to negative values. Please report any abnormalities you find related to resources. - The item 'Scroll of Renewing' has been replaced with five new scrolls that can be crafted at the Nether Goblet. These scrolls work just like the Scroll of Renewing except now you can choose which Nether Aura you want. - The level of your Nether Creature is now based on the average level of your party. Therefore, Nether Creatures no longer gain experience points in battle. - The materials transmutation interface now displays a description of a legendary material's trait. - Numbers in battle, such as damage and healing, are now shortened if the number exceeds 99,999. For example, 8234852 damage will now display as "8.23m". - Missions now reference 'Degree of Success' rather than 'Chance of Success', since it's not actually possible to "fail" a mission - only to do better or worse than others. - Sigils with the 'Immune to Attacks' and 'Immune to Spells' properties have been renamed for better clarity. - The victory screen now displays your total resources using shorthand expressions (such as 1.52b instead of 1,520,000,000). - Greatly decreased the amount of time it takes for realms to spawn, particularly later in the game. - Further optimized the game to hopefully prevent looting from causing lag. - The Silver Jester who offered to delete your sigils has been removed from the tavern. - Changed the effects of the 'Master Shapeshifter' card since it was redundant with the game's mechanics. - Fixed a crash that would occur if you fought the Pandemonium King while the Pandemonium Presence perk was active. - Fixed a crash that could occur with the 'Starvation' punishment. - Fixed a bug that caused the 'Duplication' trait to grant a Barrier that absorbed 0 damage. - Fixed a bug that caused the 'Immune to Debuff' artifact property to continue to work even if an artifact was removed due to effects such as the 'Decay' spell. - Fixed a bug that caused your creatures' off-class Spell Gems to be unequipped after an arena match. - Fixed a bug that caused spheres from Eternity's End to persist into other realms. - Fixed another bug that caused players to find duplicate breeding recipes. - Fixed a bug that prevented your Nether Creatures' mana bonuses from being acknowledged in the detailed stats sheet. TRAIT CHANGES: - Abomination: After this creature is attacked, it increases one of your other creatures' Attack and Intelligence by 40% (up from 30%). - Affluence: This creature deals 50% (up from 35%) more damage for each Sorcery Spell Gem it has greater than its target. - Agility Aura: Your creatures have a 40% (up from 20%) greater chance to dodge attacks. - Alleviation: This creature deals 7% (up from 4%) more damage with spells for each point of Mana it is missing. - Alteration: The damage of your creatures' attacks is now affected by Intelligence instead of Attack. (previously caused your creatures' attacks to deal 20% less damage as well) - Apostle of Water: This creature can attack allies to increase their Intelligence by 100% (up from 50%) of this creature's Intelligence instead of dealing damage. - Arcane Brilliance: After your creatures cast a Sorcery spell, they gain 40% (up from 30%) Intelligence. - Ascendancy: Your creatures can cast spells at no Mana cost if they have 0 Mana. (previously only worked on the creature itself) - BRAAAAWK!: At the end of each enemy's turn, this creature has a 20% (up from 10%) chance to cast a random spell. - Bathed in Light: After this creature attacks, it recovers 55% (up from 35%) Health. - Bearer of Needs: This creature can attack allies to heal them for 100% of their Health instead of dealing damage. (previously healed based on 100% of the damage the creature would have taken) - Blood Sucker: After an ally attacks, this creature recovers Health equal to 100% (up from 50%) of the damage dealt. - Book of the Arson: (the spells granted by this trait are much stronger than before) - Book of the Dead: (the spells granted by this trait are much stronger than before) - Book of the Elder: Your Grimoire creatures share the spells granted by their innate traits with all your other creatures. (reworked) - Book of the Heretic: (the spells granted by this trait are much stronger than before) - Book of the Lost: (the spells granted by this trait are much stronger than before) - Book of the Warlock: (the spells granted by this trait are much stronger than before) - Boon to Bane: When an enemy creature would gain a buff, they have a 50% chance to gain a debuff instead. (previously worked on your own creatures as well) - Brain Drain: After an enemy takes damage from Bleed, they lose 10 (up from 5) Mana and your creatures regenerate 5 Mana. - Braze: Your creatures' class-specific Lance artifacts cause them to deal 100% more damage to that class. (reworked) - Buffet: After your creatures are resurrected, enemies take damage equal to 35% (up from 25%) of this creature's Speed. - CAWW!: When an enemy attacks one of your creatures, it has a 50% (up from 35%) chance to target one of your other creatures instead. - CURUKUKU!!: When an enemy attempts to cast a single-target spell on any other creature, they have a 25% (up from 15%) chance to target themselves instead. - Cataclysm: After this creature is attacked, it afflicts enemies with Burn for 3 (down from 5) turns. - Celestial Fortitude: Your creatures cannot take damage that exceeds 45% (down from 50%) of their Maximum Health. - Chain Spells: After this creature attacks, it has a 50% (up from 30%) chance to cast a random spell. This trait activates for every 10 Mana this creature is missing. - Circle of Life: This creature's attacks heal allies for 50% (up from 25%) of the damage dealt. - Contamination: This creature's attacks deal 75% (up from 30%) more damage and afflict Poison for 5 turns. - Corrosive Dragon Breath: After an enemy defends or provokes, reduce its Defense by 50% (up from 40%). - Creation Dirge: After this creature is attacked, it decreases the enemy's Attack, Defense, Intelligence, and Speed by 15% (up from 10%). - Creeping Death: After this creature defends or provokes, enemies that have Poison take damage equal to 3 (up from 2) turns of this debuff. - Cry of Anguish: This creature's attacks steal an amount of Mana equal to 50% (up from 35%) of the target's Maximum (previously Current) Mana. - Dark Passenger: After an ally casts a spell, this creature has a 35% (up from 20%) chance to cast Necrosis. (also no longer costs mana) - Darkness Fate: Your creatures have 7% more Speed for each non-temporary Nature Spell Gem each of your creatures have equipped. This trait does not stack. (reworked) - Deadly Instincts: After this creature kills a creature, it kills all enemies that are below 40% (up from 35%) Health. - Deflective Dragon Armor: After an enemy attacks, reduce its Attack by 20% (up from 15%). - Delirium: After this creature takes damage, it gains Attack and Intelligence equal to 40% (up from 25%) of the damage it took. - Divine Mending: This creature's attacks heal a random ally for 200% (up from 100%) of the damage dealt. - Duplication: After this creature provokes, your other creatures gain a copy of this creatures' buffs. (previously, the duration of the buffs was always 1 turn) - Dynamic Dragon Scales: After an enemy casts a spell, reduce its Intelligence by 50% (up from 35%). - Ever Upwards: When this creature defends, it loses 40% (down from 60%) Mana. If it has enough Mana for this to happen, it resurrects allies with 50% Health. - Exacerbate: After this creature attacks, increase the duration of the target's debuffs by 3 (up from 2) turns. This trait does not affect Stun. (previously also did not affected Silence or Scorn) - Exploitation: Your creatures have 15% (up from 10%) more Attack and Intelligence for each enemy that is afflicted with Cursed. This trait does not stack. - Extension: After this creature defends, the duration of your creatures' buffs is extended by 3 (up from 2) turns. - Final Excretion: When an enemy dies, this creature casts Corpse Explosion a number of times equal to the amount of debuffs the enemy had before it died. (reworked) - Flay: This creature's attacks deal 75% (up from 30%) more damage and afflict Bleed for 5 turns. - Flesh Wound: When this creature takes damage while below 35% (up from 25%) Health, it gains a Barrier that absorbs damage equal to 100% of its Maximum Health. This trait does not activate if the creature already has a Barrier. - Foot Eater: This creature's attacks steal 40% (up from 25%) of the target's Speed. - Fracture: After this creature is attacked, it has a 50% chance to deal 75% (up from 50%) of the damage taken to all enemies. - Grit: At the start of battle, 100% (up from 50%) of this creature's Attack (also used to include Intelligence) is converted into Health and Defense. - Group Meditation: Your creatures recover 4 (up from 2) Mana at the start of their turn for each Familiar fighting on your side. This trait does not stack. - Gulper: This creature deals 35% (up from 30%) more damage for each buff and debuff it has greater than its target. - Hostile Vitality: When this creature attacks, it deals additional damage equal to 35% (up from 25%) of its Current Health. - Hugs and Kisses: At the start of your creatures' turns, they are afflicted with a random debuff. These debuffs are ignored. (reworked) - Insatiable: At the end of each ally's turn, this creature gains Attack equal to 5% (up from 3%) of the ally's Attack. - Intensify: After this creature attacks, it increases the potency of the target's Poison and Burned debuffs by 50% (up from 30%). - Jailbreak: Your creatures have 30% (up from 25%) more Defense. - KRAAW!!!: This creature's attacks deal 75% (up from 30%) more damage and afflict Blind for 5 turns. - Kirisute Gomen: After this creature attacks, and the damage exceeds 20% of the target's Maximum Health, this creature has a 35% (up from 20%) chance to kill the target. - Ley Lines: After this creature defends, all creatures' Mana is inverted. (previously only worked on your creatures) - Long Live: While this creature is below 50% (up from 35%) Health, it does not take damage from attacks. - Lush Licks: When your creatures attack, they afflict their target with a copy of their debuffs. (reworked) - Malady: Enemies' Poison debuff lasts forever. This effect also applies to your own creatures while you have a creature with the Poison Inoculation trait. (reworked) - Mass Entanglement: After this creature defends, each enemy has a 65% (up from 50%) chance to be afflicted with Snared. - Menacing Dragon Fangs: After an enemy dodges an attack, deal damage to it equal to 35% (up from 15%) of this creature's Intelligence. - Midnight Feast: After this creature kills a creature, it recovers 100% Health and takes another turn. This trait only allows the creature to take an additional turn once at a time. (previously this trait could activate multiple times consecutively) - Mindbender: When your creatures would take damage from spells, they have a 30% (up from 20%) chance to ignore that damage. - Mockery: Your creatures take 15% (up from 10%) less damage from spells (previously worked with all damage) for each enemy that is afflicted with Cursed. This trait does not stack. - Mouth For War: After this creature casts a single-target spell on an enemy, it also attacks that enemy 2 (up from 1) times. - Nutrient Blood: While this creature is defending, your creatures recover 15% Health at the start of their turn. If they have Mend, they recover 50% (up from 30%) Health instead. - Overload: Enemy spells cost 10 (previously 50%) more Mana. This trait does not stack. - Pain Redefined: After this creature defends, it takes damage equal to 10% Health and grants 2 (up from 1) random buffs to all your creatures. - Patch Up: After your Imlers are attacked, they recover 30% (up from 25%) Health. - Patience: Your creatures deal 25% more damage with attacks and spells (previously only worked with attacks) for each turn they've fought in the current battle. This trait does not stack. - Phlebotomize: After this creature defends, it removes its debuffs and heals your creatures for 20% (up from 15%) Health for each debuff removed. - Preacher of Stone: This creature can attack allies to increase their Defense by 100% of this creature's Defense instead of dealing damage. (reworked) - Pus and Pox: At the start of battle, afflict each enemy with 2 random debuffs. (reworked) - Pyre: This creature's attacks deal 75% (up from 30%) more damage and afflict the target with Burn for 5 turns. - Quahn Harbinger: Your creatures have a 35% (up from 25%) chance to resist debuffs for each turn they've taken in the current battle. - Rapid Evolution: After this creature dies, it resurrects as a copy of one of your Imlers with 100% Health. This trait does not activate if the creature is already an Imler. (previously also worked on Imlers) - Razor Hide: After this creature is attacked, it deals damage equal to 40% (down from 80%) of its Attack to the enemy. (previously only had a 30% chance to activate) - Reign of Pain: This creature deals 5% (up from 3%) more damage for every 1% Health it is missing. - Rend and Tear: After this creature attacks and kills an enemy, it attacks the creatures adjacent to it for 50% more damage. (previously did not provide a damage boost) - Righteous Concession: This creature is immune to debuffs, but takes 35% (down from 50%) more damage. - Rime: This creature's attacks deal 75% (up from 30%) more damage and afflict the target with Frozen. - Rise to Fall: After this creature attacks, it recovers 20% (up from 10%) Health. In addition, this creature receives 3% more healing from all sources for every 1% of Health it is missing. - SCRAAAW!: When enemies attempt to defend or provoke, this creature has a 50% chance to prevent this from happening. (previously caused the creature to do the opposite action instead) - Sacred Bark: After your creatures are attacked, 15% (up from 10%) of the damage received is added to this creature's Barrier. - Scourge: This creature's attacks deal 75% (up from 30%) more damage and afflict the target with Weak for 5 turns (up from 4). - Secret Ingredient: This creature's Maximum Health is always 5 (previously it could be lowered). It is also immune to spell damage, buffs (previously did not have buff immunity), and debuffs, and attacks always deal 1 damage to it. (previously some effects could prevent this creature from ever taking any damage) - Second Chance: When your creatures are resurrected, they have a 50% chance to be placed at the top of the Action Queue. This trait does not stack. (previously stacked) - Seeing Red: While your creatures are below 65% (up from 50%) Health, they are Berserk. - Seize: After an enemy dodges an attack, this creature has a 50% (up from 35%) chance to afflict it with Stun for 1 turn. - Shepherd of Fire: This creature can attack allies to increase their Attack by 100% (up from 50%) of this creature's Attack instead of dealing damage. - Stank: Enemies deal 10% less damage and take 10% more damage for each debuff they have. This trait does not stack. (reworked) - Stasis: This creature's attacks deal 75% (up from 30%) more damage and afflict the target with Confused for 5 turns (up from 4). - Steadfast Resilience: After your creatures provoke, they gain 35% (up from 20%) Defense and recover 25% (up from 15%) Health. - Stomp: When an enemy attacks, this creature has a 25% (up from 20%) chance to interrupt it. - Thirst For Blood: When your creatures deal critical damage, they recover Health equal to 50% (up from 40%) of the damage dealt. - Uncontrollable Anger: After your creatures with Berserk attack, they have a 30% (up from 20%) chance to attack again. This trait does not stack. - Unknown Entity: Enemy creatures always have 50% Mana. (previously also affected your own creatures) - Unscathed: After your creatures are attacked, the enemy has a 50% (down from 100%) chance to lose access to its artifact for the rest of the battle. - Unspeakable Sins: After an enemy is healed, they lose 25% (up from 15%) Attack and Intelligence. This trait does not stack. - Urdox Harbinger: Your creatures have a 20% (up from 10%) greater chance to dodge and deal critical damage for each turn they've taken in the current battle. - Urh Harbinger: Your creatures have 10% (up from 5%) more Attack, Intelligence, Defense, and Speed for each turn they've taken in the current battle. - Vigilance: This creature intercepts attacks on its allies, but when it does, it takes extra damage equal to 10% (down from 20%) of its Maximum Health. - Wail of Torment: While your creatures are below 45% Mana (previously activated only at 0 Mana), they deal 150% more damage. This trait does not stack. - War Forged: At the start of battle, your creatures grant each other all their artifacts' permanent buffs for 3 turns. This trait does not work with the Shell or Invisible buffs. (previously there was no restriction on which buffs worked with this trait) - Wrong Side: At the start of battle, afflict your creatures with 3 random debuffs. These debuffs are ignored. (reworked) - Zealot of the Forest: This creature can attack allies to increase their Speed by 100% (up from 50%) of this creature's Speed instead of dealing damage.


[ 2016-06-28 17:24:58 CET ] [ Original post ]



Siralim 2
Thylacine Studios
  • Developer

  • Thylacine Studios LLC
  • Publisher

  • 2016-08-12
  • Release

  • RPG Singleplayer
  • Tags

  • Game News Posts 69  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Very Positive

    (424 reviews)


  • Review Score

  • http://www.siralim2.com
  • Website

  • https://store.steampowered.com/app/464620 
  • Steam Store

  • The Game includes VR Support



    Siralim 2 Linux [115.68 M]

  • Public Linux depots

  • Siralim 2 Soundtrack
    Siralim 2 - Trials of the Gods (Expansion)
    Siralim 2 - Unlock All Skins (Cosmetic Only)
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  • Available DLCs

  • Siralim 2 is an old-school monster catching RPG. Summon and customize hundreds of creatures to fight for you as you battle your way through endless dungeons. Find rare treasure and use it to upgrade your castle, empower your creatures, craft powerful artifacts, learn new spells, and much more.

    Siralim 2 never ends. There's an infinite amount of content, and absolutely no limits or level caps of any kind. A list of the game's main features can be found below:
    • Summon over 500 unique creatures to fight for you. Each creature has its own unique abilities.
    • Breed your creatures to make them lay eggs. The offspring inherits attributes from its parents!
    • Use your creatures to fight your way through randomly generated dungeons and complete randomized quests.
    • Equip your creatures with spells. Spells can be found with randomly generated properties that change the way they behave in battle.
    • Craft and customize equipment for your creatures with the help of over 600 different crafting materials.
    • Upgrade your castle to unlock new rooms, NPCs, quests, and more!
    • Tons of side content - gamble with the dwarves, fight in the battle arena, study in the library, cook a meal, entertain the riddle dwarves, and much more.
    • An endless adventure - there are no level caps, no inventory space limits, and no true end to the game. Difficulty scales as high as you want.

    Siralim 2 will be available for Steam on PC, Mac, and Linux. It will also be released on iOS, Android, and Playstation shortly after the game leaves Early Access.

    Note: you do not need to play the first Siralim game in order to enjoy Siralim 2. They are two very different games!
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