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Game Update (0.9.100)

This update introduces healing magic and two related unit abilities: Vampiric and Feast. The first two research projects unlocking unit item upgrades have been added. There is also the usual mix of bug fixes, usability improvements, balance tweaks, and miscellaneous features and expanded mechanics. Full notes below: Magic and Research

  • New Spellcraft: Necrotite Forging. It requires Necromancy 2, Metal 1, Artifice 1. Researching it enables the construction of a Necrotite Forge tower expansion. This expansion allows units to be outfitted with Necrotite armor, shields and weapons, giving various bonuses.
  • New Spellcraft: Mithril Forging. It requires Metal 2, Artifice 1. Researching it enables Wizards with a Mystic Furnace expansion to outfit new units with Mithril weapons.
  • New Battle Spell: Radiant Heal (Light 2). Heals every member of a unit for 1-3 points of damage. Cannot target units with the Undead, Demon, Demonic Taint, Dark or Shadow tags. Units with the Light or Celestial tag are healed for +2.
  • New Battle Spell: Life Leech (Blood 4). Grants the Vampiric ability to the target unit for 8 seconds. Cannot target Celestial, Construct or Non-Living units. Secondary mastery affinity: Life, Darkness.
  • New Battle Spell: Predator's Prize (Beast 5). Grants the Feast and Relentless Pursuit abilities to the target unit. When cast as world spell: 40 Mana, 8 turn duration. When cast as a battle spell: 15 Mana, 30 second duration. Cannot target Non-Living, Magical, Celestial, Construct or Spectral units. Secondary mastery affinity: Blood.
  • Mana Nodes now contribute to Mastery progress. The contribution is to a Mastery determined by the Mana Node type (e.g. a Fire node contributes to Fire Mastery, a Primordium Node contributes to Creation Mastery, etc.). The contribution is shown in the tooltip for the Mastery in the Magic window.
  • The base Mastery progress value has been increased from 4 to 5.
  • The Mana output of bound Mana Nodes has been tweaked to be somewhat lower, especially for the larger node types. The old base values were (5/10/15/25/35) - the new ones are (5/8/10/15/20).
  • Each point of Research now adds +0.25 to Mastery progress rate.
Battles
  • A killing blow from an attack or unit with the Feast ability now heal the attacking unit member for 50% of the full hit points of the target (rounded up), unless the target is Non-Living, Spectral and/or Metal.
  • Damage from attacks and units with the Vampiric ability now heal the attacking unit member for 50% of the damage dealt (rounded up), unless the target is Non-Living. Any damage beyond the full hit points of the target (ie "overkill") is not considered.
  • Secondary damage from attacks is now processed on hit and not on the primary damage succeeding in damaging the target.
  • There is now a ((11-Toughness)/4)% chance to suffer 1 grazing damage from an attack which hits, but fails in dealing damage. This will help represent smaller injuries, damaged armor, etc. - making it less likely that a unit will go through lengthy melee completely undamaged when fighting an enemy capable of landing hits. It also makes healing magic and effects more meaningful.
  • Damage during battles is now applied and tracked for each member of a unit, instead treating the unit as a combined hit point pool. Unit members may become incapacitated before suffering mortal damage depending on their Toughness attribute.
  • The weighting of physical damage absorption from Armor and Toughness is now is 90/10 (was 80/20). Toughness now has a role in determining incapacitation threshold, so can have less of an impact on actual damage suffered and still be a meaningful/useful attribute.
Mechanics
  • Units can now be transferred between Armies and site garrisons.
  • Armies can be created at a site if the site garrison has one more eligible units.
  • When recruiting units the player can now choose to add them to a garrison instead of an existing/new army.
  • The internal mechanics for unit equipment have been reworked to accomodate various item modifications, enhancements, materials, etc. Existing save games are upgraded to use these, and should work perfectly fine, but there may have been some yet undiscovered bugs introduced, so do keep your existing saves, if this turns out to be the case.
User Interface, Usability and Bug Fixes
  • Outliner collapse state is now persisted as part of a save game.
  • The Mastery table in the Magic window now has a tool tip showing mastery level progression results for the Level column.
  • When casting world spells, a "More Spells" button has been added to avoid the spell icons overlapping. It will cycle through the available spells.
  • Stockpile targets are now taken into account when calculating expected income/outcome in the resource info window.
  • Dungeons now have a different appearance (with light replacing darkness) when cleared.
  • The Wizard Tower window now shows the Research Contribution attribute.
  • The Wizard Tower belonging to the player is no longer post-fixed with the name of the Wizard.
  • The Barracks Wizard Tower upgrade now mentions the Personal Guard ability in the tooltip/description.
  • Fixed a bug where the battle engine would consider a facing as the opposite facing, causing units to spin around and/or move extremely slow for no reason.
  • Fixed the missing name/type display for selected Mana Nodes on the world map.
  • Fixed a bug causing city building maintenance cost to incorrectly display construction cost (display-only bug, internal usage was correct).
  • Fixed an issue where the display of expected Mastery progress was incorrect for non-Focus masteries if a Focus had been set.
  • Fixed XP gain from dungeon clears being incorrectly reported. (2 XP was shown even if another amount was awarded).
  • Fixed the display of workers' construction bonus incorrectly using Labor and not Construction as the base stat.
  • Fixed a bug where stationary units when charged did not correctly enter melee state, causing them to continue using ranged attacks and sometimes glitching movement.
  • Fixed a bug allowing armies to enter a hex with too high move cost if it is not the first hex entered this turn.
  • Fixed Feral Strength being castable on invalid targets during battles.
  • Fixed a bug blocking World Spell casting until exiting the game, if the player tries to cast a spell which fails due to missing mana, cooldown or resources.
  • Fixed an issue where the AI would take an insane amount of time planning the turn, making the game seem like it was stalled and not progressing.


[ 2017-09-18 15:05:05 CET ] [ Original post ]

Wizards and Warlords
Valravn Games Developer
Valravn Games Publisher
2020-09-25 Release
Game News Posts: 169
🎹🖱️Keyboard + Mouse
Very Positive (239 reviews)
The Game includes VR Support
Public Linux Depots:
  • Wizards and Warlords Linux SteamOS [172.73 M]
Available DLCs:
  • Wizards and Warlords - Support the Developer & Refreshment Sigils
Please note that the game is currently in Early Access. Please familiarize yourself with the current state of development, and make sure it matches your expectations, before making a purchase. The description below relates to the design vision for the completed game, and game play described may not yet be implemented, may change in nature or even be completely reworked or removed, during the course of Early Access.

Wizards and Warlords is a turn-based strategy game, where you play as a wizard or a warlord in a fully-realized randomly generated fantasy world. Create a customized sovereign or choose from one of many predefined templates.

Blending grand strategy with aspects of the 4X genre, the game offers a plethora of customizable settings and victory conditions. It is up to you if you want to fight great wars, crushing powerful rivals in the pursuit of world conquest - the challenge of survival in a grim and dangerous world, perhaps even beset by planar invaders and ancient evils - or perhaps, a balanced game, where you control but one of many realms in the world, immersing yourself in an emergent story driven by random events and the interactions of AI personalities.

Manage your cities and fortresses, increase your power through research and industry, design your own regiments or arcane constructs, recruit armies and heroes, explore and exploit dungeons, ruins, and even alternate planes, experience random events and event chains - this game aims to deliver a depth of gameplay and mechanics beyond what is found in mainstream games.

This depth is combined with comprehensive modding support, which allows the creation of custom scenarios, with user-created maps, cultures, races, dungeons, pantheons, ancient evils, nations and organizations. The editor allows you to create everything from scratch or work from a randomly generated starting point.

MINIMAL SETUP
  • OS: Ubuntu 12.04+ or SteamOS+
  • Processor: SSE2 instruction set supportMemory: 1024 MB RAM
  • Memory: 1024 MB RAM
  • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
  • Storage: 512 MB available space
GAMEBILLET

[ 6138 ]

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GAMERSGATE

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15.0$ (75%)
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31.49$ (30%)
5.22$ (74%)
9.0$ (64%)
15.99$ (20%)
0.75$ (85%)
7.49$ (63%)
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0.58$ (92%)
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9.0$ (70%)
2.94$ (58%)
3.26$ (78%)
1.73$ (42%)
2.0$ (80%)
1.5$ (90%)
2.01$ (85%)
2.5$ (50%)
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34.99$ (30%)
24.0$ (60%)
3.33$ (52%)
0.85$ (83%)
0.58$ (92%)

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