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Patch 1.0.1

This update is a hodge-podge of graphical upgrades, modding functionality, quality of life improvements, bug fixes and user requested content/features. It was never really my intent that 1.0.1 should arrive this late - and on the heels of more than 80 total main and beta patches. But I overworked myself somewhat in time immediately after 1.0, and after suffering a period of reduced productivity, I have now found a more sustainable pace. Those who have taken a break from the game may notice that some of the in-progress 1.0.1 work has been shelved. The explanation is too long-winded for this already long-winded post, but the important part is that I'll resume work on those shelved things after a brief period of hyper-care for this update. I haven't given up on the economy and city improvements. A beta branch for 1.0.2 should go up later this week. I have some catching up to do on the forums, but after that, the journey to 1.0.2 can begin. And I will try to keep the wait shorter this time. The beta for 1.0.1 was too long, and I will try avoid that in the future. I'm happy with the amount of 'stuff' in the continuous patches delivered to the beta during this time, but not too happy with the time which passed before it hit main. Thank you to those who reminded me about the need for a push to main. Finally, I would also like to extend thanks to everyone who submitted bug reports, ideas, feedback, encouragement and/or constructive criticism. You are too many to mention by name without the risk of forgetting someone, but you have my sincere thanks. User Interface and Graphics

  • Quick cast / favorite spells. In the spellbook you can click an icon in the lower array of icons and then click a spell. This will "slot" the spell in that quickcast position. You can switch between battle and world spell favorites with a button.
  • Sigils: You can now use a custom image as your sigil. No need for modding or editing text files. Just click the button and browse to the image file.
  • Sigils: When starting a new game, you can now open a window to browse all Sigils. Previously you could only cycle through them one at a time.
  • Portraits: You can now change the portrait of a Character from the Character Window.
  • New Province Border graphics. The border tints are now shown only on the outer borders of a realm. Provinces with no capital have no border tint. Uncontrolled provinces have a dimmed tint. Minor realms have a pale grey tint.
  • Improved the mini-map image quality to be sharper
  • A warning notification is now issued when temporary units and free upkeep have four or less turns left
  • Wizard Window: Pending mastery progress bonuses are now shown in the Mastery Table when an event or action gives Mastery Progress during the player's active phase
  • Army Window: Units are now ordered by Experience
  • Military Window: Mana Nodes now show the Province in the list, to make it easier to choose the right location when recruiting new units
  • Military Window: Added tooltip to the Site list for recruitment options
  • Military Window: Recruitment Unit List now has tooltips
  • Wizard Tower Window: Worker Buttons in return to the Window after the Worker Selection dialog is closed.
  • Diplomacy Window: Anger/Fear/Regard changes are now shown logged with reasons and shown in the relevant tooltip
  • Worker Assignment description now includes nature of task (Construction, Excavation, Upgrading, Production, None)
  • List Selection Window: The generic window used for a wide variety of prompts now has different colors for valid/invalid selections, allowing the player to quickly see what selections are valid without manually selecting all of them.
  • Survey mode now has tooltip info displaying why a hex is invalid. Previously only Control issues were reported here. Now terrain and other reasons are as well.
  • City Window: Now has tooltips on the Prev/Next buttons showing a short description of the relevant City
  • City Window: "Recruit Follower" can now be initiated directly from the City Notables view
  • City Window: A shortcut to the Diplomacy Window has been added when inspecting a City belonging to another faction
  • Fortress Window: Now lists Upgrades in the summary text
  • Fortress Window: Now has Prev/Next, Go To and Diplomacy buttons similar to the City Window
  • Economy Window: The summary panel for the selected resource now includes faction/market amounts
  • Character Window: Lack of Free Will or Limited Free Will is now shown correctly
  • Realm/Quests Window: Captive characters are now listed in the Faction Panel
General
  • New achievements have been added: All In (unlock all masteries), The All-Seeing Eye (explore the entire map), Flavor of the Month: Alchemist (as an Alchemist Wizard, win any victory against at least 4 rivals).
  • Preset difficulty settings: Serene, Harsh, Nightmare. Selecting one of these will set a number of settings to match it. You can change other settings, but if you change one of the ones related to the preset - it will automatically reset to none.
  • New Game Setting - Cycle Planned Moves: If there are armies with a planned movement path that have not moved this turn, the turn button will change to "Select Pending Army", when selecting such an army to "Execute Moves". This allows manually activating and seeing all such moves via the Turn Button.
  • Unit upkeep priority is now randomized, which makes a difference if there are resources to pay upkeep for only a subset of units.
  • Upkeep balance pass. The stats and equipment of randomly generated unit types for each culture will now be reflected in the cost and upkeep to a greater degree. Cultural traits also have a greater impact on upkeep costs.
  • Unpaid worker upkeep now results in workers disbanding
  • Workers with no skills no longer generated
  • Workers with only 1 skill level are now less likely to be generated
  • Tribal Destiny: Adventurers is no longer required to send Dungeon Expeditions as Tribal Chief. It is still required to use Exploration. It now gives 2 to 5 new Followers, depending on the number of Camps controlled.
  • The bonus to coastal water movement from Flight now also applies to Limited Flight. This means that an army with a mixture of Flight and Limited Flight gain the movement reduction previously requiring an all-Flight army.
  • When conquering a City, base Unrest is no longer changed. Instead a temporary +15 Unrest is applied (duration based on City population) and a context-specific permanent modifier is added. The latter is replaced whenever a new conquest occurs. It may be 0, in which case it removes any previous such modifier.
  • The ability to ignore Fortress zone-of-control when moving out of the Fortress hex now applies to Limited Flight in addition to Flight.
  • All-flying armies can now traverse water at the cost of 2 movement points, rather than full movement allowance. This is only used if there is not a better water-traversal effect available.
  • Armies with a planned movement path are no longer included in the army cycle list
  • Garrisons now have improved marauder/monster suppression.
  • Fortress Stables now improved marauder/monster suppression from garrison cavalry.
  • Wyrdstone has been rescaled. One of the previous units equals five of the new units. Costs, rewards, etc. have changed accordingly.
  • Some resources now have supply/demand modifiers applied to one of the buy/sell sides. This means there will be a skewed price gap. For example Ambrosia has x2 buy price modifier. This allows resources to be expensive due to rarity/value, while making them less of a 'cash cow' when a regular flow is available.
  • Tweaked dungeon danger stat description bands
Characters
  • Followers with the 'No Free Will' trait no longer require Upkeep.
  • Follower loyalty/discontent above/below 10 (in either direction) now affects character upkeep from -50% to 50%. The effect on the amount of gold kept from upkeep is the same as previously (loyal follower keeps less, discontent followers keep more).
  • Loyal followers can sometimes gain XP from inspiration: Threshold loyalty value is (5 + character_level*12). Chance to gain XP (per turn roll) is (25 + loyalty / 2)%.
  • Character upkeep is now processed prior to Unit upkeep
  • Most Undead Characters no longer have free will
  • Alignment of Characters joining due to events, lore discoveries and similar are now much less likely to clash with that of the faction
Modding
  • Mod management overhaul. You now activate mods you have created or downloaded from the workshop from the mods window. You no longer choose a mod during game setup. This means you can load a save with a different set of mods active than when creating the game.
  • You can now enable multiple mods. They will be applied in the order you choose in the mod manager. This is relevant if the mods modify the same data - for example if mod 1 changes 4 built-in portraits, and mod 2 changes 5 built-in portrait, with one "overlap" (ie same portrait modified by both mods), the order will decide which mod is used for that portrait. The other 8 modifications don't clash, so the order doesn't really matter for those.
  • Unit icon modding. Create a UnitGfx folder similar to the Portraits folder for your mod. You link image files in the folder with units by adding a text file: info.txt (as with portraits). Each line can link one image to a unit. Format is: unit_id;image_filename.
  • You can now mod game mechanics/rules by placing a mechanics.txt file in the root folder of a mod.
  • If a mod does not have a toc.txt file, the game will create one and assign a unique id. This is not done if the mod is a workshop mod.
  • You can now mod Mana Node bind cost and output values. The relevant keys to put in the mechanics.txt file are ManaNodeBindCostMinor, ManaNodeBindCostSmall, ManaNodeBindCostMedium, ManaNodeBindCostLarge, ManaNodeBindCostMassive, ManaNodeOutputMinor, ManaNodeOutputSmall, ManaNodeOutputMedium, ManaNodeOutputLarge, ManaNodeOutputMassive. As with customization points use : (colon) to separate keys and value. For example 'ManaNodeOutputMinor:10' on a line (without quotation marks) will set the Mana output of a Minor Mana Node to 10 Mana.
  • You can now mod the number of points available when creating a custom template. The key to change this in the mechanics.txt file is WizardCustomizationPoints.
  • Mods can now add additional Sigils, by placing .png files in a Sigil folder (similar to portraits)
Content and World Generator
  • Death cultists. Undead Wizards can now recruit a special mortal unit which doesn't require recruitment pool, but which has a mana upkeep. It's based on a relevant generated world culture.
  • Dual-wielding. Units with dual-wielding of melee weapons can now be generated. This is based on cultural traits and unit template traits. Generally light infantry and skirmishers are more likely to be dual-wielding than cavalry or heavy infantry.
  • Better variety in culture unit equipment. Secondary weapons are now more common and cultures have a wider variety of possible weapons (ie potential during generation), but also a greater degree of consistency after weapons are assigned.
  • Dynamically generated culture unit types now have the Dual Wielding ability if they have been generated with such equipment
  • Added additional factors with a chance for Super Heavy unit types to be generated for cultures during world generation. A variety of traits, philosophies and social structures now affect this, making them more likely to be generated. Previously super heavy unit types were exceedingly rare. Now they're uncommon/rare.
  • Cleavers are now less common when generating random unit types
  • Improved unit type name generator to reflect culture and unit 'tier' to a greater degree
  • Reworked Dynamic Unit "Short Descriptions" (Light Elite Infantry, Medium Cavalry, etc). These will now often include main weapon as part of the description, and some of the redundant/confusing/misleading words have been removed.
  • Improved the calculation of Recruit Follower costs to be less arbitrary
  • Added an alternate province generation algorithm. This can be chosen during game setup. It creates more evenly sized and shaped provinces, but does not try to align provinces with terrain types.
  • Reduced the number of settled provinces when picking Sparse and Scattered Civilization options during game setup.
  • Three new hex specials: Silkworms, Wyrdstone Deposits, Bone Fields. These add relevant resources to constructed resource sites.
Magic and Wizards
  • New Construct Options. Shape: Drone Swarm, Shape: Incomprehensible, Trait: Blighted, Trait: Displacement Field, Trait: Illusion Projectors)
  • Intimidation (Wizard Trait): Now gives a +1 Discipline bonus to all units which do not have any of: Mindless, Limited Mind, Beast, Monster, Non-Living. This will only take effect for new games.
  • Undead (Wizard Trait): The Upkeep and Recruitment Cost reduction has been expanded to cover Undead, Ghoul and Raised units. This is much more intuitive than the previous more limited and complicated criteria.
  • Shades and Greater Shades are now unlocked at Shadow Mastery 5 and 7, respectively.
  • Breath of Life (New Spell): It can ressurect dead followers.
  • Gift of Unlife (Spell): Necromancy mastery must now be higher than or equal to the level of the target character. The risk of catastrophic failure now scales from 5% to 0% depending on Necromancy mastery. Chance of full or partial domination also scales with Necromancy mastery.
  • Soothe (Spell): No longer affects Courage, but makes the unit Fearless instead. It now also removes the Relentless Pursuit ability from a unit. Discipline bonus increased to 2. It now also has -4 Shock and -1 Movement.
  • Rebalanced the duration of all Battle spells. They are generally x4 the original amount, with a few exceptions.
  • Fae Gardens (Research): No longer available to Wizards with a special race trait (Undead, Demon, Celestial). Faerie Wizards still have automatic access to Fae Gardens.
  • Faerie Binding (Research): No longer available to Wizards with a special race trait (Undead, Demon, Celestial). Faerie Wizards are granted it automatically.
  • Demonic Summoning (Research): No longer available to Wizards with a special race trait (Undead, Faerie, Celestial). Demon Wizards are granted it automatically.
  • Celestial Summoning (Research): No longer available to Wizards with a special race trait (Undead, Demon, Faerie). Celestial Wizards are granted it automatically.
Units
  • Phoenix Units costs and upkeep increased by +50%
  • Phoenix Rebirth now applies an effect with a duration of 2 Turns (including the current), which prevents rebirth equal to the number replenished as long as it is active. If an effect is already active, the number is added to the existing tally and duration extended to 2. Note that effect duration is checked at the end of the turn, so effectively one full turn of not suffering losses will end the effect. E.g. a unit of 40 suffers 10 losses during Turn 4 and all are rebirthed after combat, then suffers 40 losses during Turn 5 of which only 30 are rebirthed after combat. When Turn 6 ends the tally is reset. I haven't fully tested this change yet.
  • Banshees: Increased upkeep from 1 to 2 Mana. Summoning cost from 20 to 35 Mana. Gained Immune to Terror and Relentless Pursuit.
  • Greater Banshees: Increased upkeep from 4 to 5 Mana. Summoning cost from 90 to 100 Mana. Gained Terror and Relentless Pursuit. Reduced Greater Shriek Damage from 5 to 3. Gained an extra Arcane Missile attack.
  • Death Knights: Reduced the Dark Aura Damage from 4 to 2. Gained Fearless.
Cities
  • Marketplace: Crime 0.25 => 0.5, Income 0 Gold => 100 Gold
  • Thieves Gold: Maintenance 500 Gold => 50 Gold
  • Granary: Cost 100 Food, 500 Lumber => 50 Good, 250 Lumber, 250 Gold, Construction Time 2 => 8
  • Farmers Market (new): Growth 0.5, Prosperity 0.5, Crime = 0.25, Squalor 2, Maintenance 10 Food, Income 50 Gold
Fixes
  • The '50 Shades of Wizardry' Achievement now fires as intended. The requirements have also been relaxed so that one of True Grit and/or Lusty is enough.
  • The 'Toppling The Tower' Achievement now fires as intended when defeating a Wizard as a Warlord. Previously 'The Wand Is Mightier Than the Sword' would fire instead.
  • Moved 'Save Game' to a separate thread to improve performance. You cannot advance the Turn until the save thread is finished.
  • Characters belonging to Faerie sub-races no longer have multiple race adjectives ("Faerie Brownie Ritualist"; etc.)
  • Added code to prevent windows from 'hiding' when multiple windows are active, and a new window should be brought to the fore
  • Events and actions that result in the creation of 'free' Units with recruitment type: "recruited" alignment will now change the Alignment of such Units to match the owner faction (if applicable).
  • Spells and units which have been added to a Mastery as "auto-unlocks" are now applied retroactively when loading a save game, where they did not exist.
  • Fixed several skill-gain events picking characters based on inverted criteria
  • Fixed a bug causing the 'Next Turn' button to not update
  • Fixed mods not loading correctly when multiple workshop (ie non-local) mods are active
  • Fixed the Hero for Hire event getting unintentionally massive rebates from Charismatic and Call for Heroes
  • Fixed a bug allowing eliminated Wizard rivals to buy a Dark Tome
  • Fixed a bug where units during manual battle resolution would not update rank data, resulting in unit casualties not reducing attacks as intended and casualty assignment being increasingly incorrect as a unit was damaged.
  • Fixed the master miner trait missing from multiple culture generator tables
  • Fixed worker / trainer alignment clashes resulting in a bonus rather than a malus
  • Fixed numerous event/action costs with scaling costs, so they are bounded in both directions and the scaling is more reasonable
  • Fixed save game size being unreasonably large
  • Fixed save / load being possible when the game was in a state where the results would not be as expected
  • Fixed undiscovered factions contacting the player and requesting gifts or diplomatic actions
  • Fixed an issue when a faction requests that another faction join a war against an undiscovered third faction. The war target faction will now be revealed.
  • Fixed the mouse-wheel not working in the Multicast and Mastery Panels
  • Fixed non-Spell effect being shown in the Multicast Panel
  • Fixed the keyboard shortcut for Next Turn being available during battles.
  • Fixed a crash bug relating to multiple mods with the same guid
  • Fixed modded portrait images not being downsampled in sufficiently high-quality when relevant
  • Fixed a crashbug caused by re-starting games
  • Fixed a bug causing Seed stability to be wrong if re-starting during the same session
  • Fixed a crash bug when browsing files.
  • Fixed armies not executing multi-turn movement orders correctly (when 'cycle planned moves' is turned off).
  • Fixed a number of placeholder texts which had incorrectly not been replaced, relating to Ancient Evil strings
  • Fixed a number of Lore discoveries not displaying the intended text in the Lore panel of the Magic window
  • Fixed a crash bug and a refresh bug related to Fortress Upgrade construction.
  • Fixed a number of crash bugs related to worlds with very few cultures.
  • Fixed a display bug in the Battle Window
  • Fixed an instance of placeholder text accidentally not replaced by the intended text.
  • Fixed a bug where the Magic Window would sometimes be completely empty.
  • Fixed a crash bug related to resource stockpile questions
  • Fixed followers not re-assigning to Party Assignment tasks if they change state from valid to invalid and back to valid
  • Fixed the outliner showing Party Assignment for Idle followers which were not valid for the task
  • Fixed mastery progress sometimes sitting at 100% and not triggering a new level until any amount of additional progress occurred.
  • Fixed province highlights in the Editor not updating correctly on province selection changes, causing it to leave a 'shadow' of the previously selected province
  • Fixed several memory leaks
  • Fixed a bug causing Independent Realms to not always be shown in the Diplomacy Window despite being active.
  • Fixed a bug blocking armies from exiting the a Fortress hex if they had no or a non-adjacent original location. This could happen when raising an army in the hex or using teleportation effects.
  • Fixed bug where multiple active Rebel factions could be created for the same city
  • Fixed a bug where first contact messages would be sent incorrectly from eliminated and distant factions
  • Fixed eliminated and/or inactive factions being shown in the Diplomacy UI
  • Fixed an issue where character elements would not always update to reflect recent state changes in the Follower / Select Character window
  • Fixed Undead Marauders being generated with incorrect power levels (stronger/weaker both depending on circumstances).
  • Fixed a bug where workers could be assigned despite not meeting the requirements stated.
  • Fixed a few positive/negative text coloring bugs (ie red vs green)
  • Fixed a battle crash bug when playing as Warlord.
  • Fixed crash bug relating to evaluation of unit tags by global faction effects
  • Fixed a large number of dynamic unit name generation issues
  • Fixed a few tooltip bugs
  • Fixed 'Request Character' not mapping character classes correctly for Dedicated Haven realms. You would get a different kind of character than you requested (and intended).
  • Fixed a bug causing Faerie and other special units to require a non-existing recruitment pool.
  • Fixed a number of inconsistencies and issues with Fools Gold. The 'remaining gold' is now calculated immediately on expenditure and not as an end-of-turn delta, making the spell much more intuitive to use.
  • Fixed an issue where an Outpost upgrading to a Settlement could not be assigned a new Overseer.
  • Fixed a crash bug when opening the Encyclopedia after loading a Save Game started with older game versions.
  • Fixed a bug where the Escape button did not bring up the Menu after loading a game
  • Fixed a number of issues with the Naval Commander trait not working as intended. I have also improved it slightly so that in addition to reducing the cost of the first movement into an Ocean hex to 1 - it also allows an additional hex of Ocean movement (relevant for non-aquatic/flying armies). In effect, it now allows 2 hexes of Ocean movement per turn, instead of 1. The previous bonus had a very limited scope for being useful.
  • Fixed a bug where a number of unit effects were not ending as intended
  • Fixed the color picker acting strangely when dragging the mouse outside its borders.
  • Fixed an issue where captive characters were not tracked correctly. Many ways to capture characters would only change the status and location of the character, but not correctly register the captive with the capturing faction.


[ 2021-01-31 21:05:10 CET ] [ Original post ]



Wizards and Warlords
Valravn Games
  • Developer

  • Valravn Games
  • Publisher

  • 2020-09-25
  • Release

  • Strategy RPG Singleplayer
  • Tags

  • Game News Posts 169  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (238 reviews)


  • Review Score

  • https://store.steampowered.com/app/567080 
  • Steam Store

  • The Game includes VR Support



    Wizards and Warlords Linux SteamOS [172.73 M]

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  • Wizards and Warlords - Support the Developer & Refreshment Sigils
  • Available DLCs

  • 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
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