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Patch 1.0.1.74

Unit Types

  • Valkyries and Greater Valkyries now wield Runeglaives. Lesser Valkyries still have Runeblades.
  • Heralds of Discord (Chaos 5): New unit type. Heavy Infantry with a chaos-imbued mallet dealing multiple types of damage (physical, arcane, lightning, true) and having a short-range sonic missile attack from banging their gong-shields.
  • Gremlins (Chaos 2): New unit type. Fragile skirmish/ambush unit with weak attacks, one of which deals increased damage to construct/machine units. In other words, they're pesky little golem saboteurs.
  • Spirit Ravens (Divination 3): New unit type. Weak unit but fast, flying and with a high scouting stat. Useful for exploration and scouting.
  • Smilodons (Beast 5): New unit type. Giant cats with big teeth.
  • Spirit units have been reworked slightly, to create a clean distinction between undead and shamanistic/animistic spirits. The former are now Spectral and Undead. The latter have the Spirit tag, and include the following unit types: Spirit Hounds, Spirit Wolves and the new Spirit Ravens. The unit types previously named Spirit Host and Ancient Spirit Host have been renamed Spectral Host and Ancient Spectral Host.
  • Culture Unit Generator: When generating culture unit types, any Weapon Preference/Mastery traits are processed, and their inclusion guaranteed. Previously it only affected the weapon generation weights on a per-unit basis, which could often lead to the traits not being reflected in any unit type. There is now a culture-wide analysis step making sure this does not happen.
  • Culture Unit Generator: Several Animal Affinity culture traits now have a chance to assign cavalry units a special unit.
  • Culture Unit Generator: Elemental Affinity culture traits can now result in magical attacks or unit stats/abilities. Game settings for world prevalence of magic affects the chance of this. Elite units have a higher chance to roll these bonuses.
UI and Graphics
  • The Split Army action now opens the Unit Transfer Window after creating the new army.
  • Dungeons and Minor Sites now have a context-specific action to hide (and un-hide) them from the world map. This is useful to hide empty dungeons and burial sites. The hide/show filters will not override this per-site setting (ie hiding a minor site and then toggling the global minor site filter twice does not re-show that particular minor site).
  • The Text Input Window used for renaming things now responds to the enter key as a short-cut for the OK button.
  • Worker Window: Added a 'Go To' button which focuses on the assignment location.
  • Worker Window: The name part of each element now has tool tip with extended info on culture, race and other relevant attributes not normally listed in the element.
  • Worker Window: Workers can now be renamed via a button in this window. The new name is of course reflected in the outliner and anywhere else the worker is referenced.
  • Unit Icons: Dynamically generated units for Dwarf cultures now have 5 different icons for infantry icons. I intend to expand the variety of 'mundane' unit icons in coming patches, gradually covering more races, and hopefully also finding a way to indicate armament as part of the icon.
  • Character Window: Several prompts for selecting a follower/character are now sorted by Idle status and name (alphabetically). I haven't covered all prompts yet, so more will follow.
Modding
  • Mods can now override unit icons again. Note that this is different than creating new mappings (eg adding a new image for Angels of Hope), it replaces a built-in icon (eg replacing the pikeman image does so for all units using it). The modding guide explains the usage of these two in more detail (UnitGfx vs UnitIcon).
  • Fixed a number of unit type import bugs, where some attributes were not read correctly from the mod xml file.
  • Unit Types which have a Culture and/or Race will no longer 'lose' these if the unit stats are modded.
  • Playing with a Mod which changes unit stats will disable achievements (for the active game). In addition, on saving a game any such mod use will be written to the save file. So even if you disable the mod during subsequent turns, the campaign will still be invalid for achievements.
Misc. Mechanics
  • Unpaid Unit upkeep will now prevent (non-regeneration/healing) replenishment for 1 turn. This also has the effect of fixing the issue where desertion was immediately replenished and made irrelevant.
  • Grand Barracks: New city building which provides an additional progress path to unlock elite units. It is intended to cover the gap between War Academy and Inner Circle Warrior Lodge. Some cultures, even war-like ones, did not fulfill the requirements for either of these, which led to a weird lack of elite units.
  • Beast Handler (Character Trait): New skill-type trait. Gives a stat bonus to beast/monster units when general or unit commander, may enable unit hunt food production. Gives additional beast mastery progress if Wizard's Apprentice.
  • Hunt Food (Unit Special Ability): The food income part of this ability now requires beast 4+, life 7+, or beast handler (scout captain, level 5+ general, level 3+ quartermaster). The upkeep reduction does not have any such requirement.
  • Hunt Food (Unit Special Ability): Being location in a Blighted hex now reduce food produced. A Primal hex increases it. Cities no longer block this ability if the city culture has the Pact with Nature trait.
  • Forage Food (Unit Special Ability): Cities no longer block this ability if the city culture has the Pact with Nature trait.
  • Scavenge Food (Unit Special Ability): If the owner is unable to pay upkeep and the missing upkeep is gold and food only, the unit will not suffer a debuff. If the unpaid upkeep is food only, the unit will not suffer desertion.
  • Army General (Army-wide bonus): Undead units only get bonuses from an undead general or general with Necromancy.
  • Army General (Army-wide bonus): Celestial units only get bonuses from a celestial general.
  • Army General (Army-wide bonus): Demon units only get bonuses from a demon general or general with Occult Lore.
  • Army General (Army-wide bonus): Fae units only get bonuses from a fae general.
  • Army Champion (Army-wide bonus): Removed base +1 Courage, and replaced it with : +1 Courage if Level 6+, +1 Courage if Level 9+. (+1 Courage with Inspire Courage as before).
  • Army General/Scout Captain/Champion: Army-wide unit bonuses no longer apply to mindless units, Train Troops now only affect warrior/soldier/regular units, Incite Frenzy doesn't affect unfeeling/monsters/extra-planar/magical, Inspire Courage doesn't affect unfeeling/monster/limited mind.
Bug Fixes and Tweaks
  • Map Search window now responds to the Enter key. Selecting the chosen result if possible, and closing the search window and panel.
  • 'Next Turn' is no longer triggered by pressing Enter while Map Search is active.
  • Right-clicking an item in the outliner is now equivalent to double-clicking. The settings are only opened if right-clicking an outliner header.
  • The minor sites filter is not shown when there are no minor sites on the map.
  • Fixed a number of windows not responding to the Escape key as intended.
  • Fixed the Reaper's Due spell hitting too many targets.
  • Fixed some dynamically generated culture unit types not being assigned the intended main weapon defined by a template.
  • Fixed a bug causing some character portraits to almost never be used.
  • Fixed a bug causing missing text separation in a couple of UI elements.
  • The map scrolling is now blocked when using shift/alt/ctrl. Some multi-key shortcuts were also scrolling the map which was not intended.
  • Fixed a bug causing some achievements to not always be granted as intended. They would still be granted if the achievement evaluation logic was triggered by certain conditions and actions, but the per-turn evaluation was not being run.
Split Units
  • Changed the mechanics regarding 'split units'. This is in preparation for making it a battle-only option, usable during the pre-battle phase and when creating army battle plan. For now, it is still used from the Army Window, but with a number of significant changes.
  • Split unit are now automatically renamed with a Detachment postfix. They're also marked with an asterisk in most parts of the UI. The unit they were split from is considered their parent unit.
  • Split units can no longer merge with any unit except their parent unit. A parent unit cannot be merged with any unit, until all split units have been merged back into the parent unit.
  • Units which cannot replenish losses can no longer be split. They can still merge with any unit having the same unit type identity. A future patch will include the option to merge two sub-strength units into equally sized units (e.g. 90 + 50 currently gives 100 + 40, but the plan is to make 70 + 70 an option).
  • Splitting a unit from an already split unit will now result in a unit which is considered a split of the original 'master' unit. E.g. Unit B is split from Unit A, then Unit C is split from Unit B - resulting in B and C both being considered split from Unit A.
  • Split units no longer incur a special upkeep penalty. Their upkeep is now purely based on the numerical size of the unit.
  • Split units can no longer be moved to a different army.


[ 2021-05-13 15:51:51 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

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