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Beta Backer Build 0.2.2 is now live!

We just released the next big update to our current build.

Summary:


We added 3 new story battles, 1 patrol battles, idle animations to all characters in the game (except a few monsters which are still in the works) as well as a slew of UI improvements and some QoL changes. We also added the correct weapon sprites for all weapons in the game (each weapon has its own battle sprite). There's also a big rework to the AI and it should be a lot smarter and varied. Finally, we've been tuning the balance from everyone's feedback.

Detailed Changelog:


Including changes for both version 0.2.1 and 0.2.2 since the last non-experimental build was on 0.2.0: Version 0.2.1:
  • Updated to newest version of Unity. Probably shouldn't make any big difference to the end user, but there should be some bug fixes.
  • Changed save format from binary to XML, as it will be easier to maintain backward compatibility. [strike]This broke the current save files though (sorry!).[/strike]. This preserved existing save files.
  • Fixed many small issues with save/load UI.
  • Adding rotating autosaves so you can't mess up your save file if there's a string of contiguous battles (which there isn't right now).
  • Many AI tweaks, including:
    • Knights not defending as much.
    • Last enemy not being overly defensive.
    • Enemies more frequently using defend/heals/traps at the end of their turn if they couldn't do something during the turn.
    • New optional guardian AI for Knights to try and protect allies.
    • Bug fixes.
  • Many new tunable values in the GameOptions.txt file, especially pertaining to AI.
  • Adding all weapons sprites. Different weapon tiers will now have different sprites.
  • Adding idle animations: all humans and most monsters will have an idle animation (rather than walking in place). Some monsters still have the old walking in place.
  • Fixed a memory leak that could get pretty big over time.
  • Updated gamepad plugin. It could fix the crashes some Linux users have been getting when plugging/unplugging a gamepad while the game is running.
  • Adding more spells (many are still missing though) and fixing an issue with mirroring of spells that caused their position to be slightly off at times.
  • Fixed mouse being innaccurate on the worldmap for any other resolution than 1080.
  • Fixed many small bugs.
  • Fixed the custom portraits not working anymore.
Version 0.2.2:
  • Adding 3 story battles and 1 patrol. Adding first Story Boss battle.
  • All patrols encounters are now created from data in Encounters.txt. Modders can create/modify patrols for any valid map.
  • Lots of improvements to AI (better and smarter casting, many weird behaviors fixed).
  • Adding damage ratios to abilities descriptions, as requested by many players.
  • Replacing all ability description boxes with the new one that has more information.
  • Adding help tooltips to the ability description boxes for each status effects (buff or debuff) that it lists.
  • Fixed bugs related to story events (wrong timings, props not despawning after certain cutscenes and potential weirdness at the end of some cutscenes.)
  • Fixed an issue with the AI be able to target non-existing "cutscene actors" in story maps.
  • Fixed a small leak the dialogue box portrait. Improved UI elemental automated tracking/freeing logic.
  • Fixed various small visual issues.
  • Adding more tutorial notes, etc.
  • Adding help tooltips to buffs/debuffs on the character infobox.
  • Fixing bug with raise target appearing multiple times on the list at times.
  • Updated the default Unity "Quality Setting" to make more sense with a 2D project.
  • Making things a bit better with resolutions higher than 1080 in general (although there are still issues with the UI).
  • Balance:
    • Lowered punt damage from 1x to 0.95x.
    • Adding a level min/max cap to every patrol, based on story progression. This is part of creating some patrols which are easier for the player.
    • Reducing AP gains on patrols which are too low lever w/r to the player's used units levels.
    • Adding a flag to change Thorn damage from "all attacks" to "only adjacent attacks". Default is still all attacks.
    • Counter-thorns will now grant the unit Thorns even if the attacker isn't in melee.
    • Removing MP cost of countering with Magic counter.
    • Changing Scounddrel's first ability to Steal Gold from Dirty Hit.
    • Cleaning up many counter abilities to only trigger on damage and updating their description.
    • Stealing buffs will no longer build up the 'steal counter' on a unit nor use it to calculate accuracy.
    • Changed the duration of some buffs/debuffs. Added those to GameOptions.txt so they can be all be controlled by modders.
    • After ending a turn, if the unit has not taken an action, they will start with their timebar 25% filled (controlled in GameOptions).
    • New recruits will have the "optimize gear" command applied to them after they are recruited so they at least start with the best unused gear the player owns.
    • Some encounters were tweaked with balance feedback.
    • Enemies will spawn a lot more skills than before (nasty bug in the generation algorithm was fixed)
As usual, let us know your thoughts!


[ 2018-03-04 21:32:33 CET ] [ Original post ]



Fell Seal: Arbiter's Mark
6 Eyes Studio
  • Developer

  • 6 Eyes Studio
  • Publisher

  • 2018
  • Release

  • Strategy RPG Singleplayer
  • Tags

  • Game News Posts 160  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Very Positive

    (4524 reviews)


  • Review Score

  • https://www.fellseal.com
  • Website

  • https://store.steampowered.com/app/699170 
  • Steam Store

  • The Game includes VR Support



    Fell Seal: Arbiter's Mark Linux [2.27 G]Fell Seal: Arbiter's Mark - DLC Linux [85.2 M]

  • Public Linux depots

  • Fell Seal: Arbiter's Mark - Missions and Monsters
  • Available DLCs

  • Fell Seal: Arbiter's Mark is a story-driven, turn-based tactical RPG set in a fantasy world with a touch of steampunk. Take control of the Arbiter Kyrie, an agent of the Immortal Council tasked with preserving stability and order throughout the land, and lead your troops through difficult encounters.

    Features:

    • Experience an epic and mature story, unfolding through over 40 story encounters and topped with challenging end-game content.
    • Classic tactical combat battles, with rugged terrain and elevation, taking place on beautiful hand-drawn environments.
    • A deep and complex class system with over 20 classes and 200 abilities lets you truly customize every one of your characters through the selection of their class, sub-class and passives. Carefully craft the character you envision, be it a versatile generalist, a dedicated spell-caster or a mighty foe-crushing specialist!
    • Customize your troops' appearance your way, by selecting their portrait, outfit, colors and overall visuals from a wide selection.
    • Equip your army with over 240 pieces of equipment, either purchased, gathered from fallen enemies or created from crafting.

    Story:

    Centuries ago, a brutal beast of destruction rent the world asunder. In this time of need, the first Immortals came into their uncanny powers, powers so great that they succeeded in destroying the beast ravaging the land, where all else had failed.

    To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.

    The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.

    But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.

    About the game:

    Strongly influenced by games such as Final Fantasy Tactics (original and Advance versions) and Tactics Ogre, this tactical RPG stands on its own as a worthy successor of those classics, bringing a slew of improvements and additions to the tactics genre.
    MINIMAL SETUP
    • OS: Ubuntu 12.04+. SteamOS+
    • Processor: 1.2 Ghz. Pentium 4+Memory: 3 GB RAM
    • Memory: 3 GB RAM
    • Graphics: 512 MB
    • Storage: 2 GB available space
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