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Beta Backer Build 0.2.4 is now Live!

The next big update is now live with Beta Build 0.2.4. The biggest changes are added story battles and added haircuts for sprites, but there's a LOT of changes left and right.
One of the new town maps. Here's the complete list of changes (including changes from the 0.2.3 experimental build at the end).

Detailed Changelogs:


Version 0.2.4
  • Many new story encounters.
  • Adding a slew of new haircuts to the game.
  • Updated the class selection screen. Now showing character information panel and Growth stats of the class. Redid the layout for the class information.
  • Exported all classes and abilities to new XML files. This allows modders to modify existing jobs/abilities as well as create new jobs/abilities easily.
  • Updated cost of all weapons, armors, accessories.
  • Adding story class Anatomist and all its spells.
  • Adding story class Marked and all its spells.
  • Adding story class Demon Knight and all its spells.
  • Adding story class Bounty Hunter (but not most of its spells).
  • Adding new spells (lost track of all the new ones, but some monster spells, Pile On, Refresh, trap Icons and a few more.)
  • Adding/updating many existing spells visuals.
  • Adding world map "battle start" effect.
  • Adding new maps Oasis City, Lava Map and Greek style City.
  • Adding various tweaks/tutorials/etc on issues gathered from our PAX East feedback.
  • Ignoring gamepad Stick input while moving the cursor on the map by default (there is an option to override that) as repeated tests show people don't like it, whereas the d-pad feels natural.
  • Updating crafting menu with cleaner layout and information about the crafting result (specifically useful for "crafting by ingredient").
  • Updating various other UI elements with added clarifications and small cleanups.
  • Adding a graphical box around the name for "portrait-less" textboxes.
  • Minor balance tweaks to some maps (updating map layout).
  • Adding L/R keys to navigate the cursor to nodes on the Worldmap directly.
  • Adding a 'projectile effect' to the Thorns ability when it reflects damage.
  • Fixed an issue with the AI often not doing anything when on low HP.
  • The wrong map rewards were used in many story battles. This is fixed.
  • Adding anonymous telemetry through Google Analytics. We are mainly tracking which classes/abilities are used and party composition after victories/losses. The goal is get data to help balancing difficulty/classes/etc.
  • Moving Encounters.txt and GameOptions.txt to the "customdata" folder within the "My Documents/Fell Seal/" folder for consistency (since it's customdata stuff).
  • Adding new options when creating enemies on the map, including staying dormant until the player is "close enough", or enough turns have passed.
  • Adding new enemies, including the Pektite
  • Renaming multiple spells and passives to more appropriate names. Ongoing process.
  • Removing code to convert old save system to new save system (the new system has been out for several months, nobody should still be using old files at this point).
  • Adding the possibility to create enemy traps on the map before a battle starts. This can be used from the encounters.txt file for modders.
  • Balance:
    • Adding Fleet Footed magnitude and duration to the options file.
    • Adding Lifefont and Manafont amount restored per step to the option file.
    • Adding a lot more such values to the option file (lost track >.<).
    • Favor jumping over single 'hole' tiles rather than jumping in and out.
    • When attacking a target, if they are sleeping, their evasion will be ignored (the attack could still miss for other reasons, such as the caster having blind, etc).
    • Making most Templar chants use "mixed atk/matk" values rather than only atk or matk. This results in stronger values in general, so we lowered their ratios a bit to compensate.
    • Moving Gambler's passive "All In" to a secret class. Moving Scoundrel passive "Lucky" to the Gambler. Moving Gunner passive "Atk Expert" to the Scoundrel. Adding passive "Height Advantage" to the gunner (bonus damage per amount of height above the target).
    • Increasing damage of Health Siphon for Fellblade.
    • Changing how the passive "Quick Fingers" works. Old: automatically open chest/gather components in range at the end of the turn. New: any situation command (open, gather, climb, activate) won't use up the character's action for the turn.
    • Updating many monsters abilities as we create their proper abilities (many of them have placeholder abilities right now.)
    • Changing protect so it doesn't activate if the protector is asleep.
    • Armor values across the board were higher than intended. Reducing them by 25%.
Version 0.2.3
  • Updating weapon description in combat to show range of weapon.
  • Adding lots of new spells visuals and updating others.
  • Updating error.log system to add timestamp to file name. Removed errors that should have been warnings. Updating error logging to not log identical errors multiple times (since unity can get spammy if something bad happens). Also enabling error logging on the MAC build and moving the log to My Documents/Fell Seal.
  • Showing a short lore description of each patrol area as well as the maximum enemy level for the patrol.
  • Quick optimization pass to reduce draw calls in the UI.
  • Updating "Details Button" in battle to show healthbars: now shows buffs/debuffs of all targets as well as "points of interest" on the map, such as ladders, treasures, gather points, etc.
  • Fixing issue where game could have crashed/acted weirdly with non-english language OS (maybe).
  • Fixed the illusive issue with dead characters sometimes still countering after getting hit by Forceful Strike (as well as Rebirth not proccing under the same conditions).
  • 4k support should be finished. Needs more testing.
  • Mouse input should work much better for resolutions other than 1080 and especially higher than 1080.
  • Menu unit selection with the mouse should be easier and more intuitive.
  • A big rework of the way we handle graphical assets has shaved off 500MB from the build size and about 200MBs of RAM and VRAM usage.
  • Balance:
    • Adding 'hybrid' style of AI. They will favor a mix of magical/physical attacks.
    • When landing the killing blow on a boss, there will be a bonus to the EXP gained by the character (currently, 100).
    • Adding new AI style for enemies: focus fire. The unit will favor attacking low HP units. 15% chance of AI spawning with that AI style.
    • Each Double Cast spell only does 75% of its regular damage/healing. This was always intended but not implemented before.
  • Added stealing and poaching systems and cleaned up loot drops. Most of the tables aren't finished, but the systems are all in place. And it's all moddable.


[ 2018-04-30 14:43:03 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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