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Build 0.3.1 Live! - Content Update!

We've just released our first content update! We're adding 4 new story encounters, 1 new patrol and a brand new boss battle. We're also adding a slew of new features and improvements, most of which came directly from user feedback from the Steam community. A big Thank You! to everyone who took time to send us their feedback and suggestions! Some highlights include:

  • A rework of the Druid and Plague Doctor skill trees.
  • Adding a second set of Keys for keyboard mapping.
  • Redoing the way the sound volume 'ducks' during spell casting.
  • Adding a count of chests/gatherable available on the map, shown on Patrol nodes.
  • A lot of balance tweaks.
The full patch notes are at the end of this post. We also realized we haven't yet posted our Early Access Roadmap, so that will come later today on the forums! edit: Hotfix 0.3.1a just went out. We're fixing a few quick minor issues there were found by users and, more importantly, removing some of the changes we made to the gamepad system, as many users have reported that their gamepads weren't being recognized anymore. Let us know if it resolved it! :)

Weekly Progress Report


We've mostly been working on getting the newest build ready this week, so: bug fixing, testing, wrapping up new systems, etc. We added a 2nd set of Key mappings for Keyboard/Mouse users, redid the way the gamepad/keyboard system works (you can now switch input sources on the fly), added new individual volume sliders for UI/Ambient sounds and redid the way the music dims during spell effects to be a lot smoother. We wrapped up a new system to show treasures/gatherables available on a map. Here's how it looks:
Our artist has been working on a new map, new spells and on adding visual customizations to the Bzil races w/r to which class they are using. Something like so:
Lastly, we have a secret class in the works that should be available fairly soon. Their spells will be quite impressive! Here's what you can expect from them:
Update 0.3.1 Full Notes

New Content and features:


  • Adding 4 story battles, including a big boss fight and 1 patrol battle.
  • Adding treasure opened/max and gatherables to Patrol nodes information on the world map.
  • Adding visuals for Night Embrace, Thrown Dagger, Charge, Electroconstrictor, Alicorn.
  • Adding a new option to the character customization to force use the default outfit for the class (similar to the class hat behavior).
  • Adding a button to use "default looks" when customizing a character's looks. It will use the default hat, outfit and color but retain other selections.
  • Adding support for other languages. The game still only has English built-in (until release, where we'll have a lot more languages), but fans can now create new languages instead of simply replacing English.
  • Adding a new effect for maps: heavy rains. A few maps will use the effect randomly.
  • Updated many dialogues from community feedback, to make them clearer.
  • Updated most dialogues from "Yate's Cabin" story events. We'll be collaborating with a writer named Scott Hamm when it comes time for our final polish phase, and this is a preview of what his help will bring to the game.
  • Adding a 2nd set of key bindings and changing default bindings.
  • Updating Unity version. Should be transparent to users.

Balance:


  • Significantly changing Druid and Plague Doctor skill trees from feedback from the community and, especially, from Starsinger (thanks a lot for the awesome ideas!).
  • Moving Insight to Alchemystic.
  • Changed Reiner's starter class to Scoundrel.
  • Changing MVP AP bonus from 25% to 35%.
  • Applying various changes to the MVP formula to make it a little more likely to trigger.
  • Reducing the MP gain of Boon from 20% to 12%.
  • Adding Scoundrel 4 to Reaver requirements.
  • Increasing MP cost of Poison from 4 to 6.
  • Increasing difficulty of the Restful Stones encounter by increasing the minimum enemy level from 12 to 14.
  • Updating the patrols min and max levels of many maps (especially early maps as the story progresses).
  • Updating default patrol ranges for maps without information, to better match other values.
  • Lowering gold gains from battle rewards a little bit.
  • Updating the passives of many monsters and any Bzil that might use them.
  • Updating "dodge type counters" and "counters that don't buff self" to not trigger when the user has sleep on them.
  • Counter Critical Mirage will not activate if the target already has mirage on before the attack.
  • Items will no longer bypass all counters.
  • Lowering Evasion passive from 25% to 20% for real (it was previous lowered to 20%, but a bug kept the value to 25% anyways).
  • Changing Sorcerer's spells to hit "all enemies" rather than "all targets". This will remove their perpetual need for Smart Casting (and prevent possibly overpowered heal+dmg all builds).

UI:


  • Adding an error message when trying to equip a passive/counter while not knowing any, to make it clearer one could be equipped at a later time.
  • Adding volume control for UI and Ambient sounds. Changing default music volume value. Adding 'default' setting to options. Resetting previous settings.
  • Redoing a lot of the internal works of the sound engine. When the music gets dimmed during abilities, it should feel a lot smoother than before.
  • Adding an error message upon starting the game if there was a problem parsing the custom data.
  • Adding an error message upon starting the game if there was some weird critical errors with reading/writing config data.
  • Renaming Slow to Mass Slow to be more consistent. Renaming "Counter" to "Counterattack" so it's less confusing with "counter abilities".
  • Making selecting a class sprite in the class selection menu easier with the mouse.

Bug Fixes:


  • Fixing an issue with many tunable values being read incorrectly and having a much higher 'minimum possible value' than intended.
  • Fixed a bug where the "You have AP to spend" arrows in the menu would show in weird locations on resolutions below 1080.
  • Fixing "you have AP to spend" arrows being misplaced with a very large army in the menus.
  • Fixing Know Weakness II's description displaying the wrong %.
  • Fixing a few more small issues with some gamepads.
  • Changing the way gamepads, KB/Mouse are handled in game. Now, whichever the last output that was used (KB or Gamepad) will dictate which icons are shown. The mouse will need a KB/Mouse press to be shown again if the last input was a gamepad.
  • Fixing 'reset key bindings' not working correctly in the key remapping menu.
  • Fixing issue where the world map would use the "pixel perfect" setting for battles if it was changed from the world map.
  • Changing default value for "pixel perfect battle" to YES.
  • Fixing a crash when using debug option to show enemy traps with maps that start with pre-created traps.
  • Fixing a visual glitch when accessing the Class Change menu with a very large army.
  • Fixing issues when using Dual Wielding passive with Focused Rage passive.
  • Fixing a rare issue with some spells acting weirdly.
  • Fixing missing icons on key remapping menu and in some other menus.
  • Fixing missing title in key remapping menu.
  • Fixing a bug where Flash Strike would not correctly bypass Mystic Shield.
  • Fixing bug where AI would use the wrong range for attacks after using a "teleport tile".
  • Fixing an issue with reading text files saved using a different encoding than UTF8.
  • Fixing various issues with Patented Usage.
  • Fixing an issue with Bzaro's class information about flying/floating not being shown correctly on the 'top information box' in the class selection menu.
  • Fixing an issue where Bzaro could equip the same passive 2x under special circumstances.
  • Fixing an issue where badges names would become 'visible' in the crafting menu even before you discovered them. The fix is not retroactive though: if your badges are 'discovered' on your save file, they will remain so after the fix. But the issue won't happen in a fresh game.
  • Fixing issue with Critical Counters not updating the timebar visually immediately after activating, as well as counter haste not removing slow correctly.
  • Fixing an issue where Guest characters could get an MVP. Really, they should never be MVPs to begin with but... just in case?
  • Fixing a leak while using the class change screen.
  • Fixing issue with LT/RT buttons targeting an invisible enemy in combat if there are no enemies left.
  • Fixing issue with Sunder applying when it shouldn't.
  • Fixing bug where Thorns would counter "GP Stolen".
  • Fixing issue with the trap-icon showing on top of everything else after the trap is placed.


[ 2018-09-14 19:16:09 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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