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Build 0.9.2 - Big UI update, Balance update


New looks for information placard.

New Build:


Hello everyone! This week, we've been focusing on UI updates and more balance updates. Actually, pretty much all the visuals for the UI were redone and we think they're looking better than ever. Give it a look and let us know what you think! Here are the highlights for this week:
  • UI: We redid most of the visual components of the UI to give them a slicker look. Adjusted some colors and positions here and there to look better as well.
  • Class Mastery: Adding Class Mastery to the game. For each class mastered, the character will receive a permanent bonus to various stats (the class doesn't need to be selected for the bonus to apply). You can see the bonuses in the Class selection screen.
  • Town Art: Adding town art when the player selects a town node on the world map.
  • Class Select: Adding a button to view the character's Abilities of the selected class in the Class Wheel menu, for classes that are discovered.

We finally added the Town art to the worldmap. It'll be visible when selecting a town node.
The biggest change to the game balance is probably the "mastery bonus" we've added. When a character masters a class, they get a small permanent stats bonus from then on (even without using said class).

Progress Report:


We've been quite busy this week, as usual. On top of the above changes, we've also been working on the Ancient Path dungeon and we have 1 more encounter left to create for it before it's all finished! Otherwise, lots of bug fixes, balance changes and some UI improvements. There's still a lot of balance tweaks we want to get in and a few more UI upgrades as well.

Change log:


03/29/2019 - Version 0.9.2

New Content:


  • UI: We redid most of the visual components of the UI to give them a slicker look. Adjusted some colors and positions here and there to look better as well.
  • Class Mastery: Adding Class Mastery to the game. For each class mastered, the character will receive a permanent bonus to various stats (the class doesn't need to be selected for the bonus to apply). You can see the bonuses in the Class selection screen.
  • Town Art: Adding town art when the player selects a town node on the world map.
  • Class Select: Adding a button to view the character's Abilities of the selected class in the Class Wheel menu, for classes that are discovered.

UI:


  • Help: Darkening the rest of the screen when showing the help screen, to make things a little more visible.
  • Abilities Descriptions: Clarifying some descriptions, including Sabotage, Snapback, Flip Kick. Adding numbers to passives that didn't have them.
  • Vangaals: Renamed their ability to Alpha from Savagery (another class already uses that term).

Balance:


  • Height Advantage: Will now cap at 35% bonus. Bonus increased to 5% from 4% per height.
  • Stats Expert: Now gives a flat amount of their STAT, based on character level. Their overall value was increased to a little over ~20% (from 15%) for ATK/MND and to ~30% for DEF/RES. These numbers might need further adjusting. This should make these passives more attractive even for characters not already stacking the STAT since it's a flat bonus.
  • Doublehand: With the changes to "Stats Expert", Doublehand will need a rework, but we haven't gotten to it just yet. Soon!
  • Stats Buffs: ATK/MND battle buff were increased to 20% (from 12.5%) and DEF/RES were increased to 25% (from 15%).
  • Templar: New counter is Evade Attack. It evades all regular attacks (rather than just melee regular attacks).
  • Ranger: New counter is Countershot. It counterattacks with a regular attack against any ranged regular attacks or skills (so, not spells).
  • Life Font: Now restores 4+lv/4 HP per step, rather than 10/step. It means it will start a little weaker, but end up much stronger at high levels. In general, it should be more consistent throughout the game.
  • Dirty Hit: Increasing base effect chance to 62% (from 50%).
  • Hallowed Body: Increasing bonus to 15% (from 10%).
  • Soul Gear: Increasing the max stacks to 60 (from 50). Reducing starting values a bit. Reducing Soul Armor "offensive bonus" by 50% per stack. Reducing Soul Eater "defensive bonus" by 50%. Reducing crit/eva/speed bonus by 50%.
  • Soulreaper: Renamed to Reaper, to avoid confusion with Soul Eater.
  • Oldebzar: Setting static passives on enemies that had a randomized one, for more consistency.
  • Bzil Capital: Tweaking some enemies for better balance (making things slightly easier).
  • Second Temple: Making one of the Rangers an "extra difficulty" enemy.
  • Righteous Blade: Adding Righteous Blade to the list of abilities the AI can't use until they're at least level 30.
  • Pick Off: Lowering damage from 1.8x to 1.7x.
  • AI: Improving AI behavior in a few situation, including in dealing better with Mystic Shield on player units, and being smarter about dual casting buffs (not the same buff on the same target 2x).

Bug:


  • Last Story Cutscene: The current "last story cutscene" was always triggering as if no "special items" had been gathered the first time the player would see it, even if they had gathered all "special items". This is fixed.
  • AI: Abilities with a "Drain HP" component could be valued higher than they should by the AI. Fixed.
  • Berserk: Berserk wouldn't recognize "2x2 monsters" as being closest to the Berserk target for some of their edges. Fixed.
  • Skills: Skills with "counts as a regular attack" will now correctly use the status effects of the 2nd weapon as well as those of the 1st weapon.
  • Evade Skills: Will now correctly prevent "Steal" abilities from working on the character.
  • Tarnished Locket: Fixing an issue where a cutscene might not trigger when it should, tied to this crafting component.
  • Menus: Fixing small memory leaks in some menus.
  • Maps: Fixing a few more priorities-of-drawing for some maps.
  • Learn Abilities: Character box would not update with new passives until after changing screen when learning a new passive on the current class. Fixed.
  • Pick Off: Pick off would not work correctly on "large targets", as they would detect their own large bodies as being "nearby buddies". Fixed.
  • Character Customize: Changing an existing character's visuals while they are injured would show them crouching when using the "select a sprite from the list" layout. Fixed.


[ 2019-03-29 21:07:15 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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