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Update 1.2.0 - Player AI, more autosaves...

Hello everyone! We're happy to release update 1.2.0 today. It's probably our biggest update yet and it adds a lot of nifty things! Here are the highlights for the update:

Highlights:


  • Player AI: Player units can now be controlled by the AI. Go to the system options and select "Player AI" and set the AI you want on your combatants. Their setting will be saved and remembered.
  • Autosaves: Adding autosaves at the very start of battle, so the player won't lose all their work preparing their units if things go sour. The autosave will keep all pre-battle setup, but otherwise start the player right before the battle was triggered.
  • UI: Lots of UI improvements all around for cleaner and clearer information in menus, in combat, everywhere! More options in menus (sorting, unequipping the whole army, etc.).
  • Controls: Various updates to mouse and keyboards controls to improve upon them.
  • Balance: A fair amount of balance tweaks across the board.
  • Bug fixes: Lots of bug fixes on anything that's been reported by the community and from our testing team.
  • Modding: Adding the Stores.xml file to the list of moddable files and a lot of improvements to many of the systems.

The patchnotes are too large for a Steam update and will be split into two updates (bug fixes and modders notes will be in a subsequent announcement). As a note to our other users: - the GoG update should come about by the end of the week. - the Ps4 And Xbox One updates should come about next week (or early the week after). - the Switch will not be getting this update for now. It will be getting the next update (the update for the release of Missions and Monsters). This is due to added delays on Nintendo's side, tied to the current Corona virus crisis, and is outside of our control.

Missions and Monsters Expansion:


We're finally fully done with the programming and asset creation for the expansion. Currently, we're busy testing, balancing and tuning for the absolute best experience! While we don't quite yet have an exact release date, we know it's going to end up being in June rather than late May after all. We want to release on all platforms at the same time and unfortunately, with the current world situation being what it is, some of our console partners are going to need a lot more time than they used to in order to review the expansion, which is creating this delay.

Fell Seal Milestones:


We passed 2000 reviews this week! Thanks so much to everyone for the support, it's been truly incredible!

Patch Notes (1/2):


05/06/2020 - Version 1.2.0

New Features:


  • Player AI: Player units can now be controlled by the AI. Go to the system options and select "Player AI" and set the AI you want on your combatants. Their setting will be saved and remembered.
  • Autosaves: Adding autosaves at the very start of battle, so the player won't lose all their work preparing their units if things go sour. The autosave will keep all pre-battle setup, but otherwise start the player right before the battle was triggered.
  • Enemy Turns: The player can now press the System Menu button during an enemy turn and as soon as their turn is over, the System menu will open, allowing the player to load/quit/etc.
  • Unequip Everyone: Adding a button to unequip the whole roster at once from the troops menu equip screen.
  • Turn Completion: When pressing the "details button" in combat, each unit will display their turn completion amount as a percentage next to their health bar. This should help the player make better decisions when it comes to abilities that delay the turn of units, etc.
  • World Map: Various updates were made to the controls on the world map to make keyboard only user more at ease (ie. users not using the mouse at all, but just the keyboard).
  • Difficulty Settings: Adding a new difficulty setting to control if the AI will use drowning mechanics on the player or not.
  • AI: The AI will now use the map's natural teleport points if it deems it a good idea.
  • UI: Many different additions to give better information to the player.

Balance:


  • Gear: Updating the list of what can be sold and not sold. In general, making more unique gear unsellable and more rare gear sellable.
  • Story Characters: Some story characters have small static bonus to some stats upon creation. Now those will be stored in a different way so they are kept if the unit has its level reset to 1. This change is not retroactive and will require a new game. Also slightly changing those bonuses for some characters.
  • AI: Various small improvements to the AI.
  • AI: There was a chance the AI would cast Dispel 2x in a row on the same target with Double Cast. Fixed.
  • AI: AI wouldn't always make smart use of Focus and Hallowed buffs. It'll now be smarter.
  • Axes: Increasing vertical range to 4 (was 2 before).
  • Healing Staff: No longer triggers Chilling Touch and other such passives.
  • Defensive Hit: Now counts as a regular attack.
  • Reanimate: Summoned zombies of tier 2 and 3 will now have "Counter: Poison" rather than "Counter: Critical Rebirth" since summons can't be affected by any Revive or Rebirth abilities.
  • Counter: Thrash: Increasing damage dealt to 1.2x (from 1x).
  • Chaos Slice: Increased dmg from 0.85x to 0.9x.
  • Marked: The class's last ability won't be locked by the story anymore but purchasable like other abilities.
  • Marked: The character that has access to this story class will now learn a special passive through the story (Penumbral Mastery).
  • Exiled: The character with access to this class will have access to a bonus passive as well (Stampede).
  • Avenger: Bonus will now be applied per allies that is currently fallen, or has fallen before in the current battle (and isn't protected against injuries). The net result is that reviving allies won't remove the bonus (unless they have injury protection).
  • Story Battles: Made a certain NPC assisting in the fight in a certain city map more likely to drink potions if their health gets low.
  • Pektites: Adding an element to their regular attack.
  • Sleeping Targets: When the target is asleep, a bonus to accuracy will be given to attacks on the target (25%). The target's evasion was already ignored if it was asleep, so this is mainly a boost to special attacks with a low starting accuracy (like Wild Slam, etc.).
  • AI: AI won't be as eager to get Hallowed Mind by slapping some nearby allies.
  • Scoundrel: Increasing slightly the odds of Steal Item, Buffs and Gold.
  • Wrathful Burst/Holy Burst: Increasing the vertical range to 4 (from 2), to match other Burst abilities.
  • Wood Staff: Will no longer increase the casting range by 1. Other staves remain unchanged.
  • Thorns: Increasing damage dealt by Thorns to 30% of damage dealt (was 25%) is reflected. Thorn damage is subject to defense, so it is not as high as that amount.
  • Hellmuzzle: Increasing attack value slightly.
  • Silver Rapier: Now grants increased MND, like other Silver weapons.
  • Rapiers: Increasing their MND bonus a tiny bit. Rapiers now grant a bonus to accuracy as well.
  • Ebony Dagger, Quarreller, Crimson Scythe: Now have a bonus to MND.
  • Reflectotron: Lowering MP cost to 4 (from 6).
  • NewGamePlus: A certain secret character will now remain on the player's roster when starting a NGP, rather than needing to be acquired again.
  • Barrier: Will not be removed anymore from a target if the target was immune to the effect that was used on them. So, for example, an enemy immune to Poison won't used up its Barrier buff if Poison is casted on them, since they were already immune.
  • Badges: Now, when the player finds a badge, the class it unlocks will be shown in the class wheel with its information, even if the player doesn't mean the requirements. That way the player can start planning their progression better if they want access to the class rapidly.
  • AP Gained: On maps where the player's 6 main units are much higher level than the opposition, the AP is reduced by 33% (up from 25%).
  • Stealing: Being afflicted with Blind will now reduce the chance of Stealing in half.
  • Cleansing Blade: Reducing damage bonus from removing a debuff from 0.45x per debuff to 0.35x per debuff.
  • Fellblade: Changed most Slices to a line targeting rather than diagonals.
  • The Highlands: Updating the level range of the area to be lower in general and provide an option for the level 20-30 range.
  • Story Characters: Story characters that join late into the game have had their starting AP increased a tad.
  • Bonus Character: Reducing slightly the AP costs of abilities for a certain special character that likes to buzz around.
  • Reavers: Gaining access to Mauls and losing access to Swords.
  • Thorns: Thorn damage will no longer remove Charm from the recipient.
  • Enemies: Should not spawn with Countershot anymore if they don't have a ranged weapon.
  • Enemies SubClass: Changing the way the odds of an enemy having no subclass are calculated. They will now be based on character level and tied to Difficulty settings, rather than a flat 20%.
  • Magic Bullet: Now counts as a Regular Attack.
  • Quick Fingers: Will now allow the player to activate a chest/gather point/ladder/etc after taking an action and a movement if there is one in range.
  • Worms: Can no longer spawn with boots.
  • On-Hit Passives: Changing the proc chances of Deep Wounds, Chilling Touch and Sunder to all be 75%.
  • Dreadmaw: Increasing chance to hit from 50% to "regular odds".
  • Flippers: Enemies will never spawn with flippers if the map doesn't have water.
  • Blazing Bolas: Blazing Bolas will now only try to place traps on valid tiles. Which means that a well targeted bolas, with many invalid location for the traps, will only land on valid tiles, and thus more likely to spawn directly under the target.

UI:


  • Troops Menu: The screen could feel less responsive for KB M users if the user was moving the mouse around while pressing keys. Should feel better now.
  • Troops Menu: The currently selected unit will show "Deployed" on its portrait (like in the battle placement screen) if the user is in battle the unit is deployed.
  • Gear Description: Slightly increasing the size of the description of gear in their main description box.
  • Abilities Equip: Some of the descriptions wouldn't shown until after the player had made an actual change to their loadout.
  • Visuals: Various small spacing improvements to the UI.
  • Visual Customization: Made the experience using both mouse and keyboard at the same time better.
  • Troops Menu: Spaced out the units in the troops menu. Also made the troops menu layout better (less units covered by the UI) when using a small resolution.
  • Abilities Description: Clarifying and updating a few descriptions.
  • Worldmap: The worldmap will now center on nodes as a road is drawn to them. This will be especially useful to people using low resolutions since the new nodes are easier to spot.
  • Title Screen: The game should reach the title screen just a bit faster than before.
  • Unit Number: When pressing the "details button" in combat, each unit will be assigned a number based on their order in the turn bar and that number will be shown over their portrait and sprite on the map. This will help quickly seeing whose turn is coming soon by looking at the sprites only, as well as differentiating any sprites that might have the same portrait.
  • Damage: The damage prediction box will now show "-0HP" rather than " 0HP" when an attack would do 0 damage, to be more consistent. Heals for 0 will still show " 0HP".
  • Patrols: Adding a tutorial explaining a few basic concepts about the patrols, including their level range. It will trigger the first time the player selects the "Patrol" command on the world map.
  • World Map: The right stick will now pan the map.
  • World Map: Pressing and holding the mouse button will allow the map to be panned with mouse movements.
  • World Map: The keyboard will now control the world map cursor as if it were a gamepad, so the mouse won't be required at all with mouse and keyboard. The directional buttons won't pan the map anymore without pressing and hold the "Pan Map" button or the mouse.
  • Gear Description: Making the layout of the gear description box a little smarter if there aren't any on-hit effects or buffs attached to the equipment piece. This will make the description section better.
  • Weapons Description: Now showing the shape information in the description for weapons with an AoE.
  • Weapons Description: Will now show the base on-hit chance of debuff in the weapon description panel.
  • Delaying a Turn: When an attack causes a delay in the turn of the target, the word "Delayed!" will be shown using the Debuff colors.
  • Item Potency: Will now show the increased numerical amount in the item description box while browsing items in combat, rather than just in the prediction box.
  • Damage Prediction: Will now show the amount of turns a debuff will last in the prediction box.
  • Credits: Will now use less memory. It probably won't be noticeable by anyone really, haha.
  • Class List: The list now has a sort option (default, a-z, z-a).
  • Class Wheel: The wheel now has a sort option (default, a-z, z-a).
  • Prediction Box: Will now show "No effect" instead of "not showing any effects" when Dispel or Panacea wouldn't do anything, for clarity.
  • Prediction Box: Buffs will now be shown in "healing color" when being added and "damage color" when being removed, rather than the reverse. With this change, all "good effects" are "healing colored" and all "bad effects" are "damage colored".
  • Abilities, Weapons: The base chance of debuffs will now be shown in the description of the ability.
  • Descriptions: Changing the format of many descriptions from 0.5x to 50% if it would be more intuitive for what they do.
  • Help Screen: Adding numbering to the help tooltips to make it clearer how many tooltips there are on any given screen.
  • Sabotage: The % chance will be shown in the prediction box. It's always 100%, unless the enemy is immune to displacements. This should make it clearer the enemy can't be displaced at a glance though.
  • Spell Speed: Effects at the end of the turn (like Renew, Poison, etc) will be shown faster if the player has increased the spell effect speed (they were already shown faster than regular spells, but now they will be even faster if the player spell speed is higher).
  • Tutorial: Adding a mention about being able to add custom portraits to the game to the customize tutorial.


[ 2020-05-06 18:30:09 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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