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Update 1.2.0 - Patch Notes 2/2

This is the rest of the patch notes for Update 1.2.0, since they were too big to fit in a single update.

Patch Notes (2/2):


05/06/2020 - Version 1.2.0

Bug Fixes:


  • 4_3 Fixing small inconsistencies in the Help screen and Try and Buy screens while using a 4:3 aspect ratio.
  • Pulsar Generator: Spell could change the facing of the target to a different facing than the target had at the start of the spell. Fixed.
  • New Game Plus: A certain secret character wouldn't retain his AP correctly in a New Game Plus. Fixed.
  • Mouse: Using the mouse wheel, it was possible to enable the "Dismiss" command on Story characters in the Troops menu (and also during battles). Fixed.
  • Swarm Strike: There was a visual glitch where "helpers" that are sleeping would remain upright (and still sleeping) at the end of the Swarm Strike animation. We don't want to change the functionality or complexify the ability, so it will keep working correctly even if teammates are sleeping, but their frames will reset to "sleeping" correctly at the end of the animation.
  • Large Units: Cleaning up the way distance is calculated to/from larger units so it always uses the closest distance. This should make abilities that rely on distance (or the distance of weapons) always function correctly with larger units.
  • New Recruits: Fixing a bug where under certain circumstances, new recruits from an advanced class would still lose access to that class after switching them out (even though we changed that behavior in a prior update).
  • AI: The AI could have odd movements under certain circumstances. Fixed.
  • Misc: Reducing memory usage a tiny bit in battles and menus.
  • Name Change: When changing the name of a recruit and then canceling changes, the old name wouldn't be restored.
  • AI: AI could make odd decisions when it came to One for all, selecting it when it shouldn't or not selecting it when it should. Fixed.
  • Niwot: Enemy had idle stance running too quickly. Fixed.
  • Random Drops: There was an issue with the way the map rewards were being generated and it could often result in wrong odds for most item, the longer the player went without restarting the game. It also resulted in a lot more Godwood drops late game than was intended.
  • Mystic Shield: Fixing an issue where Mystic Shield would absorb damage as MP if the character would heal from the damage due to high elemental resistances.
  • Mystic Shield: Fixing an issue where the MP damage wouldn't be shown correctly when punting a target with Mystic Shield if there was no bonus damage.
  • Sacrifice Abilities: Those abilities could have inconsistent behavior with One for All, Protect and other more complex interactions. Fixed.
  • Cleave: When a character with the Cleave passive got a kill during a turn and died on the same turn (due to Thorn or other reasons) could result in the "next character in the Queue" getting their turn as a "cleave turn" (meaning they wouldn't regenerate MP). Fixed.
  • Selecting Subclass: Fixing some minor UI issues.
  • Relentless Investigator: The player could fail to get the achievement if the last chest they opened was located in Gelligh. This fix will be retroactive and grant the achievement to player that should have it upon loading a save file that has all treasures opened.
  • Teleport Other: There was an extremely rare chance of the AI using this ability to teleport someone "on top of them". Fixed.
  • Ancient Path: Fixed an issue where the crystal would deactivate after an enemy was revived (until another enemy would be killed), even though it should have stayed activated.
  • Battle Menu: Fixing an extremely rare case where the battle menu could get 'stuck' if the player hid and showed it rapidly.
  • Displacements: Fixing a rare issue with "abilities that displace a lot of people at once" sometimes leaving some of the targets "untargetable" until they moved again.
  • Charge: Fixing an issue when using a charge ability from a water tile, where the attack wouldn't occur after the movement was done.
  • Charge: When the player used a charge, the target would not get to counter it, even if they had a valid counter. Fixed.
  • Leap: Leap will now correctly check for traps after the caster lands.
  • One for All: One for All would ignore the target height and just check for distance. Fixed.
  • Infused Edge: No exp would be granted to the caster if the spell part of the attack missed. Fixed.
  • Doppelganger: Some bosses with multiple parts wouldn't have their parts correctly flagged as not being valid for Doppelganger and the player could attempt to copy some invalid ability sets. Fixed.
  • Enemies: Fixing some issues in enemies generation tables that would prevent a few passives to be generated on enemies as optional passives.
  • Zzakander Spires: When using "Elite enemies", the added enemy would spawn in an odd location. Fixed.
  • Mind-Control: Mind-Controlled enemies with Smart Cast would apply Smart Cast incorrectly. Fixed.
  • Pushing: Pushing someone out of a water tile with a push ability would result in visual issues and the target possibly surviving with 0Hp.
  • NewGame Plus: Enemies would still be restricted by story progression in their choice of weapons and accessories, even when using the flag for enemies to have access to all the gear.
  • Units in Water: Certain abilities that exchange position with a unit could have some inconsistent text positioning for caster drains if the caster started in water. Fixed.
  • Fleeing Enemies: Fixing a rare case where strange AI behavior could occur when an enemy escaped battle and was under the effect of Protect.
  • Double Cast: The AI could cast a spell using Blood Magic without enough HP if the first cast got countered and reduced their HP below what was needed for their 2nd spell. Fixed.
  • Monsters: Some rare monsters had weaker stats in an upper Tier than a lower Tier. Fixed.
  • Credits: Fixing an issue where some names in the credits didn't show up properly.
  • Adaptive Evasion: Will now correctly be set to "Evade Regular Attacks" after being attacked by Infused Edge.
  • Summons: Fixing an issue where mind-controlled summons would have no abilities other than attack for the player to use.
  • Interstitch: Was ignoring the spell height restriction on the victims. Fixed.
  • Stampede: Now calculating the amount of tiles walked more accurately (it used to calculate it from the distance between the 2 positions, rather than the steps taken to get there).
  • AI: Will not attempt to cast Wild Cards on a target immune to all debuffs (or that has all debuffs already).
  • Dispelling: Will now show 0% for the chance of the buff to be removed if the target has an Evade counter against the Dispel ability used.
  • Scar Tissue: Will not trigger from fixed damage anymore (since those don't target def nor res).
  • Bows: Under very specific circumstances, the optimize feature when changing classes could end up equipping a bow and a shield at the same time.
  • Blazing Bolas: Under very specific circumstances, the target could be flagged as being underwater after the spell, even though they would not be. Fixed.

Modding:


  • List All Jobs: The optional GameOptions.txt option to always show all classes in the class wheel was cleaned up to not show classes from bosses and other special hidden classes.
  • Abilities: Adding a new abilities.xml field so abilities can use the element of the weapon equipped rather than have a built-in element. Previously, skills with "treated as a regular attack" would automatically have this behavior, but now they will be able to decide with this new field.
  • Monsters: The game started using Monsters.xml last patch, but the file wasn't generated in the customdata_examples folder. Fixed.
  • Abilities: Abilities will now correctly use the minrange value when being casted. Before, it would only respect values of 0 or 1. Now any value <= maxrange will work correctly.
  • Abilities: Adding a new field to abilities (PosStyle) that can be set to "kLine" to force the ability to target only in a line from the caster.
  • Jobs: Adding "noVicarious" to the job fields. When it's set, a class doesn't gain vicarious AP. This used to be hardcoded.
  • GameOptions.txt: Adding "Vicarious-extensions" table. You can make special mappings there to have vicarious AP work "cross class" (for example, you can make it so that a specific story class earns vicarious AP from another class).
  • Encounters.txt: Makings more robust in general in terms of error handling.
  • Encounters.txt: Adding command to grant spawned units bonus stats, speed, max hp or mp. Those are: stat-hp, stat-mp, stat-atk-, stat-mnd, stat-def, stat-res, stat-spd. Eg: stat-hp:100 will give the unit 100 more max HP.
  • Charges: Will now use the size field to create a max charge range. Using a very large value for size will essentially behave like before (ie, no real max distance).
  • Abilities: Adding a new counter called "kOffensiveCounterWithDebuff". It can act with any debuffs and will trigger with the standard "offensive action" conditions. It will use SpellHash for the visuals to use during the counter (and use a generic effect if none is provided).
  • Abilities: Adding a new counter called "kOffensiveCounterWithBuff". It can act with any buffs and will trigger with the standard "offensive action" conditions. It will use SpellHash for the visuals to use during the counter (and use a generic effect if none is provided).
  • Abilities: Adding a new counter called "kRandomDebuffPerPower2". It will trigger on standard offensive actions and apply "x" number of debuffs ("x" is the power2 field) to the target and use SpellHash for visuals.
  • Abilities: Adding a new effect field (AddsNonRemovableEffects3) to abilities with fields called: kfEquipAxe (and one for each weapon name). Those can be used to allow a character to equip said weapon as a passive ability.
  • customdata_examples: Files will now automatically be refreshed if they are out-of-date rather than needing to be deleted first. We were afraid of deleting changes the user might have made to those files, but I guess making changes to those files wouldn't do anything since they aren't used by the game anyways, so it should be pretty safe. Files in customdata will never be deleted by the game though, just to make sure we don't delete people's mods.
  • Stores.xml: Adding an XML to control store contents.
  • Encounters.txt: By default, overrides for Encounters.txt replace the section they are targetting. By using the new command "AdditionMode=true", custom data will "add to the section" rather than replace it. This is useful to make tiny modifications, rather than redo an encounter.
  • Encounters.txt: Adding new commands for the creation of enemy monsters: portrait, sprite and spriteextra. They allow the unit's portrait and sprites to be changed. "spriteextra" is for added sprites, as some monsters have multiple parts (you can see examples in Monsters.xml).
  • Encounters.txt: Fixing an issue that prevented the helmet and armor commands to be used for accessories.
  • Encounters.txt: Adding "weighttarget" command for units generation. Format is: weighttarget:AbilityHash|IncreasedValue|Target (eg: weighttarget:HEAL-A1|50|monster0 which will make that action 50% more attractive than normal).
  • Encounters.txt: Adding "isaleader" command for units generation. Format is: isaleader:number, where number is going to be the bonus EXP granted for killing the leader.
  • Encounters.txt: Adding "objective" command for Patrol fields (like: [city01-patrol0]). Format is objective:defeatleader. Currently, that's the only value and it will "win the map" automatically if all leaders are defeated and set the map objective description accordingly.
  • Encounters.txt: Adding "story-" new command. Format is: story-=x:0, y:0, dir:rd where name is the name of a story character (like kyrie, reiner, etc). This will spawn them on the map on your team.
  • Encounters.txt: Adding "nozone" new command. Format is nozone=true. It can be used in place of zone0=1,1,1,1 command so there is no zone at all. This will only be useful when spawning story characters, otherwise you'll need a zone to have units in there.


[ 2020-05-06 18:34:07 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]

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  • 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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