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v1.10 - The Princess Is in Another Castle!

This update includes full Steam Deck support including achievements, solid controls, and controller rumble. Golden Krone Hotel already played well on controller and it's now a great fit for Steam Deck. The only known issue: there's occasional lag in some areas with a lot of monsters or animated tiles; I hope to address this in the future.
A new branch, 3 new spells, and 5 new monsters have also been added. Significant changes were made to the game's overall strategy, which now makes it easier to plan out your run but trickier to kill later bosses (which previously felt a bit too easy). Read on for even more... If you're keeping track, this is the 5th major update since I claimed I wouldn't update the game again. Woops.

Major changes:


  • Steam deck support
  • Controller rumble
  • New branch DUNGEON: Dodge spikes while facing a new human boss. This is a random swap out for Library.
  • 5 new monsters including...
  • Jester: a new vampire that jumps in a knight's move and attacks with poison knives causing Hysteria
  • Bishop: a high level vampire that has a large area charged attack
  • Floating Eye: another monster that can cast GAZE, but only if its eyelid is open
  • Champion: a new mid level human with a charge attack
  • Vortex Solomonar: a Solomonar variant that casts VORTEX
  • New spell TOUCH: a single use spell that deals 50% of a monster's HP and heals your HP/MP for that amount
  • New spell EXECUTE: kills an enemy below 30/50/70/90% HP (based on spell level)
  • New spell HONE: grants stacking Clever bonuses
  • The Hotel Map now shows the ring contained in each floor you've discovered
  • Hotel bosses now get bonus stats for every ring you've acquired (5% health, 2 strength, 1 intelligence)
  • Some of the harder bosses have been made easier, initially, to compensate for ring bonus stats
  • New item: Hotel Map, which populates the location of all floors and rings on your Hotel Map menu
  • Clarity has been added to monster descriptions, particularly around hit chances. Hit chances are also shown when you miss an attack. Thanks to redxaxder for some calculus wizardry on this!
  • There's now support for win streak tracking in the Disguise menu (optional), morgue files, and leaderboards
  • Added some holiday event art and added an option for it (you might have to manually enable it if you're interested)

Other changes:


  • Added juice to Level Up and ring menus
  • Some crates now have gold in them. They have a different sprite to indicate this, so while there's now incentive to destroy some obstacles (we know you love to do it) you don't have to waste your time when there's no reward
  • Overall gold generation has been cut down dramatically.
  • Gold drops are now based on monster XP level rather than a weird calculation based on floor number
  • Right click now closes menus
  • You can now examine tooltips using keyboard/controller
  • Added Examine controls on disguise menu
  • Added Examine button to main UI
  • Abilities are now listed on monster descriptions
  • Vague threat levels removed from monster descriptions
  • Monsters now try to avoid damaging tiles when wandering
  • Player accuracy raised by a single point, making it overall easier to hit things
  • It's also now very slightly easier to hit things with revolver
  • Added option to "relock" all unlocks
  • Full potion menu now accessible from Quick Potions menu by hitting the same key
  • Out of depth monster generation has been tweaked, hope you brought your adult diapers
  • You now only read books when at full health
  • Made imps less dangerous
  • Added human-only mode accessible in Options (not advised, but there you go)
  • Discord link added to upgrade menu
  • Removed some of the warnings around starvation before you're actually starving. No longer necessary because you no longer instantly die of starvation.
  • Reduced big bomb damage slightly in despair mode
  • Clever now increases mana regen
  • ROUNDHOUSE hits all neighbors in 4-way movement
  • Changed sound volume so it falls off faster with distance
  • Increased the chance of broken windows on the first floor
  • Changed chests so they are immune to damage
  • Styling a few statuses better
  • Version number added to Options menu
  • Redrew a few ring sprites to make them more distinct
  • The Sovereign and Signet ring bonuses have been swapped because the swap better matches the ring art
  • New floor sprite in the mix
  • Some animation effects now rotate

Bug fixes:


  • Fixed Fetter, it was completely broken before
  • Fixed some major isssues related to monsters moving on a different floor resulting in glitchy monster artifacts (most commonly seen in Great Hall or Rafters)
  • Better overall error handling to hopefully more often recover from and log some fatal crashes
  • Fixed several issues with BIG and sounds/screenshake
  • Fixed a bug where you aren't damaged immediately when pulled into water. The solution involves the player being processed after monster turns, always. This might have minor unforeseen consquences.
  • No longer playing sounds while waiting, which should avoid some audio weirdness because 50 turns of sounds aren't played in an instant
  • Fixed a bug where Heavy Poison wasn't removed by Antidote
  • Now requiring Rusalka to be in their starting pool to entrance you (to avoid a softlock issue)
  • Fixed a bug where deprecated spells could show up in the weekly
  • Fixed a bug with psychic attack animations (slashes going in the wrong direction)
  • Fixed underworld boss display on Hotel Map
  • Fixed an issue with targeting the same monster repeatedly with revolver
  • Fixed a bug with book sprite mismatches
  • Removed the ugly scrolling completely on the disguise menu. If it doesn't fit, you can Zoom out the UI in Options
  • Fixed an obscure bug in Pharmacopoeia, it's confidential
  • Fixed some cheesy exploit involving chests and vamp abilities
  • Fixed (for the 3rd, 4th time?) placing stairs far away from bosses
  • Fixed a bug where destroying a gate removed a key, possibly even going negative
  • Fixed a bug with chest mimics + stairs
  • Fixed key hint display for NUMPAD buttons
  • Fixed random disguise selection which wasn't random on game load
  • Fixed Quills Shield status description
  • Fixed yet another bug with Underworld boss deaths in case you killed boss + throne on the same turn
  • Fixed a save/load bug where Day Demons went back into stasis unexpectedly
  • Fixed Fire Mother half health bug
  • Fixed some bugs with reading books
  • Fixed broken tooltip control hint on Quick Potions
Thanks to Keriew for the detailed bug reports! As always, please feel free to share your feedback on Steam or Discord. Enjoy!


[ 2022-12-21 11:58:23 CET ] [ Original post ]



Golden Krone Hotel
Vulgat
  • Developer

  • Vulgat
  • Publisher

  • 2017-10-26
  • Release

  • Indie Strategy RPG Singleplayer
  • Tags

  • Game News Posts 43  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (281 reviews)


  • Review Score

  • http://www.goldenkronehotel.com/
  • Website

  • https://store.steampowered.com/app/497800 
  • Steam Store

  • The Game includes VR Support



    Golden Krone Hotel Depot LINUX64 [414.28 M]Golden Krone Hotel Depot LINUX32 [413.13 M]

  • Public Linux depots

  • Golden Krone Hotel - Original Soundtrack by Christopher Loza
  • Available DLCs

  • Golden Krone Hotel is a gothic horror roguelike. Fight vampires with sunlight or become a vampire yourself and sneak in the shadows.

    Your mission


    You play as Sorina Arobase, a human general made famous for hunting vampires. You're on a mission of revenge to kill Fane, the exiled vampire prince. Armed with your sword, revolver, and spell book, you must battle hordes of blood sucking foes. But first you'll be picking one of 10 disguises that will help you on your journey.

    Features


    • It's a roguelike, really! Turn-based combat, permadeath, and tough as nails gameplay
    • Fully dynamic lighting. Use sunlight as a weapon or snuff out torches to conceal yourself
    • A groundbreaking potion identification system that encourages risk taking
    • Each run requires you to play as both human and vampire, each with different strengths and weaknesses. Humans are frail spellcasters. Vampires are brawlers with super human speed and strength.
    • Leaderboard and shareable morgue files

    Content


    • 10 floors, 9 branches, and 6 bosses
    • Dozens of unique monsters
    • 40 potions
    • 20 spells
    • 10 classes

    Game length

    Golden Krone Hotel is what's known as a coffee-break roguelike. A pickup and play style allows for short sessions and the save system lets you stop at any time. Winning runs take about 1-2 hours. Want a longer run? No problem! Just crank up the difficulty setting and attempt to clear all the optional branches.

    Amenities


    Traditional roguelikes are a ton of fun, but usually come with an alphabet-soup of commands that make them tedious and unintuitive. Golden Krone Hotel has a modern, streamlined interface:

    • A very small number of controls, all of which are rebindable
    • Completely playable with either mouse or keyboard
    • Keypress hints on all buttons to help you learn shortcuts
    • Tooltips on everything
    • No inventory management!
    • Items are picked up automatically and gear is auto-equipped

    All of which results in less downtime and faster gameplay.

    Before you buy....


    Please be aware that, being an Early Access title, Golden Krone Hotel is not finished! It's lacking some of the the content, balance, and polish that will be in the full release. If, however, you're willing to play a game that's still in development and has the occasional bug, then buckle up. It'll be a fun ride.
    MINIMAL SETUP
    • Memory: 4 GB RAMStorage: 500 MB available space
    • Storage: 500 MB available space
    GAMEBILLET

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