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Update Notes: June 20, 2018

Catalog Golems


You can now find Catalog Golems in the hall of player-run shops in Serbule Keep! These adorable little constructs will be happy to search the player vendors for specific items on your behalf, and let you know which shops have what you need. The golems can't tell you how much the price is, and they don't deliver the goods, but they also don't demand tips. So stop by and take advantage of this free service today!

Augment-Installation Services


Some NPCs can now install Augments for you! By using one of these NPCs, you do not need to have learned the various Augment Installation recipes from Nightshade. Learning Nightshade's recipes will eventually be a cost-savings for max-level players who do a lot of augment-installing, but at the current max level of 70, most players will find it cheaper to just use these NPCs. The following NPCs can install Augments for you:
  • Joeh in Serbule can install level 0-20 Augments for 50 Councils.
  • Kalaba in Eltibule can install level 21-40 Augments for 250 Councils.
  • Urzab in Amulna can install level 41-60 Augments for 650 Councils.
  • Rick Snapley in Gazluk can install level 61-80 Augments for 1000 Councils.
  • Torgan in Gazluk can install level 61-80 Augments for 900 Councils. You must know Orcish.
  • Preta in Sun Vale can install level 0-50 Augments for 350 Councils. You must be Close Friends or better.
  • Tyler Green in Serbule Hills can install level 0-25 Augments for free. You must be Friends or better.
  • Amutasa in Rahu can install level 0-70 Augments for 650 Councils. You must be Friends or better.
  • Nightshade in Kur can install level 0-100 Augments for 2000 Councils.

Skill Changes


These changes are a continuation of our DoT (Damage-over-Time) ability revamps. We are now mostly finished with the conversion, except for a few DoTs with special behavior that can't be converted. Those handful of unique DoTs will use the older system for the foreseeable future. (And of course we may have missed some or made mistakes!) Archery
  • Treasure: Mangling Shot deals 330 Trauma damage over 10 seconds => 462 Trauma damage over 12 seconds
  • Ability: Fire Arrow deals damage over 15 seconds => same damage but over 10 seconds
Crossbow
  • Ability: Fiery Bolt 6: Deals 468 damage, plus 230 damage over 20 seconds => 418 damage, plus 288 damage over 12 seconds
Druid
  • Treasure: Cloud Sight covers the target in insects that deal 170 Nature damage over 15 seconds => 252 Nature damage over 12 seconds
  • Fixed bug that caused Heart Thorn and Poisoned Thorns DOTs to deal 5 more damage per tick than listed.
  • Treasure: Rotskin deals 190 Trauma damage to health over 15 seconds => 282 damage over 12 seconds
  • Treasure: Toxinball deals 114 Poison damage over 12 seconds => 186 over 12 seconds. Also note: this treasure effect was bugged and previously didn't work at all. Now it works.
Giant Bat
  • Treasure: Virulent Bite deals 115 trauma damage over 10 seconds => 222 Trauma over 12 seconds
  • Treasure: Virulent Bite has a 50% chance to deal +76% damage plus 120 trauma damage over 10 seconds => This effect has been overhauled. It is now: "Virulent Bite deals 192 Trauma damage over 12 seconds and also has a 25% chance to deal +76% direct Piercing damage"
Hammer
  • Treasure: Latent Charge deals +200 Electricity damage after an 8 second delay => 240 after an 8 second delay. Also note: this treasure effect was bugged and actually took 15 seconds to activate, not 8 as intended. This is fixed.
Lycanthropy
  • Ability: Sanguine Fangs 6: Deals 120 damage over 8 seconds => 140 over 8 seconds
  • Treasure: Sanguine Fangs deals +144 Trauma damage over 8 seconds => 224 over 8 seconds
  • Treasure: All Werewolf attacks have a 31% chance to deal 48 Trauma damage over 8 seconds => 64 damage over 8 seconds
  • Treasure: Sanguine Fangs suddenly deals 240 damage after a 15 second delay => 280 damage after a 12-second delay
Spider
  • Treasure: Grappling Web deals 224 Poison damage over 12 seconds => 300 over 12 seconds
Misc
  • Various meditation combos that dealt DoT (damage-over-time) damage have been adjusted to new DoT balance.
  • Various monsters with DoT (damage-over-time) attacks have been adjusted to new DoT balance.

Other Changes and Fixes


  • Fixed bugs with Skill tree UI not retaining state.
  • The item-tooltip for Augments now lists the skill level requirement of the augment.
  • Augment-Installation recipes no longer have an extra-ingredient cost (e.g. fish scales, fire dust, etc.).
  • When extracting an Augment from an item, you can now extract generic (non-skill-specific) powers by using any of the "desert gems": Turquoise, Sapphire, Emerald, Morganite, Sunstone, Tiger's Eye, Opal, Goshenite, Danburite, and Ruby. Previously these gems did nothing when used with extraction, so for now they are all assigned to generic-augment extraction. Eventually some of these gems will be needed for other things, though. So just to make it official, Sunstones and Goshenites are the permanent generic-augment-extraction gems. Some of the others may be reassigned to do other things in the relatively-distant future -- 3+ months from now.
  • Adding augments to items no longer affects how much phlogiston or other resources are obtained when decomposing or distilling the item.
  • Using Shamanic Infusion on an item now adds a Shamanic Infusion requirement equal to the level of the recipe. (Previously all infusions accidentally installed a requirement of Shamanic Infusion level 1, even for max-level infusions.) This fix does not affect existing items... UNTIL those items are used in transmutation. Transmutation (and a few other crafting processes) automatically recalculate the item's wield-requirements, and this can cause the correct Shamanic Infusion requirement to appear.
  • Fixed Fire Shield Potions and Acid Shield Potions so that their reflection does not stack if you drink multiple potions.
  • Fixed ingredient errors in crafted Priest Staff recipes.
  • Fixed rounding and calculation problems that caused a number of converted DOT effects (from the last update) to deal 1 or 2 more damage per tick than intended (and more than the tooltip said it would deal).
  • Enchantments that boosted movement-speed attributes by a fractional amount were displayed as adding a whole number. For instance, items that add +0.5 to Sprint Speed would say they added "Sprint Speed +0". (This was only a display bug.)
  • Fixed invalid locations where monsters could spawn, notably under Marna's shop in Serbule.
  • Additional texture memory optimizations.
  • Removed yellowish hue to the specular layer of Elvish Armor. (This will affect how the armor looks when dyed. It should look closer to the dye color, and less yellow. Unless you dyed it yellow, in which case... who knows.)
  • Fixed texture error with female dwarf NPCs that made their faces look extra wrinkled and weird.
  • The 3rd-party tools JSON for treasure mods now includes the minimum level-requirement for each tier of each treasure mod.
  • Added a bit more documentation for the 3rd-party tools files.


[ 2018-06-20 17:11:03 CET ] [ Original post ]

Project: Gorgon
Elder Game, LLC Developer
Elder Game, LLC Publisher
2018-03-12 Release
Game News Posts: 106
🎹🖱️Keyboard + Mouse
Very Positive (2062 reviews)
The Game includes VR Support
Public Linux Depots:
  • P:G Linux [7.37 G]
Available DLCs:
  • Project: Gorgon VIP Membership
  • Project: Gorgon - Extra Character Slots Pack



GO ON AN ADVENTURE

Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) featuring an immersive experience that allows the player to forge their own path through exploration and discovery. We don't guide you through a world on rails, and as a result, there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill-based leveling system that bucks the current trend of pre-determined classes, allowing the player to combine skills in order to create a truly unique playing experience.

AN IMMERSIVE WORLD

When you play Project: Gorgon, we want you to feel as if you’re immersed in a whole new virtual world. Rather than trying to manage this with just graphics and excessive backstory, we’ve designed the game with dozens of gameplay features that make you feel like you’re really there interacting with the world, such as:

  • Each non-player (NPC) you meet has their own goals and interest, and reward players that choose to be their friend.
  • You can drop items on the ground, and other players can pick them up. What’s so great about that? Imagine laying down a trail of literal (virtual) breadcrumbs to guide your friends (or lure your enemies) into the woods.
  • Shopkeepers keep inventory, so you can buy items that other players have sold to them. Want to help out new players? Sell your cast-off items to the shopkeeper in the new player zone and watch the new players go to town.
  • If you are on fire, you can jump into a lake to put it out. This type of mechanic can have a subtle effect on your strategies, especially when you are fighting a fire mage!
  • You can inscribe messages onto items, write books, and even leave notes for other players. Make your name as an in-game poet, or pronounce your greatness to the world!

UNIQUE EXPERIENCES

In Project: Gorgon you kill monsters - a lot of them - and you take their loot. In order to keep the experience fun and interesting, we’ve developed unique combat experiences to keep the fights feeling fresh. The loot is randomly generated, monsters have unique abilities, and dungeons have puzzles, traps, and terrifying bosses! The combat skills are entirely free-form. You can learn as many combat skills as you want, and use any two of them at the same time to create your own personal “class.” Project: Gorgon features dozens to choose from, including:

  • Battle Chemistry: Create huge explosions, inject yourself with mysterious mutagens or program a pet golem!
  • Unarmed Combat: Grapple and control enemies using a situational-aware combo system that varies based on where you are and what day it is.
  • Animal Handling: Tame animals and train them to become ferocious fighters. Then breed your best and sell their offspring to other players.
  • Necromancy: Seek out corpses and graveyards to raise an undead army. No graveyard around? Well, there are always the corpses of your friends.
  • Cow: Got turned into a cow by that boss? That sucks. But learn some kicks and how to stampede, and you'll be right back out there kicking grass in no time!
  • That’s just a few! There’s also Sword Fighting, Combat Psychology, Staff Fighting, Sigil Scripting, Mentalism, and more.

Player Choices are important in Project: Gorgon. You can learn as many skills as you want, but sometimes power comes with downsides. You can become infected with lycanthropy and gain access to very powerful skill sets. As a lycanthrope, you are able to roam the world in a pack or as a lone wolf; however, when there is a full moon (which is tied to the real world lunar calendar) you are stuck in your beast form. There’s no cure for lycanthropy.

You can become a Druid - which will give you great power, but you have to vow to drop everything when there’s an emergency involving nature. It could be a forest fire, a monster invasion or even a pesky insect. Nature never lets you ignore your duties, ever.

New opportunists come open, but others will be closed. Can you bear heavy burdens in exchange for greater power?

JOIN THE COMMUNITY

The community is a critical aspect of Project: Gorgon. We strive to maintain a strong, engaged community, supporting our players through:

  • Live Events with a focus on story.
  • Mechanisms For player-created quest content.
  • Player housing (limited and instanced).
  • Player-managed shops and vendor stalls.
  • In-game communication tools like bulletin boards.
  • Bookshelves where you can write and submit your own books and stories (and players can vote on their favorites).

HELP DEFINE THE GAME

During our beta ("early access") period, your feedback helps improve the game, from small things like bug-reports to large things like new skill suggestions, monster ideas, and more! We've already used hundreds of player-provided suggestions during our alpha period, and we'll use even more suggestions during beta as we get into the down-and-dirty details of combat, crafting, and exploration.

MINIMAL SETUP
  • OS: Ubuntu 18.04
  • Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 4000 Integrated GraphicsNetwork: Broadband Internet connection
  • Storage: 10 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 18.04
  • Processor: Quad Core Processor 2.4GHz or fasterMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: AMD Radeon R9 / NVIDIA GeForce GTX 1070Network: Broadband Internet connection
  • Storage: 10 GB available space
GAMEBILLET

[ 6115 ]

9.00$ (70%)
8.49$ (-113%)
1.73$ (83%)
4.12$ (17%)
3.39$ (83%)
8.17$ (34%)
4.44$ (11%)
12.72$ (15%)
33.59$ (16%)
17.99$ (28%)
8.27$ (17%)
13.42$ (78%)
13.79$ (8%)
25.59$ (15%)
16.01$ (11%)
22.24$ (11%)
26.69$ (11%)
8.17$ (18%)
17.79$ (41%)
5.36$ (73%)
24.78$ (17%)
34.99$ (13%)
2.00$ (80%)
17.79$ (11%)
17.49$ (56%)
25.19$ (16%)
11.98$ (40%)
24.87$ (17%)
2.61$ (74%)
16.59$ (17%)
GAMERSGATE

[ 1862 ]

2.0$ (90%)
2.0$ (90%)
1.28$ (91%)
9.74$ (25%)
3.6$ (80%)
3.0$ (85%)
4.05$ (73%)
11.69$ (35%)
10.99$ (45%)
2.25$ (77%)
12.5$ (75%)
6.75$ (73%)
9.45$ (73%)
0.93$ (81%)
0.58$ (92%)
8.99$ (55%)
2.0$ (90%)
4.35$ (56%)
0.42$ (79%)
7.19$ (28%)
4.25$ (79%)
3.92$ (74%)
6.38$ (79%)
24.0$ (60%)
12.0$ (70%)
0.5$ (90%)
1.31$ (91%)
3.18$ (36%)
2.76$ (79%)
0.87$ (91%)

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