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Update Notes: January 9, 2020

This is a smallish update with bug fixes and design iterations. We've also added Treasure Cartography to Sun Vale.

Sun Vale Treasure Cartography


Preta in Sun Vale teaches the recipes for creating Sun Vale treasure maps from found clue items. As for finding the clue items, that's for you to figure out... but if you've unlocked Treasure Cartography in Eltibule you'll have a pretty good idea of where to look. A tip: we had the new selection-box changes (explained below) in mind when creating this content. If you're finding it difficult to click on massive things, turn on the experimental option!

Swimming Tweaks


Previously, players were slightly buoyant underwater, meaning they slowly floated to the surface. This was intended to be helpful, but it's annoying to float out of range while fighting or interacting with things underwater, so it's been removed. Buoyancy was originally added for one specific reason: it helped make jumping from the water's surface more intuitive. If you jump out of the water and splash back in, you might end up underwater, at which point you start losing breath until you get back to the surface. This can be very surprising for new players who don't expect to drown by pressing the jump key. We've replaced buoyancy with a more subtle technique. Now when you jump out of the water and splash back in, the game automatically simulates pressing the "Up" movement key for a fraction of a second to push you back to the surface. (Unless you're pressing the "Down" key at the time.) This new solution is supposed to be unnoticeable, so it doesn't last very long. If your character's jump-speed is magically enhanced, you may land too far underwater and will need to press the Up key manually to reach the surface. This is annoying, but it's the best compromise solution so far.

Experimental UI Tweaks to Selection Box Logic


We've tweaked how the selection-box works when you've selected something very large, very close to the camera, or partially off-screen. The box size is more accurate and should move more predictably when you turn the camera around. This is a small iterative improvement, not a massive change. The only time it will be really noticeable is when you've selected massive entities such as giants, statues, or dungeon doors. For just this update, the change is disabled by default. To enable this change, open the Settings window. In the Graphics screen, check the box labeled "Experimental Optimizations", then press Save. You can turn it off again later by unchecking that box. (If you had previously checked this checkbox for the last experiment, it's been unchecked automatically so that you aren't accidentally opted in to this new experiment. And no, this experiment isn't actually an "optimization", that's just a handy checkbox that we're reusing for this purpose.) If these changes cause new problems, please let us know! It's easiest for us to keep track of opinion-type feedback if you post it on the forum, but please use the in-game bug reporter for bugs like "the new selection-box goes insane when I select this portal" or similar problems. In-game bug reports automatically include your game coordinates so we can quickly locate the problem.

Removal of Channeling for "Pre-Combat" Abilities


A few abilities have a channeling time specifically because they're intended for use pre-fight, and they're supposed to be more dangerous to use in the middle of combat. That's a reasonable goal, but it's annoying to have to wait for the channeling time between every fight. So in this update, the relevant abilities no longer have a casting time when used out of combat (but still channel when used during combat). Affected abilities are:
  • Shield: Rapid Recovery
  • Shield: Strategic Preparation. (Casting time in-combat went from 1.5 to 2 seconds)
  • Spider: Premeditated Doom
  • Warden: Stun Trap

Sushi Changes


Following up on the previous update notes, we're going to try the "nigiri is basically like potions" approach and see how that feels. Nigiri changes:
  • Nigiri items have lower item levels than before, so they heal less health and power when eaten
  • Nigiri items no longer have a usage delay, allowing them to be eaten in combat
  • Nigiri recipes now require an herb or lettuce of various types (e.g. dill, swamp weed, oregano... you know, classic sushi ingredients)
  • Nigiri recipes now require less vinegar
In an attempt to make sushi recipes more predictable, we've changed Sushi Roll recipes to use the same herb needed by the corresponding nigiri recipe. For instance, Eel Nigiri now requires Oregano, so Eel Sushi Roll also requires Oregano (instead of Seaweed). Also, Cavefish Sushi Roll became level 40 food instead of level 35.

Other Instant-Snack Changes


It seems best to be consistent with the idea that instant-snack foods have no usage delay. (In fact, loot items like Rattus Root and Raw Oyster were supposed to be instant already.) The following instant-snack foods are now truly instant:
  • Raw Oyster
  • Cleaned Shrimp
  • Shark Chew
  • Cavefish Sticks
  • House Cat
  • All Candy Canes
  • Fried Potato Sticks
  • Laura Neth's Famous Tart
  • Pepper Venison
  • Fairy Honey
  • Rattus Root
  • Cactus Juice
  • Bottle of Sugar Water
  • Large Strawberry
We expect there will be further changes to instant-snack food as we continue to iterate on the design.

Other Changes


  • Kelp armor has a new appearance
  • Kelp armor can now be dyed (with the Organic 1-Color Dye recipe)
  • Live Event boss kraken "George" now has a boss curse
  • Certain (non-event) Kraken now deal less damage with their rage attacks... but they still deal more than 1,000 damage per rage attack, so for most players the change is irrelevant
  • Squidlips has a few new recipes for amberjack
  • Animal Town inhabitants are now able to differentiate between players killing their guardians vs. killing actual enemies of Animal Town
  • Fixed the Cotton Gin in Sun Vale
  • A bug in Khryulek's crystal communication device prevented her from correctly talking about weird items you presented to her
  • Gazluk plate leggings were unintentionally dyeable; this has been fixed. (The armor material isn't set up for dyes yet, so it looks extra-special terrible when dyed. It'll become dyeable eventually.)
  • Fixed bug in treasure effect "Armor Received from Patch Armor +X" : it incorrectly restored bonus health instead of armor
  • Fixed bug that prevented Norbert from finishing the Warden intro sub-quest "The External Resource Coordinator"
  • Improved equipment rarity in various loot chests, most notably high-end chests dug up with treasure cartography
  • For technical reasons the game previously allowed you to unearth treasure maps and surveys while swimming at the surface of water, even though it explained that you must be "standing on solid ground" to use a map. Now you must actually be standing on solid ground as intended. In some cases this means you'll need to swim to the bottom of a body of water to reach the ground.


[ 2020-01-09 21:06:59 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 ]

21.21$ (15%)
25.46$ (15%)
3.93$ (87%)
16.59$ (17%)
15.26$ (15%)
4.47$ (78%)
4.12$ (17%)
1.73$ (83%)
10.91$ (45%)
25.19$ (16%)
9.80$ (51%)
17.79$ (11%)
29.74$ (15%)
17.39$ (71%)
17.79$ (11%)
8.25$ (79%)
8.39$ (16%)
8.37$ (86%)
10.25$ (59%)
3.93$ (74%)
4.44$ (11%)
25.19$ (16%)
6.38$ (68%)
7.39$ (51%)
27.59$ (8%)
4.19$ (16%)
8.49$ (15%)
16.97$ (15%)
6.09$ (70%)
25.19$ (16%)
GAMERSGATE

[ 1862 ]

2.0$ (80%)
8.5$ (83%)
4.5$ (77%)
0.42$ (79%)
16.0$ (60%)
2.54$ (36%)
1.7$ (83%)
12.59$ (37%)
34.99$ (30%)
5.25$ (65%)
10.99$ (45%)
14.99$ (50%)
1.13$ (62%)
16.74$ (52%)
11.24$ (55%)
4.95$ (67%)
10.0$ (75%)
0.74$ (63%)
10.44$ (74%)
11.99$ (40%)
9.37$ (63%)
0.53$ (92%)
1.5$ (90%)
6.82$ (47%)
2.25$ (85%)
2.1$ (79%)
19.99$ (20%)
9.59$ (36%)
0.9$ (92%)
6.38$ (57%)

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