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Res Judicata: Vale of Myth Mega-Patch 2.0.0.

Res Judicata: Vale of Myth Mega Patch 2.0.0


When restoring game files to address the nw.js driver crash, the game files that were restored were from an incorrect version. I believe this is because of a complication of the RPGMaker MV save process conflicting with code repository software. While playing the game, I discovered many previously fixed bugs had re-manifested. Since I was already working on it, I corrected any new bugs and added content to improve the game experience.

DLC Changes


Official Sound Track


  • Converted OST DLC to Steam Soundtrack

Strategy Guide


  • Updated to include all 2.0.0 new content and balance changes
  • Added never before seen character and world sections!

Vale of Myth Changes (Demo and Full game)


Critical Fixes


  • Fixed 5 crashes and 11 soft locks:
  • DrawGauge override crash
  • Disease damage calculation crash
  • Kronos filename crash
  • Rare Crash due to Bleed and Poison states attempting to apply undefined damage
  • Empty Bestiary crash
  • Cave of the Dead soft lock
  • Potential soft lock: player takes gondola to isolated area in Venice and does not have enough Gold for return trip
  • Temporal Rift teleport soft lock
  • World Map soft lock: Moving between West and East Cave of the Dead nodes caused displacement resulting in soft lock
  • Whispering Falls Priest soft lock
  • Potential soft lock: Player positions themselves in a position that prevents Daron moving
  • Soft lock: After meeting Daron, the player leaves the Old Monastery. They are then unable to enter, as the blank Daron event "consumes" the action button event
  • Potential soft lock: Eiffel's Shadow Inn event, Francis, Eve, and Hibiki could be pushed into positions preventing their movement
  • Soft lock: Save and load right after battling Death
  • Soft lock: Returning to Dying Wastes from Secluded Cave did not reset puzzle
  • Soft lock: Refusal to go past point of no return locked player out of end-game
  • Reduced Santa Compana Victim sight range by one, player no longer visible from off-screen
  • Fixed demo not having an ending event
  • Corrected a few important characters all using the same sprites

New Content


  • Added completely new World Map for Golgotha
  • Player can freely enter and leave Golgotha in New Game+
  • Ame Morte is a separate World Map node and visually changes after the events on the ship
  • Added Temporal Rift World Map location
  • Player visibly teleports in and out of rifts on World Map
  • Exiting the Temporal Rift via the south teleport takes player to the World Map
  • Added new terms: Eternal Curse, Eternal Death, King Edward I, Hammer of the Scots, Rift, Rift Storm, Rigor mortis, Rolf, Otto, and Welsh War
  • Restored feature: Gaea becomes more friendly to the player over the course of the game

New Graphics


  • New Silver element icon
  • New weapon type Sling for Francis
  • Flying enemies now visibly fly and have Flying status effect
  • Five new battle backgrounds for Golgotha, replacing the previous one
  • Doubled enemy encounter combinations and variety
  • Increased human enemy variety and weapon variety
New Enemies!
  • Wild Mutt (Toledo Prison)
  • Nain Rogue (Toledo Mines)
  • Red Cap (Clock Tower)
  • Bloody Bones (Clock Tower)
  • Beast of Gvaudan (Valle dei Setti Morti)
New Battlers!
  • Garbhan (more muscular, corrected beard)
  • Batavia (no eye pupils)
  • Far Liath (palette swap of imp-default-2.png by HiddenOne)
  • Mr. S.
  • Strix
New Palette Swaps!
  • Anachronox (Announcer)
  • Barrow-wight (Jack O' Lantern)
  • Beast of Gvaudan (Crazed Wolf)
  • Bloody Bones (Jack O' Lantern)
  • Desecrator (Lou Carcohl)
  • Dip (Crazed Wolf)
  • Drude (The Shackled)
  • Enraged Boar (Ankou)
  • Fear Doirche (Cuegle)
  • Lost Soul (Tortured Soul)
  • Nain Rogue (Far Laith)
  • Phantasm (Announcer)
  • Red Cap (Lutin)
  • Sirena Chilota (Lamia)
  • Watcher (Harvester)
  • Wild Mutt (Crazed Wolf)
  • Yuxa (Lamia)

Scene Changes


  • When changing locations during a story event, player always goes to World Map
  • Overhauled big story scene on the Ame Morte
  • Improved story scene in Whispering Falls tavern where heroes are drugged
  • Added new event where you can talk to Spanish carpenter from across the broken bridge
  • Made it obvious that Bosque goes through the Cave of the Dead before the player
  • Changed Cave of the Dead scenes to focus around hero motivation for going through cave
  • Expanded Daron confrontation scene
  • Eve and Hibiki now visibly fight each other in Notre Dame Cathedral
  • Eve's scene in Eiffel's Shadow now differs based on whether player spoke to her before the scene
  • Fixed sequence with Daron guarding Old Monastery: doors open and close properly, Daron fades out when entering Monastery and fades in when leaving Monastery
  • Monks and Bandits now visibly "fight"
  • Fixed timing issues during Monastery Attack scene
  • Monastery doors remain ajar during the battle scene
  • Expanded dialogue if player talks to Hibiki before the speaking to Francis in Eiffels Shadow Inn
  • Added a scene if player talks to Eve before speaking to Francis in Eiffels Shadow Inn
  • Improved scene when player tries to open palace doors to involve the guards
  • Fatigue of characters in Cave of the Dead and Paris Messenger is now indicated
  • Added events for player examining pianos
  • Monk and guards respond differently after assassin runs out of Notre Dame Cathedral
  • Clarified Father Pierre recognizing the bird as a sudden aside
  • Player can speak to Crypt Guardians and they leave rubble behind after dying
  • Garbhan jumping into the pit looks nicer (all pits look nicer)
  • End credits are cleaner, headings are more clearly visible

New Items


  • New Quicksilver and Holy Grenade items (Holy Water thrown at enemies to deal Holy damage)
  • Greek Fire, Quick Lime, Quicksilver, and Holy Grenade added to most item shops
New Weapons!
  • Arbalest (Crossbow)
  • Bizen Osafune (Katana)
  • Brandistock (Spear)
  • Cerulean Dragon Spear (Spear)
  • Cloich Tabaill (Sling)
  • Gae Bulg (Spear)
  • Hou Yi (Bow)
  • Laminate Bow (Bow)
  • Self Bow (Bow)
  • Ranseur (Spear)
  • Repeating Crossbow (Crossbow)
  • Vampire Slayer (Crossbow)
  • War Scythe (Spear)
  • Zweihander (Two-handed sword)

Map Changes


  • All interior and exterior maps cast shadows
  • Towers, tables, and beds cast shadows
  • Updated all Rest Area maps (some no longer visually matched their corresponding maps)
  • Overhauled Clock Tower it looks much better
  • Fixed footstep sound inconsistencies in Venice
  • Balconies are now consistently in shadow that covers players and objects present on balconies
  • Venice Warehouse Back Alley is cast in dark shadows
  • A new house is open near Toledo

New Secrets / Chests


Added new secrets and chests for players to find!

Quality of Life


    Secret / Chests Tracking
  • All locations with chests and secrets have a World Map for chest/secret tracking
  • Split Golgotha chest and secret handling, counts and totals into separate ones per Golgotha region
  • Corrected secret / chests tracking maximums
  • Secret passage did not update secrets found counter
  • Finding Smuggling Den counts as finding a secret
User Feedback
  • Steam achievement descriptions and conditions are now more accurate and more fair
  • Updated and tightened Steam stats
  • Weapons, Armor, Shields, and Relics have new descriptions that include information such as block rate and handedness
  • Keepsakes include icons in their description for who can equip them
  • Food displays restorative effects in the same format as healing items
  • Crushing, Piercing, Slashing, Ranged, and Silvered resistances are in Status Menu under Physical heading
  • Physical element rate is now the average of Crushing, Piercing, Slashing, Ranged, and Silvered resistances
  • In-battle Status menu changes:
  • Cleaned up presentation of In-battle Status menu
  • Stealth effects show the text HIDDEN in the blue bar when the player is hiding
  • Added a dozen Gaea hints to mazes and puzzles that did not already have hints
  • Player warned before leaving Ame Morte and again if they have not found all chests and secrets
  • Building raft to cross Valle Dei Setti Morti reminds player if they have not gone through Catacombs
  • Cleaned up Bestiary
  • Slimes have their own watery damage noise
  • Swamp Creatures regenerate
  • New key item Iron Key, dropped by Mr. S.
  • Devil's Cemetery only unlocks after completing the Catacombs (less confusing)
  • Monastery Cloister entrances are more obvious
  • Small cave entrances/exits are more clearly visible
  • Updated help to include Console Log and Brightness options under Accessibility
  • Scrolling text moves more slowly by default to be more accessible (hold OK to speed up)
  • Books in the Monster Hunter's Guild make open and closed sounds
  • Player can unlock Crew Quarters gates (from above) in Ame Morte to speed up search for treasure
  • Improved skill icon variety to better reflect abilities and rages
  • Corrected Debilitating Strike icons
The Temporal Rift
  • Players can speak to the Spirit of Time in the Temporal Rift
  • Selecting Correct Timeline updates World Map chest and secret counters, and auto-sets Gaea affection level
  • Selecting Change Titles then Correct Titles unlocks any Titles and Achievements players meet the criteria for but did not receive due to earlier bugs
  • Selecting Change Titles then Reset Titles allows players to reset all their Titles
  • Warrior, Hero, and Exemplar Titles unlock at any number of battles greater than or equal to threshold value

Balance


Titles were almost single-handedly destroying game balance.
  • Player is fully healed between Tarasque and Kornikaned boss battles
  • Players can buy items during the monastery attack in the Chapter Room upstairs
  • Player now receives 1 automatic level-up during the Cave of The Dead events
  • Halved stealth mini game penalties
  • Overhauled Title stat. bonus tracking, the old implementation was inflating stats (especially Accuracy, Critical Rate, and Evasion) to absurd degrees
  • The intended stat. distribution is roughly one half of what it was previously due to these bugs
Magic is completely re-balanced to be the primary threat of combat.
  • Since heroes do not yet have access to elemental attacks, grenades are important in battle
  • Added more grenade variety to attack enemy elemental weaknesses
  • New magic damage and grenade damage formulas
  • All gazes, touches, and magic spells now cause damage
  • Garbhan and Daron each have one more Silvered weapon
Hero Changes
  • Garbhans M. Attack stat. is no longer useless
  • Recalculated all hero stat. progressions
  • All stat. progressions curve to make more interesting level up increments
  • Hero physical attacks are now much more competitive
  • All M. Attack stat. progression is more effective
  • Francis joins the party at level 4 instead of level 3
  • Heroes are weak to at least one of Crushing, Piercing, or Slashing and strong to the others
  • All hero skills now make use of these different Physical sub-elements
  • All heroes now receive better weapons at a more frequent pace
  • Rebalanced Eves skills, her damage modifiers were too high
  • Francis learns Rebirth Requiem and Lullaby earlier to mitigate Rage and recover from instant-kills
  • All heroes now have primary and secondary resistances: Daron is immune to Paralysis, Eve is immune to Confusion, Eve has a 25% resistance to Infatuate
  • Garbhan now uses his Backhand counterattack!
Elemental Changes
  • Added Crushing, Slashing, Piercing, Ranged, and Silvered elements as secondary Physical elements
  • Skills use Crushing, Piercing, Slashing, and Ranged instead of Physical
Enemy Changes
  • Skills dealing potent Status Ailments now have cool downs to prevent AI spamming those skills
  • All enemies (except bugs) have a chance of dropping something
  • Kronos uses mid-tier Channeling magic to be more of a challenge
  • Adjusted HP, P. Attack, P. Defense, M. Attack, and M. Defense stats. for all enemies
  • Removed a few annoying enemy encounters
  • Garguiem must be hit with Fire to remove its Blood of The Fallen regeneration
  • All enemy hit rates slightly increased, evasion rates for enemies capped at +3%
  • All flying enemies receive a +1% evasion boost
  • All large enemies now have evasion penalties
  • Bosses fleeing battle now give EXP and Gold rewards
  • Re-balanced all enemy encounters
Status Ailment Changes
  • Attack Up/Down and Defense Up/Down now affect both P. Attack and M. Attack and P. Defense and M. Defense, respectively. Before it was just P. Attack and P. Defense stats.
  • Flying status effect now weak to Wind and Ranged, resists Earth
  • Stun increases weakness to Crushing, Piercing, Slashing, and Ranged elements
  • Berserk decreases M. Attack by 20%
  • Bleed damage is 4x higher than it was previously, with minimum 12 damage
  • Bleed damage increases each turn; it was incorrectly decreasing each turn previously. It caps out at 1/3 of original damage dealt (or 12, whichever is greater)
  • Bleed now lasts 3 turns instead of 4
  • Poison is now applied even on attacks doing no damage, and Poison damage doesnt vary
  • Aflame now does more damage per turn
  • When in the Back Row all elemental damage is reduced by 25%
  • Two-handed Swords, Axes, and Hammers are Crushing element
  • Spears are Piercing element
  • Katanas and Swords (slashing) are Slashing element
Item Changes
  • Naan restores 15% HP and MP instead of 40% HP, and costs less
  • Shish kabobs restore 40% HP instead of 65% HP
Equipment Changes
  • Weapons give both P. Attack and M. Attack
  • Armor gives higher M. Defense
  • Magic Evasion is now a thing and is modified by all things modifying Physical Evasion
  • Heavy Armor now offers slightly higher M. Defense than lighter armors
  • Armor gives a small boost to Crushing, Piercing, Slashing, and Ranged resistances
  • Some armor gives a small boost to Spirit, Evil, and Holy resistances
  • Capes, cloaks, and furs give a small boost to Wind and Water resistances
  • Some armor gives small boost to Max HP
  • Evil accessories give a penalty to Spirit and Evil resistances
  • Re-balanced Katana, Sword, and Spear damage
  • Daggers and Swords replaced with Bows and Spears respectively
  • Halved Accuracy penalties for Hammers and Axes
  • Spears now give an Accuracy bonus of +3% instead of +5%
  • Tower Shields now slightly reduce evasion
  • Luck is modified by more accessories
  • Garbhan's Claymore gives +2% Accuracy (constant use of weapon)
  • Kodachi (a self-defense weapon) gives +10% Counter Rate
  • Atlatl has +2% Accuracy
  • Hand Crossbow Accuracy penalty reduced to -5%
  • Dutch Custom Accuracy penalty reduced to -15%
  • Hurricane Accuracy penalty reduced to -12%
  • Targe now increases Counter Rate by +5%
  • Daron's starting shield is now a Crest Shield, not a Kite Shield
  • Sheltering merchant gives a Kite Shield
  • Fixed weapon pricing (Bows, Spears)
Re-balanced elemental strengths and weaknesses for all monsters
  • Enemies are weak to one of Crushing, Piercing, Slashing, or Ranged and strong to the others
  • Revised Holy, Silvered, and Evil resistances for all enemies
  • Enemies and heroes all take 100% damage from Spirit (instead of 80%)
  • Enemies have a max. of 3 Physical/elemental weaknesses
  • Enemy maximum elemental weakness capped at 120%
  • Enemy maximum elemental resistance capped at 40%
  • Skeleton monsters no longer susceptible to Bleeding status ailment
  • Apparitions (ghosts) take 80% damage from Sound due to lack of ears
  • Insects take only 40% damage from Sound due to their lack of ears
  • All undead enemies take half damage from Leech attacks (HP Drain)
  • Fire element effective on half as many creatures
  • Evil enemies weak to Holy, Leech and Spirit enemies weak to Silvered
Rage Changes
  • Status Ailments inflict more Rage damage (reduce Rage)
  • Death reduces Rage by 50%
  • Needle Barrage skill is now a Rage skill
  • Bar Brawl skill is now a Rage skill learnt at level 15
  • Challenge skill is now a Rage skill learnt at level 20
Trained skills changes
  • Max HP boost is reduced to a maximum of 150
  • Max MP boost is slightly less
  • Learning related skills (i.e. Savage Blows I, Savage Blows II) gives a better bonus for each level learnt (previously all bonuses were equal)
Nerfs
  • Reduced Passive Skill bonuses (they were too high)
  • Most elemental resistances are half their earlier values
  • All skills with a chance of causing instant death are reduced by more than 50%
  • All bard songs cost more MP
  • Iainuki skill is now a Technique skill
  • Iainuki skill is slightly less powerful
  • Daron learns a weaker version of Challenge called Javelin that he can use at any time
  • Darons One-Two Rage was dealing 1.5 x3 damage, balanced to 0.8 x3 damage
  • In exchange for hitting all enemies, Wailing Shriek can no longer crit. and has a 35% variance
  • Shut Up skill requires 8 RG
  • Firebrand MP Cost increased by 2 MP
  • Barrow-wight and Drude enemies given new weaknesses
  • Now You See Me skill requires 5 RG, does slightly more damage
  • I'm Angry Now skill requires 5 RG, and does not give RG
  • Backstab cannot cause instant death (attack is too frequent)
  • Wrench 2 slightly nerfed to +3% Bleeding chance
  • Nerfed Weapon Mastery states to each give +1% Critical Rate
  • Exorcist II state nerfed to +5% Evil resistance
  • Nerfed Pharmacology Rate to maximum of +15%
Blocking
  • All magic attacks except for Earthquake can be blocked
  • Throat Slit, Assassinate, and other back-stab abilities can be blocked
  • Mug can be blocked (but not Steal)
  • Leech attacks (i.e. Life Drain) cannot be blocked

Bug Fixes


  • Removed stealth mini game from Ame Morte due to lack of stability
  • Ranged weapons can target the front and back row again
  • Certain skills like Slander can select any target regardless of weapon equipped
  • Riddle in Royal Crypt did not show because of an off-by-one bug
  • Riddle solution in Royal Crypt was not checking for the correct answer
  • Fixed player immediately warping away from Temporal Rift secret area
  • Turn Order Gauge is back on the right side of battle, so it does not cover the Battle Log
  • Giving Back side-quest had wrong icon for category
  • Moved badger animal so as not to block player in Cliff Crossing map
  • Blootered banter no longer happens when player approaches Old Monastery, as it tends to run alongside the meeting Daron scene
  • Game now auto-saves when player boards Ame Morte
  • Game now auto-saves when Eve joins the party
  • Fixed bug where requirements for Good Samaritan and Legend titles were reversed
  • Axes, Crossbows, and Maces are all visible in combat animation again
  • Grenades are now visibly thrown at enemies again
  • Enemies no longer thrust their weapons when throwing a Grenade
  • Rabbit Punch animation no longer shows enemies using their weapons
  • Jete de Rose now has the Infatuate icon instead of the healing icon
  • Siegfried joins party at full HP and MP

Continuity Fixes


  • Some time change calls did not set day period flag, which resulted in incorrect screen tints for time of day
  • Fixed annoying bug where Treasury and Elixir banters would play every time instead of once
  • Ghost achievement check moved to earlier in the caves, where it would make more sense to achieve
  • Bosque and Hibiki flee in first encounter instead of collapsing
  • Gaea puzzle hints did not reset when leaving a puzzle area, leading to incorrect hints
  • Gaea hints were set to check for the wrong variable and so did not progress as intended
  • Eve starts with Kotetsu and Iron Wristlet, not Kotetsu and Goksted (Kotetsu is two-handed)
  • Player's speed no longer set to unbearably slow after completing Chase Mini game
  • Sounds of battle persist when bandit attack starts and get louder the closer to battle the player gets
  • Caravan map transitioned player to Cave of The Dead instead of Cave of the Dead (Trade Route)
  • Sailor cleaning cannon in Ame Morte Left Battery did not turn towards player when spotting them
  • Map transition from inside cloister that took player from monastery (aftermath) to monastery (raid)
  • Adjusted Will O' Wisps to more clearly mark the way through the Valle dei Setti Morti swamp
  • Changed some Will O' Wisps to red instead of blue based on whether they help or hinder the player
  • Minor sequence break in Cave of the Dead where player could skip intro scene
  • An area of the Ascension Caves was inaccessible from the Path of Ascension
  • Knocked out guard in Paris stayed "knocked out" indefinitely
  • Merchants in the Old Monastery refer to Father Pierre's passing
  • Francis no longer incorrectly refers to his parents as a "painter and a musician." They are, as they later introduce themselves, "a harpist and a singer.
  • Fixed sequence break where player could skip meeting Francis at the Eiffels Shadow Inn
  • If player talks to Francis' family while Francis is at the Inn, they now respond appropriately
  • Hibiki now speaks to the Tavern keeper
  • Elixir banter checks to see if Francis is present before speaking his lines
  • Lots of Chests banter checks if Daron is in the party before saying his lines
  • Eve comments during the Treasury, Lots of Chests, Lots of Secrets banters if in the party
  • Francis comments during Scars banter
  • Daron reveals he was an orphan in the Daron's Parents banter
  • Expanded Worried about Eve banter
  • Dialogue changed after heroes escape the Santa Compana to show they are out of breath
  • Eve meetings changed to avoid repeating introductions
  • Fixed a tiny sequence break where recommended level for player would not update in the mines
  • Swamp Creatures always attack player from behind as intended
  • Removed sequence-break where you could complete the Smuggling Ring quest without fighting Mr. S.
  • Fixed a tiny sequence break where Garbhan mentions Father Pierre without meeting him if player walks to the Cave of The Dead entrance at night and tries to search it
  • Whispering Falls blacksmith did not recognize when Kornikaned died
  • Footstep sounds were not consistent in Venice
  • Game did not recognize player had found the Hermit Blacksmith before accepting Hermit in the Big City
  • If the player first enters a Holy Circle as Siegfried, Siegfried explains the Holy Circles. Otherwise, they are explained by Garbhan
  • Barkeep is no longer in Toledo Prison before the jail sequence
  • Player can interact with locked cell doors in Toledo Prison before jail sequence

Context Fixes


  • Player could bypass guard/priest blocking Connards room before completing Exorcist Needed side-quest
  • Player could push guard protecting Toledo cathedral away from the doors
  • Player could push Clock Tower guard to access the door behind him
  • Player could push switch in Dying Wastes
  • Watchers start battle on contact
  • Opening Paris treasury door increments Paris Secrets Found counter
  • All chests in Whispering Falls increment Whispering Falls Chests Found counter
  • Solving Clock Tower puzzle increments Clock Tower Secrets Found counter
  • Corrected discrepancy between two Raft Check events in Tranquil Shore (Valle dei Setti Morti)
  • Player can interact with Venetian tavern keeper again
  • Player can report killing the Desecrator to the Parisian guard after reporting killing the Grave Robbers
  • Eve, Hibiki, and the Innkeeper in Eiffels Shadow Inn increment towards talking to all NPCs
  • Widow in Whispering Falls had no dialogue (after Hacinas Festival) due to two reversed parameters
  • Kid in Whispering Falls (after Hacinas Festival) had no dialogue due to two reversed parameters
  • Riding Gondola back from Warehouse Back Alley and Smuggler's Den would cause the Gondolier to allow player to pay to travel to their current location
  • If player refuses to help the Shade in the Dying Temple, they can still help it later
  • If player helps the Shade in the Dying Temple, it no longer turns to bone after finding the Seer's Eye
  • If player approaches Father Pierre from the side, he would not adjust to face player
  • Player could not talk to injured guard outside monastery gates
  • Ame Morte guards no longer make monster scream when spotting player
  • Made hiding spot near rotating Santa Compana Victim more obvious
  • Talking to Innkeeper directly resulted in an incomplete tavern choice
  • Fixed bug where Father Jean-Phillippe would appear after the exorcism but not say anything
  • Added sound to book events that were incorrectly missing them
  • Corrected hundreds of events using incorrect context icons
  • Interior doors display the "hand" context icon instead of the "container" icon
  • Context icons for all chests and bodies differ based on if they are empty or not
  • Entities in Temporal Rift are now context sensitive
  • Fixed context prompt overlaying two dialogues when examining paintings in Francis' home
  • Caravan corpses displayed wrong context info
  • Doors in Toledo (West Outskirts) displayed wrong context info
  • Clock Tower guard did not show context information
  • A bookcase in Eiffels Shadow Inn did not have context icon display for it
  • Fixed bug where player could not speak to monk over counter
  • Fixed minor bug where context prompts did not hide during the entire conversation with Old Monk A
  • A Cook in the Ame Morte Crew Quarters had a typo in his context info

Bestiary Bug Fixes


  • Kill requirements reduced from 9 to 5 for normal enemies, 9 to 3 for elite enemies, and 1 for bosses
  • Fixed Bestiary entries exceeding Bestiary description window
  • Killing Bosque unlocks both his Bestiary entries
  • Killing Assassin unlocks both his Bestiary entries
  • Swamp Creature entry fully unlocks after beating them
  • Swamp Creature max kill count corrected from 5 to 4
  • Removed 2 empty entries preventing players from completing the Bestiary

Quest Tracking Bug Fixes


  • Cursed Ring and Strike Breaker quests no longer count towards helping Toledo
  • Fixed bug where side-quest location count could potentially overwrite
  • Team Player Title now checks every time a Banter plays (previously it only checked at camp)
  • Bandit quest now counts towards Toledo quest count when completed in Old Monastery (Upgraded)
  • Woman greeting player outside Francis' home only greets the player when they exit the main door (previously they could also trigger the scene by exiting onto the balcony)
  • Francis Inspire Me quest now triggers properly
  • Player cannot bypass Crypt Guardian fight
  • Whispering Falls Carpenter no longer gives her quest reward (a Flamberge) multiple times
  • Irma no longer gives her quest reward multiple times
  • Captain Guerino no longer offers to get a drink with Garbhan if the player is in the middle of the Smuggling Ring quest
  • Captain Guerino no longer gives her quest reward multiple times
  • Devilbane did not add to player inventory after beating Jack O' Lantern
  • Player can no longer collect golden chest in Wretched Mines without fighting Man Eaters
  • Bloodhound, Cat-Saviour, Charmer, Exorcist, Haggler, Sleuth, and Resourceful Titles did not unlock due to incorrect casing of one letter
  • Requirements for Legend achievement reduced by 1 (it was counting the Cursed Ring quest, which is incomplete)
  • Warlord Title is now checked every time a party member joins
  • Fixed bugs with quest completion tracking for 21 quests
  • Less quests are needed for Toledo, Paris, and Whispering Falls Titles

Small Visual and Clipping Glitch Fixes


  • Fixed many clipping issues in the Clock Tower
  • Fixed minor clipping issues in Hill of Despair
  • Fixed clipping issues in Cave of the Dead
  • A patrolling Victim could get stuck so the player could not complete the section unseen
  • Fixed minor clipping issues in Toledo Graveyard
  • Player and enemy troops now horizontally align
  • Monastery doors did not stay open when reloading a save outside the monastery during the bandit attack
  • Monastery doors would try to close and fully reopen while partially open
  • Unnamed Bandit C did not turn back towards Daron after Bosque bursts through the monastery doors
  • Christina no longer shows an angry emote towards her date after leaving the Waters Edge Pub
  • Legion appeared from the pit using an old sprite
  • Caravan guards no longer move randomly to avoid a glitch where guards become invisible
  • Bridge glitches in Cave of the Dead maps
  • Visual glitches in Hidden Cove, Monastery, Whispering Falls, and Kornikaned Lair due to clipping settings
  • Visual glitch with Mine Cart in Toledo Mines
  • Hidden Cove lever was originally set to the wrong setting, so it did not appear to change when first pulled
  • Elevator visual glitch in mines
  • Shadow glitches in Paris
  • One-pixel animation glitch for Tortured Soul
  • Body in Kornikaned Caves changed appearance when interacted with
  • Adjusted Golgotha Campsite to correct minor alignment bug
  • Camille has her stepping animation on like the Mayor and Maid in the Mayor's Manor
  • Big mine entrances on second floor of Toledo Mines
  • Shadow glitches in Old Trade Route map
  • Placed black backing behind cliff tiles so they do not show little white bits when repeatedly layered
  • One armor icon was incorrect

    Name Changes


  • Wind Blast renamed Tempest
  • Culebre's Head key item renamed Culebres Head
  • Ship Ticket key item renamed Ame Morte Ticket
  • Jail Key key item renamed Toledo Jail Key
  • Holy Avenger renamed Devilbane
  • Hammer weapon type renamed Flail
  • Metal Wristlet renamed Iron Wristlet
  • Attack renamed P. Attack
  • Defense renamed P. Defense
  • Castle of London corrected to Westminster Castle (historically correct)
  • Broad Sword corrected to Long Sword (broad sword is an ambiguous term)
  • Chi Heal renamed Chakra
  • Horrible Precision renamed Stygian Senbon
  • Needle Barrage renamed Senbon Salvo
  • Inner Strength renamed Resolve
  • Spirit Purge renamed Meditate
  • References to Chi renamed Ki
  • Fixed all references to "Tramboline," how tired was I when I wrote that!
  • Jacopo no longer refers to his reward as his old hunting bow (it is now a Sling) Many, many spelling and grammar Fixes


    [ 2020-09-06 23:12:30 CET ] [ Original post ]

  • Res Judicata: Vale of Myth
    Blue Booth Studios Developer
    Blue Booth Studios Publisher
    2017-09-29 Release
    Game News Posts: 33
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    No user reviews (0 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • Res Judicata: Vale of Myth Linux x64 Content [634.53 M]
    • Res Judicata: Vale of Myth Linux x86 Content [641.21 M]
    Available DLCs:
    • Add Map Pictures
    • Res Judicata: Vale of Myth - Strategy Guide
    Game is not tagged as available on Linux on Steam.
    Linux is not in the OS list.
    NOTE: Customer Transparency - Res Judicata is split into two arcs, which will be sold individually. This game, "Vale of Myth," is the first arc. Due to high development costs, the second arc will only be developed if the first is successful.

    "It all started with a drunken bet - kill the Culebre and make a sack of gold. After being swindled out of the prize money, things got heated fast. Now Garbhan, a Scottish Highlander, and Francis, a bard notorious for his inability to sing, reluctantly depart on a journey together."

    Overview


    Res Judicata, or RJ for short, is a 2D comical JRPG, set in an alternate-history Earth in 1315 AD, shortly after the Pope dissolves the Templar Order. Blending the best aspects of western and eastern RPGs and boasting an average playtime of 20 - 30 hours; RJ showcases mythologies, locations and cultures around the globe! Those tired of playing pest-control will be thrilled to hear there are no rats, bats, or orcs here; Vale of Myth's bestiary is a collection of hand-picked mythological creatures from many cultures. New to JRPGs? No problem! RJ encourages new players with a number of accessibility, difficulty, help, and save options. Take on the role of Garbhan, Scottish Highlander, as he battles (and drinks) his way across the old world. During his journey, Garbhan will join forces with three dysfunctional companions, including Francis, a bard notorious for his utter lack of singing talent, and Daron, a chivalrous ex-knight notorious for his skirt-chasing. Find a trove of hidden treasures and secrets and unravel the mystery of powers interested in these odd heroes, why spirit travel with them, and why ancient evils stir once more!

    Complex Characters


    Each hero and villain in Res Judicata has a history, parents, full name and age, nationality, area of study, religion, job, elemental affinity, unique skill tree, and birthplace. Each of them have carefully chosen, symbolic names. Many carry physical and mental scars, deep motivations for their actions and conflicting emotions. They laugh, tease one another, have candid moments, lose their tempers, and cry. These individuals attempt to work together in teams and open up to their comrades, while attempting to protect their secrets. That's not all though, each location you can visit also has a history, and people in locations will react to in-world events.

    "Real-Worldish" Regions

    Res Judicata takes place in an alternate-universe Earth in 1315 AD (stated earlier); as such, expect to travel to a number of real-world locations, like Venice, Toledo and Paris. These locations are strictly inspired by reality, with game-play and exploration as primary factors, and do not represent an accurate depiction of anyone, anyplace, or anything. Deal with (interpretations of) historical figures, mythological events, spiritual concepts, and political intrigue.

    Exploration Extravaganza

    Res Judicata is full of secrets! Track how thoroughly a location has been explored on the World Map, which tracks all chests and secrets found on a per-location basis. Beyond the typical fare, some secrets unlock entire new playable areas, and a number hide grisly secrets. Care has been taken to allow players to journey to previous locations throughout most of the game.

    Deep Dialogue

    There's one guard who says "Welcome to Toledo," and if you talk to the right man, you'll find out why that guard says that. Each location has its own concerns and rumors, and changes the player makes in one location can affect dialogue and events elsewhere. Tired of NPCs who never acknowledge when you took care of their problems? In Res Judicata, most (if not all) NPCs react to any concerns of theirs you address. Speaking of concerns, many people in Res Judicata need the help of a competent adventurer like yourself. Beyond sweet loot, some will also teach new skills or resistances.

    Strategic Battle


    Res Judicata, while story-heavy, has been carefully formed to make plenty of room for exploration and battle. Apart from traps, and cunning adversaries, the old world is full of monsters, demons, and ghosts. Upgrade equipment, cross-train heroes, unlock titles (achievements) for passive boosts, and make careful use of both skills and items to bring out the full potential of each warrior.

    Player Friendly

    Great care has been taken to polish every inch of Res Judicata. Whether it's crabs scuttling around on the beach, auto-save, or closed-captioning, Res Judicata has you covered. Players looking for quick-action will appreciate the amount of world-lore available only through exploration, skippable skits, and easier puzzle difficulties. Forgetful players are helped by auto-saves and visual save-point reminders. Those with accessibility concerns will appreciate closed-captioning, screen flash disabling options, and color-blind friendly damage numbers.

    Don't understand an in-game term? Just press a button for a quick explanation without interrupting dialogue flow. Each element of the in-game HUD can be toggled. Those stealth sequences you personally hate? They can be skipped. In a hurry? Increase the speed of dialogue and events by holding [OK].

    Consumer Friendly

    We've paid and done the legwork for both ESRB and PEGI scores, so that consumers will know what they're getting into. Free fully-permissive streaming, review, and transitive work permissions are explicitly stated in our own EULA. Our products will never feature micro-transactions, we don't delete feedback (good or bad), and we will actively work with consumers to iron out any technical difficulties they may encounter.

    Features

    • Explore interpretations of real-world locations, monsters and myths!
    • Strong multi-layered story with complex characters and motives!
    • 16-bit art with post-processing lighting and procedural fog!
    • Beautiful soundtrack combining strong melodies with indigenous instruments!
    • Multiple combat, and puzzle difficulties and optional iron-man mode!
    • Closed-captioning, toggle screen flashes, color-blind friendly damage numbers, and context sensitivity popup accessibility features!
    • Supports keyboard, mouse (menus), and game-pad, with fully-rebindable controls!
    • Player friendly; full in-game help manual, pop-up term explanation, quest log and hint systems*!
    • Never forget to save with auto-save, save points, and manual save anywhere!
    • Battle against 68 different monsters and fiendish bosses!
    • Customize heroes by learning trained skills!
    • Achievements contribute bonuses to heroes!

    *RJ was originally planned to also include a quick-retry system, but due to complications with the monster encounter system, it had to be cut.

    Still Have Questions?

    We're really proud of Res Judicata: Vale of Myth. We welcome any questions, comments, and feedback regardless of whether you've bought our game.

    GAMEBILLET

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