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Patch v1.3

Patch Notes v1.3


I try to always avoid this, but sometimes it's not possible. Due to the sheer volume of code added in this patch, old character saves will not work properly, and will throw out bugs. So unfortunately I cannot hunt down any bugs reported on old characters, for that reason I would strongly recommend starting fresh. The shared stash SHOULD still work, however, relics and uniques stored there will become "legacy" items, as they have been updated with new values. Sorry for any inconvenience this has caused.

General


  • Added Volume Control for Music, Combat and Voice Overs.
  • Fully working Minimap with player location, rotation, boundary lines and zoom in/out. I am aware that some of the maps are a little off and will work to improve this over the next few patches.
  • Added sound effects to all enemies and player skills.
  • Revamped UI.
  • Escape now removes all widgets and also itself upon reuse (unfortunately the game can no longer be paused as a side effect of this).
  • Added screen blood when on low HP (can be turned off in Gameplay Options).
  • Added colour coded floating damage text.
  • Added a more pronounced camera shake to crits.
  • Added a ilvl 31 set of Items.
  • Updated Portal FX.
  • Added 6 shrines. Shrines are corrupted with the dark forces of their inhabitants. To cleanse the shrine and its buff simply kill the enemies guarding it. Buffs come in many varieties, but you may only have 1 buff at a time. You are free to swap between them, however, to do so, you must go back to reclaim the shrine to switch buffs.
  • Warbringer and Hexlord will be unavailable until the next patch. This is because I am testing the new Skill Tree system, and as it requires a significant amount of coding and therefore time, I didnt want to do all 4 classes at once, thus adding more time to the patch, and potentially having to redo it if the addition is not well received.
  • Spellblade and Elementalist have new Skill Trees and Skill Development Panels. Each skill has a panel and gains a point to be spent when you level up the skill. Each tree consists of 30 potential points spread over 4 Major Nodes (these change the way a skill functions), 4 Augment Nodes (these further enhance a Major Nodes effects), and 8 Minor Nodes (these add small buffs to the skills current values). You must put at least 1 point in a pathway to unlock the next node. Development Panels can be reset but will take the skill back to level 1.
  • Added all of Act 3. Act 3 is a non linear act, meaning that when you take a portal it could lead anywhere, potentially straight to the final zone with the Boss guarding the next Fragment piece! These zones are typically far larger than Act 1 and 2 zones and the intent is that you dont have to fully explore every zone in order to be strong enough to progress, but you are of course free to do so if you wish (extra xp never hurt anyone!).
  • Added a portal to Sanctum Sanctorum to the World Map. This zone can only be accessed at level 35+ as it is the Endgame Hub.

Bug Fixes


  • Fixed a bug that was causing skill level up damage to not always apply.
  • Fixed a bug that caused Phoenix to not correctly award Mastery Points.
  • Fixed a bug that caused Dream Weaver to not correctly award Mastery Points and drop Loot Chests.
  • R no longer casts skills at a faster rate when spam clicked.
  • Fixed death in Verdant River.
  • Lightning Orb should now level up correctly.
  • Fire Trap should now level up correctly.
  • Exiting to Main Menu should now always save correctly.
  • Fixed a bug that allowed players to deposit Class Weapons in the stash.

Balance


  • Made all of Act 1 enemies easier (less HP/Damage).
  • Further nerfs to Vipers and Shamans to bring them in line with other enemies around their level.
  • Reduced Fire Trap damage to 4-5 from 8-10 and exposed Collision Radius, Collision Frequency and Arming Delay.
  • Reduced damage to 2-3 from 3-4 on Thunderstorm.
  • Thunderstorm should now level up correctly.
  • Demon Lord acquired a new whip. This one has more range.
  • Werecrabs have larger aggro radius.
  • Adjusted Level Curve so the spike happens at 35 instead of 20.
  • Changed Iron Armour ilvl to 11 instead of 10 to keep it in line with other sets.
  • Adjusted Weapons to every 10 item levels instead of 5 levels.
  • Changed Giant Vipers attack to a projectile.
  • Reduced the effectiveness of Increased Speed by half, but it now works properly when holding down buttons to attack. So you know, swings and roundabouts.
  • Lightning Strike damage reduced to 6-9 down from 7-13.
  • Endgame has been scaled up. It now starts at level 35 and goes up to level 45. All Relics and Uniques have been scaled up to match this new threshold.
  • Tundra Blast Area of Effect reduced to 400 from 500.
  • Tundra Blast Mana Cost increased to 8 from 5.
  • Revamped Bosses to feel bossier.
  • Significantly reduced the XP required to level skills up to level 3 and then slightly reduced the XP required to level skills up to level 6, this evens out to the same amount by level 9. This change was made in conjunction with the Skill Tree Development update because it allows players to quickly level up new skills to gain their first Major Upgrade if they wish to rush to it.

Ethos Moving Forwards


I decided to split the new skill trees over 2 patches because it is a significant amount of code and I wanted to gain some feedback on it first. As with every patch I have made a concerted effort to bug test as thoroughly as it is possible for one person to do. However, this is a very large patch with a lot of changes, so if you do find bugs please post them and I will try my very best to get them resolved asap! As always thank you for the support you have shown the game thus far! Sam


[ 2020-02-01 00:51:05 CET ] [ Original post ]



Sanctum Breach
Reroll Gaming
  • Developer

  • Reroll Gaming
  • Publisher

  • 2019-12-09
  • Release

  • Indie RPG Adventure Singleplayer EA
  • Tags

  • Game News Posts 26  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Positive

    (42 reviews)


  • Review Score

  • https://store.steampowered.com/app/1194770 
  • Steam Store

  • If you would like to join the growing community on Discord then please feel free - https://discord.gg/E8Gt97d - and the roadmap for future updates can be found here - https://trello.com/b/0tHiHOjo/sanctum-breach-roadmap - hope you enjoy!

    About the game


    Sanctum Breach is a challenging top down ARPG in the vein of games such as Diablo 2, Path of Exile and Grim Dawn. It is currently in the early stages of development, however, there is still a ton of content waiting to be discovered! The game will primarily focus on Endgame content and Character Development, build versatility and replayability.

    Story


    The world is falling into disarray as the device used for millennia by the Gods, the Auxillium Porta, has been destroyed in a conflict between the Gods and their offspring, of which you are one. The gods sole purpose for the Auxillium Porta was to intervene in the ways of Man and prevent them from ultimately damning themselves and the world in which they inhabit. Now you must work to unite the shattered device. By finding its fragments scattered across the universe you hope to undo the damage your siblings wrought and carry on your Father's legacy.

    Character Development


    There are a myriad of different methods that can help you to diversify and strengthen you character. Gold can be found by killing enemies encountered on your travels and spent in the Goblin's Gift, after you complete his quest. This grants you points in Resistances and Damages.



    When you level up you gain a point to be spent in the Divinity Tree, and Ascension Ranks. The Divinity Tree has nodes for every Stat in the game. You start in the outer ring and must work your way inwards, in doing so the nodes become more powerful and the reward greater! Ascension Ranks have a selection of stats and have no spending restrictions.



    Skills can also be levelled up and gain a natural increase in Damage upon doing so. They also gain a point to be spent in their individual Skill Trees. These trees enhance the Skill in a multitude of ways, with 8 minor nodes that other various stat increases, 4 major nodes that modify the skills functionality, and then 4 augment nodes that further enhance that modification. These nodes must be unlocked sequentially.



    Items come in 8 different rarities, some of which have powerful and unique Skills associated with them. They can either modify current skills or add an effect to the character, such as "cast a Fireball on hit", or "reduce cooldown on kill".

    Endgame Content


    Endgame Content is the major focus of the game and there is a plethora to choose from, so everyone can find something they love!

    Conquests are a series of encampments with a selection of thematic enemies and a mini boss. Once they have been defeated the player will face a super boss in a 1v1 encounter. Conquests also have a random modifier applied to them, such as "immune to Fire damage".



    Mythical Trials offer a unique challenge based on the type of Mythical creature. For example in "Flight of the Phoenix" the player must hunt down the Phoenix and fight his multiple phases, after which he is reborn stronger and more deadlier than before. "Maze of the Minotaur" sees the player tracking the Minotaur down through his maze, constantly alert for his "Shadow Form", which cannot be killed, and must be evaded!



    Boss Encounters are a 1v1 fight with a Super Boss. Each boss has it's own thematic arena and drops a multitude of loot upon death, including specific Relic items!



    Arena is a series of 10 waves against a multitude of different enemies. Be careful, it's easy to become overwhelmed because each wave the enemies gain a damage and health buff!



    Endless Abyss is an endless dungeon with various tilesets and mini bosses. You can also summon up to 4 mercenaries to fight alongside you as you plunge it's depths looking for untold treasures!



    Chaotic Encounters allows the player to fight up to 3 random bosses at once in a mad scramble for chase items. The right combination can lead to wealth. The wrong combination, a shallow grave ...

    Other Features


    Some of the more prominent features in the game include:

    Playable Offline.

    Runs on Linux.

    Six distinct classes, each with access to individual class skills.

    Constant progression with 8 tiers of item rarity, finding gear improvements is always easy, even in endgame!

    Powerful items feel powerful, with unique skills tied to them.

    Each Boss has it's own loot pool with Unique items tied to them.

    Hardcore and Softcore options available.

    Leaderboards with multiple categories.

    Achievements.

    Auction House.

    Every Endgame Zone is a Roguelike.

    Notifications for item drops, level ups and quests.

    Vacuum Looting and Sell All straight from your inventory!


    Plus loads more!
    GAMEBILLET

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