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Patch v.0.8.2 More Balance changes.

Hello everyone! This patch continues with changes to improve the game balance and Act 4, as well as adding new QoL and new art for the towns. New Features: Each town in the game has new art and a specific background for each town. In addition, each building has three visual upgrade levels, which are displayed when you purchase upgrades in the Town Upgrades.
In our crusade to improve the usability and clarity of the game, we have implemented a pop-up on the health bar that will show you the pre-turn and post-turn damage received. The health bar will now show 3 new states with 3 different colors. - The dark red shows all damage received at the start of the turn. (bleed, burn, others) - If you will gain life instead of suffer damage at the start of the turn, the bar will be yellow/cream. (due to regeneration or others) - A dark green bar shows the damage you will receive at the end of the turn. (poison, others) In addition to this pop-up, a skull icon will be displayed. This shows up in the center of the health bar when a hero/monster is predicted to die at the beginning or end of their turn due to curses.
Note: keep in mind that even if you see a skull on a hero/enemy, it does not assure that they will 100% die. Other heroes/monsters can influence and vary that result (with heals or dispels for example) before their turn. Hero changes: - Thuls: Veil of Shadows - Now you can use "Skill" or "Enchantment" cards without losing Stealth. (Twice per turn) - Reginald/Ottis: Reverberation - Now reduces the highest cost "Holy Spell" in your hand by 3 until discarded. (Twice per turn) - Malukah: Yin Ritual - Now grants Regeneration to all heroes when applying Dark. - Cornelius: World in Flames (yellow) - Reduced uses to 3. (from 4) - Heiner: Shield Expert - Changed to when you play an "Attack" instead of a "Melee Attack". - Warriors: Tireless - Now makes them immune to Fatigue. We have changed some cards to have both "Defense" and "Skill" tags to open more possibilities of builds and combos with talents and items (existing and future). This also means that these cards will be valid for events that require that kind of roll types. - Warrior: Barbed Wire, Garden of Thorns, Push Forward(also changed to rare), Sharing is Caring. - Scout: Caltrops, Deflect, Disengage, Feint, Parry, Stoneskin. - Mage: Elemental Ward, Icy Veins, Mana Shield, Prismatic Shield. - Healer: Anthem of Hope, Infuse Courage. --------- - Bouncing Shield & Shield Throw - removed the "Melee Attack" tag. - Throw Bolas & Torment of Thorns - changed to "Ranged Attack" and "Skill". - Blood Feeding - changed to "Melee Attack" (from Skill). - Fan of Knives - now is "Melee Attack" and "Ranged attack". - Ice Barrier & Scroll of Defense - added "Defense" tag. --------- - Reduced the damage of Torment of Thorns (blue) to x1(from 1.5) and (yellow) to x0.6(from 1). - Changed Last Reward (Yellow & Corrupt) - now you can pick a card from your vanish pile. - Plague Shot - base cost reduced to 2(from 3), tweaked some numbers on all versions. - Whispering lies - now requires Stanza but does Mind/Shadow and applies Insane/Dark/Decay. - Rain (Yellow) - reduced charges to 1, but now is global with no vanish. - Celestial Brillance - reduced damage but added Purge. - Divine Ire - changed to deal damage based on Sanctify and increased cost. - Radiant Assault (yellow) - changed to cost 5, random target, but added damage sides. - Omen of Peril - upgrades are better but epic rarity. yellow upgrade lets you pick a "Healing Spell" from your vanish pile. Minor changes of +-1 charges on a few other card upgrades. General balance changes: - Revised and adjusted the speed of almost all enemies, especially those that had the same speed in normal mode than in madness. In general, the adjustment has been downwards. As a result, some monsters should be a little slower than before(especially in Act 1 and Act 3). - Reduced the max speed bonus gain of monsters in high madness levels to +2 (from +3) in Act 3 & 4. Note: In general, the speed of monsters should be a little slower than before, and players should feel less forced to always have a super fast hero in the party. - Slightly adjusted downwards the damage and charges of some Act 1 enemies in madeness (also affects Obelisk 9-10 first floor). - In Obelisk/Weekly Challenge, adjusted the overall mitigation (HP, Block, Shield, Regen, Heal, etc.) of monsters on the third floor. - In the Obelisk Challenge, a starting Energy bonus of +1 has been added at Obelisk level 5. Making a total of +2 from Obelisk level 8 onwards. Added the "Despair" versions for Act 1, Champions and Bosses. Some of them have only minor changes in the cards, but others have new Enchantments that will make them more interesting. Note: The "Despair" corruptor is the most difficult optional corruptor in the game, turning the game into an extra hard mode. The intention is to make it difficult, but not impossible. It will have to be balanced over time and when new Champions or changes happen, it is normal that they can be OP/unfair at the beginning. Monster changes: Minor adjustments in damage, heal done and Regeneration charges of some monsters and champions. Lancers: Holy Lance & Shadow Lance - Piercing damage is now based on Vitality(from a previous fixed amount), they will do less damage if they didn't steal any Vitality from the heroes. Also, now Holy Lance & Shadow Lance will Purge their own Vitality after used. Note: In general, Lancers won't stack Vitality forever so they will be more manegable than before. In a combat where 2 Lancers appear or in RNG combats, 2 lancers can become a real problem if left alone, and will deal a lot of damage in the Holy/Shadow Lance round (Especially in high madness). The Twins: Herald of Dawn/Dusk - reduced Vitality gain, but will now deal a bit of area damage. In Despair mode, reduced the heal of Law of Light to 2%(from 3%) and added "suffer 1 Sanctify", also increased the Shield of Law of Darkness to 11(from 8). Lord Hanshek: The Shadow Clones "Consume" no longer heals all monsters. It now only heals the most HP monster, that being generally Lord Hanshek. Lord Hanshek will use Twilight Slaughter(Pet kill) at round 3 instead of 2. Note: these two changes do not apply with the Despair corruptor and Hanshek remains as before. Removed Gravity Well(Aoe damage based on block) and replaced it with a new card "Dark Constraint". Archon Nihr: Doomsday - damage has been reduced but dispel Stealth has been added. This is to ensure that the Crucifixion card is cast on the slowest hero in the first round and you can get Martyrdom to manage Doom charges. Added "Last Dawn" card at round 13. It doubles your Sanctify and warns you that you won't see another Dawn... so, at round 16 he enters enrage and casts Apocalypse. Reduced a bit more the damage deal by Crushing Darkness based on block to x0.1(from 0,3) in normal and to x0.25(from 0.4)in madness. Note: You will need to have 1500+ block and zero planification/items in round 5 to get your tank one-shot by that card. There are lots of ways to deal with this card, the most obvious is having high resist. Other options include; adding Insane to the boss, passing the block for that round, using/disposing the block to do damage on round 4 or 5, use Stealth or Taunt to make another hero with less Block the target, use the Save It For Later healer card, etc. Reduced the base HP in normal mode to 7777Hp (from 9999). Reduced a bit the HP of the summoned Shadow Clones. Despair corruptor: Reduced back the base HP to 9999(from 10999). Lethargy/Corruption (yellow) - no longer deal x1.5 damage based on the vitality/regeneration charges, but these charges are Purged instead. Also the Insane/Poison charges applied equals x1 (from 1.5). Divine Punishment (Yellow) - target the first target randomly(instead of back). Other changes: - Added 3 new items. - Added 3 new random Champions in Act 4: Alexander, Stephen and Tayra (beware, in despair mode with the other corruptors on M16 they may be a bit overtuned). - Added the achievement for killing the last boss. - Exhaust mechanic revised. It now only increases the cost of cards that come from the draw or discard pile. Dicover cards should not be affected by exhaust. Also fixed a bug that increased the cost of cards incorrectly. - Added a less violent option to get Betty. - Overkill damage is no longer counted in the Combat Stats window. - Changed the order in which the mystic resistances are displayed - to Holy, Shadow, Mind (from Mind, Holy, Shadow) in the stats window. Fixes: - Fixed a problem with Enchantment consumption. Previously, if an Enchantment was consumed in the middle of a card being cast by a hero (f.e. while drawing cards), the game could get stuck without a chance to continue after the card finished its action. - Friendly Tadpole - Added the "Boon" tag. - Fixed a few events with the corresponding card types rolls; "Skill" for the Nezgleckt dispel check and "Song" for Andrin Altar of Songs. - When using cards with HP loss like "Life Tap" or "Martyrdoom", if you have evasion, it won't appear in the Hero preview as if you would evade that HP loss. - Poverty corruptor now works with gold adquired from loot rewards. - Fixed an issue while collecting chests in the town for Mac users. - Minor fixes here and there. That's all for now. If you like the game and you haven't done it yet. Remember to leave a review on steam, it helps us a lot. As always, thanks to all of you for your support, feedback and understanding.


[ 2022-04-08 18:53:56 CET ] [ Original post ]



Across the Obelisk
Dreamsite Games
  • Developer

  • Dreamsite Games
  • Publisher

  • 2021-04-08
  • Release

  • Strategy Singleplayer Multiplayer Coop EA
  • Tags

  • GameBillet

     8.91 /

     

     
    Game News Posts 202  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (9253 reviews)


  • Review Score

  • https://store.steampowered.com/app/1385380 
  • Steam Store



  • Linux Across the Obelisk [884.4 M]

  • Public Linux depots



    • Dynamic Deckbuilding Roguelite RPG
    • Play solo or co-op with up to three friends
    • Sixteen unlockable characters to create your party
    • +500 cards and items to choose, craft and upgrade
    • Procedural generated system intended to be highly replayable
    • Events and quests where your decisions affect how the story unfolds
    • Face powerful bosses in tactical combat

    ... would you dare to go across the obelisk?


    You can play solo or with up to three other players. Each one of you will control a hero in combat but all of you will have to work together and decide what's best for the group... will you help the farmers against a group of small fiery demons or will you search among the ashes for nice loot?


    Choose among 16 unlockable characters and form your party. Each one of them have his own cards, items, mechanics, stats and strengths... it's not the same to play with a fire wizard than a shadow mage, would you play with two healers or rather play with a damage oriented group?


    More than 500 upgradeable cards and 200 items to choose, will let you customize your heroes with different builds: poisons, bleeds, defensive skills... there are a lot of combinations that you can apply to each hero.




    Each game will be different. Take a path, fight your way through it, complete quests and the world will evolve in front of you. Lots of hidden places and mysteries to be solved await you in Across the Obelisk.

    MINIMAL SETUP
    • OS: Ubuntu 14.04 LTS
    • Processor: 2.0 GhzMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: 1Gb Video Memory. capable of OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    • Storage: 1 GB available space
    GAMEBILLET

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    GAMERSGATE

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    FANATICAL BUNDLES

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