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New Education & Retirement System & GOLD!! - EA 2024.11.14

Hey settlers, Our biggest update yet is here, and were celebrating with our largest sale ever25% off! This patch introduces the new education system and plenty more: New Education System:

  • Guild House: Build this new structure to unlock education for children and adults.
  • Apprenticeships: Young villagers can now learn trades by visiting production buildings and supporting workers, making them more efficient in higher-tier buildings after training.
  • Child Policy: Control the percentage of young villagers through the guild house.

Gold & Economy:
  • Gold Mines and Ores: Extract gold to produce valuable gold bars.
  • Treasury Building: Mint gold coins to enrich your villages economy.

Retirement System:
  • Added a new retirement need at Tier 7 for humans.
  • Balanced human aging so children age three times and adults twice the normal speed, reaching 60 in 28 in-game years.

Other Notable Additions:
  • New effects added: Cursed, Energetic, Depressed, Excited.
  • Improved diplomacy and tooltip layouts for better gameplay.
  • New map transition option allowing only humans to pass.
  • Winter models for palm trees and many UI and editor enhancements.
Enjoy the new education system and all the updates we've packed into this release! Thank you for your continued support and feedback. Let us know what you think with a review on Steam. Your Team Kerzoven [table noborder=1] [tr] [th]
[/th] [th]
[/th] [/tr] [/table] Patch Notes 2024.11.14:
  • Guild House: Build this new structure to unlock education for children and adults.
  • Added education mechanics to the game. Childrens can now do an apprenticeship when you build a guild house and unlock the policy. Apprentices visit production places and learn how to do the craft, support the workers and visit the guild house regularly to learn more. Trained personnel work more efficiently, especially in high tier buildings.
  • Added gold mines, gold ore and gold bars to the game.
  • Added the treasury building to the game. It can mint gold coins.
  • Added a retirement system and added the need for retirement in T7 for humans.
  • Added a child policy system through the guild house to limit the percentage of young people in the village.
  • Balanced the human age progression: Children age now three times the normal speed and adults two times. So it takes 28 in game years to get 60.
  • Added T7 need for retirement.
  • Only keep one log file for modding in rotation to reduce the number of created log files when using mods.
  • The editor now uses randomized hunger, thirst, sleep etc when an animal is set. This helps to get a better initial animal balance.
  • Improved the diplomacy quest tooltip layout.
  • Added mechanic to set and unlock a custom diplomacy precondition for the scenario.
  • Added effects: Cursed, Energetic, Depressed, Excited.
  • Added more tooltips for the settings.
  • Improved the tooltip and popup panels in the main menu.
  • Fixed an issue where the world map image was not loaded from the savegame but from the internal world map.
  • Fixed a possible rare race condition where the group need is updated while the group state is updated.
  • Added option for a map transition where only humans can pass.
  • Modding: It is now possible to select a specific faction with which the player should establish diplomatic relations.
  • Improved forge navigation layout.
  • Modding: Added option to choose if you directly want to activate a diplomatic quest or not.
  • Added a more detailed description to the cesspit.
  • Added possibility to add tags to the scenario.
  • Improved the UX when assigning new people to a working place or moving them to another location.
  • Fixed icon path for Accessories.
  • Tutorial: The tutorial quest for changing the working priority and hiring or firing an employee can now be solved as well in the faction UI.
  • Editor: Directly update the animal visuals to show the correct model in the editor.
  • Editor: Set lower bound in the editor for animal fat percentage a bit higher.
  • Allow wheat to be planted on sand.
  • Isolated achievement progression task and internally locked the states to avoid conflicts.
  • Fixed a rare crash when creating the UI requests the AI description tooltip at the exact same time as the agent updating the AI jobs.
  • Fixed a rare race condition where a new entry is added to the missing path reporter the same time the state was read by the UI.
  • Fixed a potential issue with the dynamic agent fulfilment statistic data entry when data is requested for not yet initialised states.
  • The restaurant now shows the correct text for the "get preserved meat" task.
  • Improved the precondition of the weirs and charcoal burners: T3 forester or community centre counts as well.
  • Improved upgrade wrong faction filter size to not allow changing first row upgrades for other factions.
  • Added winter models for palm trees (damaged model).


[ 2024-11-14 16:20:08 CET ] [ Original post ]

The Circle of Kerzoven
Kerzoven Developer
Kerzoven Publisher
TBD Release
Game News Posts: 47
🎹🖱️Keyboard + Mouse
Very Positive (138 reviews)
Public Linux Depots:
  • [0 B]
In a deeply simulated world, every action has a reaction. Take care of your villagers, resources, production lines and the interaction with the complex environment. How much will you intervene in the course of nature? You decide.

Build Your Economy

Manage the acquisition, refinement and distribution of resources. The goods must be transported to the desired location by someone actually having the time and space to do it.

Care About Your Villagers

Manage the needs of the citizens. They are “alive” and have a specific home, workplace and broad range of needs. But animals also look for food, get thirsty, sleepy, form groups, look for social interactions, and try to find their place in nature. Even plants need water, the right temperature and try to survive.

Find Balance (Or Not)

Humans share the same space and resources with nature and influence each other. While in the beginning the influence of the humans is insignificant due to the small size, it gets more and more important when the city - and its needs - grow. Risk of extinction and risk of overpopulation may form depending on the actions of the player.

Observe The Vibrant World

The Seasons and weather affect the gameplay. Certain plants only grow in certain seasons and the temperature and weather affects the Humans, Animals, Plants, and the Environment.

Take Your Time

You set the pace. Pause the game, speed it up or slow it down whenever you want. Nature is robust, and your villagers unlock more complex needs with your progression.

Build Your Own Scenarios

Create own maps and scenarios in the editor. The whole landscape can be changed and the objects on it. Add new maps or link existing ones together to a new world. You can connect water flows and create paths for travellers.

MINIMAL SETUP
  • Processor: 2.6 GHz Dual CoreMemory: 1 GB RAM
  • Memory: 1 GB RAM
  • Graphics: 1 GB Dedicated Memory
  • Storage: 2 GB available space
RECOMMENDED SETUP
  • Processor: 3 GHz Quad CoreMemory: 1 GB RAM
  • Memory: 1 GB RAM
  • Graphics: 1 GB Dedicated Memory
  • Storage: 2 GB available space
GAMEBILLET

[ 6138 ]

1.50$ (90%)
16.39$ (53%)
0.89$ (70%)
16.99$ (15%)
8.00$ (60%)
12.74$ (15%)
0.80$ (90%)
2.69$ (73%)
8.39$ (16%)
2.99$ (93%)
8.46$ (15%)
9.87$ (67%)
1.72$ (78%)
4.15$ (79%)
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17.19$ (14%)
21.24$ (15%)
8.00$ (60%)
20.00$ (50%)
16.97$ (15%)
1.00$ (90%)
25.49$ (15%)
13.71$ (66%)
16.79$ (16%)
19.49$ (35%)
10.78$ (17%)
25.49$ (-2%)
3.26$ (84%)
13.34$ (47%)
6.96$ (83%)
GAMERSGATE

[ 3458 ]

2.55$ (83%)
28.0$ (60%)
9.0$ (75%)
14.4$ (64%)
15.74$ (37%)
0.9$ (94%)
10.49$ (48%)
5.0$ (50%)
2.0$ (60%)
2.5$ (75%)
10.58$ (47%)
2.01$ (85%)
4.25$ (79%)
11.99$ (20%)
2.64$ (91%)
1.0$ (80%)
2.0$ (90%)
2.0$ (80%)
0.85$ (91%)
2.5$ (75%)
2.55$ (83%)
6.6$ (78%)
2.25$ (85%)
5.0$ (75%)
7.49$ (63%)
3.0$ (80%)
1.9$ (81%)
1.72$ (89%)
3.33$ (76%)
1.28$ (74%)

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