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Art updates n stuff. DR4X Changelog #83 12/22/2023

Hi everyone! Surprise! I chose to create a full changelog. It mostly just includes all the updates from the recent smaller changelogs, which you might not have seen (unless you were really really interested in following my logs) as they're not directly shown on the store page. So, here it is :P

I'll see you all in a week and a half :P

Hope it doesn't break anything!
*two seconds later*
SO im still writing this and I realized I made a typo in the new dialogue in game and I already hit publish. So fixing that now...
...
...
Should be good now.

Bye lol


Changes:

-Hard counter bonuses are now +5 damage and multiply damage by 1.6 (instead of 1.5) Which makes it 8 instead of 7.5 damage at the minimum. And makes hard counters slightly more useful.
Meaning rangers with advantage will always kill the basic skeletons.

-Updated codex to reflect new numbers

-Updated pikes flag to reflect new numbers

-Updated the ancient skeleton model to make it look more resistant to arrow attacks. Also, added a comically oversized shield to it (still waiting on the 2D art, lol)

-The "dark tile" system I made for liminal tiles was WAY too janky to keep so I cut (most of) it (Might be added back in a more usable form later), to make up for this i made it harder to see 'through' the liminal tiles.

-Made some of the liminal tiles darker as they sometimes hurt the eyes

-Reduced fog and mist opacity on liminal tiles as it didnt look great

-Added new type of treasure to the liminal settings in skirmish that fits better
--Safes, in cyan and red

-Made liminal tiles less harsh on the eyes

-Remade hooligan model

He now has blood on its hands (literally) more details a beard and red eyes and more detailed hair.

-Touched up arsonist model (He has a more visible smoking implement, cooler hair , sunglasses etc)


-Touched up warrior model, they now have a differnet shape and more detail and they hold their sword properly(Like an actual professional two handed sword user) (which is also more detailed) so they look way more distinct from above.


-Touched up ranger model so they look like archers from every angle and made their bow bigger so its easier to see from a distance and gave them a quiver which you cna see from most angles.


-Strigoi bro (in both his hatted and unhatted form) now has more detail and his own model (This is to distinguish him from non-boss strigois ) He also has a different color scheme than the normal stigoi


-Heavy cavalry now looks more like it's actual unit portait with full body armor (also its horse looks more like a horse)


-Light Cavalry now looks more like his unit portait with a larger sword and a better horse and better hat and eyes.


-Cavalry archer now looks more like her unit portait and her horse also looks more like her unit portrait also she looks like an archer from every angle (so no more confusing her with the light cav)


-Updated B-a-ll-a-a-l model to look more aged

-Updated GSBTBTU model

-(And other model updates I dont remember)

-Also tweaked farm description

-Also replaced the words for resources with the resource's icons in many places

-Added liminal grocery store with accompanying name generator (it doesnt have unique art yet so just uses farm portrait)


That model will probably get more work , it was my first attempt at modeling something liminal.


But it fits the aesthetic of the noderooms tileset so.


-Robin Hood on the sherwood heroes skirmish setting now has a new look! (Portrait is till placeholder but model got an update to distiunguish him from normal rangers!
He has different eyes, a different color palette, is larger and has amore ornate "stand"


-Friar Tuck on the sherwoood heroes skirmish setting now has a new look! (Portait for him is also still placeholder), but he got an entirely unique model with a beard that still has the vague "shape" of an inqusitor.


-Inqusitors got a whole new model which brings them closer to their 2d unit portrait. I'm pretty happy with this one. They have their mask, their symbology and more detailed armor etc. Blood on their hands etc.


-The tutorial when you did the direct unconventional route where you hit the end turn button etc has been made less verbose, the dramatic pauses are faster and it moves at a much brisker pace with less popups.
(I changed this because it was bugging me when i do the unconventional route so imagine it was bugging others)

-Revised additional tutorial dialogues, applying the same principle of conciseness.

-Increased cooldown on sedlect ranger message on tutorial

-Fygrayed introduction on tutorial is now sped up and simplified if you know him already

-Fygrayed introduction on main menu is now sped up and simplified if you know him already

[The following is a rant copied from the previous smaller changelog that I felt it important to reiterate :P]

Also cleaned up the itchio page and also the game is now on sale for 5 dollars there and here for the Winter Sale!
https://untrustedlife.itch.io/dr4x
[h3]Spread the Word Far and Wide! Tell your friends, your foes, shout it out to your Mom, and let absolutely everyone you bump into know: that they should buy DR4X for the Steam/Itch Winter Sale! [/h3][h2]Help me smash my goal![/h2]
Everyone! Yes, Literally Everyone! No Joke, Every Single Living Soul!

Plus, why not gift it to your friends for Christmas or any other occasion? Merry Christmas, by the way!
Aiming for that $100 goal with for the sale, DR4X sales. Let's make it happen!
SALE SALE SALE BUY BUY BUY BUY BUY BUY SALE


Bug Fixes

-Fixed minor bug where one of the tiles in renovations was randomly marked as taken and so inaccessible

Bella Update!


Shes doing fine!
Had to figure out how to get her dog sitted while i was away on vacation so my little sister is watching her :D. First idea was to bring her.,. But that would have been a logistical pain.
Here is my little sister laying with bella :D (She said I could share the pic :P)

Tutorial and More Model Touch Ups

Hey guys! Only a couple days left until I leave for my week and a half long vacation. Been spending the last few days wrpping gifts getting Bella all set up with a dog sitter (My mom, and little sister). So hopefully there are no issues there.

Sale starts tomorrow, DR4X will be 50% off. Considering making the discount higher but eh.

Here is the latest mini change log!

Changes:

-Robin Hood on the sherwood heroes skirmish setting now has a new look! (Portrait is till placeholder but model got an update to distiunguish him from normal rangers!
He has different eyes, a different color palette, is larger and has amore ornate "stand"


-Friar Tuck on the sherwoood heroes skirmish setting now has a new look! (Portait for him is also still placeholder), but he got an entirely unique model with a beard that still has the vague "shape" of an inqusitor.


-Inqusitors got a whole new model which brings them closer to their 2d unit portrait. I'm pretty happy with this one. They have their mask, their symbology and more detailed armor etc. Blood on their hands etc.


-The tutorial when you did the direct unconventional route where you hit the end turn button etc has been made less verbose, the dramatic pauses are faster and it moves at a much brisker pace with less popups.
(I changed this because it was bugging me when i do the unconventional route so imagine it was bugging others)

-Revised additional tutorial dialogues, applying the same principle of conciseness.

DO you guys like these smaller more atomized changelogs? Let me know!

Also cleaned up the itchio page and also the game is now on sale for 5 dollars there for their winter sale!
https://untrustedlife.itch.io/dr4x
Spread the Word Far and Wide! Tell your friends, your foes, shout it out to your Mom, and let absolutely everyone you bump into know: that they should buy DR4X for the Steam/Itch Winter Sale! Help me smash my goal!
Everyone! Yes, Literally Everyone! No Joke, Every Single Living Soul!

Plus, why not gift it to your friends for Christmas or any other occasion? Merry Christmas, by the way!
Aiming for that $100 goal with for the sale, DR4X sales. Let's make it happen!
SALE SALE SALE BUY BUY BUY BUY BUY BUY SALE

Graphics Updates For Comprehensibility (Minor update)

Hey folks! So I went in and touched up a bunch of the 3d models. SInce i've gotten better at blender to distinguish them better from above and to make them more interesting to look at, also added a new building to liminal skirmish maps, the liminal grocery store, with its own model, description stats and name generator. That replaces farms on the liminal tileset when you choose noderooms etc in skirmish.

Changes:

-Remade hooligan model

He now has blood on its hands (literally) more details a beard and red eyes and more detailed hair.

-Touched up arsonist model (He has a more visible smoking implement, cooler hair , sunglasses etc)


-Touched up warrior model, they now have a differnet shape and more detail and they hold their sword properly(Like an actual professional two handed sword user) (which is also more detailed) so they look way more distinct from above.


-Touched up ranger model so they look like archers from every angle and made their bow bigger so its easier to see from a distance and gave them a quiver which you cna see from most angles.


-Strigoi bro (in both his hatted and unhatted form) now has more detail and his own model (This is to distinguish him from non-boss strigois ) He also has a different color scheme than the normal stigoi


-Heavy cavalry now looks more like it's actual unit portait with full body armor (also its horse looks more like a horse)


-Light Cavalry now looks more like his unit portait with a larger sword and a better horse and better hat and eyes.


-Cavalry archer now looks more like her unit portait and her horse also looks more like her unit portrait also she looks like an archer from every angle (so no more confusing her with the light cav)


-Updated B-a-ll-a-a-l model to look more aged

-Updated GSBTBTU model

-(And other model updates I dont remember)

-Also tweaked farm description

-Also replaced the words for resources with the resource's icons in many places

-Added liminal grocery store with accompanying name generator (it doesnt have unique art yet so just uses farm portrait)


That model will probably get more work , it was my first attempt at modeling something liminal.


But it fits the aesthetic of the noderooms tileset so.


Thats it for today!

I've always been intrigued by the anachronistic idea of a medieval kingdom existing in the backrooms. It raises an interesting question: if the backrooms were eternal, how would they have appeared in the past? My guess is, not much different. However, I'm planning to update them more soon, replacing towns, cities, and settlements.
This week, I couldn't accomplish what I initially intended, as I got quite absorbed in the modeling part. Ah, well!

In the devlog I shared last week, I mentioned my eagerness to return to the secretty secret stuff in preparation for the upcoming chapter. The liminal elements will feature in future campaign chapters (not Chapter 2, but in one of the subsequent ones), just giving you a glimpse of what might be in store about a year down the line from now.

What are folks thoughts on me adding screenshots of various tilesets to the store page? There are several unique ones, some of which you might have encountered while experimenting with the skirmish mode settings.

Each tileset offers a different experience. Some alter many tiles, while others change just a few.

For instance, there's a tileset inspired by Mario and cartoons. I even created special treasure chests for this one, resembling the '?' blocks (though they're not currently in use).



Then we have a tileset with a sorta horrory Bmovie theme, adding a spine-chilling twist.



And the noderooms, which embody the classic liminal space aesthetic.



And, naturally, the standard tileset is also available.



Displaying these on the store page could give a better insight into the game's visual variety. What do you guys think , should i show them?

It's a feature that I've included for a while now, primarily to enhance the visual diversity in campaign missions and to surprise players when they select specific settings in skirmish mode. (Once i have a few more i might make it just directly choosable in skirmish, but right now its tied to different "setting" options. (This is actually important as it impacts gameplay; the different tiles have varied characteristics. On some, visibility is reduced, while in others, the movement cost is higher. And I have had to tweak balance on all the settings based on this. Additionally, with the game's advantage-disadvantage system, altering the tiles means players need to adapt to different combinations of advantages and disadvantages and teh liominal maps also include void tiles (I dont think i use them anywhere else...) which are only traversable by units with the flying or ethereal flag.,)

Art Stream.

https://www.twitch.tv/natch_evil

Liminal Skirmish Changes (Minor update)

Hey folks! So I spent the last few hours this morning tweaking the liminal tiles (That you get when you play with the noderooms setting, a little bit in new mission etc)


Changes:

-The "dark tile" system I made for liminal tiles was WAY too janky to keep so I cut (most of) it (Might be added back in a more usable form later), to make up for this i made it harder to see 'through' the liminal tiles.

-Made some of the liminal tiles darker as they sometimes hurt the eyes

-Reduced fog and mist opacity on liminal tiles as it didnt look great

-Added new type of treasure to the liminal settings in skirmish that fits better
--Safes, in cyan and red

-Made liminal tiles less harsh on the eyes