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Wizard bears. DR4X Weekly Changelog #52: 7/22/2022

Hey guys! Smaller update this week, but still it is changes I guess.

Gameplay and UI


-Added new cryptid (Cryptid is a class of unit types in my game that spawn under some very rare circumstances)
--Hell ape
--It spawns like bigfoot, but it has less health, more damage, cheaper reproduction,
--It also has the pack tactics flag, so multiple hell apes is a terrifying enemy
--It has the warrior bonus
--It has stealth level 3

-AI is now better at managing an economy

-AI Kingdoms can spam mines if they want fast resources

-Secretty secret changes

-Added command enum for markets so i can disable them on scenarios if i want and for ai purposes

-Added new ai personality "Mercantilist" which just loves spamming economy buildings, it isn't just for kingdoms either, it is just as capable of doing economy as any other faction

-AI is also much more likely in general to build economic buildings like markets and mines

-Added new ai personality "bully" that is less likely to build economic buildings and more likely to build offensive buildings (among other bully-esque things)

-Added new ai personality that does not bother focusing on economy at all instead only on conquest and also is more likely to build high tier units and upgrade (it is closer to the old AI)

-Added new catapult unit portrait


-So we had a fun experience on the "The Hunt" campaign mission where we encountered a bear, that just had like 10 artifacts, a staff , like 3 different swords and magical cloaks, so we added a unit portrait for saber toothed bears that horde artifacts, it isnt used yet, but I will get to it


Bug Fixes


-None this time, remember to report bugs on the steam discussions for dr4x , wher I have a bug reporting forum for people who own the game, I fix them fast.

Balancing


-Mercantilist is also more likely to upgrade

-Gave all land trolls same bonus as warriors (but now they are weak to archers)

-Reduced hooligan power from 6->4

-Reduced hooligan defense to -1

-Reduced hooligan piercing to 0.5

-Black market on upgraded rogues guilds down to 50 gold and 30 misery

-Reduced black market cost for bandit subfactions from 80 gold to 60 gold and 50 misery to 40 misery

-Reduced black market cost for rat subfactions from 80 gold to 60 gold and 50 misery to 40 misery

-Black market on upgraded rogues guilds down to 50 gold and 30 misery

Suggestion for testers

Wizard bear

YouTube Spotlight of the week!

hahahahahahahaha

My mine. DR4X Weekly Changelog #51: 7/15/2022

Steam is not letting me upload images on my changelog right now so i'll use my website to host the images in the changelog tonight and this one wont get a unique header and such because steam is being terrible. Blame steam, not me. Hopefully they will fix it.
(Edit: it was fixed the next day)

Also reddit is just trolling me for posting the bug there. And I ended up deleting the post, but here is the link for no reason at all *wink*
https://www.reddit.com/r/Steam/comments/w0710y/i_am_a_steam_partner_and_steam_is_preventing_from/

Anyway...
A massive changelog today, lets go.

Gameplay and UI

-Added new building the "Mine".

--Mines can now be built by kingdoms for the low low price of 20 gold and 1 iron.

--Mines have a unique icon on the map of a pickaxe

--Mines have a cool unit image


--Mines also have a unique flag that makes them spawn facing different directions like treasure

--Mines also have a unique flag "Holding" that allows kingdoms to capture them, and the rest of the many factions to destroy them

--Mines are disabled on the Lawlessness and Renovations scenarios for balance and to add challenge


-Removed ability to deploy buildings on other (detected)buildings

-Removed ability to deploy units on other (detected) units

-Made archers show arrow icon on map

-Made units with "pikes" flag display pike icon on map

-Made cavalry display horse icon on map

--All cavalry get a hard counter bonus against archers and all units with pikes get a hard counter bonus against horses and all archers get a hard counter against MOST melee units, so keep that in mind when playing

-Added hell goat unit image


-Added saber toothed bear unit image


-Major change to how deployment works:
--If a deploy is queued up on a given tile you can no longer deploy anything new there until recruitment/building is finished, and even then buildings can only be built on tiles with no buildings and units can only be build on tiles with no units, for buildings/units with no deploy range things can be queued up as much as you want. This was to make base building more strategic and less exploitable

Bug Fixes


-Fixed bug where detected enemy stealthed building would be buildable upon

-Fixed bug where detected enemy stealthed unit would be buildable upon

-Fixed bug where new bigfoot name generator didnt actually generate a full name

Balancing


Kingdoms recieved a lot of buffs this update and wildlife recieved a lot of nerfs

-Guard houses and upgraded guard houses now generate more gold

-Markets now generate more gold

-Blacksmiths now generate more gold

-Inns now generate more gold

-Halved inqusition level 1 2 and 3 cost for kingdom

-Reduced Market build cost from 75-> 50 gold

-Reduced Blacksmith build cost from 75->60

-Reduced tier 2 inqusitioon cost by 100 gold

-Reduced tier 3 inqusition cost by 100 gold

-It now takes 3 turns for Ruins to build Ghouls

-It now takes 3 turns for Ruins to build Phantoms

-Gave zombies the hidden hard counter bonus warriors have against archers, but this also makes archers hard counter them so it is more a nerf than a bonus

-Reduced basic zombie HP from 20->16

-Reduced zombie Piercing Armor by 1

-Reduced plague bearer HP from 25->20

-Gave plague bearer same hard counter bonus as zombies

-Plague bearers are more like a direct upgrade to zombies now, which makes them about as tough as the old non-nerfed zombies

-Halved zombie defense

-Reduced plague bearer defense to 2

-Building skeletons from ruins now costs 15 misery

-Building zombies from ruins now costs 20 misery

-Building phantoms from ruins now costs 50 misery

-Building ghouls from ruins now costs 40 misery

-Ruins now generate 5 misery instead of 6

-Wildlife no longer gets 3 bonus misery out of nowhere every turn

-Increased cost for wildlife to make goblin legionaires from 16->20

-Reduced wildlife resource generation from hell goat lairs from 15->11

-Reduced saber tooth bear lair resource gen from 15->11

-Saber toothed bear upkeep increased from 8->10

-Reduced Saber Toothed bear recruitment cost for wildlife from 30->25 misery

-Updated "The Hunt" scenario to counteract the wildlife nerfs and keep it challenging

Suggestion for testers


YouTube Spotlight of the week!

Philososhy posted a new DR4X episode the other day.
Its an old version but its a good video!
[previewyoutube][/previewyoutube]

Secretty secret DR4X Weekly Changelog #50: 7/08/2022

My birthday is on Monday. And unfortunately this week has been pretty busy so i dont have much, but I did get something done.

Gameplay and UI


-Fixed missing tile in secretty secret minigame

-More secretty secret additions

-Gave Red King's Heir new unit profile pic


-Gave pearwood crate new unit image


-New unit portrait for the strigoi boss in the mirefield scenario, though it isnt used yet, ill probably get that in tomorrow.


Bug Fixes

-Fixed display bug with scenario screen

-Fixed bug with minigames where monsters were way too fast on good computers. Now they are the same speed regardless of computer.

-Fixed bug where "glitch effects" didnt have correct frequency on fast computers

Balancing

-blah

Suggestion for testers

-blahg

YouTube Spotlight of the week!

Nothing this time.

DR4X art stream! https://www.twitch.tv/natch_evil #2 (Stream Now Over)

My artist friend is streaming making art for dr4x! He is also in voice chat with me!
Watch us here! https://www.twitch.tv/natch_evil
Edit:
It is over as of 10:10 pm cdt

Bigfoots or Bigfeet? DR4X Weekly Changelog #49: 7/01/2022

Sorry for the late update tonight was babysitting my Niece and Nephew.
Lets go...

Gameplay and UI

-Added new Strigoi unit portrait


-Added new pearwood chest unit portrait


-Added new dark castle building portrait


-Added visual indicator when unit out of AP

--It is a gray completed hourglass that appears over the units if zoomed out and under them if zoomed in


-Added ability to not show out of ap/mp icon from options menu if you want

-Added new cryptid, Bigfoot (Though it isnt neccessarily named that in game since it gets unique generated names/other names like sasquatch, skunk ape and so on)

--What is the plural of Bigfoot? Bigfeet? Bigfoots? A Tread Of Bigfoot, perhaps a murder of Bigfoot, who knows.

--It has some cool abilities and is incredibly rare, though it happens more often on young worlds and ancient worlds.

-Changed stealthed icon to a closed eye

-Added detected icon, which is an open eye


Bug Fixes


-Fixed bug where the win and lose music would play repeatedly after you lost if you lost mid AI turn.

-Fixed bug where detected unit wouldnt have any status icons applied (Artifacts, detected etc)

Balancing


-Nothing this time

Suggestion for testers

-Try to find Bigfoot

YouTube Spotlight of the week!

Nothing this time as usual because no one cares about my game except myself it seems.