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Smoother Transitions DR4X Changelog #59 10/02/2022


Not so weekly Changelogs number whatever the heck.
Some polish stuff this time. Most notably the main menu has loading screens instead of just freezing while loading, so that should help.
So as usual this is just kinda a summary of all the changes from the past couple weeks ignoring some simpler changes.
Anyway letsa go...

Gameplay and UI


-Added smoother loading transitions to the main menu

-Added new loading images
--2 new common loading images
--3 new rare loaidng images

-Improved all of the skirmish win condition pop ups to be more visually interesting. I also updated the store page to reflect these changes.
Some examples:


-Added missing win condition pop ups for repair and ruin capital goals.

-Reworded many other in game pop ups

-Updated NodeRooms tileset with some new art.


-Added new "Sherwood Forest" wild force setting
--This wild force setting changes the map generator to add more forest tiles
--The Monsters that populate the setting are Vargrs, and Some Magical Creatures
--This setting also spawns soem wild rogues guilds, and the wildlife team can utilize them to recruit rogues

-Added new "Sherwood Heroes" wild force setting
--This is identical to sherwood forest, except each player starts with a powerful hero unit from Robin Hood (Eg Robin Hood Himself or Friar Tuck) which adds an interesting twist to the gameplay.
--Heavily inspired by the age of empires 2 sherwood heroes map heh
Bug Fixes

-Fixed some saving and loading bugs.

Balancing


-If wildlife acquires a rogues guild (For example, when a bandit group "falls to infighting" the wildlife can now build their own rogues. Which are expensive and take 3 turns to build, unlike normal rogues.


Suggestion for testers

-Try the new Sherwood Heroes wild force

YouTube Spotlight!


-None this time, its been awhile. I hope someone eventually makes another video on it. Oh well :)

Thanks guys!

There will probably be some additional updates to the game tonight.

Liminal Update DR4X Changelog #58 9/16/2022



Added some cool new stuff in the last couple weeks, this changelog includes all changes in the "mini logs" on gamejolt and all other changes made in the last two weeks.

Anyway letsa go...
Gameplay and UI


-Added a new wild force option that uses the new noderooms tileset but doesn't spawn normal wildlife.
--It only spawns the...entities

-Added a new wild force option that uses the new noderooms tileset but doesnt spawn normal wildlife.
--It only spawns the...entities and magical beings

-Added the...entities

-Added more types of tiles to the noderooms maps

-Implemented system that allows me to give tiles alternate names in tilesets
--This is utilized in the noderooms and with the other tile variations in the game

-Slightly changed art for "No Clip" setting to something more washed out, as it was too bold to make out units sometimes before

-Added more secretty secret things to main menu...

-Updated description on gambling debuff

Added some more possibilities to the food name generator, this includes adding ravioli
--So you can now conquer alll the towns that specialize in making ravioli if you want I guess.

Bug Fixes

-Fix towns, chests, towers etc, spawning on water tiles.

-Fixed bug where chests can't spawn anywhere in noderooms

-Fixxed issue with unit training causing game to lock up rarely

-Fixed bug where tumors and such could grow in the void (They still can they just die when in the void really fast)

-Fix bandits renaming selves on mission when they absolutely shouldnt

-Fixed game crash when failing to place freespawned units

-Fixed minor bug where gambling hall gambling chance was lower than claimed (Even if that would be realistic lol)

Balancing

-Changed spawning rules for wildlife/bandits/etc to spread them out more and restrict them less This should juist ensure the wildlife is more spread out, less concentrated in certain places.

-Giant scorpions now cost 30 misery instead of 20

-Giant scorpions take 2 turns to build

Suggestion for testers

-Try the new wild force options I suppose

YouTube Spotlight!


-None this time, its been awhile. I hope someone eventually makes another video on it. Oh well :)

Thanks guys!

The Void. DR4X Changelog #57: 9/02/2022

Hey guys! This is the first of the not-weekly changelogs!
Anyway letsa go...
Gameplay and UI


-Added a new goal for repairing the capital if you are a kingdom in a setting with any kind of ruined capital.

-Added a new goal for ruining the capital if you are a cult, dark force, or whatever on a setting with a non-ruined capital city.


-Made AI bandits prefer gray over yellow, now instead of choosing from the same color list as wildlife they choose from a list with several shades of gray and other colors

-Changed how move costs work so that if a unit is surrounded by tiles they wouldnt normally be able to move to they can move to them even if their movement cost wouldnt otherwise work for that situation. EG, A warrior can now move onto a mountain that has 4 move cost, for all its move cost instead of being unable (Basiclaly if you are a unit that can move, and you have low movement, you will always be able to move at least 1 tile in any direction in a turn (assuming said tile isnt a void tile) all previous movement flags abvities are maintained, eg Aquatic things still cannot move onto dry land etc.

-Added new tile type 'Void' tiles these are basiclaly no tile but they have fog of war, and flying units and ethereal units are able to traverse them

-Added new (partial) tileset for a new setting.

-Units with "flyer" can now move through void tiles

-Added new wild force option


Bug Fixes


-Fixed city typo

-Fixed bug where tons of "phantom" buildings would appear in lower left corner on small/tiny/complex maps

Balancing


-Flying and Ethereal units can now travel through void tiles

-Creeating an uncjw ferk from an unjw, now costs the same as building it from a fungal lair (removing the discount)

-Unjw Ferk no longer have the myco spawn flag (It was overpowered)

-If the spore ability procs on a given unit or building it will now check each adjacent tile and if each adjacent tile already has a unit on it, it wont spawn. And will pop up the word "failed"

-Increased cav archer cost to 10

Suggestion for testers

-Try the new wild force option

YouTube Spotlight!

Nothing

A devlog from the heart on the future of my passion project. 8/26/2022

Intro

Hey guys! Its Untrustedlife here. This week has been very busy, and very stressful. So I had nearly no time to work on the game this week. I think I just need a bit of a vacation this week. There is still dr4x work being done, its just mainly on the art front this week.

I don't want to go into detail as to why this week was so busy and so stressful as its mainly personal.

I will talk a bit about my future plans though.
I'll be honest. For a steam early access game. DR4X has completely flopped. I don’t know what I did wrong. This is my first steam game and only my second unity game and the reception of those who have tried it is nearly 100% positive.

I think that what I have accomplished so far is a really fun and weird game and many others agree with me.

However previous games i've made on other platforms have had much more traction. And i mean orders of magnitude more traction.

I have nearly 60 changelogs, dropping one every week without fail for, I don’t know how long. So lack of activity certainly isn’t a cause.

DR4X is now on 3 platforms, steam, itch and even gamejolt, so lack of platforms certainly isn't the case.

My roguelike RLDR however has thousands and thousands of downloads not just on itch but on my own website as well, and you can find it here: https://untrustedlife.itch.io/roguelegends-dark-realms-0182 and I was certainly not doing weekly changelogs for that.

Despite this complete failure I will of course keep working on the game, as it is mainly a passion project and i'm not going to let that "flop" affect my passion. This is my game, my passion, and if you like it great, if you don't great, spend your time playing something else.

What Have I Learned:


But I think I learned a few things:

1. As you can imagine this has been kind of demotivating for me. And lately I’ve been trying to add more "visible" things to catch more eyes, but I think that was the wrong approach. Why do I care so much about the amount of downloads, I didn’t used to care. My perspective has changed. I want to get back to that old perspective.

2. I have too many ideas not all of which are equally fun to work on, I need to prune them a bit, down to the fun stuff.

3. I’ve been trying too hard, I force myself to have new content every week and I force myself to make visually interesting changelogs and I force myself to do weird little polish things when I have no fun at all doing that.

What I will be doing from now on:
1.i'll be focusing more on the parts of the game i'm having loads of fun developing, like adding new content (New win conditions, new monsters, new secrets etc) and more fun secretty secret things for players to find.

2. I'm going to stop trying so hard to make visually interesting weekly changelogs in the vain hope that I’ll get any new players on it and I’m going to focus on what I have fun doing with it.
Making changelogs might show that i'm actively developing the game but now that dr4x is on 3 platforms its getting kind of tedious.
So the changelogs will be more like my old changelogs from now on. Maybe with a smattering of dev logs like this one.

3. Polish?? Who cares. Polishing things isn’t getting me more downloads and isn’t fun, and I'm in early access still. The polish can wait.

4. I'm not going to force myself to have new content for the game every week, if I have new content, I’ll have a changelog, if I don’t, ill make a devlog instead or I wont post anything. Forcing myself to do things isn’t fun. Sorry but that’s just how it is going to be from now on.

Thank you SiomplyFunGaming for helping me realize that by suggesting, months ago, that I stagger the dev logs more. You are cool as hell.
See his channel here:
https://www.youtube.com/c/SimplyFunGaming

Thank you to my Artist friend Grimwit, who also helped me realize this.
Follow him on twitter
https://twitter.com/Sir_Grimwit

Thanking my players
For the final section I want to thank all those people who have so far reviewed my game, helped me out by making videos on it, and to everyone who plays my game. You are the coolest people alive, and I hope you stick with me while I work on this. Because there will be some wild new content added soon.

Also, I don't say this enough, spread the word. If you like the game talk about it.



I also made a Minecraft mod this week, check it out:
https://www.curseforge.com/minecraft/mc-mods/stairs-in-the-woods

Also JOIN MY DISCORD!
https://discord.gg/9mH6Pky

■[NODEOSERROR]■. DR4X Weekly Changelog #56: 8/19/2022

This week i actually was more focused on getting all my games onto gamejolt and making the game pages on there than working on the game. And the stuff i did work on is [NODEOSERROR]
Anyway letsa go...
Gameplay and UI


-The most obvious change this week is that I finally added a way to customize the "breathing room" you spawn with on maps in the options menu.


-I also updated the veteran guard unit portrait from last week to an improved portrait

Can you spot the changes?

-I added more veggies and fruit to the vegetable and fruit generators that are used in various places in the game including city names, tavern names, food names etc.

-Added more hints to the loading screeens

-Optimized [NODEOSERROR]

-Added new signs and dialog to [NODEOSERROR]

-[NODEOSERROR]

-Added new NodeOS Program.

-Made it much harder to [NODEOSERROR][NODEOSERROR]


Bug Fixes


-Fixed bug where [NODEOSERROR] had incorrect texture

Balancing

-None this time that I remember

Suggestion for testers

-Play the game.

YouTube Spotlight of the week!

None