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Calling the guards. DR4X Weekly Changelog #55: 8/12/2022

This week was mostly polish stuff.
Anyway letsa go...
Gameplay and UI


-I briefly no clipped out of reality

-Improved several of the graphical shaders

--The improved shaders include: cavity vertex shader that added toony white line effect and subtle shadows when a surface is at an angle (You know what i mean if you've played)

--Shadows in general

--CRT shader

--VHS Shader

--And Several more



-Selected units now get an outline that appears around their model, which is a desaturated version of their player color, that also shows through buildings and looks very pretty.

--This should make it easier to play especially as the mushroom things


-Enemies that are marked as attackable now get an outline determined by whether attacking them would have advantage disadvantage or neither.

--if a unit on a building would be attacked it is highlighted instead of the building.

---This makes it easier to see when you wont be atatcking the building, but rather the unit on it

-General code optimizations, clicking on a bunch of units real fast should be significantly faster and more responsive.

-Added new town guard unit portait.


-Added new veteran guard unit portrait


Bug Fixes

-Fixed a bunch of invisible code warning issues

-Fixed a real odd bug, You may be asking yourself: "Will he give more details", and my answer is Nope.

-Fixed bug where for a couple days there the treasure chests appeared above the fog of war due to new shaders.

-Fixed bug where sometimes unit that is attackable wouldn't highlight as attackable when hovering over tiles you can move to.

-Fixed bug where toony vertex shader added weird lines to trees, now they look smooth as intended, this has been a bug since the beginning.

-Fix bug where easy save tries to save and load the outline object on a unit resulting in loading the save failing

Balancing

-None this time that I remember

Suggestion for testers

-Eh, backrooms or something.

YouTube Spotlight of the week!

None

Breathing Room. DR4X Weekly Changelog #54: 8/05/2022

Hello, I’m posting this a day later than usual because I was up programming until 5 am and decided to go to bed instead of working longer.
So I ended up getting some sleep and it is now nearly noon.

There are a lot of changes this week and most of this was live as of last night.

I didn't decide to take screenshots for these because I already am posting the changelog late and I want to get it out and start on the next update. (That and family is visiting me today)

Anyway letsa go...
Gameplay and UI


-Added new Goal
--Ultra Super Deathmatch., where you have to kill all other factions except wildlife

-Added New Goal
--Last One Standing, where you have to kill just every single faction

-Made wildlife lairs and other factions NOT spawn within 4 tiles of the spawn location of the human player, giving the player 4 tiles of breathing room.

--This makes the game much, much more playable

--I didn’t have time to make this customizable, but expect that tomorrow

-Forest trolls now have a more forest troll appropriate death noise

-Added new flag that allows pikemen to damage a unit as if they had a hard counter bonus without granting that unit the cavalry anti-archer bonus

-AI now understands pikemen better as in, they will go after those they have bonuses against more often

-Added new secretty secret stuff

-Improved shadows and lighting

-Added new hints

-Added new office minigame
--This is one i've been working on in the background for awhile

--It isn't complete still but hey

-Goblin Updates
--Gave goblins a new goblin pikeman unit, which has a bonus against cavalry

--Made it so when training goblin units the command buttons are color coded for easiness on the eyes and to make their commands more readable

--Goblin pikemen can promote into Goblin Legionnaires

Bug Fixes


-Fix bug where "0" tech shows up on buildings in factions that have researched a global research item

-Blacksmith cost corrected on capital cities

-All units that weren’t displaying their hard counter bonus icon that should have now do
--EG, Cavalry archers now display a horse and bow icon, since they have both bonuses

Balancing


-Buffed Rust Spitter Faction
--Made rust spitter Majors cost 9 and have an upkeep of 9 for bandit sub factions instead of 15 and 12

--Made rust spitter majors cost 15 and have an upkeep of 15 for wildlife factions

--Made AI smart enough to use repletes like Mines

-Buffed Gremlin Factions
--Reduced Miserable Poppet for green gremlins cost from 200 misery to 75 Misery

--Reduced Miserable Poppet build time to 2

--Reduced Fleshy Kennel cost for brown gremlins to 200 Misery

--Reduced Coral Tower cost for dripping gremlins to 100 Misery

-Kingdom Balance Changes
--Markets now cost 35 gold and 6 iron

-Wildlife Balance Changes
--Hell Goat is now classed as cavalry for the purposes of hard counter bonuses

-Goblin Balance Changes
--Made Goblin Legionnaires more expensive for cube cult

--Goblin fortresses now generate +2 gold and +2 misery instead of just +1 gold

Suggestion for testers

-Try goblins now.

YouTube Spotlight of the week!

None

Forest Trolls. DR4X Weekly Changelog #53: 7/29/2022

Hey guys! Added some fun stuff this week. Also continued on my quest to balance kingdoms.

Gameplay and UI


-The boss in "Mirefield's Troubles" now has the correct unit portraits.
--I have also buffed the boss slightly
--It has more health, power, defense, and armor


-GSTBTBTU now utilizes the wizard bear portrait


-Removed Wendigo from "Standard" lair rotation, they are a cryptid
--They still can show up for other reasons though, eg on young worlds or as a result of random events

-Added forest trolls
--Forest trolls have unique art and so do their lairs
--Forest trolls have stealth
--Their lairs spawn in forests
--Forest trolls have entirely different (though still similar attributes) stats from other trolls, but maintain the same passive and active abilities
--Forest trolls are overall more expensive to train and maintain than other troll variations
--Forest trolls have some secretty unique stuff going on
--Forest trolls have very notable lore relavance


-Gave saber toothed bear lair a new unit image


Bug Fixes


-Fixed bug where capital cities had incorrect numbers for some economic buildings (Mines/Markets/Guardhouses/Inns)

-Fixed spawn bug introduced with economic updates to AI last week

Balancing


-Gave guardhouse +1 fire damage

-Gave Mine +0.5 gold production

-Gave Market +0.5 gold production

-Gave black market +0.5 gold production

-Removed bog troll from "Here Be Dragons" setting

-Added Forest Troll to "Too Many Trolls" setting

-Added Forest Troll to "Dark Forest" setting

-Added Forest Troll to "Here be Dragons" setting

-Added Forest Troll to "Strange Humanoids" setting

-Added Forest Troll to "Here Be Darkness" setting

-Removed Bog and Swamp trolls from "Realm Of Horror" setting

-Aadded forest trolls to "Realm Of Horror"

Suggestion for testers

-Try kingdoms NOW

YouTube Spotlight of the week!

None

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]