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Map sizes, QOL and Minigames oh my. DR4X Weekly Changelog #29: 2/04/2022

Hey guys! This week i made some Changes to map sizes, made more qol updates improved death minigames etc...
Reposting some dr4x ost for Ya.
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

As always what follows is a summary of all changes made this week to the game. Most of this was live as of last night!

Gameplay and UI

-Fixed some typos on mirefield scenario

-Fixed some typos on the hunt Scenario

-MAde jump scares louder

-Added more secret spookiness to the game wonder if you will notice it...

-Made it so mousing over vigil and drop artifacts highlights em

-Added drop shadows to vigil button and drop artifacts button



-Reworked some death minigames adding more content to them

-Layed out entire dr4x timeline for myself and others who help with the game to help flesh out the story, yeah it has one and its a coherant not completely ridiculous timeline, unlike FNAF's ridiculous timeline.

-Sped up mouse scolling on meNus significantly

--For the commands stuff on unit info

--For news

--For briefings

--For the office IRC

-Added 3 new Map sizes

--RinG World Segment

--THin World

--And 1462


Bug Fixes

-Misc mouse click bug fixes

-Fixed error with saving and loading

-Increased jump scare volume

-Increased crying child volume

-Fixed bug that happened if yOu won a night on the office using only console commands, it should properly display the next day UI now

Balancing

-Reduce map Sizes significantly to be more in line with scenarios and because too many people immediately went for the extremely large maps which just arenT optimized

-Small map is now 25x25

-Medium map is now 30x30

-Large map is now 35x35

-Very large map is now 40x40

-Extremely large is now 45x45

-Upped starting resources on "The Hunt" scenario

-Gave boss bear the wogansp treatment (fixed issue with its collider, it should be propelry clickable now)

Suggestion for testers

-Do note the hints i've put in this log. It requires observation. And will point you towards a revelation.

Campaign screen revamp. DR4X Weekly Changelog #28: 1/28/2022

Started on camapign screen updates. Some important UI additions and polish.

I also updated the store page!

As always what follows is a summary of all changes made this week to the game. Most of this was live as of last night!

Gameplay and UI

-Can now load and delete save files from the main menu instead of having to do it from in game.

--Even has loading sreen



-Moved about and credits to own scene

--About/Credits/Extras screen has secrets



-Added Vsync toggle to options menu




-Revamped campaign screen

--Now looks prettier and has a world map you can scroll around on



-Added Intros that pop up the first time you open certain screens and never again, just introducing the game and myself

-When opening seperate NodeOS program, DR4X music now stops

-Added a lot of secretty secrets



-When you open up the skirmish, or the main menu, or the campaign it now gives you a friendly informative popup the first time you open it



-Slight graphical upgrades



-UI theme handler improvements

Bug Fixes

-Fixed bug with loading saved scenarios



-Fixed bug where when loading a game the resources display would be mesed up



-Fixed GSBTU typos



Balancing

None this time.

Suggestion for testers

-Check out the world map

New campaign mission and Inns!! DR4X Weekly Changelog #27: 1/21/2022

Hey guys! Some cool stuff, lotsa-bug fixes. New scenario! New Inns!

As always what follows is a summary of all changes made this week!

Most of this has been live as of last night, and tbh i think its quite a bit for someone developing an indie 4x all by themselves, so i'm pretty happy with it!

Anyway! as Mario might say Letsa-go!

Gameplay and UI

-Added new campaign mission! The Hunt

--Can you track down and kill the GSBTBTU?

--This one has the most triggers out of all of em

--Occurs before renoavtions but after mirefield swamp.


-Added Inns

--Inns heal adjacent friendly units for 33% max health every turn

--Inns also have generated names

-Inn now unavailable in mirefield and renovatitions


-Ai can now prioritise killing support units

-Ai now better at utilizing siege

-Made irc better at scrolling

-More trigger additions

--Popup trigger now supports death couints

-Increase spawn chance of moth man lair a tad

-Made moth man lair spawn preferentially on swamps and bogs and ancient forests

Bug Fixes

-Fixed bug with movement costs in scenarios

-Fixed bug where fov diff was double what it should be in skirmish

-Fixed bug with disabled commands in scenarios

-Fixed bug where when healing from a flag health bars wouldnt update properly

-fixed bizarre bug where double clicking cells with units and buildings on it didnt swap properly

-Game always selects building by default when selecting something with a buiilding and unit on it, but double clicking will always swap between the two.

-Bring crime disabled in select scenarios

Balancing

-Misc saber bear balance changes to make them more fun to fight in scenariops

Suggestion for testers

-Try out the scenario!

Early access release imminent!! DR4X Weekly Changelog #26: 1/14/2022

DR4X will be purchaseable in 4 hours as of this announcement! Got a new trailer for it and everything. Thanks for all your support!

As always, what follows is a summary of all changes made this week.

[previewyoutube][/previewyoutube]


Gameplay and UI
-Improvements to office IRC

-Now have the option to Right click to deselect units. (toggleable in options menu)

-Escape deselects

-Lore clarificatition

-Clicking the x on unit info actually deselects unit

-Added Moth Man

-Added Moth Man Lair

-Improved name gen for dark forces

-Fixed bug where dark force would have tags in its name

-More random events where various units join you

-Add monster spawn events that vary based on wild forces option (spiders and such on insects for example)

-Added new event where ranger joins your cause

-Had to remove 8 of the temporary unit portraits for release, they will be remade so they wont be gone for too long

-Improved new unit portraits

-Tweaked "your friend" minigame

-Neural net improvements

-Nodenet improvements

-New song, updated version of main theme, plays alongside old main theme in game now

-More hints added

Bug Fixes
-Fixed item dupe glitch

-Fix bug where tunnels still allow travel to destroyed tunnels.

-Fixed game breaking save file bug that had to do with dark forces

-Fixed bug where artifact chest is dropped under character on transformation into a ghoul

-Fixed bug where dark force would sometimes spawn with JUST a warrior

-Fixed bug where choosing random faction wouldnt ever choose dark force

-Fixded bug where commands wouldnt be assigned the correct keys for unit polacement when deploying causing various issues like tiles being highlighted for no reason

-Fix bug where tile not unmarked when unit built

Balancing
-Towns can now get monster infestations

-Dark forces now start with more (and more appropriate) stuff, riddles starts with arsonists and so on

-Red gremlins now have 1 piercing and 1 piercing armor by default

-Gave brown gremlins +1 piercing damage

-Gave dripping gremlins +1 piercing damage

-Gave green gremlins +1 piercing damage

-Reduced normal gremlins preffered damage type by 1 (which means 4 each)

-Gave all gremlin settlers +1 of their preferred damage type (which means 5 each)

-Increased base misery upkeep of all gremlins by 1

Suggestion for testers
-Lots of new stuff to check out!

New unit portraits! DR4X Weekly Changelog #25: 1/07/2022

Hope your new years went well! I got sick! Woooo
Lots of new unit portraits and other changes!

First off! Robbie posted more dr4x music! Let him know i sent you!
https://www.youtube.com/watch?v=W-F2NimAwnw

Gameplay and UI

-So many new unit portraits that i cannot list them all. Needless to say proper unit portraits now outnumber the temporay unit portraits
Here are a couple examples:


-New art for loading screen (will be used for a new camapign menu im adding)


-When you are close to winning a scenario it now starts playing some new music, Majesty Style!
--New music

-Added new triggers and conditionals for scenarios

-Added code necessary for techs that add resource production to things

-Office IRC now works properly

-Lots of new trigger functionality for scenarios, used to make winning music start playing

-More horrory things

Bug Fixes

-Misc bug fixes in scenarios regarding triggers

Balancing

-In 3rd mission there are now two independant guardhouses that will join you when you find them

-In 4th scenario you now start with two town guard units

-Rebalanced mature gremlin hives to generate more resources rather than taking more resources

Suggestion for testers

-Check out the new art