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Name generators! DR4X Weekly Changelog #42: 5/06/2022

As I said last week and the week before and the week before that: The weeks of May 9 through May 20th will be very busy due to the whole moving house thing, and also for part of that I will not have internet access, so probably don't expect changelogs those weeks (Though I will likely make changes I just wont anounce them).

This week I went deep into my name generators and improved them as well as some important new features...
Most of the following was live as of last night! Lets go...

Gameplay and UI


-The majority of event spawned units now get generated names
(Eg adventurers at the tavern event and so on)

-Made it so bandit groups can get genrated names that imply they are led by a named knight (Using an Arthurian name generator I made), this doubled the amount of possibilities at least for bandit group names

-Added evil name generator and added more villain names to evil name generator afterwards
--This is used by specific events to name units spawned by those events such as...

-Adventurers spawned from the "Adventuring Group of EVIL" event now have evil names from the evil name generator

-"Stealthy strigoi" event now names the strigoi with an evil name

-Strigoi spawned from expedition now gets an evil name

-Insane murderer now gets evil name

-Added a new Northern Kingdoms name generator (Those familier with the lore will know this is for the alliance of city states in the north on the campaign map), but this name is also now used for randomly spawned units from events along with all the other new name generators.

-Added a Red Empire name generator with names appropriate for those from the Red Empire (Also used by event spawned units)

-Added Romanesque name generator (Used by event spawned units, the goblins in lore are also very romanesque and the Red Empire has some names like this too, but it doesnt explkicitly name goblins with this (YET))

-Added Hero Name Generator for some event spawned units, these are more heroic fantasy names
--There are also some very fun easter eggs in this one

-Added twenties name generator (These are also mixed into the event spawned units), in my setting these style names are somewhat common in the Red Empire and used by the Librarians. (Its a weird setting lol)

-Added Arthurian name generator, these names are also mixed into the event spawned units

-Added Fairy Tale name generator (This is also used by some event spawned units)

-Now most units spawned by events recieve these new generated names, recruited units still do not get named.

-Evil name generator can get Arthurian names prefixed by "evil" words

-Misc other name generator improvements (For cities, taverns, Kingdoms,Cults and so on)

-Started on adding modding support
--There is now a streaming assets folder in the folder where the game is in steam (or just in the same folder as the exe in the itch version) there is now a useful readme file explaining the plan
--The plan is to slowly add mod support for various parts of the game (Including the aforementioned name generators)

-Added an identifier to Sub Factions on faction choosing screen a sub faction is a faction that has access to the same stuff and uses the same resources, (eg, goblins can capture rogue's guilds and and be bandits) but could be wildly differentiated in other ways. This has always been the case but they were not labeled as such before.

-Rat person default team color is now green

-Bandit subfaction default team color is now dark gray

-Added some new easter egg names

Bug Fixes


-Fix bug where names were assigned properly in some cases


Balancing

-Nothing notable this time

Suggestion for testers

-Check out the new names I guess?

YouTube Spotlight of the week!

Nothing this time, hope more folks do videos on DR4X in the future!

Bards and Peformance Troupes! DR4X Weekly Changelog #41: 4/29/2022

I almost didnt write up this changelog tonight because its late and ive been extremely busy today. Ive been extremely busy with packing and the house moving prcoess (Utilities now scheduled for new place, and I have about half my stuff packed up now)
As I said last week and the week before: The weeks of May 9 through May 20th will be very busy due to the whole house thing, and also for part of that I will not have internet access, so probably don't expect changelogs those weeks (Though I will likely make changes I just wont anounce them).

This week I added less than I wanted, but a good portion of stuff nonetheless!
Notably changes to the event system that allow me to add flags to units that are spawned by events, a friend for color option, and performance troupes!
Most of the following was live as of last night! Lets go...
Gameplay and UI


-Added a friend foe color option in the options menu. When toggled it changes the outlines and the highlights of tiles to instead show whether its an enemy (Red), friendly (Yellow (never happens rn)), or Neutral(no outline) or you (Blue). It does not alter the healthbars so you can still distinguish which enemy team it is, but I keep it on all the time myself now because it feels great.
It defaults to being off

-Added librarian and dark librarian deploy mode choices
--They are in the dropdown now, and are unique to say the least

-Made a page turning sound play upon clicking buttons in map gen screen

-Developed new system for applying flags and buffs to units on event spawn

-Due to this new system there are some fun extra improvements this week, one of which is that units that spawn from the "Adventurer With Tragic Backstory" event, now actually have a buff called "Tragic Backstory" that gives them bonus health, tenacity and misery

-Also, when a adventurer becomes indebted to you via the gambling hall they now get the "Mercenary" flag. Which makes for a lot of fun situations. Like getting random merc warriors and rangers and such for other factions for when these mercs betray you when you run out of gold.

-Improved city name generator (You can now get noun+adverb and noun+verb combos, so Daggerfall is possible now :D)

-Improved other name generators

-The largest change this week is the new "Performance Troupe" System

[h2]Performance Troupes[/h2]
-Each world now has a list of performance troupes which is invisible to the player, which starts out empty and holds their status: Active, Disbanded, Reformed

-It saves and loads properly

-Performance troupes can form via world events at taverns, gambling halls, towns, cities, settlements (including goblin settlements)
--This is anounced to all players that have the formation location revealed on their maps

-Performance troupes can disaband via world events at taverns, gambling halls, towns, cities, settlements (including goblin settlements)
--This is anounced to all players that have the disbanding location revealed on their maps

-Performance troupes that have disbanded can reform via world events at taverns, gambling halls, towns, cities, settlements (including goblin settlements) (Much like how mercenaries can recreate bandit groups)
--This is anounced to all players that have the reform location revealed on their maps

-Performance troupes get fun generated names

-Once a performance troupe is active in your world it unlocks a new world event where they will do a "Performance" at any town, city, settlement, tavern or gambling hall.
--This performance lasts 4 weeks, and doubles all income from the place they are doing the performance (of all resources)
--This performance is partially procedurally generated, where there are several different types of performances

This is something i want to add more of, more types of weird multifacetted events like this that are very simulationist in nature.

Bug Fixes


-Fixed bug where spawned stealth unit was still hidden (I think)

Balancing

-Nothing notable this time

Suggestion for testers

-Play with friend foe colors on!

YouTube Spotlight of the week!

Nothing this time, hope more folks do videos on DR4X in the future!

Capital of the realm! DR4X Weekly Changelog #40: 4/22/2022

Hello again! Closing date on the house was moved up to May 9th, terrifying!

As I said last week: The weeks of May 9 through May 20th will be busy due to the whole house thing.

Anyway, this week I got to adding something i've wanted to do for awhile. Certain world age settings now have a big landmark capital city you can conquer and make use of now!
Also there was tons of balance changes, and I think the game is a lot better for it, less frusterating, more addictive!

Most of the following was live as of last night! Lets go...
Gameplay and UI


-The world age now has more impact! As each world age has some more unique control points now

**I will not provide a screenshot for spoilers, also to limit the size of the changelog, though i did post a few images on twitter (Which you can follow here: https://twitter.com/Untrustedlife **

--Added capital of realm to "Imperium Pace" age setting.

--Added ruined haunted capital of the realm to "Fallen Empire" age setting.

--Added ancient ruined capital of the realm to "Ancient" aged setting.

--Added ruined magical capital of the realm to "Magical Cataclysm" age setting.

--Added refurbished Magical Capital Of The Realm to "Novus Imperium" age setting.

-- On "Grex Tenebris" age Setting it is set back to the same capital as "Magical Cataclysm" and occupied by a cult

---It is generated first, so it will always exist somewhere, also it can be rapaired by kingdoms if it is ruined and ruined if it is not already ruined by cults and dark forces. It produces a massive amount of resources, has a special icon next to its health bar, and produces most things at double the speed of a normal walled city or ruined walled city for the ruined variant.(So it can produce Warriors in one turn for example) This not only adds a nice new thing to the game, but also some flavor!

-Added Capital Indicator and Capital Flag

-When someone "Ruins" the capital of the realm it generates a news log for everyone.

-When someone "Repairs" the capital of the realm it generates a news log for everyone.

Fine, here is one of the many varients! You can see it partially next to the fog of war here!


-Made commands that build inns mention that they can attract adventurers.

-Made commands that build gambling halls mention that they attract adventurers.

-Made Inn and Gambling Hall lore descriptions also mention that they can attract adventurers via events.


Bug Fixes

-Fixed bug where event where you attract an adventurer is incorrectly worded for Inns.

-Fixed bug where event where you attract an adventurer is incorrectly worded for gambling halls.

-Fixed a strange artifact duplication bug that could only be performed by AI (multiple units capturing the same artifact in the same frame) , I have no idea how it managed that, glad I noticed it though!

-Moved all office events to fixedUpdate so that higher framerates don't result in more weirdness than usual as that could cause major issues, like strange noises every coupel seconds on the main menu lol
--Normally more spookiness is great but this became silly rather than spooky

-Fixed game breaking "The Hunt" bug that made it stop working if you load the mission, while already playing a scenario. Aswell as an issue that was happening on all loaded versions preventing the GSBTU from ever appearing! There is still a minor issue where it will do multiple popups if you load before destroying the final lair, but that isnt nearly as big of an issue.

-Blacksmith now has more detailed tooltip

-When building kingdom buildings it tells you how many resources they will produce in the command.

-When ruining cities and towns it now tells you how much resources they will produce when ruined


Balancing


-A lot of kingdom balancing this time:

--Inn gold cost decreased from 100->85

--Inn iron cost decreased from 10->5

--Guard houses now cost 1 additional influence, in addition to their previous costs

--Blacksmith gold cost decreased from 100->75

--Blacksmith iron cost dropped from 5->2

--Elemental temple gold cost increased from 50->100

--Market cost changed to 75 iron. 2 iron and 2 influence (Which is both more and less than it used to cost, YAY balance!)

-All the dark forces have been nerfed, these changes are as follows:

--Hooded things now take 2 turns to build and cost 15 blood

--It now takes alien tumors 3 turns to spread by command

--It now costs 20 blood to build realmling drones and 2 turns to build them

--It now takes cuboid things two turns to build

--Dancers now cost 40 misery (like all other portal units)

--Reduced Demon Portal resource gen from 25->15

--Increased thweeth portal resource gen from 12->15

--Increased Cyg portal resource gen from 12->15

--Increased ALien Tumor resource gen from 6->7.5

--Cults can now ruin the capitals and so can the wildlife and dark forces

-Blue Phantom cost doubled for cults (6 Gold->12) (3 Sacrifices->6) (1 Artifact -> 2)
--To make them slightly less spammable

-Blue Phantom cost increased for wildlife from 10->30

-Made it harder for wildlife to spam phantoms

-Mist Must spread goal, now only requirees 10k instead of 100k

-All dark forces can "Ruin" capital buildings

Suggestion for testers


-Capture the capital of the realm!

YouTube Spotlight of the week!

Nothing this time, hope more folks do videos on DR4X in the future!

Balance&Deployments! DR4X Weekly Changelog #39: 4/15/2022

Hello again! The house buying process is still ongoing! And will be until mid-may.
Due to all of that (buying a house is indeed stressful) and me playtesting this week a bunch to avoid the stress most of the changes this week were balance changes.

The weeks of May 9 through May 20th (especially the week of the 20th since i will be moving my furniture into the new house on the 16th will likely not have weekly change logs at all, because that is when im properly moving and will be setting up everything at my new house. (though the second half of that week might atcually be more productive than usual if we get everything set up fast, so this is all still up in the air).
If any of you have ever gone through a big move/bought a house im sure you understand.

Anyway,
Most of the following was live as of last night! Lets go...
Gameplay and UI

-More spookiness

-Game now enforces reality

-New lose flourish

-More spooky string changes

-Added option to change the deploy mode theme to options menu, there are now 17 unique themes to choose from because I lack self control! I'll probably add many more!
--This changes how tiles look/are colored when deploying units and buildings, here is what the grayscale theme looks like...


Here is what sparkling blood theme looks like.
We all like blood here.
Yes. You Do.


And here is a small sample of the names of the other themes (experiment to see which you prefer! )

The default is set to the way it looked before this update, now called the "Dark" Theme



Bug Fixes

-Nothing notable

Balancing


-Swamp tiles now have advantage over deep water and shallow water
--This makes it so moving onto a swamp can be a valid tactical decision, if your opponent is invading through the water. But it still has disadvantage against everything else, and most tiles still have advantage over it. It adds a lot to the gameplay IMO, since you have to weigh it into your desisions now.

-Vargr lairs now generate half the resources they used to, on Smart AI they were pretty hard to fight back against previously, now it is quite a bit easier (if its too easy i may reverse this change...but it felt good to play for me)

-Increased vargr cost from 12->15 misery

-Increased vargr upkeep from 2->3 misery

-Silver vargr upkeep increased to 5

-Increased hell goat upkeep to 10

-Decreased hell goat lair resource gen from 20->15

-Increased demon portal resource gen from 24->25

-Increase dancer cost from 20->25
--This means it takes one turn of resources per portal to create one since demon portal now generates 25

-Increased dancer recruitment turn cost from 1->2
--Hence halving the amount of dancers the demon dark force could produce per turn slowing down their expansion a tad (It spammed them far too much and they are very strong units, but in the long run they can make more)

-Reduced saber bear lair resource gen from 16->15
--Just reduces "extra" resources for wildlife

-Increased hell bear lair resource gen from 6->10
--This will make hell bears more common, and encourage the AI to build more lairs

Suggestion for testers


-Experiment with the new deploy themes
(And with faction names...)

YouTube Spotlight of the week!

No new DR4X videos this week except my own so here is mine!
Remember if you make a DR4X video i'll rol a dice to see which one gets in the next change log!
[previewyoutube][/previewyoutube]

Random Update! DR4X Weekly Changelog #38: 4/08/2022

Hey guys! This week I had less house buying stuff to worry about so I managed to add a lot of new content (over 30 new random events). But I am still rather busy with the whole process. (things likely wont cool down until i move in in may so!) Also more suggestions got in :)

Most of the following was live as of last night! Lets go...

Gameplay and UI


-Ratman factions now get more approriate names (I plan to do this for all the factions that lack unique name generators eventually)


-Added ability to toggle the CRT effect in the options menu (As suggested on the steam forums by the ever helpful Tchey!)


-Added start game popup for survive the onslaught goal finally


-Added name generator for gambling halls
--It is like the inn name generator except way more seedy and gambling related

-Added new random event that spawns units with a tragic backstory to the dark forest wild force setting

-Added over 30 new random events (They are unique to specific wild force options) and not all options have events yet. (Most do though!)

-Added new "Ludicrously High" random event frequency

-Added new "Even Higher" random event frequency

-Added new "Dumb" random event frequency which has a 50% chance every turn (More common random events was a suggestion from my discord)


-If random event procs and still fails to do a random event it will re-attempt a random event

-Made wild force based random events more common

-Added 2 new random events that only happen if an Inn exists in the world, so you might want to build an inn just to get a chance of a free unit

-Added 2 new random events that only happen at gambling halls (gives you a seedy character :P)

-Added 6 new hints

Bug Fixes

-Nothing notable this time

Balancing


-Some of the random events that were always good will now rarely have a bad outcome since it reattempts random events now. (More crazy insane murderous adventurers spawn on the dark forest setting) (They all have the possibility of bad outcomes now, but chance varies based on skirmish setting (eg nightmare mode has bad stuff more often)

Suggestion for testers


-Try the here be dragons
wild force with "dumb" frequency.

YouTube Spotlight of the week!


Check out Myself playing dr4x!
[previewyoutube][/previewyoutube]