1. DR4X
  2. News

DR4X News

More Wogansps DR4X Early Weekly Changelog (12/21/2021)

As stated in the last log, normal changelogs will resume the first week of the new year.
For the first week of the new year, the plan is polish, and perhaps improving the ocean situation. Than release on the 15th. Than , just working as usual on it.

Gameplay and UI

-Added unique buildings and units to Magical Cataclysm world age setting that dont appear on any other setting.

-Gave guard house variants and elemental temple a new Night Watch flag that reveals adjacent hidden units every turn.
-Added new goal for great entities on great entities dark forces setting that is to kill all other great entities.
-Added new Water Variant of the Wogansp

-New unit profile pics
-Added new wildlife setting (Here Be Dragons)

Bug Fixes

Nothing of note

Balancing

-Trample now grants +3 damage instead of +2 against humanoid units.
-Stab now grants +5 damage against cavalry instead of +3
-Smite now grants +5 damage against Undead instead of 3
-Beast advantage now grants +5 extra damage against beasts instead of +3
-Buffed brown gremlin settler
-Tripled wogansp upkeep
-Made Ancient world age setting have wogansps except far less, made young and middle ages have wogansps, made the rest not have wogansps (unless you choose a wild force setting that incluides them)

Suggestion for testers

-I dunno

Sunken ships and UI! DR4X Weekly Changelog #23: 12/17/2021

So there will be an early changelog next week, and the week after that I am taking a bit of a vacation for holidays. Normal changelogs will resume the first week of the new year.

Robert Matheson Has Continued Post DR4X Music check it out here:
[previewyoutube][/previewyoutube]


This week wasn't just game stuff, it also included a large amount of uopdates I had to make to the steam page, so first part of changelog:

Overhauled steam store page with all new sscreenshots, and updated about this game section.



Now for the actual game changes:

Gameplay and UI


-New unit image for Beatle Lair and Beast Lair

-New Image for ?

-Added ruined ships
--They give treasure which varies by world age setting
--The amount of ruined ships and other treasure now varies by world age setting
--Ruined ships also have fun generated names

-Added more hints

-Added more secretty secret things

-Improved options menu
--Can now toggle whether or not to display researches on any given unit or building
--Can now display unit name tags or not, by toggling it in the options menu
--Can now toggle unit statuses or not in the options menu
--Incursions

-When an independant unit or building is on water it no longer colors the water tile like it used to.

-Improved name generators for several things

Bug Fixes


-When renaming a unit it no longer clears the unit type name
-Fixed another turn barring error

Balancing


-There is now more treasure on maps with less ships

Suggestion for testers


-Play with world age settings

Here be Wogansps! DR4X Weekly Changelog #22: 12/10/2021

Hey guys, UL here!

This week I was dealing with more holiday stuff like ordering gifts and learning how to wrap things. Always fun. Totally. Pain.

-_-
In other news Robert Matheson the main composer for dr4x Has been posting the songs from dr4x on his youtube channel! And will continue doing it. (there are a lot of songs heh)
Check em out! And give them likes and share them around and all that fun stuff!

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

Gameplay and UI

-All buildings built from another building now say what building they are connected to in the details tab.

-Added new flag "Flying" which alllows a unit to move through enemy units

-Added new flag Paralyzer that applies a paralyzed debuff upon a tenacity fail by the creature the creature with the paralyzer flag is attacking

-Added wogansp and Wogansp lair

--The Honey Wogansp is a grotesque chimera of a serpent, worm and a wasp. A wasp or bee patterened creature. WIth a massive soft body, 6 long chitinous legs, massive wings, and a massive stinger and a long proboscis and an equally massive mouth with sharp serrated teeth. It is said they paralyze their victims, drag them into their lairs, dissolve the victim with their venom, and make a sweet liuid from the slop left over. Which they store in massive honeycombs.Not all variations of the Wogansp make use of this...liquid. Their bodies vary, though they all have paralyzing venom. Wogansp honey and comb are both prized for supposed medicinal uses.

--Their lair is massive

--They spawn rarely on ancient and middle ages worlds, and commonly on young worlds



-Make unit tooltip mention tile type for advanatge/disadvantage

-Made tooltips tell what type a building something is if it was named

-Make unit portraits maximizable so secrets


Bug Fixes


-Fixed bug where merc would try to look for gold on the dark forces team with no gold in hopes of betraying the dark lord causing an error and breaking turns, no you answer to the dark lord now, you have no use for gold!

-Fixed bug where some units wouldnt have tooltip

-Fixed bug where named units would be considered cities for random events. Which was just very silly.

-Fix exploit where upgrading will get you the next level of a tech on a unit that is upgraded and has a global tech applied before upgrade.


Balancing


-Ai no longer uses Cutpurse or catapults to guard.

-Improved mirefield scenario by adding an independant market that joins you at the start and explains commands.


Suggestion for testers

FIght a wogansp.

The bleets of evil! DR4X Weekly Changelog #21: 12/03/2021

Hey guys, UL here!


This week I was setting up my new computer for the most part, so this changelog slightly smaller.
Gameplay and UI

-Added hell goats

-Added hell goat caves


-Can now go instantly to every page in skirmish sertup with handy buttons instead of hitting next and previous again and again

-Added outline graphical effect

-Goal button now colored properly on scenarios

-Seperated Deathmatch into two seperate win condititions, Deathmatch (Kill all cults and kingdoms) and Ultra Deathmatch (Kill All non-wildlife non-bandit Factions)

Bug Fixes

-Fixed bug where wrong popup happened for deathmatch goal

-Dark forces are no longer falsely referred to as "kingdoms" when defeated.

-Fixed bug where wrong popup happened for other goals

-Add skirmish setting where win conditition is destroying the dark force

-Add skirmish settings that includes dark force

-Make escape close open programs properly in NodeOs

-Gave pqv ger a beginning popup for their mushroom goal

Balancing

-Dark forces no longer count as "major factions" for the deathmatch win conditition as they are really meant to be a natural force like the wildlife as opposed to a diplomatic enemy

Suggestion for testers

-Go off and fight the hell goats, i guess.






Small Thanksgiving update (DR4X, mini changelog!)

Hey guys, UL here!
Due to the fact that this week is Thanksgiving week and things are a bit busy this week for me, I will not be able to get out an update on Friday. So here is a small patch. I'll see you next week!

Gameplay and UI

-Fixed a bunch of typos
-If a unit and building of opposing teams are occupying the same tile, the healthbar is now based on the unit, and the outline is now based on the building
-If an allied unit is on the same tile as an enemy building, you can now attack the tile and damage the building instead of being unable to attack at all

Bug Fixes

-Fixed bug where map gen screen assigned wrong sprite to buttons

Balancing

-AI can no longer build phantoms on renovations scenario
-Doubled starting resources on renovations



Suggestion for testers

Did you know there is a whole wild forces setting that just fills the map with demonic turkeys? Try that.
Happy thanksgiving!