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Fungal Urban Warfare! DR4X Weekly Changelog #20: 11/19/2021

Ever wanted to do urban warfare with weird fungal minotaur's, I doubt it. But now DR4X has that and it is very fun!

Lots of changes to the Pqvv Ger faction this time!

Gameplay and UI

-Added new profile piic for all tiers of tower
-Added profile pic for ruined cities and ruined towns
-You can now click the unit portrait to see a blown up version of it.
-Added two new random events
-Added colored icon that tells when a unit is on a building
-When unsummoning a unit if their great entity exists there is a chance they will join the great entity team
-When a merc betrays you they can now join the dark forces teams
-Added 5 new stories to NV library.

Pqvv'Ger Updates

The gameplay of the Pqvv'Ger is now reminiscent of urban warfare as they can use all buildings connected to the myco network to move for free like roads even if they do not own it, their goal generally being to spread and conquer their mushroom forests, which can get insurgents very easily, so you end up with large mushroom forests split between different Pqvv'Ger factions with occasional insurgent spawns via a new event. With enemy Pqvv'Ger standing on your buildings that you still own but can fire on etc. Conquer sufficient mushrooms in the city (the mushroom forest) and build enough and you can win via new win condition. Their gameplay is extremely dynamic, and well, rather technical with a specific triangle of counters.

-Uncjw counter Pqvv'Ger and Pqvv'Ger counter their tanks, and the tanks counter uncjw and buildings
--They also counter enemy units in different ways , with uncjw countering like rangers, and Pqvv'Ger countering like warriors.
-Gave Pqvv'Ger a special unit for destroying buildings akin to a mushroom tank, this can be built for an exorbitant price at their lair or an uncjw can grow into one
-Corrected the myco wanderer description for the uncjw
-Corrected the Pqvv'Ger description
-Added ability to instantly convert resources on Pqvv'Ger mushrooms, as well as an upgrade for them that makes it more efficient
-Pqvv'Ger giant mushrooms now have freespawn like their lairs do.
-Pqvv'Ger themselves also have free spawn and so do their tanks
-Pqvv'Ger can now upgrade their Gqudjccg Fcmwj into Evadwgi Gqudjccg, which do more efficient alchemy, and heal all adjacent myco network connected units.
-Most Pqvv'Ger units/buildings now have 2 action points. This means they can attack twice.
-Uncjw now act like spores for the Pqvv'Ger, and can upgrade into all Pqvv'Ger buildings, and their new building destroyer unit
-All Pqvv'Ger units and buildings capture Pqvv'Ger units and buildings on 'kill' instead of destroying them, which means the population generally steadily goes up and combat within the forests is made more dynamic
-Pqvv'Ger units now detect adjacent hidden units every turn
-Pqvv'Ger units now have special icons that show up next to health bars when they are on a building, so they can be easily seen, which makes doing urban warfare easier

Bug Fixes

-Fixed bug where UnitCLicked event was bound twice
-Fixed bug with Pqvv'Ger that made it unwieldy to click on things

Balancing

-Many new Win Conditions
-New win condition for Pqvv'Ger

Suggestion for testers

-Try to play as the Pqvv'Ger, i know I had a lot of fun playing as them., though it is very technical


Just a normal update. DR4X Weekly Changelog #19: 11/12/2021

Gameplay and UI

-Improvements to the office

-NodeOs terminal emulation improvements

-Added library

-Added more secrety secrets

-Brought back the sapient pearwood crates, that everyone loved, from rldr.

-Added warnings to faction select screen (Eg if a faction is incomplete, subjectto change etc)

-Separated the dark forces out into their own teams, to encourage dynamism, and make the wildlife less op

-Created dark force teams, they all have their own name generators

-Made dark force factions vary by dark force option

-Make dark force option that spawns multiple spawn multiple dark force teams and assigns their values

-Updated all portals/tumors/darkforceunits to use the correct teams for stuff

-Resources they use are a reskin of misery:

Runes, Larva, Blood, and Misery

-Added ability to play as dark force

-Balanced them all

-Make option that spawns all dark forces assign the correct teams to every thing (including player)

-Added warning when you choose dark force about it being super incomplete


Bug Fixes

-Fixed bug where wildlife ai would fail to train most of its possible units only focusing on gremlins and eldritch monsters.

-Fixed bug where upgrading guardhouse didnt stop command queues

Balancing

-Rebalanced Dark Forest wandering forces setting

Suggestion for testers

-I dunno, type something on the main menu

DR4X Weekly Changelog #18: 11/05/2021

A lot of content this time!

Gameplay and UI


-Added ratmen stalkers and ratmen stalker guild for rat faction

-Goal popups now have the correct font on the button

-Improvements to gameplay

-kingdoms now have new powerful research items in their elemental temple
--Added speed rune tech
--Added runic weapons tech

-Techs now work with a parent child relationship, if a parent building has a tech and builds a building, that building will pass that tech on to its units and buildings and if a buildings parent has tech it gets passed on aswell, this means all units recruited from kingdom towns and cities that also have a blacksmith or a elemental temple receive those tech benefits

-If an ai's explorers cant do anything useful they will be demoted to attackers.

-Ai optimizations took a situation where turns were taking over a minute down to 40ish seconds. (This is at the cost of ai conquest effectiveness , basically ai now prioritizes attacking enemy units that are within a certain distance of their units, if there are none they do it the old way so a unit in the middle of an empire will still go to the front lines but those in the front lines will only care about nearby things, this also allows them to handle multi-front wars better

[h2]Improved kingdom progression[/h2]
-Added blacksmith, which is research building
-Blacksmith has runic weapons tech which costs 160 gold, but grants +1 magic damage to all living units
-Scale Barding Armor cavalry upgrade (Grants +1 Piercing Armor)
-Scale Mail Armor (+1 Defense For Non-Archer humanoids)
-And several more

-Added Guard house

-Allows you to build guards at guard house, shoot arrows
-Upgrades to elite guardhouse
-Elite guardhouse can build elite guards
-Elite guardhouse can build catapults
(3 turns to build, 3 turns to upgrade, but cheap, and has extremely high deploy range so you can send units and siege directly into the enemy bases to break stalemates)

[h2]Improved ratmen progression[/h2]
- Added new tunnel building
[previewyoutube][/previewyoutube]
-Tunnel has high deploy range
-Tunnel has two different commands, one for recruiting a random type of giant rat, one for recruiting a random type of ratmen, these commands are more expensive since they can spawn the highest tier versions of these units
-It has a high likelihood to spawn more powerful types of giant rats, and more powerful types of ratmen
-Tunnels act like portals, a unit can use a tunnel to teleport from any tunnel to another tunnel you own, units will automatically path to the tunnel and use it if teleporting results in shorter paths.
--So you don't have to manually teleport units or anything but it highlights tiles you can get to via tunnels just like any other tile you can walk to, so you can choose exactly where to go.

-Added two new goals (See if you can find them!)

-new scorpion portrait

-new ratmen portrait

Bug Fixes

-Optimized ai from taking 4 minutes in the worst case for a turn down to a few seconds. I swear I feel like a wizard.

-Fixed bug with overwriting save files

-Fixed bug where object pool would show up on the 0th tile

-Ai no longer wastes explorers trying to explore the edge tiles on the map

-Fixed erroring issue when playing with max players (it stopped the turn from progressing)

Balancing

-Gave all siege weapons 2 extra movement points as the units were useless with only two movement, now they aren't

-Reduced map sizes down to something far more sensible.

-Medium maps now spawn proportionally more treasure

-Medium maps now spawn less control points

-Tweaked spawn rates of things on older world age settings

Suggestion for testers

-Try out the new goals,

-Try playing a hegemony game on a medium map as a kingdoms

-Try playing as the ratmen with the new tweaks!

DR4X Weekly Changelog #17: 10/29/2021 New Goal System Update!

In this week's release there is a new system called the "Goal" system, which is a dynamically generated list of objectives based on your skirmish settings that lets you choose your win condition at the start. It also provides information like how many enemies are remaining, ore other details based on your objective while in game. It also works in the Scenarios. So you can now see how many bandits are remaining in High Ground for example.
There are also some UI tweaks and new Rat People faction content (which is still ongoing)
Gameplay and UI

[h2]Added New Goals System[/h2]
  • -All main faction types now have faction specific goals (bandit sub factions still don't have any, but being a bandit sub faction unlocks more goals just by being a bandit sub faction)



  • -Added fourth screen to Skirmish Setup which allows one to choose their skirmish goal from a curated list of goals that are dynamically generated based on your skirmish screen choices
  • -There are over 20 new different kinds of goals, which vary based on pretty much everything from world age, your faction choice, map size and amount of kingdoms,Amount of cults and much much more.
  • --If you have any suggestions do post them in my discord or on the steam forums
  • --I plan to add many more for next week
  • -You can now see your progress on your goal on a new menu you can open by pressing G or by clicking the goal icon at the top of the screen
  • -Goal system objective details are also now in all the campaign missions, which cna be checked the same way

-Optimized map gen speed (8 seconds to generate medium map down to 5 seconds) Extremely large only takes about 25 seconds now.
-Added new Ratman City upgrade to ratmen towns
-Added new Ratman Arena building to ratmen which allows one to train champions and the town and city can no longer build them directly., instead having to build the building
-Added new Saboteurs Lair building to ratmen which allows one to train saboteurs and the settlement, town and city can no longer build them directly., instead having to build the building
-Replaced buttons at top right with icons
-Moved finish button to final skirmish screen
-Add win condition for each intro
-Make cell grid have human player won variable
-Make gui controller use that for win checks instead of calling player.isAlive
-Make default choice be what it would have been before it was a choice

Bug Fixes

-Probably something I forgot to add to my list

Balancing

-Gave hooligans mountain walker
-Misc balance changes

Suggestion for testers

-Play around in the skirmish setup screen to see what kind of objectives you can get.