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DR4X News

New Cult Content, Balancing, and Secrets. DR4X Weekly Changelog #32: 2/25/2022

Hey guys sorry for the super late update tonight (11:30 pm as i write this) but i've been working on a significant chunk of the update and it ran long.
This week I have some awesome stuff, a lot of balance changes, new upgrades for every cult, and some secretty secret content.
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

-Added new content to the library.

-Added swamp and bog particles (they are like swamp gas bubbles) and pollen particles.

-Added additional secretty secrets to main menu that is key to solving certain aspects of things.

-In ACE screen it now does more secretty secret things

-Added even more hints to main menu

-Added more misceleaneus weirdness to main menu.

-Added more secretty secrets to skirmishes

-Fixed typos

-Added 41 more hints.

-Added upgraded cult hideouts for all Cults
--Upgraded hideouts generate more resources
--Upgraded hideouts produce cultists in 1 turn
--Upgraded hideouts have a higher stealth level
--Upgraded hideouts are very distinct looking
--They will also, in the future allow access to new units

All with unique art:


-Added cello to list of instruments

-New rare loading screen image

-Added realmchild cultist unit portrait


-Add sticky notes to desk in office segment

-Also made books in library scroll faster

Bug Fixes

-Implemented workaround for bug in library where you couldnt see the last line of a book

-Fixed bug where office posters werent actually partially transparent

-Fixed bug where when loading game the resource colors wouldnt be correct

-Office game no longer signififcantly more difficult on higher framerates (now uses fixedupdate instead of update.

-Post processing effects no longer more common on higher framerates(now uses fixedupdate instead of update)

-Fixed bug where trollfish could build lairs on land if they ended up on land for one reason or another

Balancing

-Increased costs of mushroom stuff across the board for wildlife

-Increased upkeep for mushroom tank and pqv gr

-Added upkeep for unkjw

-Made cultists take two turns from basic hideouts to recruit

-Made cultists take two turns from ruined towns and cities to recruit

-Made cultists take three turns from settlements to recruit

-Halved trollfishes health

-Made trollfish weaker to magic damage

-Made trollfish nests costs 200

-Made trollfish nests weaker to magic damage

-Made the trollfish more resistant to fire damage

Suggestion for testers

-Try out the cults i guess

Awards, Animations and Auto Vigil. DR4X Weekly Changelog #31: 2/18/2022

Hey guys, got a few fun things this time around!
Most I needed to stay vague on (Spoilers for awards etc) so its a tad shorter, but i assure you its quite a bit of content lol.
Its funny that i've found myself doing polishing for so long, i guess I just needed to do a bit. The game is significantly better than it was even a few weeks ago :D
I do plan to do some gremlin reworking soon. To get back to actual faction balancing and content and such. As well as adding cult hideout upgrades for each cult and other stuff like that anyway, no more rambling!

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

-Added new Awards screen to extras menu, it only shows up after you have an award, clicking the button will bring you to the awards screen, which i will not show due to spoilerinos :P

--You can win awards for doing certain things, winning certain things etc.

--Think certificates from FNAF Pizzaria Simulator

--There are at least 3 of them...

--I''ll probably add proper steam achievements soon, so that should be cool
Here is a messed up version of the awards screen just so you know i'm not lying, you might be able to gleam something from that lol


-Added bounce animations when units are selected, so its easier to tell which unit is selected

--If a unit has action or movement points left they will bounce up and down with the same ferocity as an industrial rock crusher

--If they do not they will still bounce, but much slower and not as high


-Added auto vigil, which means that when you end your turn, if your unit hasn't been put into vigil mode (shield icon button) and they have left over action points they are automaticlaly put into vigil mode. Many people suggested this and it should make things easier for newbies.


--You can toggle this off in the options menu if you want some extra challenge, the ai does it already so.

-Added special signs to Renovations, High ground and some other scenarios!

-If you play a certain mission too long, some fun things happen hehehe

-More secretty terminal commands

-Added 17 more loading screen hints.


-Neural net updates

-Added support for turn amount condititions to triggers, eg winning after x amount of turns

-Added new news clipping (need to add a few more)

Bug Fixes

-Fixed bug with third poster in office where it wouldnt show up ever

-Fixed an absurd bug where you couldn't click on a unit if your mouse happened to also be on any part of the healthbar display. Which annoyed me so much, i'm probably going to heavily drink tonight. Thanks Unity!

-I thought I had fixed this already, but now for sure, I am very sure, the bug where if you win a night in the office without leaving the terminal and the next day popup wouldnt happen is defintely now FIXED.

-Fixed bug where even after winning day encounters were still active.

Balancing

-Made monsters in office less stealthy, made random noises from them play less often

--Now it generally mostly happens only when the stage changes

-Made Squid Boi much less stealthy

Suggestion for testers

-It should play smoother in general due to the auto vigil change and the health bar bug fix

QOL and Other Important Changes. DR4X Weekly Changelog #30: 2/11/2022

Hey guys! Before I get into it, if you havent reviewed DR4X on steam yet please do! Steam depiroritizes games in suggestions until they have 10 positive reviews. So please do that if you can!

This week, i made more QOL changes and added some important secret content. As well as some fun things like snow particle effects.

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

-Some very important additions to the gameplay, they are very rare and secret but very important to the story

-Added New Art for the new secrets

-Added snow particle effect to snowy mountains


-Added toggle to options menu for disabling and enabling terrain particle effects

-Change PastaInterval to be able to allow turn amounts between 3 and 7

-Important Realmchild and Nywar Thweethu changes

-Made sign text display in unit info screen on the main tab so you can click them and read what they say right there instead of having to go to the info tab to see what signs say. This should smooth over the scenario missions a tad.


-Made it so tutorial messages that aren't "Independant has joined" now don't pop up a second time if you play the missions multiple times, this was suggested by a person on my discord (Join my discord by the way guys!)

-Added tutorial popup reset button to options (For those who want to see the tutorial messages again or for, say introducing the game in a youtube video.)


-Added very important hint artist requested, which is necessary to solve some puzzles

-Moved go to map screen and begin scenario so they don't block the text on briefing screen


-More Realmchild stuff, sorry for being vague but its necessary lol

-More Nywar Stuff, sorry for being vague but its necessary lol


-Added dust particle effect to your office

-Gave sign a temp unit portrait

-Added some signs to Lawlessness scenario which are I suppose important

-MOAR hints

--lots of em

--Also reworded some hints

-Sometimes He Appears

--Oh dont mind who he is, you will learn soon enough.

-Increased probability of special spookiness

--Also apparently alliteration

-Reworded some previously existing sign text to be grammaticlaly correct

Bug Fixes

-Make tile highlight not override advantage/disadvantage/neutral colors when attacking with a selected unit or building

-I think I fixed some cases of the bug where the highlight stayed on things even after you were no longer highlighting them (but it still happens sometimes)

-Command noises are now properly affected by volume settings

-Made weird error message disable going to about page on kings sea minigame

-Made it so leaves and other particle effects like that are only enabled when fog of war cleared (they were always active before lol, this should speed the game up for some)

-Gui controller now handles reversed sounds peoperly.

-Fixed an oversight when mousing over an enemy unit with a unit selected that has advantage, disadvantage or neutral on an enemy unit where it would highlight the tile the players color (which could match one of these colors) when they mouse over it, instead of maintaining the proper attack color, this is now fixed, stratedgy should be less confused now.

Balancing

-None this time, mostly focused on QOL this week

Suggestion for testers

-I dunno, review game plz

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