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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!

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