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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.