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DR4X News

Fixing newb traps! DR4X Changelog #67 1/22/2023

Hey guys! Loads of useful changes this time around!

This is one of those rare dev cycles where I actually managed to get most of what i wanted done done!

Mostly in the area of UI, Balance, and removing/reworking things that confused new players.

Its late,nearly midnight, so I'm not adding screenshots.

Stick around to the end for some plugs for my collaborators, this time my friend who composes the DR4X music Robert Matheson!!

Gameplay and UI

-Added more content to existing missions, may be worth replaying some of them specifically high ground, renovations, and mirefield there are also changes to the other missions though.

-Game now lets you scroll sign text

-Added load and cd commands to terminal

-Added expr and calc commands to terminal emulator (depending on your terminal) both also handle common mathamatical constants eg pi, phi, e etc. It can also handle basic trig ( eg sin(1)*2 ) but not nested trig eg (sin(1+1) or sin(sin1)))

-Added help and ? commands to terminal emulator

-Reworded most scenario pop ups in a more charming manner.

-Made all scenario pop ups have the proper note graphic

-Fixed minor typos in mirefield

-Made it a lot easier to navigate the noderooms

-Changed default zoom senstitivity to 20

-Changed default scroll sensitivity to 80

-Changed default attack to right click

-Changed default movement to right click

-Increased text size on unit info for readability

-Cleaned up unit info menu quite a bit

-Reworded right click to move and attack toggle in options menu to be more comprehensible

-Gave most units larger "bases" (Especially for units of most commonly used factions)

-Made a large portion of the units in the game a bit larger on tiles (Especially for units of most commonly used factions)

-Reworked 3d models for many units adding plinths, making them more chess like, larger, and other misc improvements, (many still need some work)

-Add hands to guard models

-Add proper grayscale to shader for terrain.
--This is now what is used when moving units (The places you can move wil be normal and the places you cannot will be grayed out)

-Fixed Infest With Crime newb Trap, You are no longer allowed to infest a village that you already infested with crime with crime, some players were wasting resources.

-Got the new icons for power,defense etc, into the game along with tooltips for each

-Updated unit flag art

-Added some new entertaining dialogue to a couple of the missions



Bug Fixes

-Fixed balance issue/bug where bonus damages were just lying. Most of them are +5 not +3 and they were doing +3 in the code

-Fixed oversight where stealth flag text was too stealthy

-Fix bug with resource generating popup, when game was previously loaded

-Fix bug with unit info panel having multiple panels open at same time

-Fixed bug where treasure chests, anything that can "spread" and any other free spawned units would sometimes be placed on void tiles.

-Fix hill tile "sucking in" buildings and units

-Fix snowy mountain tile "sucking in" buildings and units

-Fix spacing on resource map mode button

-Fix bug with unity window actuing weird in windowed mode

Balancing


-Made infest with crime also make locations generate 1.5X more resources in total, so its useful even when you dont think you will lose the building

-You can now infest farms with crime.

-Renovations now does way more interesting things with terrain

-Renovations Mission Starting base now more defensible. Added a couple additional starting rangers, and snowy mountains and marshes and ancient forests to appropriate parts of the map to create interesting combat,.

-Hellbears are now considered beasts because they were in a beginning mission and confused people and due to their new stat buffs, they still have their special demon flags though. I plan to add an actual "Demonic" bear in the futre. (Rangers now do their +5 to them) (Twas a lame newb trap)

-To make up for stat updates added additional ranger to high ground

-Added some secret stat updaters that should make some individual units more interesting for detail oriented players.
--Also has lore implications

-Made grindylow fish for children command cost 5 (which is about the average you get back)

-Doubled cost of grindylow lairs

IMPORTANT NEWS:

First, hey there!
I am Michael Hamm, the developer of DR4X. Thank you for reading my changelog.

You can follow me on Twitter here:
https://twitter.com/Untrustedlife

Mastadon Here:
https://peoplemaking.games/@Untrustedlife

I have like no followers even though the game has actually a weirdly decent amount of players now. Follow me on social media!

I hope you like the game. And if you have any suggestions or whatever, please for the love of all that is holy, LET ME KNOW YOUR IDEAS IN THE SUGGESTIONS FORUM! I try to get most of the ones I agree with implemented and even stuff i don't agree with sometimes that people ask for just to improve the game for them specifically.

DR4X has always been..rather ambitious to put it lightly. So you will note I recently updated the store page to reflect that i have no clue when i'll be out of Early Access. This is actually a good thing. I can just focus on making my game the overly ambitious horror/4x/puzzle/creepypasta/weird game it was always meant to be.

I wouldn't have been able to do this without so many people buying the game. You are all awsome!

Onto the actual news

So, there are a couple things here and there I want to force myself to finish before I continue working on the new faction I hinted at on wednesday. Its important stuff i've been putting off adding for awhile now and some of it got in in this release. The game has a story if you would believe that and its been somewhat neglected. Even if the new faction will also help flesh things out in that area too.

Theres also some important gameplay improvements i really want to add that will make the whole base building part of the game better. I don't think i'll work on that til i add the new faction though.

It won't be the next undertale or whatever but its something.

Anyway! Cheers!
Scroll down for some extra ramblings and some good music...





I recnetly finished playing through Deltarune. I am now playing undertale., And the soundtrack is amazing. In fact i was listening to this awesome hopes and dreams remix by Nick Nitro as I wrote this changelog!
Its good.
[previewyoutube][/previewyoutube]

Though I think Robbie's music is better...

Subscribe to Robert Matheson, the DR4X composer on youtube!


Robbie is a good friend of mine and makes amazing music!
Here is one of the DR4X themes I quite love, Its what plays when you are winning a scenario!
[previewyoutube][/previewyoutube]

And heres one of his amazing Non-DR4X songs!
[previewyoutube][/previewyoutube]

And Another, that features his beautiful singing voice!
[previewyoutube][/previewyoutube]

Subscribe to him and let him know i sent you!


DR4X Art Stream!

Hark and heed, my lord! 'Tis I, Khan Shonsurrey, your loyal advisor here to invite thee to an event of artistic expression. Every Thursday, my esteemed colleague Grimwit, a master of the 2D arts, conducts a live stream on the platform of Twitch, under the handle of natch_evil.

We call it "DR4X art stream" and it is a spectacle not to be missed. The link to the stream can be found here: https://www.twitch.tv/natch_evil

We are currently live and the stream doth run for several hours. I implore thee, my lord, to join us and witness the beauty and creativity of Grimwit's art. I hope to see thee there, my lord.

Important update to the game controls. Right Click To Move (1/16/2023)

Hey guys!
I wanted to anounce this quick so that those who haven't messed with the options menu don't get confused when moving their units doesn't work the way it used to next time they play the game.

In the update I deployed today, which changed quite a few things. I made it so that the default way you move and attack with units is now right click instead of left click.

Left click to select, right click to move and attack.

You can disable right click to move in the options menu if you don't like these new controls, but i reccomend you play with it, as I think you will prefer it.

I also changed the way moving units works and so on, and that will be quite clear when you play. But now it grays out places where you can't move while leaving places where you can move the normal look. Which makes moving units around feel more battle of wesnoth, less whatever the heck it was before.

Various other QOL changes aswell.

One important thing to note. I'll be starting on a new faction this week. And im not sure it will be done by the day i usually do change logs, so I may extend the time for this changelog a week or so, we will see.

Either way, think of this post as kind of a mid point anouncement heh.

I also fixed some resolution issues with windowed mode.
I also reworded some stuff to be more clear.
I changed the default zoom and scroll speeds.
I changed the look of deploy mode.
I updated the UI a bit more.
Balance changes to Grindylows
Various other things too, but since this isn't a proper changelog you will have to wait on the details for the rest until I do a changelog.

DR4X Art Stream!

Greetings! join us at our weekly DR4X art stream on Twitch.

My main 2D artist friend Grimwit streams every Thursday. You can find us at this link:

https://www.twitch.tv/natch_evil

We are currently live and the stream typically runs for a few hours. I hope to see you there!
edit:
stream over

Map Modes! DR4X Changelog #66 1/08/2023

Hey guys! Loads of useful changes this time around!
Most notably! Map modes! And other UI updates like i've been doing.

Gameplay and UI


-There are now two map modes "normal" and "resource".
Resources replaces the stuff below healthbars with the resources used or generated by the thing on the tile. Normal is well, the way it normally looks.

-Made repeatabletrigger run on turn started rather than turn ended.

-Made current unit info tab stay open between switching units and buildings (If it can!) this should speed things up a bit for people who just want to do a bunch of commands.

-Added angle to camera

-Added ability to rotate camera with shift and right click (up down and around)

-Added black outline to win/lose text.

-Added black outline to floating text.

-Allow to rotate game board with mouse

-Added black 'shadow' around units.

-Added more meats to food generator.

-Improved mushroom models

-Added button for recentering camera.

-Added button for setting camera back to starting angle.

-Added 300 millisecond delay on tooltips (not sure if i want to keep this)

-Made tooltips centered instead of "extending" the mouse.

-Updated command buttons

-Updated exit unit info graphic

Bug Fixes

-Fixed scenario popup (the King sends you a message) blocks the view while the enemy is attacking.

-Make it so switching units or selecting a building closes unit portrait maximization.

-Fixed bug where vigil mode button would still be active even after building and therefore losing your action points.

-Fixed unit cavity effect.

-Fixed camera snap to unit and building and start bug.

-Fixed trigger bug where it would sneakily error out on start sometimes.

-Fix office graphics.

Balancing


-Made it so crits also always do at least 1 damage.

-Made it so when you have advantage you always do at least 1 damage even if your damage types are too weak to do anything normally or doubled.

Suggestion for testers


-See how the addition of map modes improves things. ALso let me know if I should keep the tooltip changes.

YouTube Spotlight!

A couple videos this time!
One by philososhy and one by "MrThimato" playing as the mushrooms.
[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]