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DR4X News

DR4X art stream!

Hello, there are a lot of new people tyrying out DR4X now, so i'd like to invite you to the weekly dr4x art
twitch stream!
We do a dr4x art stream every week on thursday!

My friend, who is also the main DR4X 2d artist is the one that is streaming.
https://www.twitch.tv/natch_evil

As of this post, the stream is live. It generally goes for a few hours. I'm always there hanging out with him!
Edit: Stream Over

QOL&Necromancy DR4X Changelog #60 10/16/2022

Not so weekly Changelog number 60
This week I went hard into QOL updates

So as usual this is just kinda a summary of all the changes from the past couple weeks ignoring some simpler changes.

Anyway letsa go...
Gameplay and UI


-Floating text now fades away in 3 seconds by default

-Added the ability to customize the time it takes for the floating text that appears when something happens in game to fade away.
--You can do this in the options menu and it defaults to 3 seconds. If you are having trouble understanding what is happening in game, just set this to max.


-Added Nodic River To Noderooms Tileset
--Its based on the dream pools

-Added Flopcat's Flipizza to NodeRooms Tileset
--It's based on a pizzzaria with a few mascots



-Added a new song to the soundtrack that plays in game

-The arrow shooting animation now will always show up when shooting arrows and they take a bit longer
--This is to make it easier to see where you are being atatcked from and to just improve the game in general

Bug Fixes


-Health is now rounded on the unit info screen

Balancing


-When a unit is attacked by a stealthed unit, the attacker (and all other adjacent stealthed units) are revealed. However, units that are attacking from range are not revealed.

-Cult Acolytes now have a new flag, acolytes now have a 50% chance to gain 1 sacrifice for each kill they make

-Cult priests now have a 50% chance to get between 1 and 3 sacrifices each time they get a kill

Suggestion for testers


-You can do various things.

YouTube Spotlight!


-None this time, its been awhile. I hope someone eventually makes another video on it. Oh well :)

Thanks guys!

BONUS NEWS!

Some news!
I've been working with a friend to create an awesome new updated trailer for the game. That should be done soonish!
Edit:
As of the 22nd the trailer is now up!
[previewyoutube][/previewyoutube]

Second news:
I have a plan for implementing the long awaited lich faction! Which has been hinted at in the setup screen since the beginning!


This will be a new faction with a couple new resource types (Flesh, Bones (And two othe rones i shall not reveal)) that wil be meant to be a relatively in depth necromancer//lich tycoon/sim.

This has nessessitated fleshing out how undead work in my setting!

This is partially explained in an in game book. Which served as a kind of base for the concept!

More detail below...
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;)

Smoother Transitions DR4X Changelog #59 10/02/2022


Not so weekly Changelogs number whatever the heck.
Some polish stuff this time. Most notably the main menu has loading screens instead of just freezing while loading, so that should help.
So as usual this is just kinda a summary of all the changes from the past couple weeks ignoring some simpler changes.
Anyway letsa go...

Gameplay and UI


-Added smoother loading transitions to the main menu

-Added new loading images
--2 new common loading images
--3 new rare loaidng images

-Improved all of the skirmish win condition pop ups to be more visually interesting. I also updated the store page to reflect these changes.
Some examples:


-Added missing win condition pop ups for repair and ruin capital goals.

-Reworded many other in game pop ups

-Updated NodeRooms tileset with some new art.


-Added new "Sherwood Forest" wild force setting
--This wild force setting changes the map generator to add more forest tiles
--The Monsters that populate the setting are Vargrs, and Some Magical Creatures
--This setting also spawns soem wild rogues guilds, and the wildlife team can utilize them to recruit rogues

-Added new "Sherwood Heroes" wild force setting
--This is identical to sherwood forest, except each player starts with a powerful hero unit from Robin Hood (Eg Robin Hood Himself or Friar Tuck) which adds an interesting twist to the gameplay.
--Heavily inspired by the age of empires 2 sherwood heroes map heh
Bug Fixes

-Fixed some saving and loading bugs.

Balancing


-If wildlife acquires a rogues guild (For example, when a bandit group "falls to infighting" the wildlife can now build their own rogues. Which are expensive and take 3 turns to build, unlike normal rogues.


Suggestion for testers

-Try the new Sherwood Heroes wild force

YouTube Spotlight!


-None this time, its been awhile. I hope someone eventually makes another video on it. Oh well :)

Thanks guys!

There will probably be some additional updates to the game tonight.

Liminal Update DR4X Changelog #58 9/16/2022



Added some cool new stuff in the last couple weeks, this changelog includes all changes in the "mini logs" on gamejolt and all other changes made in the last two weeks.

Anyway letsa go...
Gameplay and UI


-Added a new wild force option that uses the new noderooms tileset but doesn't spawn normal wildlife.
--It only spawns the...entities

-Added a new wild force option that uses the new noderooms tileset but doesnt spawn normal wildlife.
--It only spawns the...entities and magical beings

-Added the...entities

-Added more types of tiles to the noderooms maps

-Implemented system that allows me to give tiles alternate names in tilesets
--This is utilized in the noderooms and with the other tile variations in the game

-Slightly changed art for "No Clip" setting to something more washed out, as it was too bold to make out units sometimes before

-Added more secretty secret things to main menu...

-Updated description on gambling debuff

Added some more possibilities to the food name generator, this includes adding ravioli
--So you can now conquer alll the towns that specialize in making ravioli if you want I guess.

Bug Fixes

-Fix towns, chests, towers etc, spawning on water tiles.

-Fixed bug where chests can't spawn anywhere in noderooms

-Fixxed issue with unit training causing game to lock up rarely

-Fixed bug where tumors and such could grow in the void (They still can they just die when in the void really fast)

-Fix bandits renaming selves on mission when they absolutely shouldnt

-Fixed game crash when failing to place freespawned units

-Fixed minor bug where gambling hall gambling chance was lower than claimed (Even if that would be realistic lol)

Balancing

-Changed spawning rules for wildlife/bandits/etc to spread them out more and restrict them less This should juist ensure the wildlife is more spread out, less concentrated in certain places.

-Giant scorpions now cost 30 misery instead of 20

-Giant scorpions take 2 turns to build

Suggestion for testers

-Try the new wild force options I suppose

YouTube Spotlight!


-None this time, its been awhile. I hope someone eventually makes another video on it. Oh well :)

Thanks guys!

The Void. DR4X Changelog #57: 9/02/2022

Hey guys! This is the first of the not-weekly changelogs!
Anyway letsa go...
Gameplay and UI


-Added a new goal for repairing the capital if you are a kingdom in a setting with any kind of ruined capital.

-Added a new goal for ruining the capital if you are a cult, dark force, or whatever on a setting with a non-ruined capital city.


-Made AI bandits prefer gray over yellow, now instead of choosing from the same color list as wildlife they choose from a list with several shades of gray and other colors

-Changed how move costs work so that if a unit is surrounded by tiles they wouldnt normally be able to move to they can move to them even if their movement cost wouldnt otherwise work for that situation. EG, A warrior can now move onto a mountain that has 4 move cost, for all its move cost instead of being unable (Basiclaly if you are a unit that can move, and you have low movement, you will always be able to move at least 1 tile in any direction in a turn (assuming said tile isnt a void tile) all previous movement flags abvities are maintained, eg Aquatic things still cannot move onto dry land etc.

-Added new tile type 'Void' tiles these are basiclaly no tile but they have fog of war, and flying units and ethereal units are able to traverse them

-Added new (partial) tileset for a new setting.

-Units with "flyer" can now move through void tiles

-Added new wild force option


Bug Fixes


-Fixed city typo

-Fixed bug where tons of "phantom" buildings would appear in lower left corner on small/tiny/complex maps

Balancing


-Flying and Ethereal units can now travel through void tiles

-Creeating an uncjw ferk from an unjw, now costs the same as building it from a fungal lair (removing the discount)

-Unjw Ferk no longer have the myco spawn flag (It was overpowered)

-If the spore ability procs on a given unit or building it will now check each adjacent tile and if each adjacent tile already has a unit on it, it wont spawn. And will pop up the word "failed"

-Increased cav archer cost to 10

Suggestion for testers

-Try the new wild force option

YouTube Spotlight!

Nothing