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DR4X News

Too Many Trolls! DR4X Weekly Changelog #47: 6/17/2022

This time I've done some improvements to the trolls, added a new unit, and added art to all the Pqvv'Ger units and buildings!

Most of the following was live as of last night! Lets go...

Gameplay and UI


-Added two new wild force options!

--Here Be Darkness
---It gets the Dark Forest Tile set
---It is like a more dark fantasy style version of Here Be Dragons

--Too Many Trolls
---Its just trolls


-Added 4 new random events that can happen when "Too Many Trolls" is selected
--Including one that spawns a completely new unit you can't get from anything else

-Added 4 new random events that can happen when "Slimy Swamps" is selected as your wild force option
--Including one that spawns, you guessed it, a unique unit

-Improved swamp troll lair description

-Improved bog troll lair description

-Improved bog troll description

-Improved swamp troll description

-improved trollfish description

-improved trollfish nest description

-Added new art for all Pqvv'Ger units and buildings

Pqvv'Ger


Uncjw


Uncjw Ferk


Pqvv'Ger Lair


Gqudjccg Fcmwj


Evadwgi Gqudjccg


Bug Fixes


-Fixed bug where upgraded units did not set up the unit highlighted event which broke MANY things all of which have been broken forever due to this never ever being noticed or fixed, fun right! This should mak ethings much better.

-Fixed bug where mission begin button wasn't set to the correct image and text color

Balancing


-"Land of the insects" now has more evenly distributed lair types.

-Increased cost to recruit all trolls from 15->20 misery

Suggestion for testers

-Try one of the new wild force options or play as the Pqvv'Ger faction!

YouTube Spotlight of the week!

Nothing this time as usual because no one cares about my game except myself it seems.

Autosaving! DR4X Weekly Changelog #46: 6/10/2022

This time around i've done some player suggestions, added autosaving and smoothed out the late game a bit.

Most of the following was live as of last night! Lets go...

Gameplay and UI


-You can now change your faction's color from the options menu in-game if you want, this was suggested on my discord, no need to restart or anything the changes take effect instantly.



-Added AutoSaving

--As you can see in the image above it can be configured in the options menu.

--You can choose to enable or disable it.

--You can choose the turn interval between autosaves.

--Autosaves are labeled with your faction name, the turn number, and the date and time.

Arrow in this image is pointed to an auto save save file:


-Improved saving and loading UI from in-game menu, now you can scroll through them without buttons blocking them and such. (They will probs get new art soon too).

-Improved saving and loading UI from main menu, they are now ordered in columns and can be scrolled through and the save files don't get blocked by other buttons.

-Changed color on the text on the buttons in the news menu to black

-Changed the text on the buttons in the news menu to use the correct font

Bug Fixes


-Fixed bug where game would freeze if you ended up the last player on the map without being marked as having won or lost somehow. Now you win by default if that happens.

-Fixed typos in some newer news messages.

Balancing

-Added new method for the AI to resign, called simple surrender.

--It is configured in the options menu

--When checked the AI (Based on its faction type. WIldlife cannot surrender and bandits can only surrender to other bandits, and dark forces cannot surrender) will almost always resign when the player attacking them is too big for them to fight, regardless of whether they have fully scouted that player or not, this goes a long way towards a much faster, less frusterating late game.

--When unchecked the AI has free will and can choose whether or not to surrender based on its own sort of idea of things and its AI personality, dont worry it wont utilize that free will in other ways I swear! Everything is fine... everything is fine...

--Each type of faction combination has unique text for this. So kingdoms will unite with each other while cults will forcefully convert each other. :P



Suggestion for testers

-Try a larger campaign with simple surrender checked

YouTube Spotlight of the week!

Nothing this time, hope more folks do videos on DR4X in the future!

Undead Tweaks! DR4X Weekly Changelog #45: 6/03/2022

Got some nice changes this time around, new images, a new Greater Undead flag, and several bug fixes and QOL tweaks.

Most of the following was live as of last night! Lets go...
Gameplay and UI


-Bandit groups now get more logical names

-Game now anounces when the capital of your realm (The big city with the Capital flag) is captured

-Made escape close next unit/building pop ups

-Red gremlins now get the archer hard counter bonus against warrior type units. To counter them use cavalry

-Options menu tweaks

-Added new unit art for skeleton warrior


-Added new unit art for skeleton archer


-Added new unit art for blue phantom


-Added new unit art for ancient skeleton



Bug Fixes


-Ratmen saboteurs now have the correct warrior bonus against archers rather than being considered cavalry.

-Fixed bug where health bars would show up over the top of the top half of the UI
--Been wanting to fix this one for awhile, thank you Tchey for suggesting this bug fix.

-Fixed bug where new infighting system didnt work the way I expected

Balancing


-Added new Greater Undead flag to strigoi (replacing the original undead flag) which has all the same abilities as the undead but with a bonus passive 1.5 damage to all adjacent non-undead enemy units per turn

Suggestion for testers

-Check out the new art!

YouTube Spotlight of the week!

Nothing this time, hope more folks do videos on DR4X in the future!

AI resignation! DR4X Weekly Changelog #44: 5/27/2022

A later log than usual tonight.
This week ended up weirdly busy, unlike last week, in terms of new house stuff, so please forgive me for the small changelog tonight. Though the new systems should have a major impact on the game and how it feels to play.

Most of the following was live as of last night! Lets go...
Gameplay and UI

-AI can now resign when it feels like it cannot beat whoever it is currently fighting,
--AI can only do this after turn 30
--AI will look at the enemies in its territory and if it seems unsurmountable it will resign and hand its everything over to the conquerer
--Bandits will do this to other bandit groups, even before turn 30

-AI teams can now "Fall to infighting" the process which this works by is complex
--There is an invisible morale counter on each team,
--If a faction has one or less units or 1 or less buildings the morale counter ticks down
--If a faction has 1 or less buildings or 1 or less units and doesnt repair this situation on its turn, it drops at twice the rate.
--Once the morale counter hits 0, the AI team will "fall to infighting" which destroys the team and hands all its holdings over to wildlife, bandits, and dark forces, if you are playing as a bandit/dark force/wildlife and this happens and you get units or buildingso ut of it, it will tell you "Some mercenaries have joined you" like it does when mercs betray the team they belong to due to lack of gold.

The point of these changes is to stop the frusterating stalemates that used to happen, and it seems to work great! Remember to give feedback!

-Improved hero name generator

-Mercs can now join the it follows dark force

-When a player investigates ruins it now lets everyone know with a special mesage unique to the type of faction in the news screen.

-Ancient and fallen empire world age settings now always spawn ruins.

Bug Fixes

-Nothing notable this time

Balancing

-Nothing notable this time

Suggestion for testers

-Try a campaign and see if it goes faster, it should.

YouTube Spotlight of the week!

Nothing this time, hope more folks do videos on DR4X in the future!

Mission Screen Rework! DR4X Weekly Changelog #43: 5/20/2022

Back to changerlogs earlier than expected!
I am now moved in and comfortable in my new house!

This week, ive gotten to working on the mission screen to get it to the way I envisioned, and I added a neat new difficulty slider!
Most of the following was live as of last night! Lets go...
Gameplay and UI


-When you click upon a mission it shows a menu that allows you to begin scenario and shows how well you have done previously with star ratings

-When you click a mission it enlarges it and puts a bold outline on it

-Added cacnel button that lets you go back to map

-All missions say their difficulty level

-Added data structure and functionality for mission unlocks

-Added data structure for rating how well you have done on a particular mission

-Clicking a mission will allow you to choose to begin it, also displays its name, its difficulty level, how many stars you have if any and your best time

-When a mission is selected it hides "Leave Realm", and shows correct "Begin" and "Cancel" buttons


-Changed intro pop up UI


-Added new "Handicap Slider" which allows the player to modify enemy damage and their own damage to further tailor the skirmishes to the difficulty they want


Bug Fixes


-Fixed issues with adding new difficulty slider

Balancing


-Gave warriors +1 Movement

-Gave rangers +0.5 Piercing

-Increased ranger swiftness by 10

-Increased Warrior tenacity by 5

Suggestion for testers

-Try out the new handicap system!

YouTube Spotlight of the week!

Nothing this time, hope more folks do videos on DR4X in the future!