Steam is not letting me upload images on my changelog right now so i'll use my website to host the images in the changelog tonight and this one wont get a unique header and such because steam is being terrible. Blame steam, not me. Hopefully they will fix it.
Also reddit is just trolling me for posting the bug there. And I ended up deleting the post, but here is the link for no reason at all *wink* https://www.reddit.com/r/Steam/comments/w0710y/i_am_a_steam_partner_and_steam_is_preventing_from/
Anyway... A massive changelog today, lets go.
Gameplay and UI
-Added new building the "Mine".
--Mines can now be built by kingdoms for the low low price of 20 gold and 1 iron.
--Mines have a unique icon on the map of a pickaxe
--Mines have a cool unit image
--Mines also have a unique flag that makes them spawn facing different directions like treasure
--Mines also have a unique flag "Holding" that allows kingdoms to capture them, and the rest of the many factions to destroy them
--Mines are disabled on the Lawlessness and Renovations scenarios for balance and to add challenge
-Removed ability to deploy buildings on other (detected)buildings
-Removed ability to deploy units on other (detected) units
-Made archers show arrow icon on map
-Made units with "pikes" flag display pike icon on map
-Made cavalry display horse icon on map
--All cavalry get a hard counter bonus against archers and all units with pikes get a hard counter bonus against horses and all archers get a hard counter against MOST melee units, so keep that in mind when playing
-Added hell goat unit image
-Added saber toothed bear unit image
-Major change to how deployment works: --If a deploy is queued up on a given tile you can no longer deploy anything new there until recruitment/building is finished, and even then buildings can only be built on tiles with no buildings and units can only be build on tiles with no units, for buildings/units with no deploy range things can be queued up as much as you want. This was to make base building more strategic and less exploitable
Bug Fixes
-Fixed bug where detected enemy stealthed building would be buildable upon
-Fixed bug where detected enemy stealthed unit would be buildable upon
-Fixed bug where new bigfoot name generator didnt actually generate a full name
Balancing
Kingdoms recieved a lot of buffs this update and wildlife recieved a lot of nerfs
-Guard houses and upgraded guard houses now generate more gold
-Markets now generate more gold
-Blacksmiths now generate more gold
-Inns now generate more gold
-Halved inqusition level 1 2 and 3 cost for kingdom
-Reduced Market build cost from 75-> 50 gold
-Reduced Blacksmith build cost from 75->60
-Reduced tier 2 inqusitioon cost by 100 gold
-Reduced tier 3 inqusition cost by 100 gold
-It now takes 3 turns for Ruins to build Ghouls
-It now takes 3 turns for Ruins to build Phantoms
-Gave zombies the hidden hard counter bonus warriors have against archers, but this also makes archers hard counter them so it is more a nerf than a bonus
-Reduced basic zombie HP from 20->16
-Reduced zombie Piercing Armor by 1
-Reduced plague bearer HP from 25->20
-Gave plague bearer same hard counter bonus as zombies
-Plague bearers are more like a direct upgrade to zombies now, which makes them about as tough as the old non-nerfed zombies
-Halved zombie defense
-Reduced plague bearer defense to 2
-Building skeletons from ruins now costs 15 misery
-Building zombies from ruins now costs 20 misery
-Building phantoms from ruins now costs 50 misery
-Building ghouls from ruins now costs 40 misery
-Ruins now generate 5 misery instead of 6
-Wildlife no longer gets 3 bonus misery out of nowhere every turn
-Increased cost for wildlife to make goblin legionaires from 16->20
-Reduced wildlife resource generation from hell goat lairs from 15->11
-Reduced saber tooth bear lair resource gen from 15->11
-Saber toothed bear upkeep increased from 8->10
-Reduced Saber Toothed bear recruitment cost for wildlife from 30->25 misery
-Updated "The Hunt" scenario to counteract the wildlife nerfs and keep it challenging
Suggestion for testers
YouTube Spotlight of the week!
Philososhy posted a new DR4X episode the other day. Its an old version but its a good video!
My birthday is on Monday. And unfortunately this week has been pretty busy so i dont have much, but I did get something done.
Gameplay and UI
-Fixed missing tile in secretty secret minigame
-More secretty secret additions
-Gave Red King's Heir new unit profile pic
-Gave pearwood crate new unit image
-New unit portrait for the strigoi boss in the mirefield scenario, though it isnt used yet, ill probably get that in tomorrow.
Bug Fixes
-Fixed display bug with scenario screen
-Fixed bug with minigames where monsters were way too fast on good computers. Now they are the same speed regardless of computer.
-Fixed bug where "glitch effects" didnt have correct frequency on fast computers
Balancing
-blah
Suggestion for testers
-blahg
YouTube Spotlight of the week!
Nothing this time.
DR4X art stream! https://www.twitch.tv/natch_evil #2 (Stream Now Over)
My artist friend is streaming making art for dr4x! He is also in voice chat with me! Watch us here! https://www.twitch.tv/natch_evil Edit: It is over as of 10:10 pm cdt
Bigfoots or Bigfeet? DR4X Weekly Changelog #49: 7/01/2022
Sorry for the late update tonight was babysitting my Niece and Nephew. Lets go...
Gameplay and UI
-Added new Strigoi unit portrait
-Added new pearwood chest unit portrait
-Added new dark castle building portrait
-Added visual indicator when unit out of AP
--It is a gray completed hourglass that appears over the units if zoomed out and under them if zoomed in
-Added ability to not show out of ap/mp icon from options menu if you want
-Added new cryptid, Bigfoot (Though it isnt neccessarily named that in game since it gets unique generated names/other names like sasquatch, skunk ape and so on)
--What is the plural of Bigfoot? Bigfeet? Bigfoots? A Tread Of Bigfoot, perhaps a murder of Bigfoot, who knows.
--It has some cool abilities and is incredibly rare, though it happens more often on young worlds and ancient worlds.
-Changed stealthed icon to a closed eye
-Added detected icon, which is an open eye
Bug Fixes
-Fixed bug where the win and lose music would play repeatedly after you lost if you lost mid AI turn.
-Fixed bug where detected unit wouldnt have any status icons applied (Artifacts, detected etc)
Balancing
-Nothing this time
Suggestion for testers
-Try to find Bigfoot
YouTube Spotlight of the week!
Nothing this time as usual because no one cares about my game except myself it seems.
Right Click! DR4X Weekly Changelog #48: 6/24/2022
I have added right click to move and attack as well as new art and random events!
Most of the following was live as of last night! Lets go...
Gameplay and UI
-Added support for right clicking to all game states to implement...
-Added right click to move and attack! You can now toggle right click to move and attack on and off in the options (it defaults to off)
-Also made the Options menu sections scroll if there is too much stuff in them now, right now this is only visible with the gameplay settings
-Added new building portrait for ruins
-Added new unit portrait for Troll Hunter
-Changed in game banner on top of screen
-QOL change: it now closes unit ui box when you click an open tile so you know the unit is deselected
-QOL Change: It now will not close the unit info box if you select a unit without action or movement points so you can look at the details of units with no points left.
Bug Fixes
-When deploying units it no longer will deselect the deployer upon deployment
Balancing
-Added two new events to slimy swamps wild force
-Added 7 new events to strange humanoid wild force
-Added 5 new events to mycal network wild force
Suggestion for testers
-Try playing with right click to move and attack enabled and play the 3 wild forces that have new events :D
YouTube Spotlight of the week!
Nothing this time as usual because no one cares about my game except myself it seems.
DR4X art stream! https://www.twitch.tv/natch_evil
My artist friend is streaming making art for dr4x! He is also in voice chat with me! Watch us here! https://www.twitch.tv/natch_evil
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!
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!