DR4X Friday build #6: 8/13/2021 (Science Update!)


First big news, my steam page has launched! Do Wishlist it on there!

https://store.steampowered.com/app/1704830/DR4X/

Changes:

-Added new science mechanic (Right now there aren't many techs but i plan to add more obviously)

-Some kind of object that holds, the stringcommand reference to any specific unit, or command (specifically allows non-unit commands)

-Upon research, science is applied to all units of whatever type it applies to that came from that building , owned by current player

-Upon unit recruitment, it applies all valid techs to them

-technology saves properly

-technology description varies based on whether you are looking at the thing that researched it or an effected object

-Techs are designed in such a way that means its easier for me to edit them in bulk, unlike commands which might as well have been hardcoded

-Add tech research commands

-All tech that is on current unit/building is visible in misc tab

-Some techs can be researched an infinite amount of times and stack on top of each other, others have a limit of one or some other number

-Descendants inherit researched research

-Added list of researched science to UNITS,

-Ai knows when to research things

-Kingdoms can now build elemental temples on walled cities

-Elemental temples builds a new high tier unit called an inquisitor, it is the best unit kingdom shave (better than knights)

-It has bonuses against undead and cult units

-Inquisitors have very fun attack and death noises and a temporary unit portrait

-Elemental temples have a ranged defensive attack

-Added new Ancient forest terrain, it spawns moree often on younger and more magical worlds and has advantage against normal forests

-Grayed out commands are easier to read now

-Green gremlins have new backstabbing claws flag, which acts like the rogue backstab ability, it is very useful

-The game now plays more nicely with OBS and other recording programs, especially with multi monitor setups

-Cult spawned eldritch monsters now have upkeep

-Dark forests are now using a darker pallet

-Fixed bug where commands would sometime snot save and load properly on buildings

-Gremlins now all have a bunch of unique techs to research for each type of hive, which adds better progression to that faction (Also was great for testing the new science system) and anyone that captures a hive can research these.

- Farms give reduced misery resources

-Science commands have a unique sound and pop in news when researched (I plan to let you center on the building that researched the tech and let you open the news mid turn in a later build)

-A lot of other minor tweaks to progression

How will i improve this:

-In a later build i wish to make it so that techs researched at a building will retroactively apply to all friendly units that are valid for that tech that were previously built at that building, as well as just add a ton more techs.

In order to get this build, you can support me on patreon for as little as 1 dollar a month, once the game is ready for beta ill be releasing it here on itch.io for 9.99$

https://www.patreon.com/Untrustedlife



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