DR4X Weekly Changelog #10: 9/10/2021


Gameplay and UI

-Made clicking on news item in news list center on the source of the news

-Added mouse sensitivity slider to options menu which changes the sensitivity of the click to drag functionality

-Desaturated text on top of screen and on unit info

-Added better shadows and shading

-Added satisfying move sound

-Main menu UI loads faster and handles office deaths better

-NodeOS now varies based on dimno value

-Separated office gameplay from NOdeOs so i can add new stuff to the terminal easily

-More Lore hints

-Improved UI in general, moved next unit, next building, end turn to right side of screen

-Improved unit info screen so HP is at the top, and the buttons are more visible, and weird player colors are handled better

-NodeOs console remembers past commands

-Cults can now capture dark castles and build units there

-Added new random event

-33 new incursions, more lore

-Over 100 new hints

-More lore bits

-Improved shadows

-Ai can now destroy gremlin hives like the human player to save resources

-Cults now have unique techs that make their hideouts better defenses

-Added black market which can be used by cults, bandits, and rats


Bug Fixes

-Fixed typos

-Fixed office death bug

-Fixed bug where dark castles wouldn't apply proper tags to names resulting in things like [WRITHE]Castle generating.

-Fixed bug where vigil sound was using the music volume instead of effect volume

-Fixed bug that rarely could break turns if a town spawned multiple treasure

-Fixed bug with free spawn code wherein if a unit that did free spawn was independent , it would break stuff

-Nywar Priests No Longer Bleed, like their lore suggests.

-Fixed shader issue

-Fixed bug with saving and loading where loading would be up forever if you save and load the renovation mission

-Fixed treasure bug when it was on a friendly cities introduced


Balancing

-Cults expeditions are more randomized now, added a separate more expensive 'risky' variant and expeditions can result in more than just artifacts now

-Ai is better at spamming units when they can afford to

-Increased upkeep of strigoi

-Increased upkeep of Growling Slitherer

-Increased upkeep of Amorphous Cuboid thing

-Increased upkeep of realmling drone

-Increased upkeep of strange humanoid thing

-Increased upkeep of advanced undead

-Non ruined towns and settlements give 1 additional gold

-Walled cities give 2 additional gold

-Increased upkeep of all types of acolytes

-Rebalanced upkeep for all priests

-Increased cost of acolytes by 1 sacrifice, realmchild acolytes now cost the same as other acolytes

-Buffed realmchild acolytes to make up for the increased cost

-Cults can now attempt to unsummon summonables to save resources and ai handles it nicely (also helps cults controlled by ai play better and cause more trouble!)

-Cults now start with enough resources to immediately build 2 new hideouts or do a rush

-Made your character in the mirefield scenario have no upkeep (ai updates made scenario too difficult without additional resources)

-The Grex Tenebris and The Novus Imperium now start with some additional resources so they don't go broke immediately. (They are significantly more challenging now)

-Increased rogue guild gold production (Advanced and basic)

-Increased starting resources for bandits (enough to build a new rogue guilds immediately or upgrade their original)

-Reduced rogue gold upkeep slightly. Increased rogue misery upkeep slightly.

-Crime ridden cities now free spawn friendly cut purses

Suggestion for testers

-Try to play as a cult and see how good it feels for you and provide feedback on the forum

-Try the bandits and see how many towns you can apply the crime debuff to.


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