DR4X Weekly Changelog #11: 9/17/2021


Gameplay and UI

-Added stealth system

-- The way it works is that units can have stealth level from 1-3, when a unit walks adjacent to it the sheathed unit the unit is revealed for 3 turns, if more players discover it the reveal time increases, kinda like a heat system, there are techs for kingdoms that allow them to spot stealthed units more easily just by rolling a concentration save if  a unit s in their LOS, this  tech also has 3 levels, at level 1, it will let you more easily reveal stealth level one units and the next is stealth level 2 units and so on.

--The stealth system is used not only be units but also by Ruins, by portals, and by green gremlins, by bandits, and by cults, and by ratpeople and the lawlessness scenario has been reworked to teach this mechanic as well as the tech mechanic.

--Your undetected stealthed units now have an icon under them of a ? mark to show that they are hidden. There are also many more new icons, one for when units are in vigil mode, one for showing how many techs are applied to a unit, one for the crime debuff and so on.




-Added global tech system, these are techs that apply globally to all valid units instead of only to units recruited at specific locations. The new inquisition tech used for spotting stealthed units is a global tech.

When capture or recruit check list for tech that apply that are global if so apply

Add tag to techs so you know if they should be maintained on capture

-Kingdoms can upgrade cult awareness to allow units to detect them from farther away


-Optimized AI by moving list manipulation to coroutine

-Add friendly ghost from expedition event

-Added new lesser undead unit, the phantom, a ghost unit with stealth level 3 that spawns from ruins, dark castles, destroyed cities , and can be built by cults at farms

-Added more possible city names to city name generator

-Farms now get generated names

-Improved AI speed, (feed explored cells instead of all cells into all calls to rateImportant)

-Optimized exploration algorithm ( A tad, medium map with 8 empires shouldnt have turns taking ages anymore)

-Several fun new Random Events

-Added research indicator to unit next to healthbar

-Added new chessMaster ai personality which likes to build criminal organizations as bandits for example

-New attack and death noise for guards

Bug Fixes

-Fixed bugs with new system that was causing swap button to not work properly

-Fixed bug where AI fails to path somewhere hence breaking new turn

-Camera is now less janky during turn progression

-Fixed bug where AI could warp across the map.

-Fix bug with Cell neighbor grabbing function that could result in odd behavior

-Fixed bug where cell was blocked even when it shouldnt be

Balancing

-Made it so bandits can add crime to towns they conquered for cheap

-Decrease Guard Cost for cults

-Added ghost flag which is used by the new phantoms (half damage from hard counters)

-Rebalanced cult expedition cost

-Cults and Bandits are now mostly all stealthed (including their hideouts)

-Added stealth flag to rat towers, gave rat kingdoms the ability to build a black market. (Before they could only build them on rat people settlements, not towns)

Suggestion for testers

Try replaying the lawlessness scenario!

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