DR4X Weekly Changelog #13: 10/01/2021


Smaller update than usual because I  worked for like 2 days  trying to get a new shader to work to no avail but hey!

Gameplay and UI

-Cleaned up my dialogue code in the back end

-Added new skeleton archer undead unit  (to counter phantoms and give cults a ranged unit)

-Added new music track by Oliver Lugg (thanks man!)

-Added new undead unit ghouls with a flag that does poison damage over a few tiles as well as a flag that lets them spread their ghoul disease, which if it kills a unit they are ressurected as a hostile ghoul

--They sometimes spawn from ruins

-Mirefield mission now has notes from the red king that are generated when he sends you gold

-Changed treasure code to simply check for the type of resource your faction has instead of by specific types in the back end, this speeds them up and makes the code more usable for me

-Added temporary portraits for all towers, replaced most of the images I didn't own with images i do own (though they are still placeholders)

-New Unit portrait

-Red King's heir now has unique unit portrait

-Many, Many new temporary unit portraits I will eventually replace as my artist friend does them

-New graphical effects added to whole game, such as a phosphor gun effect as well as some more crt  style effects, game IMO looks a lot nicer now, but replacing all the screenshots is a pain so i probably wont do that right away since i'm not even in early access rn anyway

Bug Fixes

-Fixed bug with event spawned stealthed buildings/units where they were detected even when they shouldn't be

-More bugs fixed involving vigil mode

-Menu now closes when you resign, like it should.

Balancing

-Give amorphous cuboid thing stealth 3 they are terrifying now

-Cults can now build skeletal archers

-All Buildings are now hidden in FOW

Suggestion for testers

-just let me know how the game looks to you!

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