DR4X Weekly Changelog #14: 10/08/2021


Added a new deployment mechanic that lets you select tiles that units will be built onto based on the building you are building from, for example the walled city now allows you to build units and buildings up to 3 tiles away directly from it instead of built things only being built onto the same tile or adjacent tiles on the unit that is building them,

Also lots of QOL changes.

Gameplay and UI

-New Deployment Mechanic

--All buildings now have a deployment range

--Added new deployment mechanic that lets you choose tiles units will spawn on when building them based on what you are building them from (basically just what advanced wars does except more restricted and strategic and expandable)

-Added new dropdown to the unit panel that lets you choose to display only certain types of commands in the unit command list, very useful for when you have a building/unit with a lot of commands selected

-Much more secretty secret stuff

-Rule tile mechanic for secretty secret stuff

-Smoothed out camera movement so it is no longer wonky

-Tiles now make it more obvious when you can walk on them, especially on water

-More improvements to your office...

-Added new unit pictures for hell bears, nywar cultists, and demon cultists and growling slitherers

-Ruletile implementatition for office

-Other misc changes I don't remember, its been a weird stressful week guys

-If deployment range is 0, which it usually is for units like gremlin settlers, it simply builds tile with no prompt like it used to do

-added glow effect to highlighted tiles

Bug Fixes

-Fixed bug where faction color on tile was incorrect on scenarios

-When you load a game selected unit is now unset

-Menu now has correct button layout even after you resign and then load from the resign screen (which you can also do now)

-Fixed major bug with saving and loading caused by new deploy mechanic

Balancing

-Kingdom units now more expensive (Generally by an additional 2 gold) and increased upkeep

-Inceeased upkeep for rangers, by an additional gold, as well as for light and heavy cavalry

-Ratmen units now have gold upkeep

-You now start with an additional 120 gold on the renovations scenario as well as an additional 20 iron and an additional 5 influence. Which should speed up the start and make up for the higher upkeep.

-Goblin cities now give 8 sacrifices

Plan for next weeks build in no particular order

One or both of these:

-I plan to add the ability for factions to have spells they get from research on buildings which can be casted on any tile, like in the warlock series or Majesty --Eg a healing spell kingdoms can get from elemental temples, as well as various cult rituals specific to those factions(though those may not all get done for next week, but the mechanic will be implemented at least)

-I plan to continue fleshing out the new deployment mechanic, as well as add new buildings for bandits, kingdoms and cults as well as more simulation mechanics from giving the player the ability to do this type of base building (though those may not get done for next week)

Suggestion for testers

-try out the new QOL features and come up with new strategies that make use of the new deploy mechanic



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