Rats, Markets and Gambling Halls oh my!


DR4X Weekly Changelog #15: 10/15/2021

Last time I said I would either work on sovereign spells this week or add a bunch of new buildings, or both, I went with the latter and other gameplay feel improvements and I might do this for the next few weeks, also ive decided to no longer include the "what is planned for next week" section.

Gameplay and UI

-Bandits and Ratmen can now build a new Gambling Hall building once their main buildings (Ratmen settlement and Rogues guilds)  have had their first tier of upgrade

--Gambling hall is an economic building that can be put into 3 modes, 

"No Advertising" which sets the gambling hall to have the stealth 3 flag but only has a 20% chance of attracting gamblers from nearby buildings that generate gold (Which leaches 1/5th of gold generated at those buildings and gives them to the owner of the gambling hall)

"Targeted Advertising" which sets the gambling hall to have the stealth 2 flag but has a 40% chance of attracting gamblers from nearby buildings that generate gold

"Open Advertising" which sets the gambling hall to have the stealth 1 flag but has a 50% chance of attracting gamblers from nearby buildings that generate gold

You can also gamble at your own gambling hall if you want, who knows maybe you will get lucky or learn something

-When plagued or infected with ghoulish slough an icon is displayed by the health bar like the crime icon

-When gamblers debuff is on a building an icon  of a slot machine is displayed by the health bar much like the crime icon

-Ai improvements especially for ratpeople

-Kingdoms can now build a market building from Towns and Cities

--Kingdoms can trade iron and gold at the market and the market generates a trickle of every resource

-Seperated out units into their own buildings in a few other cases for several factions, though generally kingdoms play about the same and only have a few tweaks, bandits and ratmen feel much different to play

Bug Fixes

-Fixed bug where "infest with crime" command had wrong tooltip on walled cities

-Fixed camera centering issue on save file load

-Fixed major bug that would mess up the command queue of ai buildings (and this took me several days to fix)

-Fixed bug where when attacking sometimes it would try to lerp to nan, which caused an error

-Fixed bug where ai would fail to build things even when they should have been able to

-Fixed some floating building issues

Balancing

-Gave more buildings/units varying deploy ranges

-Gave ratpeople towers and settlements and towns vigilance.

-Massive amount of rat people rebalancing

-Rat Nests now give ratpeople 1 gold income

-Rogue's Guilds can no longer directly higher arsonists, they can now build arsonist camps though.

-Bandits can now bring crime to goblin cities

--Black market now gives 3 gold per turn

-Rat people now generally have to build specific buildings to higher specific units (And i will move more units out of their settlements in the future, eg ill add a ratman arena where you can higher champions, a saboteurs guild where you can higher saboteurs

-Allowed to build rat nests and rat towers from ratmen settlement and ratmen town

-Rat towers are now built from settlement and town instead of from ratmen

-Rat men now act like settlers, when you build the rat settlement they now disappear instead of sticking around

Suggestion for testers

-Try playing the ratmen or rogues guild

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