New Goal System! DR4X Weekly Changelog #17


I forgot to post this here last week,

I post it on steam and on my patreon though!

In this week's release there is a new system called the "Goal" system, which is a dynamically generated list of objectives based on your skirmish settings that lets you choose your win condition at the start. It also provides information like how many enemies are remaining, ore other details based on your objective while in game. It also works in the Scenarios. So you can now see how many bandits are remaining in High Ground for example.

There are also some UI tweaks and new Rat People faction content (which is still ongoing)

Gameplay and UI

Added New Goals System

-All main faction types now have faction specific goals (bandit sub factions still don't have any, but being a bandit sub faction unlocks more goals just by being a bandit sub faction)

-Added fourth screen to Skirmish Setup which allows one to choose their skirmish goal from a curated list of goals that are dynamically generated based on your skirmish screen choices

-There are over 20 new different kinds of goals, which vary based on pretty much everything from world age, your faction choice, map size and amount of kingdoms,Amount of cults and much much more.

--If you have any suggestions do post them in my discord or on the steam forums

--I plan to add many more for next week

-You can now see your progress on your goal on a new menu you can open by pressing G or by clicking the goal icon at the top of the screen

-Goal system objective details are also now in all the campaign missions, which cna be checked the same way

-Optimized map gen speed (8 seconds to generate medium map down to 5 seconds) Extremely large only takes about 25 seconds now.

-Added new Ratman City upgrade to ratmen towns

-Added new Ratman Arena building to ratmen which allows one to train champions and the town and city can no longer build them directly., instead having to build the building

-Added new Saboteurs Lair building to ratmen which allows one to train saboteurs and the settlement, town and city can no longer build them directly., instead having to build the building

-Replaced buttons at top right with icons

-Moved finish button to final skirmish screen

-Add win condition for each intro

-Make cell grid have human player won variable

-Make gui controller use that for win checks instead of calling player.isAlive

-Make default choice be what it would have been before it was a choice

Bug Fixes

-Probably something I forgot to add to my list

Balancing

-Gave hooligans mountain walker

-Misc balance changes

Suggestion for testers

-Play around in the skirmish setup screen to see what kind of objectives you can get.

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