Unite the Rat Clans! DR4X Weekly Changelog #18: 11/05/2021


A lot of content this time!

Gameplay and UI

-Added ratmen stalkers and ratmen stalker guild for rat faction

-Goal popups now have the correct font on the button

-Improvements to gameplay

-kingdoms now have new powerful research items in their elemental temple

--Added speed rune tech

--Added runic weapons tech

-Techs now work with a parent child relationship, if a parent building has a tech and builds  a building, that building will pass that tech on to its units and buildings and if a buildings parent has tech it gets passed on aswell, this means all units recruited from kingdom towns and cities that also have a blacksmith or a elemental temple receive those tech benefits

-If an ai's explorers cant do anything useful they will be demoted to attackers.

-Ai optimizations took a situation where turns were taking over a minute down to 40ish seconds. (This is at the cost of ai conquest effectiveness , basically ai now prioritizes attacking enemy units that are within a certain distance of their units, if there are none they do it the old way so a unit in the middle of an empire will still go to the front lines but those in the front lines will only care about nearby things, this also allows them to handle multi-front wars better

Improved kingdom progression

-Added blacksmith, which is  research building

-Blacksmith has runic weapons tech which costs 160 gold, but grants +1 magic damage to all living units

-Scale Barding Armor cavalry upgrade (Grants +1 Piercing Armor)

-Scale Mail Armor (+1 Defense For Non-Archer humanoids)

-And several more

-Added Guard house

-Allows you to build guards at guard house, shoot arrows

-Upgrades to elite guardhouse

-Elite guardhouse can build elite guards 

-Elite guardhouse can build catapults

(3 turns to build, 3 turns to upgrade, but cheap, and has extremely high deploy range so you can send units and siege directly into the enemy bases to break stalemates) 

Improved ratmen progression

- Added new tunnel building

-Tunnel has high deploy range

-Tunnel has two different commands, one for recruiting a random type of giant rat, one for recruiting a random type of ratmen, these commands are more expensive since they can spawn the highest tier versions of these units

-It has  a high likelihood to spawn more powerful types of giant rats, and more powerful types of ratmen

-Tunnels act like portals, a unit can use a tunnel to teleport from any tunnel to another tunnel you own, units will automatically path to the tunnel and use it if teleporting results in shorter paths.

--So you don't have to manually teleport units or anything but it highlights tiles you can get to via tunnels just like any other tile you can walk to, so you can choose exactly where to go.

-Added two new goals (See if you can find them!)

-new scorpion portrait

-new ratmen portrait

Bug Fixes

-Optimized ai from taking 4 minutes in the worst case for  a turn down to a few seconds. I swear I feel like a wizard.

-Fixed bug with overwriting save files

-Fixed bug where object pool would show up on the 0th tile

-Ai no longer wastes explorers trying to explore the edge tiles on the map

-Fixed erroring issue when playing with max players (it stopped the turn from progressing)

Balancing

-Gave all siege weapons 2 extra movement points as the units were useless with only two movement, now they aren't

-Reduced map sizes down to something far more sensible.

-Medium maps now spawn proportionally more treasure

-Medium maps now spawn less control points

-Tweaked spawn rates of things on older world age settings

Suggestion for testers

-Try out the new goals,

-Try playing a hegemony game on a medium map as  a kingdoms

-Try playing as the ratmen with the new tweaks!

Get DR4X

Buy Now$9.99 USD or more

Leave a comment

Log in with itch.io to leave a comment.