"4B1E1E" Major update! DR4X Changelog #68 03/04/2023


Hey folks! It's been over a month since my last "proper" changelog, but fear not, i'm back with a bang! Introducing the "4B1E1E" update, which, for extremely totally completely entirely obvious reasons ;), is massive in scale.

However, due to the sheer number of spoilers this update contains, I can't provide you with many screenshots or details. I don't want to spoil the surprise for you! So, this will be a bit of a peculiar changelog, and I won't be divulging too many details.

I couldn't have achieved this monumental update without the help of my talented friends. A huge shoutout to Robbie, who composed the music, and Grimwit, who contributed more of his stunning art. They are champs and helped me massively! I especially want to thank Grim for keeping me sane through this, this would have taken way longer and destroyed my motiovation if i didnt have him to unload on.

Gameplay and UI

-A new proper story with a beginning, middle and end and brimming with meta-storytelling elements that draw inspiration from Undertale and DDLC among other things.
--This update marks the first 'chapter' in a series of six for the story, so prepare for at least five more significant, named updates like this one after a few of usual changelogs to clean stuff up and add other misc gameplay elements.

---This is the bulk of this update

----No i wont spoil it

-----To me, this is massive as i've always been striving for this sort of thing but i just couldnt get it to click, but now it clicks, really well.

-Three new OST tracks.

-Several new unit portraits (As usual) some completely new, some modified for lore reasons.
Feast your eyes on SOME of them here.




-Several new 3d models for a few things (Including the new crypts, the corpses etc)

-The game can get much, much, more meta.
--This will get improvements later

-Removed "Next Scenario" button as it allowed for sequence breaks.

-All corpses are now his.

-Added several new terminal commands for players to use

-Massive updates to main menu


-Added interactable that changes es3 codes for my use

-I've ramped up the game's reactivity in many, many weird ways that you'll have to experience for yourself.

-The high ground tutorial now is much better at hammering down the literal main mechanic of this game.

-Added unconventional victory system (In a previous devlog this was referred to as pacifist victories) they have been renamed for repectfulness and gameplay reasons and all except one mission has them.


-The game now can mess with you in ALL the scenarios
--I am leaning into the stuff folks liked from previuous versions.

-All missions have recieved major updates

-Added some randomization on scenarios, majesty style

-Added new typespeed modifier to dialogue

-Added mission unlocks and "New Missions Available" notification

-Added some secret easter egg commands to main menu

-Changed highlighted tiles to be grayscale and team colored

-Losing Text Changes Sometimes

-The internals of the game have been nearly entirely reworked. But you wont really "see" this so, meh.

-Started adding modding support

Bug Fixes

-When you highlight marsh or swamp with mouse the fog is hidden

-Fixed numerous typos

-Fixed oversight where taking treasure on novus imperium makes you detected

-Fixed final remaining spot where I wasn't taking into account personalization for the name of the os

-Fix oversight with vigil

-Added loads of hints to help players with the new camapign

-Changed "Team Color" deploy mode option to be similar to highlighted

-Make it so cities and towns have more "connection" to the world

-Fixed bug with [writhe] text tag

-Recentered panel on main menu

Balancing

-On renovations you can now recover units lost to the swamp

-Added more treasure and other cool stuff to high ground and various other missions to encourage exploration

-If a bunch of units die there is a chance foree something scary to happen

-I created an algorithm for determing the "distance" between two different colors, so that if for example, you choose red or a color like red no enemy team will be assigned a "close" color. It doenst care as much about their color in relation to other ai player colors though. Because checking every player every time would be painfully slow. But if you play as a bandit and use the color gray now, no other bandits/players will be a similar shade of gray anymore, for example.

-Some pathfinding optimizations

NEWS

As you may have noticed, this changelog is a bit shorter than usual. However, don't be fooled by its terseness. Today's update is a whopping gigabyte in size, which is significantly more than my usual 50 or so megabyte updates. This is because this update is colossal and includes a multitude of unmentioned changes. However, I won't be revealing any spoilers, so be sure to update your game and try it out.

Also, if the puzzles are too difficult etc, utilize the steam forum to help each other out and report any bugs or whatever you find on the steam forum aswell.

You may also consider joining my discord (linked on the store page)

After this there will be 5 other "major" updates like this one, but i will be resuming the normal changelogs in the mean time until ive planned out the next part.

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