Tycoon. DR4X Changelog #72 05/29/2023


Hey guys, I have a new release here with a bunch of new updates and improvements to the game. Thank you all for your continued support, and I hope you enjoy playing this new version.

The plumbing saga continues btw, not sure if you saw my blog post down at my website. But heres a link.
The plumbing saga.

Well I have an update on that. Things actually went sorta well for once!

Insurance hasn't given me any issues, and I had the sewage cleaned by a company called servpro. They took care of everything and now im just waiting on being given the go ahead to pay the insurance company. Than servpro will send a guy down to give me an estimate for repairing all the stuff they had to take apart during cleaning (after they put the sink and toilet back in) (they had to completely strip my downstairs bathroom, pulled the toilet, sink, counter etc, because of water damage and the laminated flooring so now its like I only have one bathroom lol but they will be able to put it back together and insurance will be sending me a check for estimated repair costs. than I can choose to have it repaired or to just leave that bathroom unfinished until i renovate it sometime this year.. Though there were some things I had to take care of, for example putting the dryer vent back up in the laundry room was literally painful.
Also, i had to pull the carpet in the closets adjacnet to the laundry troom and i just dowsed the floor in those (the carpet there was just inserted in it wasnt attached and the bottom is just tile) in lysol and wiped those down and dried the carpets (as they were still wet from the cleaning and i wanted to prevent mold growth in those little alcoves) and put them back in, so now after all that is done the cleaning etc, I can actually sleep downstairs again!

Of course this has been hell to deal with. But I did also manage to get some game dev done!

I worked on adding some layers of complexity to the economy management of the game (the first of many mechanical additions I want to add to make turns a bit more engaging, but I didn't get a chance to allow you to have a real impact on that underlying simulation side. I guess its nice to see numbers go up though!) as well as several bug fixes and QOL changes. I also worked on the tech system a bit to add a new kind of tech that is now dinguished from global research items and "normal" research items.

This changelog will include the stuff from the last "devlog" post I made on the 9th since i didnt bother clearing those out of my trello.

Gameplay and UI

-I've introduced new classification for technologies: Global, Local, and Basic. They are also color coded in game in their tooltip.
--'Global' techs alreeady existed and function universally, meaning once researched, their effects apply to your entire faction irrespective of where the tech was researched. The 'Inquisition' tech serves as an example. These are now purple in their tooltip.

--'Basic' techs are those that, once researched in a specific building, have their effects propagate to the parent city and all buildings linked to that city. An example of this is the 'Fire Arrows' tech, which, when researched at the blacksmith, grants fire damage to all rangers originating from the city where the blacksmith is located. The newly added 'Barracks' tech, which enhances all units constructed in the associated city, also falls under this category. (This used to be the "default") (This is also why you can only research bastian boost x amount of times per city) These are cyan, as they always have been

--The new one is I've introduced 'Local' techs, which are akin to 'Basic' techs but with a more focused scope. Their effects only apply to the specific building where the tech was researched, without propagating to the parent city or any other linked buildings. And you can research them the given number of times without worrying about how many times its been researched in that city. This is all explained in the tooltip. These are orange.

-Subtle UI tweaks with the unit info screen's flag list

-Added particle effect when a cell is revealed that is like low poly clouds coming apart
--Makes exploration a tad more satisfying

-Added black market unit portrait


-Gave spiderrs new Unit portrait

-Cleaned up the code in general (went from like 25 compiler warnings to 3)

-Converted shared code between my unity projects into a dll, for speed and cleanliness reasons

-Made it more clear how tech works by rewording the tech tooltiop info, distinguishing them by color, and allowing you to "show more" using ctrl




-Added ability to put uints into sentry mode as described on the 9th and assigned it a hotkey

-Updated most of the techs in the game to use icons for represneting resources and combat stats instead of text, which makes things less long winded



-[NODEOSERROR]

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--[NODEOSERROR]
--Leads

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--Talk to

- Introduced the new "Business" flag, enhancing gameplay mechanics for Inns, Gambling Halls, and similar establishments by unlocking a dedicated UI panel, this is the earlier mentioned Tycoon system.

-- Implemented the concept of clientele in businesses for enhanced gold generation opportunities.

-- Businesses now operate within a framework of minimum and maximum customer counts, resource profit multipliers, and customer satisfaction levels. Weekly profit is determined by the customer count and their satisfaction level; the more customers you have, and the happier they are and the greater the multiplier, the greater the additional income generated for that turn. There are natural fluctuations in customer satisfaction, with plans to add connected buildings and upgrades to manipulate these simulation parameters. For instance, increasing max customers at your inn by adding more rooms.

--With the new UI, you can now actively monitor your business performance in real time as you progress to the next turn. (Just hit next turn with the UI up, and you will see the changes in real time)

--Performances from performance troupes at your Inn or Gambling Hall give your customer satisfaction a boost

--Customer satisfaction will gradually drift towards an 'average' level if you do not work to increase it.

In upcoming updates, it will be your task to strategize ways to enhance satisfaction levels, such as launching limited-time sales or investing in improvements like additional rooms at your Inn or building connected liquor aging cave buildings for your inn for increased profit.
To cater to diverse gameplay preferences, an AI management option may also be introduced for those who prefer a less micro-intensive approach. So the AI can manage the business for you!



----Important note, I will be adding a campaign mission all about managing an inn as a way to encourage myself to add more mechanics to this system, i felt kinda weird advertising "Manage your own gambling hall" when you didnt have such minute control over it , but now there is a whole system for that.

-Global Tech descriptions are now in royal purple

-Made it so holding control will display more info on techs and hid their long descriptions until you hit control

-Did some other changes to reduce the longwidnedness of various flags, text pop ups and so on
--The UI shoudl just feel a lot cleaner now in general!

Bug Fixes
-Fixed music not playing after "continue anyway" clciked

-Fixed bug where upgrading loses city link

-Fixed several bugs related to techs

Balancing
-Gave Bandits on Debauchery and Lawlessness gambling halls

YouTube Spotlight!
None this time.

Im sorry about the inconsistantness of my updates lately, I hope you udnerstand this is due to the aforementioend plumbing issues.

Files

DR4X.zip 414 MB
May 29, 2023
DR4XLinux.zip 434 MB
May 29, 2023

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