The Lore Axe. DR4X Changelog #75 07/16/2023
Hello everyone! My birthday was on the 11th - it was a great day! Not only did I manage to celebrate well, but I also accomplished a lot in the past few weeks on the game. I'm not sure how or why my motivation came roaring back, but I'm happy it did!
This changelog is a bit intense,with a large amount of changes and it's not even everything I hoped to include this week.
DR4X was available at a 50% discount during the Steam Summer Sale for a few weeks. Unfortunately, it didn't help a smuch with visibility as I had anticipated from previous sales. Nevertheless, the journey continues. On a related note, if you could spare a moment to leave a review for DR4X on the store page, it would be immensely helpful in boosting the game's visibility. Your support means a lot!
Anyway, lets get to the changes...
Gameplay and UI
-Added new Wendigo Unit Portrait
-Added new Wendigo Lair Unit Portrait.
-Added new Hooligan Unit Portrait
-Added new Gambling Hall Unit Portrait
-You can now access the codex in-game, and i've added several new entries.
-Added new Codex entry about Campaign Missions
-Added new Codex entry about AP/MP
-Added a few other Codex Entries.
-A new codex entry has been added that focuses on movement and attacking. This was prompted by a recent let's play video I saw, in which the player struggled to move their units. This feedback led to significant improvements in the tutorialization of movement and attacking. I'll link to a reupload of the video in my YouTube section later. (The player deleted the video and remade it after I told em how tor move heh)
-The command info display code has been simplified. It used to be slow, particularly with recent additions, but has now been restructured to be event-driven. While this change may result in some weirdness, such as the "commands" button being displayed without any associated commands, the overall impact should be minimal and the process will generally be more efficient.
-The command menu now features a sleek fade-in animation for a smoother user experience. This is part of my ongoing efforts to streamline the user interface and make the game more intuitive.
-The Hooligan model has been improved.
-Updated miserable poppet plant description
-Updated the descriptions of several flags to have the proper combat icons (there are probably still quite a few without the proper icons i'm sure)
-SouthSea now has its own lore.
-Made popups emphasize that you have to right click to move by default (and they adapt if you have that setting to make left click the default enabled)
-Made it so the first time you deselect a unit it pops up a clarifying popup about moving and attacking.
-Finally, I've added achievement art for [NODEOSERROR].
--The ahcievements still cannot be unlocked but i'll hopefully get that in the next week or so.
The Tycoon Arc
I'm still in the process of developing new mechanics for businesses like Inns, with the goal of making an entire campaign mission about owning an Inn. I have big plans for chapter 2 of the campaign!
-I've added a new mechanic for techs/upgrades that increases the price each time they are researched. --They're color-coded for easy identification.
--They go from Green 1.2x , to Yellow 1.3x , To Orange 1.4x, to Red 1.5x to Purple 2x
-I've introduced four new upgrades for Inns, which are integrated into the Tycoon system. While my ultimate goal is to add actual buildings as part of this system (for example, building a bathhouse adjacent to your Inn), currently these enhancements function as upgrades. I've tested this approach and it contributes positively to the gameplay.
-Initially, I had hoped to incorporate similar upgrades for other structures like gambling halls this week. However, given my birthday and so on, the schedule has been a bit hectic. Rest assured, i'm planning to maintain this momentum and introduce these features soon
-I also cleaned up the business management UI a tad.
Bug Fixes
-I've fixed a bug where the business detail screen wasn't displaying the correct gain or loss in satisfaction.
-Improved error messages for "limited" techs.
-The Codex buttons no longer overlap the logo.
-Fixed a bug with the command filtering dropdown.
Balancing
-Random fluctuations in customer satisfaction are now up to 10% (or 0.5 stars) per week.
-Made some ...INTERESTING changes to the Hunt Mission. To not only make it a tad easier but to make it far more INTERESTING.
-Added command that helps you maintain customer satisfaction at your inn once all your upgrades are in.
-Some tweaks to business customer gaining logic so that it is less "feast or famine" for higher rated businesses
-Rosebud Tavern can now defend itself on The Hunt rmission
-Added two hero units to "The Hunt" mission
YouTube Spotlight!
DR4X has been played by a person and they even found some spookies!
Thank you all for your continued support
Files
Get DR4X
DR4X
A fast casual haunted 4X game with roguelike elements and asymmetric factions.
Status | In development |
Author | Untrustedlife |
Genre | Strategy |
Tags | arg, Casual, Dark Fantasy, drax, Fantasy, Fast-Paced, Horror, rldr, Turn-based Strategy |
Languages | English |
Accessibility | High-contrast, Interactive tutorial |
More posts
- Sorry Speedrunners...I fixed a bug.41 days ago
- More tweaks...Jun 25, 2024
- Fixed major bug with ending sequence.Jun 25, 2024
- Learned a lessonMay 29, 2024
- Reduced DR4X Price for forseable future.May 29, 2024
- Plans, and changes: DR4X Devlog 5/28/2024May 28, 2024
- Whats been going on? DR4X Changelog! 5/18/2024May 19, 2024
- New intro and shorter load times. DR4X Changelog! 4/27/2024Apr 27, 2024
- What happens when I die?Apr 20, 2024
- DR4X Devlog 4/14/2024Apr 14, 2024
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