Bug Fixes and Nodic Harvest
Hey folks! This update is one of those updates where delaying it would only hurt the game. So here it is.
Turns out the big tile effect update wasn't as bug free as I had thought. So i have squashed a bunch of bugs and started working on the liminal stuff as i stated in the update post.
The goal is to make noderooms maps have their own interesting feel and unique gameplay so its worth playing on them for unique gameplay not just for the different tileset heh.
I'm going for a more world building focused thing and to just make it feel, liminal and weird, and to ask questions no one thought anyone woudl ask like "What does it mean to mine in the backrooms". We will see how it goes. (Ill be jumping between this and cult stuff for awhile I think)
Changes:
-Introduced the Nodic Harvest tile effect, a noderooms variant of the Plentiful Harvest, triggering on liminal grocery stores. This version offers triple the upkeep (not just double) as bonus resources and includes a chance for a significant debuff on the unit. Additionally, the range of buffs has been adjusted to fit the atmosphere/playstyle of noderooms maps. It also has some lore bits.
-Centrerd towns better
-New town model
-Fixed bug with well rested buff that was very weird, it was essentially busted now it works as intended
-Improved noderooms entities
-Fixed annoying bug with switching what you are building when you dont have the resources after the deploy mode deducts it, now it is refunded when you choose a new command properly and doesnt pop up weird error messages when you clearly have the resources you need.
-Fixed minor bug where occassionally the cell tooltip would display the wrong tile name (On tiles with alternative tile names like all the liminal ones)
-Nodic Rivers on noderooms maps are now treated as both land and water, you get water debuffs from movement but can build on them for example and wild home also treats them as land, which means that on this tile you can play with water stuff as if it was land stuff and land stuff as if it was water stuff, which is cool (Ships fighting warriors etc lol)
-Fixed a hilarious bug where you could tell enemy units to travel through deep entrances.
-Patched a bug causing liminal grocery stores to revert to farms upon reloading a game (Note: This fix won't apply retroactively to old saves).
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.21 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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