Devlog! Making Liminal realms more interesting.


Hey everyone!

Today, I was planning to do one of my usual "small updates," but the changes I'm currently working on aren't quite ready to release. They only feel good to play as a whole rather than individually, and I'm still working on implementing saving and loading for all the new stuff etc. So, instead, I've decided to just explain the changes you can expect to see soon.

So, what have I been busy with?

In my latest changelog, I mentioned my goal to update the noderooms maps to match the amount of tile effects of the standard maps and have their own unique scavenging effect. During this process, it became clear that noderooms needed to be completely reworked gameplay wise to be fun.

I've introduced several new buildings to the noderooms maps, such as Abandoned Offices, which replace the watchtowers, etc. These buildings generate a bit of every resource, making them less situational than their counterparts on the "standard" maps and have their own flavor. And yes, the unit portrait art is still a placeholder. Here are some visuals to give you a better idea:




I've also reimagined catapults in noderooms maps, introducing a version that's more mobile, reveals less, and is captured after being killed a certain number of times before self-destructing. This version serves a completely different purpose compared to standard maps, acting as a scout unit that can effectively capture buildings rather than just as a slow siege unit and all factions have access to them and in fact start with one on the noderooms map.



I've also changed liminal tiles to all have a -10 view difference (meaning only one tile is revealed at a time) and mostly the same movement cost (2). This change aims to make exploration more strategic and rewarding by limiting visibility but not movement as much (though it is lessened). To compliment this, the noderooms will feature many tile effects that boost movement, ensuring the game maintains its pace, just with a more fun approach to exploration.

Additionally, I've introduced a noderooms version of the settlement, functioning similarly to standard settlements but with a twist: they're "reclaimed" and self-destruct after being captured a certain number of times. In fact, moving forward, all capturable points on this type of map will behave in this manner, with some buildings "respawning" elsewhere on the map after being destroyed to keep the number of control points constant.



I'm also gearing up to introduce alternatives for every type of control point on the node rooms maps, each with a more liminal vibe. Additionally, I'm looking to expand the range of portraits for buildings on these maps. The goal is to infuse them with a distinctly liminal atmosphere and to offer more variety than the standard maps. This should make examining unit portraits a far more engaging experience..

Additionally, capturing control points on this map will no longer reveal adjacent tiles, necessitating exploration with units for visibility.

The node rooms also boast an entirely unique set of random events. Similar to other settings but with a more comprehensive approach, this even includes replacing all dark forces events when playing in the node rooms. This change aims to imbue the gameplay with a more liminal, ominous, and dreamlike quality, significantly enhancing the world-building aspect of these maps.




Essentially, the primary aim of these updates is to ensure the node rooms maps stand out, possessing their own distinct atmosphere and gameplay dynamics. This should inherently make the game more engaging since these maps will offer a unique playing experience compared to the rest.

I'd love to hear your opinions on these updates in the comments and to hear your ideas!

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