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Hi folks, I wont go into toO much detail about why Ive been away recently suffice to say my motivatioN took quite a hit from the massive obscurity and then other projects started taking priority. But now that people are pLaYing the game again and finding bugs, Im here with a bug fix update. DR4X is still my baby heh Changes: Fixed a major bug that allowed access to dialogue Options that shouldnt have beeN available at that point in convErsations. This issue even enabled speedrunning to the ending of the game by skipping significant parts of the [spoiler]unConventional[/spoiler] route. THanks to Tiruin for finding this bug and reporting it to me on my discord. Id like to mention that I prefer people join my discord server rAther than dming me directly (hence why Im usually in hidden mode on discord People). But in this case, iT was alright! I just want to avoid getting hundrEds of messages, haha. Honestly, though, this was the wake-up call I needed. Don't be aftraid to report bugs I'm usually quite quick about fixing them. I do have a plan now for finishing this gameand its not neaRly as ambitious, haha. Theres even a hint about it hidden in this changelog. 01010111 01101000 01100001 01110100 00100000 01110011 01110100 01110010 01100001 01101110 01100111 01100101 00100000 01100011 01100001 01110000 01101001 01110100 01100001 01101100 00100000 01101100 01100101 01110100 01110100 01100101 01110010 01110011 00101110 00101110 00101110 00101110
Hello again. Changes: -tweaked pop up messages when you type at the "wrong time" -Exclamation marks are now allowed during ending sequence lol. Im sure loads of folks shouted like they were told and it didnt work because exclamation points broke it lmao. I still want to implement those new achievements. I also plan to make it so that when you start up the game after the update, you are retroactively rewarded achievements you have already completed. It will be interesting to code that up...
Hey folks! It's been a month since i've made a devlog.. Just a quick update: I enjoyed my vacation, it was really nice. However, I discovered that I had accidentally broken the ending sequence in DR4X several months ago. I've now corrected it, so everything should be working properly again. ANd just in time for steam summer sale O_O This is kinda a major bug that got overlooked. So this is a major update heh. Changes: -Fixed major bug -Added better hints -Added cheat code for person who pointed it out to me
I wnat to summarize my thoughts on something and my thoughts on this experiance: I made a few notable mistakes when I started out that I have learned from now:
To encourage more people to experience DR4X, I've decided to lower the price. Personally, I believe it's worth the original $10, but since sales have mostly occurred during discounts, I've chosen to reduce it by 50%, likely until its out of early access. I'm not in this for the money, so this change doesn't bother me too much. Hopefully this allows for more players to enjoy the game!
My stressful work project is still ongoing, but after June 3rd, it should be all right and no longer as stressful. This means game development can pick up again! I haven't been idle, though. I have loads of art ready for new achievements that I want to add. I plan to include an achievement for every campaign mission victory and unconventional victory to see how far folks get so i know what to iterate on. This is a challenge because pretty much no one is playing dr4x so i cant really see my changes have an effect in real time. Man, its almost like you should tell people this game exists and stuff. ;)
Join us in the sorta weekly art stream fellow humans. https://www.twitch.tv/natch_evil
Hello folks, today I'd like to talk about something. I recently received this refund note.
Now, I know, I know, it's not common practice for devs to point out specific refund notes like this, but I think it's important to convey something here. And I'm not a normal dev.
To whoever made that note, this isn't making fun of you; it's about showing you how to save the dog. The dog can be saved. You just have to think "unconventionally" just like he told you.
The meta aspect of the game isn't common or expected, but it's crucial to the story. The whole campaign (with its unconventional routes) is about saving people by thinking "unconventionally".
I even made a guide on how to save the dog. The fact that you refunded right away is okay, but you might want to give it another shot.
I dont know if i should classify this as a massive spoiler. But I wanted to nip in in the bud.
That'll be all.
Trust me, I love dogs. I have my own, and she's the cutest, sweetest thing in the universe. Humans don't deserve dogs, to be honest.
The guide for saving the dog:
https://steamcommunity.com/sharedfiles/filedetails/?id=3193972003
Hey folks!
I apologize for the lack of communication over the past month. My "real life" job has had me working on a big project for the last several months, and the workload on it has increased significantly in the past month. I volunteered for the project, so it's my own fault, heh.But due to the sheer size of the project (and no, I won't go into details, as I want to keep my real-life software engineering work separate from my own endeavors. You know how it issometimes companies prefer not to share any details to prevent the leakage of proprietary information etc.). I just havent been able to work on the game.
TLDR, I've been working from 9 am to 10 pm on this project soem days, which, as you can imagine, leaves little time for game development.
On the personal side of things, my adorable doggo Bella hasn't been as energetic lately. She used to beg me to play every five minutes, but now she only wants to play once a day if that. However, she's been eating well (she eats super fast, heh) and enjoys her daily walks. Her temperature is normal too, so the reduced energy might just be due to the heat. Still, it (and her seeming stuffiness) worried me enough to schedule a vet appointment for Monday. So I've switched to a clinic vet (appointment-based, not walk-in) because the veterinary hospital felt too impersonal. And Bella's odd behavior makes me think they might not have done a thorough job. This means she'll be getting a full physical on Monday, and I'm sure they'll be able to tell me if anything's wrong. I also want to get her up to date on her vaccinations.
Also, i will be going on vacation starting on the 8th and be gone for the week after, so no game dev will happen that week either.
Still, I have managed to get SOME stuff done.
Join the weeklyish dr4x art stream. https://www.twitch.tv/natch_evil
I think i've gone through like 4or 5 different styles of changelog at this point. Heh Anyway. Hi there. Man that last devlog got a lot of upvotes. It is good to be honest I suppose! I want to return to bi-weekly changelogs so here's one today! Some major updates: I added a new, pretty nerve-wracking intro to the game that I'm really proud of. Also tweaked a few things, introduced a new program to the terminal, and added a hint on the main menu that shows you how to "exit" DR4X to the new start screen, I also sped up loaidng times. Plus, I made a bunch of other small changes here and there.
Join the weeklyish dr4x art stream. https://www.twitch.tv/natch_evil
In my last devlog i was like "the next couple weeks should calm down so i can work on the game more" or some such thing to that effect.
Well I was wrong. Work stayed super ridiculously busy this week, delaying game dev further.
*sigh*
Sometimes i feel like giving up ya know.
Anyway.
Put out a tiny update today,
New batch of art is in, its great woo.
(There are 3 new ones but i won't paste them all it will ruin the fun!)
Join the weeklyish dr4x art stream. https://www.twitch.tv/natch_evil
Hey folks! My "real life" work has been quite tiring the last few weeks so I haven't gotten much done since the major update. Things should calm down in the next few weeks though!
Join the weeklyish dr4x art stream. I'm working right now (Yeah i have a full time job in addition to this) so i wont join til 5ish myself but he plans to go long today. https://www.twitch.tv/natch_evil
Join us in the dr4x art stream. https://www.twitch.tv/natch_evil
Welp, I guess i should have expected something to break lmao. The curse of massive updates. Even with beta testing lmao.
"Its live now"
The noderooms update has been moved to the live branch and the noderoomsbeta branch has been removed. Ive been working on this for a couple months now so I hope you like it!
No big changelog, too many changes to list. Here are the standouts though.
Join us in the dr4x art stream. https://www.twitch.tv/natch_evil
Lots of useful stuff in this one (In the noderoomsbeta branch of course). Another day where I didn't get as much done as I had hoped. Oh well. Not much left on this release now the important stuff is done, the remaining stuff is polish/immersion stuff like specific treasure popups for the new artifacts, changing wind to a "draft" and other terminology etc.
Hey folks! Its me again! So, i didnt get as much done last week as i had hoped due to a mishap with Bella and family commitments. Bella hurt herself (again) this time while jumping on a bean bag chair and then suddenly yelping (Unfortunately i didn't actually SEE what happened because i was looking the other way at the time) but over the last few days she has recovered just fine with vet perscribed painkillers etc. And she seems to be mostly back to her old self again!. But since i've been worried about Bella and just comforting her. I didnt get much game dev done heh. That coupled with several family outings, has not left me much time to game dev. But ill hopefully get some stuff done this weekend. There are just 4 tasks remaining for this release, so perhaps it's nearing completion? I'm hesitant to make any promises though. And it will be a month til all the art gets in so it will be kinda like the old days with loads of stuff lacking unit portraits (Though the placeholders im using this time are not blank and are still very liminal). Regrettably, Ive yet to receive any feedback on the beta, which has been somewhat disheartening and impacting my motivation. If you have any thoughts, please share them! I plan to release a changelog on Sunday (Though it will be a mini one). and If everything goes according to plan, I might just quietly merge the beta in next week a simple "it's live" post without delving into the updates, aside from the gigabyte of enhancements that will be seen when the game updates for those who didn't opt into the beta. (Though i also started a new youtube channel for the game, so video devlogs might be a thing in the near future https://www.youtube.com/@DR4XTheGame ) The UI updates will require me to update all the screenshots, so that will be a subtle hint at the changes. Honestly, Im not too fussed about it it seems like no one delves into the changelogs much, anyway. At this stage, I'm primarily developing the game for my own enjoyment and not much else lmao.
So I worked some ui updates into the noderooms branch today. Here are the highlights
Hey guys! the update has a name now!
I was just calling it the Noderooms update before. But now its
"Update FFE300, The NodeRooms"
So in the last one i shared a list of stuff i wanted to get done. Some of that is done now.
This is still all only on the noderoomsbeta branch you can opt into.
Plan is to keep working on this today so I might put out another one. But essentially i do have a list of specific things i need to implement for this to be release ready yet:
For this one, I didn't want to delay it because of the bug fixes, essentially the new artifacts were really messing with buildings heh
Join us in the Noderooms (as seen in DR4X) liminal art stream. https://www.twitch.tv/natch_evil #skibiditoilet
Hey folks! I feel comfortable taking the time to polish stuff up now that I have that beta branch up, but I also added some extra content here and there. This update is in the noderooms beta branch you can access it by following the instructions in the last major devlog! I have not recieved any feedback on this update so far so maybe give it a try and let me know your thoughts!
Hey there, folks! I'm excited to let you try out the upcoming major update through a new "noderoomsbeta" beta branch on Steam. I opted not to do a full release today because there is a lot of stuff i want to polish and flesh out still but I still wanted to give you guys access to the new version in a more controlled way. This update is kinda like a little passion project for me. The goal was to somehow make a 4x game feel liminal and to make it really feel like you are trying to survive in a backroomsy place. And i dont think anyone has really done this (as a 4x) before, I am aiming to really be the "backrooms kingdom simulator" I based my overhaul quite a bit on the wikidot version of the backrooms so for those of you who like that stuff this will be a treat, I even have some item analgues (fire crystals, kinda like fire salt and so on) but most of it is completely my own creation. And there are also improvements to the game overall for those who arent interested in the noderooms stuff.
Join us in the DR4X art stream. https://www.twitch.tv/natch_evil
Hey folks!
I think I may have bitten off more than I could chew with this latest update. I'm too deep in to segment things out, so it will just be an additional week or so until the next update. But it's worth the wait, I promise.
My vision for this update is to go all in on the noderooms maps, it should still feel fast to play but should have a unique feel that encourages exploration. Many of the units will have multiple posisble unit portraits. And that is really whats taking the longest here. It needs art and art takes time and it needs content and balancing for fun and content and abalancing takes time. I initially hoped to release the update this weekend, but I didn't manage to get any work done on Friday. This was partly due to a negative review on Steam that admittedly dented my motivation for the day. However, I've since addressed the issue that led to the negative feedback. The ranger on the high ground tutorial will now be selected automaticlaly if you take too longsolving the confusion some players had about who to click on.
So, I'm sorry for the delay, but I assure you, the wait will be well worth it :)
Speaking of reviews, Steam has a review threshold for promoting games to wider audiences, and I need a total of 50 reviews from people who bought DR4X to reach the "Low visibility" threshold I'm currently at 26. So If you enjoy the game and you didnt recieve a key via soem other means and are willing to leave a review and havent yet, please do! It helps more than you would think and hey maybe it will also help my motivation heh. Even if you have feedback that is negative, I still want to hear from you on the steam forums etc.
Here are some sample images for you to check out:
There's also the question of whether to replace walled cities on the noderooms maps with something else. At this point, they feel so out of place, that they actually blend in with the rest of the out-of-place elements and addressing this would further delay the release, so I'm inclined to keep them as is for now.
Can you spot the new stuff?
Join us in the DR4X art stream please and say hi in chat :D. https://www.twitch.tv/natch_evil
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.
Join us in the DR4X art stream. https://www.twitch.tv/natch_evil It would be fantastic if you could throw Grim for a loop by making up stuff about the game and asking questions, or simply by participating in any way, because honestly, no one ever does.
I wondered to myself should i make a changelog for an update as small as exactly one change? And i decided screw it. Why not? The Semiweekly art stream will be starting up in about a half hour, join us there if ya can. I will also anounce it as usual once the thumbnail art is done. https://www.twitch.tv/natch_evil
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)
So there are many, many changes in this update, which will mainly be a compilation of all the changes i've made in the past two weeks with some hindsight. Usually i just copy the changes from the "mini" changelogs and sort them but some of the changes were reverted so. Can't do that this time, so here we go. It will all be simplified a bit, like i wont go into detail about most of the the specific balance tweaks to Pqvv'Ger etc. Oh, and I threw in a new unit "assassins" and a few more new tile effects, just to spice things up. Don't expect a load of screenshots; if you're curious about those, the earlier, smaller changelogs have you covered. This changelog's big enough as it is.
Hey everyone, quick update on the 'smoothing of critical hits' tweak. I decided to roll it back and replace it with a fix that targets the same issue but doesn't upset the balance we're all accustomed to. So, here's the deal: I noticed an issue where, even with an advantage, taking down something could drag on forever, especially if all your damage was fully countered. My original change was overcomplicated and negated critical hits a little, so, i decided to just change it right away to something simpler and closer to how it has always worked. To address this, I've tweaked it so now, when you're already at an advantage, you'll get a small damage boost in the case where you would hit with 1 or no damage just an extra point or two. So now instead of 0 or 1 its 1 or 2 (or rarely 3) It's a subtle change, but it'll make a difference in those moments when it would otherwise be really frustrating. This change should still nudge you towards mixing up your unit choices in those scenarios, but it won't feel like you're stuck in the mud. That's pretty much it. Hoping this lands better and keeps things fun and fair! Oh, and yeah, it's 1 am. The things we do for games, right?
Hey guys! I had planned to get this update out a couple hours ago but i got lost in the weeds a bit. THe "Comprehensive" changelog will be out sunday afternoon which includes all the "small" changelogs from the past few weeks aswell as whatever else i can get implemented in the mean time.
This update is all about enhancing ship gameplay/strategy and boosting performance.
This is pretty minor, got blindsided today by family commitments. Wanted to put out update anyway as i think it is only making the game a bit better so why not put it out.
This update should reduce frusteration and curate your first skirmish a bit better.
Join us in the DR4X art stream. https://www.twitch.tv/natch_evil
I managed to fix the spazzy healthbar bug entirely and I also , like i said in the comments on the last anouncement, rebalanced mass sacrificer again to bring back its tension!
On my quest to elevate Cult faction gameplay, I've rolled out a variety of enhancements and tweaks.
Discovered a potentially major bug with Saturdays release, this is now fixed. Also gave cults a faction power called Mass sacrifice! (Its the first of many and its generic to all cults)
It still feels too weak sometimes but its actually quite powerful read more below!
Changes:
-Fixed somewhat major bug where unit deployable cache didn't clear after moving, causing some immense problems like units not being able to build around them, instead using the previous tiles neighbors etc. (I had thought I got lucky this release and didnt introduce any major bugs, but alas)
-Added "Mass Sacrifice" faction power tile effect to all cults.
Which instantly kills all wildlife units and buildings within a two tile radius and grants resources per kill.
It sounds overpowered until you realize that they dont capture using the power unlike kingdoms. Which is actually quite a major difference (and it only activates when building first level hideouts).
It also has a cool particle effect and sound effect though :P
-Building while on a building is now allowed as long as the unit has 1 or more deploy range.
Hey folks! Brace yourselves for a massive update changelog. I've been grinding away on this for about 3 weeks, and I'll admit, I'm feeling a bit lazy tpday. So, you might not see too many screenshots this time around, but I believe the extensive list of changes will speak for itself, haha! I'm hoping these new changes will be captivating enough to re-engage people who stopped playing and also keep new players hooked for longer.
Join us in the DR4X art stream. https://www.twitch.tv/natch_evil
Hey folks, Just wanted to drop another quick devlog. Had to rush Bella to an unplanned vet visit because she started limping out of nowhere while my little sister was watching her. Luckily, Bellas okay. Then, got roped into watching my niece and nephew when I wasnt expecting it. So yeah, didnt manage to get the release out this past weekend. Decided to just take another week or so to polish everything up because of all this. So no update yet, but its coming soon! So thanks for hanging in there! Also, had to clean up one of the scenarios. It was bugging out during playtesting, and guess what? Turns out theres been this sneaky bug in the game for probably years. It messed up saving and loading scenarios with triggers, making the triggers work only every other time it was loaded. So yeah, had to dive in and sort that out. Gonna ramble a bit now on my various ideas, this is the end of the important bits, so continue reading only if you want to read me rambling for several paragraphs... What else... I've been brainstorming on spicing up the rogues guilds by introducing a bunch of new upgrades to make them feel more "guildy", especially with the new tile effects system rolling out. This would Mean I've got to update all the spots where you can build rogues guilds to include their tile effects now, etc. Some ideas might not make it into this update but are definitely on the horizon: For instance, I'm toying with the idea of blacksmiths in kingdoms having techs that enhance their tile effect, which Ive already conveniently named 'Level 1'. I'm kind of keen on leaning more into that 'majesty fantasy kingdom sim' vibe. And there's this concept I'm mulling over, though it's still a bit up in the air for this update the idea of introducing tile effects that change every turn based on some math or randomization. Picture this: the ocean having "storm" tiles that damage ships if you build there, with varying intensity levels but is also quite deterministic. It would add this whole new layer of strategy to where you decide to deploy your ships. I'm thinking of using some kind of cellular automata to simulate the storms intensifying and shifting, it seems like it would be quite a bit of work if i wanted to get it in this update. So it probably wont happen but a man can dream. There's also this idea I've had since I implemented the system, where the liminal maps would have a unique tile effect that grants units bonuses for deploying there, but once deployed, the effect would disappear. It's akin to scavenging in the back rooms and slowly the map would run out of "scvangeable" tiles. Surprisingly, this would be a lot easier to add than the storm idea, and it would introduce a whole new layer of depth to the noderoom "map settings" in the skirmish game. I should mention that, obviously, once this is out, just because this update is out doesn't mean I won't be updating the system or adding new tile effects in later updates. This is just the first "iteration", so to speak, and not all my ideas will make it in this first round. I do really, really need people to give me feedback once it's out, though!
Join us in the (1 day later than usual) DR4X art stream. https://www.twitch.tv/natch_evil Holy dr4x! Deez dr4x Dr4x
Hey guys! I just wanted to do a little devlog to let you know whats happening in the next (major) update (Which will hopefully be out this weekend!) This next update balooned in scope massively! I didn't do the "small updates" this time because the pace was very brisk! But It ended up being the case that this update is similar in scope to the previous Major update (A8B9C0)! Some important standouts:
Join our art stream! Where we art teh DR4X. https://www.twitch.tv/natch_evil
Hi everyone! So this last week I had a bit of a motivation issue, i wonder if it was because of the fact that I jumped right back into game dev right away the week after vacation. But i pushed through it and there is a good new chunk of content added now :P This will be the new changelog! Mostly all the changes from the last few "smaller changelogs" which you might not have seen (Unless you were really really interested in following my logs) as they're not directly shown on the store page (unless you are on itchio anyway). But also with some additional changes, fixing typos people pointed out and adding the Gallery in finally! Also added new steam capsules fully in that i think reflect the game and the theme of the game better! What is the theme you ask? Uh, [NODEOSERROR]
plausible deniability https://www.twitch.tv/natch_evil JOIN US
Hey guys!
I recieved a refund note that stated that someone couldn't play because it gave them eye strain but they otherwise quite liked it. So i added sliders tha let you change contrast and saturation to the options menu!
Later I might change the defaults.
Changes:
-Added contrast slider to options menu
-Added saturation slider to options menu
-Added menu contrast slider to options menu
-Added menu saturation slider to options menu
-Made it so that UI changes from graphics options now affect all the menus and loading screens instead of just some (It was causing eye strain)
-Added little bits of text in options that lets you know you can scroll
-Fixed bug where some sliders didn't update anything while in a skirmish or scenario but updated upon restart, now they should update if they can.
This makes it so you can have fun and just make the whole game grayscale if ya want. There are some UI elements in game that arent affected though but its a very mimimal amount (Intro popups, tutorial popups, dialogue popups, and the buttons in game (end turn etc)) But it shoudl go a long way to improving the experiance and reducing eye strain!
;)
Alright so, here's another small update. It should feel like a bit of polish. Changes: -Now, many of the popups animate (e.g., float up or sideways, etc.) instead of just immediately appearing in the middle of the screen. -Some of the treasure popups now include icons, so it's not just text. --I also changed a few other bits here and there with them -Fyegrayed's Tutoringtons tips now have a slide whistle sound and slide in from the left side. It's hilarious. -Treasure now descends from the top of the screen instead of just popping up instantly. -The unit info box now slides in when you first select a unit, or hit next unit or next building. If it's already open, it just switches content instead of animating again. -The goal screen now slides down. -News now slides up from the bottom of the screen.
Alright, here's an update on my progress so far today (I took off from my "real" job today, just like yesterday). The changes might seem small, but they're significant enough to merit sharing. I've got more planned for later today, once my motivation picks up again. Weirdly, I'm encountering some motivational issues, especially when it comes to implementing actual mechanical updates. Such as the powers system I brought up awhile ago and the system that would allow me to make it so mines give different resources based on what tile its built on etc. I'm not quite sure why this is happening. Perhaps it's because of a bit of a too-quick transition back into game development after my week and a half long vacation. *shrugs* if i dont end up doing it other stuff will get in anyway heh. DR4X development is certainly a process. Whats more interesting to me perhaps is unit positioning and movement and how i can expand on that mechanic to make the game more interesting over longer periods. The mine positioning etc, kinda falls more neatly into this than the 'powers' i've been working on. We will see what happens. If you have any ideas i'm all ears. After all i have to make sure the game stays interesting after multiple chapters are added. Here are the changes I've managed so far today: -Someone reported the halfway to unconventional victory menu 'glitches' as a bug so i updated it to make it hint at what you need to do as well as still looking like an error. This should reduce confusion. --Thank you Reelacks -Finally got around to adding back the old "hidden" files on the terminal emulator. They used to not be hidden, than i hid them. Now it hints at the command you need to do to access them. -The game properly hints at this now in the library aswell as some other story bits. And other more broadly apllicable hints. --It also gives a name to a previously unnamed character -Resolved numerous instances where the game displayed incorrect terminal operating system names. This ensures that players who got ProNode, for instance, won't encounter any references to NodeOs, and vice versa. (If you still are let me know heh) I'm hopeful to make more progress as the day goes on! *knock on wood* Since its only 4 and usually i don't even work on the game until like 7. But these updates are live as of this post.
Hey folks i'm back from my vacation! Happy new years! I made some updates based on feedback from this video! [previewyoutube=fa1Fss2oOY4;full][/previewyoutube] Thanks for checking it out BTW Changes: -Select ranger popup on tutorial now also explains how to move the camera and also is more comprehensible -Out of AP/MP hourglass now more opaque -At the end of the tutorial the popup doesn't start jumping around until khan appears and ends when you click continue, i dont think this turned anyone off the game but it feels more polished now lol -If you win a Skirmish or Mission and choose to continue anyway and then go to the menu it now changes the "Resign" option to "Finish Game" -If you win a skirmish or mission and choose to continue anyway it now changes the "You have resigned" text to "You Were Victorious Awhile ago!" when you click "Finish Game" -Continue anyway text is now "You've won, continue anyway?"
Hi everyone! Surprise! I chose to create a full changelog. It mostly just includes all the updates from the recent smaller changelogs, which you might not have seen (unless you were really really interested in following my logs) as they're not directly shown on the store page. So, here it is :P I'll see you all in a week and a half :P Hope it doesn't break anything! *two seconds later* SO im still writing this and I realized I made a typo in the new dialogue in game and I already hit publish. So fixing that now... ... ... Should be good now. Bye lol
Hey guys! Only a couple days left until I leave for my week and a half long vacation. Been spending the last few days wrpping gifts getting Bella all set up with a dog sitter (My mom, and little sister). So hopefully there are no issues there.
Sale starts tomorrow, DR4X will be 50% off. Considering making the discount higher but eh.
Here is the latest mini change log!
Changes:
-Robin Hood on the sherwood heroes skirmish setting now has a new look! (Portrait is till placeholder but model got an update to distiunguish him from normal rangers!
He has different eyes, a different color palette, is larger and has amore ornate "stand"
-Friar Tuck on the sherwoood heroes skirmish setting now has a new look! (Portait for him is also still placeholder), but he got an entirely unique model with a beard that still has the vague "shape" of an inqusitor.
-Inqusitors got a whole new model which brings them closer to their 2d unit portrait. I'm pretty happy with this one. They have their mask, their symbology and more detailed armor etc. Blood on their hands etc.
-The tutorial when you did the direct unconventional route where you hit the end turn button etc has been made less verbose, the dramatic pauses are faster and it moves at a much brisker pace with less popups.
(I changed this because it was bugging me when i do the unconventional route so imagine it was bugging others)
-Revised additional tutorial dialogues, applying the same principle of conciseness.
DO you guys like these smaller more atomized changelogs? Let me know!
Also cleaned up the itchio page and also the game is now on sale for 5 dollars there for their winter sale!
https://untrustedlife.itch.io/dr4x
Hey folks! So I went in and touched up a bunch of the 3d models. SInce i've gotten better at blender to distinguish them better from above and to make them more interesting to look at, also added a new building to liminal skirmish maps, the liminal grocery store, with its own model, description stats and name generator. That replaces farms on the liminal tileset when you choose noderooms etc in skirmish.
Changes:
-Remade hooligan model
He now has blood on its hands (literally) more details a beard and red eyes and more detailed hair.
-Touched up arsonist model (He has a more visible smoking implement, cooler hair , sunglasses etc)
-Touched up warrior model, they now have a differnet shape and more detail and they hold their sword properly(Like an actual professional two handed sword user) (which is also more detailed) so they look way more distinct from above.
-Touched up ranger model so they look like archers from every angle and made their bow bigger so its easier to see from a distance and gave them a quiver which you cna see from most angles.
-Strigoi bro (in both his hatted and unhatted form) now has more detail and his own model (This is to distinguish him from non-boss strigois ) He also has a different color scheme than the normal stigoi
-Heavy cavalry now looks more like it's actual unit portait with full body armor (also its horse looks more like a horse)
-Light Cavalry now looks more like his unit portait with a larger sword and a better horse and better hat and eyes.
-Cavalry archer now looks more like her unit portait and her horse also looks more like her unit portrait also she looks like an archer from every angle (so no more confusing her with the light cav)
-Updated B-a-ll-a-a-l model to look more aged
-Updated GSBTBTU model
-(And other model updates I dont remember)
-Also tweaked farm description
-Also replaced the words for resources with the resource's icons in many places
-Added liminal grocery store with accompanying name generator (it doesnt have unique art yet so just uses farm portrait)
That model will probably get more work , it was my first attempt at modeling something liminal.
But it fits the aesthetic of the noderooms tileset so.
Thats it for today!
I've always been intrigued by the anachronistic idea of a medieval kingdom existing in the backrooms. It raises an interesting question: if the backrooms were eternal, how would they have appeared in the past? My guess is, not much different. However, I'm planning to update them more soon, replacing towns, cities, and settlements.
This week, I couldn't accomplish what I initially intended, as I got quite absorbed in the modeling part. Ah, well!
In the devlog I shared last week, I mentioned my eagerness to return to the secretty secret stuff in preparation for the upcoming chapter. The liminal elements will feature in future campaign chapters (not Chapter 2, but in one of the subsequent ones), just giving you a glimpse of what might be in store about a year down the line from now.
What are folks thoughts on me adding screenshots of various tilesets to the store page? There are several unique ones, some of which you might have encountered while experimenting with the skirmish mode settings.
Each tileset offers a different experience. Some alter many tiles, while others change just a few.
For instance, there's a tileset inspired by Mario and cartoons. I even created special treasure chests for this one, resembling the '?' blocks (though they're not currently in use).
Then we have a tileset with a sorta horrory Bmovie theme, adding a spine-chilling twist.
And the noderooms, which embody the classic liminal space aesthetic.
And, naturally, the standard tileset is also available.
Displaying these on the store page could give a better insight into the game's visual variety. What do you guys think , should i show them?
It's a feature that I've included for a while now, primarily to enhance the visual diversity in campaign missions and to surprise players when they select specific settings in skirmish mode. (Once i have a few more i might make it just directly choosable in skirmish, but right now its tied to different "setting" options. (This is actually important as it impacts gameplay; the different tiles have varied characteristics. On some, visibility is reduced, while in others, the movement cost is higher. And I have had to tweak balance on all the settings based on this. Additionally, with the game's advantage-disadvantage system, altering the tiles means players need to adapt to different combinations of advantages and disadvantages and teh liominal maps also include void tiles (I dont think i use them anywhere else...) which are only traversable by units with the flying or ethereal flag.,)
Hey folks! So I spent the last few hours this morning tweaking the liminal tiles (That you get when you play with the noderooms setting, a little bit in new mission etc)
Changes:
-The "dark tile" system I made for liminal tiles was WAY too janky to keep so I cut (most of) it (Might be added back in a more usable form later), to make up for this i made it harder to see 'through' the liminal tiles.
-Made some of the liminal tiles darker as they sometimes hurt the eyes
-Reduced fog and mist opacity on liminal tiles as it didnt look great
-Added new type of treasure to the liminal settings in skirmish that fits better
--Safes, in cyan and red
-Made liminal tiles less harsh on the eyes
Hey folks! After some feedback i got the other day on the new changelog from thursday I slightly tweaked the balance of things. Changes: -Hard counter bonuses are now +5 damage and multiply damage by 1.6 (instead of 1.5) Which makes it 8 instead of 7.5 damage at the minimum. And makes hard counters slightly more useful. Meaning rangers with advantage will always kill the basic skeletons. -Updated codex to reflect new numbers -Updated pikes flag to reflect new numbers -Updated the ancient skeleton model to make it look more resistant to arrow attacks. Also, added a comically oversized shield to it (still waiting on the 2D art, lol) -Fixed minor bug where one of the tiles in renovations was randomly marked as taken and so inaccessible
DR4X Rebranding Stream https://www.twitch.tv/natch_evil
Hey guys, got another small update!
Hey guys!
So some players were having trouble figuring out how to use the deep entrances in the new mission. So I added a simple fast travel UI that players can use if they wish.
Pro Tip: When you have a bunch of deep entrances in a skirmish, give them unique names so its easier for you to keep track!
I also reworded the pop ups! Enoy!
Hey guys. This update is pretty big from a gameplay and future perspective. So hang right. Final bit is stuff that was in the minor changelog a few weeks ago, I also updated the store page! Let me know your thoughts!
Hey guys!
Time to dive into another one of my trademark game rambles for a good few paragraphs!
I had a comprehensive update planned for tonight, but, I made the decision to delay it until i have all the required art etc to not ruin the first impressions of a new very self contained story mission i'm adding.
It wasn't for lack of trying, that's for sure. Just a few minutes ago, I managed to get it to a 'good enough' state after what was a 13-hour programming marathon today. But then, after a moment to catch my breath and gather my thoughts, I made the last-minute decision to hold off on the release.
That new mision format should lead to me adding more similar missions to the game/the beginnings of chapter 2. After I get some feedback.
Oh, and guess what? I caught a cold. Yep, it's cold season, and I'm not immune (thanks to my adorable niece and nephew, probably). But hey, a bit of sniffles won't stop me from making progress, considering i was programming up until 11:40 pm on a sunday night and am now writing a changelog, again, at midnight.
A hint,
The New mission involves these new characters and has TWO visual novel segments.
Because of this, this means the next update will be a bit heftier than usual heh. (It already kinda is) and i can also add some fun extra bits ive wanted to get to for awhile.
The plan is to get it out the weekend after thanksgiving.
You might be wondering, what's packed into this update so far? Well, let me tell you, it's a treasure trove of things! I've got a whole bunch of new unit portraits. Then there's the brand-new mission I mentioned, complete with an experimental story that's both fleshed out and somehwat emotionally charged. It also offers both a conventional victory and a unique unconventional one (Which all missions have), just to keep things consistent.
I've also added several new triggers to my mission editor that's the tool I use to craft these pre-made missions. There are loads of typo fixes (because, let's face it, typos are sneaky little buggers).
On the visual side, you'll see some new idle animations with some nifty squash and stretch effects for all the meaty things in the game (like those Realmchild tumors) and the other "weird" things like the other dark force monsters.
On top of that, I've squashed some really annoying bugs (And i stress, REALLY ANNOYING FOR ME ESPECILALY TODAY WHILE I WAS WORKING ON THIS MISSION) and revamped a bunch of text for clarity. And, for the cherry on top, there's some new UI quality-of-life stuff that I think you'll really appreciate. It's quite the update!
And who knows, maybe ill get even more stuff in.
Bella's doing great, by the way. However, I didn't realize you're not supposed to feed pets on the day they're scheduled to be spayed. I accidentally fed her on the day she was meant to have her procedure, and the vet advised against that and rescheduled it. Then, she started her estrus cycle, so now the spaying had to be postponed again until January. :(
Hey guys!
So i just deployed a couple small updates to the game, i'll do the more comprehensive changelog this weekend but some important bits I thought needed to get in right away were...
Changes:
-Fixed Bailen Blindeyes dialogue to not have a repeat and fix various typos and include the story about his wife I had originally intended to add to it. Sorry for those who have now missed their opportunity to see this.
-Fixed a large amount of typos in dialogue/descriptions in various places in the game
-Added squash and stretch idle animations to many buildings and units (eg realmchild tumors, amorphous cuboid things) it looks sufficiently fleshy now.
-Vargr's, SIlver Vargrs, and Vargr Lairs now all have unit portaits (And Vargr Descriptions have been improved)
-Reworded all skeleton enemy descriptions
These will also also be in the comprehensive changelog
DR4X Art Stream New DR4X stream! Its Grim's birthday! You should say happy bday in the chat! https://www.twitch.tv/natch_evil
Oh, hello again. For the second time today. So I was testing out the new achievement, etc., and started a fully new game. I started going through the unconventional route and spotted a couple of minor issues that I felt the need to fix right now, even though it's nearly 11 pm. Changes: -On the unconventional route, for renovations, fixed a typo within the VN sequence. -Fixed a typo in Tutorington's renovations tip. -Fixed a bug where Mountain Inn in the Debauchery and Lawlessness scenario wasn't properly flagged as a business.
Hey folks! Guess what just happened in the world of DR4X? Someone actually went and got the bad ending! That's a first AFAIK, and it's pretty awesome, So, I chatted with the player that pulled this off and got some good feedback, and tweaked the game. But hey, that's not all I've been up to! (Yep, new faction powers were on the to-do list, but this time around, I had to hit the brakes and focus on smoothing out the gameplay. You know how it is.) And hey, because I'm feeling a bit cheeky, I slipped in a shiny new achievement for ya.
DR4X Art Stream Hey folks! Join the strem. https://www.twitch.tv/natch_evil
Hey folks! I've got a quick update to share with you all! I'm thrilled to announce that "DR4X: The Original Soundtrack, Volume 1" is now available for streaming on both Spotify and YouTube! https://distrokid.com/hyperfollow/robertmatheson/dr4x-the-original-soundtrack-volume-1 https://open.spotify.com/album/3NZbIKGoEelzTcXRDuvH0J?si=Sf66GBrYS4mbvIyYLWRVfA [previewyoutube=-v1ddJP_woI;full][/previewyoutube] Wishing you all a spooktastic Halloween! (Additionally, I chose not to release the Steam version of the original soundtrack today in order to avoid any conflicts with the Spotify and YouTube releases. The collection of songs on Steam is a mix of different tracks (including some from me), and I really wanted to ensure that I didnt interfere with Robbies releasehes an incredible composer and a great friend.(He is the composer for DR4X) On top of that, both my personal and professional life have been extremely hectic lately.)
DR4X Art Stream Join us! Nao! https://www.twitch.tv/natch_evil
Hey folks! Its been a couple weeks. And I have something! So, I will be adding a new mechanic "powers" for different factions, the first part of that will be giving bandits some unique powers that lean into their themes more and add some depth to the stealth system. But that stuff isn't in yet. Halloween is coming up and DR4X's soundtrack will be coming out on spotify on that day. And DR4X will be on sale for the Halloween sale starting on the 26th. https://distrokid.com/hyperfollow/robertmatheson/dr4x-the-original-soundtrack-volume-1 If you are interested you can follow the soundtrack here. I'll see if i can get the soundtrack onto steam around the same time, but I have some commitments for Halloween eg going trick or treating with the niece and nephew so we will see if I can pull it off. This update is mostly backend updates, I was trying to optimize things a bit which nesessitated rewriting the healthbar code etc. But I did add some fun bits, like a bunch of new techs for wildlife to sink resources into with fun descriptions.
DR4X Art Stream Join us here! https://www.twitch.tv/natch_evil
Hey guys! UL here, you will notice i didn't do my usual changelog this last weekend. Here is why and here is why i also wont have another DR4X changelog for the next two weeks. First, I decided to actually start doing my month end projects again to prevent burnout. I made this little thing. https://untrustedlife.itch.io/no-utopia-a-postmodern-space-rpg I will be resuming dr4x work next week, but this new game will stay as my side project. Secondly, I have an operation on thursday to follow up with my ER visit a couple months back if you recall me mentioning that. Nothing for you guys to worry about they are just making sure everything is good. But I will be out of commision for a couple days starting thursday afternoon. And i'll def be out of commision friday. Unless they actually find something bad, in which case, crap. Sorry /: For the stuff I have been working on, I want to add a new mechanic to the game to keep the next chapter of the camapign interesting as well as finally getting around to adding tycoon upgrasdes to the gambling hall. See you in a coupel weeks. I hope this doesn't discourage people from supporting development. But my health comes first, as if it didn't i wouldnt be around to work on the game in the first place heh.
Tis the weekly dr4x art stream. Album art, Demon stuff etc https://www.twitch.tv/natch_evil
Hey guys whats up!
So some big stuff happened in the last week or so eh?
I received 2 additional positive reviews that offered actual constructive criticism and feedback (I appreciate it, folks! Hoping for more). I've also fixed one of the bugs you reported, hoping to get to the rest)
And...
Just in case you didn' t know, DR4X is made with unity.
Now that this is cleared up...
We just spent 40 minutes discussing how the unity changes will impact dr4x's development. I'm going to be forced to switch to unity personal due to them removing the plus plan and I can't afford to pay another 2 grande a year at the moment for pro. https://www.twitch.tv/natch_evil
Hey guys pop into the dr4x art stream! Usually we do thi son thursday but it was moved to friday this week. https://www.twitch.tv/natch_evil
Get a drink, because this is gonna be a long one.
Hey guys! Its Me (The dev of DR4X, Michael Hamm, AKA Untrustedlife)
I have been developing DR4X since mid 2020, and it has been a passion project since a couple months after I started working on it.
Since than DR4X has gotten increasingly complex and has slowly cohered into something that is (I think) I really cool game that I am very proud of.
My vision for the game's narrative wasn't concrete until March of this year when I rolled out the first Major update, known as the 4B1E1E update. Another major update followed that, just before the Steam Strategy Fest, and the game has undergone transformative changes since then.
The game features improved mechanics, enhanced visuals, and even includes a comprehensive tutorial. I had optimistically hoped to see a substantial difference in the game's success at this juncture, but things have remained relatively constant.
I then also incorporated Steam achievements to gauge which story elements players have experienced so far (yeah thats the reason I added them... to see how far people got). Surprisingly, I am the only one who has reached either the good or bad ending so far. (We will get back to this later)
During the Steam Strategy Fest, I worked with several other developers for a cross-promotion, but the outcome was somewhat disappointing: zero wishlists and just one purchase, which took a toll on my motivation.
However, looking at the bigger picture, DR4X has now surpassed 500 Steam units in total. So, there's a bit of a silver lining, and a huge thank you to those who have supported me thus far. (Heres an image of the actual success of dr4x during this latest sale)
I know, I KNOW, success is relative. 20 buys isn't actually that much, but it is a lot to me, and that is what matters.
Many developers, myself included, shout over the rooftops that we develop games for the love of the art and the fun of the process.
But, deep down, what we all likely REALLY want is for people to engage with our creations and genuinely think about them. At least for those of us who see game development more as an art form than a job. I fall quite hard into the 'art for fun' category of things even if sometimes my motivation does get a hit when i don't see the success I thought the game needed at whatever point.
If it isn't obvious from the fact that i have made nearly 80 seperate changelogs over the course of 3 years while there has hardly been a peep made about dr4x in any media.
Rambling aside,
Now, let's REALLY talk about DR4X up to this point.
Hey guys, I have an unexpected extra changelog for you this week! You might notice that I didn't label it as "#78" even though I did a major update last weekend. That's because major updates are somewhat distinct from my regular weekly changelogs so i am excluding them from the numbered update even if it would make the number larger if I counted those too I recently tuned into this stream by Dubbleawesome (A friend and a favorite streamer of mine) playing DR4X: https://www.twitch.tv/videos/1911517983 . He had some valuable feedback, so I've implemented changes to address some issues he noticed/called out and also added some extra features. This changelog will be less formal than usual. If you prefer this style, feel free to let me know. Here are all the chnages made in the last week.
Join us at the weekly DR4X art stream! https://www.twitch.tv/natch_evil
Hee hee hee! So, I caught a glimpse of a screenshot where the loading a saved game went all wonky. And with the Steam Strategy Fest knocking on our door... Oopsie-daisy! - Fixed the saving and loading for missions when Fluffy or
Hee. Hee. Hee, Surprise!
We unexpectedly postponed our "going to family reunion" thing to tomorrow, so I managed to complete this update tonight! This update brings a plethora of new features. It's immense both in terms of story and gameplay. Let's dive in!
Many of these are spoilers so i will likely be quite vague with much of it.
Join grim in the DR4X art stream. I'm in chat! https://www.twitch.tv/natch_evil
Hey guys! I created a page on indieDB recently where i've been posting smaller, more common, less formal updates!
From now on, you'll find all the changelogs there as well.
Feel free to follow or watch the game on IndieDB, and don't forget to check out my latest post!
Working on some FUN new stuff. https://www.twitch.tv/natch_evil
Working on some fun new stuff. https://www.twitch.tv/natch_evil
Hey guys! Things have somewhat calmed down. But Bella still has some separation anxiety from being rehomed, so she doesn't really let me program sometimes. That, and I'm still trying to get used to my new exercise routine. But I got the VN thing done! I'll briefly mention the changes in the devlog I posted last week alongside the new stuff. And i'm limiting screenshots because its nearly 11 pm and I still need to take a shower and screenshots will take too much time. It's late, and I'm tired, and I've been programming almost nonstop all weekend.
Hey folks!
There won't be a standard changelog this week. The features I had planned for this cycle weren't finished due to a lack of art assets and a reduction in my usual working hours.
Firstly, I had a medical emergency over the last weekend. It turned out that I had a few different health issues, but nothing too serious - all are manageable with enough time, and I will be fine.
However, since I usually spend more time on my weekends developing the game than on weekdays (given my full-time job during weekdays), I was unable to put in the necessary work because of the medications I was on, the ER visit and so on. And I effectively I lost a week of game development time.
Secondly, I have a new member of the family, an adorable American Staffordshire Terrier named Bella. She was rehomed to me after being rescued from a bad situation by one of my sister's friends who herself than had to move to a place where dogs aren't allowed. Here is an image of Bella:
You can find out more about this breed here: https://www.britannica.com/animal/American-Staffordshire-terrier
In light of the medical emergency, I've started to focus more on maintaining my health. This includes incorporating a daily exercise routine of at least an hour. While this commitment has marginally cut into my game development time, I'm a firm believer in the significance of personal health.
After all. I need to be around to finish developing DR4X! Given that we aren't technologically advanced enough (yet) to upload my consciousness into the game!
Despite these elatively significant events, I did manage to accomplish a few things:
In the week before the ER visit I fully integrated steam achivements into the game, which is the most significant change that has happened lately. And that is all live,
I also fixed a bug that unmarked hexes when players attacked and moved their mouse off them which caused some incredible jankiness. This bug surfaced during optimizations, and I hope my fixes haven't negatively affected performance.
Furthermore, I've been working on adding an unconventional victory to the one mission that currently lacks one, which I believe will help to hook plkayers into my narrative a bit more. Here is a preview of that:
[previewyoutube=1s6GWphZ6wQ;full][/previewyoutube]
It resembles a mini visual novel and I think it is quite neat. Please feel free to share your thoughts and feedback. (If folks like it i might add more of these heh or even make a full on visual novel at some point)
Thank you for your understanding and continued support!
Visual Novel Art Stream https://www.twitch.tv/natch_evil
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...
Sapworm SAPWORM SAPworm sapWORM flopcat https://www.twitch.tv/natch_evil
Greetings, folks! I have several exciting updates to share today.
Firstly, i'm excited AF to announce that the original soundtrack for DR4X is set to release in a few weeks. You can wishlist it now at the following link:
I've also begun work on implementing achievements into the game as well. While you might spot two hidden achievements, please note that they're still a work in progress and not yet attainable. I'm diligently working on getting captivating artwork for them.
Finally, take advantage of the ongoing Steam Summer Sale and get your copy of DR4X at a 50% discount! But if you bought during a nonsale time! Thanks for that too!
Please help spread the word and if you can please drop a review! Those actually do help a lot with the steam algorithm.
The DR4X soundtrack is now available to wishlist!
Please do that if ya can!
Click the image above or this link!
DR4X Official Soundtrack
Hey there, folks! Got a bit of an unusual timing for a changelog, you ask? Well, the thing is, I'm all set to visit my folks in Arkansas for the next week or so, and believe it or not, I'm the kind who likes to vacation without my computer. So, here I am, making sure I give you an update before I hit the road and unplug for a week! Now, you might have picked up on something a tad different with the game lately. Feels a smidgen less clunky, right? Or in some rare cases, a tiny bit more clunky. The root of this? I rolled up my sleeves and completely rewrote the unit movement/attack/selection/cell state code to make it a whole lot more optimized - we're talking high-speed, turbocharged level here. Sure, this revamp has brought a few minor new hiccups along for the ride - like tiles occasionally playing hard to get when they're supposed to be movable to. But on the bright side, it's ironed out several pesky bugs and made the game way faster and smoother to play now. So, I'd say it's a win overall! None of these chnages are really "screenshottable" so nothing new in the header image of this changelog. I'm still on my tycoon ark lmao
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.
It seems that I accidentally introduced a bug affecting non-Pangea maps when I implemented the new Pangea maps feature that made them entirely snowy mountains. This issue has now been resolved. Additionally, I've introduced a Sentry Mode Toggle for units, allowing you to exclude them permanently from the next unit rotation until you unsentry them, reducing micromanagement. (Esp useful for Pqv grr players) I've also improved the clarity of tech functionality during research by making it clarify that all the techs can only be researched x amount of times in the settlement rather than per building, I have also enhanced the readability of tech research by replacing resource names with their respective icons. Sorry about that lmao. This week has been a rough one. The basement floor of my huse flooded due to a mainline backup in my laundry room. This only just got fixed yesterday. it was messed up for a whole week.
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. One of the neatest things I've added is Tower Improvements, which use the Technology system to allow you to add specialized "rooms" to towers that do various things, making towers into Swiss Army knives that can generate resources, create extra powerful guards, and so on.
Join us here or some thing. https://www.twitch.tv/natch_evil
Hey guys, I don't have a substantial update for you this week because easter and taxes and family visiting and nephews birthday and other adult life things really threw a wrench in the works the last couple weeks.
I did get 5 new unit portaits in this week though. And they shoudl be live as this is posted.
See you in two more weeks.
Merc
???
Fire Tower
Magic Tower
Poison Tower
Youtube,
Grim made a new dr4x episode!
[previewyoutube=iVcNtd96ATs;full][/previewyoutube]
Plans,
I want to add a "continue playing" button as suggested on the forum.
I want to add the ability to perma pull units out of the unit rotation for next unit.
I want to add more gameplay elements like, making building positions more important and so on.
Join us here or some thing. https://www.twitch.tv/natch_evil Try my minecraft modpack in the mean time. https://www.curseforge.com/minecraft/modpacks/uls-zsurvival-craft
Join us here or some shite. https://www.twitch.tv/natch_evil
Hey guys. Whats up. Thanks for all the buys in the last week or so. Thats awesome. This week Is mostly polish stuff. Grim is back on his feet and did some art this week!
Join us here or some shite. https://www.twitch.tv/natch_evil
Hello everyone, I realize it may seem odd for me to be posting a second changelog within the same weekend. However, I have been working on adjusting the difficulty of "Chapter 1" in the unconventional route and have made some changes to make it easier and less abstract. -Firstly, I have removed the "To Be Implemented" button from the nodenet office section of the unconventional route (which was just an extra). Instead, it now provides you with important final information before ending, as i do not plan to add more to that section. Additionally, I have made the consequences for completing it properly more severe. -Secondly, I have made the Mirefield puzzle much easier to solve without cheapening it (hopefully). -Thirdly, I have improved the Kill minigame by adding color coding, more control information at the top left, and additional dialogue. Also, you won't be able to leave until you have successfully beaten it in the intended way. -Fourthly, HE now gives you a proper call to action. -Fifthly, if the worst two nodic incursions happen on the Skirmish mode, it will now reset the game properly. -Lastly, on The Hunt level, the game will now properly remove any 'glitching' on the tavern when necessary.
Hello everyone, we're returning to our regular update schedule with Changelog #69. Can you believe I've already shared 69 bi-weekly updates? Time flies! Nice. Exciting news! The Steam Spring Sale has arrived, and you can now purchase DR4X at a 25% discount. Don't hesitate if you don't own it yet, now's the perfect time to buy. Alternatively, if you already have a copy, consider gifting it to friends and acquaintances and enemies and your mother , your racist uncle and everyone else to get more eyes on the game! On another note, has anyone successfully managed to "SAVE HIM" yet? It's a considerable challenge, and I'd expect to see a post about it if someone has indeed pulled it off. It involves actual interactive cutscenes and multiple endings. If you've accomplished this, please let me know! Honestly, I'm concerned that it might be too hard to figure out, even though I've tried my best to guide attentive players in the right direction. Additionally, feel free to share your Unconventional victories. Has anyone completed the Unconventional route yet? I'm genuinely eager to hear from you. Help me out, and let's discuss the game. It's all just a bit...strange, isn't it? Anyway, moving on! My talented artist friend Grimwit, responsible for all of DR4X's 2D art, has had quite an unfortunate last two weeks or so and ended up in the hospital. Thankfully, he is now nearly fully recovered from the incident that happened to him. And as a result, there are no art updates this week. After all, one's health takes precedence over ones friend's quirky meta-horror strategy game that no one gives a shit about. If you can, please wish him a healthy recovery on his twitter, and follow him there. And let him know how awesome he is and how much of a trooper he is. https://twitter.com/Sir_Grimwit I love you dude! Onwards! I dont feel like posting screenshots this time and most of the changes are hard to show in a screenshot so...
I took this week off after the RELEASE and the hotfixes to relax a bit and I still havent had a chance to play omari. But this next week i'll hopefully be able to get some new stuff in and maybe play omari. And now, something else. Hey guys, UL here. I shall impart a subtle clue that breaches the fourth wall. To rescue HIM or fail to rescue HIM, you have to actually read and act upon the things you read. The text is not mere "lore," but a vital key to unlock the puzzles. Keep your eyes peeled for the signs along the way.
This isn't really a hot fix as much as it is a clarification. Changes: -RoseBud tavern now hints a tad more bluntly what you need to do on the missions it is in. -If you go to the RoseBud Tavern after exauhsting previous conversation options, it gives you some...additional context.
This new release was pretty great! But I did a dumb and broke a mission or two right at the end without noticing it lol Changes: -Fixed story soft lock -Fix bug where renovations and other missions would hang on first turn due to weird errors because i made all the "misc" "units" on the map belong to the wildlife team. -Fixed weird slowness on some missions
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.
Join us here. https://www.twitch.tv/natch_evil Only 1 thing left in the trello :D
Join us here. https://www.twitch.tv/natch_evil Dev is smooth, i just had more dialogue to write than i expected. edit: forgot to mention that stream is now over
I'm excited to share another devlog with you.
I'm making great progress with the update, and I only have three items left on my Trello board for it so it wont be released today but it will probably be released soon.
I'd like to take a moment to discuss some of the coolest new features that are on the horizon.
Firstly, the main menu has been completely reworked and I also now give the big updates proper names, even if they might look meaningless to you guys, example, this upcoming update is the 4B1E1E update.
Why?
Well.
Anyway moving on!
For an insane amount of time, I've been eager to implement a mission unlock system, and I'm thrilled to announce that it will be included in this upcoming update. The primary goal of this system is to regulate the pace of the game by preventing players from immediately tackling the most challenging missions. In addition, this new feature will offer intriguing decision-making opportunities and will help to structure the campaign in a more cohesive manner.
In addition to the mission unlock system, I've also incorporated a "pacifist" route into the game, which you'll need to discover on your own. This route is available for all missions except one, and it provides players with alternative methods to complete a mission that aren't explicitly disclosed and counts for mission unlocks aswell. It also adds a new layer of strategy and intrigue to the game.
(Art is subject to change)
There are obviously new bits in the missions aswell. With some missions being completely overhauled.
There is also the story. Which is kinda insane TBH.
There are also updates to the non-campaign portion of the game, though most of the updates this time arent there. I fixed some issues that made skirmishes less fun than they could be, i added a system so that no ai player gets a color similar enough to yours to be confusing, and more deploy mode options in the options menu (You can customize the "theme" of your deploy mode there) and various other tweaks around the edges.
About the story, its weird, but in a good way. Some of th epuzzles might require you to use a pen and paper to solve.
There is also some fleshing out of the background details around things, adding more weight to the buttons you click in popups and so on.
Anyway, it should be cool.
Unfortunately I will also be clearing all your victory history with this update. Sorry, with all these changes I couldnt maintain cross compatibility.
When the update drops I will also be dropping a changelog with the full list of all the changes.
Thanks for playing DR4X! And i hope you enjoy the next update :)
Weekly DR4X art stream! Join here! https://www.twitch.tv/natch_evil edit: Stream over
Weekly DR4X art stream! Join here! https://www.twitch.tv/natch_evil edit: Stream over
Hey everyone,
I have a devlog for you this week in lieu of the usual changelog. I've decided to delay the changelog for a few more weeks, and in its place, I'll be sharing the progress I've made with DR4X in a more chill way and just my thoughts.
So its no surprise that i've been hinting at something real big for the game for the past few weeks. This is because I've realized that this game has a huge problem (And thats a given, given this is my first ever Steam game), that problem is that it has a lot of coherent background lore, gameplay ideas, and secrets, but I never really had a solid plan for an interconnected story that seamlessly integrated the 4x style campaign missions and skirmishes (Which are inspired by my favorite game, Majesty) with the overarching story which is more inspired by ..errm...other weirder games.
Serious question for observant players, did you see this message and not think it was really weird.
So the main point of the game never really materialized for many.
[Spoilers Ahead, Skip If You Don't Want Spoilers]
[spoiler]
The original plan was to keep the subgame, which is ACTUALLY a psychological horror, puzzle game based around using a haunted game in a haunted terminal to uncover and resolve your "predicament", separate from the 4x game but in the same package (which i tried to design to be as approachable as possible for new 4x players), hinting occasionally at a deeper storyline without majorly interfering with the gameplay.
[/spoiler]
However, this plan kinda backfired, and the game became disconnected and confusing to some, with the highlights of the game actually being when the real story interrupted the usual gameplay or people being actually satisified by the 4x gameplay by itself or undersatisified and just walking away and not looking deeper and therefore missing a lot of really cool things. However after recieveing loads of feedback from more people then you would expect telling me how much they loved how much the game "messed" with you. I realized that to create something memorable I needed to lean into this dichotomy far more.
For those who just enjoy the 4x game part for what it is (depsite how incomplete it is) in the future you may find yourself running into weirder elements more often, but you will be able to play as normal (though the game might actually TRY TO mess with you because of this, leading to hilarity), and btw for those who have played while avoiding the horror, and posted videos on youtube I absolutrely love some of your reactions to weirder stuff heh.
It would have been great to keep this stuff completely seperate and pretend that its just a normal 4x forever. But then more than half the players would stay completely unaware of the thing they were actually playing and they wouldn't be able to experiance the deeper story i'm trying to tell with this portion of the game without digging deep on their own volition. Now the game may give you a proper reason to dig deep beyond your insatiable lust for knowledge.
Did you wonder who this was?
I was HOPING that word of mouth would reveal the "truth" but it seems like either peopel saw the weirdness and assumed these were distractions or easter eggs while remaining blissfully unaware. Or they figured it out and kept quiet about it (Noble). Or I had just failed to communicate this well due to my inexperiance and due to the game's incompleteness and it just hadn't really materialized the way I wanted, which ya know, fair given this is my first "story based' game.
So, because of this I've spent the last couple of weeks fleshing out the real story and implementing all the necessary things to allow players to experience it as they play through the game to hopefully make the gameplay more interconnected. Though its mainly focused on the campaign and less on the skirmishes (which is a whole other can of worms to deal with, one step at a time).
Some players certainly wont figure it out, but i've now left more threads for people to pick up on around.
The main reason for the changelog delay is that i have decided to split the story into 6 sections. And I have not yet completed the "1st" section (Which requires, art and music and so on) and i feel like it just wouldn't do it justice to release those changes to you guys in a half finished state.
This obviously hasn't stopped me in the past. But i'm actually really happy with all the progress i've made. And after I deploy these changes it will all stay subject to change, art and code can be done fast, but music and story and puzzles take awhile so you may see me swapping music and so on.
Thanks for reading my excessively long ramble.
Also yes, still also working on new factions heh.
Strigoibro once said yo bros, it's time for the weekly shred session on dr4rt stream. Rad, bro! Let's shred the gnar together and join up here https://www.twitch.tv/natch_evil Edit: stream over and we didnt end up doing art anyway
Hey guys, weekly dr4rt stream . Join here, https://www.twitch.tv/natch_evil edit: strm ovr
Hey guys! Loads of useful changes this time around! This is one of those rare dev cycles where I actually managed to get most of what i wanted done done! Mostly in the area of UI, Balance, and removing/reworking things that confused new players. Its late,nearly midnight, so I'm not adding screenshots. Stick around to the end for some plugs for my collaborators, this time my friend who composes the DR4X music Robert Matheson!!
Hark and heed, my lord! 'Tis I, Khan Shonsurrey, your loyal advisor here to invite thee to an event of artistic expression. Every Thursday, my esteemed colleague Grimwit, a master of the 2D arts, conducts a live stream on the platform of Twitch, under the handle of natch_evil. We call it "DR4X art stream" and it is a spectacle not to be missed. The link to the stream can be found here: https://www.twitch.tv/natch_evil We are currently live and the stream doth run for several hours. I implore thee, my lord, to join us and witness the beauty and creativity of Grimwit's art. I hope to see thee there, my lord.
Hey guys! I wanted to anounce this quick so that those who haven't messed with the options menu don't get confused when moving their units doesn't work the way it used to next time they play the game. In the update I deployed today, which changed quite a few things. I made it so that the default way you move and attack with units is now right click instead of left click. Left click to select, right click to move and attack. You can disable right click to move in the options menu if you don't like these new controls, but i reccomend you play with it, as I think you will prefer it. I also changed the way moving units works and so on, and that will be quite clear when you play. But now it grays out places where you can't move while leaving places where you can move the normal look. Which makes moving units around feel more battle of wesnoth, less whatever the heck it was before. Various other QOL changes aswell. One important thing to note. I'll be starting on a new faction this week. And im not sure it will be done by the day i usually do change logs, so I may extend the time for this changelog a week or so, we will see. Either way, think of this post as kind of a mid point anouncement heh. I also fixed some resolution issues with windowed mode. I also reworded some stuff to be more clear. I changed the default zoom and scroll speeds. I changed the look of deploy mode. I updated the UI a bit more. Balance changes to Grindylows Various other things too, but since this isn't a proper changelog you will have to wait on the details for the rest until I do a changelog.
Greetings! join us at our weekly DR4X art stream on Twitch. My main 2D artist friend Grimwit streams every Thursday. You can find us at this link: https://www.twitch.tv/natch_evil We are currently live and the stream typically runs for a few hours. I hope to see you there! edit: stream over
Hey guys! Loads of useful changes this time around! Most notably! Map modes! And other UI updates like i've been doing.
Greetings! I'd like to extend an invitation for you to join us at our weekly DR4X art stream on Twitch. My main 2D artist, a dear friend of mine streams every Thursday. You can find us at this link: https://www.twitch.tv/natch_evil We are currently live and the stream typically runs for a few hours. I hope to see you there! I totally did not use an AI to write this text and you can't prove i did or didnt.
Hey guys! Happy Holidays and Merry Christmas! I'll be in Arkansas for the next week or so and wont be bringing a computer with so I won't be updating for the next week. Grim (My Artist Friend) and I have been working hard to bring you guys something substantial this week for a DR4X update. We ended up overhauling the tiles and UI based on player and nonplayer feedback. There are also a few balance changes, other extra bits here and there and so on.
Hello, there i'd like to invite you to the weekly D4RX art twitch stream! We do a D4RX art stream almost every week on thursday! My friendo. who arts for D4RX is streaming! https://www.twitch.tv/natch_evil As of this post, the stream is live. It generally goes for a few hours. I'm always there hanging out with him! Edit: it is now done
Hey guys!
So ive been sick for about the last two and a half weeks, only recovering by yesterday really. So I havent been able to get much game dev done this cycle. I still dont feel 100% more like 95% but thats a lot better than I was feeling before.
Also, dwarf fortress just came out on steam and as you can imagine i've been playing the heck out of it.
That coupled with the fact that I was sick for nearly two and a half weeks (only recovering by yesterday).
Means i didnt get much dr4x done this last two weeks. Sorry Guys.
Game dev is important but my health is more important.
This one wont be formatted like my usual changelogs since there just isn't as much.
Changes:
-Fixed bug where scenario loading screens werent displaying all possible loading images
-Added 3 new loading screens
-Misc spookiness
-Updates to save and load menus
-Exitting the save and load menu on main menu runs nodeOs starting sequence.
-Doubled chance of rare loading screens popping up
DR4X is on sale til the 13th for #TurnBasedFest so i'd like to thank those that have bought it so far during this sale. You are awesome and your support matters a lot! Remember to leave reviews too!
!
Hello, there i'd like to invite you to the weekly dr4x art twitch stream! We do a dr4x art stream almost every week on thursday! My friend, who is also the main DR4X 2d artist is the one that is streaming. https://www.twitch.tv/natch_evil As of this post, the stream is live. It generally goes for a few hours. I'm always there hanging out with him! Edit: Stream over!
Hello, there i'd like to invite you to the weekly dr4x art twitch stream! We do a dr4x art stream almost every week on thursday! My friend, who is also the main DR4X 2d artist is the one that is streaming. https://www.twitch.tv/natch_evil As of this post, the stream is live. It generally goes for a few hours. I'm always there hanging out with him! This time however i'm mostly just in chat, i'm still sick so. Edit: Stream over!
Hey guys! Sorry for the late devlog this time! I accidentally got a cold. So yesterday I was resting. Still not feeling great, stuffy and a sore throat. But things must go on. Not so weekly Changelog number 63 So as usual this is just kinda a summary of all the changes from the past couple weeks ignoring some simple changes. Most have been live for awhile now. And a new build should be available as this post comes out. Anyway letsa go...
It is 8pm on a saturday and i'm drinking a glass of super alcoholic punch. So that means, new dr4x changelog! Not so weekly Changelog number 62 So as usual this is just kinda a summary of all the changes from the past couple weeks ignoring some simple changes. A new build should be available as this post comes out. Anyway letsa go...
Wow I just cant stop breaking things can I. Okay so turns out the misc optimizations that were deployed the other day ALSO broke unit selecting in cases where, for example, treasure was dropped by the unit. This actually resulted in at least one refund. This is fixed now. May the cubes have mercy on my soul. I also buffed the deploy distance on rogues guilds. I also workied on the exploration algorithm the AI uses to optimize it more Resulting in double the speed on all but the first turn in the worst case i could test with and a first turn that runs 33% faster in this same worst case. Normal big changelog will be up on saturday. steamsalty
Hello, there i'd like to invite you to the weekly dr4x art twitch stream! We do a dr4x art stream every week on thursday! My friend, who is also the main DR4X 2d artist is the one that is streaming. https://www.twitch.tv/natch_evil As of this post, the stream is live. It generally goes for a few hours. I'm always there hanging out with him! Edit: Stream over!
Hey guys! Turns out in my insatiable attempt to optimize the game I broke unit highlighting like 2 days ago. It is fixed now along with other more minor optimizations added. Sorry lol
Hello, there i'd like to invite you to the weekly dr4x art twitch stream! We do a dr4x art stream every week on thursday! My friend, who is also the main DR4X 2d artist is the one that is streaming. https://www.twitch.tv/natch_evil As of this post, the stream is live. It generally goes for a few hours. I'm always there hanging out with him! Edit: Tis over
Happy (early) Halloween! [previewyoutube=W-F2NimAwnw;full][/previewyoutube] Not so weekly Changelog number 61 So this week I worked on fleshing out some of the more esoteric parts of the game. I also added some useful new features. I decided to focus on the spooky fun things because with an influx of downloads I don't want there being too many holes in the [REDACTED] (But understand that the game is still in development so its not at all fleshed out. And some things may be added or removed in time.) So as usual this is just kinda a summary of all the changes from the past couple weeks ignoring some simple changes. A new build should be available as this post comes out. Anyway letsa go...
Hello, there are a lot of new people tyrying out DR4X now, so i'd like to invite you to the weekly dr4x art twitch stream! We do a dr4x art stream every week on thursday! My friend, who is also the main DR4X 2d artist is the one that is streaming. https://www.twitch.tv/natch_evil As of this post, the stream is live. It generally goes for a few hours. I'm always there hanging out with him! Edit: Stream Over
Not so weekly Changelog number 60 This week I went hard into QOL updates So as usual this is just kinda a summary of all the changes from the past couple weeks ignoring some simpler changes. Anyway letsa go...
Not so weekly Changelogs number whatever the heck.
Some polish stuff this time. Most notably the main menu has loading screens instead of just freezing while loading, so that should help.
So as usual this is just kinda a summary of all the changes from the past couple weeks ignoring some simpler changes.
Anyway letsa go...
Added some cool new stuff in the last couple weeks, this changelog includes all changes in the "mini logs" on gamejolt and all other changes made in the last two weeks.
Anyway letsa go...
Hey guys! This is the first of the not-weekly changelogs! Anyway letsa go...
This week i actually was more focused on getting all my games onto gamejolt and making the game pages on there than working on the game. And the stuff i did work on is [spoiler][NODEOSERROR][/spoiler] Anyway letsa go...
This week was mostly polish stuff. Anyway letsa go...
Hello, Im posting this a day later than usual because I was up programming until 5 am and decided to go to bed instead of working longer. So I ended up getting some sleep and it is now nearly noon. There are a lot of changes this week and most of this was live as of last night. I didn't decide to take screenshots for these because I already am posting the changelog late and I want to get it out and start on the next update. (That and family is visiting me today) Anyway letsa go...
Hey guys! Added some fun stuff this week. Also continued on my quest to balance kingdoms.
Hey guys! Smaller update this week, but still it is changes I guess.
Steam is not letting me upload images on my changelog right now so i'll use my website to host the images in the changelog tonight and this one wont get a unique header and such because steam is being terrible. Blame steam, not me. Hopefully they will fix it. (Edit: it was fixed the next day) Also reddit is just trolling me for posting the bug there. And I ended up deleting the post, but here is the link for no reason at all *wink* https://www.reddit.com/r/Steam/comments/w0710y/i_am_a_steam_partner_and_steam_is_preventing_from/ Anyway... A massive changelog today, lets go.
My birthday is on Monday. And unfortunately this week has been pretty busy so i dont have much, but I did get something done.
My artist friend is streaming making art for dr4x! He is also in voice chat with me! Watch us here! https://www.twitch.tv/natch_evil Edit: It is over as of 10:10 pm cdt
Sorry for the late update tonight was babysitting my Niece and Nephew. Lets go...
I have added right click to move and attack as well as new art and random events! Most of the following was live as of last night! Lets go...
My artist friend is streaming making art for dr4x! He is also in voice chat with me! Watch us here! https://www.twitch.tv/natch_evil edit: It is now over as of 10:30 pm cdt
This time I've done some improvements to the trolls, added a new unit, and added art to all the Pqvv'Ger units and buildings! Most of the following was live as of last night! Lets go...
This time around i've done some player suggestions, added autosaving and smoothed out the late game a bit. Most of the following was live as of last night! Lets go...
Got some nice changes this time around, new images, a new Greater Undead flag, and several bug fixes and QOL tweaks. Most of the following was live as of last night! Lets go...
A later log than usual tonight. This week ended up weirdly busy, unlike last week, in terms of new house stuff, so please forgive me for the small changelog tonight. Though the new systems should have a major impact on the game and how it feels to play. Most of the following was live as of last night! Lets go...
Back to changerlogs earlier than expected! I am now moved in and comfortable in my new house! This week, ive gotten to working on the mission screen to get it to the way I envisioned, and I added a neat new difficulty slider! Most of the following was live as of last night! Lets go...
As I said last week and the week before and the week before that: The weeks of May 9 through May 20th will be very busy due to the whole moving house thing, and also for part of that I will not have internet access, so probably don't expect changelogs those weeks (Though I will likely make changes I just wont anounce them). This week I went deep into my name generators and improved them as well as some important new features... Most of the following was live as of last night! Lets go...
I almost didnt write up this changelog tonight because its late and ive been extremely busy today. Ive been extremely busy with packing and the house moving prcoess (Utilities now scheduled for new place, and I have about half my stuff packed up now) As I said last week and the week before: The weeks of May 9 through May 20th will be very busy due to the whole house thing, and also for part of that I will not have internet access, so probably don't expect changelogs those weeks (Though I will likely make changes I just wont anounce them). This week I added less than I wanted, but a good portion of stuff nonetheless! Notably changes to the event system that allow me to add flags to units that are spawned by events, a friend for color option, and performance troupes! Most of the following was live as of last night! Lets go...
Hello again! Closing date on the house was moved up to May 9th, terrifying! As I said last week: The weeks of May 9 through May 20th will be busy due to the whole house thing. Anyway, this week I got to adding something i've wanted to do for awhile. Certain world age settings now have a big landmark capital city you can conquer and make use of now! Also there was tons of balance changes, and I think the game is a lot better for it, less frusterating, more addictive! Most of the following was live as of last night! Lets go...
Hello again! The house buying process is still ongoing! And will be until mid-may. Due to all of that (buying a house is indeed stressful) and me playtesting this week a bunch to avoid the stress most of the changes this week were balance changes. The weeks of May 9 through May 20th (especially the week of the 20th since i will be moving my furniture into the new house on the 16th will likely not have weekly change logs at all, because that is when im properly moving and will be setting up everything at my new house. (though the second half of that week might atcually be more productive than usual if we get everything set up fast, so this is all still up in the air). If any of you have ever gone through a big move/bought a house im sure you understand. Anyway, Most of the following was live as of last night! Lets go...
Hey guys! This week I had less house buying stuff to worry about so I managed to add a lot of new content (over 30 new random events). But I am still rather busy with the whole process. (things likely wont cool down until i move in in may so!) Also more suggestions got in :) Most of the following was live as of last night! Lets go...
As I mentioned last week, I am moving to a new house in the near future. So this week, I was very busy with the whole, filling out paperwork to buy a house, cleaning apartment, and getting a mortgage thing and dealing with the stuff that comes with that, so i didnt get much game dev done at all, unfortunately. Which is very rare for me. Sorry guys! Hope you understand :( Next week should be more productive because I basically have all the paperwork done. This week's changelog is puny. But it is suggested features. Next week will likely also be suggested features, just more of them. Most of the following was live as of last night! Lets go...
This week we have a massive changelog and have completely overhauled the tile art for DR4X to be absolutely beautiful!
And changed the UI when doing actions, and also updated a few of the 3d models to have better coloring!
[strike]Take that other hex games on steam[/strike]
Also made numerous QOL changes, new map sizes and more!
This week I am doing the changelog a day early because i wont have time friday due to getting ready to look at houses this weekend (I am planning on moving house!)!
Here is some music to set the mood:
[previewyoutube=PFELm3tw-qw;full][/previewyoutube]
Oh boy do I have a lot of new stuff to show you guys tonight!
Also, big thanks to Tchey from the steam forums for diligently reporting all the linux bugs they found over on the bug report forums which are all fixed in this release too! If anyone else finds any bugs PLEASE report them!
Also there is a new section on the steam forum for feature requests so head over there if you have ideas after reading through this week's changelog!
https://steamcommunity.com/app/1704830/discussions/0/
SO this week, I have added unique buildings and mechanics for each of the gremlin subfactions (to put them in parity with the red gremlins I improved last week!) as well as numerous QOL changes and bug fixes!
(Though they lack unique 2d art right now because my artist friend (Grimwit @Sir_Grimwit) who does all the awesome 2d art for the game https://twitter.com/Sir_Grimwit is on vacation this week!)
So lets get going!
As always what follows is a summary of all changes made this week to the game. This time most of this is live as of the posting of this changelog rather than last night!
I'm tired and here is this week's changelog. For fun, check out this dr4x video by simplyfungaming! [previewyoutube=56vHYt_KGO8;full][/previewyoutube] Maybe if you make a lets play i'll share it in the next changelog! Now onto the main event... As always what follows is a summary of all changes made this week to the game. Most of this was live as of last night!
Hey folks!
Quick reminder...
Tonights updates involve a few new Dark Force settings i've added "It Follows" and "Nightmare Mode" a new timed Goal and numerous bug fixes!
As always what follows is a summary of all changes made this week to the game. Most of this was live as of last night!
Hey guys sorry for the super late update tonight (11:30 pm as i write this) but i've been working on a significant chunk of the update and it ran long. This week I have some awesome stuff, a lot of balance changes, new upgrades for every cult, and some secretty secret content. As always what follows is a summary of all changes made this week to the game. Most of this was live as of last night!
Hey guys, got a few fun things this time around! Most I needed to stay vague on (Spoilers for awards etc) so its a tad shorter, but i assure you its quite a bit of content lol. Its funny that i've found myself doing polishing for so long, i guess I just needed to do a bit. The game is significantly better than it was even a few weeks ago :D I do plan to do some gremlin reworking soon. To get back to actual faction balancing and content and such. As well as adding cult hideout upgrades for each cult and other stuff like that anyway, no more rambling! As always what follows is a summary of all changes made this week to the game. Most of this was live as of last night!
Hey guys! Before I get into it, if you havent reviewed DR4X on steam yet please do! Steam depiroritizes games in suggestions until they have 10 positive reviews. So please do that if you can! This week, i made more QOL changes and added some important secret content. As well as some fun things like snow particle effects. As always what follows is a summary of all changes made this week to the game. Most of this was live as of last night!
Hey guys! This week i made some Changes to map sizes, made more qol updates improved death minigames etc... Reposting some dr4x ost for Ya. [previewyoutube=bb1fIDvmpKk;full][/previewyoutube] [previewyoutube=W-F2NimAwnw;full][/previewyoutube] As always what follows is a summary of all changes made this week to the game. Most of this was live as of last night!
Started on camapign screen updates. Some important UI additions and polish. I also updated the store page! As always what follows is a summary of all changes made this week to the game. Most of this was live as of last night!
Hey guys! Some cool stuff, lotsa-bug fixes. New scenario! New Inns! As always what follows is a summary of all changes made this week! Most of this has been live as of last night, and tbh i think its quite a bit for someone developing an indie 4x all by themselves, so i'm pretty happy with it! Anyway! as Mario might say Letsa-go!
DR4X will be purchaseable in 4 hours as of this announcement! Got a new trailer for it and everything. Thanks for all your support! As always, what follows is a summary of all changes made this week. [previewyoutube=DcHPtfznBKE;full][/previewyoutube] Gameplay and UI -Improvements to office IRC -Now have the option to Right click to deselect units. (toggleable in options menu) -Escape deselects -Lore clarificatition -Clicking the x on unit info actually deselects unit -Added Moth Man -Added Moth Man Lair -Improved name gen for dark forces -Fixed bug where dark force would have tags in its name -More random events where various units join you -Add monster spawn events that vary based on wild forces option (spiders and such on insects for example) -Added new event where ranger joins your cause -Had to remove 8 of the temporary unit portraits for release, they will be remade so they wont be gone for too long -Improved new unit portraits -Tweaked "your friend" minigame -Neural net improvements -Nodenet improvements -New song, updated version of main theme, plays alongside old main theme in game now -More hints added Bug Fixes -Fixed item dupe glitch -Fix bug where tunnels still allow travel to destroyed tunnels. -Fixed game breaking save file bug that had to do with dark forces -Fixed bug where artifact chest is dropped under character on transformation into a ghoul -Fixed bug where dark force would sometimes spawn with JUST a warrior -Fixed bug where choosing random faction wouldnt ever choose dark force -Fixded bug where commands wouldnt be assigned the correct keys for unit polacement when deploying causing various issues like tiles being highlighted for no reason -Fix bug where tile not unmarked when unit built Balancing -Towns can now get monster infestations -Dark forces now start with more (and more appropriate) stuff, riddles starts with arsonists and so on -Red gremlins now have 1 piercing and 1 piercing armor by default -Gave brown gremlins +1 piercing damage -Gave dripping gremlins +1 piercing damage -Gave green gremlins +1 piercing damage -Reduced normal gremlins preffered damage type by 1 (which means 4 each) -Gave all gremlin settlers +1 of their preferred damage type (which means 5 each) -Increased base misery upkeep of all gremlins by 1 Suggestion for testers -Lots of new stuff to check out!
Hope your new years went well! I got sick! Woooo Lots of new unit portraits and other changes! First off! Robbie posted more dr4x music! Let him know i sent you! https://www.youtube.com/watch?v=W-F2NimAwnw
As stated in the last log, normal changelogs will resume the first week of the new year. For the first week of the new year, the plan is polish, and perhaps improving the ocean situation. Than release on the 15th. Than , just working as usual on it.
So there will be an early changelog next week, and the week after that I am taking a bit of a vacation for holidays. Normal changelogs will resume the first week of the new year.
Robert Matheson Has Continued Post DR4X Music check it out here:
[previewyoutube=uVVJqr3XAR0;full][/previewyoutube]
This week wasn't just game stuff, it also included a large amount of uopdates I had to make to the steam page, so first part of changelog:
Overhauled steam store page with all new sscreenshots, and updated about this game section.
Now for the actual game changes:
Hey guys, UL here! This week I was dealing with more holiday stuff like ordering gifts and learning how to wrap things. Always fun. Totally. Pain. -_- In other news Robert Matheson the main composer for dr4x Has been posting the songs from dr4x on his youtube channel! And will continue doing it. (there are a lot of songs heh) Check em out! And give them likes and share them around and all that fun stuff! [previewyoutube=OPZ2HDv8j1c;full][/previewyoutube] [previewyoutube=nBVbiLAUxHM;full][/previewyoutube]
Hey guys, UL here! Due to the fact that this week is Thanksgiving week and things are a bit busy this week for me, I will not be able to get out an update on Friday. So here is a small patch. I'll see you next week!
Ever wanted to do urban warfare with weird fungal minotaur's, I doubt it. But now DR4X has that and it is very fun! Lots of changes to the Pqvv Ger faction this time!
A lot of content this time!
In this week's release there is a new system called the "Goal" system, which is a dynamically generated list of objectives based on your skirmish settings that lets you choose your win condition at the start. It also provides information like how many enemies are remaining, ore other details based on your objective while in game. It also works in the Scenarios. So you can now see how many bandits are remaining in High Ground for example. There are also some UI tweaks and new Rat People faction content (which is still ongoing)
So, some graphical and qol tweaks, and new smart AI toggle in skirmish. AI improvements, new sounds, a lot of bug fixes.
Gameplay and UI
- Graphical changes to rust spitters
--Add tentacles to queen
--Add tentacles to major
--Add tentacles to repletes
--Made acid drip from their mouths
--Changed rust spitter color scheme
-New secretty secret things, specifically two of them, also more lore, also more hints
-Did some minor ai improvements to prevent ai from wasting resources by clicking infest than crime more than once etc
-Can no longer queue up new commands after an upgrade is queued as the queue is cleared upon the upgrade
-Sped up AI exploration algorithm
-Ai attacking optimizations
-Added move sounds
Bug Fixes
-Fixed tech bug where techs would be applied to things they shouldn't be applied to resulting in super powered cultists and other weirdness
-Fixed bug where if an enemy phantom spawned on a hideout you couldn't attack it
-Added smart wildlife/bandits toggle to skirmish which makes games where its just you versus wildlife or you versus bandits or there are a significant amount of bandits more challenging/interesting.
-Fixed bug with acidic ruin
-Fixed visual bug with rats nest
Balancing
-Added more expedition rewards/punishments
Suggestion for testers
-Do a good deed or something. Because most of these changes this week don't affect gameplay all that much lol, also tell your friend about my game and get them to wishlist it.
Last time I said I would either work on sovereign spells this week or add a bunch of new buildings, or both, I went with the latter and other gameplay feel improvements and I might do this for the next few weeks, also ive decided to no longer include the "what is planned for next week" section.
Added a new deployment mechanic that lets you select tiles that units will be built onto based on the building you are building from, for example the walled city now allows you to build units and buildings up to 3 tiles away directly from it instead of built things only being built onto the same tile or adjacent tiles on the unit that is building them, Also lots of QOL changes.
Smaller update than usual because I worked for like 2 days trying to get a new shader to work to no avail but hey!
Hey guys! Its your DR4X weekly changelog! A lot of great changes this week:
DR4X Weekly Changelog #8: 8/27/2021 I did not finish implementing the flag for cut purses today, so that will have to be finished over the weekend. But there are a lot of goodies this week. Most of these changes are live on steam the day I do them for steam alpha testers/youtubers its more of an overview of what got done this week, so i'm changing the name of it, but the direct download link is updated before I post these. Changes: -Made AI in scenarios more aggressive -Flags and buffs now have particle effects that show up , also when they are applied -Added blood effect to tumor and myco building attacks and deaths (And gibs) -Fixed typos in some descriptions -Added particle effect for webbed modifier, hypnotic dance modifier -Improved tooltip UI based on feedback from youtube lets plays -Tooltips now work much better on weird resolutions -Made artifact tooltips more descriptive and mechanic focused -Additional AI optimization especially on large maps for wildlife -Fixed humorous bug where buildings could explore ruins, you would get towers navigating mazes and such -Changed how the Unit info screen UI works for commands in the back end, this will allow for me to add sorting options in the future -Adding satisfying building attack and destruction particle effects
Hey guys, lots of cool stuff in todays release! Changes: [olist]
Hey guys, I'm so happy to announce the game on here, Wishlist if you can. I post Friday changelogs every Friday, and will start posting them here aswell! [previewyoutube=iqSgBOiD4EU;full][/previewyoutube] Also, if you want to see the game in action, there are a couple people who already have access that occasionally post YouTube videos (though they are of older versions!) this is the most recent one: [previewyoutube=LwsdPKQKk4o;full][/previewyoutube] Philososhy has a series, but they record videos many months in advance so this is a very old version: [previewyoutube=Bz4R6HixXj0;full][/previewyoutube]
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