Goblin Harvest - The Mighty Quest cover
Goblin Harvest - The Mighty Quest screenshot
Genre: Role-playing (RPG), Strategy, Adventure, Indie

Goblin Harvest - The Mighty Quest

Version 1.5.3 - in-game help

That was quick, right?

I've just posted up version 1.5.3, which now includes a link to the Quick Start Video on the main menu and some prompts for new players.

Let me know if it helps. This game has a bit of a learning curve(!), so I'm keen that people aren't put off before they "get it" and start enjoying the challenge.

Another noteworthy thing today? - it's sunny and hot here in the UK! Brilliant! Now we can start complaining about the humidity :)

Quick Start Tutorial Video

Hi,

Hope you're all enjoying the new combat system. Please leave any feedback on the discussion boards.

Just wanted to re-emphasise that new players should [I] definitely [/I] watch the Quick Start Video before attempting their first game. The in-game tutorial is quite comprehensive but it can't easily teach you the way the game flows.

You can view it on YouTube .

In the future, I'll be adding an in-game link to the video, plus a few more pointers to help new players understand the parallel Strategy/Adventure gameplay that drives the game.

Minor versions

You might have noticed a couple of new versions sneaking in over the last couple of days. These are versions 1.5.1 and 1.5.2, which fix and clarify problems that players with very high res monitors have been having.

Hopefully, all should now be well. If not, I might have to persuade my wife to let me have a 4K monitor for testing...

New major version now available! (v1.5.0)

The latest version of the game (v1.5.0) features a revamped combat system. It's still based on Rock-Paper-Scissors but we've added a considerable number of new ideas to make it more interesting and exciting, as well as a lot less random! It also makes the game easier. Probably.

This new version also includes measures to help people who have encountered problems with mouse alignment or screen resolutions in the game (see the Release Notes at the bottom of this announcement).

As previously announced, the new combat system introduces the idea of "combat sequences". These are the patterns of moves that a particular type of enemy will use in combat, rather than choosing random moves. For example, all Apprentice Footpads in a particular game might use a Hack-Lunge-Slash-Slash pattern.

The pattern used by a particular foe will be different for every generated game, and the length of the pattern will also vary, with higher level enemies having longer patterns. You won't know at the start of a combat where in its pattern an enemy is going to begin

There are two ways of learning an enemy's pattern: from experience, and from a Combat Trainer. There are now Combat Trainers in all the Towns, who are happy to train you to fight various enemies (for a fee of course). Combat Trainers in more northerly Towns can train you to fight higher level enemies.

If you've previously learnt an enemy's combat sequence, you can look up the information in your Journal during a fight.

After going through its sequence three times, an enemy will become angry and start to fight erratically, dispensing with its pattern and behaving more randomly. This means that, if you know an enemy's pattern, it's best to get the fight over quickly.

For full details, talk to any Combat Trainer in-game and she'll teach you the basics for free.

The new version is backwardly-compatible with old saved games.

RELEASE NOTES

COMBAT SYSTEM
ADDED new combat system.
ADDED new Combat Trainer characters.
ADDED combat history to Combat Screen.
ADDED Journal graphic (and associated functionality) to Combat Screen.
Implemented learning enemy combat sequences from experience.
ADDED new Combat Training Screen.
ADDED length of enemy combat sequence to Combat Screen.
ADDED combat training info to Elvipedia.
Reduced damage range for player with no weapon (now 0 to 1).
ADDED code to make new system backwardly-compatible with old saved games.
ADDED tutorial tip for combat sequences.

MOUSE ALIGNMENT/RESOLUTION BUG
Now using a slightly different method for GLFW calculations.
Now using desktop resolution for first run of game.
Rearranged buttons on main menu so people with mouse alignment bug can reach the "Display" button.
ADDED key command "W" for toggling windowed mode on/off on main menu.
ADDED key command "D" for accessing Display Screen from main menu.
Hit ENTER on Display Screen to set display.

Note: If you were previously unable to play the game because of problems with resolutions and/or mouse alignment, we recommend you uninstall the game from Steam and delete the installation folder before reinstalling. Alternatively, you can simply delete the file ".monkeystate" from the installation folder before running the new version.

OTHER STUFF
Horses go faster - journey times now halved rather than 2 hours less.
Added post-combat dialog.
Horse now sent to destination stables when using mirror travel.
Stopped player dropping items in same region as an enemy (particularly important for GSoJ in the Goblin King's throne room!).
FIXED definite articles for kings.
FIXED definite article for GSoJ.
FIXED bug that stopped hidden enemies attacking in NIGHT FEARS.
Sorted out some rumours/conversations.
Reduced healing properties of Elven Water.
FIXED saving and loading of tutorial tips.
Removed indefinite articles from Inventory.
Made shields better.
Map of the Marshes now worth 15G.
Text now reads "your horse" if it belongs to you.
Lots of text tweaks. (Lots.)

New combat system coming soon!

I'm excited to tell you that work on the new combat system is now complete, so just the testing to get through.

I'm really pleased with the way it's turned out and hope that both existing and new players will enjoy it.

As announced before, the new system introduces the idea of "combat sequences". These are the patterns of moves that a particular type of enemy will use in combat. For example, all Mountain Goats in a particular game might use a Hack-Lunge-Hack-Slash pattern.

The pattern used by a particular foe will be different for every game, and the length of the pattern will also vary, with higher level enemies having longer patterns. You won't know at the start of a combat where in its pattern an enemy is going to start.

There are two ways of learning an enemy's pattern: from experience, and from a Combat Trainer. There are now Combat Trainers in all the Towns, who are happy to train you to fight various enemies (for a fee of course). Combat Trainers in more northerly Towns can train you to fight higher level enemies.

After 15 rounds of combat, all enemies will become angry and start to fight erratically, dispensing with their pattern and behaving more randomly. This means that, if you know an enemy's pattern, it's best to get the fight over quickly.

The new version will be backwardly-compatible with old saved games.

I'm aiming for a mid-May release.

Version 1.4.3 out now!

This version fixes just one thing. Maybe.

If you're one of the people struggling with a misaligned mouse, this should be the answer.

Please let us know either way.

In the meantime, work on the new combat system continues...

Happy Goblin hunting!

Coming Soon! - Not one but TWO updates

In the next day or so, we'll be releasing v1.4.3 of the game. This is a PATCH release which should fix a problem some people have been having with a misaligned mouse pointer. I haven't been able to replicate it myself but I'm hopeful this fix will do the trick.

In a slightly longer timeframe (let's say a month, to be on the safe side), v1.4.4 should be ready. This introduces the idea of enemies having a preferred sequence of fighting moves, meaning that you'll be able to develop an understanding of enemy characters and predict which move they'll make next. Additionally, Combat Trainers will be available in the Citadel and Towns to teach you how to fight particular enemies - for a price, of course!

The combat sequences that the enemy characters use will vary from game to game, so you you'll have to learn new patterns each time you start a new game.

This update will require quite a lot of work, including changes to the Combat Screen, the Character class and combat processing as well as the introduction of a new screen, the Combat Training Screen.

These new ideas will add more excitement and intrigue into the combat, as well as making the game slightly easier to play (if not to learn!).

New version 1.4.2

There's a new version (1.4.2) of the game now available. Here are the patch notes:

Scar-faced Ranger now gets his own storybook page.
Army Captains now carry Heartstones. If defeated, they wind up at the Raven Inn.
Added recruitable Scouts (in Towns and randomly on the map). Random Scouts can be hidden.
Added tutorial tips for "no moving multiple armies" and "no move and discard" rules.
Tweaked Watchman's advice.
Added deck icon click events (give card counts) and tooltips.
FIXED bug in removing Army Captains.
FIXED bug with time of day image when night.
FIXED bug where Scout card was put in discard pile twice when discarded.

Great new review

The game's had a great review from ChocolatierGames!

Read it here

Scouts - Your Kingdom needs you! [Patch incoming]

Ooh, we have some lovely new features coming soon. Still coding them at the moment, so no precise ETA, I'm afraid. But soon, soon.

Here they are...

SCOUT RECRUITMENT


Not only do you get a free Scout when you visit or discover a town, you'll now find Scouts in the inns, just waiting to be recruited to your cause. You'll also find a few scattered around the map. They're not free, though, just so you know.
Want to know the great thing? A newly-recruited Scout goes right on top of the draw pile, so you know you can get it next turn.

EX-ARMY CAPTAINS


The Captains of defeated armies, due to the fact they're all carrying Heartstones, now wind up at the Raven Inn, where you can witness their despair and self-loathing. The Heartstones, it seems, are the reason that your Champion's explorations yield cards that can be used by the armies: they create a magickal, psychic connection, see? The Scar-faced Ranger will explain.

DECK CLICKING


Click on the draw pile or the discard pile at the stop of the screen and you'll get a full card count. Useful if you're wondering when the next Goblin Harvest might occur.

NEW TUTORIAL TIPS


For those of you brave enough to enable some of the tricksier rules.

BUGS!


I found a few. We don't need to talk about them any more.