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Genre: Strategy, Indie

Goblin Storm

Goblin Storm Fall Content Update and the Combined Arms Operations Series 2 Announcement

Greetings everyone!

Today we have a dual announcement, for Goblin Storm, and for our next game, the Combined Arms Operations Series 2 (or CAOS2). Although we have shifted our primary development focus to CAOS2, we will continue working on Goblin Storm. We are currently testing a bug fix and stability patch for deployment this week, and we are working on another content update based on a new game mode due for release this fall. More information on the future of Goblin Storm's fall content update will follow in dev blogs over the summer.

But for now, let us turn our attention to CAOS2!

What is CAOS2?


The Combined Arms Operation Series 2 (CAOS2) is a turn-based World War Two operational simulation. CAOS2 allows players to take command of historical battles, such as the Battle of Gazala or the Second Battle of El Alamein, or hypothetical engagements limited only by your imagination. You can remain true to the boundaries of historicity, or you can entertain any what-if scenario your heart desires. Do you want to see French and British forces clash in 1940? Be our guest. Maybe you would like to indulge in a few early Cold War gone hot fantasies with Soviet and American forces clashing in 1945? Go get ‘em!


German and American armored forces struggle for control of critical road junctions in a corps-level meeting engagement.

Why CAOS2?


CAOS2 is the very reason we founded NS2, because it is the game we have always dreamed of playing. There have been many excellent World War Two simulations over the years, but what CAOS2 brings to the table is an ability to combine the fine detail of simulation wargaming with the unlimited freedom of hypothetical scenarios.

What About the Details?


Before we finish for the day, let’s quickly run through a few of the core features of CAOS2. Each of these points will be covered in greater detail in future dev blogs.


French armored and mechanized divisions bludgeon their way through well entrenched British defenders.

35 unique Orders of Battle representing 6 nations, from 1939-1945.
Command armies from Germany, Italy, the Soviet Union, United States, Britain, and France.

Simultaneous Turn Resolution
CAOS2 uses a series of 9 impulses from dawn to dusk to replicate real time movement in a turn-based environment.

Detail down to the individual squad, tank, and artillery piece.
The average unit in CAOS is regiment or battalion sized, but they are detailed down to individual squads and vehicles. The range of artillery, armor of tanks, and close combat value of infantry are all carefully detailed.

Battle Groups
Customize your army by combining your units into battlegroups. Assemble potent offensive hammers by combining your finest tank battalions. Or create implacable defensive hardpoints bristling with machinegun and anti-tank companies.

Combined Arms Combat
Sheer numbers are but one tactic. Victory requires the effective utilization of all assets available to you.

Flexible combat orders
Artillery can protect friendly units at a distance with Fire Support, or rain death and suppress enemy Zones of Control from afar with Barrage. The Reserve Order allows units behind the front line to provide a portion of their strength to beleaguered comrades at the front.

Tying it All Together:


More information on these features and more will follow across the summer. It is too early to estimate a precise release date for CAOS2 on Steam, but we are currently aiming for December 2018 or January 2019. At any rate, the game is currently in a playable alpha state, and most of the content from 1939-1942 is complete. Once beta testing begins, we will start recruiting volunteer testers from the Goblin Storm and CAOS communities.

I look forward to sharing more about CAOS2, and as always, any questions are welcome! Both here, and on our community discord!

-Xenophon

Goblin Storm Tempest Release Notes

Greetings everyone! Here is a comprehensive change log of all the additions released as part of Tempest:

Faction Changes

  • Added the Oslid Kingdom.
  • Added the Duchy of Dunwall.
  • Added the Markgravate of Nordwacht.
  • Added the Grand Duchy Otčina
  • Westdale unit roster totally overhauled.
  • Helsatian unit roster totally overhauled.


Gameplay

  • Combat stats for all soldier types totally overhauled. Most offensive/defensive melee values rose 30 to 50%.
  • Cavalry defense values reduced across the board.
  • Added 14 new human soldier types.
  • Levy spawn script completely overhauled. Greater diversity and quality in Westdale/Dunwall levies. Helsatian/Nordwacht/Otčina levies are mediocre, and Oslid levies are terrible.


The specifics of the unit overhaul are too long to comfortably fit into these notes, but the specifics were discussed in an earlier dev blog: http://steamcommunity.com/games/713840/announcements/detail/1666764701485009734

New Map

  • Alpenheim, a lush land of scenic valleys and snow covered peaks, deep in the heart of Helsatian territory.


Interface updates

  • Color coded settlement names. Blue = Human, Red = Goblin, Green = beast.
  • Keyboard map scrolling. The map can now be scrolled using the arrow keys.


Bug Fixes

  • Fixed a bug that occasionally caused attacker spawn points on the east map edge to be too small.
  • Fixed several small bugs in the AI battlegroup script for the human factions.


Before we go, enjoy this screenshot of the new map, with new Tempest units and the much requested color coded name tags!
http://cdn.edgecast.steamstatic.com/steam/apps/827440/ss_0b620761fc7f069b65d157aae6f3a08825fc3200.1920x1080.jpg?t=1521915141

That's it for today! Enjoy Tempest and let us know what you think! In the mean time, we will continue working on the new game mode!

Goblin Storm: Tempest Released!

Greetings Everyone!

Tempest, the first free DLC for Goblin Storm has been released! Tempest expands the human kingdoms, introducing numerous new regiments, 14 new soldier types, and 4 new human factions, each with a distinct play style and varying strengths and weaknesses. In addition, Tempest introduces a new map, Alpenheim.

In celebration of this DLC launch Goblin Storm is on sale until March 30!
Read more about the additions in Tempest here: http://store.steampowered.com/app/827440/

If you already own Goblin Storm you can activate this free DLC by clicking on the download button on the Tempest store page, or in the link listed above.

The Oslid Kingdom & WCU News - Dev Blog 10

Greetings everyone! Today we will unveil the new Oslid Kingdom, coming in the Winter Content Update!

Winter Content Update Release Schedule
Speaking of which, the first half of the Winter Content Update is planned for release late next week! This first half of the update will focus on content. Including all 6 of the new/overhauled human factions, as well as the total combat strength overhaul and our 8th map.

The second half of the winter content update will focus on new game play mechanics. Including the new game mode based upon purchasing new units, new UI elements and adjustable starting points. As well as another new map. These features will be discussed in greater detail later. We expect to release the second half of the Winter Content Update later in March.

The Oslid Kingdom:



Strategy:
Mobility and Shock

Strengths:
Numerous and excellent cavalry of almost all types. Extreme mobility. Cavalry excels in skirmish combat. Plentiful reconnaissance.

Weaknesses:
The worst levies known to man. No ranger/jager style specialists. Very limited selection of heavy infantry. Difficulty sustaining combined arms due to lack of mounted archers.

Lore



The Oslid Kingdom is located in the northeast reaches of the Westerlands, along the shores of the Amber Coast. Long ago this region was the heart of the Dwarven Garin Republic. The republic was obliterated by the great goblin King Kainzo Stone Heart. With the dwarves shattered, the Amber Coast became a shining jewel of goblin civilization - that is to say, a slave state of unimaginable proportions. Wherein goblin aristocracy lived lavishly off the fruits of their captives' labor. For generations, slaves captured by raids into the lands of the continent's first men - the Toth Glastos, were bought and sold in elaborate slave markets around the Amber Coast. The population boomed, and goblin warlords struggled for supremacy over the lucrative region until men of Noarland began to appear on their shores in great numbers. First the Westdalians, then the Helsatians and finally the Oslid.

The Oslid people were the last of the three major Noarlander tribes to enter the Westerlands. Like the Helsatians, they first entered history as mercenaries in the armies of Westdale. After the defeat of their goblin adversaries, the Oslid people split into two distinct groups. Those who traveled south with the Helsatians, ultimately becoming the Otčinians. And those who remained on the shores of the Amber Coast, and gradually consolidated their conquests to create the Oslid Kingdom.

Like the other states of Noarlander descent, the Oslid kingdom is a hereditary monarchy. Albeit, one that is firmly rooted in the precepts of divine right and holy predestination. All power in the kingdom rests in the hands of a small number of powerful equestrian families who preside over sprawling estates that support large mounted retinues and plentiful serfs. Towns and 'cities' are a rare sight in Oslid territory, and their independent political influence is of scant significance. Consequently, Oslid feudal structure is exceptionally rigid, even compared to the stringent feudalism of the Helsatian Empire. Each Oslid lord wields absolute power within his domain.

The Oslid in Battle


The Basics:
46 units
5,804 men
25,228 offensive melee
17,742 defensive melee
3,973 Fire
Total Cost: 469.43 gold

Play Style
The Oslid way of war is predicated upon maneuverability and hitting power, combined with huge numbers of utterly expendable levies. The kingdom's elite Druzina regiments are the only heavy cavalry in the game that move at the light cavalry rate (12 movement points). Their ubiquitous Hussars double as recon troops, and their Lancers hit far above their weight on the offensive. The Oslid rarely 'defend' anything, they only attack, attack, and attack some more.

However, what the Oslid gain in mobility and raw offensive might, they lose in tactical flexibility and defensive power. Their most powerful units - Lancers and Druzina, are excellent attackers, but terrible defenders. Consequently, Oslid armies usually attempt to slow down or zone of control lock their opponents with cheap levies, while lancers stage hit and run attacks on vulnerable points in the enemy's line. Successful Oslid commanders attempt to maximize their offensive advantage, while keeping their most powerful units safe from hostile counter attack.

Unit Roster


Tying it all together:


That's it for today, you can expect to see more information regarding the new factions and features planned for the Winter Content Update leading up to the release of part one next week!

New Helsatian Factions - Dev Blog 9

Greetings everyone! Today we will explore the 3 upcoming Helsatian factions due to be introduced in the Winter Content Update! The Imperial Army, the Grand Duchy of Otčina, and the Markgravate of Nordwacht.

Before we begin. It should be remembered that the screenshots below are from the current in-development version of the game. All of these factions are currently undergoing extensive balance testing; there will undoubtedly be significant changes before they are released. Particularly in terms of the number of regiments of each type available to each faction as we fine tune each unique play-style.

General Changes



  1. All human faction unit rosters are significantly larger in the WCU.
  2. Due to increasing melee value, most units are now significantly more expensive.
  3. Additional Levy regiments are now available for purchase on turn 1. This provides large volumes of cheap, low quality forces to the human armies.


New Helsatian Factions:


True to their traditions, each of the Helsatian factions focuses on heavily armored professional soldiers, either on foot or mounted atop sturdy warhorses. But each faction also possess very different strengths and weaknesses on the battlefield that make their individual play styles very different.

Imperial Army:



The Basics:

  • 42 units
  • 4,804 men
  • 25,576 offensive melee
  • 23,519 defensive melee
  • 2292 Fire
  • Total Cost: 513.86 gold


Play Style
The Imperial Army is all about qualitative superiority. It possesses a few of all the best unit types available to the Helsatian factions', but rarely in any large numbers. Its true strength lies in its numerous knights. Consequently, imperial commanders usually try to fight in open grassland where their raw power can crush almost any opponent.

However, this over-reliance on knights also presents a serious challenge when commanding Imperial forces. Knights may be formidable, but much of their qualitative advantage can be nullified by clever use of terrain by their enemies. To maximize the strengths of Imperial forces, a wise commander must always stay two steps ahead of their opponents and force them to fight on the open plains.

Strengths:
Ubiquitous heavy cavalry. Including Heavy Knights. Small number of specialist heavy infantry.

Weaknesses:
Abysmal levies. Mediocre fire troops. Very vulnerable in forests. Limited reconnaissance.

Unit Roster


Nordwacht:



The Basics:

  • 41 units
  • 4,603 men
  • 20,836 offensive melee
  • 20,849 defensive melee
  • 2828 Fire
  • Total Cost: 550.72


Play Style
Although Nordwacht lacks the raw offensive power of the other Helsatian factions, it compensates with strong defensive heavy infantry, tactical flexibility, and exceptional reconnaissance troops. Nordwacht's combination of Outriders and Jagers produces a particularly formidable - and affordable - skirmish/recon force that is unique amongst the human armies and should never be underestimated. Due to its well rounded nature, Nordwacht is strongly recommended for new Helsatian players.

Strengths:
Plentiful reconnaissance. Horse Archers. Strong defensive heavy infantry. Well balanced unit roster with few glaring weaknesses.

Weaknesses:
Abysmal levies. No Battle Masters or Heavy Knights. Many of its best units Sarmo Outriders (horse archers) and Grenzers (Halberdiers) are very vulnerable to enemy fire.

Unit Roster:


Otčina:



The Basics

  • 45 units
  • 6,529 men
  • 27,033 offensive melee
  • 25,211 defensive melee
  • 2828 Fire
  • Total Cost: 550.72


Play Style
Otčina excels in long, drawn out battles of attrition. Instead of depending upon the thunderous charge of armored knights, Otčina relies on large armies of well equipped heavy infantry. The heavy infantry are in turn supported by vast numbers of expendable peasant levies who serve as fodder to slow down enemy forces and take casualties in place of more valuable heavy infantrymen. Consequently, Otčina's armies are frequently larger than those of the Kaiser or Nordwacht, and are far less concerned about casualties.

The critical weaknesses of the Otčinaian system, are mobility and reconnaissance. Heavy infantry are unsurprisingly quite slow. Meanwhile, the vast majority of the Duchy's heavy cavalry are of the antiquated Retainer variety, and usually should not operate alone. Moreover, Otčina completely lacks any professional reconnaissance troops. Instead, it must rely on Levy Horse for all of its recon needs.

Strengths:
Plentiful heavy infantry, including numerous Battle Masters and Men At Arms. Pavise crossbowmen. Large levy companies.

Weaknesses:
Almost no effective reconnaissance. Limited number of armored knights. No professional light infantry.

Unit Roster:


Tying it all together


That's it for today, a similar dev blog regarding the new Westdalian factions and Oslid Kingdom will follow in the coming week. Until then, let us know what you think in the comments below!

Goblin Storm Update v. 1.0.1.1

Greetings everyone, we are back today with the release of our 7th map, Ingvar's Landing.

New Map

  • Ingvar's Landing is a frigid headland that juts out into the Anbar Sea. It features prosperous coastal regions and a very well developed road net near the coastline, but the heavily forested inland regions are much harder for defenders to control.


Interface updates

  • The current impulse is now displayed during each step of turn resolution. This should help new players better understand exactly what is happening.


That's it for today, stay tune for updates about the upcoming Winter Content Update soon!

Soldier Balance Overhaul - Dev Blog 8

Greetings everyone! Today we will explore the sweeping changes coming to game balance in the free Winter Content Update. I initially considered including a sneak peak of the new Helsatian/Westdalian factions in this dev blog as well. However, given the sheer size of the soldier rebalance change log, I feel that the sneak peak would best be released as its own dev blog on Wednesday in order to do it proper justice.

Soldier Balance Overhaul:


Melee values will be rising significantly in the WCU. This will be true for both human and goblin factions. This will serve to accommodate greater unit diversity and better reflect the differences in quality of equipment between soldier types. The rise in melee values will also give us the option of creating factions from an earlier era in future updates if there is interest.

There are a ton of changes coming to soldier balance in the WCU, but here is a quick summary:

Soldier Overhaul Summary



  1. Melee combat values are rising on average between 30-50%.
  2. Most cavalry now have significantly lower defense than attack. (RIP Armored Knight Deathball).
  3. Fire protection values have risen modestly.
  4. Fire values remain the same.
  5. Skirmish modifiers have been fine tuned.


If you would like to explore the specifics in depth, I have divided the change log into 3 sections. One for new soldiers, one for rebalanced human soldiers and the final section for rebalanced goblin soldiers.

New Human Soldiers:


The WCU will introduce a wide variety of new human soldiers. Among the new units will be fully plate armored shock infantry, known as Battle Masters. A more lightly armored variant of Knights, known as Retainers. High fire protection Pavise Crossbowmen, and versatile Levy Billmen, just to name a few. Last, and certainly least, there will be armed peasants for all of you who enjoy throwing away as much human life as possible!

I have included the soldier cards for several of the new types below. If you look closely, you can pick up a few hints on the elven armies as well...

Heavy Infantry



Battle Masters

  • Offensive Melee: 9.
  • Defensive Melee: 9.
  • Fire Protection: 11.
  • Skirmish Modifier: -66%.


Sergeants

  • Offensive Melee: 7.
  • Defensive Melee: 7.
  • Fire Protection: 5.5.
  • Skirmish Modifier: -40%.



Billmen

  • Offensive Melee: 5.
  • Defensive Melee: 6.
  • Fire Protection: 3.
  • Skirmish Modifier: -50%.


Light Infantry


Swordsmen

  • Offensive Melee: 5.5.
  • Defensive Melee: 5.5.
  • Fire Protection: 5.
  • Skirmish Modifier: -20%.


Peasants

  • Offensive Melee: 1.
  • Defensive Melee: 1.
  • Fire Protection: 1.
  • Skirmish Modifier: -50%.


Fire


Pavise Crossbowmen

  • Fire: 2
  • Offensive Melee: 2.
  • Defensive Melee: 3.
  • Fire Protection: 7.
  • Skirmish Modifier: -15%.
  • Special: Fire doubles when defending walls.


Longbowmen

  • Fire: 3
  • Offensive Melee: 1.5.
  • Defensive Melee: 1.5.
  • Fire Protection: 4.
  • Skirmish Modifier: _10%.


Levy Crossbowmen

  • Fire: 1.5
  • Offensive Melee: 1.
  • Defensive Melee: 1.
  • Fire Protection: 3.
  • Skirmish Modifier: -20%.
  • Special: Fire doubles when defending walls.


Heavy Cavalry



Retainers

  • Offensive Melee: 10.
  • Defensive Melee: 7.
  • Fire Protection: 6.
  • Skirmish Modifier: -30%.


Light Cavalry


Hobelars

  • Offensive Melee: 6.
  • Defensive Melee: 5.
  • Fire Protection: 4.
  • Skirmish Modifier: +15%.
  • Special: Reconnaissance specialist, 2 hex Line of Sight.



Sarmo Outriders

  • Fire: 3
  • Offensive Melee: 4.
  • Defensive Melee: 4.
  • Fire Protection: 6.
  • Skirmish Modifier: +30%.
  • Special: Reconnaissance specialist, 2 hex Line of Sight.



Rebalanced Human Soldiers:


The human factions have largely maintained their individual superiority over their goblin opponents. But there are several important changes to note that will significantly alter game balance.

First, the defense of human heavy cavalry is now noticeably lower than their offense. This will level the playing field somewhat when human commanders mass large numbers of armored knights, by making them far more susceptible to counter attack. Especially when fighting in forests or other rough terrain.

Second, human specialist light infantry, such as Rangers, Jagers and Foresters, are comparatively weaker in normal field battles than they used to be. However, they still enjoy sizable bonuses in skirmish combat.

Third, the skirmish modifiers of most human soldiers are even more abysmal than they already were.


Heavy Infantry


Men At Arms

  • Offensive Melee raised from 4 to 8.
  • Defensive Melee raised from 4 to 8.
  • Fire Protection raised from 4 to 6.5.
  • Skirmish Modifier lowered from -40% to -50%.


Grenzers

  • Offensive Melee raised from 3 to 6.
  • Defensive Melee raised from 5 to 9.
  • Fire Protection raised from 2 to 4.
  • Skirmish Modifier lowered from -50% to -60%.


Light Infantry


Rangers/Jagers

  • Offensive Melee raised from 4 to 6.
  • Defensive Melee raised from 4 to 6.
  • Skirmish Modifier raised from +20% to +34%.


Foresters

  • Offensive Melee raised from 2 to 4.
  • Defensive Melee raised from 2 to 3.
  • Skirmish Modifier lowered from +50% to +30%.


Town Watch

  • Offensive Melee raised from 2 to 5.
  • Defensive Melee raised from 2 to 5.
  • Fire Protection raised from 3 to 5.
  • Skirmish Modifier lowered from -30% to -60%.


Levy Spears

  • Offensive Melee raised from 1 to 2.
  • Defensive Melee raised from 1 to 3.
  • Fire Protection raised from 2 to 3.
  • Skirmish Modifier lowered from -30% to -75%.


Fire


Archers

  • Fire lowered from 3 to 2.5.
  • Offensive Melee raised from 1 to 1.5.
  • Defensive Melee raised from 1 to 1.5.
  • Fire Protection raised from 2 to 4.


Heavy Cavalry


Heavy Knights

  • Offensive Melee raised from 9 to 14.
  • Defensive Melee raised from 8 to 11
  • Fire Protection raised from 10 to 12.5.
  • Skirmish Modifier lowered from -50% to -60%.


Knights

  • Offensive Melee raised from 7 to 12.
  • Defensive Melee raised from 6 to 8
  • Fire Protection raised from 6 to 8.
  • Skirmish Modifier lowered from -40% to -50%.


Light Cavalry


Levy Horse

  • Offensive Melee raised from 2 to 4.
  • Defensive Melee raised from 1 to 2.



Rebalanced Goblin Soldiers


The WCU focuses primarily on the human factions, but Goblin balance has changed in several subtle ways as well. Combat and fire protection values have risen across the board for goblin soldiers - excluding their most basic types. And standard goblin lancers are comparatively slightly less dangerous than they used to be.


Heavy Infantry


Bloodsworn

  • Offensive Melee raised from 3 to 7.
  • Defensive Melee raised from 4 to 7.
  • Fire Protection raised from 4 to 5.5.
  • Skirmish Modifier lowered from -20% to -30%.


Proven Spears

  • Offensive Melee raised from 2 to 5.
  • Defensive Melee raised from 3 to 7.
  • Fire Protection raised from 3 to 4.5.
  • Skirmish Modifier lowered from -20% to -25%.


Hobgoblin Axelords

  • Offensive Melee raised from 5 to 10.
  • Defensive Melee raised from 4 to 7.
  • Fire Protection raised from 4 to 5.


Hobgoblins

  • Offensive Melee raised from 4 to 8.
  • Defensive Melee raised from 4 to 8.
  • Fire Protection raised from 3 to 6.
  • Skirmish Modifier raised from -30% to -37%.


Battle Trolls

  • Offensive Melee raised from 15 to 21.
  • Defensive Melee raised from 15 to 21.


Trolls

  • Offensive Melee raised from 11 to 17.
  • Defensive Melee raised from 11 to 17.


Light Infantry


Shield Bearers

  • Offensive Melee raised from 3 to 6.
  • Defensive Melee raised from 3 to 6.
  • Fire Protection raised from 2 to 4.5.
  • Skirmish Modifier lowered from -25% to -33%.


Butchers

  • Offensive Melee raised from 3 to 8.
  • Defensive Melee raised from 1 to 2.
  • Fire Protection raised from 1 to 1.5.
  • Skirmish Modifier raised from +13% to +17%.


Cleavers

  • Offensive Melee raised from 2.5 to 6.
  • Defensive Melee raised from 1.5 to 4.
  • Fire Protection raised from 2 to 3.5.


Warriors

  • Offensive Melee raised from 2 to 5.
  • Defensive Melee raised from 2 to 5.
  • Fire Protection raised from 2 to 4.


Spears

  • Offensive Melee raised from 1 to 2.
  • Defensive Melee raised from 2 to 3.
  • Fire Protection raised from 1 to 1.5.
  • Skirmish Modifier raised from -20% to -15%.


Younglings

  • Offensive Melee raised from 1 to 2.
  • Defensive Melee raised from 1 to 2.
  • Fire Protection raised from 1 to 1.5.
  • Skirmish Modifier lowered from +10% to +0%.


Fire


Bows

  • Offensive Melee raised from 1 to 2.
  • Defensive Melee raised from 1 to 2.
  • Fire Protection raised from 2 to 3.
  • Skirmish Modifier raised from +10% to +15%.


Slingers

  • Skirmish Modifier raised from +10% to +15%.


Skirmishers

  • Offensive Melee raised from 1.5 to 3.
  • Defensive Melee raised from 1.5 to 3.
  • Skirmish Modifier raised from +20% to +33%.


Light Cavalry


Wolf Lords

  • Offensive Melee raised from 6 to 11.
  • Defensive Melee raised from 6 to 8.


Wolf Marauders

  • Offensive Melee raised from 6 to 9.
  • Defensive Melee raised from 5 to 7.


Wolf Prowlers

  • Offensive Melee raised from 3 to 6.
  • Defensive Melee raised from 3 to 6.
  • Fire Protection raised from 3 to 5.


Wolf Lancers

  • Offensive Melee raised from 4 to 7.
  • Defensive Melee raised from 2 to 3.5.
  • Fire Protection raised from 1 to 1.5.
  • Skirmish Modifier lowered from +10% to +0%.


Wolf Raiders

  • Offensive Melee raised from 4 to 7.
  • Defensive Melee raised from 2 to 3.5.
  • Skirmish Modifier lowered from +20% to +10%.


Wolf Stalkers

  • Offensive Melee raised from 2 to 3.
  • Defensive Melee raised from 2 to 3.
  • Skirmish Modifier lowered from +20% to +10%.


Wolf Scouts

  • Offensive Melee raised from 1 to 3.
  • Defensive Melee raised from 1 to 2.



Tying it all together


This gargantuan change log should give you a general idea of just how extensive the tweaks to game balance coming in the WCU really are. On Wednesday we will take a look at the new human unit rosters in great detail so you can see just how massive these changes are in practice.

Until then, let me know if there are any questions in the comments below!

Free Winter Content Update Announcement - Dev Blog 7

Greetings everyone! I come with an important announcement about our first major free content expansion for Goblin Storm! The in-development name is the Winter Content Update or WCU, although a more permanent name will follow shortly. The primary focus of the WCU is improving the diversity of the human factions in game and preparing for new and exciting game modes to follow.

Here is the TL:DR for people who are in a hurry:

Objectives:



  • Add the Oslid Kingdom as a new faction.
  • Diversify Helsatia into 3 factions
  • Diversify Westdale into 2 factions
  • Add new human soldier and company types.
  • Enlarge human unit rosters.
  • Prepare for the introduction of a major new game mode.


When will it be released?


The Winter Content Update is planned for release in the last week of February.

New Gamemode


In addition to diversifying the human factions, this update will lay the groundwork for another free content update that will add a new game mode based upon unit recruitment throughout the game for both sides.

Faction Overhaul:


Human unit rosters will be getting significantly larger in the WCU. Including more regiments and more unit diversity; ranging from elite shock infantry, to hussars, to lowly peasant fodder. Let's take a quick look at the playstyles of each faction.

New Helsatian Factions:


Imperial Army:
Doctrine: Shock and Awe
The Imperial Army is the epitome of the shock and awe doctrine. They possess well trained and powerful heavy cavalry, but their infantry reserves are not as deep as other factions and they suffer from a severe shortage of light troops.

Grand Duchy of Otčina:
Doctrine: Decisive Battle
The Grand Duchy of Otčina is well suited for sustained, high intensity combat. Otčina possesses a tremendous variety of heavy infantry, including elite guard regiments, and very deep reserves. Additionally, their basic levy companies are larger than other Helsatian factions - although they are just as poorly trained. Otčina has the best staying power of any human faction in a protracted battle, but their mobility is limited and they lack any professional recon units.

Markgravate of Nordwacht:
Doctrine: Defensive Flexibility
The Markgravate of Nordwacht is a strong defensive faction. Nordwacht lacks the raw offensive power of imperial heavy knights, or the deep reserves of Otčina's heavy infantry, but they make up for it in other ways. Nordwacht's strength lies in their excellent recon companies, complimented by a flexible mixture of knights and specialist defensive infantry.

New Westdale Factions:


King of Westdale:
Doctrine: Jack of All Trades
The King of Westdale commands a well rounded faction, capable of performing admirably on almost any battlefield. Westdale's greatest strength lies in nearly limitless reserves of highly trained longbowmen who provide it with unparalleled fire power. These longbowmen are protected by well rounded heavy infantry and high quality levies. Westdale's greatest weakness is limited cavalry reserves.

Duchy of Dunwall:
Doctrine: Infantry Flexibility
The Duchy of Dunwall boasts excellent reconnaissance troops and a solid corps of professional light infantry, complimented by high quality levies. Dunwall's chief weaknesses are twofold. They field a fair amount of light cavalry, but they suffer from a chronic shortage of heavy cavalry. And their heavy infantry reserves are thin.

New Faction:


Oslid Kingdom:
Doctrine: Mobility
The Oslid Kingdom is distinct amongst the human factions because it lacks any effective heavy infantry. Instead, the Oslid rely on vast armies of expendable levies and archers to bog down their opponents with sheer numbers. While their opponents are busy chewing through the masses of levies, the Oslid's knights, lancers and hussars are free to encircle and destroy their opponents in lightning fast flanking maneuvers.

Tying it all Together


That will be it for today, I hope you have enjoyed this brief look at the new factions coming in the Winter Content Update and next week I will return with a dev blog about the new soldier types coming in the update.

On that note, I shall leave you all with a screenshot of the upcoming Amber Coast map with several new unit types in play. Feel free to let me know if you have any questions in the comments below!

Goblin Storm Update v. 1.0.1.0

Greetings everyone, we are back today with a technical update to complete workshop integration.

Workshop Integration

  • The mod list function is now fully operational. It can be accessed in the options screen.


Interface updates

  • Improved text format for battlegroup short names.


Bugfixes:

  • Fixed a crash that could be caused by clicking on the bottom of the HUD after a battlegroup was formed if the town overlay was active.
  • Fixed a similar crash related to Abbey stat cards.

Goblin Storm Update v. 1.0.0.9

Greetings everyone, today we are releasing the beta version of the Steam Workshop for Goblin Storm. Mods can be uploaded to the steam workshop via a button in the options menu. Remember to follow the instructions in the modding guide, and have fun!

Workshop Integration
<*>Steam Workshop integrated in game.
<*>Users can now upload can subscribe to mods on the workshop.
<*>The modding guide can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=1263785873

We are continuing to work on implementing a mod load list in game, so that players can easily enable and disable mods.