On Saturday, January 6 from 10AM-1PM Pacific Standard time (18:00-21:00 GMT +0), we will be holding our third play with the devs day. We will host co-op games and you guys are welcome to join us for 3 hours of goblin slaughter and merriment!
We will be on our new Discord (invite link below), feel free to drop on by if you want to play with us, chat with the devs or ask any questions.
Here's the Discord server:
https://discord.gg/S6HCFBF
The time will be:
10AM-1PM Pacific Standard Time 18:00-21:00 (GMT +0)
Hope to see you guys there,
Xenophon
Goblin Storm Update v. 1.0.0.8
Greetings everyone, we are back today with the release of our 6th map and a set of interface updates to go along with it.
New Map Anbarhyne is now playable, have fun in the snow!
Interface updates
Made the red and blue text options brighter.
Color coded casualties on multi-combat reports. Green = enemies killed, red = friendlies lost.
Adjusted text alignment on multi-combat reports, to improve readability.
Improved readability on header of combat reports.
Improved text alignment on orders menu.
Made the header/footer on orders menu thinner.
Bugfixes:
Fixed tooltip for the reinforce order. It was incorrectly showing tooltip for the rallypoint order.
Goblin Storm Update v. 1.0.0.7
Greetings everyone, this is a quick update to improve multiplayer stability.
Bugfixes:
Fixed a bug that could occasionally cause a connected player to crash in a co-op game when a capital was captured.
Fixed a bug that could cause a connected player to crash intermittently during turn resolution in multiplayer and co-op.
Goblin Storm Update v. 1.0.0.6
Greetings everyone, today we have a technical update ahead of tomorrow's play with the dev's event. This update includes the much requested increased font size and color coded movement lines. Work continues to plan on the 6th map as well, you can see screenshots of it here if you haven't already: http://www.ns2games.com/pictures/Winter3
Interface updates
Colored Movement Paths Movement paths are now color coded according to order. Colored movement paths can be enabled/disabled in options.
Black = March
Yellow = Forced March
Red = Attack
Green = Skirmish
Blue = Currently selected stack's movement line.
Increased font size:
Increased font size on most menus and interface panels to increase readability.
Experienced shortened to Exp. on company cards to make sure it fits comfortably at the new font size.
Bugfixes:
Fixed a crash that could occur when a connected player issued orders while the host was watching a turn replay.
Fixed a bug that could cause changes to options to cause the settlement info card to disappear during kingdom setup.
Fixed map description for Far Galathia.
Goblin Storm Update v. 1.0.0.5
Greetings everyone, as promised, here is our weekend update. Enjoy Far Galathia and several new interface improvements and have a very Merry Christmas!
New Map Far Galathia is now playable, enjoy!
Interface updates
Company cards now show their unit type. Linf, Hinf, Hcav, Lcav, Fire.
Empty soldier slots no longer display on company cards.
Changed 'attached to' text in regiment card to say "Part of".
Cohesion now displays as a % on company cards.
Corrected typos on company cards.
Tutorial Updates
Added a tutorial tip explaining population, development and economy for settlements.
Improved tutorial tip for loot.
Bugfixes:
Fixed a bug that could cause Unicorns to make loot unrecoverable for the human player.
Fixed a bug in human AI turn planning that could occur when all objectives had been destroyed and no goblins were in sight.
Goblin Storm Update v. 1.0.0.4
Greetings everyone, we have another quick update with a few fixes and changes suggested by players.
You can expect to see a content update over the weekend with UI changes and a new map as well.
Interface updates <*>Leader units are now marked with a purple stripe so that they can be easily identified.
Bugfixes:
Fixed a bug that caused music volume to rise unexpectedly at the start of a new track.
Fixed a bug that could occasionally prevented the Zone of Control overlay from being turned off after it was turned on.
Corrected typos load tips and some parts of the interface and loading tips.
Thursday, December 21: Coop With the Devs Day
On Thursday, December 21 from 10AM-1PM Pacific Standard time (18:00-21:00 GMT +0), we will be holding our first ever play with the devs day. We will host co-op games and you guys are welcome to join us for 3 hours of goblin slaughter and merriment!
We will be on our new Discord (invite link below), feel free to drop on by if you want to play with us, chat with the devs or ask any questions.
Here's the Discord server:
https://discord.gg/S6HCFBF
The time will be:
10AM-1PM Pacific Standard Time 18:00-21:00 (GMT +0)
Hope to see you guys there,
Xenophon
Goblin Storm Launch (Version 1.0.0)
The storm has arrived!
Goblin Storm is officially released. Thank you all for your support and a special thank you to our beta testers! We look forward to many grand battles and new adventures in Arcwellion!
And remember Goblin Storm is 20% off for the first week!
Enjoy our launch trailer and tell your friends!
https://www.youtube.com/watch?v=EkGiNHbvcUo
Update Notes:
Here's a list of gameplay changes too: (Checksum 5D08)
Tutorial: Added a basic tutorial that will trigger the first time you start a game. The tutorial covers: The scenario start screen, placing settlements, army recruitment, selecting units, issuing orders and how to use the basic march order. This tutorial is intended to give players basic information for playing the game without being too intrusive.
The tutorial can be re-enabled at any time in the option's screen.
User Interface: Improved the spacing of units and names at the bottom of the HUD.
Skirmish Rebalance: Forester Skirmish modifier increased from +20% to +40%
Wolf Stalker skirmish modifier increased from +20% to +25%.
Wolf Scout skirmish modifier increased from +20% to + 30%.
Butcher skirmish modifier increased from +15% to +17%.
Youngling skirmish modifier increased from -10% to +0%.
Battle Troll skirmish modifier decreased from -70% to -80%.
Troll skirmish modifier decreased from -60% to -70%.
Werchered Tribe: Added Wolf Prowlers, Prowlers are general purpose light cavalry who specialize in skirmish combat.
Lore Updates: Updated lore for Wolf Stalkers.
Updated lore for Wolf Raiders.
Here it is! 25 minutes of solid gameplay of Goblin Storm for you guys to enjoy. I talk about gameplay, mechanics, combat, orders, intelligence, tips and tricks and more. There is still much left to discuss, so feel free to ask questions in the discussion: http://steamcommunity.com/app/713840/discussions/
The Kingdom of Westdale - Faction Introduction 3
The Kingdom of Westdale:
Strategy: Strong Infantry and Concentrated Fire
Strengths: Good heavy infantry. Numerous archers. Plentiful reconnaissance.
Weaknesses: Limited amount of cavalry. Most leaders are infantry.
Lore:
The Kingdom of Westdale is the most prosperous realm in the Westerlands. The kings of Westdale trace their lineage to the first Noarlanders who crossed the Anbar Sea and carved out petty kingdoms across the Westerlands. As the power of the continent's first men, the Toth Glastos, collapsed under the relentless assaults of goblinkind, the Noarlanders inherited control of the former Toth Glastos territories and gradually evolved into the Kingdom of Westdale that exists today. As their influence grew, fellow tribes from Noarland migrated across the sea to join their battles against the goblins and in time Noarland warrior tribes came to dominate the continent.
Westdale is governed by a hereditary king, advised by a council of barons. The kingdom is divided into duchies composed of earldoms. Since the dukes and earls of Westdale descend from several different and sometimes hostile clans, their loyalty to the king is not always guaranteed. For this reason, the king maintains a body of warriors known as the Order of Royal Thanes. Thane commanders hold a rank equivalent to earls and generally serve as leaders of infantry. They own no land and forswear all inheritance as an act of loyalty to the king, upon whom they are completely dependent for all sustenance.
Westdale's eastern frontier along the Great Forbidden Mountains is under constant attack by goblin raiders, primarily the Gudhered. The kingdom's highly trained corps of Rangers keep most raiding parties at bay, but the risk of full-scale goblin invasion remains ever-present. To counter this threat, Westdale maintains a larger and more professional infantry army than most human kingdoms. Even their peasant levies receive a degree of mandatory annual training that is unheard of in other realms. History has taught the Westdalians all too well that if they desire to keep the prosperous lands that their ancestors took by conquest, then they must be prepared to defend it to the last man.
Westdale on the Battlefield:
Westdale's greatest strength is its archers. Westdalian armies are capable of massing far more fire value than any other army in the game. This advantage should not be ignored, because in battle, fire combat takes place before melee combat. Consequently, Westdalian armies are able to inflict massive casualties in fire combat before their heavy infantry close in to finish their enemies off.
The kingdom's second crucial advantage is their professional light infantry. They possess 4 Ranger companies and an additional 2 Forester regiments. Both Rangers and Foresters are reconnaissance specialists and talented skirmishers. This means that Westdale is capable of fighting goblins in deep forests in ways that are simply impossible for their Helsatian counterparts.
Finally, Westdale possesses better trained levies than Helsatia. The specifics of this will be covered in more detail in the levy section below.
Despite their strengths. The limited mobility of their leaders and their shortage of cavalry can be a major liability. Westdalian armies are powerful and well balanced in battle, but they do not maneuver quickly.
In total, the Westdalian army is composed of 2,953 soldiers:
1 King escorted by an additional 50 knights
2 Thanes escorted by 100 additional Men-At-Arms
300 Knights
800 Men-At-Arms
100 Crossbowmen
1200 Archers
200 Foresters
200 Rangers
Leaders: Westdalian leaders come in two forms. The King, who is escorted by a valiant escort of knights. And his trusted Thanes, who fight on foot.
Cavalry: Westdale only possesses three regiments of knights. If used carefully these knights can be enough to secure combined arms for your major armies. But they will never be an awe inspiring hammer like their Helsatian counterparts.
Heavy Infantry: Westdale maintains a large number of Men At Arms who are equally talented defending or attacking. They can be relied upon to fight well in any field battle.
Fire Troops: Fire troops are the decisive wing of Westdale's armies. Their ability to rain death from afar can be devastating. Especially against the poorly armored rank and file warriors of the goblin armies.
Light Infantry: Large numbers of Rangers and Foresters ensure that Westdalian commanders possess the best reconnaissance possible.
Levies All Westdalian levies receive an automatic one level morale boost. Their high development towns and villages are also more likely to produce Town Watch, a type of levy who are equivalent to the average Gothrang warrior. Additionally, Westdalian villages near forests sometimes spawn Foresters as levies.
Custom Unit Groups:
Custom unit groups for Westdale usually involve various mixtures of infantry and large numbers of archers. Beta testers often mix a small number of knights into their most important unit groups to guarantee combined arms.
Tying it all together:
The true power of the Westdalian army is clearly in its infantry. Particularly its archers who can wreak havoc on their enemies before melee combat even begins. However, because of their reliance on infantry, Westdalian armies can easily be outmaneuvered by their faster moving goblin enemies, especially the wolf mounted Werchered. This shortcoming can be greatly offset by the proper use of Rangers and Foresters as skirmishers and as recon experts. Because they possess numerous reconnaissance units, Westdale has a much easier time identifying the goblin's true objective and reacting accordingly.