Greetings goblin leaders! We have re-ordered the world of Elderstone with new level tiles, environment art and a fresh design that we are sure you will love! The levels should now be more interesting to play on and look a whole lot better! We are excited to hear what you think about it on discord, please come and let us know! You will also discover a lot of rebalancing and of course we fixed a ton of bugs. A new trailer has also been released, which you can view YouTube - we will be working on some more as we get closer to final release.
Thank you as always, enjoy this update!
Features: -New environment layouts and a full art pass for many resources and their layouts. -Level generation rewrite, with a focus on adding multiple good starting areas. -Adding in filters for rosters on building assignment, non-peons can now be moved directly between buildings. -Added UI hints for buildings that have production available for all their construction costs. -Added Draw distance and Foliage density levels into the Options/Display menu. -New skybox and environment look for the main game map.
Balancing: -Priests will no longer cure diseased goblins. -Diseases only unlock after 3 winters, a Brewery is built or Treks are unlocked. -Medicine is now consumed to self-medicate diseased goblins, stored on the warrens. -Changed cost of Medicine to 5 Berries and 2 Herbs. -Players are now warned of goblins loss of respect from a job change. -Added loose berries as clutter near berry bushes. -Removed Basic Tools need from Breeders and increased Berries need from 2 to 4. -Balanced resources (min/max spawned and max spawned nodes - overall decrease to promote trekking) -Added Voodoo needs for high-tier jobs and moved around some other needs for general balancing -Added shiny resource to vacant lands -Moved Cloth Need to be unlocked by Faith Hall. -Revised building costs for Brewery, Laboratory, and Barracks -Revised needs for Warrior and Scout -Removed Frog needs from jobs that need Voodoo. -Removed Shiny cost from Laboratory (Laboratory needed earlier for Medicine production) -Added additional hints for the loading screen. -Slightly increased heat radius for many buildings -Added in a death icon above buildings that had a goblin die whilst active there. -Added Firewood requirement for Pigsty and Worg Den
Bug Fixes: -Optimizations on many of our environment assets and systems such as Snow and Billboards. -Major optimizations moving away from how we do the low-poly shading. -Goblin death messages now move the camera over to the passed goblin's corpse on click. -Many new tooltips updated to the new format. -Fixed an issue where goblins assigned to a job would change back to peons on loading a save. -Fix for camera sling-shoting when a building was completed. -Fixed focus issue after pressing enter to confirm save. -Fixed negative time values in baby timer widget. -Fix for Stockades not showing valid build area. -Fixing spinning rabbits. -Fix for Building upgrades lights/hazards/particles etc. -Goblins will now only idle on terrain at roughly the same elevation as their warrens -Deferred pathing over the tick to remove chunky framerate. -Updating animal HUD to show for critters.
Alpha 18.13 The Great Trek update
Our final update for the year brings new languages! (finally) and many bug fixes, optimisations and general improvements to the gameplay. We did not focus on new features for this one because we felt like it was time to address some of the underlying little things that have been annoying us all for a long time now. We hope you have a safe and happy festive season and enjoy the new update and we will see you again with some new features as we start wrapping up the game towards beta in the new year!
Features: -Goblins is now translated into French, German, Italian and Spanish. -Added new animals to all zones, foxes in mountains, deer in forest and rabbits in the grasslands. -Updated frogs to animate and wander around their ponds. -Added a new UI for tracking baby goblin ages. -Fog added into all edge tiles. -Improved the Trek tutorials. -Many tooltip improvements in format and description. -Updated the pantheon manual selection screen.
Balancing: -Increased Knight Health, Armour, and Damage. -There are now less elder trees around the levels. -Revised and added more Story moments with some tied into which gods you have. -Increased Firewood consumption and adjusted Firewood Storage for all buildings. -Added Shiny as a resource for building the Worg Den, Workshop, and Laboratory. -Added Shiny as a resource for upgrading the Grand Hall, Storage, Warren, and Guard Tower. -Added in the loss of faith with a god when unassigning them from a temple. -Added an increase in faith on the offering of goblin corpses.
Bug Fixes: -Fix for warrens habitation not being cleared properly when a goblin dies. -Elevator behaviour improved, can now be placed with a single building attached. -Walkways no longer perform strange twists when altering a building placement. -Fixed year and season display in region map. -Optimising / limiting snow deformation. -Updated seasonal changes to take less CPU time during transitions. -Fixed the goblin names for gods in all UI. -Massive fix for pathfinding with navmesh following restricted. -Goblins will no longer be idle on restricted parts of the nav mesh. -Altered the region map generation and added back in props. -Fixed the region map tribe location not being saved correctly. -Distance shadow cascades reduced. -Goblins now spread out around the campfire better. -Riot behaviour after killing another goblin has been improved. -Enemies Nearby condition logic improved. -Notification UI animation improvements. -Made time scaling behaviour more consistent. -Fix for music not playing on launch of the game. -Fix for notifications for storage full being spammed at the start of the game. -Fix for out of sync goblins on building animations. -Fix for Arrows not hitting the Knight.
Alpha 18.6 The Great Trek update
Features: -New Edge tiles added to all zones, knights and traders will now enter from these entrances. -Spent a decent amount of time getting more framerate out of all areas we could. -Notification sounds for Tutorials re-added, Good Luck menu music added. -Building Pop Sound, played when a building is being constructed and it raises slightly to signify progression. -Trek Music track updated, added Danger/Combat moment audio. -Sound fades improvements for most music changes. -New Options menu tabs and settings related to the camera. -Changes to allow treks to be edited while they are idle on the players village tile. -Can now cancel building upgrades.
Balancing: -Base Trek carry capacity -Updated carry capacities for treks. -Regional Loot pools now match the capacity of the goblin party.
Bug Fixes: -Adding Voice goblins to credits screen. -Movement rate UI display on treks adjusted. -Dropped Resource issue with save/load bugs fixed. -No longer enabling actor highlight if user is hovering over UI. -Removed the issue with Story moments killing trek members first. -Changed Trade Prince Uniform to correct version, need to update icon. -Fixed issues with 'None' dropped resources in the map. -Fix for a issue with some unrolled resources remaining in the loot table. -Added in a cap to the gold expenditure of a trek to match the min carry capacity of the goblins. -Added tooltips for conditions on worker drag panel. Now sort worker panels with trekking goblins last. -Fix so that graveyard will handle clicks better and highlight when hovered. -Added highlighting to corpses, fixed corpse and dropped resource selection component sizing and attach points. -Fixed the jitter when selecting a notification at the same time as we have a active follow target from a character UI. -Updated the Zone Info UI to populate out any active treks when selecting a target zone, also if selecting said party opening the WidgetTrekPartyInfo UI. -Added a tooltip for all mines to show how much it costs to dig deeper, also fixed a bug where it was only applying to the node and not filling the building.
Alpha 18 - The Great Trek
The Great Trek
Hey everyone!
Hopefully you have all been staying safe in these strange times. The Goblins team have been hiding away in our warrens cooking up our biggest new update, we had some major face-lifts done to our entire UI and have added in world exploration by sending goblin treks! You will need to get all three of the faction halls built to unlock the feature, but hopefully you enjoy it when you get there. Look forward to your feedback on discord.
We are now moving very close to beta on the game, we are still missing one or 2 main features, the biggest ones are diplomacy and heroes and then it’s a matter of adding the last content and bug fixing until we’re happy with it to go gold.
It has been a very long journey and we’re now nearing the end finally. Thank you all again for your gracious support and passion for our game we love so much.
Full patch notes:
Features: -Brand new look, with new UI throughout the game. -Added Treks to the game, available by Building a War Hall, Faith Hall and Trade Hall. -Goblins assigned to a trek will not be able to change jobs in the village so be careful not to send too many key workers to distant lands. -Juju can be gathered at Holy Sites and then used to request gods spells for Raids and Trades. -New Gods have been added into the game with many of the old gods powers finally being implemented. -New goblin voice lines and talent added, as well as some new music tracks and building SFX. -Control scheme has been changed slightly for mouse movement and rotation. -Temples can now be aligned to gods to garner favor with them over time. -Goblins under attack by other goblins can now retaliate. -Lots of new art including some new smoke and fire effects as well as a new Kindler building mesh. -Goblin message log has had more detail added. -Added new camera key bindings, can be changed in options menu. Balancing: -Mines now have 12 'attach points' instead of just 4. -Firewood delivery can now be toggled on or off per building.
Bug Fixes: -Fixes for the goblin job prioritization not ignoring some hauling tasks even when marked to be ignored. -Time to open the load/save menu increased through loading on a separate thread. -Story moment triggers moved about so that the seasonal ones are more varied and don't pop during enemy attacks. -Fix for slowdown that was occurring on re-balancing resources when spawning a goblin/assigning jobs. -Many fixes found to increase our game frame time reducing CPU bottle necking. -Updating pathing distance cache to reuse code and fixing caching issue. -Fixed snow tessellation/jaggies on tile edges. -Fixing modal behavior on save/load UI. -Fix for iron/stone mines stealing a metric tonne of frame time. -Removed the soft-lock when returning from credits. -Back button in story creation will now go to previous story step -Fix for goblin getting stuck in a be lazy loop when they Laziness and Tiredness levels are both capped at max. -Crash fix for goblin death. -Water shader fixes for Frog ponds and some buildings. -Fix for hiding goblins to get reset correctly on loading a save file. -Pathfinding fixes for enemies and goblins. -Fix for camera snapping issue when dropping off a ledge between hexes.
Known Issues: -Deleted older save versions that we can no longer support. -Known issue with adding a king to a trek and having an immortal king due to the age condition not being updated.
Alpha 17.10
Alpha 17.10
Hey all you lovely goblins! Hope you’re all dealing with whatever social distancing or lockdown procedures you’ve got going on wherever you are. Hopefully this new update will help pass the time for you a bit! :)
Features: -Added a new building upgrade UI -Buildings which can be upgraded have a billboard above -Building construction and upgrades have been visually improved -We now show god bonuses in clan create screen -Corpses now have a UI to show who it was and how they died -Corpses and Dropped resources can now be marked to be ignored by goblins -Story moment UI art updated -Graveyard art updated -Audio ambiance added to game start screens -More new goblin uniform updates.
Balance: -Added tutorial for assigning breeder goblins -Increased Birth Rate from 0.1 to 0.18 -Balanced Warmth Data -Tier 1 Buildings now store 10 Firewood and consume 1 Firewood -Tier 2 Buildings now store 16 Firewood and consume 2 Firewood -Tier 3 Buildings now store 20 Firewood and consume 3 Firewood -Tier 4 Buildings now store 20 Firewood and consume 4 Firewood -Iron Mine and Stone Mine have had Cloth removed from their construction cost -Increased Grand Hall upgrade cost to 15 Planks, 15 Stones and 10 Tools -Increased output for crafting Beer, Planks and Hides -Reduced crafting costs for Beer and Hides -Frog Resources increased per node from 20 to 30 -Frog Needs are now unlocked earlier from Trade Hall instead of Blacksmith -Basic Weapon needs are now unlocked earlier from Watch Tower instead of Scavenger Hut -Weapon needs are now unlocked earlier from Scavenger Hut instead of Guard Tower -Scavenger now has a Weapon need -Enforcers no longer have a Hides need (they already need Warm Clothes, which require Hides) -Warm Clothes need given only to goblin jobs that involves leaving the village to reduce hide requirements
Bug Fixes: -Removed corpses from storage UI. -Fixing the infinite need for hides -Fix for resolution settings not saving -Fixing region zones not replacing meshes -Made the trader menu consume mouse clicks -Blocking building placement on resource nodes -Added snow decals to the corpses and dropped resources. -Multiple bug fixes round the King/Queen reassignment UI. -Fix for notification for visiting party follow not working -Fix for UI modality in Save/Load and options dialog menus -Now highlight build tabs if there is an associated tutorial running -Added depth-test for resource icons, which are now only visible when in range -Fix for 2 woodcutters huts only ever using a single tree for resource harvesting -Fix for stuck enemies, reduced their path tolerance from 5cm to 20, seems much better. -Fixing building tutorials finishing immediately it the building was already under construction -Increased storage for Wagon making materials in building, was less than required for wagon recipe -Fix for different crafting UI only showing Crafter priorities when clicking the priorities button -War paint on goblins is temporarily removed until we sort out a UV map for all the new uniforms that works. -Widget Goblin portrait, no longer iterates every condition every frame, is now event driven and much cheaper on framerate across most UI
Alpha 17: Goblins of Isolation
Dear Goblins! I hope you are all healthy and well and sticking to your local rules and guidelines regarding isolation and social distancing. We have all been working from our warrens for a couple weeks now but are still as energetic and productive as trade goblins can be. We have brought you yet another massive update with new features, polish and the usual batch of squashed bugs to enjoy. Have lots of fun playing this new alpha version and come join us in our discord server where we can get your feedback and be together in isolation. Take care! Features: -Added Warm Clothes need which is unlocked by the Butcher building and crafted at the Weaver using hides. -Added new job Breeder, assignable at the Grand Hall, will influence the rate of birth and distributions of Attributes (War, Trade, Faith) of new goblins. -Changed the tutorial system to add in more flexibility with some additional steps, clicking tutorials will open the appropriate UI. -Many more buildings inhabited animations and work animations that goblins interact with and accompanying sounds. -Updated the population UI to better show incoming babies and an overall tribe happiness level. -Added an early access banner to the startup. -Goblin walk cycles now reflect their moods. -Elevator can be manually placed on cliffs between buildings. -Warrens and Grand Hall can both be upgraded now. -Enemies can now target buildings, so if they lose sight of goblins, will start damaging buildings. -Goblin Journals now track instances of interest to a goblin. -Brewery added back into the game. -Holding Shift will now rotate buildings in 45 degree increments. -New Elder tree meshes in game.
Balance Changes: -Rewrote the creation story. -Ale Needs are now unlocked by the Shaman Hut instead of the Temple. -Beer recipe updated to less herbs required. -Reduced many of the Frog needs in the village, increased spawn rates at nodes. -Goblins are now much more responsive to seeing approaching enemies and responding in fight/flight mode. -Reduced Temple max priests from 4 to 2 -Mine building has been separated into two different versions for Stone and Iron. Known Issues: -Had to roll back support on some of our older save versions.
Bug Fixes: -Fallen trees now clear out some snow where they land. -Fixed the on death message for goblins from story moments. -Added Crowd following to Enemies to get the to mob together better. -Removed controller input. -Flickering light at night fixed. -Worg Tamer behaviour fixed. -Logs no longer load with full resources from a save file. -Many issues with our priests fixed, wont get stuck trying to cure no one, facing issues fixed. -Added some more stuck goblin detection code reducing their chance to stay stuck. -Traits no longer linger on unassigned goblin worker slots. -Made placing down buildings ignore goblins completely. -Fix for goblins changing factions/jobs when they die. -Stopped enemies from getting stuck in attack animation. -Fix for spelling of Pig Sty.
Alpha 16: Grand Designs
Alpha 16.0
Happy 2020 Goblins! We've work really hard on a major facelift of the opening sequence of the game. There is an awesome new cave where you create your story before creating your tribe. Most of our buildings now have cool animation and several other art assets and added several new features and of course many bug fixes. Thanks as always for your support and we hope you enjoy this new Alpha!
Features: -Many of our buildings now have inhabited animations and work animations that goblins interact with. -New uniforms for the Guards, Trade Prince and King/Queen. -Our Starting Creation story flow has been revamped with nicer UI and an interactive scene. -New Audio added for our new start sequence and new building animations, updated enemy sound effects. -Some buildings can be upgraded to a second level. -Resource visuals updated so that berries/hemp/herb now deteriorate in a similar manner to trees. -Priest job priorities can be set, to prioritize healing or corpse removal. -Walkways between buildings can now be destroyed. -Buildings can now have more than one path joining two buildings so long as one is a walkway and one is a bridge. -Added in the ability to click on items in the history log and move to see where it happened. -Added a desaturation on the buildings in your village that don't currently have a worker assigned.
Balance Changes: -Hidden the Firewood needed icons during spring and summer to reduce clutter. -The Woodcutter will no longer cut down Immature Trees. -Resources will no longer start producing until they hit full maturity.
Bug Fixes: -Fixed a major frame rate issue with how we were doing the resource materials. -Fixed Iron and Stone not affecting navigation correctly. -Buildings can no longer be built overlapping build sites. -Bumped Engine versions to fix our issue with changing resolutions on some peoples machines, UI updated to reflect this change. -Mouse hover state fixed for all UI buttons. -Fix for resources being Emergency Scavenged not being delivered for construction correctly. -Fix for the emissive material lights not being turned on. -Updated the hit-box logic for placing Mines. -Fixed pig sleep animation
Alpha 15: Pigs on the Wing!
Alpha 15.1 Hey all you wonderful goblins! This is another massive update - we've worked tirelessly to try get this out in time for the festive season break - so hope you all have a wonderful festive season and a very happy new year! We're on the road to completion for 2020!!!
New Features: -New animation rig for goblins with all new animations for everything -New Voice Overs for the current actions and moods of goblins. -Workshop crafting building added for Saddle and Wagon crafting. -Pigsty added which allows the goblins to breed and raise Pigs in the village. -Butcher added which takes care of the Pig overpopulation. -VoodooHut added for generating voodoo for our faith units (Plans for voodoo usage will be implemented in a coming patch sorry!) -Worg Dens now spawn worgs into the world which will attack goblins which get too close. -Worg Tamer building added, when assigned the tamer will go out to a den and coax a Worg into coming back to defend the village using Meat. -Worgs in the village need to be fed regularly or they will attack your goblins. -Added UI for worgs and pigs. -Regionmap has been overhauled with new assets, shaders and animations. -Added new shaders for tree leaves falling as sticks are harvested from trees. Leaves no longer fall in winter. -Clan colors and seasonal colors updated. -Loading screens now use some of our older menu backgrounds. -Update to the Warrens UI for Needs and the occupants to be visible on separate tabs. -Goblins now use many different tools during all their new animations. -Added a patrol range and attack range to the townwatch and guard tower. -Added shortcuts for B to open the building menu and G the goblin priorities. -Updated loading screens.
Known Issues: -The current version of unreal has a crash when changing resolutions for some people so we have temp disabled changing resolution in game, but have given instructions inside the options menu for how to update the ini.
Balance Changes: -Stick regrowth on trees massively reduced. -Goblin Character sheet now shows what they ate for their last meal. -Goblin Traits are now balanced to not allow clashing traits on one goblin eg. Lazy and Worker. -Chances of a goblin gaining a trait increased with less diminishing returns on getting a second one. -Goblins more likely to prioritize jobs based on their dispatch location. -Alteration to weight for gathering corpses vs curing disease for priests. -Re-balancing to weights for collecting resources from the scavenger hut. -More re-balancing to sorting the delivery priorities for firewood during winter. -Added another level to the available elevators.
Bug Fixes: -Bumped engine versions to latest Unreal version. -Fixed trees to have caps on the ends of their branches. -Fix for the icon above the scavenger hut being displayed incorrectly for full resources. -Fix for animation state and work state save system. -Smoothed out the loading screen a bunch. -Save files now store their date created. -Materials on some workers fixed to not use incorrect combination of tribe and clan colors. -Elevators now have the clan colors applied to them once constructed. -Goblins can no longer attack enemies that are still in a spawning state. -Fixed being able to place buildings inside of each other while one is still under construction. -Fixed an issue where resources would not be taken during a story moment correctly. -Fix for the resource needs at crafting huts being incorrectly calculated. -Added the category for the notifications to be unique for each instance. (Trader no longer a Danger etc) -Number of crash fixes for save files resolved. -Changed how we stream in our lighting for each levels allowing for different lighting setups between the region map and village etc. -Goblin animation cancels in combat function more appropriately now. -Goblin condition tool-tips should now update more intuitively. -Diseased goblins are no longer considered corpses by priests and will no longer try to burn them alive at the temple. -Goblins turn to face work locations once at their destinations. -Fix for managing to burn down your campfire.....
Alpha 14: Ghosts, Ghouls and Goblins
New Features: -Added some major variations to the Undead to have levels and armour model variations. -Enemy Spawning system has been changed to deal with spawning parties/gangs of which the undead is now one. -Added warning systems for incoming visiting parties (hostile or not). -Added a knight which can visit the village during Summer. -Added a rotation hint billboard when placing buildings. -Added Categories to the notifications menu. -New transition effect when changing to the thermal view.
Balance Changes: -Enemies now spawn using a new ticket system which should allow for larger variations for generating an attack, but should hopefully be more balanced. -Fixed an issue with crafting resource priority being inversed. -Firewood is now deducted over time based on weather, instead of on day/night change -Firewood is now faster to produce but costs more logs
Bug Fixes: -Made the enemy UI draggable like the goblin version. -Trader is now a goblin that visits the village, removed old UI button. -Minor color tweaks to the thermal view. -Changed the look of the selection shader, deals with the depth of the scene better. -Fix for a bug related to disease duration despawning corpses once completed. -Restored bounce animation for the building button during tutorials. -Fix for enemies sliding in attack animation.
Alpha 13
Another big update for you all. This one took long because we added TWO new jobs and buildings and updated tons of stuff and fixed a mountain of bugs.
We now have a Kindler building with the Kindlers job turning logs into firewood. This means you will now be able to separate and control the amount of firewood your clan produces which deals with a lot of the issues we've had with sticks and then logs being used for different things.
We also finally have the Enforcer who's building is a jail. The Enforcer will beat down rioting and mischievous goblins and lock them up for a while. He will also "encourage" goblins to work harder :D
We've also spent a lot of time refining some of the artstyle and we're working on a whole new shiny set of animations and updates to some of the goblin uniforms and some of the environment art - this will all appear bit by bit over the next few updates.
Next update is planned for a little bit smaller (to make sure we get it done in a more reasonable time) and with some more bug fixes as well.
We're making really good progress at getting the village gameplay done by getting the remaining buildings in. Expect to see more buildings and more enemies over the next few updates and then we will also slowly start focusing on some of the "meta" game elements like the story events stuff, the region map with its diplomacy and raiding as well as the gods mechanics.
Here is a little video we put up last alpha showing off some of the new features and look [previewyoutube="ATPchtWrS4Y;full"]
Thank you for your support and hope you enjoy this alpha.
Patch notes:
-Added a kindler building which allows the log cutter to be hired to make firewood. This will now be used as the singular heating resource. -Goblins who riot over item/food needs not being met will now attempt to steal the items from storage before they murder a fellow goblin for his goodies. -Enforcer can now be hired at the new building the Stockades, he will punish lazy and stealing goblins, will jail any rioting goblins. -Added in wind to the world which effects particles and materials now. -New Cloud Shadows that are much softer on the environment. -New Save/Load system, apologies, but we are deleting your old save files as we cannot support the conversion to the new system. -Added progress bars for when fighting fires to see how close it is. -More work done on the look and feel of our thermal view, now has a toasty glow. -Added a new Selection shader for when hovering over selectable objects in the world. -Start of game allows for changing your starting resources. -Updated all trees in the game to use Morph Targets to allow for more interesting diversity between young and old trees, added new dissolve transition for season changes. -Trees under a certain age can no longer be harvested for Logs.
Balance Changes: -Goblin carry capacity is now altered based on not just the job, but also what type of resource is being transported. -Resource priority harvests have been bumped up in the decision weighting. -Goblins now move slightly slower when carrying resources. -Goblins will steal twice as many resources as they need when doing a steal action. -Goblin years as babies is now not longer than the breeding cycles, to keep things simpler. -Goblins under interaction by a healer, if able, will move towards the healer to receive the help. -Goblin work priorities changed from hauling logs to kindling. -Goblin movement speed has been slightly increased ( roughly 60% )
Bug Fixes: -The goblins first starting year is advanced slightly so its just past daybreak. -Manually moving the camera while following a goblin, will now break the follow. -Peons now have the correct clan colors when you first place down the campfire. -Ground clutter near trees (shade meshes) have been tidied up. -Fix for the physics on the bridge used on some hexes with rivers. -Fixed the rotation of the characters during combat to be much smoother. -Fixed rotation issue with fallen trees and stopped shade meshes spawning when a tree was felled. -Portraits for goblins have been retouched up with outlines for better readability. -Fixed the Tutorials UI to be beneath Building UI's, also updated with icons and highlighted keywords. -Building UI will now a note on their popup panel if you currently don't have access to enough resources to complete construction. -Fix for rehousing issue so that goblins get the correct debuffs and get housed correctly (no warren / overcrowding). -Delayed input for story moments to avoid accidentally skipping dialogue -Fixes for clouds on game start to already be spawned. -Campfire altered so Walkways cannot spawn quite so close. -Crash fix when destroying a warren. -Fix for rioter’s torch collisions with buildings. -Lighting settings for the region map has been fixed into a day setting.