Gord has been nominated in two categories at the Digital Dragons Awards!
Greetings, Wanderers!
Today, we bring excellent news as Gord has been nominated in two categories at the Digital Dragons Awards in the Best Polish Narrative and Best Polish Audio categories. π
We're thrilled with this news and want to take this opportunity to thank you all for your support! π
Gord: The Alliance
ICYMI, we recently released our first DLC for Gord in The Alliance, which brings a wealth of new content to Gord's unforgiving world. This includes:
βοΈ 5 New Campaign Missions (10hrs) πΉ Confront 3 New Horrors πΊ New Mechanic: Taming Monsters π A Multi-Staged Final Battle β And more!
Today, we've released Gord The Alliance for Steam! The Alliance DLC brings a wealth of of new content to Gordβs unforgiving primordial world. The Alliance begins immediately after the end of Gord main campaign, unravelling the story of a powerful artifact whose power allows to control the Beasts and Monsters located in the mysterious land. Watch the trailer below:
Before we explore the new features of The Alliance DLC, we've made some tweaks to Gord, including addressing some of the community requested changes, game balancing and performance changes. Full patch notes below.
Gord 1.5 Patch Notes
Disclaimer
Some fixes require restarting the scenario. This applies both to Campaign missions and Custom Scenarios mode.
New features
The game is now prepared for its expansion: The Alliance.
The Item exchange panel now has a dedicated keyboard shortcut [K]. It can be rebound in the Controls settings.
Tweaks and updates
Damage numbers during combat are now enabled by default. They can be turned off in the Settings.
Players will no longer hear irrelevant voiced warnings in the first minutes of new scenario.
By default, the Automatic Repair option is now enabled but turned off for all subjects on their Info Panels.
A limit of 60 FPS is enabled by default and forced when the game is launching to prevent temperature spikes at startup.
Balance
Rebalanced Poloz poison effect.
Increased the max trading values for resources.
Improved enemies' behaviour during raids.
Bug fixes
Fixed the issue with the game not making a distinction between death from old age and death during combat. Right now, the proper voice-over is played when a Subject dies from an old age.
Fixed issue with Automatic Work Resumption working even if it was disabled by the Player.
Fixed the issue with subjects being unable to move after being pushed out of the structure by a gameplay event.
Fixed the issue with a Player not being able to open the Item exchange panel using a controller.
Fixed the issue with the Player not being able to unassign subjects from work slots using a controller.
Fixed the issue with tooltips for map filters not being visible on full-Screen Map when using a controller.
Fixed the issue with the item βBow of Thunder not loading its effect correctly after saving the game.
Fixed a rare issue with enemies not spawning after the second wave in the βHold your Groundβ Custom scenario.
Fixed a rare issue with subjects teleporting outside of Gord after using the Scorpio structure.
Fixed various issues with subjectsβ navigation.
Fixed various stability issues.
The Alliance DLC - Key Features:
5 New Campaign Mission Scenarios
Confront the relentless Calanthian attacks, forge alliances with untamed creatures, and engage in diplomatic parleys with formidable Horrors. All roads lead to a legendary showdown against the King's General, laying claim to your lands. Meet unexpected allies beyond the mountain pass and play a brand-new campaign of strategic conquest.
New Mechanic: Taming Beasts & Monsters
Ready to enhance your tribe by taming Beasts & Monsters? On our social channels last week, we shared further details about the Taming Process for Gord, including introducing players to a new structure: The Taming House. Here are the steps to beginning this process in The Alliance DLC:
π¨ Build a Taming House πΊ Defeat a Monster πͺ Carry Monster to the Taming House π€ Begin the taming process
Once tamed, this creature becomes a Familiar and acts as a guardian to the player's unit. Level up this tamed monster by engaging this new Familiar in combat.
3 New Horrors
The Alliance brings three new Horrors to encounter:
Walok: Gatekeeper to the Promised Land. Bargain with Walok, and the gods may send fortune, granting your passage through the treacherous mountains.
Vodenyak: Lives in one of the new biomes- the Desert Barrens. Vodenyak has four tentacles, devouring all water and life energy from the land.
Saragash: Introduced as Larva, Saragash is integral to The Alliance DLC. Gain Saragash's trust in to prevail against the Calanthians. Cross him however, and face the consequences!
3 New NPCs & 3 New Human Enemies
Meet new protagonists in The Alliance DLC including The Beastmaster, who holds the knowledge of taming creatures and Bobak, an owl monster tamed by The Beastmaster. Bobak is twice the size of an ordinary owl, with natural feathers decorated with drawings.
The Alliance DLC also brings a new nemesis in the Calanthians, led by General Kaleen- a ruthless executor of the king's orders.
And many more features!
The Alliance also brings three new Monsters, two new Biomes, new Custom Scenario possibilities, ten hours of new gameplay and a multi-staged final battle.
Learn more about Gord The Alliance on the DLC's store page below:
7 Days Away I Gord The Alliance DLC launches on Feb 28th!
Greetings, Wanderers!
In case you missed it, Gord The Alliance arrives on February 28th for Steam. Today, we wanted to share further details with the community surrounding the DLC's key features.
We recently posted nine minutes of gameplay from Gord The Alliance on YouTube. This showcases one of the many new features The Alliance brings to Gord, the process of Taming Beasts during DLC Chapter One. Watch more below:
In the past few days, we've been showcasing more details surrounding Gord The Alliance DLC on our social media channels. This includes:
Experience 5 New Campaign Missions
Embark on a new adventure in The Alliance DLC and continue your story in the dark world of Gord. Confront the relentless Calanthian attacks, meet unexpected allies beyond the mountain pass and play a brand-new ten-hour campaign of strategic conquest.
Encounter New Horrors
Discover and interact with three new Horrors: Walok, Vodenyak and Saragash. Walok is the gatekeeper to the Promised Land and the key to your survival in The Alliance DLC. Bargain with Walok, and the gods may send fortune, granting your passage through the treacherous mountains.
Taming Process
Ready to enhance your tribe by taming Beasts & Monsters? On our social channels last week, we shared further details about the Taming Process for Gord, including introducing players to a new structure: The Taming House. Here are the steps to beginning this process in The Alliance DLC:
π¨ Build a Taming House πΊ Defeat a Monster πͺ Carry Monster to the Taming House π€ Begin the taming process
Once tamed, this creature becomes a Familiar and acts as a guardian to the player's unit. Level up this tamed monster by engaging this new Familiar in combat.
Today, we are happy to announce Gord The Alliance, a new DLC arriving on February 28th for Steam.
Gord The Alliance - Key Features:
5 New Campaign Missions (10 hours of gameplay)
Encounter 3 New Horrors
Explore 2 New Biomes
New Mechanic: Taming Monsters
And so much more!
The Alliance Gameplay
Prepare your Gord as new adventures arise. Discover nine minutes of gameplay from Gord's The Alliance DLC below and explore the new taming beasts and monsters gameplay mechanic.
The year is almost over, which means you can now nominate Gord in the Best Soundtrack category at the upcoming Steam Awards. We're be honoured by your vote!
Steam Autumn Sale
Alongside this news, Gord is currently 50% off in this years Steam Autumn Sale! Take control of the Tribe of the Dawn, and push back the looming darkness.
Some fixes require restarting the scenario. This applies both to Campaign missions and Custom Scenarios mode.
New features
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Unassigning Subjects - Added possibility to unassign Subjects from workslots in Structures. This is done by clicking RMB on any occupied workslot. Unassigned Subjects change their professions to Foragers.
Inventory screen - Introduced a new unified Inventory screen that allows exchanging items between all Subjects.
Automatic Structures repairs - When switched on, Subjects will automatically repair Structures in the Gord while they are idling or after depositing the resource. There is an additional toggle added to the Subject Info Panel that allows turning this automation on and off. By default this automation is turned off.
Automatic reviving - When Subject is idling, it will automaticaly revive other knocked down Subjects that are in its hearing range. This is basic Subject bahaviour, can be interrupted by issuing any other order.
Automatic Faith gain - When Subject is idling inside the Gord it will automatically start praying in the Temple or stand near Carving to acquire some Faith. This is basic Subject bahaviour, can be interrupted by issuing any other order or by any other automation.
Expanded automatic recovery - Expanded automatic Health and Sanity recovery that was introduced in patch 1.3 to Merchants and patrolling Subjects (military professions and Scouts)
Global Automations switches - All newly added automatic units bahaviours can be globally disabled in game settings.
Twitch drops info storred locally - Twitch drops info is now stored locally and does not require internet connection to work. There is an option for refreshing Twitch drops data added to game settings.
Tweaks and updates
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Reduced amount of notifications and removed horn sound from the most common notifications.
Reduced the amount of voiced warnings.
Portraits of selected Subjects are better visible on HUD.
Rescaled some elements of HUD to better use available space (fonts, Lower Action Panel)
Opening Info Panel with multiple objects selected on the level will no longer hide the minimap.
When Subject Info Panel is open, notification will now be visible next to it.
Treasures and resources are more visible on the level due to addition of subtle light.
More valuable resources are marked with brighter colors on minimap.
After children grow up, they are automatically assigned to work as Foragers if there are workslots available.
Population panel on lower action panel shows idle subjects by default.
Paticular quick scenario options are available based on selected difficulty. For example it is imposible to generate Quick Scenario on Brutal difficulty without any enemies present on the level.
Introduced additional performance optimisations, mainly concerning terrain and shadows.
Balance
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Gold is now a required resource for building military structures.
Gold consumption by millitary units was significantly reduced.
Rebalanced Millitarry professions to make them more distinctive from themselves and other Subjects. Archers have higher attack rate and longer range. Axemen deal more damage to multiple targets. Spearmen are better againts single targets.
Productivity of Subjects was increased based on their experience in gathering.
Food consumption was increased for Subjects with higher experience levels.
Rebalanced items occurrences in all campaign missions.
Power of items was increased.
Building cost of Scorpion was reduced.
Haste incantation requires less Faith to cast.
Size of Burial Grounds was reduced to provide more building space inside the gord.
Reduced amount of Growth points added by Ironworks upgrade.
Rebalanced Raids during fourth Campaign mission on all difficulties. They are now easier to beat.
Bug fixes
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Fixed issues with incorrect warnings about depleated resources.
Fixed issues with portraits staying highlighted without selected Subjects.
Fixed issue with multiple portraits appearing over a building when a Subject is assigned to it with an order queue active.
Fixed issues with hunter ignoring already killed game animals after resuming work using keyboard shortcut [R] .
Fixed issue with redundant sound of "Item drop" being triggered multiple times during start of the scenario.
Fixed issues with structures changeing their collisions after being upgraded, which sometimes reuslted with blocked Subjects or construction slots.
Fixed issue with Excellent Torch item not boosting Scouts light range.
Fixed issues with Tempest and Svarog warriors not attacking Lynx in tenth Campaign mission.
Fixed issue with empty graves POI on Custom Scenarios.
Fixed issue with several Subjects using the same construction slot.
Fixed issue with "New Structures Unlocked" widget not apearing when structures are unlocked due to Growth level advancement.
Fixed issue with small black rectangle visible during pauses betwen dialogues in cutscenes when Yellow Subtitles option is enabled.
Fixed issues with achievement "Bubbles"
Fixed inconsistent button layout on various pop-up screens.
Fixed issue with units being able to go through the wall of fire in tenth Campaign mission
Fixed issue with Subjects walking through ponds and POIs when ordered to change pofession while being far away from gord.
Fixed issue with enemies not switching to attacking palisade when chased Subject enters gord.
Fixed issue with Archer stopping using Bow of Thunder if there are more than 2 enemies nearby.
Fixed issue with UI scaling option resetting to default after closing and reopenning the game.
Fixed issue with "True Nature" sidequest in fourth Campaign mission that could be blocked by killing Mimics before quest started.
Fixed issues with enemy waves sometimes not reaching gord in "Hold your Ground" Custom Scenario.
Fixed issue with too many quest markers visible during Horror Symbiosis Custom Scenario.
Fixed issue with no penalty being displayed for Foehn Horror Challenge in eight Campaign mission.
Fixed issues with items tooltips containg red text, even when all items. requrements were met.
Fixed various issues with unlootable treasures and item bags.
In this episode of our Developer Diary series, we explore the animations within Gord.
The original plan was to use keyframe animations, but that changed when we realised the story we wanted to tell just wouldn't translate in this format.
Gord PC Patch 1.3 - Automation and Micromanagement Update
Greetings, Wanderers.
We want to thank you all again for your continued feedback and support for Gord. Your input has been invaluable and has been the driving force in these recent updates.
Today, we're happy to launch patch 1.3 on PC. This update addresses some of the most requested changes by the community, and has a big focus on automation and micromanagement. Once applied to your game, you should see a big reduction in how much you need to hand hold your populace. They should automatically return to work, automatically go to the Balia and Meadery to replenish Health and Sanity, run from danger and much more. A lot of these changes are optional and can be turned on/off in the subject info panel.
We hope this update improves your experience of Gord, and can't wait to hear what you all think! You can find the full list of changes below.
New features
Automatically leaving Balia and Meadery when recovered - Subjects will automatically leave Balia or Meadery when their Health or Sanity is fully recovered.
Automatic Construction - Subjects will automatically start building, dismantling, or upgrading structures in the gord after being left in idle state or after depositing the resource if any construction slots are free. This is now a basic subject behavior and can be interrupted by issuing any other order.
Automatic Work Resumption - Subjects will automatically resume assigned work after 55 seconds of idling inside the gord. There is an additional toggle added to the Subject Info Panel that allows you to turn this automation off.
Automatic Combat Assistance toggle - It is now possible to turn combat assistance behavior on or off for every subject. This behavior makes the subject engage in combat that is happening in their vicinity.
Automatic Recovery of Health and Sanity inside gord - Subjects will automatically go to Balia or Meadery when they are idling inside gord for about a minute.
Automatic Sanity and Health recovery during gathering β When subjects Sanity is below 25% and Health below 45% at the moment of depositing resources, they will first try to recover those parameters to at least 80% before continuing work. There is an additional toggle added to the Subject Info Panel that allows you to turn these automations off.
Automatic Health recovery during gathering - When subjects receive damage during the gathering process and their Health drops below 45%, they will Panic Run back to the gord to recover their Health to 80% before resuming their work.
Better communicating items rarity on levels -Rarity of items in treasures is now indicated by color of their lightbeam.
Updated Minimap - Minimap frame is now smaller with an additional filtering button that allows filtering of particular resources and separates Herbs from other pickables. Places where combat is happening are now marked on the Minimap. Minimap doesn't hide when Subject Info Panel is open.
Smaller Subject Info panel - Subject Info Panel takes less space on the HUD than previously and is no longer covering the Minimap when opened. Also, automation toggles were added to its top right corner.
Easier item exchange - Subjects no longer need to stand near each other to exchange items.
Exchanging items by drag and drop - it is now possible to exchanging items by dragging them from inventory to another subject on the level.
Selecting target of order by clicking on portrait - It is now possible to select target of the order or incantation by clicking RMB on subject's portrait.
Skipping whole dialogue sequence - Added possibility to skip whole dialogue sequence. Before, a player was able to skip only one line.
Tweaks and Updates
NPCs like Merchant or Teacher can now help Subjects in combat.
Introduced some optimisations that reduce PC temperature spike when launching the game.
Shouts of Subjects are now displayed twice as long on HUD.
Reduced the amount of voiced warnings from the Elder. Right now, they will play only when the described situation is outside of the player's viewport.
Subjects ordered to stay near the Shrine to regenerate Faith do not return to roaming the gord.
Icon for the Temple was replaced.
Order queue was improved in relation to guarding subjects.
Every tab in game settings now has a dedicated "reset to default" button.
All interface elements are now present on the center screen in the triple-monitor setup.
Added information about additional Growth points for structure upgrades to the tooltips.
When hovering over a building in the Construction Panel, all buildings of this type now have a white, pulsating outline.
Added quest area marker to first stage of Horror Challenge.
Balance
Additional tweaks of Gold consumption for military professions.
Rebalance of subjects aging time.
Lowered cost of the Firerly.
Rebalance of subjects Strengths and Weaknesses. They are more impactful now.
The Blood Moon event now happens after 2 hours of gameplay.
Increased amount of time needed for corpses to rot.
Rebalanced consequences and frequency of Trade off Choices to increase their impact on gameplay.
Limit on the number of Carvings in gord was risen, but their effects no longer stack up.
Rebalanced Spear of the Sun item.
Horror Challenges start now after 1 hour of gameplay.
Repairing the Palisade doesn't have any resource cost now.
Rebalanced number of Ancients in ninth campaign mission.
Horrors have now enabled Health regeneration.
Sanity loss in darkness was reduced.
Subjects now lose more Sanity as a result of Combat.
Increased monsters Health.
Rebalancing of Casual Difficulty. It is now a little easier.
Temple structure was scaled down to require less building space in gord.
Cutting XP gain is faster now.
Rebalanced starting experience, items, and talents of Subjects in Custom Scenarios. Profiles are now more diverse.
Increased difficulty of Hold your Ground Custom Scenario.
Additional tweaks to gold availability in Campaign missions.
Reduced drop rate of unique items in treasures in Hold your ground Custom Scenario.
More pickable herbs were distributed across the campaign.
Golden Boy is now harder to catch.
Rebalance of Grain Farm and Gold Mine structures.
The Alchemist Hut was added to the fifth Campaign mission.
Increased speed of Bloodworms when they are buried underground.
Zagatch's attack damage was increased.
Health of Spider Queen was increased.
Casting ranges of Godray and Abbys incantations are now smaller.
Killing enemies now gives less Sanity but more Faith than before.
Bug Fixes
Fixed Fatal error crash that occurred for some players on starting the game in Fullscreen mode (instead of Windowed Fullscreen).
Fixed issue with depleted resources still visible on Minimap.
Fixed issue with Svarog Rite side quest in fifth campaign mission not completing.
Fixed issue with Blood Moon event multiplying numbers of raiders on the level.
Fixed issue with some carvings not giving Sanity to Subjects.
Fixed issue with Grave Digger side quest in third campaign mission not completing.
Fixed issue with Trading Post not regenerating resources available for trading every month.
Fixed various issues with items effects not being applied or being applied again after loading the save file.
Fixed crash when trying to navigate within the population preview screen with a controller.
Fixed issue with subjects being stuck in revive animation.
Fixed issue with Hold incantation not holding enemy in place after it was hit.
Fixed issue with some items missing description on Starting Group screen.