Gobs and Gods 1.3: More Mobs and Monsters!
After six months without updates, we are thrilled to announce the release of the next big update to Gobs and Gods!
This patch focuses on enhancing tactical combat. We’ve added a much wider variety of enemy mobs and reworked almost all existing enemies. These changes should make the late game far more diverse and challenging.
Additionally, we’ve revamped several traits and skills that felt underwhelming. For example, ranged weapons have been redesigned to feel more distinct, and goblin traits have been updated to be clearer while always offering some (small) advantage.
Looking ahead, we plan for the next major update to focus on adding more quests. I already have a backlog of 'unique' quests written and waiting to be properly integrated into the game. After that, we’re likely to focus on introducing a few alternative game starts to maximize replayability.
[h2]Changelog:
[/h2]
[h3]Enemies and mobs: [/h3]
[h3]Gameplay updates:[/h3]
[h3]Other changes:[/h3]
This patch focuses on enhancing tactical combat. We’ve added a much wider variety of enemy mobs and reworked almost all existing enemies. These changes should make the late game far more diverse and challenging.
Additionally, we’ve revamped several traits and skills that felt underwhelming. For example, ranged weapons have been redesigned to feel more distinct, and goblin traits have been updated to be clearer while always offering some (small) advantage.
Looking ahead, we plan for the next major update to focus on adding more quests. I already have a backlog of 'unique' quests written and waiting to be properly integrated into the game. After that, we’re likely to focus on introducing a few alternative game starts to maximize replayability.
[h2]Changelog:
[/h2]
[h3]Enemies and mobs: [/h3]
- rebalance stats to make enemies more unique
- add new enemies powers.
- ai can use more special skills (nets, swap, backstab, trolling,...)
- many new mobs
[h3]Gameplay updates:[/h3]
- revamp all range weapons, especially guns, wands and crossbows
- modify weapons "apprentice" perk to give wider access to weapon special attacks
- modify essence regeneration: essence now regenerates with time at night, at a rate dependent on the moon.
- add throwing nets, usable with the 'trap' skill
- add a few new items
- add a Battle Log, which can be activated from the "gameplay options" menu. (still a bit experimental however)
[h3]Other changes:[/h3]
- change loading screen
- dead pnj: explain why they talk
- nets and spiders webs
- "magic defense" lowers many debuff effects and some spells damages
- more alchemy recipes from npcs
- faster saves
- fix dungeon generation
- fix lines of sight
- more details on game rules in tooltips (stats effect,...)
- faster saves
- statue effect fixes
- moods are impacted by more events
- show kingdom banner on villages
- some whims prevent unequipping an item for a time
- adding "Pet BFF" whim
- mob shadows on worldmap: reworked to avoid lag when loading a new part of the map
- and many other tweaks and fixes.