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Gobs and Gods News

Gobs in the Clouds

Following a common player request, I've configured cloud saves for Gobs and Gods. I have to admit, it was easier than I expected—Steam has really done a great job with this!
If you run into any issues with the saves, here are the details:

- The saves are located in this folder: C:\Users\USERNAME\AppData\Roaming\Godot\app_userdata\Gobdot\saves
- Each subdirectory represents a saved game.
- This directory is now synchronized with Steam Auto Cloud.
- The game also creates a backup of the saves in: C:\Users\USERNAME\AppData\Roaming\Godot\app_userdata\Gobdot\savesbackup This directory is *not* synchronized by Steam, so if any data is mistakenly erased by Auto Cloud, you can manually copy and replace the files from /savesbackup to /saves

As always, if you encounter any issues, please let me know on the community forum or on my Discord!
Alexandre

Patch 1.1.1

- player gobs willpower decrease spells effect
- further nerf death magic
- increased athletics hp bonus
- donjon: allow entering directly to lvl 2 if lvl 1 was cleared
- fix rally perks
- increased trollish effect
- saves: making backups (to prepare safely activating autocloud)

Gobs 1.1, Balance patch

Since the release two months ago, we've gathered a lot of player feedback, which has helped us identify ways to improve Gobs. We've already released a series of small updates with fixes and quality-of-life improvements based on player suggestions, but a larger patch was needed to address game balance.

This patch is thus designed to correct all the balance issues which were reported or which we noted ourselves. Overall it should make the endgame more difficult, by increasing the diversity and strength of late-game enemies, and by nerfing some abilities that were too easy to exploit. We hope it will make the game more challenging and interesting for all types of players. it also contains quality of life improvements, like adding a "basic" attack with no essence cost on wands, to avoid wands users to rush in melee once their essence is depleted when playing in real time.

More balance patches and quality-of-life updates will certainly follow as we gather more feedback. We also plan to add new content, such as the "Alchimechanics" skill in items, hopefully in the next large update.

- Balance changes:
- rework mobs generation. Allowing larger mobs to vary end game enemies.
- nerfing spells at high skill value
- critical strike nerf master level
- slightly lower level-up bonuses
- more coherent skills table per background
- sharper items price increase with level
- increase items weights, especially shields
- tweaking shield skill (partially ignore shield weight) and armor skills
- faster reload on long runs
- rescoring all enemies
- makes several skills more powerful at grand master level
- lower teeth given by difficult quests
- night penalty: reduced visibility and attack malus at range
- wands: add weak base attack with no essence cost; to avoid mages rushing to melee and getting quickly killed once their essence pool is empty.


- Fixes:
- implement only one GM per skill
- fix non viewable control zones
- wig-it-yourself: quest description;
- sell quest show target arrow to return once items have been found
- high level enemies not as strong as they should be
- fix targeted gobs for mass meat shield
- fixes in player difficulty autoscoring

Other:
- death magic: remove friendly fire.
- joker random upgrades are seeded on day
- allow to upgrade an item without unequipping
- faster dungeon and saves load

Patch 1.0.15

A few changes while preparing a bigger balance patch:
- fix foot sculptor quest when first killing arrogant sculptor
- increase max mob size to get more diversity on hard late game
- clarify which armors are light
- fixes in mobs autoscoring
- refactor mobs definitions

patch 1.0.14

- improved camera centering on worldmap
- option to desactive auto center in fights
- improved minimap