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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.

[h2]Full patch notes:[/h2]
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.