Major Update 1.4 - The King’s New Clothes
Greetings, Dearest Goblins!🍻

Get ready to experience a royal upgrade! This update brings an exciting new dynamic to your goblin village with the introduction of the Weaver and Tailor buildings. Now, your weavers will craft the finest cloth while the tailors turn it into stylish clothes fit for any goblin. We've also added a new resource, Armor, to bolster your war units' defense. Plus, with building placement restrictions removed, you can now design your village layout more freely than ever before. Enjoy the revamped visuals of the Trade Hall courtyard and watch your goblin civilization flourish in new ways!
But that's not all! We have fine-tuned several aspects of gameplay for a smoother experience. Warm Clothes now better protect against the cold, and sickness mechanics have been consolidated for a more streamlined approach. Expect the Traveling Merchant every spring and enjoy the improved UI with new confirmation prompts and a handy toggle for tutorials. Notable bug fixes include smoother goblin mining animations and better FPS performance. Dive into "The King's New Clothes" update and discover all the delightful changes waiting for you in Goblins of Elderstone!
⚠️ Due to some ongoing issues with burrows we have decided to temporarily remove burrows for now.
[h3]➥ Features:[/h3]
- Split the Weaver building into a Weaver and Tailor building.
- Added new resource 'Armor' which is used by some advanced War units to reduce damage taken.
- Removed the placement restriction for buildings to allow for more free-form village layouts.
- Updated the visuals for the Trade hall courtyard and reduced its size.
[h3]➥ Balancing:[/h3]
- Changed Warm Clothes to reduce the effects of cold instead of giving a temporary health boost.
- Disease and Sickness have been merged.
- Traveling Merchant will now come in spring regardless of if your Trade hall is built, but you may only purchase from them if you have a Trade Prince active.
- Imprisoned and trekking goblins now both block a player from reassigning those goblins, they have also been moved to the bottom of the 'All Goblins' filter in the Roster.
- Changed rosters to automatically filter goblins by their relevant stat for a job by default.
- Food and Sleep decreases slower over time.
- Storage capacity has been increased.
- Corpses can now rise regardless of season and will do so after a fixed time irrelevant of winter.
- Need resources changes.
[h3]➥ Sound:[/h3]
- Goblin voice lines have been lowered at further distances increasing their falloff.
[h3]➥ UI Changes:[/h3]
- Added in some confirmation UI when selecting a habitat that is missing some resources.
- Added a toggle for Default tutorials to the options menu.
- Selecting a Warrens will now highlight all the goblins which live there and show their active task paths.
- Updated some controls for the default system for closing UI, which is now Right Click instead of left.
- Updated functionality related to assignment and designment of goblins.
- Layout changed for the resource dropdowns.
- Font fixes in several UI.
- Goblin inspect UI now remembers where it was last positioned.
[h3]➥ Bug Fixes:[/h3]
- Fixed a stuttering issue with goblin mining animations.
- Refactored all materials used by goblins to reduce draw calls and increase FPS.
- Human Warbands will no longer drop Leather in their loot table.
- Fixed hero portraits being blocked by their War/Trade/Faith UI.
- Added a snow deformation decal to the Trade hall courtyard so that it is more visible when placing in Winter.
- Fixed an issue with lighting being active while placing buildings.
- Due to some ongoing issues with burrows we have decided to temporarily remove burrows for now.

~ Outerdawn Team