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Alpha 17.10

Alpha 17.10

Hey all you lovely goblins! Hope you’re all dealing with whatever social distancing or lockdown procedures you’ve got going on wherever you are. Hopefully this new update will help pass the time for you a bit! :)

This is a slightly smaller update with mainly bug fixes and gameplay balance improvements. Let us know what you think on discord.

[h2]Patch Notes:[/h2]
Features:
-Added a new building upgrade UI
-Buildings which can be upgraded have a billboard above
-Building construction and upgrades have been visually improved
-We now show god bonuses in clan create screen
-Corpses now have a UI to show who it was and how they died
-Corpses and Dropped resources can now be marked to be ignored by goblins
-Story moment UI art updated
-Graveyard art updated
-Audio ambiance added to game start screens
-More new goblin uniform updates.

Balance:
-Added tutorial for assigning breeder goblins
-Increased Birth Rate from 0.1 to 0.18
-Balanced Warmth Data
-Tier 1 Buildings now store 10 Firewood and consume 1 Firewood
-Tier 2 Buildings now store 16 Firewood and consume 2 Firewood
-Tier 3 Buildings now store 20 Firewood and consume 3 Firewood
-Tier 4 Buildings now store 20 Firewood and consume 4 Firewood
-Iron Mine and Stone Mine have had Cloth removed from their construction cost
-Increased Grand Hall upgrade cost to 15 Planks, 15 Stones and 10 Tools
-Increased output for crafting Beer, Planks and Hides
-Reduced crafting costs for Beer and Hides
-Frog Resources increased per node from 20 to 30
-Frog Needs are now unlocked earlier from Trade Hall instead of Blacksmith
-Basic Weapon needs are now unlocked earlier from Watch Tower instead of Scavenger Hut
-Weapon needs are now unlocked earlier from Scavenger Hut instead of Guard Tower
-Scavenger now has a Weapon need
-Enforcers no longer have a Hides need (they already need Warm Clothes, which require Hides)
-Warm Clothes need given only to goblin jobs that involves leaving the village to reduce hide requirements

Bug Fixes:
-Removed corpses from storage UI.
-Fixing the infinite need for hides
-Fix for resolution settings not saving
-Fixing region zones not replacing meshes
-Made the trader menu consume mouse clicks
-Blocking building placement on resource nodes
-Added snow decals to the corpses and dropped resources.
-Multiple bug fixes round the King/Queen reassignment UI.
-Fix for notification for visiting party follow not working
-Fix for UI modality in Save/Load and options dialog menus
-Now highlight build tabs if there is an associated tutorial running
-Added depth-test for resource icons, which are now only visible when in range
-Fix for 2 woodcutters huts only ever using a single tree for resource harvesting
-Fix for stuck enemies, reduced their path tolerance from 5cm to 20, seems much better.
-Fixing building tutorials finishing immediately it the building was already under construction
-Increased storage for Wagon making materials in building, was less than required for wagon recipe
-Fix for different crafting UI only showing Crafter priorities when clicking the priorities button
-War paint on goblins is temporarily removed until we sort out a UV map for all the new uniforms that works.
-Widget Goblin portrait, no longer iterates every condition every frame, is now event driven and much cheaper on framerate across most UI

Alpha 17: Goblins of Isolation

Dear Goblins!
I hope you are all healthy and well and sticking to your local rules and guidelines regarding isolation and social distancing. We have all been working from our warrens for a couple weeks now but are still as energetic and productive as trade goblins can be. We have brought you yet another massive update with new features, polish and the usual batch of squashed bugs to enjoy. Have lots of fun playing this new alpha version and come join us in our discord server where we can get your feedback and be together in isolation.
Take care!

Features:
-Added Warm Clothes need which is unlocked by the Butcher building and crafted at the Weaver using hides.
-Added new job Breeder, assignable at the Grand Hall, will influence the rate of birth and distributions of Attributes (War, Trade, Faith) of new goblins.
-Changed the tutorial system to add in more flexibility with some additional steps, clicking tutorials will open the appropriate UI.
-Many more buildings inhabited animations and work animations that goblins interact with and accompanying sounds.
-Updated the population UI to better show incoming babies and an overall tribe happiness level.
-Added an early access banner to the startup.
-Goblin walk cycles now reflect their moods.
-Elevator can be manually placed on cliffs between buildings.
-Warrens and Grand Hall can both be upgraded now.
-Enemies can now target buildings, so if they lose sight of goblins, will start damaging buildings.
-Goblin Journals now track instances of interest to a goblin.
-Brewery added back into the game.
-Holding Shift will now rotate buildings in 45 degree increments.
-New Elder tree meshes in game.

Balance Changes:
-Rewrote the creation story.
-Ale Needs are now unlocked by the Shaman Hut instead of the Temple.
-Beer recipe updated to less herbs required.
-Reduced many of the Frog needs in the village, increased spawn rates at nodes.
-Goblins are now much more responsive to seeing approaching enemies and responding in fight/flight mode.
-Reduced Temple max priests from 4 to 2
-Mine building has been separated into two different versions for Stone and Iron.
Known Issues:
-Had to roll back support on some of our older save versions.

Bug Fixes:
-Fallen trees now clear out some snow where they land.
-Fixed the on death message for goblins from story moments.
-Added Crowd following to Enemies to get the to mob together better.
-Removed controller input.
-Flickering light at night fixed.
-Worg Tamer behaviour fixed.
-Logs no longer load with full resources from a save file.
-Many issues with our priests fixed, wont get stuck trying to cure no one, facing issues fixed.
-Added some more stuck goblin detection code reducing their chance to stay stuck.
-Traits no longer linger on unassigned goblin worker slots.
-Made placing down buildings ignore goblins completely.
-Fix for goblins changing factions/jobs when they die.
-Stopped enemies from getting stuck in attack animation.
-Fix for spelling of Pig Sty.



Alpha 16: Grand Designs

Alpha 16.0

Happy 2020 Goblins! We've work really hard on a major facelift of the opening sequence of the game. There is an awesome new cave where you create your story before creating your tribe. Most of our buildings now have cool animation and several other art assets and added several new features and of course many bug fixes. Thanks as always for your support and we hope you enjoy this new Alpha!

Features:
-Many of our buildings now have inhabited animations and work animations that goblins interact with.
-New uniforms for the Guards, Trade Prince and King/Queen.
-Our Starting Creation story flow has been revamped with nicer UI and an interactive scene.
-New Audio added for our new start sequence and new building animations, updated enemy sound effects.
-Some buildings can be upgraded to a second level.
-Resource visuals updated so that berries/hemp/herb now deteriorate in a similar manner to trees.
-Priest job priorities can be set, to prioritize healing or corpse removal.
-Walkways between buildings can now be destroyed.
-Buildings can now have more than one path joining two buildings so long as one is a walkway and one is a bridge.
-Added in the ability to click on items in the history log and move to see where it happened.
-Added a desaturation on the buildings in your village that don't currently have a worker assigned.

Balance Changes:
-Hidden the Firewood needed icons during spring and summer to reduce clutter.
-The Woodcutter will no longer cut down Immature Trees.
-Resources will no longer start producing until they hit full maturity.

Bug Fixes:
-Fixed a major frame rate issue with how we were doing the resource materials.
-Fixed Iron and Stone not affecting navigation correctly.
-Buildings can no longer be built overlapping build sites.
-Bumped Engine versions to fix our issue with changing resolutions on some peoples machines, UI updated to reflect this change.
-Mouse hover state fixed for all UI buttons.
-Fix for resources being Emergency Scavenged not being delivered for construction correctly.
-Fix for the emissive material lights not being turned on.
-Updated the hit-box logic for placing Mines.
-Fixed pig sleep animation

Alpha 15: Pigs on the Wing!


Alpha 15.1
Hey all you wonderful goblins! This is another massive update - we've worked tirelessly to try get this out in time for the festive season break - so hope you all have a wonderful festive season and a very happy new year! We're on the road to completion for 2020!!!

New Features:
-New animation rig for goblins with all new animations for everything
-New Voice Overs for the current actions and moods of goblins.
-Workshop crafting building added for Saddle and Wagon crafting.
-Pigsty added which allows the goblins to breed and raise Pigs in the village.
-Butcher added which takes care of the Pig overpopulation.
-VoodooHut added for generating voodoo for our faith units (Plans for voodoo usage will be implemented in a coming patch sorry!)
-Worg Dens now spawn worgs into the world which will attack goblins which get too close.
-Worg Tamer building added, when assigned the tamer will go out to a den and coax a Worg into coming back to defend the village using Meat.
-Worgs in the village need to be fed regularly or they will attack your goblins.
-Added UI for worgs and pigs.
-Regionmap has been overhauled with new assets, shaders and animations.
-Added new shaders for tree leaves falling as sticks are harvested from trees. Leaves no longer fall in winter.
-Clan colors and seasonal colors updated.
-Loading screens now use some of our older menu backgrounds.
-Update to the Warrens UI for Needs and the occupants to be visible on separate tabs.
-Goblins now use many different tools during all their new animations.
-Added a patrol range and attack range to the townwatch and guard tower.
-Added shortcuts for B to open the building menu and G the goblin priorities.
-Updated loading screens.

Known Issues:
-The current version of unreal has a crash when changing resolutions for some people so we have temp disabled changing resolution in game, but have given instructions inside the options menu for how to update the ini.

Balance Changes:
-Stick regrowth on trees massively reduced.
-Goblin Character sheet now shows what they ate for their last meal.
-Goblin Traits are now balanced to not allow clashing traits on one goblin eg. Lazy and Worker.
-Chances of a goblin gaining a trait increased with less diminishing returns on getting a second one.
-Goblins more likely to prioritize jobs based on their dispatch location.
-Alteration to weight for gathering corpses vs curing disease for priests.
-Re-balancing to weights for collecting resources from the scavenger hut.
-More re-balancing to sorting the delivery priorities for firewood during winter.
-Added another level to the available elevators.

Bug Fixes:
-Bumped engine versions to latest Unreal version.
-Fixed trees to have caps on the ends of their branches.
-Fix for the icon above the scavenger hut being displayed incorrectly for full resources.
-Fix for animation state and work state save system.
-Smoothed out the loading screen a bunch.
-Save files now store their date created.
-Materials on some workers fixed to not use incorrect combination of tribe and clan colors.
-Elevators now have the clan colors applied to them once constructed.
-Goblins can no longer attack enemies that are still in a spawning state.
-Fixed being able to place buildings inside of each other while one is still under construction.
-Fixed an issue where resources would not be taken during a story moment correctly.
-Fix for the resource needs at crafting huts being incorrectly calculated.
-Added the category for the notifications to be unique for each instance. (Trader no longer a Danger etc)
-Number of crash fixes for save files resolved.
-Changed how we stream in our lighting for each levels allowing for different lighting setups between the region map and village etc.
-Goblin animation cancels in combat function more appropriately now.
-Goblin condition tool-tips should now update more intuitively.
-Diseased goblins are no longer considered corpses by priests and will no longer try to burn them alive at the temple.
-Goblins turn to face work locations once at their destinations.
-Fix for managing to burn down your campfire.....

Alpha 14: Ghosts, Ghouls and Goblins


New Features:
-Added some major variations to the Undead to have levels and armour model variations.
-Enemy Spawning system has been changed to deal with spawning parties/gangs of which the undead is now one.
-Added warning systems for incoming visiting parties (hostile or not).
-Added a knight which can visit the village during Summer.
-Added a rotation hint billboard when placing buildings.
-Added Categories to the notifications menu.
-New transition effect when changing to the thermal view.

Balance Changes:
-Enemies now spawn using a new ticket system which should allow for larger variations for generating an attack, but should hopefully be more balanced.
-Fixed an issue with crafting resource priority being inversed.
-Firewood is now deducted over time based on weather, instead of on day/night change
-Firewood is now faster to produce but costs more logs

Bug Fixes:
-Made the enemy UI draggable like the goblin version.
-Trader is now a goblin that visits the village, removed old UI button.
-Minor color tweaks to the thermal view.
-Changed the look of the selection shader, deals with the depth of the scene better.
-Fix for a bug related to disease duration despawning corpses once completed.
-Restored bounce animation for the building button during tutorials.
-Fix for enemies sliding in attack animation.