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Goblins of Elderstone News

Testing Steam Achievements

We have an upcoming patch that includes steam achievements. We need to test these now, therefore achievements in the steam page for Goblins of Elderstone will not be able to be gained until our next patch.

Beta 1.0: No Goblin Left Behind

Been a long time spent getting here but the goblins team is happy to present to you our Beta version of Goblins of Elderstone.

The team have been hard at work getting in all the final features planned for the game as we ramp up towards the final release. We hope you have a lot of fun (and tragedy) as you try out the new wave based enemy design for winter and appreciate the new beautification buildings that have been crafted to let you stylize your village into the paradise of your choosing.

We still have a way to go towards fixing and balancing everything before release but are proud to be hitting this milestone and enjoy sharing it with everyone, we hope you enjoy it and many, many, MANY thanks to everyone that has stuck with us through this journey.

Thank you so very much,
The goblins team.

[previewyoutube][/previewyoutube]

Features:

• Undead now spawn as waves over multiple years during winter. Therefore, the difficulty you choose will not only affect how strong the undead are, but also affect the number of waves you will have to face.
• Added a new Burrows building which in the late game allows you to build a start and end point so that goblins can quickly travel large distances across the map much safer and faster.
• Added new beautification buildings which can be placed around the village. These require no goblin construction but need the required resources in your storage to be able to place them.
• Your chosen path (War/Trade/Faith) will now grant at least one guaranteed hero whose trait corresponds with said path in your tavern roster every refresh. Treks of the corresponding path will also have a slightly higher chance of success.
• Added new fog effect that comes in at night around the village.
• Equipped items on goblins now gives a small boost to one of their stats.

Balance:

• Decreased firewood consumption rate modifiers for each season.
• Revised building costs, firewood storage, and firewood consumption for early buildings.
• Increased Gold cost for Basic Tools, Basic Weapons, Tools, Weapons, and Logs.
• Decreased Gold cost for Firewood.
• Added 2 new starting resources in the Clan Creation UI.
• Increased sight ranges for all heroes.
• Increased the chances for Shiny resource to appear on some region map tiles.
• Decreased total resource types for Forest and Mountain map tiles.
• Increased the movement speed of most enemies.
• Decreased minimum goblins needed to start a new clan.

UI:

• New artwork for many of our story moments.
• Added new tooltips around scavenging and gathering buildings.

Bugs:

• Heroes attack distances rebalanced and reworked to consider the collision volumes of enemies.
• Added a loading screen for transitioning back to the main menu.

Alpha 26: All the Juju

Greetings Goblins Leaders!

We bring you a brand-new mechanic for dealing with the winter undead! Shamans can now clear gravestones to prevent undead from spawning. They can also harvest Juju from holy monuments around the area that you can use in treks for your powerful spells. We have also introduced a long requested setting to allow for some new difficulty options to tweak your gameplay experience.

An exciting announcement is that we have a few new heroes available in the Tavern roster – Dan Field the youtuber who has supported us several times in our journey with coverage now has his avatar in the game as well as a very special long-term supporter of our game – TamTroll – he has made dozens of videos in lengthy series and been part of our discord community almost from day one! We are very pleased to have these 2 new heroes in the game – look out for them to appear occasionally in the Tavern.

The regular balance changes and bug fixes are in as usual so we hope you have a fantastic time with this update and would love to hear from you on discord!


Features:

• Shamans will now cleanse any marked gravestones, preventing skeletons from spawning in their vicinity.
• Shamans will also harvest juju from nearby monuments.
• Added new Heroes to the Tavern for some of our Youtube supporters, Dan Fields, and TamTroll.
• Traits that the king/queen and breeders have are now more likely to appear in the next generation.
• Added new difficulty options which effect enemy spawn rates and damage, season lengths, civilization dispositions in the region map, and can disable riots/fires/disease on the easiest option.

Balance:

• Reduced Frog Carry Capacity from 15 > 10.
• Reduced Meat crafting from 25 -> 15.
• Reduced number of Bone resources dropped by Undead.
• Reduced population requirements for the need for gods to trigger earlier.
• Dropped resources are now a higher priority for pickup.
• Undead in general have been ramped up a little on default difficulty.

UI:

• Upgrade to the merchant UI.
• Breeding tab in the warrens improved.
• Goblin character sheet tooltips visual upgrades.
• New UI for the village gateways.

Bug Fixes:

• Fix for Goldentongues Silver Tongue trader ability, was accidentally removed with UI rework.
• Camera now snaps to a nice starting position.

Alpha 25.13: A Goblin Story

Happy New years all you wonderful goblins, hope you had a wonderful festive season. We are back with a small update for you all.
Some changes to the Merchant UI - which is still under works and made functional changes to the Graveyard systems. We hope you enjoy this update, and we will be focusing more on balance and bug fixes as we near beta.
Thanks for the support as always!

[previewyoutube][/previewyoutube]

Features:

• Graveyards now work in a similar way to Elder Resource nodes, this was done to make the spawning of enemies much more varied, and allow us to add smaller spawn points to make attack directions more dynamic.
• Graveyards will now highlight which ones are going to become active during winter.

Balance:

• Warning for spawning enemies now comes much earlier.
• Increased undead numbers during winter.
• Increased base trek carry capacity from 100 to 200 and wagons from 150-200.
• Trek location and enemy resources were increased.
• Increased resource carry capacities across all goblin jobs.

UI:

• UI Rework for the Merchant UI to bring it more inline with the rest of the game.
• Build menu had a slight change so that its now a confirm to place system.
• Added feedback for locked UI drag attempts.

Alpha 25: A Goblin’s Story 

Season's greetings to everyone, this is a very narrative driven update with much attention given to our story moments system. We have also improved some stockade functionality and added in some seasonal lighting for our environments, we hope you all have lovely holidays, and we will see you all in the new year!

[previewyoutube][/previewyoutube]

Features:
• Big revamp of everything related to our Story Moments, adding new UI, writing, art, music, and variety to the system. We hope you like them.
• The festive season has come to Elderstone, with the local denizens hanging lights about the land.
• The Stockades can now have work priorities set much like crafters, so that Enforcers can be more focused on single tasks if required.

Balancing:
• Options chosen during the beginning of the game, that define your magic/path/alignment and favored enemy will now add new options to story moments.

UI Updates:
• Added hero hiring / rehiring Coin audio.
• God punishments will now be displayed along the bottom UI if the player has any active.