Goblins of Elderstone - Lost Goblin

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.
Sep 25, 2019
Goblins of Elderstone - Lost Goblin


Another big update for you all. This one took long because we added TWO new jobs and buildings and updated tons of stuff and fixed a mountain of bugs.

We now have a Kindler building with the Kindlers job turning logs into firewood. This means you will now be able to separate and control the amount of firewood your clan produces which deals with a lot of the issues we've had with sticks and then logs being used for different things.


We also finally have the Enforcer who's building is a jail. The Enforcer will beat down rioting and mischievous goblins and lock them up for a while. He will also "encourage" goblins to work harder :D


We've also spent a lot of time refining some of the artstyle and we're working on a whole new shiny set of animations and updates to some of the goblin uniforms and some of the environment art - this will all appear bit by bit over the next few updates.

Next update is planned for a little bit smaller (to make sure we get it done in a more reasonable time) and with some more bug fixes as well.

We're making really good progress at getting the village gameplay done by getting the remaining buildings in. Expect to see more buildings and more enemies over the next few updates and then we will also slowly start focusing on some of the "meta" game elements like the story events stuff, the region map with its diplomacy and raiding as well as the gods mechanics.

Here is a little video we put up last alpha showing off some of the new features and look


Please join us on discord and help us improve the game :)

Thank you for your support and hope you enjoy this alpha.


Patch notes:

-Added a kindler building which allows the log cutter to be hired to make firewood. This will now be used as the singular heating resource.
-Goblins who riot over item/food needs not being met will now attempt to steal the items from storage before they murder a fellow goblin for his goodies.
-Enforcer can now be hired at the new building the Stockades, he will punish lazy and stealing goblins, will jail any rioting goblins.
-Added in wind to the world which effects particles and materials now.
-New Cloud Shadows that are much softer on the environment.
-New Save/Load system, apologies, but we are deleting your old save files as we cannot support the conversion to the new system.
-Added progress bars for when fighting fires to see how close it is.
-More work done on the look and feel of our thermal view, now has a toasty glow.
-Added a new Selection shader for when hovering over selectable objects in the world.
-Start of game allows for changing your starting resources.
-Updated all trees in the game to use Morph Targets to allow for more interesting diversity between young and old trees, added new dissolve transition for season changes.
-Trees under a certain age can no longer be harvested for Logs.

Balance Changes:
-Goblin carry capacity is now altered based on not just the job, but also what type of resource is being transported.
-Resource priority harvests have been bumped up in the decision weighting.
-Goblins now move slightly slower when carrying resources.
-Goblins will steal twice as many resources as they need when doing a steal action.
-Goblin years as babies is now not longer than the breeding cycles, to keep things simpler.
-Goblins under interaction by a healer, if able, will move towards the healer to receive the help.
-Goblin work priorities changed from hauling logs to kindling.
-Goblin movement speed has been slightly increased ( roughly 60% )

Bug Fixes:
-The goblins first starting year is advanced slightly so its just past daybreak.
-Manually moving the camera while following a goblin, will now break the follow.
-Peons now have the correct clan colors when you first place down the campfire.
-Ground clutter near trees (shade meshes) have been tidied up.
-Fix for the physics on the bridge used on some hexes with rivers.
-Fixed the rotation of the characters during combat to be much smoother.
-Fixed rotation issue with fallen trees and stopped shade meshes spawning when a tree was felled.
-Portraits for goblins have been retouched up with outlines for better readability.
-Fixed the Tutorials UI to be beneath Building UI's, also updated with icons and highlighted keywords.
-Building UI will now a note on their popup panel if you currently don't have access to enough resources to complete construction.
-Fix for rehousing issue so that goblins get the correct debuffs and get housed correctly (no warren / overcrowding).
-Delayed input for story moments to avoid accidentally skipping dialogue
-Fixes for clouds on game start to already be spawned.
-Campfire altered so Walkways cannot spawn quite so close.
-Crash fix when destroying a warren.
-Fix for rioter’s torch collisions with buildings.
-Lighting settings for the region map has been fixed into a day setting.
Aug 3, 2019
Goblins of Elderstone - Lost Goblin


Alpha 12.0

This update we focused on a new warmth system which will hopefully be more intuitive and clear as well as having a cool visual overlay to see your heatmap of your village. Look forward to everyone's feedback on this new design.

We also added a lot of quality of life improvements, graphics improvements and several small new features as well as the usual batch of bug fixes!


Patch notes:

New Features:
-Major rework to how heating for goblins is done, each building now has a heat source that you will need to keep fueled, and the heat source will keep an area surrounding the building warmed.
-New Heatmap shader when you click on the campfire, will show the how large of an area the heatsources are heating and how hot/cool each of your goblins are.
-Building torches and lights are now driven by the availability of fuel.
-Buildings under construction can now be set as priority in their construction menu for gaining resources and being built by goblins (only one building prioritised at a time).
-Players can set a default banner for use in all subsequent clan creation.
-Many new sound effects have been tuned and changed throughout the game.
-Goblin conditions have many new icons displayed when active.
-Goblin Needs now have a notification for when a new one is unlocked for the village.
-Woodcutter now has new tree cutting sequence.
-Updated Enemy UI to display stats and show who goblins are targeting.
-Overhaul of lighting and post process effects in the world, including new setups for each season.
-Updated Credits menu.
Balance Changes:
-Logs are now delivered to each building for generating warmth.
-Building heatsources can burn Logs at differing rates.
-Traits and War/Trade/Faith levels are now visible when selecting a goblin for a role from their portrait.
-Goblins which gain the freezing debuff will now drop whatever they are doing to seek warmth.
-Building/Worker needs are now displayed from most building UI.
-Goblins can only have a single trait for now.
-Building UI which deal with resources that you currently do not have much of are now highlighted red.

Bug Fixes:
-We bumped up engine versions (quite a few) and have seen a large improvement in our framerate.
-The Mouse Cursor now reacts correctly to clickable objects in the world and UI.
-Refactor of all game object physics in the environment to make sure we have uniform settings across all assets moving forward.
-Fix for the overlap events when placing down a building so overlaps will be much more difficult to achieve.
-Music will now transition correctly between seasons regardless of what timescale is being used.
-Refactor of all UI to manage some of our higher screen resolutions.
-Buildings now have HP bars which will show up like their goblin versions when they are no longer 100%.
-Scavangers will now cancel their marathons to harvest an item if winter has hit mid journey.
Goblins of Elderstone - Lost Goblin
Thank you to everyone's patience in this update. It was a tough one as we transitioned to a new studio back into full Independence. We added a wandering merchant who you can trade with, which should make the game less frustrating if you're missing certain resources. We also tracked down and fixed some of our longest running (and hardest to fix) bugs. Hope you enjoy the new update and you can expect more updates more frequently going forward!

New Features:
-The Spring Trader is here allowing goblins to trade resources each spring.
-The Spring Trader can only be accessed if the player has built a Trade Hall and hired a Trade Prince.
-Added starting resource icons to the map before you place down your campfire to identify the best starting places faster.

Balance Changes:
-Merchant will tax resource sales so repurchasing a sold item will cost the player.
-Moved all Iron/Stone resource nodes on all levels further apart.
-Goblin Priests will now prioritize clearing corpses before curing diseased goblins or using heals.
-The Threat level on a region hex now has a greater impact on how many enemies will spawn during Winter if chosen as your starting area.
-Added in ability to completely turn off enemies during winter within the Clan creation screen (Dead goblins will no longer rise in winter either).
-Corpse distance weighted more heavily for priest corpse cleanup.
-Increased the Clan Optimism buff to reduce aggression of goblins, so beserkers are less likely to cause early problems.
-Diseases will now run out their lifetime after 2 years (previously infinite), on a corpse or goblin, after which they will dissapate.
-Gold no longer occupies space in the Storage Huts.

Bug Fixes:
-Fixed the issue with the iron miner goblins not crafting at iron nodes.
-Issue with resources which despawned in winter causing problems with unresolved goblin jobs has been fixed.
-Mouse icon has been recentered correctly.
-Fix for bug where goblins interrupted by attacking enemies while performing a construction action would halt construction on a building forever.
-Fixed some sounds in the UI which were 3D that should not have been.
-Crash fix that was caused occasionally when a building or resource node was destroyed by fire.
-Fix for bug on healing/curing mis-match for priests.
-Spelling fix for Beserker trait.
-Fix for the 2m high stairs as part of a walkway that was blocking traffic.
-Construction site pathfinding weights tuned more in line with other weights to avoid goblin path steering issues.
-Perception of enemies has been cleaned up to cancel jobs better, making reactions to enemies improved.
-Fixed some issues with healing priorities of priests, should now mostly go for closer enemies but triage based on lowest life.
-Rioting goblins have been fixed to properly stop at murdering a single goblin instead of continuing a murder spree.
-Fixed a crash in loading a save file with food rioting goblins.
-Removed UI focus settings from all our UI, allowing the game to be paused/unpaused with spacebar and not activate UI.
-Fixed the joins at the ends of walkways to be leveled correctly.
Jun 11, 2019
Goblins of Elderstone - Lost Goblin
Today we have an exciting announcement regarding the future of Goblins of Elderstone.

As you know we've been working hard on the game patching and updating it with new content since it's launch. The launch of the game however was not as successful as we wanted due to some issues with the Steam Launch and some bugs and issues that were stopping some people from having the most fun in the game. We’ve struggled since the launch and have been looking for additional funding over the last 6 months. However we have recently found a wonderful solution with a studio I work with. This studio is jumping in to help develop the game and Crytivo agreed to transfer publishing rights to this company because we all believe in the project and that this new home will increase the chance of success for our game and help us scale up development and deliver on our commitments.

We at Lost Goblin and all the goblins involved want to deeply thank Crytivo for all their hard work they have done in the past and they are super guys to work with. The Universim is a project I personally backed when it was on Kickstarter and we all wish them the best success for their game and their publishing endeavours.

Our new situation also means that the old team has been re-assembled and we will be able to deliver updates regularly again and with higher quality. I am grateful for everyone’s patience and understanding as we transition to this new home can confidently continue the development of our ambitious crazy little game.
Feb 2, 2019
Goblins of Elderstone - Lost Goblin
This latest update focuses on bug fixes, AI improvements and balance changes.

New Features:
-Added in a burnt building husk which disappears overtime, after being burned down.
-Destroyed buildings, (either burnt or done through menu) now drop resources.
-Dead goblins now drop their items as resources to the ground.
-Dropped resources now have a UI to display how many in a stack.

Balance Changes:
-All Buildings now drop 50% of their construction cost on destruction, if still under construction they will drop 100%.
-Storage Buildings will drop 50% of their contained resources (25% if two are owned)
-Warrens Buildings will drop 50% of their contained resources (25% if two are owned)
-Undead are now weaker and spawn less each winter.
-Birthrate changed from every 3 years to every 2.
-Changed the spawn age for your starting village so you get some adults, so that breeding starts sooner.
-Cloth and Tool needs now unlocked slightly later in building construction order.
-Needs now unlock on building completing instead of placement.
-Updated the Message Panel colors for readability.
-Riot Madness chance dropped down slightly.
-Plank cost reduction on all buildings.
-Fire is now easier to extinguish and does not last as long.
-Trees now produce more sticks and logs, other nodes have also been bumped in line with this.
-More items needed for work are now stored in warrens and work buildings.
-Resource node randomization has been tweaked to stop clustering of same type nodes on a single hex.

Bug Fixes:
-Fixed a crash when buildings were destroyed.
-Fix for Scavengers stuck at the work building during winter.
-Another update for goblins stuck in geometry.
-Fix so goblins complete madness action without cancelling out early.
-Fix so goblins would not chain kill other goblins during an item riot madness action.
-Fix for incorrect physics set on one of the hexes in the plains biome.
-Fix for goblins not completing construction on a building after having to flee an enemy, mid construction.
-Fix for resource nodes spawning inside some physics that they should not have.
-Murder message duplication fixed.

We hope you enjoy!
Goblins of Elderstone - Lost Goblin


The new update is now live and this update we focused heavily on navigation/pathfinding issues as well as behaviour bugs. It took WAAAY longer than we wanted it to but we are really happy with the improved goblin behaviour and movement in the village. We also added a few new cool things; in true goblin Christmas spirit they now steal from each other as well :)
Happy Holidays everyone!

New Features:
-Added Riot state for missing items so that goblins without the correct tools, can devolve to murdering coworkers for theirs.
-Added a crowd event system so that if a goblin sees another goblin involved in an event they will remember it. They will be more likely to join in when looking for new tasks. (Currently system only incorporates riots but will be used for combat and festivities later) (also made the crowds for riots not gather all in a single spot)
-Many new sound effects added to various UI.
-Smoke particles added to buildings which burn wood for heating.

Balance Changes:
-Campfire storage increased to 40 logs.
-Bumped up all resource delivery priorities for warren and campfire jobs.
-Breeding now occurs every three years instead of seasonally to help spread the influx of new goblins.
-Increased the number of years worth of storage that goblins put away in the warrens.
-Riot Catharsis is now an instantaneous condition instead of over time to force gobs to move away from the idea of rioting once a madness action like murder or fire is complete.
-Increased general mood for goblins starting a new village.

Bug Fixes:
-Major pathfinding problem solved so that finding out a goblin cannot reach a goal state no longer leaves them dumbly standing still.
-Fixed the geometry near the edges of the map so there is no more hidden navmesh behind the outer edges of the map. (was causing goblins to walk into walls indefinitely)
-Fix for when loading a winter save, so that resources that do not grow in winter, no longer display available resources.
-Normalised some of the Navmesh weighting to reduce the steering wobble when moving round close to some resources.(edited)
-Fix for a crash to do with Priests Healing during winter.
-Fix for the fight/flight response when goblins take damage from enemies.
-Changes to the building placement system to show previews with the available links between not yet complete buildings. Should fix up issues with strange/unlinked walkway placements.
-Fix for how incorrect missing food was being calculated for rioting.
-Fix for incorrect 'goblin condition' displayed in their UI after a story moment occurred.
-Updated our old setup for animations to use a state machine, hopefully fixing all issues round goblins stuck in an animation.
-Fix for directions on goblin moods sometimes not rotated correctly to display mood changes
Goblins of Elderstone - Lost Goblin


Greetings clan!
It sure has been a long time since the last update! Always feels like time flies by us way too fast however. Spring is upon us here in the southern hemisphere and Elderstone needed a good old spring clean as well. This update we put a priority on cleaning up more of the UI - a process we started with the needs and goblin UI changes we made last update - and also diggin deeper into our navigation and pathfinding bugs that cause us all so many headaches.


The needs wheel has been swapped around showing what the clan has and needs much more clearly now.

Although it's still not perfect (and will take a long time still to get closer to perfect) you will find your goblins are much more responsive to jobs and will get stuck or go braindead a lot less often now.

We also made several visual improvements to the snow, water and forests that you will hopefully like.


Our new pine forests have a lot more charm now

The game start has had an overhaul - now the game will start paused and give you time to look for an ideal starting location before placing your campfire. The inventory in the UI now shows the total resources in your village more accurately and new job priorities have been added to the job management window to further help you control your growing tribe.


Several balance changes have also been made to the game, the most significant of which is a change to what goblins burn for firewood. They will now require logs instead of sticks to keep the goblins warm and cozy in their homes and at the campfire.

This update therefore does not have too many “shiny and new” features but instead should be more robust and nicer to play. We always have this battle between wanting to put in new feature and focusing on improving what we already have, so we hope you are happy with the new update and we look forward to doing smaller updates going forward where possible to keep things interesting as well as improved.

Thank you as always and good luck with your villages!


Patch notes:

New Features:
-Added some noise to the snow so its lies less evenly on the ground.
-Added new tiles to the grass biome for the outer edges.
-Updated art assets (pine trees, elder trees, goblin uniforms, flowing water and better still water)
-Cloud cover changes when snowing.
-Added random loading screens.
-New Lost Goblin logo/intro.
-Clan needs UI that is opened from the Warrens has been majorly overhauled to better explain and detail the new goblin needs changes.
-Updates to the tutorial and beginning village placement for easier understanding (also starts the game paused).

Balance Changes:
-Goblin needs/desires for resources are now only activated once the certain buildings are built, these resources are no longer displayed in the inventory screens until the tech level is reached.
-Added in new job priorities that can be set for hauling/construction/stoking fires.
-Changed fires to burn Logs instead of Sticks.
-Made the priority for the delivery of Logs to the campfire change based on the temperature.
-Snow now stops falling prior to start of spring.
-Trade Hall now costs logs instead of sticks.
-Logs are now gathered faster and are more abundant for the woodcutter to gather from trees, Planks cost less to make.
-Global Inventory UI will now include resources that are currently being stored in work buildings and warrens (but not including those used by crafting jobs)
-Task to take the wood from the woodcutters hut to the storage has a higher priority now.
-Pausing or stopping crafting of a resource at a crafting building will mean that the resources for that job will stop being delivered and will reduce the villages need for it.

Bug Fixes:
-Fix for the goblins considering the wood at the warrens that's used for warmth while sleeping, meant there was warmth/fuel at the campfire.
-Fix for full resources icon not being displayed correctly on all buildings.
-Changed the Job priorities menu so the top resource row is fixed in place.
-Updated the level generation system to allow us to force Iron and Stone mine nodes to spawn if there was none available.
-Fix for buildings not crafting second tier craftable items.
-Fix for the camera behaviour while the game is paused, also how building placement physics is updated while paused.
-Did a physics pass on the level removing much of the objects the camera was interacting with, allowing for a smoother camera, but also adding more chances of clipping models.
-Fixed Wraith material to not take snow during winter.
-Campfire lights will no longer turn on at night without an active fire.
-Skeleton HP bar moved to correct position.
-Shade meshes below trees will now spawn in correctly after loading a save file.
-Fixed a drag and drop issue when choosing a Hier when your King dies.
-Story moment issue where resources which should have been taken, were being given is fixed.
-Job Priorities not being active in the menu after you changed a goblin back to a peon is fixed.
-Fixes to how we calculate the resource distribution during level generation

Goblins of Elderstone - Lost Goblin


Hey all you wonderful goblins!
A new winter has arrived in Elderstone and it's prettier than ever!

We have been super hard at work and outdid ourselves yet again with the biggest update to the game yet, even bigger than the previous update. All the suggestions and feedback and bugs reports have been taken in an listed and although we obviously can't address every single issue with each update, we certainly are working our way through them. A few key highlights we have added in this new Alpha are a brand new and much improved UI for the goblin stats and moods, these should be much more clear to you now and will help you better understand what affects the goblins’ mood and behaviour.

Goblins now also all have randomised faction attributes known as the WTF levels. These are levels in War, Trade and Faith and influence the goblins stats in various and important ways. High War attribute give a goblins more hit points and damage, while high trade will make the goblin a harder worker and a high faith score will mean more healing and magic if they are assigned to faith jobs such as priest and shaman.
On top of that goblins can now occasionally be born with traits that affect them in either positive or negative ways. These traits include “lazy”, “berserker”, “worker” and some other with more to come.



The big new art upgrade is a new snow shader and particle system. Winter will now look even better with falling snow and the snow slowly collecting on the ground and on all the buildings and rocks and terrain. The goblins also make deep paths in the snow as they wade through it. We worked really hard on making this look nice and still be performant so we hope you enjoy this updated winter look - more improvements like this will come over time.

Some of the smaller but equally important improvements include new loading screen hints to help you, slower day and night to give you more time to prepare for each winter, lots of small balance changes to make the beginning of the game easier and many more small changes.

We have fixed a lot of bugs and goblins behaviour issues and improved performance overall. Of course this is still Alpha and there will always be bugs and issues as we develop the game, every time we add new features or improve something, there is a risk of breaking something else, this is how development works and we will keep doing our best to make sure the bugs are low but also not stop from pushing forward and adding exciting new content and features.

I want to take a moment to thank our amazing community of fans, players and testers, especially the clan on discord who have been invaluable in providing feedback, suggestions and bug reports. Please join us there to help us if you haven't already and make some wicked new friends.

New Features:
- Added Goblin Traits which change a goblins job stats and can affect their moods.
- Random faction levels, the goblins are now born with predispositions to War, Trade or Faith based roles. ( WTF levels xD )
- Update to the Goblin Stats menu to reflect the previous changes and more easily get this information across to the user.
- New path following setup for goblins. Should be less stuck goblins and smoother movement.
- SNOOOOW!!! Snow Drifts during winter + snow particles.
- Added loading screen hints.
- Grass and Post Processing changes to improve framerate.
- Improvements to the Goblins perception and reactions to enemies.

Balance Changes:
- Increased the time of a daynight cycle from 300 to 400 seconds.
- Increased the number of goblins in a warrens and grandhall to 10 and 12 respectively.
- Important notifications will now slow down time to normal speed.
- Scavenger Hut and War Hall now requires Planks.
- Temple now requires logs so you can built it earlier
- Faith Hall now requires Cloth.
- Brewery now produces Ale also (from Berries)
- Council goblins no longer need Meat
- Productive Condition now reduces Laziness, several other small balance changes to conditions.
- Tool needs reduced on goblins by increasing their lifespan.
- Tutorial no longer on by default + Tradehall moved to be last in the chain.

Bug Fixes:
- More rebalancing to the breeding values for goblins, Copperface also now offers Fertility instead of Moneybags as his neutral god power.
- When a goblin successfully burns down a building all rioting goblins gain the catharsis buff.
- Temporarily removed the End of Season report while we give it a revamp.
- Fixed building resources to not change colors.
- Fixed the sleeping icon to not stay present when cycling through goblins.
- Fix for goblins not going all the way up to buildings to interact with them in some cases.
- Updated the Clan Create screen to reflect the new traits and show more of the relevant goblin stats req to select a goblin for your tribe.
- Fixed some news feed text colors.
- Crash fix from loading a save with a Goblin Under Attack notification active.
- Buildings can no longer be placed on inclines.
- Updated collision volumes on some trees which were not blocking building placement correctly.
- Increased the frequency paths/walkways are generated to more likely have the displayed path equal the final result.
- Updated multiple items tick functionality so that building placement while paused works correctly.
- Several updates to sound volumes.
- Fix for a crash from one of the story moment results.

Coming Soon (some not so soon):
- More buildings and resources
- Improved needs and feedback for not fulfilling needs
- More enemies
- More gods
- Region map gameplay with raiding and traiding
- Heroes
- Diplomacy with other races and the gods
May 31, 2018
Goblins of Elderstone - Lost Goblin
A really big update from us! We focused on the story moments and many small and big improvements!

New Features:
-Several new story moments!
- changed the birth rate calculations
-Added Winter versions of herbs and hemp. Now you will still be able to see where these resources are on the map in Winter.
-Added 'Game Auto-saved' in game messages.
-Changed watch tower patrol to stand at the top of the buildings.
-Building the second warrens is now one of the last step in the tutorials.
-Enemies will always congregate in the village.
-Added a goblin killed enemy message.
-Changed story quest resources to be added to global resource hud.
-New Notifications for Enemy spawning, overcrowding, sound added to goblin under attack.
-In game message for storage at capacity.
-Changed the interaction points on buildings to use the 'least busy point' reducing stacked goblins at buildings/build sites.
-Added Status actions to Story moment results allowing more
interesting occurrences.
-Added message when population loses all males or all females.
-Added shortcut for opening the main menu 'esc' key.
- added a highlight for region selection of your village
- several new sound effects
- added a blue light to the skeletons to make them spookier and easier to see!
- updated many building lights
- made several of the fonts smaller to prevent text spills
-Performance Improvements.(edited)

Bug Fixes:
- priests now take the dead to the temple properly
-Fixed the save file loading order in the Load Game Dialog.
-Fix for goblins not going to the closest storage building to deliver resources.
-Fix for goblin movement speed when running away from an
enemy.
-Fix for goblin king death handling.
-Fix for Storage resource cap issue when destroying a unbuilt
Storage Hut.
-Fix for autosaves not transitioning weather changes.
-Fixed the t-pose skeleton for enemies that died offscreen.
-Fix for story moment message spam when interacting with UI.
-Fix for Dropped resources not being picked up.
-Fix for camera becoming stuck following goblins on clicking
the hazard notifications.
-Arrow Projectile adjusted.
-Goblin Killing enemy log fixed.
-Fix for goblins to correctly carry frogs.
-Fix for some enemies not approaching the goblin village.

thanks to everyone that has helped with their time and feedback and positive comments and support!
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