Jun 30, 2022
Goblins of Elderstone - roy.lye
-Reworked the pathfinding unstuck behaviours and added them to all of our different units.
-Added a Frame Limit option to the options menu, defaulted to 60 FPS.
-Cleaned up many unused textures for loading and GPU performance improvements.
-Fix for the World map tile selection getting stuck when using escape to navigate menu's.
-Fix for trader UI spam opening multiple windows.
-Fixed grass not having the scalability options applied correctly when loading a new map.
-Fixed an issue with low scalability settings making 3D UI models hidden.
Goblins of Elderstone - Lost Goblin
Beta 1.2: A Demonstration
Small update for you all this time! We’ve added a demo for the game to our steam page in preparation for our final launch to help grow the goblin fanbase. An overhauled smoother camera has been completed with new binding options and the regular work on bug fixes and minor gameplay tweaks.
We hope you enjoy and let your friends know they can try out the demo now if they wanted to check out the game but weren't too sure about purchasing yet!

Features:
  • Updated Camera controls
  • Added in the ability to change all key bindings in the options menu.
  • Added a demo build to steam for people to check out the game, tell your friends :)

Balancing:
  • Updated multiple tooltips in game.
  • Multiple story moments and their triggers revised.

UI Updates:
  • Thermal view is no longer accessible through the campfire and only through the overlay menu.
  • New travelling merchant icons and UI update.

Bug Fixes:
  • Fixed click events on mouse drags.
  • Added a loading screen between the starting movies and the main menu cinematic.
  • Added missing goblin death outcome for Lordless Warrior
  • Grass and particle effects around the grass now spawn correctly.
Goblins of Elderstone - Lost Goblin
Greetings all you great achievers! You will now be able to see your past records and accomplishments within the game on the trophy wall of your cave. There are achievements to get in War, Trade and Faith as well as general village achievements that are presented to you in the form of a progressively unlockable mural on the same wall. These achievements are also linked to your steam achievements which has something that we have now finally added as we get to the end.
General gameplay improvements, bug fixes and balance changes as usual.
We hope you enjoy this update and look forward to seeing how well you all do with your achievements!



Features:
• Added a in game trophy display for achievements earned in game.
• Added Steam cloud saves and achievements.
• New story moments available if one gender gets low in population.
• Favoured enemies chosen on game start will now have a larger impact on treks/diplomacy and are more likely to lead invasions.
• Keeping your average goblin happiness at certain thresholds will garner bonuses like increased birth-rate or potentially goblins permanently leaving the village.

Balance:
• Breeders can now only be opposite gender to king/queen
• Story moments now give much more explicit hints as to what each options risks/reward are.
• Goblins current actions can now be interrupted if you switch their jobs or change priority on a targeted action, even while a goblin has already started the action.
• Slightly decreased stats for Settlements, Caverns and Holy Sites.
• Increased Shiny cost to upgrade Grand Hall
• Decreased Shiny cost to upgrade Storage
• Decreased Shiny cost to build Guard Tower, Shaman Hut, Workshop, and Worg Den
• Slightly decreased damage for all enemies and decreased health for the Skeleton King.
• Increased Basic Tools and Hides durability.
• Decreased Cloth and Tools durability.

UI Updates:
• Added maturity for animals into their UI, so that animals dying due to old age is more obvious.
• Added more names to the pool for goblins.
• Notifications for new achievements and goblins leaving the village.

Art:
• Wraith mesh and particles updated.
• New Trophy room displaying achievements earned.

Bugs:
• Decorative buildings now drop half resources when destroyed.
• Due to new tracking data for achievements, we needed to bump save versions removing old ones.
Goblins of Elderstone - Lost Goblin
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.



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.
Goblins of Elderstone - Lost Goblin
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!

<3

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.
Goblins of Elderstone - Lost Goblin
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!



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.
Goblins of Elderstone - Lost Goblin
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!



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.
Nov 23, 2021
Goblins of Elderstone - Lost Goblin
"Hail Warchiefs!

With this update we finally bring you Warhall priorities to help defend against your many enemies. This release also has many balance changes and the usual swath of UI improvements and bug fixes. You will find that the game pace is a bit slower and more controlled now – as we have added features over the last months and years the game has increased in complexity and the pace of the game that it had when it was still early in development no longer makes sense when you have all these new spinning plates with dozens of goblins running amok! We look forward to your feedback on these changes, so please come join us on discord and let us know what you think.

<3

Features:

• Gods will now awaken the need for worship sequentially, after reaching certain population thresholds, goblins in the village will gain a need for the next god.
• The Trek UI has had a full overhaul and rework.
• The Warhall now has strategies that can be used around changing the behavior of goblins during combat. Vigilance greatly increases all goblins’ vision, Cautious stops goblins from straying too far out of the village and Bloodthirsty changes targeting priorities from closest to lowest health enemies.
• Placing down buildings will now highlight their relevant resources if they are a resource gathering type building, or any threats on the map if they are a defensive building.

Balance:

• Revised breeding curves to decrease the frequency of new goblins being born.
• The number of resources delivered to meet a goblin’s needs is now a 1:1 ratio—it matches the amount needed instead of it being based on the expected duration of use.
• Revised building construction costs.
• Revised goblin food need amounts.
• Decreased total resources available on most resource nodes.
• Decreased maximum resource nodes spawned for trees.
• Increased min/max number of resource nodes spawned for elder resources.
• Decreased base carry amounts for basic resources.
• Revised trek success chances.

UI:

• Needs wheel, temples, spell book, and diplomacy screens have been updated to show the gods as they awaken in different stages from dormancy.
• Region map now has icons for settlements with an active diplomat that takes you to their Diplomacy screen.
• Trek UI has been updated across the board, with animations for the results screen to allow the player to see what changed during their trek more easily.
• New notification categories, with some new notifications for the king assignment and gods awakening.

Bugs:

• Sound levels should always be adjustable from the options menu now.
• Town watch will now try to work in shifts to avoid leaving their post unguarded.
• Fixed visual bug with trek success chances."
Oct 7, 2021
Goblins of Elderstone - roy.lye
Bug Fixes:
  • Upgraded buildings were being set invisible when in a burning state.
  • Goblins are no longer getting stuck transporting invalid resources.
  • Lingering floating text after corpse sacrifices at the temples.
Goblins of Elderstone - Lost Goblin
Hello Heroes!

The day has finally arrived where all the heroes of Elderstone can gather at your local Tavern, ready to be hired for your grand adventures and raids! These heroes are very special – some of them are designed by our very special Kickstarter backers and we also have the very first goblin adventuring party from the Goblins Comic! Please check out the web comic if you don’t already know about it. One of the heroes is even from a Novel loosely set in an alternative version of Elderstone written by our resident goblin writer - go and read Stormbane!

This has been another monumental update bringing us so much closer to Beta. We have made tons of improvements to all the systems and fixed many bugs but are most excited about the new Tavern building where you can hire these new heroes.

We hope you love this update and please come let us know what you think on Discord.

Thanks again for your support, we couldn’t do this without you!


Features:

• Added 7 new Kickstarter Backer heroes, 4 Goblin Adventure Party Comic heroes, and 6 other heroes to the game.
• These heroes can be hired from the new Tavern building and will stay with you for several years.
• You can hire up to 6 heroes at a time.
• Heroes that do not get their contracts renewed will leave the village.
• Every Summer, the list of available heroes to hire at the Tavern will be renewed.
• Heroes can help defend the village and can provide powerful bonuses to a trek when assigned as their party's leader.
• If your Tavern gets destroyed, your heroes will stay if you rebuild the Tavern, and their contracts are still active.
• Added in new goblin traits Insomniac, Immune, Pious, Strong, Savage, Hot-Blooded, Hippie and Speedy.
• Added a Satisfaction meter for goblins which helps you see their overall state based on their current moods.
• You can now click on the village Happiness meter on the HUD to display an overview and breakdown of the satisfactions for each of your goblins.
• Riots now only occur when a goblin’s satisfaction is below a specific threshold.
• Added a warning system for conditions and needs affecting percentages of the village population as a new HUD element.
• Warnings can be clicked to lead a player to which goblins are affected, which buildings can fix that warning, or what building needs to be built.
• Added dissatisfied notification to warn players when goblins have hit their riot threshold.
• Updated game start cave scene.
• Added resolution render scale in the options menu.
• Mood bars in the goblin stats window now animate depending on whether increasing or decreasing.
• Related buildings now show Efficiency for the building as a whole and the individual goblins that work there.
• Crafting animation speed is now based on a goblin’s Efficiency.
• When a construction site is missing resources, the game will now inform the player by displaying a message in the log window every so often.
• Log messages regarding a missing resource for a construction can be clicked to lead players to the required building that provides that resource (either its construction site or in the building menu).
• Added additional tooltips on Clan Creation screen and the Spellbook.

Balance:

• Gods not assigned to a Temple can no longer be interacted with in the Pantheon screen.
• Revised stats for Warrior, Scout, Town Watch, and Guard.
• Juju gained from Holy Treks are no longer proportional to the player's current amount.
• Revised how resources are rolled when performing a Scout or Raid trek so that they are based on the resources’ value.
• Increased resource capacity for Storage and Upgraded Storage.
• Revised Gold values for some resources in the Merchant feature.
• Reduced the decrease amount for Happiness on Exhausted and Tired conditions.
• Decreased success chance for Praying to gods in the Pantheon screen.

Bugs:

• Enforcers will no longer cause damage to rioting goblins when arresting.
• Death message about eating will no longer occur.
• Can no longer re-raid a location through the Diplomacy screen loop.
• Fix so that if the Trade Prince is on a trek or sleeping the spring trader still visits.
• Fix for skeleton spawning to no longer slide while doing their spawn animation from below ground.
• Fixing weaver work animation never playing.
• Visual improvements to path rendering.
• No longer throttling character movement components tick rate, as this can cause them to walk off the nav mesh.
• Fix for some buggy UI animation states with Notifications.
• Improving CPU performance for large villages.

...