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Steam News25 December 20241y ago

Update 1.2: Whims, Wages and Wonders

Gameplay and balance Moods and Whims: - your goblins mood will evolve, from "Brooding" to "Cheerful", depending on your actions.

Full notes

Full Gobs and Gods update

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What changed

0 fixes2 additions4 changes0 removals
  • Balance
  • UI and audio
  • Gameplay
changedGameplay and balance
changedMoods and Whims: - your goblins mood will evolve, from "Brooding" to "Cheerful", depending on your actions. The mood will provide a few small bonuses, and goblins in bad mood are more likely to activate their defects. - goblins in good mood may sometimes become "Obsessed", triggering a mini quest you can complete to keep the gob happy (and get rewarded by a small but permanent bonus) - Goblins wages: - to better balance the economy, your goblins will ask some wages whenever you rest; and will get unhappy if not paid. (Note: you can disactivate the wages at the start of the campaign if ) - Limited time quests: - random generated quests have a maximum time to complete, after which they get cancelled (this can be disactivated too) - Smoother difficulty: In previous version, the difficulty of quests was scaled to the player but independent from the kingdom, while the difficulty of world and dungeon mobs was only defined by their location. This lead to sometimes weird situations, with a to high contrast between 'quest' and 'normal' mobs. Now, the quests scale with both the player and the kingdom; while world mob are slightly scaled with the player (slightly: first kingdoms will still feel easy when coming back in late game; just not as trivially easy as it was. - Campaign options: at campaign creation, you can turn off goblin wages and limited time for quest. I believe the game is better balanced with these options activated, but some players told me they would prefer not have these. So, your choice!
addedAlso: Alchemy: recipes may be given as quest recompense night vision reworked increased (actually fix) enemy mobs view range, making them a bit more agressive lower random gobs joining event rate modify hiring gobs prices modify food and drinks price slightly decrease shields weight
addedGraphics: - better scaling to screen resolution, to fix artifacts appearing on high resolution screens. - combat: increase move animations during player's turn. Add options to modify animations speed in combat. - add missing shadows - world mobs: show several enemies - add some options for shadows and world mobs - rework broken armor shaders - new drawings for Undead Cities
changedUI - make it clearer that current order requires to move - fix click sometimes interpreted as camera move in combat - change 'selected shader' color on snow for better visibility
changedFixes: - fix items gained twice in some quests - fix "skinning many" quest - fix archer range proba sometimes increased by obstacles. - fix quest arrows rotating wildly

Gobs and Gods changes

changedGameplay and balance
changedMoods and Whims: - your goblins mood will evolve, from "Brooding" to "Cheerful", depending on your actions. The mood will provide a few small bonuses, and goblins in bad mood are more likely to activate their defects. - goblins in good mood may sometimes become "Obsessed", triggering a mini quest you can complete to keep the gob happy (and get rewarded by a small but permanent bonus) - Goblins wages: - to better balance the economy, your goblins will ask some wages whenever you rest; and will get unhappy if not paid. (Note: you can disactivate the wages at the start of the campaign if ) - Limited time quests: - random generated quests have a maximum time to complete, after which they get cancelled (this can be disactivated too) - Smoother difficulty: In previous version, the difficulty of quests was scaled to the player but independent from the kingdom, while the difficulty of world and dungeon mobs was only defined by their location. This lead to sometimes weird situations, with a to high contrast between 'quest' and 'normal' mobs. Now, the quests scale with both the player and the kingdom; while world mob are slightly scaled with the player (slightly: first kingdoms will still feel easy when coming back in late game; just not as trivially easy as it was. - Campaign options: at campaign creation, you can turn off goblin wages and limited time for quest. I believe the game is better balanced with these options activated, but some players told me they would prefer not have these. So, your choice!
addedAlso: Alchemy: recipes may be given as quest recompense night vision reworked increased (actually fix) enemy mobs view range, making them a bit more agressive lower random gobs joining event rate modify hiring gobs prices modify food and drinks price slightly decrease shields weight
addedGraphics: - better scaling to screen resolution, to fix artifacts appearing on high resolution screens. - combat: increase move animations during player's turn. Add options to modify animations speed in combat. - add missing shadows - world mobs: show several enemies - add some options for shadows and world mobs - rework broken armor shaders - new drawings for Undead Cities
changedUI - make it clearer that current order requires to move - fix click sometimes interpreted as camera move in combat - change 'selected shader' color on snow for better visibility

Gameplay and balance

  • Moods and Whims: - your goblins mood will evolve, from "Brooding" to "Cheerful", depending on your actions. The mood will provide a few small bonuses, and goblins in bad mood are more likely to activate their defects. - goblins in good mood may sometimes become "Obsessed", triggering a mini quest you can complete to keep the gob happy (and get rewarded by a small but permanent bonus) - Goblins wages: - to better balance the economy, your goblins will ask some wages whenever you rest; and will get unhappy if not paid. (Note: you can disactivate the wages at the start of the campaign if ) - Limited time quests: - random generated quests have a maximum time to complete, after which they get cancelled (this can be disactivated too) - Smoother difficulty: In previous version, the difficulty of quests was scaled to the player but independent from the kingdom, while the difficulty of world and dungeon mobs was only defined by their location. This lead to sometimes weird situations, with a to high contrast between 'quest' and 'normal' mobs. Now, the quests scale with both the player and the kingdom; while world mob are slightly scaled with the player (slightly: first kingdoms will still feel easy when coming back in late game; just not as trivially easy as it was. - Campaign options: at campaign creation, you can turn off goblin wages and limited time for quest. I believe the game is better balanced with these options activated, but some players told me they would prefer not have these. So, your choice!

  • Skills rework: 3 skills were giving the same "swap" perk. Now instead, sprint gives "sprint" order, and dodge gives access to "enemy swap"

  • AlsoAlchemy: recipes may be given as quest recompense night vision reworked increased (actually fix) enemy mobs view range, making them a bit more agressive lower random gobs joining event rate modify hiring gobs prices modify food and drinks price slightly decrease shields weight

Graphics: - better scaling to screen resolution, to fix artifacts appearing on high resolution screens. - combat: increase move animations during player's turn. Add options to modify animations speed in combat. - add missing shadows - world mobs: show several enemies - add some options for shadows and world mobs - rework broken armor shaders - new drawings for Undead Cities

UI - make it clearer that current order requires to move - fix click sometimes interpreted as camera move in combat - change 'selected shader' color on snow for better visibility

Fixes:

  • fix items gained twice in some quests
  • fix "skinning many" quest

fix archer range proba sometimes increased by obstacles. - fix quest arrows rotating wildly

Source

Steam News / 25 December 2024

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