HomeGamesUpdatesPricingMethodology
Steam News18 March 20242y ago

Alright my Goblins-

Hey there, fellow Chat of Goblins! I've got some exciting updates to share about our green buddy's progress.

In this update6

Full notes

Full Loot Goblins update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey there, fellow Chat of Goblins! I've got some exciting updates to share about our green buddy's progress. Firstly, I've fixed a bug where the in-game main menu couldn't be closed with "Esc" - a crucial fix for keyboard users, as I mainly play with a controller and overlooked this issue.

What changed

1 fix3 additions5 changes0 removals
  • Fixes
  • Gameplay
  • UI and audio
  • Events
  • Server
  • Compatibility
fixedHey there, fellow Chat of Goblins! I've got some exciting updates to share about our green buddy's progress. Firstly, I've fixed a bug where the in-game main menu couldn't be closed with "Esc" - a crucial fix for keyboard users, as I mainly play with a controller and overlooked this issue.
changedAnother significant fix I've tackled is the issue with avatars appearing incorrectly on the winner's banner and player list. It's these small victories that pave the way for bigger and better improvements ahead. Now, onto the roadmap for upcoming features, though keep in mind that nothing is set in stone.
addedWhat to Expect (Subject to Change)Inventory and Weapons During playtesting, I noticed that equipping weapons from the inventory felt clunky, especially in the heat of battle. To streamline this process, I'm working on implementing a "Quick Weapons Menu," most likely a radial menu for easy access. Adding new weapons will take time as I aim to differentiate their attacks for more gameplay variety. Expect UI refinements for the inventory as well.
addedFart BombBalancing the Fart Bomb has been surprisingly tricky. I'm considering adding a stat bar akin to mana, making it a consumable that charges up and unleashes havoc when full. It's been a fun challenge to brainstorm.
changedAnimationServer Host Settings and Maps Currently, maps are randomly selected, but I'm looking into allowing players to choose the starting map or adjusting map sizes based on the number of players for a better gameplay experience.
changedController SupportRight now there is full Native Xbox controller support. PlayStation is in the works

Loot Goblins changes

fixedHey there, fellow Chat of Goblins! I've got some exciting updates to share about our green buddy's progress. Firstly, I've fixed a bug where the in-game main menu couldn't be closed with "Esc" - a crucial fix for keyboard users, as I mainly play with a controller and overlooked this issue.
changedAnother significant fix I've tackled is the issue with avatars appearing incorrectly on the winner's banner and player list. It's these small victories that pave the way for bigger and better improvements ahead. Now, onto the roadmap for upcoming features, though keep in mind that nothing is set in stone.
addedInventory and Weapons During playtesting, I noticed that equipping weapons from the inventory felt clunky, especially in the heat of battle. To streamline this process, I'm working on implementing a "Quick Weapons Menu," most likely a radial menu for easy access. Adding new weapons will take time as I aim to differentiate their attacks for more gameplay variety. Expect UI refinements for the inventory as well.
addedBalancing the Fart Bomb has been surprisingly tricky. I'm considering adding a stat bar akin to mana, making it a consumable that charges up and unleashes havoc when full. It's been a fun challenge to brainstorm.
changedServer Host Settings and Maps Currently, maps are randomly selected, but I'm looking into allowing players to choose the starting map or adjusting map sizes based on the number of players for a better gameplay experience.

Additionally, I've ensured that the main menu won't overlap with the loot bag on screen, making it easier for players who use "Esc" to close windows without interference. It's all about those little details that make a big difference in the gaming experience.

Another significant fix I've tackled is the issue with avatars appearing incorrectly on the winner's banner and player list. It's these small victories that pave the way for bigger and better improvements ahead. Now, onto the roadmap for upcoming features, though keep in mind that nothing is set in stone.

What to Expect (Subject to Change)

Inventory and Weapons During playtesting, I noticed that equipping weapons from the inventory felt clunky, especially in the heat of battle. To streamline this process, I'm working on implementing a "Quick Weapons Menu," most likely a radial menu for easy access. Adding new weapons will take time as I aim to differentiate their attacks for more gameplay variety. Expect UI refinements for the inventory as well.

Fart Bomb

Balancing the Fart Bomb has been surprisingly tricky. I'm considering adding a stat bar akin to mana, making it a consumable that charges up and unleashes havoc when full. It's been a fun challenge to brainstorm.

Animation

Continuous work on animations for our Goblin friend is ongoing to enhance the game's visual appeal and immersion.

Server Host Settings and Maps Currently, maps are randomly selected, but I'm looking into allowing players to choose the starting map or adjusting map sizes based on the number of players for a better gameplay experience.

Death Mechanics

Death in Loot Goblins results in losing loot and resetting scores, but I'm planning to introduce a grade loot chest upon Goblin death to encourage both looting and combat.

Controller Support

Right now there is full Native Xbox controller support. PlayStation is in the works

Customizing the Goblin Yes, customization is on the horizon! While focusing on critical fixes, rest assured that players will eventually be able to customize their Goblins.

Primary Focus

Priority remains on bug fixes when introducing new features or game modes, ensuring a simple yet enjoyable gaming experience.

Stay tuned for more updates as we work towards a strong early access launch!

Source

Steam News / 18 March 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.