2.0.35
Building Fixes
- Fixed the Materials for moving and placing buildings
- Enable Nanite on buildings
- Update to Woodcutter - added tree maturity to the tree resource UI, updated the woodcutter decision maker to efficiently take logs to storage
- Fix the butchery's production cycle that could sometimes make resource deduction hard to understand
- Burrows improvement
Environments
- Better handling of snow trails
- Fixed some snow decals
- Optimizations for distant trees and resources
Goblins Behavior
- Overcrowded condition improvement
Additional Changes
- Enabled Nanite on Goblins
- General optimizations for Lumen and Nanite (Scalability)
- Fixed multiple crashes
Thank you for playing Goblins of Elderstone!
~ Outerdawn Team
Update 2.0: Raid and Reforge
The goblins are restless, the drums are pounding, and the world of Goblins of Elderstone is kicking off its biggest shake-up yet with Raid & Reforge! This update remasters your entire village-building experience from the moment you hit New Game. We’ve rebuilt the UI from the ground up to get you into the action faster, streamlined your early choices, and moved pantheon decisions into the gameplay itself—right where your gods actually start paying attention. Every settlement now begins with a lively band of 10 random goblins, giving every kingdom a new flavour (and new troublemakers) each time you start fresh.
But the real chaos begins with Raids, a brand-new system replacing the old Treks. Raids are punchier, faster, and far more connected to your village’s survival. No more juggling side systems or watching your best heroes wander off—everything now feeds back into building, growing, and defending your clan as the seasons turn. Diplomacy, workshops, wagons, shinies—they’ve all been retired so your goblins can focus on what they do best: thriving, expanding, and occasionally setting themselves on fire. God powers have been reforged to fit the new system, and awakening your deity is now a strategic choice rather than a chore.
As the world grows colder and more dangerous, your goblins will face harsher winters, more frequent enemy waves, and a rebalanced progression that makes unlocking new buildings feel smoother and more rewarding. Construction is snappier, resources matter more than ever, and insomniac goblins finally get the rest they deserve (because sleep… no longer exists). Add in lush new season colours, wildly improved grass, updated tutorials, and a mountain of fixes, and Raid & Reforge delivers the most refined, strategic, and goblin-chaotic version of Elderstone yet. Time to sharpen your spears, stack your firewood, and see if your clan can survive the new age!
UI:
- Major overhaul of UI
- We’ve simplified the game setup to get you into the action faster and make every choice more meaningful!
- Removed Creation Story: Choices didn’t significantly affect gameplay, so we’ve trimmed this step to speed up the start.
- Pantheon Choices Now In-Game: Instead of picking your pantheon upfront, you’ll now make those decisions during gameplay when they actually matter.
- Removed Habitat Generation Tool: Level variations had minimal impact, so we’ve focused on creating more balanced and consistent starting environments.
- Standardized Starting Clan: All games now begin with 10 random Goblins for a fresh and varied start every time.
- Removed Difficulty Options: Difficulty is now built into each scenario for a more natural and well-tuned challenge.
- Build menu categories updated
- Customizable resources on HUD
- Spellbook UI consolidated into Faith Hall UI
- Pantheon UI consolidated into Temple UI
- Removed Statistics UI as it wasn’t showing the correct numbers.
Visuals:
- Season colours improved
- Upgrade grass to be procedurally generated and way more abundant
Features:
- We’ve introduced Raids — a streamlined, more engaging replacement for the old Treks system, designed to keep the focus on what matters most: building, managing, and defending your Goblin village!
- Added Raids: A simplified and faster version of Treks that keeps the excitement without pulling focus from your city-building core.
- Removed Treks: The old system was fun but often distracted from the main gameplay loop.
- Removed Diplomacy: This feature lacked strategic depth and meaningful outcomes, so we’ve shifted focus to more impactful systems.
- Hero Trek Effects Removed: Heroes no longer participate in Treks, but they can still be hired to defend your Village!
- Updated God Powers: Any powers tied to Treks or Diplomacy have been adjusted to fit the new Raid system.
- Removed Shinies, Workshop, and Wagons: These were part of the old Trek system and have been retired to streamline gameplay.
- Buildings now unlock with progression to help the player with the appropriate build order and reduce overwhelming.
- Conveniently relocate existing Buildings with the new move building function. Relocated buildings must be reconstructed by Goblins.
- Goblins of Elderstone is now available on Immutable Play. Connect your Immutable account and complete quests for exclusive rewards.
Content:
- New buildings were added so that all production buildings now focus on a single part of the production chain, allowing you to be more strategic and Goblin jobs to be more predictable.
- Craft Basic Tools at Toolmakers Hut and Tools at the Toolsmith
- Craft Basic Weapons at the Weapon Crafters Hut and Weapons at the Weapons Armory
- Assign Goblins at the Frog Catchers Tut to scavenge Frogs
- Assign Goblins at the Hemp Pickers Hut to scavenge Hemp
- Assign Goblins at the Herbalist Hut to scavenge Herbs
- Assign Goblins at the Excavators Hut to scavenge Bones
- Craft Warm Clothes at the Tailor and Leather Armor at the Tannery
- Craft Beer at the Brewery and Wine, previously called Ale, at the Winery
Balancing:
- Each season now lasts one year to have more frequent enemy waves (except in The Last Ice Age scenario where enemy waves don’t spawn)
- Removed sleep as a mechanic to increase overall village productivity
- Removed insomniac trait
- Removed pacifist traits which were causing uninteresting behavioural inconsistencies
- Global storage is back. Resources get delivered to and from the nearest storage. The global resource storage capacity gets increased by building more storages.
- Goblins don’t drop resources anymore. The only resources Goblins will pick up from the ground is loot from defeated enemies!
- Construction costs are deducted on placement instead of having to be delivered by Goblins. This means you won’t be able to place buildings that you can’t afford which can help you from overplacing, leaving lots of stagnant construction sites around the village.
- Gods don’t awaken automatically. God awakening is now optional.
- Eternal nights scenario goal changed from 100 years to 50 years to counterbalance frequent Winters.
- Increased time taken for Worgs to lose tameness
- Watch tower tutorial happens earlier to accommodate Winter (and undead) coming earlier
- Winters are colder so that sufficient firewood becomes more important
Bugs:
1.6.4 (2024-12-02)
The Fat King
Greetings, Goblin Chieftains!
We are pleased to present to you a new King of the goblin nation, our hefty, hungry, husky new Highness of Goblins.
The Goblin King now has a fresh visual upgrade, including new animations.
There’s now increased player control over resource management with new toggles at the Storage Hut.
The team has been hard at work on some large balancing changes and design goals this update, with a number of bugs squashed along the way.
Features:
• The Goblin King has received a suite of updated visuals. This includes their model and animations.
• Players can now toggle the acceptance of resources at Storages.
• Added buttons for cycling between all Warrens and Storages and a button to a Goblin’s UI to go to their Warren.
• Have had a large overhaul to goblin behavior and AI priorities, with the goal of more active player agency.
Major Design Changes:
• Needs Wheel functions as an overview of Goblin Needs fulfilment instead of Warrens storage.
• Storages and Warrens have local resource storage instead of global.
• Prioritization has a significantly stronger effect on Goblin behavior.
• Removed hidden "village needs" so the player has more control over Goblin behavior.
• Default scavenge prioritization is based on distance.
• Excess delivered resources appear as dropped resources.
• Building upgrade costs have improved to encourage upgrading.
• Economy overhaul
• Resources and resource node regeneration decreased.
• Economy scale decreased.
• Bundles updated to suit and have varying playstyles.
• Hauler relative carry capacity increased.
• King behaves more passively to avoid combat.
• Movement speed for goblins changing uniform increased.
UI:
• Added saved position for goblin inspect UI, and improved behavior with inspect UI retention.
• Warrens needs wheel now actively keeps track of goblins meals and hunger instead of stored resources.
• Removed Red “village needs” numbers from the HUD inventory overlay.
• Fixes for notification issues with older saves.
Bug Fixes:
• Players that have registered crashes through the crash reporter have had their crashes fixed.
• Fixed pathing issues with the Turtle on some of our ramps.
• Goblins will now complete multiple construction actions before looking for a new task.
• Fixed an issue with enemies still causing goblins to flee after they had died.
• Did some optimization on some of the more expensive AI calls to help framerates.