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" - Also: 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 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
[ 2024-12-25 20:38:34 CET ] [ Original post ]
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The Tactical Rpg Going Full Goblin Mode!
In Gobs and Gods, you freely explore a fantastic world full of magic, wonders and crazy surprises.The bad news: its nicest inhabitants are ... Goblins.
The good news: they seem to believe you are their God.
Hire, equip and level-up a band of goblins to fight and die for you in tactical turn-based combats, while you uncover the secrets of this world, and maybe find your way out of there!
The Gameplay Includes:
- free exploration of a sandbox world
- fast tactical turn-based combats
- a wide variety of absurdly unique quests
- levelling your army of expendable goblins while increasing your own powers.
Free Exploration Of A Sandbox World
At game start, you can choose either the default map or a new procedurally generated world map for increased replayability.
You will explore smelly dungeons, mysterious mage towers and prosperous villages ... all that while getting the opinionated comments of your goblins about the places you visit.
Fast Tactical Turn Based Combats
When encountering an enemy mob, the game switches to a turn-by-turn combat on a hexagonal grid.
Your goblins must act each turn with a limited pool of action points, to move, hit, cast a spell, or maybe insult the opponent.
They can also unlock more powerful moves by spending "essence" points, but this resource is limited, making for difficult tactical decisions.
To ensure there are no downtime, the opponents move all simultaneously during the AI phase, and the engine can smoothly be swapped to a "real time" mode to quickly finish a battle.
Quests Like You Just Won't Find Anywhere Else
In Gobs and Gods, you should not expect epic quests where you are the only hope to save the world - it is way beyond saving anyway.
And if you are told by a nice and miserable gob that you are the one to help them get rid of the local evil bad guy, don't fall for it, it's a scam!
Instead, you would get quests which make sense for a goblin - which is to say, sometimes not so much; but we bet that for once you will actually read the text of the quests.
Levelling Your Gobs and Your God
Your goblins will gain xp when they survive a battle, increasing their strength, unlocking new perks, and enabling you to deal with stronger enemies...
... until you suffer a defeat and lose most of your army. Does this mean you have to reload or restart the game? No! Remember, You are a god, and they are only expandable goblins. When you lose a levelled goblin, you absorb its experience and gain devotion points, which allow you to unlock new powers and to help you quickly recover from a set back.
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