Goblin Stone Devblog #9: Mortal Wounds
Goblin Stone Devblog #8: Gamepad Support
Goblin Stone Devblog #7: Goblin Stone World at a glance
WORLD MAP
Goblin Stone takes place in a world where despicable humans hunt all creatures for glory and gold, while monsterfolks struggle for survival in small settlements scattered across the realms.
During our first demo and beta test game version we previewed three region maps: Old Woods, Hinterlands, and Golden Hollows. These regions span four story chapters and are part of Goblin Stone's first story arc. Each chapter takes you to a new location where you will encounter various monsterfolks, menfolks and other creatures. Don't worry if you missed our previous demo; we'll walk you through the Land of Goblin Stone in this devblog.
OLD WOODS
The starting point of the game is located in the Old woods region, which is home to goblins and various feral creatures. It is a subregion of the Hinterlands area, but due to its environment design, it is considered a separate region. We describe Old Woods as a sunny, warm forest with grassy and rocky terrain.
HINTERLANDS
The home to the friendly Orcs. Hinterlands is our take to a mossy woodland biome populated by pine and oak trees. A river flows through this area, encouraging the growth of greenery. While the terrain is grassy and rocky, it is damp and cold in comparison to the Old Woods.
GOLDEN HOLLOWS
The Gnolls' encampment can be found deep within the Golden Hollows forest. The land consists of golden rolling hills covered in farm crops and fields. The majority of the trees and bushes are reddish in color, giving the impression of an autumn harvest. The Halflings, who later discovered the land, also established their territory in Golden Hollows.
What lies beyond…
Beyond the forest lies EttinFells, home to the Kobolds and Menfolk. Another chapter awaits our goblin heroes as they travel further north. Please look forward to our next devblog as we will venture out to the new region of Goblin Stone.
Wishlist Goblin Stone on Steam to follow the journey of our goblin heroes!
Goblin Stone Devblog #6: Goblin Classes II
In our previous devblog, we tackled the first four goblin classes in Goblin Stone. Before we move on with the next goblin classes, let’s talk about how ‘changing classes’ from a simple Peon to a more specialized class is done in this short walkthrough.
CHANGING GOBLIN CLASS
Class assignment is done when the goblin initially grows up. So long as the goblin has not embarked on an adventure, players may freely change the goblin’s class at any time. Class changes are instant but require at least 50 foodstuffs which the player can acquire through adventuring. When a Goblin takes on a class his attire also changes to match the class.
Class changing is done directly in the details view UI of the goblin. Clicking the ‘change class’ button will show the list of classes the goblin is qualified for. Bear in mind that each class has a minimum requirement of at least 5 attribute points in order for a goblin to change into a specific class. If the attribute requirements are not met for the class, the goblin is not allowed to change its class. This is where the breeding feature comes into play but that is another story for another blog.
Now that we know how to turn Peons into a more powerful goblin warrior, let’s have a look at the new goblin classes that we added in our last demo update. Each one putting their own spin on a classic adventuring archetype; The Hunter, the Mystic, and the Bandit.
BANDIT
“A commanding scoundrel. This one knows what motivates a Goblin”
The Bandit acts as a melee support class that commands other goblins. These guys are real bossy. They are experienced, cunning, and able to take and deal a decent amount of damage by themselves. They prefer to use swords and blunt weapons. The Bandit’s true strength is in their leadership. Their abilities revolve around barking commands at the rest of the squad, giving them buffs. They can also rearrange their order so that defenders can take the blows and attackers can score clean hits.
ABILITIES
MYSTIC
“A master of the arcane arts and all sorts of tricks and treats.”
The Mystic, armed with a wand, is a surprisingly well-read and studious magic-user. While physically fragile (even by Goblin standards), they’re able to punch well above their weight with powerful offensive spells that can reach targets behind the enemy line. They can also use frost magic to freeze enemies in place, offering ways to delay damage and mess with enemy positions. But most surprisingly, they can perform tank duties and absorb damage in certain situations, especially versus other magic users. So long as you keep attacks from landing, Mystics can be one of your heaviest hitters.
ABILITIES
HUNTER
“A carefully placed trap will always outdo wreckless heroism.”
The Hunter is a wary combatant, armed with either a spear (another new weapon class) or an axe, but unlikely to use them until a kill is all but assured. The Hunter’s abilities mostly revolve around delayed and pre-planned damage using their powerful traps, with each trap having a unique trigger condition. They are also a very strong-ranged class making use of arrows to pick off enemies or inflict debilitating status effects on their prey.
ABILITIES
Which one is your favorite goblin class so far? We hope this post gave you a better understanding and insight into the goblin classes. Look forward to the next 4 goblin class that is in the making, we will share more about them in our future posts.
Next up: Breeding!