Post news RSS Goblin Camp v0.14 Release

v0.14 of Goblin Camp has been released, and brings with it tilesupport and fire! And a host of other fixes, tweaks and content.

Posted by on

Version 0.14 brings with it a lot of new things, but the two major ones are tilesupport and fire. You’ll find the changelog below.

*Bugfixes, one which was an especially subtle one affecting only some mods on some computers.
*Tilesupport! Long awaited, it's now here. The tileset that comes with v0.14 has been gathered from the forums as
well as crawl-tiles, but is lacking quite a few things, so help is really appreciated if anyone can contribute more
*Fire. Imps throw fireballs and orcs can start fires themselves. Fire will burn through the forest pretty quickly
and destroy all things flammable. It's pretty great.
*Wind. Wind direction will affect which way fire will spread, and which way smoke moves
*Basic offensive spells have been added, and can be modded in pretty easily.
*Buckets, which is an important change because goblins can now use them to douse flames if they get too close.
Also dumping filth is done with buckets now instead of barrels.
*Chimneys. Constructions which use fuel to produce their products, such as kitchens, will produce smoke as the orcs
work and really add to the atmosphere. Mind you, working with fire always has its risks...
*Slope is calculated for the entire map depending on the heightmap used to create it, which will make filth
flow downwards. Most of the time this means that filth flows from your camp towards the river, but rocky
outcroppings may cause it go elsewhere.
*Rivers have a current, which can be observed when you have filth flowing into it. The filth will be taken by the
current and move downriver, accumulating on the banks and eventually flowing offmap to be someone else's problem
*The game now tracks how many years have gone by in gametime
*Stockpiles and farmplots can now be dismantled only partially, allowing you to use that and expansion to fine-tune
them to just your liking
*Constructions will be automatically repaired in the event that they get damaged by fighting or fire (constructions
also display their condition in the sidebar now, like creatures)
*Traits have been added. This is mostly just the framework for future things, but for now some goblins are born
less prepared to meet fire, and orcs change appearence depending on if they're fresh from the pool or if they've
already seen some fighting.
*A lot of new content has been added, many items, constructions, creatures and plants
*You can now create poison antidotes, healing tonics and even chillwine to stave weariness off. Creatures will
know to look for drinks and food to fix their ailments by themselves.
*Having all your goblins and orcs die no longer throws you back into the menu straight away, you can opt to watch
the carnage continue if you wish.
*Weapons and tools now take damage as they are used, and will eventually break.
*Creatures can be defined to spawn with equipment, so you can have elves attacked armed with bows and quivers full
of arrows
*The first trap has been added: the spiked pit. It'll help greatly in defence, though your creatures can fall
in too if they step too close, so think about where you place them.

Daemoria - - 130 comments

so very cool. this is a very tight little game you've put together, very fun too. :]

Reply Good karma Bad karma+1 vote
sgtteris - - 303 comments

How do you get stone quarries? All it says is "Stone is required for more advance buildings. Beware underground monsters!"

Reply Good karma Bad karma+1 vote
sgtteris - - 303 comments

I take that back...How do you get food? I don't understand how to use the farms.

Reply Good karma Bad karma+1 vote
Pajari - - 21 comments

there's a forum especially for these kinds of questions ( and there's a few hints in the readme.txt so you should go there before you post here. but what you need to do to make food is set down a plot like you would a stockpile and then 'allow' plants to be placed there the same way you'd 'allow' stone or bread or whatever to be placed in a stockpile. you've gotta make the production chain too- the kitchen or the mill and bakery depending on what you want to make.

to make this post less worthless: gj gencontain your game owns

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.