Majesty Gold HD

Majesty Gold HD

Goblin Kingdom
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Update: 20 Oct, 2021 @ 3:44pm

Update 0.5.2 - Goblin Guard Rework

Watchtowers no longer have an innate attack.
Watchtowers now provide a safe place for Camp Watch goblins to shoot from.
Each Watchtower research adds another Camp Watch to its roster.
Camp Watch goblins with no watchtower now find a new one or wander if there are none.
Temple to Grum-Gog should be buildable, Champions recruitable, and Fervus spells useable through Grum-Gog.
Nearby Watchtowers now reinforce each other.
Fussy Watch goblins will not let gnomes shelter in their towers, nor allow Extortionists to deliver gold there.

Update: 11 Oct, 2021 @ 8:55pm

Update 0.5.1 - Mostly Bug Fixes

Building Changes:
The Goblin Fortress, Watchtower, and Temple to Grum-Gog are now unique buildings.
Gnomes are tolerated by humans, goblins, and ratmen, but not by any of the other races.
Watchtower stats adjusted to be more consistent with the original watchtower building.
Despite being a Temple, Grum-Gog grants no spells to the user.

Bug Fixes:
Gnome Hovels no longer spawn Rats Nests.
Number of buildings of either race is now being counted correctly.
Fixed base game stuttering bugs.

Update: 31 Dec, 2020 @ 10:19pm

Update 0.5.0 - New Beginnings
Picking this project back up. This update, first of many to come, includes a new system which will eventually allow the player to switch between a goblin faction and a human faction, or choose one or the other at the beginning of the mission.

Changes:
Set up a system which will dynamically adjust what race's buildings you are allowed to build. (Now you can build human buildings instead of goblin buildings with this mod enabled if you want to.)
Began replacing the reskinned buildings with unique goblin buildings.
Began playing with new systems for the housing and goblin watchtowers.

Update: 19 Apr, 2019 @ 3:24pm

Update 0.4.0 - The Resurrection

The project is alive again! It's not everything I wanted in for the next update, but I promised an update, so here it is!

Changes to Rats Nests spawning and unit caps.
Sewers spawn friendly rats with rats nests present.
Archer Camps are like Rangers Guilds.
Goblins flee due to injuries faster.
Archers explore more, and Ratmen explore less.
Overlord names are from the Warriors of Discord instead of Warriors.

Happy Easter Weekend!

Update: 27 Jun, 2017 @ 2:31pm

Version 0.3.1 - Homes for the Homeless

Fixed a bug where characters would not find appropriate new homes when they were homeless.

Update: 17 Apr, 2017 @ 12:13am

Henchmen changed to monsters.
They're likely all to receive some nerfing, but will retain different qualities than standard henchmen.
Will try to change Peasants' voices to Gnomes. Couldn't get the soundoverride for the gnome death to work properly for me.
Guards are stronger than normal, especially Palace Guards. I always felt like guards were too weak anyway. But I'll probably nerf 'em some.

Update: 10 Apr, 2017 @ 9:42pm

Increased Goblin attack to get arround divide by zero error. They were probably too weak anyway.
Hyphenated Grum-Gog's name, as it proper.

Update: 10 Apr, 2017 @ 8:06pm

Fixed bug where Temple to GrumGog would attempt to spawn an undefined unit.

Update: 9 Apr, 2017 @ 2:07pm

Main heros all implemented. They're all unique, rather than reskins.
They utilize "GKHxx" IDs to be unique, and to theoretically work with other Mods.

All guild buildings are reskins. Changes to make them unique will be coming.
Non-used guild buildings currently are not allowed to be built. May change this to work with other Mods.

Current AI is crafted based on the AI of similar heroes.
Adjustments and maybe special behavior modules will be coming.

Economic buildings likely will not be reskinned, unless the ability to put in custom sprites is added.
Most henchmen will be remade or at least reskinned in the future.
Embassy recruiting random monsters will be implemented later.

Update: 7 Apr, 2017 @ 8:03pm

First strides in making a Goblin Kingdom!

Most goblins made as unique characters, rather than modifying existing characters.
Characters have mostly reasonable and functional decision trees.
Balance has not yet been tested or tweaked much.

Having trouble with buildings, but initial re-skins using existing structures are in place.