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Update notes via Steam Community

Feature highlights

  • Goblin customization: The New Game Window now gives you control over your goblins' skin and hair color.
  • Advanced Stock Manager controls. By toggling advanced mode on in the Stock Manager, you can set a "Reserve" number for items. This prevents your goblins from using up all the items for further crafts. For example, you can reserve 100 rye seeds, which ensures goblins will not use rye seeds to make flour if you own 100 or less of them.
  • Further Advanced Stock Manager controls: In advanced mode the Stock Manager displays all recipes that produce a selected item. Each recipe can be enabled/disabled, and every recipe that has inputs can be set to automatically be produced if all the materials are available. This allows you to set wolf and crane corpses to be automatically butchered, or thread to be automatically made into rope, for example.
  • Mucking, middens and compost: You can build middens, have various items such as hay, rotten meat and plant garbage be taken there to decompose into compost, and then spread that compost onto your farm plots to fertilize them and bring back lost fertility. This allows for sustainably farming the same farm plots year after year, as long as your compost production keeps up with your requirements.
  • Farming on clay: By crafting dwarven metal shovels (or "acquiring" some iron shovels from humans) you can establish farm plots on clay soil. Clay soil has more fertility than sand soil so these heavy farm plots will support larger amounts of goblins.
  • Improved farming tech: Goblins can discover improved farming techniques that allow them to sow seeds much more efficiently.
  • New building: Windmill. Windmills grind seeds into flour substantially more efficiently than hand mills. Wind strength affects how quickly they work.
  • New building: Tall Raven Statue. Clears the fog in a larger radius.
  • New shaman spell. Conscript spirits. Harness the wandering spirits and have them do work around the camp. They can move items over difficult terrain and even water, freeing up your goblins for other jobs.
  • New shaman spell: Level Earth. This spell transforms surrounding tiles to be at the same height as the target one.
  • New shaman spell: Change wind. This spell changes the direction and strength of the wind to a random new one.
  • Civilian goblins now flee to their houses. This makes defensive building more useful as goblins are much less likely to be caught by enemies outside of camp.
  • Firefighter control. You can now decide how many goblins should participate in firefighting duties through the Jobs window. Firefighters automatically activate when an active fire is ongoing, and once the fire is put out they will go back to their normal jobs.
  • Automatic military draft. Goblins are now automatically drafted to military goblins when enemies are nearby, and will go back to their normal jobs once no enemies remain.
  • New sacrifice mechanics: Bonfires are now automatically ignited at midsummer, and sacrificial items are always stored in bonfires. The player no longer needs to confirm their sacrifices, as long as bonfires and items are built the sacrifices will always happen.
  • The Keepers: The attitude of the Keepers of the Forest and the Water are now tracked in the top bar, and are affected by sacrifices. Their attitudes change depending on how close the player gets to meeting the sacrifice requirements. Partially met targets are now less severe, you will have to fail multiple sacrifices in a row before encountering adverse effects like spontaneously combusting wood stockpiles.


Notable changes

  • Ruins are now more visible on the map.
  • Food point estimate icons changed. Now displays a down/up arrow depending on how the estimate matches requirements, and the icon is removed if there is more than a year's worth of food stored. Having over a years worth of food indicates that food production is well in hand so the estimate is not useful at that point.
  • Ignored items now have a red icon on top to better indicate which items are usable and which ones are not. Can be toggled on and off.
  • Explain why items in the fog or in deep water cannot be claimed in the item window.
  • Mention specific known items in missing tools notification.
  • Fisher goblins now place their caught fish behind them, less chance of losing recently caught fish to waves.
  • Seeds gained from farm plots now accumulate into larger bags to reduce amount of hauling.
  • Fishing points slowly recover if overfishing is stopped.
  • Summon goblins spell can no longer fail.
  • Fires in the forest-cover are now ignored.
  • Firefighters spread out more when fetching water to avoid bunching up too much.
  • Moved toggle foliage button from the overlay window to the main view, adjacent to the tile details window.
  • Reduced maintenance requirements for most buildings.
  • Reduced labour requirements for farming jobs.
  • New camps have 2 military draftees by default.
  • Clearing bushes now generates hay.
  • Crafting jobs are now limited by the number of workshops. This makes the job list easier to read and fixes major performance issues if excessive numbers of items are ordered.
  • Goblins cook slightly faster.
  • Goblins eat slightly faster.
  • Item icons now have different colored backgrounds to better indicate important item groups.
  • Human vandals appear slightly later.
  • "Bunch" items have been merged into the single item types (ie. no more turnip and turnip bunch, now there's just turnips). Makes it easier to understand what items are produced where.
  • Grant Butchery automatically if playing in peaceful mode.
  • Remove pin window button. Rarely used, caused more confusion than anything else.
  • Food warning has a red background and is delayed slightly when starting a new game to make it easier to notice.
  • Show what clicking a notification will do in the tooltip.
  • Show item quantities in item details window.
  • Remove stock manager targets controls for items where the target value would do nothing.
  • Clicking event texts in the log now focuses the camera to where the event happens.
  • Leaving goblins can now decide to stay if they find food at the last moment.
  • Leaving and dying goblins are now a log message instead of a notification.
  • Added notification for nearby enemies. Clicking the notification cycles through each enemy.
  • Open building menu if clicking a link for a building.
  • Sacrifice reminder notification is now shown starting from spring if sacrifice targets aren't satisfied.
  • Watchtower guards now find targets much more reliably than before and initiate combat faster.
  • Thrown spears are more accurate against fast moving targets.
  • Raise and lower earth spells are now allowed in tiles with less than 2 units of water.
  • Clear flora command no longer removes stumps.
  • Added dedicated "Remove stumps" command.
  • Added "Area demolish" command.
  • Goblins now store tools in the nearest available storehouse.
  • Sacrifices generate more culture spread.
  • Reduced threshing labour requirements.
  • Allow items to remain on the tiles where a structure is being built. In some cases this would lead to structures lingering unbuilt for very long periods of time.
  • Show progress of unbuilt structures in the structure window. Missing materials and work is now clearly shown.
  • Show when the next meal will be prepared in kitchens, and what the status of cooking is.
  • Show storage capacity for storehouses and stockpiles.
  • Show recipes for workshops as well as what items they are making, and whether a workshop has been claimed.
  • Sped up new map generation.
  • Moving over mud now adds a status to creatures to better explain why they are moving slower.
  • Storing buckets is now a dedicated job with its own priority. It defaults to high so that fighting fires can be started faster if buckets are crafted only just in time.
  • A warning notification is displayed if the player builds a building that directly blocks the camp center.
  • Guard post equipment lists now show how many of each item is available for use.
  • Adjusted how workshop production and building info is displayed in the build window.
  • Stockpiles default to storing nothing. Particularly in the early game, stockpiles can generate a significant number of jobs so it's better for the player to be explicit about what they want to store.
  • Raven statues and wooden stakes no longer require maintenance. Reduces the number of goblins that venture deep into the forest.
  • Ruins now always have seeds.
  • Rye flour is no longer directly usable for food, it must be baked into bread.


Fixes

  • Action tooltip mode now functions in all cases.
  • Starting areas are now guaranteed to be high enough to not get flooded.
  • Windhead movement speed when enemies are near slightly decreased.
  • Stumps now burn.
  • Guards who change from a ranged weapon to a melee weapon make sure to drop all ammo.
  • Fixed some situations where swimming goblins would never find their way around obstacles.
  • Stop dead goblins reserving houses.
  • Fix goblins getting stuck in demolition mode if a building set to be demolished gets destroyed ahead of time.
  • Close farm plot window when a farm plot is destroyed.
  • Fix rock lines remaining on the ground for some tiles when a stockpile is removed.
  • Fix item discoveries not triggering correctly if items are found by claiming.
  • Fix case where watchtower guards might turn passive.
  • Fix crash if a goblin died while pouring water.
  • Fixed fleeing vandals attempting to path to the forest-cover when they were already in it.
  • Gravefolk no longer target duckboards for destruction.
  • Gravefolk now realize when they are no longer underwater.
  • Fixed military goblins getting stuck trying to path across water if an enemy was there.
  • Fix crafting goblins getting stuck if they were expecting another crafting job but had to leave their workshop.
  • Fix goblins on fire freezing in place if they catch fire, get the fire put out and catch fire again in quick succession.
  • Fix list of reserved seats overflowing the window for large kitchens.
  • Stop idle goblins from idling in places that need a long path from their houses.
  • Cancel crafting if the workshop is destroyed from around the craft-goblin.
  • Item counts are combined in the Ruins Explored popup.
  • Guards with ranged weapons now adjust the amount of ammo they carry to account for armor weight correctly.
  • Guards now idle in their correct tiles depending on guard post size.
  • Forbid using Raise Earth on tiles that could not be raised higher in any case.
  • No longer destroy farm plots or stockpiles if ground is modified by spells.
  • Stop goblins trying to build bridges from the water and causing the job to fail.
  • Goblins now wake up if they catch on fire.
  • Goblins now wake up if their house collapses around them.
  • Goblins now wake up if they are suddenly underwater.
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