[h1]Goblin Storm: Ascension[/h1] Version 1.0.3.5 Checksum (2C3F)
Greetings everyone, Goblin Storm: Ascension released at 11:30 PST today, and here are the update covering everything that changed!
This is going to be an [i]extremely[/i] long set of notes. So here is the quick TL:DR for people in a hurry:
[h1][b]Summary:[/b][/h1]
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[*]New Undead Horde game mode.
[*]New playable Undead Race.
[*]3 new undead factions.
[*]16 new soldier types.
[*]155 new regiments.
[*]Goblin AI battlegrouping logic update.
[*]Buffed trolls.
[*]New map: [b]Keldshire[/b].
[*]Silver/gold frames added to unit graphics
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[h1]New Game Mode:[/h1]
[b]Horde[/b]
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[*]Horde is similar to conquest but designed specifically for undead attackers.
[*]The undead resurrect the population of pillaged settlements as new undead warriors.
[*]Supports slightly higher starting points. This may be adjusted further depending on player feedback.
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[h1]New race[/h1]
[b]Undead[/b] with 3 factions:
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[*][h1]Order of the Scarlet Rose:[/h1] Goblin Storm’s first hybrid faction, commanding both legions of the dead and battle hardened human veterans.
[*][h1]Lich Lord:[/h1] An iconic undead army with access to all undead unit types including flying phantoms and gargantuan ravenous husks. The Lich’s army has a little of everything but depends on the survival of its sole leader, the powerful Lich Lord.
[*][h1]Feral Undead:[/h1] A zombie apocalypse that washes over its opponents like a tsunami of rotting flesh and bone.
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[h1]Enter the Undead[/h1]
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/26824aeac09e35b52415da35159fb10660aa8682.png[/img][img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/e96da831d0a6a9b55f3c6afb520b512ea1a24ab4.png[/img][img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/42e5952a69e1abb430d41ac704a5f84c947288a1.png[/img]
The playstyle of the undead factions is very different from humans or goblins, and the variation between the Order and the other undead factions is immense and will be detailed in a separate dev blog. But there are some common themes across the undead factions.
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[*]Undead companies are non-standardized and often mix different types of melee/fire soldiers into the a single unit.
[*]Undead companies are larger, usually between 75-100 warriors strong.
[*]Undead warriors are typically the weakest in their class.
[*]The Undead lack effective light infantry.
[*]Undead cavalry are great skirmishers, even their heavy Death Knights receive a skirmish bonus.
[*]All Undead factions resurrect the populations of pillaged settlements. The type of undead raised depends on the pillaging faction and the settlement's development level.
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[h1]Basic Undead Soldier Roster[/h1]
[h1]Heavy Cavalry[/h1]
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/ba987995d126fe6c780c4da495804a670b67251b.jpg[/img]
[b]Death Knights[/b]
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[*]Offensive Melee: 10
[*]Defensive Melee: 8
[*]Fire Protection: 12
[*]Skirmish Modifier: +10%.
[*]Resilience: 10%
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[h1]Heavy Infantry[/h1]
[b]Ravenous Husks[/b]
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[*]Offensive Melee: 12
[*]Defensive Melee: 12
[*]Fire Protection: 10.
[*]Skirmish Modifier: -40%.
[*]Resilience: 40%
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[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/5fdd359458b0c948a96a419f26c6a32d8934bdf0.jpg[/img]
[b]Grim Wardens[/b]
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[*]Offensive Melee: 6
[*]Defensive Melee: 6
[*]Fire Protection: 8
[*]Skirmish Modifier: -20%.
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[b]Ghoul Bulwarks[/b]
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[*]Offensive Melee: 3
[*]Defensive Melee: 5
[*]Fire Protection: 8
[*]Skirmish Modifier: -20%.
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[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/91471c29f603d8dc033a7e82ee1a8641d44c1aae.jpg[/img]
[b]Bone Ghouls[/b]
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[*]Offensive Melee: 3.5
[*]Defensive Melee: 3.5
[*]Fire Protection: 8
[*]Skirmish Modifier: -20%.
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[h1]Fire[/h1]
[b]Fallen Archers[/b]
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[*]Offensive Melee: 1
[*]Defensive Melee: 1
[*]Fire: 1.5
[*]Fire Protection: 4
[*]Skirmish Modifier: +0%.
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[h1]Light Infantry[/h1]
[b]Rabid Zombies[/b]
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[*]Offensive Melee: 2
[*]Defensive Melee: 1.5
[*]Fire Protection: 2.
[*]Skirmish Modifier: -35%.
[*]Resilience: 10%
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[b]Armored Corpses[/b]
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[*]Offensive Melee: 1.5
[*]Defensive Melee: 1.5
[*]Fire Protection: 4.
[*]Skirmish Modifier: -40%.
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[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/5078f153710511e68242f61d2ea563453888b179.jpg[/img]
[b]Zombies[/b]
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[*]Offensive Melee: 1
[*]Defensive Melee: 1
[*]Fire Protection: 2.
[*]Skirmish Modifier: -35%.
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[h1]Lich Lord Unique Soldier Types[/h1]
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/26824aeac09e35b52415da35159fb10660aa8682.png[/img]
The Lich Lord commands vast hordes of undead warriors of all types. Some are exceptionally skilled, others are objectively awful, but all play an important part in the Lich's strategy of attrition. The Lich Lord's very presence is enough to make even its worst warriors put up effective resistance, and while the defenders carve their way through the bulk of the undead host, Phantoms rampage behind the lines resurrecting the hapless peasantfolk as fresh undead warriors.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/ab516cbb621c192dd3d35f30e94ad02a3a9d6931.jpg[/img]
[b]Lich Lord[/b]
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[*]Offensive Melee: 9
[*]Defensive Melee: 9
[*]Fire Protection: 8
[*]Fire: 200
[*]Skirmish Modifier: +0%.
[*]Resilience: 99%
[*]Special: Leader. Lich Lord (+20% bonus to all faction units within 5 hexes)
[h1]Light Infantry[/h1]
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/114586060c28d5db422e0873bf2d8690262844dc.jpg[/img]
[b]Phantoms[/b]
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[*]Offensive Melee: 7
[*]Defensive Melee: 7
[*]Fire Protection: 11
[*]Skirmish Modifier: +43%.
[*]Resilience: 90%
[*]Special: Is Flier (ignores all terrain cost), Is Recon (2 hex Line of Sight)
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[b]Plague Rat[/b]
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[*]Offensive Melee: 0.1
[*]Defensive Melee: 0.1
[*]Fire Protection: 0.25
[*]Skirmish Modifier: +50%.
[*]Special: Is Stealth (invisible to settlement Line of Sight), Is Recon (2 hex Line of Sight)
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[h1]Feral Undead Unique Soldier Types[/h1]
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/42e5952a69e1abb430d41ac704a5f84c947288a1.png[/img]
Even with their 20% discount on all unit types, the Feral Undead's huge armies of zombies and ghouls are seldom sufficient to overwhelm professional human armies alone. To compensate for their qualitative disadvantage, the Feral Undead use hordes of Zombie Chargers and Bone Riders to outmanuever their opponents and deny them a chance to escape. The Feral Undead will hit the defenders hard and fast, when fighting them always make sure your flanks are guarded or you may never get a second chance.
[b]Bone Rider[/b]
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[*]Offensive Melee: 4.
[*]Defensive Melee: 3.
[*]Fire Protection: 7.
[*]Skirmish Modifier: +38%.
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[b]Zombie Charger[/b]
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[*]Offensive Melee: 3.5
[*]Defensive Melee: 1.5
[*]Fire Protection: 3.
[*]Skirmish Modifier: +38%.
[*]Resilience: 10%
[*]Special: Is Recon (2 hex Line of Sight)
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[h1]Order of the Scarlet Rose Unique Soldier Types[/h1]
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31340927/e96da831d0a6a9b55f3c6afb520b512ea1a24ab4.png[/img]
The Order fields most standard human soldier types in small numbers alongside vast numbers of ghouls, but they have no access to Ravenous Husks or to the innumerable swarms of zombies employed by the other undead factions. The specifics will be covered in an Order dev blog. We will just showcase the Order’s vaunted Templars and their standard leaders here.
[b]Templar[/b]
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[*]Offensive Melee: 13
[*]Defensive Melee: 9
[*]Fire Protection: 9
[*]Skirmish Modifier: -50%.
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[b]Kardinal[/b]
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[*]Offensive Melee: 4
[*]Defensive Melee: 4
[*]Fire Protection: 6.5
[*]Fire: 20
[*]Skirmish Modifier: +0%.
[*]Resilience: 80%
[*]Special: Leader. Leads at a distance (+20% combat bonus to all units under its command within 5 hexes).
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[h1][b]Faction Changes:[/b][/h1]
[h1]Goblins:[/h1]
[list]
[*]Gudhered Battle Troll companies now include escort of 50 younglings and 10 Hobgoblins.
[*]Gudhered Troll companies now include 75 Younglings.
[*]Gothrang Troll companies now include 40 Younglings and 10 Warriors.
[*]Streamlined and updated AI battlegroup logic for all Goblin factions.
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[h1]Beasts:[/h1]
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[*]Merewyrm Colony roam range increased from 3 to 6.
[*]Merewyrm Swarm roam range increased from 2 to 4.
[*]Formidable Merewyrm Alphas and Broodmothers added to all Merewyrm spawns.
[*]Black Knight’s escorts replaced with Death Knights.
[*]Flying trait added to Wraiths.
[*]Wraith company size increased from 40 to 75.
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[h1][b]New Map:[/b][/h1]
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Keldshire, the peaceful heartland of the Westdale, long protected by the kingdom’s vigilant armies…until now.
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[h1][b]Graphics:[/b][/h1]
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[*]Silver frames added to all normal units.
[*]Gold frames added to leader units.
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That’s it for today! We hope you enjoy Goblin Storm: Ascension and we look forward to continuing to expand on this content update throughout the fall. As always, your thoughts are welcome here, on our forums, or on our community discord.
https://discord.gg/S6HCFBF
-Xenophon