Poll

Good game?

Yes
Pretty good
Meh
Pretty bad
No

Author Topic: Goblin Camp - V0.15 is here! Woohoo!  (Read 2277 times)

Changelog:

•Battlements allow your orcs to fire over walls with their bows
•Rain
•Winter – The ground gets covered with snow and the river freezes over
•Terrain overlay, press ‘t’ to view only the terrain + creatures
•Immigrant creatures. Trolls are the only immigrants right now, but more can easily be modded in.
•River width and depth configurable in config.py
•Performance optimizations
•Many tileset renderer improvements both in performance and features (you can find the translucent ui option in the settings menu)
•Statistics are now gathered (production, death, filth generated) and points are calculated from it.
•Items flow downstream
•Rewrite of the pathfinder in terms of threadsafety. Should eliminate most if not all crashes.
•Autosaves
•Keyboard cursor movement was finally fixed. You can use the numberpad instead of the mouse if you want to.
•UI has been improved, scroll bars are better and the menu disappears when you make a choice, though it leaves your choice visible as a tooltip.
•Water can be barreled and is now required for several products.
•Creatures avoid fire better.
•Wind now behaves more realistically, and instead of being completely random will only shift a set amount   from the prevailing direction. This allows better planning against total death by fire.
•The river is now generated slightly smarter, and filling tiles with earth should work more as expected.
•Save compression, saves a lot of space and isn’t very notable speed-wise.
•Improved tutorial
•Setting to pause on danger (attack or fire)
•Goblins will now dump surplus items into the spawning pool, handily eliminating the problem of accumulating a big pile of wooden clubs from kobold attacks.
•Goblins douse flames automatically, though you can still order more goblins + orcs to help out if you want to concentrate the effort somewhere.


A Dwarf Fortress like game, you basically control a camp of goblins and orcs, orcs not doing any menial labor, and try to grow as much as possible. Fans of DF will probably like this game. It's like DF, but not as deep. Of course, there are some problems in your way of expanding. Mud, creatures, treemen, fire, hunger, and just about anything that doesn't belong to you is out to kill you. Despite this, you can build a good camp with enough effort. Gaining new resources comes with risks, stone quarries spawn ants and kobold raiders, clay pits spawn worms and golems, charcoal burning clamps spawn imps. Managing these risk is key to making a good camp. I suggest you try this out, especially if you are a fan of Roguelikes.

Website + download: http://www.goblincamp.com/
Wiki (Which I am trying to improve along with a few others): http://goblincampwiki.com/wiki/index.php?title=Main_Page
Forum: http://www.goblincamp.com/forum/index.php

Pictures:



Other stuff loel
My custom creature: The dogs.
npc_type "dog" {
   name="dog"
   tier=1
   tags=["friendly", "immigrant"]
   color="255,255,255"
   graphic='d'
   AI="HostileAnimal"
   needsNutrition
   stats {
      speed=30
      health=150
      dodge=10
      size=7
   }
   resistances {
      physical=10
                cold=20

   }
        spawnAsGroup="1d5+1"
   attack "Swipe" {
      type="slashing"
      damage="1d30+5"
      cooldown=40
      statusEffects=["Bleeding"]
      effectChances=[    33    ]
   }
   death="Corpse"
   faction="Trolls"
}
Slap that somewhere in your creatures.dat in the gcamp_core file and you'll get immigrant dogs that run very fast and act like trolls do, patrolling your territory and attacking things.
« Last Edit: April 29, 2011, 12:29:31 AM by Jacob/Lee »

looks like dwarf fortress

Brilliant work, Einstein.

Whats Dwarf Fortress?

Whats Dwarf Fortress?
The game with the most unreasonable learning curve in history.

Brilliant work, Einstein.
thankyou sir :P



ontopic: i never really got into DF do i bet i won't get much into this game, sorry
« Last Edit: April 25, 2011, 09:36:45 PM by WOLFPACK2 »

If it's because of the learning curve DF had, then never fear, the curve for this game is much less steep. It's more like a gentle turn on a trail than Mount Everest.

Killer bee swarm vs. 2 unarmed orcs.

"Nooooottttt faaaaaiiiiiiirrrrrr!"

Those were the last words of Gutlokshak and Gobgul the Fat.
« Last Edit: April 25, 2011, 10:20:48 PM by Jacob/Lee »

Pressed space in the stock manager thing, it filtered everything and I can't see anything anymore :(

*cough*backspace*cough*

I played this before but my camps fortress was stuck when i could not find out how to get stones.

I played this before but my camps fortress was stuck when i could not find out how to get stones.
Build a stone quarry, go to the stocks menu, type in "stone" and then increase the limit on rough stones. An orc will come and dig up some stones and if a proper stockpile is available, they will get hauled to that stockpile, ready for use.

How do i turn them into sharp stone?

Build a stone mason, then increase the cap for sharpened stones.

Oh, if you don't already, make sure you have 6 or 7 orcs armed with clubs standing over the quarry...

Yes i have read that those mines spawn creatures.

Goddamnit, while my orcs were playing Ko-ball two of them grabbed my axes and ran off the map with them.