Because this was the first goblins in the game. Didnt have any thieves before this, so its a bug that a brigade of Goblins would spawn without any notice and on top of your town, not even on the edge of your sight.
This is all really good feedback for us; keep it coming!
Some thoughts:
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Goblins arenāt supposed to spawn near your town/where there are buildings and farms. If you see something like that happen, could you pause the game and look for their spawn point? (It will be marked by a tiny stockpile.) Then send us a screenshot? If thereās a bug in the spawner, we should fix that.
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Iām very interested in āhow many goblins is too manyā, assuming you do want combat in the game. We do plan to implement peaceful mode, but if you ARE interested in fighting, I would love to hear a.) how interested in combat you feel you are (very, moderately, only slightly) and how many goblins-per-day/situation/encounter you feel is a sweet spot for you.
Thatās still a balance issue.
Seems the game is currently working as intended. The balance is off, I know because Iāve been steamrolled myself, but the GM event and goblin spawn system works. Combat works.
I believe the armour upgrades are currently cosmetic only. Once the upgrade system is fully fleshed out and they add stats to the footmen, this may be less of an issue. A couple of upgraded footmen might be able to fend these attacks off.
When your towns worth is at the stage where goblins zerg, this should be counter balanced by the number of new villagers approaching - allowing you to promote more footmen to protect you. This is again a balancing issue.
Edit, Sdee got in first!
Yes, exactly. We have spent very little time thus far on all these crunchy bits, because we were trying to get the system working. So if you have input, nowās the time. ![]()
Re: armor and more people: yes and yes.
Personally, I like the goblins and I feel they keep you on your toes. However, in the early game, there should be a cap on the āstrengthā and hit points the goblins have. They should be cannon fodder.
Having Gonan the Goblin Barbarian and his band of merry men come in and undo all your hard work is a little upsetting -.-
I also feel that the GM Spawn Goblin attack mechanism should be randomly triggered at certain Net Worth values. i.e, if you have just started, they should not be spawned /or should have little interest in you. As you get set up and therefore have more worth, your camp should become more attractive to the goblins and therefore they take more interest in you, meaning that you have to invest in protecting what is yours.
AAAAAND!
This brings me back to my downed state combat feedback⦠I would much rather prefer to be knocked out by a wooden sword or a fist.
Especially for non-combat units.
<./feedback>
moderately
I think @Froggy has nailed one of the sore spots (having the means to handle said invasions via better arms and armor)⦠I like the current balance (raids vs. peace) thoughā¦
bottom line, I think weāre just beginning to wade into the combat waters⦠once we have more 1) enemies and 2) the means to fend them off, we can continue to perfect the balanceā¦
Yeah, iām seeing it as super difficult to balance right now. Steve is right thought, once we get the means to defend ourselves better, the whole balance issue will change dramatically, we just have to suffer for a bit at the moment.
Or not suffer in my case, I think bribing the goblins with berries early on has kept me safe. ![]()
I feel like itās a very important part of the game. If there is no challenge, the gameplay (FOR ME) would get very stale, and iām sure a lot of people would agree. In a non-peace mode, combat/defense should always be in the back of your mind.
As should be flying Cthulus with zombie spawning powers. (Iām going to keep plugging that until it happens.)
Completely dependent on how rich you are⦠I think the initial gobbo that steals your stuff is good. Then a single armed gobbo escort with the other⦠then the amount of escorts/thieves increases as you get richer⦠just seems to make sense.
Iād cap it at 5 raiders max at a time though. Until things get figured out. 5 is enough to defend against if youāre ready, but also enough to ruin you if you arenāt paying attention.
AAAND AGAIN!
Can I suggest a rally system before the red alert?
Something like:

Pressing it will cause the villagers to rally around the camp fire and defend themselves against adjacent goblins.
Handy for just before you go to red alert mode.
The reason I feel this is necessary is because often when under attack by those mischievous little goblins, my villagers are often spread out. When I first press red alert one or two villagers deal with the goblin blight while all the others (trapper, builder) have to run back and join in the fight. By the time they get there, the initial defenders are often dead.
Everyone knows the best way to deal with a zerg is a counterzerg! Right?
Ahh, I see your point now! This is because you built next to the map boundary.
There will be no artificial boundaries in the final game - or at least the map will continue for a significant amount from where you can place your village on initial embarkation.
I had my last town in a valley with mountains around it. The goblins would spawn in the woods (the only exit out) roughly 100 m next to my viallage. At least they took my goods there causing some hilarious moments were they would steal, place it on their stockpile and my workers went there to take it back. I also didnāt have a fancy town going, just the plain small farming to survive. If I donāt fight they suck my economy dry, when I fight they return in armed packs of five and kill my peasants and soldiers one by one.
would it be possible to scale the number of goblins initially to the number of footmen
until say X wealth is reached
Then when a town should have enough footmen to handle a mob of enemies they can spawn even if you havent got the footmen due to stupid worker usage.
it is actually that. its like 1000 or so
I personally like combat, im not sure what exactly is the sweet spot for me though.
I agree with you, without challenge, things would get stale real fast for me, (there is a good reason they are adding a peaceful mode for people who dont like it) But in normal mode, there should be challenge, i feel right now it feels good for me, but that is just me.
But the migrants come in very slowly, so it can be hard to get back on your feat after your, for example, 1 main worker dies.
I feel that scaling only by soldiers/wealth is bad for this game, as it is supposed to be a sort of city building rpg hybrid, like what steve adamo said, you can based on your choices have war or peace.
Food = person.
The idea, way back in the kickstarter days, was to have the ability to pay food to gain a new villager. I think that would solve this balance issue. Itās not like I get the worker for free - I have to pay the initial food and feed him for the rest of his life.
Food = person, balances the goblin horde because I can raise an army to counter it.
I actually donāt think the number of goblins is the problem, but to tune it up either they get nerfed and get less strength or they get less life.
Today Iāve played several games, and in most of them my settlers got killed, all of them, without being able to kill a single enemy. That brought me to the coclusion that they are way too strong.
Another way to improve it would be that the footmen would focus the armed goblins before the thieves. This would make it easier to kill the rest.
I wish I knew how you were having this problem. I havenāt seen more than 2 goblins at a time since goblins were first introduced. :\
My current village is easily over 1500 Wealth, has tons of stuff in itās stockpile⦠and iāve got about 9 villagers.
Edit: Should also mention I kill every thief I get the chance to.
its the same guy who was talking about having two days and getting attacked earlier, Im not sure how he keeps dying, ive never had this issue.
How are you playing TRJ??? How do you manage to piss off the goblins so fast?
Do you just make a million farms or something?
Ive been trying to figure this out, then we can pin down the actual issue instead of just instantly nerfing it, (which is a lazy way of going about it, and unfun for many people.), perhaps farms just produce too much net worth?
