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Medieval Monday Talk #45

Greetings, medievalists,

With the introduction of new events, we also plan to introduce new roles to support them. You will be able to assign roles to your settlers. Currently, there are three roles available: Bard, Chaplain, and Druid.



The Bard will lighten the mood when performing at events like feasts. Chaplains will offer soothing words to any settlers who enter their chapel, and druids will do the same for pagans. However, there are some limitations with these roles...

Each settlement can have only one of each role, but not everyone is eligible for these roles since each will have different requirements. On the other hand, if a settler assumes a role, they may be happy but also lose some job preferences. With a great role comes great expectations and possibly a diminishing passion for other pursuits… or something like that.

That's why we are introducing a new hour type in the 'Schedule' tab during which settlers with roles will prioritize their role duties. This hour type is called… “Role Duties”. Yeah.



Assigned roles will be removable. Either they will lose one of the role conditions (perhaps their room?) or you will remove it by choice. They will become sad and may experience other negative mood modifiers if that happens.

Also, other NPC settlements can apply these roles to their own people. Don't be surprised if a chaplain from another settlement visits you. Perhaps they can hold a sermon in your church as a sign of friendship between your respective settlements? That is up to you.

So, why the roles? Because we want to add more personality to these events, and they will improve their outcomes. And as mentioned before, we plan to introduce more events and more roles over time, which will tie nicely with some of the future stuff (prisoners... wink, wink). But right now, we believe this is a good start.

Regarding preferences—you know how settlers sometimes come with stars on their skills, with one yellow star indicating an 'Eager' stat, while two yellow stars indicate 'Passion' for that skill? These stars improve XP gains and positive mood modifiers when settlers work on those jobs. Well, we plan to tie those stars not only to skills but also to the settlers' actions.


What this means is that some settlers might not like tasks such as fighting, hauling, or maybe... cooking? To address this, we'll introduce red stars. One red star will indicate 'Unwilling', while two red stars will mark the job as 'Resentful'.

Essentially, settlers will gain much less XP while performing these jobs and may even experience negative mood modifiers.


Essentially, settlers will gain much less XP while performing these jobs and may even experience negative mood modifiers. We can link this to a settler's role where, for instance, a bard might dislike hauling because it's now beneath them. Oh, the drama. See, it’s all connected.

And just one more thing before we sign off...We've switched publishing partners, but it's very much business as usual moving forward. Mythwright is a new publisher founded by former members of The Irregular Corporation; they already have intimate knowledge of Going Medieval which allows things to continue as normal. And continue we will!

Also, we will not be working from May 1st to May 7th as we are having a few holidays here that conveniently tied together (combination of Labor Holiday and Orthodox Easter). If you have any issues with the game or need some help, it might take a while for us to respond, so be sure to join our Discord as our Mods there and other cool people can assist you and provide some neat tips and tricks.

There's still more to talk about regarding the next update. Until then,

Stay medieval!

Foxy Voxel

Hotfix Notes (0.18.18)

Greetings players! The newest patch (0.18.18) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

[h3]Bugs and Fixes[/h3]
  • Fixed a few crash occurrences.
  • Fixed the issue where the game would freeze after the raid.

[h3]Known issues:[/h3]
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.

Foxy Voxel

Update #10.5 | Migration & Camera Changes

Greetings, medievalists!

One of the things we’ve been working on in the backend for the last couple of months is save refactoring.

The old (current) save system is at best - functional but clunky. It was pretty basic, but as Going Medieval continues to evolve and your creative ambitions expand, it becomes obvious that we need something advanced and stable.

New save system will do just that. It will improve saving and loading speed a bit, it will enable the existence of multiple settlements on the same game’s map which will allow for visiting/raiding other computer-generated settlements (note: this feature is not coming in the next update), it will provide better debugging on our side which will hopefully give us more information on some pesky issues, and best of all - thanks to it we will never have to do a save reset again.

The newest update (v0.18.17) comes with the new save refactor system. It is very important to us that you maintain and cultivate the progress of your settlement, and that’s why we developed this process.. In order to continue playing your old settlements you will need to download the migration build from Steam/GOG/EGS branches and run your save through the migration process for it to be compatible with the new save format.

The process is pretty simple and you can check the complete instruction in the video below:

[previewyoutube][/previewyoutube]

For those that prefer images and step by step, continue reading below:

[h2]1. INSTALL THE GOING MEDIEVAL MIGRATION BRANCH:[/h2]
On Steam:
- Open your game library
- Right Click on Going Medieval there
- Open “Properties”
- Go to the “BETAS” tab
- Select “save-migration” from the dropdown menu
- You are good to go!

On Epic Games Store:
- Open your Library
- Locate or search for "Going Medieval Legacy" (it should have its own entry)
- Select 'Install'
- You are good to go!

On GOG:
- Migration branch is only accessible by using GOG Galaxy client
- Proceed to the game card for Going Medieval within the GOG Galaxy
- Enter game settings by clicking Settings icon, then selecting Manage Installation→Configure… from the drop-down menu: save-migration
- You are good to go!

[h2]2. RUN THE GAME IN THE MIGRATION BUILD[/h2]


In the Main Menu, a new option titled “MIGRATE SAVE FILE” will appear. Select it and it will show you a list of your saves.



Choose the saves that you wish to transfer to a new version of the game then select “Migrate Save File”. This will start the migration process in the form of a loading screen.



Once the process is complete, you will be returned to the save list and your save will now have the mark (v0.17.xx).



[h2]3. RETURN TO THE MAIN BRANCH[/h2]

To return to the main branch, simply select it from the drop down menu mentioned above (on Steam named as “None”, and on GOG named as “Disabled”), or play the original install (EGS).

Congratulations, you can now play your saves and download all of the upcoming updates, without a fear of losing save compatibility.

You will be able to load your (v0.17.xx) saves, and once you decide to save then again, they will turn into (v0.18.xx). That is intended.

In addition to the text above, we also implemented and localized various pop up notes (in the languages we support at the moment) that relate to this process and will hopefully help you make this transition a much smoother experience.

We hope you’ll find this explanation helpful and we’ll be seeing you in the (v0.18.15) soon because here is what comes in it:

[h2]New camera navigation system[/h2]

Some players found old camera movement jarring as the camera was tied to the ground level and once you reach different ground levels, the camera would jump accordingly and adjust. You can learn why this happened and how we tried to approach the solution in our Medieval Monday Talk. It will give you insight into our development process, but also show how some problems might appear as easily solvable, when they are anything but. Anyways…

New Going Medieval players will have it activated by default. Old players will have to activate this manually.

To “Unlock” this new camera system, go to the "Options" and select “Camera settings”. This will open another window that looks like this:



Camera sensitivity and screen edge mouse scroll are options from before and are pretty self-explanatory.

Legacy Mode represents the current (old) camera navigation mode. Turning that off will enable the rest of the options.

Camera target visuals toggles visuals that represent the camera’s target, the screen’s center. These visuals will appear only while the camera is moving/zooming/orbiting.

Camera target visual duration represents the time that camera target visuals will linger on screen after the camera stops moving. The maximum length is 2 seconds combined with coyote time.

Coyote time represents the amount of time that the camera will remain in place before readjusting itself according to the terrain layout. If camera target visuals are enabled this is represented by a white line from the target visuals to the next layer the camera target will move to. The maximum length can be 3 seconds before the camera readjusts.

Camera offset by buildings represents the camera’s ability to take walls and floors into camera adjustment. Up until now, the game’s camera was offset only by ground and water.

Here are some of the fixes and improvements accompanying this version:

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Memory optimization performed - the game should take less memory while being active and fixed the issue where each load of the save increased memory in the backend.
  • Fixed the issue where some map seeds had a bad layout, causing water to flood the area upon the start.
  • Fixed the issue where settlers' current job didn’t align with the description on the left, next to their icon.
  • Fixed the issue where a settler would do research even when they didn’t have “Research” under their priorities.
  • Fixed the issue where resource piles were not properly counted in the top right corner.
  • Fixed the issue where a pile that was clearly reachable would turn auto-forbidden in some of the scenarios.
  • Fixed the issue where a settler would try to rope an animal every time and fail in the process since that animal was reachable only by ladders located in the shallow water.
  • Possible fix for the audio stuttering that some players have been experiencing. Let us know if it still happens.
  • Potential fix for the issue where some voxels would auto-destruct upon the load.

[h3]Quality of life improvements[/h3]
  • A message has been added if you try to force construction via right click, but the settler is unable to reach the destination / find a proper path to it.
  • Putting items in chests will hide the beauty of those items.
  • Some resource piles will leave wetness behind them when they are disposed of.
  • Room overlay will hide with the layers. Multi-storey rooms overlay will also be hidden layer by layer.
  • Honey production time is 15% slower now. Honey production is no longer tied to the Animal Handling skill, meaning that the amount you get with the completed production is fixed (35 honey, 25 wax).
  • Honey will produce slower in Autumn at lower temperatures.
  • Underwater terrain will keep the wet effects, but not the look that accompanied it (thus removing ripple effects on the lake bottom when it rains).

[h3]Present frustrating issues:[/h3]
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.

[h3]Known issues:[/h3]
  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.

Foxy Voxel

Medieval Monday Talk #44

Greetings medievalists!

One of the features that will come in the next update is player-triggered events. Up until now, all of the events that occurred in Going Medieval were reactive. Meaning, you would just wait for them to happen. We want to change that, and we'll introduce three events (for now) to test this system. Say hello to Feasts, Sermons and Rituals.

For Feasts, in the upcoming update, when you click on one of the tables in the room marked as a "Great Hall", the option "Plan event" will appear.


There, you'll be able to choose its participants, food and beverages they'll consume, roles (more on that in the upcoming MMTs) along with the event outcome. You can make a feast for your settlers, but you'll probably want to do it for merchants and other NPCs that will come to your settlement. This will help you boost your relationship with them and maybe influence better deals during the trade. Or you can go full dark mode and give them rotten meat and human meat thus poisoning them in the process and starting an ambush. But you do you.


This event can be scheduled so you can plan it upfront, but for the feast to happen, it needs to have more than 3 settlers involved in it. Once the feast starts, settlers will abandon their current jobs, go to the great hall and spend their time there eating and drinking. When the feast ends, you'll get a summary of the feast outcome - number of guests, food variety, the look of the room, mood outcome, impressions, etc. Those that were not on the feast may be bummed by missing it. You can schedule the next one immediately, but it might not be as effective. Ideally, for feasts to be thoroughly enjoyed, you'll want to space them out properly. Treasure those special moments. Something that repeats too frequently loses its magic a bit, right?


Sermons and Rituals are events where you’ll be able to solidify the faith of Oak Brethren/Restitution folks. But for that to happen, you’ll need people with different roles. More on that soon.

So where does this leave us? It opens the door for more events depending on the situations and participants. Over time we'll introduce stuff like Market day (trading celebration), Duel (fight between two participants), Funeral (honoring the dead the right way), Execution (self-explanatory), etc. Some of these will not clash with the regular event cooldown, but we'll do a deep dive for each event once we introduce them to the game.

Next time we'll talk about the new settlers' roles and how they tie to this feature and the other ones. See you in two weeks. Until then, stay medieval.

Foxy Voxel

Experimental Branch Patch (0.18.14)

Greetings players! The newest patch (0.18.14) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

[h3]Bugs and Fixes[/h3]
  • Fixed a lot of crash occurrences.

[h3]Quality of life improvements[/h3]
  • Legacy camera behavior is turned off by default for the new players. Old players will still have to unlock Coyote time and all of the associated options with it by going into Options > Camera settings.
  • Camera visual indicator is changed to a clearer visual when the indicator is located behind an object.
  • Underwater terrain will keep the wet effects, but not the look that accompanied it (thus removing ripple effects on the lake bottom).

[h3]Known issues:[/h3]
  • We are aware of many crashes players are experiencing due to the memory optimization fix and will continue looking into them first thing on Monday.
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are very different. You will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you!

Foxy Voxel