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Going Medieval News

Experimental Branch Patch (0.25.18)

[p]Greetings, players! The newest patch (0.25.18) 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.[/p][p][/p][h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed several crashes that prevented some saves from being loaded.[/p]
[h3]Known issues:[/h3]
  • [p] 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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.25.17)

[p]Greetings, players! The newest patch (0.25.17) 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.[/p][p][/p][h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
[h3]Known issues:[/h3]
  • [p] 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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.25.16)

[p]Greetings, players! The newest patch (0.25.16) 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.[/p][p][/p][h3]Bugs and Fixes[/h3]
  • [p]Added a popup that tells you if a save cannot be loaded because of broken modded buildings.[/p]
[h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed several crashes that prevented some saves from being loaded.[/p]
  • [p]Fixed the crash that occurred when changing temperature units.[/p]
  • [p]Fixed the issue that made deconstruct markers invisible sometimes.[/p]
  • [p]Fixed the issue that made raiders get stuck in water.[/p]
  • [p]Fixed the issue that prevented buildings from being hung on the wall above stairs.[/p]
[h3]Known issues:[/h3]
  • [p] 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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.25.13)

[p]Greetings, players! The newest patch (0.25.13) 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.[/p][p][/p][h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fix the crash that occurred when enemies tried operating siege weaponry.[/p]
[h3]Known issues:[/h3]
  • [p] 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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Medieval Monday Talk #63 - Getting Ambushed

[p]Greetings, medievalists!
[/p][p]Time to talk about the most requested features (after the water) for Going Medieval - visiting other parts of the map.
[/p][p]Currently, the only thing you can do on the game’s map is trade with other settlements. You send caravans to them, they arrive, you choose what to trade, and then they return. Simple. But now, let’s spice things up with ambushes.[/p][p]
In the upcoming update, during your caravan’s journey, it might get ambushed. Of course, this won’t happen every time, as we’ll introduce some limitations. But when it does happen, you’ll get an event popup (similar to the one you see before the raid happens) and an option to jump to a location. If you do that, it will take you to a region map and it will look something like this:[/p][p][/p][p]Worry not! There will be a couple of ways you can deal with the situation. You can try negotiating with the ambushers. If you choose this option, a barter screen will appear, allowing you to avoid combat. Their demands will depend on what your caravan is carrying at the time.
[/p][p]Choosing to attack will take you to a secondary map. This map will be 60x60 tiles and will be generated based on the biome where the ambush occurred. The caravan's wealth will influence enemy strength, and all your settlers will appear in a drafted state.[/p][p][/p][p]Even then, you’ll have a few choices. You could choose to retreat from the secondary map, but this would count as running away and your settlers will suffer some wounds and lose a large portion of their caravan’s resources. That might not be the worst option, since if you’re defeated in battle, the ambushers will take more resources and may even kill some of your settlers. However, if you come out victorious, your caravan can continue its journey.
[/p][p]You’ll be able to reform the caravan and maybe even take some of the items left behind by the ambushers. If there’s no room, don’t worry. You can leave the area and send someone else to collect war spoils (the location will be remembered for a couple of days).
[/p][p]We’ll go into more detail about the impact of ambushes and caravan capabilities in the official dev log, but this felt like a nice tease, right? There’s much more to discuss about other map locations, but we’ll split it into a few MMTs as there’s a lot to cover. Talk to you again in two weeks and remember…
[/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel

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