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Medieval Monday Talk #75 - Additional Control

[p]Greetings, medievalists!
[/p][p]This will be our last Medieval Monday Talk for this season/year. That’s just a sign that the update is almost ready for the experimental branch, but we're still in the testing phase. So, what else will be awaiting you there?[/p][p][/p][p]Malnutrition will be added to the game. Settlers will no longer start losing HP when starving. Starvation will lead to malnutrition which will trigger negative modifiers. Once the settler enters an extreme malnutrition phase they start to lose HP. Stages of malnutrition will make settlers /enemies/NPCs slower in work, they’ll heal slower, and take in less XP.[/p][p][/p][p]With this, starving should not be as big of a punishment that it is, but its consequences will affect your settlers. Hopefully this will give you enough time to cater to their needs.
[/p][p]And we also revisited production settings![/p][p][/p][p]The production “edit” button will receive rework. You will be able to determine, per production, which settler will do the production or use the skill slider to forbid certain settlers from producing. This is especially good when you want to level some newbie in smithing so you assign them to just dismantle stuff, while the swordmaking station is reserved for the smithing chads of the settlement.[/p][p][/p][p]Depending on the building type, the customization options may vary. Choose material, food type, healthpoint of a material or even freshness, in addition to the specific settler and/or their skill. It’s about time, right?[/p][previewyoutube][/previewyoutube][p][/p][p]Another thing you’ve requested a lot was to add a checkmark within the stockpile/shelves panels that says “Allow usage in production”. Unchecking it will make sure that settlers ignore resources on these storage for production purposes.[/p][p][/p][p][/p][p]This will solve the age-old problem where settlers would use up all the barley for the production of beer and food and wouldn't leave any for sowing. With this option you will be able to make a special shelf for barley, make it not used for production, and always have a nice reserve of seed. Finally![/p][p][/p][p]Also, join our Discord server as we are working on new songs and the community there suggests song names. After suggestions are compiled, folks vote for the title they like the most and that usually ends up being the final song name. [/p][p][/p][p]If you are proud of your settlement design, visit #gm-screenshots channel in our Discord and show us your creation. We plan to do another video of this kind and are actively checking submissions made by our discord community:[/p][previewyoutube][/previewyoutube][p]If we like your settlement, we'll let you know and you'll be informed about next steps. [/p][p][/p][p]How do these things sound to you? Let us know in the comments. There are some other things you can expect in the upcoming update, like more animal events, more flora, more structures, more items and various quality of life improvements. Will go into more detail in the official experimental log. Unfortunately, it seems we will not be able to push it to experimental this year, despite our best efforts - but we are so close. January looks pretty nice, so have patience and…[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Medieval Monday Talk #74 - New Entertainment

[p]Greetings, medievalists!
[/p][p]Since our Early Access journey, the only entertainment activity settlers in the game could do is playing backgammon table. We wanted to introduce new buildings for entertainment purposes, but we wanted to tie it to an existing system but make them somewhat different. That is our design philosophy when it comes to Going Medieval. Yes, we could put in new buildings, but if their only purpose was to fill out the entertainment activity bar, then why not just use a backgammon table?[/p][p][/p][p]We pondered a bit on this and yeah... sometimes you just need to go for the vibes and provide content variations. Hence why we are introducing 3 new entertainment buildings. We are going for activities that are relevant to the region and period of the game.[/p][p][/p][p]Popular in Tudor times, Shovelboard was played by the English upper classes on enormous narrow tables as long as 30 feet (9 meters). Players shoved metal weights down the tables, attempting to get them as near to the other end of the table without falling off. Presumably, the game is a formalized version of a pastime played on the long dining tables of the upper classes after dinner. Shovelboard can be played by one settler.[/p][p][/p][p]Quoits is a traditional game which involves the throwing of metal, rope or rubber rings over a set distance, usually to land over or near a spike (sometimes called a hob, mott or pin). Quoits is played by one settler.[/p][p][/p][p]Skittles, or nine pins, is a precursor to modern bowling where players roll a ball at nine pins set in a diamond formation to knock them all down. The general object of the game is to use the ball(s) to knock over the skittles, either specific ones or all of them, depending upon game variant. Exact rules vary widely on a regional basis. It is a historical lawn game and target sport of European origin. Two settlers can use skittles.[/p][p][/p][p]However, there is going to be a new condition in the game. We will change how the entertainment goal works. Settlers will get bored with them and can even get negative mood buffs when there is only one type of entertainment available. These negative mood buffs are available only when the settlers have medium or higher expectations (so it won't happen in the first couple of days). And that’s a good enough reason to introduce new entertainment buildings. :D
[/p][p]Soon, your settlers will be able to take a break from backgammon. What a time to be alive![/p][p][/p][p]Also, join our Discord server as we are working on new songs and the community there suggests song names. After suggestions are compiled, folks vote for the title they like the most and that usually ends up being the final song name. 
[/p][p]How do these things sound to you? Let us know in the comments and expect some pretty cool news soon. Until then...[/p][p] [/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Patch Notes (0.27.19)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.27.19) is now live on all platforms on the main branch and experimental branch. 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 the issue that caused Settlers to abort production randomly halfway through and go do something else.[/p]
  • [p]Fixed the issue that made fainted Settlers stand up (but still remain fainted as far as the game’s logic is concerned) if you drop their equipment.[/p][p][/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][/p][p]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.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Medieval Monday Talk #73 - Bees & Corpses

[p]Greetings, medievalists!
[/p][p]No, this is not a sequel to that Jerry Seinfeld animated movie. We are continuing our Quality of Life improvements that we mentioned last week. First, let's talk about the bees.
[/p][p]Yes, we are aware of your skeps exploit. But also, we wanted to do this for a while now - skep efficiency in relation to flora.
[/p][p]The idea is to increase skep production speed based on plants surrounding it. Every plant will add a certain amount of % until it gets the maximum amount of 120%.[/p][p][/p][p]Keep in mind that some plants will not affect this (such as dead trees, grass and mushrooms), weather elements can slow it down and presence of another skep nearby will also be a deciding factor.
[/p][p]Honey itself will be turned into a secondary ingredient, meaning that you will be able to use it as a resource to create lavish meals. Lavish meals will not be a one thing, but a food type group. Combine honey with other things to get various delicious courses - mix honey and meat to get glazed meat, combining honey and barley will give you honey crisps and honey with vegetables will get you glazed vegetables. You get it. Also, nothing prevents your settlers from eating raw honey, tho.
[/p][p]We’ll talk about secondary ingredients in the official log when the time comes, but for now here is a list of simple and lavish meals that you will be able to create with this change.[/p][p][/p][p]All in all, this should be a more exciting (and somewhat realistic) way to play the game.[/p][p][/p][p]Another thing that annoys you are corpses. A raid appears, you defeat them and end up with a bunch of corpses and forbidden equipment and clothes on the map.[/p][p][/p][p]We'll streamline this, too. Once the enemy dies it will look like this:[/p][p][/p][p]Clothes, armors, shields and weapons will stay on the bodies!
[/p][p]Relocating these corpses will relocate their belongings, too. If you want to use a corpse for production (like butchering or pyre), they'll drop their things before being submitted to the production building.
[/p][p]So how do you take their stuff if you want to do so? By selecting them and choosing the Strip button. Then, settlers with the hauling job will approach the body and strip them.

One thing to note here is that with the upcoming update, clothes from the dead will have a tainted mark. Those types of clothes will not be as valuable and will provide a negative mood to most settlers. Worry not - you can choose via the manage tab/stockpile, wardrobe and armor rack for settlers to avoid these types of clothes.
[/p][p]We'll talk more in the official log about how this stuff affects other segments like caravan travel, using graves, etc. but for now this is enough.
[/p][p]How does it sound to you? Let us know in the comments and see ya in a week with a big MMT. Until then...
[/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Medieval Monday Talk #72 - Grand Objectives

[p]Greetings, medievalists![/p][p]Right now, you'd play the game, you'd get good at it and after some time you'd reach 100% on the map, a pop up would appear acknowledging that and... That would be it?[/p][p][/p][p]Ever since we entered Early Access we wanted to have a proper endgame, something clear, something that will work as a final goal.[/p][p][/p][p]Hence why we are removing influence from the game. Honestly, it didn't do much except showing that numbers would go up. We are replacing it with the Global Stats system.[/p][p][/p][p]Global stats are these global counters that are increased and decreased by your actions. We are going to have several of them and they'll track what you do. For instance, when you win a battle, the Military Renown stat will be increased. When you kill an innocent NPC, the Infamy Stat increases etc.[/p][p][/p][p]Once one of these Stats reaches 100%, you will be able to accept a grand objective tied to it.You can accept only one of those.[/p][p][/p][p]A grand objective is a collection of specific actions that will happen within your settlement and are going to be tied to certain events/moments.[/p][p][/p][p]Let's take the Oak Brethren stat and the objective as an example. You’ll increase that stat by leveling your druid and holding rituals. Once you accept the grand objective, a pilgrim might appear as an event and they'll show you the location of a dying mighty oak - a last stand of sacred oak trees that once flourished in these lands.[/p][p][/p][p]Send someone to find it and extract the mighty oak sapling from it…[/p][p][/p][p]…and bring it to your settlement. Plant it somewhere on your map and once it grows, build an Oak Brethren Sanctuary around it.[/p][p][/p][p]Keep in mind that this tree will turn massive during its growth, so be sure to provide it with enough space.[/p][p][/p][p]Other pilgrims will come to witness the wonder and spread the word of your religious influence.[/p][p][/p][p]After enough pilgrim’s visits, all the restitutionist settlers (the opposing faith) will leave your base and your settlement will become the region's religious center and you'll "finish" the game. Congrats!
[/p][p]Nothing stops you from continuing the game, but you can also start anew since we plan to have 5 different grand objectives and achievements tied to them - we'll “show” them in the official log when that is ready.
[/p][p]In the meantime, let us know how this sounds to you. Share your thoughts in the comments and we are continuing our MMT next week. What a time to be alive! Until then...[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]