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Going Medieval News

Experimental Branch Patch (0.24.8)

Greetings, players! The newest patch (0.24.8) is now live on all platforms on the experimental branch and modding 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.

[h2]Quality of Life improvements[/h2]
  • Added production circles for siege weaponry to show reload progress.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where Settlers would continue reloading a destroyed siege weapon.
  • Fixed the issue that caused spots where Settlers work or do leisure activities to stay reserved after their death, meaning no other Settler could use them.

[h3]Known issues:[/h3]
  • Enemies might get stuck during a siege after breaching walls with siege equipment.

  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • 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.
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 different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

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!

Foxy Voxel

Experimental Branch Patch (0.24.7)

Greetings, players! The newest patch (0.24.7) is now live on all platforms on the experimental branch and modding 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.

[h2]Quality of Life improvements[/h2]
  • Small tweaks to the trebuchet reload animation.
  • When in combat, settlers will now faint more often than get killed.
  • Removed the yellow circle when aiming with siege weapons.
  • Added range indicators for trebuchets.

[h3]Fixes for Enemy AI[/h3]
  • Fixed the issue where enemy dig markers were not loaded properly.
  • Fixed the issue where enemy buildings were not converted into your buildings after the raid ended.
  • Fixed the issue where enemies would get stuck in certain scenarios.
  • Fixed the issue where enemy pathfinding would behave strangely.
  • Fixed the issue where enemies were not attacking rugs and tables in some cases.
  • Fixed the issue where enemies would twitch while trying to pathfind.
  • Fixed the issue where enemies would start constructing even though there is a clear path to the target.
  • Fixed the issue where enemies being unable to place buildings would display messages for you to see.
  • Fixed the issue where enemy weapons would turn invisible.
  • Fixed the issue that caused enemies to stop constructing if the designated builder died.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where blood was visible through fog.
  • Fixed the issue where player triggered events could not be held if a beam was above the event related building.
  • Fixed the issue where enemies were building very slowly if their faith requirements were not met.
  • Fixed the issue where the stockpile could be placed atop blueprinted buildings.

[h3]Known issues:[/h3]
  • Enemies might get stuck during a siege after breaching walls with siege equipment.

  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • 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.
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 different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

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!

Foxy Voxel

Update #15 | Smarter Enemies & Siege Weapons

Greetings, medievalists!

The new major update, titled “Smarter Enemies & Siege Weapons” (0.24.6) is now live on Steam, Epic Games Store, and GOG! All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include: new enemy AI, siege weapons, and much more!

Here are the notes for what awaits you in this version, but first - a warning:

[h2]Mods might not work[/h2]
Please note: if you are using mods you might experience crashes or even an inability to start the game. That might happen because the mods you are using have not adapted to this update, because we added many new functionalities to the moddable jsons. More about that in the Advanced Modding Support section. Contact mod owners and let them know and turn off those mods until the issue is resolved.

[h2]New Enemy AI[/h2]

[previewyoutube][/previewyoutube]
Enemies now have a new group AI that we refer to as the Commander AI. The Commander AI uses a pathfinding system different to the one enemies use and can search through walls, doors, gaps and ground. This way the commander AI will give orders to enemies to dig, build and destroy obstacles on their way. Here is how that relates to the enemy behavior:
  • Destroying walls, windows, floors, roofs: The Commander AI will determine what enemy unit has the best weapon to combat buildings and will send that unit to take down the building.
  • Building floors and ladders: Enemies will build small floor bridges to traverse gaps in order to enter your stronghold. To traverse vertical obstacles, enemies will build stick ladders. Enemies magically spawn resources to construct these buildings
  • Install siege structures: Enemies will spawn with siege structures in their inventory and deploy siege structures on the map.
  • Cut vegetation: If the siege weapon is placed where there is a tree in the way the enemies will clear that area first.
  • Use siege weapons: The enemy will use siege weapons and target points of interest the commander AI determines important to destroy.
  • Dig Voxels: Enemies will dig voxels if the player chooses to use terrain as a way of defending their base.
  • Destroy furniture: The destruction of players' valuable furniture and structures is now a way for raiders to achieve victory. Because of that, enemies will target furniture in valuable rooms and destroy it. Speaking of victory…

[h2]Battle Scales[/h2]


To make the win-lose situation a bit clearer we’ve added a scale to the UI that shows the player how the battle is going. Before, the situation was not clear as there were a bunch of situations where you would kill (a lot of) enemies and still lose. Now, the enemy units are given points and killing a unit will move the scale in the victory section, while losing structures and settlements will move the scale in the defeat section.
  • “Tie“ outcome has been added to cover the situations where neither you nor the enemy didn't do much.
  • We plan to add different thresholds to the scale where there would be different consequences depending on how severe the defeat was. Sometimes you may lose resources, but in a massive defeat unconscious settlers might be taken as prisoners by the enemy.

This battle balance scale is important for the addition of different types of battles like player attacking the enemy and caravan ambushes that are coming up in later major updates.

[h2]Siege Weapons[/h2]


Siege weapons have been totally overhauled, and the old trebuchet that appeared instantly with the raiders is gone. Siege weapons are now constructible things for you to place on your walls or wherever you see fit.

The siege weapons you can build are:
  • Trebuchet: A long-range siege weapon that fires slowly but does massive damage to a single point. It doesn’t have an infinite range nor huge area damage like before. The trebuchet has 3x various ammunition types - regular round stone projectile, flammable oil ammunition and a Greek fire variation of flammable oil.
  • Onager: A mid-ranged siege weapon that fires a bunch of smaller stones in an area. Good for raining down on enemy groups. Does mid damage to structures. Onager also has 3x variations of its ammunition: regular, flammable and Greek fire.
  • Ballista: Mid-range precise siege weapon. Fires fairly fast. Has a massive boost to its range when on higher ground, making it ideal for anti-siege purposes. Right now, ballista only has one variation of ammunition. This will be updated later on.

[previewyoutube][/previewyoutube]
What you need to know about siege weapon usage:
  • Siege weapons can be installed and uninstalled. That way, they can be moved around the map.
  • Settlers need to bring one ammunition instance and load the machine before firing, so keeping a stockpile of ammunition nearby is important.
  • Siege machines will not fire automatically. They need to be given a target by the player. The target can be one-time or continuous.
NOTE: “Enemy Armed with Trebuchets within custom difficulty has been renamed to “Enemy Spawns Siege Weapons”. Yes, you can disable the enemy's ability to construct and use siege weapons.

[h2]Advanced Modding Support[/h2]

Advanced Modding Support is part of this update, too. With it, you are now able to add meshes, sprites and textures into Going Medieval.

All of the necessary instructions can be found on our website or the Steam guide that received an update.

Our github covers all of this, too, and is a good starting point.

A bunch of json files are now changed and include MeshVariations for loading custom meshes, textures and setting shader parameters.

In addition to that, we've also added a new batch of moddable jsons.

Constructables/ConstructableQualitySettings.json
Constructables/StabilitySettings.json
Constructables/ThermalModels.json
Constructables/UniversalStorage.json

Data/DaysFromStartMultipliers.json
Data/DifficultyOptions.json
Data/GameDifficulty.json
Data/ObjectActionData.json
Data/PlantShapeRepository.json
Data/ReligionConfig.json
Data/RoomTypes.json
Data/StartingEventSchedule.json
Data/WeatherEvents.json

GOAP/JobPriority.json
GOAP/Job.json

Worker/GenerationRules.json


And again, it’s worth pointing out for the older mods that some of your mods may not work with this update, so be sure to check them and adjust the code accordingly.

If you have a mod to share, feel free to post it in our Workshop, our social media and within our Discord server.

[h3]New Structures[/h3]
  • Stick ladder - Same as a wooden ladder, only has less HP and has a lower aesthetic. Used by raiders when they build stuff
  • Trebuchet (Siege Engines III in the Research window, appears in the Warfare category)
  • Onager (Siege Engines II in the Research window, appears in the Warfare category)
  • Ballista (Siege Engines II in the Research window, appears in the Warfare category)

[h3]New Items[/h3]
  • Balista bolt (Siege Engines II in the Research window, produced at Woodwork Bench)
  • Trebuchet projectile (Siege Engines III in the Research window, produced at Stonemason's Bench)
  • Onager projectile (Siege Engines II in the Research window, produced at Stonemason's Bench)
  • Incendiary Trebuchet projectile (Incendiary Ammunition in the Research window, produced at Oil Press)
  • Incendiary Onager projectile (Incendiary Ammunition in the Research window, produced at Oil Press)
  • Incendiary Trebuchet projectile (Greek fire) (Incendiary Ammunition in the Research window, produced at Oil Press)
  • Incendiary Onager projectile (Greek fire) (Incendiary Ammunition in the Research window, produced at Oil Press)
  • Wooden mechanical parts (Wooden Weaponry in the Research window, produced at Woodwork Bench) - used for constructing siege weapons and some other things (replacing metal mechanical parts in some parts)

[h3]Quality of Life Improvements[/h3]
  • Sling, sling staff and javelin have a bit lower damage against buildings. They were a bit overpowered.
  • The range of ranged weapons is no longer influenced by rain, snow and fog. Only precision is influenced by those elements. The range is influenced by the amount of wetness the person using the weapons has on them.
  • Throwing weapons are not influenced by wetness. They’ll have the same range regardless of the wetness.
  • Plate armor does not provide that much of a slow-down effect on settlers when worn. Now, it is only 5% and not 15% like before.
  • Plate armor influences the speed of ranged weapons by around 20%. Only Crossbows are exempt from this debuff.
  • Crossbow reload speed is no more scaled with Marksman skill. This makes them a more suitable weapon of choice for low-level settlers. Keep in mind that a regular bow will shoot much faster on higher levels of Marksman skill when compared to the crossbow.
  • Wet humans and animals don't catch fire that easily.
  • Constructions now have a “can't fail construction” parameter in the BaseBuildingRepository.json. We’ve added this to several buildings so they don't punish the player that much. This is added especially to the siege equipment that needs a bunch of resources and a high level of construction skill to be constructed. Having them fail the construction after 15h of construction would be frustrating. This parameter has been added to walls and floors as well.
  • Drop Pile on Stability loss - We’ve added a parameter that, if set to true, will allow for a structure tied to the destroyed wall/floor to be turned into a pile variation. So, if you destroy a wall with a picture on it, that picture will be turned into a pile.
  • Structures now have parameters that decide how much resources are dropped when the structure is destroyed and how much is dropped when it is deconstructed.
  • Updated localization as Birthday and pseudonyms have been added to localization patterns. Those were hardcoded before.
  • Settler position indicator for working on production buildings will now appear during blueprint placement and building selection.
  • “Your game contains mods. Can you first verify if the issue persists with mods disabled before reporting?” text will now pop up if you are reporting bugs in-game via F10 and you have mods enabled. This has been added to localization.
  • Predators should hunt small animals a bit less often now.
  • Hares spawn a tad faster on all map types (10-15% faster).
  • Shadow effect has been added beneath tables, stools and chairs. We plan to add it to other buildings as well. This is to make them less floaty in appearance indoors and when raining outside.
  • Animals killed by traps no longer spawn forbidden carcasses.
  • Wooden Mechanical Components are now a part of the default starting conditions.
  • Made unrefined materials less valuable.
  • Mythwright (our publisher) logo has been added to the splash screen and within the credits. Be sure to check their catalogue of games.

[h3]Bug Fixes and Improvements[/h3]
  • Fixed the issue where you were not able to add a chaplain to the sermon event.
  • Fixed the issue where if you cancelled some buildings during the construction phase, they would catch fire. Now, buildings will catch fire only when destroyed (not cancelled or deconstructed).
  • Fixed the issue where building piles wouldn’t appear visible upon their installation.
  • Fixed the issue where job preference stars wouldn’t appear in tooltips.
  • Fixed the issue where Esc button would exit the rebind menu, but wouldn’t close the key-rebinding pop up. This only happened within the in-game menu.
  • Fixed the issue where in some scenarios, the events would immediately get cancelled upon organizing them.
  • Fixed the issue where a Quality Bed made out of wool would have relocation and remove options removed upon its creation.

[h3]Known issues[/h3]
  • Enemies might get stuck during a siege after breaching walls with siege equipment.

  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment :) )
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • 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.
  • Some items are missing icons and localization values.
  • Player-triggered events don't have sound effects
  • 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 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.

That would be all for the official update notes. New patches and improvements will be deployed accordingly. In the meantime, feel free to post your experience regarding the new update on Steam discussions. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.

Stay medieval!

Foxy Voxel

Follow us on Twitter: @going_medieval
We are on TikTok, too: @going.medieval
Our Facebook: Foxy Voxel
Our Subreddit: r/goingmedieval
Our Bluesky: Foxy Voxel
[hr][/hr]
[h2]Previous Updates[/h2]
https://store.steampowered.com/news/app/1029780/view/640171121089447555
https://store.steampowered.com/news/app/1029780/view/4463725203231345640
https://store.steampowered.com/news/app/1029780/view/4536905158760525246
https://store.steampowered.com/news/app/1029780/view/4192367467615319010
https://store.steampowered.com/news/app/1029780/view/6161548922960304564
https://store.steampowered.com/news/app/1029780/view/3690188204967697856
https://store.steampowered.com/news/app/1029780/view/3687930697725207197
https://store.steampowered.com/news/app/1029780/view/3666531626483412995
https://store.steampowered.com/news/app/1029780/view/3637254425216654797
https://store.steampowered.com/news/app/1029780/view/3435710744929653992
https://store.steampowered.com/news/app/1029780/view/3303977270414844674
https://store.steampowered.com/news/app/1029780/view/3339995286933570504
https://store.steampowered.com/news/app/1029780/view/4499660870257424735
https://store.steampowered.com/news/app/1029780/view/4624626247917358232
https://store.steampowered.com/news/app/1029780/view/2952658520525277726

Experimental Branch Patch (0.24.6)

Greetings, players! The newest patch (0.24.6) is now live on all platforms on the experimental branch and modding 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.

[h2]Quality of Life Improvements[/h2]
  • Siege weapons reload a bit faster now.
  • “Enemy Armed with Trebuchets within custom difficulty has been renamed to “Enemy spawns Siege Weapons”. After your feedback, we’ve decided to keep the option to remove the use of siege weapons for enemies togglable.

[h3]Fixes for Enemy AI[/h3]
  • Fixed the issue where the appearance of sieges would trigger and turn every other enemy attack into siege attack.
  • Fixed the issue where raiders would idle in place upon their appearance.
  • Fixed the issue where enemies would end up stuck in some scenarios.
  • Fixed the issue where your archers wouldn’t attack the enemy in some scenarios.
  • Fixed the issue where enemies wouldn’t react to your attacks upon settlement’s breach.
  • Fixed the issue where enemies would attack doors that are already set to forced open.
  • Enemies can now change their targets in the middle of attack.
  • Enemies will tend to attack targets that are close to them.
  • Various fixes and improvements to overall enemy AI logic.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where Esc button would exit the rebind menu, but wouldn’t close the key-rebinding pop up. This only happened in the in-game menu
  • Fixed the issue where settlers would sleep sideways in their beds.
  • Fixed the issue where a ladder couldn’t be built/positioned on top of another ladder.
  • Fixed the issue where some resources (like beeswax) would end up forbidden in some scenarios.
  • Fixed the issue where in some scenarios, the events would immediately get canceled upon organizing them.
  • Fixed the issue where Quality Bed made out of wool would have relocation and remove options removed upon its creation.
  • Fixed some missing translations.

[h3]Known issues:[/h3]
  • Enemies might get stuck during a siege after breaching walls with siege equipment.

  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • 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.
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 different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

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!

Foxy Voxel

Experimental Branch Patch (0.24.5)

Greetings, players! The newest patch (0.24.5) is now live on all platforms on the experimental branch and modding 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.

[h2]Quality of Life Improvements[/h2]
  • Merchants will not appear with trebuchets in their pockets. The ones that have better (and bigger) quality of their supplies may sell ballistas and onagers, along with the ammunition for them.
  • Animals killed by traps no longer spawn forbidden carcasses.
  • Wooden Mechanical Components are now a part of the default starting conditions.
  • General Enemy AI improvements.
  • Made unrefined materials less valuable.
  • Added info text to siege weapons, explaining that a settler is necessary to operate it and an optional bit of text, if there’s no ammunition available for the weapon.
  • A black bar text message will now show up when enemies start placing siege weapons.
  • A warning message will now appear when enemies successfully construct siege weapons.
  • Enemies now have animations when reloading siege weapons.
  • Added Luka Rajačić to credits, our newest QA addition.
  • Mythwright (our publisher) has been added to credits. Be sure to check their catalogue.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue that prevented you from trading when your caravan has reached its destination.
  • Fixed the issue that caused enemy AI to break, which occurred if you encased your base in dirt.
  • Fixed the issue which allowed you to interact with enemy dig markers.
  • Fixed the issue where raiders were idling because they couldn’t find the target building.
  • Fixed the issue where drafted settlers would ignore orders if they were attacked from range while executing the order.
  • Fixed the issue where settlers were getting stuck in locked doors.
  • Fixed the issue where a pile (most noticeably trebuchet ammo) would become forbidden, due to it being too heavy, when an animal tries to haul it.
  • Fixed the issue where portcullis wasn’t letting water through.
  • Fixed the issue which caused the resource UI not to refresh when a pile reached 0 HP while it was on a stockpile or in storage.
  • Fixed the issue where additional control options wouldn’t appear upon shelf and fuel consumer multiselection.
  • Fixed the issue where right click prioritization would display wrong items in some cases.
  • Fixed the issue that caused building destroyed particles to orient incorrectly.
  • Fixed the issue which caused flame and embers to react to impact fields.
  • Fixed the visual glitch that would cause trees to sometimes shine.
  • Fixed the appearance of the rain ripple effects.

[h3]Known issues:[/h3]
  • Enemies might get stuck when building bridges over gaps.
  • Enemies might get stuck during a siege after breaching walls with siege equipment.

  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • 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.
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 different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

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!

Foxy Voxel