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Medieval Monday Talk #69 - Rally Points

[p]Greetings, medievalists![/p][p][/p][p]Let's talk about another thing you've been vocal about. Let's talk about combat management. Right now, once the raid on your settlement starts, things can get... micromanagy. Draft settlers next to a gate, put some archers on the wall, assign someone to a siege weapon... you know the drill.[/p][p][/p][p]We want to save you some time with these actions and that's why we'll be introducing rally points. Once you build a rally point, select what settlers you want to tie with it and with what stance. Once the time for fight comes, use the alarm button within the rally point will draft selected settlers and make come to it:[/p][previewyoutube][/previewyoutube][p]Alright, but this doesn't solve the issue, it just compartmentalizes it. Depending how many enemies spawn during the raid and how many settlers you have, selecting every rally point and using its alarm button could also drag a bit.
[/p][p]That's why we are introducing Bell! With the bell, you'll be able to activate all of the rally points. You can even customize which one you want to activate and even jump to their location.[/p][previewyoutube][/previewyoutube][p]All of this should make the flow of combat (or preparation for it) a much better experience. Niiiiiice.[/p][p][/p][p]How does it all sound to you? Let us know in the comments. This will come in the next big patch, but still working on fine tuning stuff. There are still more talks to do, more awesomeness to reveal. See ya in a week. 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]

Medieval Monday Talk #68 - Drawbridge

[p]Greetings, medievalists![/p][p][/p][p]We’ve teased drawbridges a couple of times. You can’t have castles without them (you totally can, but… you know…) and nothing screams ‘medieval’ like a nice drawbridge.[/p][p][/p][p]It took us a bit of time to figure out how to approach the design. Conceptually, it would function similar to gates with the option to keep them locked and unlocked, or in this case - raised or lowered. But how and where to place and trigger lowering mechanics? In most castles, bridges would be raised or lowered using ropes or chains attached to a windlass in a chamber in the gatehouse above the gate-passage. Such construction in our game, albeit realistic, would introduce unnecessary complexity and require a lot of space to be placed.[/p][p][/p][p]So we chose the simplest approach - the mechanism will be close to the bridge and settlers would activate it by approaching it. But the other part of the issue was enemy AI. The old AI logic wouldn’t work with this mechanic where you would simply turn off/on the pathway as you see fit. So we had to improve that first before we made drawbridges functional. Now we are good to go!
[/p][p]As used in castles or defensive structures, drawbridges provide access across defensive structures when lowered, but can quickly be raised from within to deny entry to an enemy force. Items will not spawn on lowered drawbridges, but if something is beneath the bridge during the lowering process, those things will take damage. Behold:[/p][previewyoutube][/previewyoutube][p]We’re still playtesting it and trying out various scenarios but the system is almost functional. Should be on the experimental branch in the upcoming weeks (we'll let you know). How do you like it? Let us know in the comments. Until next time…[/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 (0.27.14)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.27.14) is now live on all platforms on the main 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][h2]Quality of Life Improvements[/h2]
  • [p]Tweaked Settler construction and mining AI a bit more, so it acts a bit smarter now. Simply put, they’ll reserve 3 tasks to construct/deconstruct/mine, to avoid unnecessary idling. They’ll also commit to finishing one mining block before tackling another one. Settlers will also prefer jobs closer to them.[/p]
  • [p]Lightened the load on CPU based operations slightly, which should result in somewhat better performance.[/p][p][/p]
[h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where the Y position of your Settlers was incorrectly written in their info panel.[/p]
  • [p]Fixed the issue in which Settlers would block themselves after constructing a building.[/p]
  • [p]Fixed the issue which caused buildings to not spawn resources after collapsing due to stability.[/p]
  • [p]Fixed the issue where small rooms were detected under stairs.[/p]
  • [p]Fixed the issue that caused wall, door or window bridges to not lose their walkability after deconstructing in certain cases.[/p]
  • [p]Fixed the issue where roofs would appear offset after reloading the save.[/p]
  • [p]Fixed the issue where Filling Barrels was listed as a stewarding task instead of hauling, when right click prioritizing the goal.[/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]

Experimental Branch Patch (0.27.13)

[p]Greetings, players! The newest patch (0.27.13) 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]Fixed the issue that made only one of your Settlers sometimes perform mining.[/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 (0.27.12)

[p]Greetings, players! The newest patch (0.27.12) 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][h2]Quality of Life Improvements[/h2]
  • [p]Tweaked Settler construction and mining AI a bit more, so it acts a bit smarter now. Simply put, they’ll reserve 3 tasks to construct/deconstruct/mine, to avoid unnecessary idling. They’ll also commit to finishing one mining block before tackling another one. Settlers will also prefer jobs closer to them.[/p]
[h3]Bugs and fixes[/h3]
  • [p]Fixed the issue where the Y position of your Settlers was incorrectly written in their info panel.[/p]
  • [p]Fixed the issue in which Settlers would block themselves after constructing a building.[/p]
  • [p]Fixed the issue which caused buildings to not spawn resources after collapsing due to stability.[/p]
  • [p]Fixed the issue where small rooms were detected under stairs.[/p]
  • [p]Fixed the issue that caused wall, door or window bridges to not lose their walkability after deconstructing in certain cases.[/p]
  • [p]Fixed the issue that caused animal tails to become elongated in some cases.[/p]
  • [p]Fixed the issue where roofs would appear offset after reloading the save.[/p]
  • [p]Fixed the issue where settlers would not attack enemies.[/p]
  • [p]Fixed the issue where Filling Barrels was listed as a stewarding task instead of hauling, when right click prioritizing the goal.[/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]