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Experimental Branch Patch (0.24.7)

Greetings, players! The newest patch ([b]0.24.7[/b]) is now live on all platforms [u][b][url=https://steamcommunity.com/app/1029780/discussions/3/5081733371355860518/]on the experimental branch[/url][/b][/u] and [u][b]modding branch[/b][/u]. 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] [list][*] 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.[/list] [h3]Fixes for Enemy AI[/h3][list] [*] 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.[/list] [h3]Bugs and Fixes[/h3][list] [*] 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.[/list] [h3]Known issues:[/h3][list] [*] 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.[/list] [b]DISCLAIMERS: [/b] ⚠️ 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 [url=https://steamcommunity.com/app/1029780/discussions/3/]experimental bug subforum[/url] for reporting experimental issues. If you want more dynamic/direct communication - head over to [url=https://discord.gg/goingmedieval]our Discord server[/url]. Even though we might not reply, we are reading everything. Thank you! [url=https://store.steampowered.com/developer/foxyvoxel][i][b]Foxy Voxel[/b][/i][/url]