February update | 03/02/2020
Greetings medievalists! Onto new updates, shall we?
[h3]Hunting Gameplay Loop[/h3]

Hunting is ready, but it will require some balancing. Let’s take bows as an example - workers with higher marksmen and animal handling skills will be better hunters. Marksman skill will give them higher DPS and better precision along with the ability to equip themselves with better bows. Animal handling will lower the chance of the animal retaliating against the hunter, and also reduces the chance that the animal will flee if the hunter misses (also, higher animal handling will give a higher chance of dealing critical damage to… you guessed it - animals).
[h3]RTS worker control[/h3]

Player can take control of any worker like in a real-time strategy game - they can move him/her to any given location, order them to equip a specific item, or point where to attack if that is your thing. Selecting a worker and right-clicking on a piece of equipment or food will give the player a menu of actions.
[h3]Worker jobs are improved[/h3]

Crafting jobs have been split into several different types depending on the skill set and production type. AI of the workers is polished now for these situations. Sequence prioritization and planning are evident and fully functional.
That’s it for now, we’ll have more to say in a couple of weeks! Thanks!
Foxy Voxel team
Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=eZHxPbauqvg
[h3]Hunting Gameplay Loop[/h3]

Hunting is ready, but it will require some balancing. Let’s take bows as an example - workers with higher marksmen and animal handling skills will be better hunters. Marksman skill will give them higher DPS and better precision along with the ability to equip themselves with better bows. Animal handling will lower the chance of the animal retaliating against the hunter, and also reduces the chance that the animal will flee if the hunter misses (also, higher animal handling will give a higher chance of dealing critical damage to… you guessed it - animals).
[h3]RTS worker control[/h3]

Player can take control of any worker like in a real-time strategy game - they can move him/her to any given location, order them to equip a specific item, or point where to attack if that is your thing. Selecting a worker and right-clicking on a piece of equipment or food will give the player a menu of actions.
[h3]Worker jobs are improved[/h3]

Crafting jobs have been split into several different types depending on the skill set and production type. AI of the workers is polished now for these situations. Sequence prioritization and planning are evident and fully functional.
That’s it for now, we’ll have more to say in a couple of weeks! Thanks!
Foxy Voxel team
Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=eZHxPbauqvg