June update
Greetings medievalists!
It's been a hell of a month! Alpha testing and fixing, partnership announcement, and some new things we managed to implement based on your feedback!
Let's start with the new stuff, shall we:
[h3]The event scheduler received a significant upgrade![/h3]

We've listened to your feedback regarding some raids being too frequent, too hard, and weird event pacing overall. We've implemented a new system that considers the player's actions, and as a result, triggers a particular event.
This way we can give breathing room to the player, while also providing a sensible pace and progress as time goes on. We plan to tie this system to the difficulty control (when we implement that) so that everyone can play the game the way they want.
[h3]Production building penalties are a thing![/h3]

All production buildings have various penalties for production speed. The environment in which the building is located is the thing that calculates those penalties. Modifiers are:
Why is this important? Well, it only makes sense for a smithing station to work a bit better outside than on the inside. Other things, like research benches, will be 20% slower in the rain. Consider these things if you want to create a perfect settlement.
[h3]Feedback is super important![/h3]

Alpha testers on our Discord server managed to play the game for a couple of days, and in that time, provided us with various bugs and feedbacks that needed fixing/implementation. We managed to fix a lot of things in that period, but we also fixed some things post alpha. Here you go:
Does this pique your interest? Great! Because you can sign up for the beta here:
https://bit.ly/GoingMedievalBeta
And you’ll be able to share your experience of the game with the rest of the world!
That would be all right now. But don’t worry - the team is hard working on some new features and information! More about that soon!
Foxy Voxel Team
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA
It's been a hell of a month! Alpha testing and fixing, partnership announcement, and some new things we managed to implement based on your feedback!
Let's start with the new stuff, shall we:
[h3]The event scheduler received a significant upgrade![/h3]

We've listened to your feedback regarding some raids being too frequent, too hard, and weird event pacing overall. We've implemented a new system that considers the player's actions, and as a result, triggers a particular event.
This way we can give breathing room to the player, while also providing a sensible pace and progress as time goes on. We plan to tie this system to the difficulty control (when we implement that) so that everyone can play the game the way they want.
[h3]Production building penalties are a thing![/h3]

All production buildings have various penalties for production speed. The environment in which the building is located is the thing that calculates those penalties. Modifiers are:
- Inside (placed in a room)
- Outside (not placed in a room or under roof)
- Roofed (under roof or floor or dirt voxel)
- Outside in Rain
- Outside in Snow
- Outside in Fog
Why is this important? Well, it only makes sense for a smithing station to work a bit better outside than on the inside. Other things, like research benches, will be 20% slower in the rain. Consider these things if you want to create a perfect settlement.
[h3]Feedback is super important![/h3]

Alpha testers on our Discord server managed to play the game for a couple of days, and in that time, provided us with various bugs and feedbacks that needed fixing/implementation. We managed to fix a lot of things in that period, but we also fixed some things post alpha. Here you go:
- New perks with icons added to the game.
- All resources and items have descriptions now.
- Villager's backstories and backgrounds are combined properly now.
- Origin town of villagers has a proper name now
- Created a new way of determining where enemies will spawn (in the process we fixed the problem of enemies that spawned on the top of the hills and couldn’t get down).
- Added combat VFX when an arrow hits an obstacle.
- Solved floating villagers problem when mining.
- Archers will no longer be able to shoot through doors when standing on the doorstep.
- Player is able to place buildings on to crop fields now.
- Crop fields and stockpiles can be placed on trees and bushes (workers will remove them before bringing the stockpile).
Does this pique your interest? Great! Because you can sign up for the beta here:
https://bit.ly/GoingMedievalBeta
And you’ll be able to share your experience of the game with the rest of the world!
That would be all right now. But don’t worry - the team is hard working on some new features and information! More about that soon!
Foxy Voxel Team
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA