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July update

Greetings medievalists!

So as the beta date approaches we’ve added a bunch of stuff. Really. Like, A LOT - as you’ll be able to tell. We’ve focused on combat behavior and raids as the biggest feedback from the alpha concern these things. So without further ado:
[h3]Villager management during combat and combat itself
received a major rework[/h3]


We’ve implemented a more sensible approach of unit control and behavior during the battles. Now it’s more like your classical RTS experience in that area. Really, there are a bunch of things implemented in this area that would take quite a lot of time to explain… But we’ll try our best!
  • We’ve added a weapon icon in the villager panel to indicate who is an archer and who is not
  • The “Draft” indicator next to the icon in the villager panel (also villager panel turns a bit blue when a villager is drafted)
  • We’ve also added red flashes on villagers icon in villager panel when they take damage
  • Added prominent red overlay when the villager is damaged
  • Enemies and villagers now have an indicator when the camera is zoomed out (basically turning your view into a mini-map). Zooming out will emphasize every character’s circle (of enemies and your villagers) and it will become visible through walls. That way, you’ll know where everyone is at every point in the game
  • Added range indicator to selected archers. Selecting a drafted archer will show his range radius (represented in a yellow circle around them)
  • HP bar over the worker and enemy heads (with the health bar flashing with the amount of health reduced) HP bars show when taking damage, when damage is taken a white slower bar appears that indicate the amount of damage taken
  • We’ve removed numbers indicator when the damage is being dealt, but text like “miss, blocked, evade” is still present. If you are a numbers guy, will leave that as an option to turn it on
  • Special text will appear when one of your villagers gets unconscious or killed
  • You’re now able to select multiple trees, stones, and other materials with double click feature - this will make manipulation of materials much more convenient

[h3]Raids became much smarter![/h3]


So one of the most common complaints was that the raids are not fun & they are too hard. Behold - we’ve implemented the system that balances the raids based on the behavior of your settlement. Call it an adaptable difficulty, if you want. Without giving away too much info, rest assured that this system will allow for different scenarios for all of the players. Sure, there will be similar events here and there, but the content of those events will vary. Here is what we did for raids and enemies overall:
  • Enemies will walk 50% of the way towards the target
  • Added cheering animation to your villagers when enemies are defeated
  • Villagers will keep attacking enemies when enemies are running away
  • There are now different types of enemies (for now: melee, archer, heavy and siege equipment)
  • Only the first event in the game is hardcoded (will happen to everyone), but the way you handle it will lead you down a different path. This is done as an introduction of the system, and also to show the consequences of the events overall
  • We’ve added a couple of new raid variations - cannibals attack, twisted crusaders and mindless assassins
  • We’ve added new events for the introduction of new villagers into your community

Things can get intense.
[h3]Additional Features![/h3]


Without going too much into details, we’ll list some interesting stuff we’ve also implemented. Hopefully, you’ll like it.
  • Human corpses added. Now when a human dies he leaves behind a carcass (same height, same features, and same body structure as when alive)
  • Added “ctrl + click” and “shift + click” to the production panel. This way the player can add +10 and +100 of a product to the production of a certain thing, avoiding unnecessary clicking for a long time. Alternatively, you can type in the number of products in the production panel
  • The “Research” panel now shows all 3x types of books needed for research. It also shows additional info on the tooltip. Research evolved big time
  • Instead of assigning jobs for your villager with an “on” or “off” button, they can now have a higher priority or lower priority (5x priorities)
  • Added see-through effect to trees and buildings to make it easier to move around
  • Added various graphical options (the ones that were easiest to implement but had a nice boost to performance)
  • Health tab added to the villager’s auxiliary panel where all the info for wounds and health are presented to the player
  • Added various graphical options
  • Added the option to turn off the tutorial from the options menu
  • Added blue vignette to screen when the game is paused
  • Added constructions having variations in appearance when producing
  • Workers no longer come to the corner of the production construction to produce, they have hand placed spots where they stand
  • Floors will now carve crop fields

Those are the important ones worth mentioning.

That is a lot of things for the beta build, right? And we’re still looking for the beta players! if you know someone who still did not registered there, be sure to send them this link:

https://bit.ly/GoingMedievalBeta

That is everything for this update, we hope you’re enjoying seeing the ongoing development of Going Medieval!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA