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August update

Greetings medievalists!

Last month was reserved for various bug fixes, game improvements, and QA testing. So no new features, at least not yet. Keep reading to find why that needed to happen.
[h3]Improved Tutorialisation of Draft & Combat Mechanic[/h3]
  • We have added a tutorial pop-up window (note: If you turn off tutorials in the options menu, this pop-up window will not appear)
  • The first pop-up window appears when you start the game. It has a welcome screen, explanation of camera controls, layer controls, and game speed
  • After the first raid event has started the game will pop-up the second tutorial window with instructions on selecting, drafting, equipping and moving your villagers
  • Standalone pop-ups will appear for the first time when opening the job, schedule, and research panel
  • Videos have been added to all tutorials

[h3]Additional UI/UX[/h3]
  • We’ve added additional tooltip information for resource categories
  • Added hyperlinks to stability and decomposition almanac to help players understand how both systems work
  • Added additional tooltip to books in research panel to help understand how negative value of books functions
  • Building blueprint will change color when it’s out of reach (also added text “out of reach” when clicked on)
  • Drafted go-to position arrow is now red when the player tries to order villager to an unreachable location

[h3]Additional Changes[/h3]
  • Fixed several issues with quitting to the main menu and resuming the game
  • Fixed issue with placing a building on a forbidden pile resulting in villagers freezing
  • Added new input controls and made it cleaner when remapping (in categories now)
  • ESC key now closes all windows and opens the in-game menu
  • Drag select now works with priorities (if a villager is in the selection box, that villager will be selected every time, after that - an item, and after that, resources. Trees and buildings can’t be selected with drag-select by design)
  • Shift + click now also deselects stuff
  • “New villager” events now have randomized: health, sleep, hunger, wounds, and equipment
  • Enemies now have randomized HP of equipment
  • Villagers carry unconscious villagers properly now
  • When enemy upon dying leaves carcass and equipment dropped - they will be forbidden by default

  • Added basic combat sound effects
  • Added several more UI sound effects: pause, notification, event, etc.
  • Buildings now instance properly making it less CPU heavy
  • Attack animations are slowed down so the player can tell what's going on
  • Attack animations are now randomized between 3x different animations
  • Added randomized heraldry to heraldry editor (all random heraldries are created by discord users during Alpha, their names are credited underneath)

  • Added Trebuchet projectile VFX
  • Enemies will have a bubble of defeat when running away
  • Fixed several problems with counting resources on stockpile and map
  • Villagers are in the flee mode by default
  • Trebuchet projectile, animals, and fists now inflict wounds

  • Floors and walls hide differently now when hiding and showing layers
  • Fixed several bugs with roofs, beams, and floor
  • Fixed several bugs with stockpiles and building on stockpiles
  • Fixed several issues when renaming a villager (not appearing in a text later as the renamed villager)
  • Added leaves blowing in the wind
  • Animals will try and stay away from villagers when idling
  • Fixed camera restart problem and default camera position issue

[h3]Rebalancing[/h3]
  • Book piles now hold 100 books instead of 50
  • Limestone, wood, and iron piles hold 200 instead of 100 resources
  • Equipment decays faster when not worn
  • Equipment decays slower on a villager


Rebalanced the nutrition value of food in the game:
  • Raw food now has a nutrition value of 0.5 while cooked has 0.8-1.0
  • Villagers will prioritize higher nutrition food
  • Villagers will prioritize food when sleeping
  • Villagers will prioritize food when in a sleeping hour (making them eat before going to sleep)
  • Villagers will eat at tables now (Animation is still work in progress)
  • Human meat added to the game. All meals can have a human meat version to it (forcing villagers to eat them will result in harsh mood penalties)
  • Changed how much food costs to cook
  • Less raw food is given from hunting/harvesting


And we’ve fixed a bunch of tasks regarding optimization, save/load problems, and all sorts of other things that our QA found. Like you can tell - we did a lot of work. Why is that? Because…

[h2]Beta starts on August 10th![/h2]

That’s right. The day has come - The Going Medieval beta will run on August 10th at 4PM BST / 5PM CEST / 8AM PT - August 17th 4PM BST / 5PM CEST / 8AM PT and it will be on Steam via a Steam key. We will provide your key to you during the day on August 10th! So please keep an eye on your inboxes then (if you have any issues with your Steam key when it arrives, please let us know).

Everyone that applied so far for it will receive the beta key. You can share your opinions and thoughts on Twitter (and tag us in the process) and head over to our Discord server - there you’ll be able to share your thoughts, give us feedback, and post some sweet gameplay screenshots.

Stay well, and see you soon.

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