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September Update

Greetings medievalists!

The closed beta came and went, but the feedback you provided along with the bugs helped us immensely! So, thank you all so much again for taking part.

We have been fixing and implementing some of the feedback suggested throughout August. There is still more to go of course, but based on the response that came from all of you, this tells us that we are on the right path.

Here is what we have added so far:

[h3]Gameplay improvements[/h3]
  • Enemies plan their attacks better now

Users reported issues where enemies behaved weird, not changing targets properly and attacking when they should be fleeing (also attacking unconscious villagers). We’ve implemented a system that should be much more satisfying and optimized when it comes to these attacks, thus avoiding a player’s frustration in the process.
  • Villagers getting stuck within constructions, stairs and ground should be thing of the past now
  • Planning construction within the game’s grid space is much easier now. Also, the issue where some buildings getting canceled in the mid-build process would stay written in grid
  • The underlying system for socketable constructions (wall banners, beams, etc) is refactored and changed. This solved the potential issue where the players couldn’t build buildings under torches or banners
  • We’ve changed to the way villagers reach certain points (mining ground, picking up resources, etc). This way, no pile will be ignored
  • The destroyed door will spawn a floor now. This solves the problem of a door on the second floor with nothing underneath it. When enemies would destroy the door, a hole would be created thus blocking their path forward
  • We’ve added orientation indicators to the buildings. Players can now see where the “front” of the building is
  • Added better position indicators to the staircase in order to make it easier to place the stairs


[h3]Tooltip improvements[/h3]
  • Info that is shown to the player when selecting an item on the ground has been expanded
  • Added tooltips to all the important information in the selection tab (with an explanation of how this number came to be)
  • Added tooltip with more detailed information when hovering on a weapon/armor/shield on the ground
  • Added detailed information on how the math works for range, damage, armor, temperature, etc in the inventory panel

[h3]Additional Features:[/h3]
  • Reworked combat animations. All animations are now slower (in order to help combat look a bit more clearer)
  • Animations no longer move the villager when performing an attack
  • Wind up part of animations have been trimmed away (except for ranged weapons)
  • Doors now animate and open automatically when villagers walk through them
  • Food production no longer has a simmering phase. Other productions like smoking meat still have this passive phase because it’s much longer and logical
  • The player can now choose to produce x5 and x10 food products at once
  • The production panel automatically opens if the production building is selected during construction
  • The construction panel automatically updates when research is unlocked


Now - if you want a COMPLETE list of fixes, you might want to sit down, as this will take some time:

[h3]Beta bugs and issues fixes:[/h3]
  • Fixed a bug that caused enemies to walk through the doors
  • Fixed a bug where the player was able to place stairs blueprint over stairs that were being constructed at the time
  • Fixed a bug where the player was able to place roofs in such a way that one endpoint of a roof was resting on either a wall, window, door, or beam and the other wasn't, i.e. it was resting on a floor one level below its other endpoint. Because of this bug, roofs appeared as floating on one side and on the other they had proper support
  • Fixed multiple roofs related bug issues; villagers wouldn't construct roof after game loading, roofs not visible after loading, roof foundation rotation wasn’t correct after loading and roof positions not calculated properly after loading (which might lead to roofs collapsing for no obvious reason)
  • Fixed a bug when building construction is canceled only while the villager is constructing it. That would lead to that building data to remain on grid spaces it occupies, which resulted in other bugs (example: roofs couldn't be placed because the system thinks stairs exists (even though they've been destroyed))
  • Fixed a bug where the room is not detected in case its door has no ground or floor under it, resulting in villager mood penalties
  • Fixed a bug where the room's wall (under which is a hole) was destroyed, but the area remains still recognized as a room
  • Fixed a bug where the slope dig marker sometimes doesn’t get deleted after the selected slope was removed
  • Fixed a bug that caused villagers to get stuck. Villagers should get stuck less often, if at all
  • Fixed a bug that prevented roofs and stairs from carving crop fields
  • Fixed a bug that caused some dirt ramps to disappear after loading a save game
  • Fixed a bug that prevented villager from not hauling resources to the stockpile if the stockpile was on the upper level
  • Fixed a bug that created an unmovable pile - caused by when a pile spawns at the stockpile and it's forbidden to be stored on it (example: waste spawns after food rots)
  • Fixed a bug that caused the same villager to arrive multiple times (caused usually by that same villager being dead before the event ends)
  • Fixed a bug that caused the roof foundation to not be properly aligned after the roof replacement that happened after loading a saved game
  • Fixed a bug where all of the banners appeared white until you try to open the in-game menu to edit the flag
  • Fixed a bug that caused villagers to stuck themselves into an infinite construction loop. This bug was caused by the beam that had one grid space width in size
  • Fixed a bug that caused incorrect calculation of the year cycle. The game was displaying the spring variant of the materials for a moment when loading the game, then it switched to the appropriate variant corresponding to the current season
  • Fixed a bug where the marked ground would not be dug after loading (the reachable positions would not refreshing properly)
  • Fixed a bug that caused human carcass piles to not be stored/unstored in the resources dictionary when loading a saved game. Villagers would ignore those piles when in need of a resource
  • Fixed a bug that caused villagers not to deliver resources to floor blueprint if socketable item exists above it
  • Fixed a bug where villagers would get stuck inside the stairs when falling down
  • Fixed bugs with dig markers; invisible dig markers, villagers do not want to dig some marked ground, some dig markers when selected show an action_dig text on the info panel, you have to mark it for dig, then cancel and mark again to make it work, etc…
  • Fixed a bug that caused building blueprint to have stability 0 when attached to the voxel - when that would happen, villagers would never deliver resources for construction
  • Fixed a bug that caused when a pile falls down, it's reachable position is null, meaning villager would never touch it
  • Fixed a bug that worked like this - after loading a saved game, if furniture or a socketable item (that's in the foundation phase only!!!) construction fails, it will never start again
  • Fixed issue with the player being able to place a wall through a roof
  • Fixed issue where typing numbers in production queue changes game speed
  • Fixed issue where Villager's Mood tab was showing placeholder text on the first open
  • Fixed issue with overlaying text in Selection Panel > Info Tab
  • Fixed issue with almanac linking - it’s more understandable on what word to click to get almanac help
  • Fixed issue where the wrong villager name was shown on birthday notification
  • Fixed speed button issue where the button would be disabled when no raid is happening on screen
  • Fixed issue where group skills were mismatched on the character creation screen
  • Fixed issue where socketable items (torches, beams) could be placed over other socketable items
  • Changed design of production Edit button to make it more important and easier to spot
  • Fixed Attributes extra panel behavior - Attributes extra panel is now updated instantly after opening
  • Added indicator to the stairs - height indicator as well as from what side can villager access them
  • Animals shouldn’t get stuck into the terrain now
  • Combat colliders should work as intended now - things like archers shooting through floors and walls when showing/hiding layers work as it should
  • Icons are now properly shown in the villager’s Skill Extra Selection Panel
  • Destroyed doors will now spawn constructed floors at their position. This will prevent workers and enemies from getting stuck if the doors were on upper levels
  • Detailed equipment tooltips have been added
  • Changed the way villagers reach piles. Some piles would remain frozen and no one would use them due to a reachable position problem
  • Refactored socketabel constructions: This was done so that the player could place items directly below socketable items. Solves a bug where some socketable items were in blueprint mode forever. Furniture, decorations, and production buildings can be placed on the same grid space as socketable items
  • Deactivating particles when construction fails for socketable torch (infinite particle loop problem)
  • Villagers will prioritize higher nutrition food
  • Socketable items can't be placed if stairs exist at the same position. If the player tried to do that, a message will pop up


And that would be all for this (last) month. There is still a lot of fixing to be done, and a lot of stuff to be implemented, but we are on it!

Stay well, and see you soon.

Foxy Voxel Team

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See the trailer for the game here: [previewyoutube][/previewyoutube]