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November Update

Greetings medievalists!

As we get closer to winter, it’s time to warm ourselves with a couple of new features. Check out what we’ve been working on below:

[h3]Rooms have types now[/h3]


To build a specific room type, players will need to create certain production (buildings/furniture/decorations) within it. Once they are created, that room will get certain production buffs.

Example: If you make a kitchen out of a certain room - then the stove in it will produce food much faster.

Sweet, right? To maximize the potential of their settlement players will have to consider what and where they will build things. But that’s not all, because…

[h3]Rooms have temperatures, too[/h3]


To create a room, players will have to put walls on four sides, a roof (or ceiling), and a door. If there is one hole in that construction - it stops being a room.

Every object in the game now has a thermal model. Production buildings and decorations (like torches) now have heat emission and will heat up the room they are in. Depending on the type - walls/floors/roofs now have different isolations, and the size of those rooms will also play a role in processing temperature.

To put it lightly - if the players do not want their food to rot quickly they’ll want to put them somewhere cold. But on the other side - when the winter comes, villagers will want to be warm… You get the idea.

[h3]Introducing Leisure hour type[/h3]


Last time, we introduced religion. That, along with other activities will fall into the “Leisure hours”. During that time, villagers will prioritize things like food, entertainment, religion, and drinking. It’s not all about the work, right?

[h3]Cheers to the alcohol introduction[/h3]


Alcohol is added as a resource type and with that, the need for alcohol is implemented. Some villagers will have the need to drink ale or alcohol every couple of days (some more often depending on perks). If they don’t drink, they’ll get negative mood modifiers.

Upon drinking alcohol, villagers will get drunk and this makes them work slower and walk slower. It also means they will make more mistakes (botched harvests, etc), but they’ll get nice mood modifiers. Also, if they drink too much and/or eat raw meat, they’ll vomit, nice...

[h3]Traps are here[/h3]


Right now, we have only one type of trap, but it is a good starting point. It's a 1x1 building that gets activated when an enemy steps on it and inflicts damage. Once activated and used, the villager will have to come to it to reactivate it for the next battle. There is also a chance of trap misfiring, so this is not a bulletproof solution for battle scenarios.

[h3]Dismantle Items - it’s all about recycling[/h3]


The player can now order villagers to dismantle items by setting up dismantle productions in production buildings.

This is a nice way of solving the problem of too many items dropped by enemies - and it was something that was suggested by our beta players, thank you for your feedback!

Dismantled items give a fraction of resources back, this all adds up and the player can get resources like steel and gold even without a smelting station.

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And that would be all for the November dev blog update! If you haven’t checked out our previous dev blogs you can do here:

October September August

Head over to our Discord server to chat with us and play our Going Medieval inspired meta-game! Pick your loyalty in the #choose-a-side channel and talk to the peeps there!

Also, we recently restarted our special #going-on-a-journey story set in medieval times. Our series is written and chosen by you, the community - so while you wait for the game why not choose your own adventure!

Thanks for continuing to support us on our development journey. Talk to 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