October Update
Greetings medievalists!
We have been very busy and have been working on a bunch of things in-game, refining the old stuff and implementing new features. Check out what we’ve been working on below:
[h3]Task Priority and Chaining[/h3]
Tasks can be prioritized and chained manually by right-clicking on things.

This was requested by a lot of players, so we’ve implemented it! Right-clicking on anything that has a job attached to it can be prioritized now. This is very useful for micromanagement and making certain tasks finish in the order you want.
[h3]Villager Mood [/h3]
We’ve added more mood modifiers and better logic for the way they are processed.

Several new mood effectors have been added to the game, along with the effector types.
[h3]Build Feedback[/h3]
We’ve introduced different colored blueprints along with feedback on why they appear.

You asked for this too, but we expanded on some of the ideas:
[h3]Stockpile Filters[/h3]
We’ve added more categories for stockpile filters, along with features that will give you more control in managing these categories.
[h3]Assign panel is turned into Manage panel[/h3]

Beyond the name change, we’ve also implemented more functions on this one. Its main purpose is to make things happen automatically and have the player manually change things if necessary. You want your villagers to auto equip weapons, shields, and other stuff based on some parameters that you’ve made? You’ll do it here, long live automation!
[h3]Introducing religion[/h3]
We’ve introduced religion as an activity for your villagers. There is going to be a need for religious constructions that influences the mood of villagers, it will also grant them buffs if the stat is satisfied.
We also have an update on the development of the game for you. We are approaching the end of a very strange 2020, and lots of events happened this year that we did not foresee. We know some of you have been asking if we plan to launch the game into Early Access this year, so we thought now would be a good time to let you know that we won’t be launching this year. However, we will have some pretty exciting Going Medieval related things happening from early 2021 that we cannot wait to share with you!
In the meantime while you wait for Going Medieval to be released, we suggest you head over to our Discord Server and experience an awesome meta-game based on Going Medieval! You can do this by firstly going to the #choose-a-side channel and pick your loyalty. Then you can head on into the #bot-commands channel start the meta-game!
Thank you all so much for your continued love and support for the game. We have much more news to come via our dev blogs, social channels and Discord - so stay tuned!
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
We have been very busy and have been working on a bunch of things in-game, refining the old stuff and implementing new features. Check out what we’ve been working on below:
[h3]Task Priority and Chaining[/h3]
Tasks can be prioritized and chained manually by right-clicking on things.

This was requested by a lot of players, so we’ve implemented it! Right-clicking on anything that has a job attached to it can be prioritized now. This is very useful for micromanagement and making certain tasks finish in the order you want.
[h3]Villager Mood [/h3]
We’ve added more mood modifiers and better logic for the way they are processed.

Several new mood effectors have been added to the game, along with the effector types.
- Proximity effectors: when villagers get near an object, an effector can be bestowed upon them. For example: if a villager goes near a dead body, it will create a negative mood effector. As situations and options evolve in our game, so will the behavior of this effector
- Production effectors. A villager will get a certain effector when producing something from a certain material. For example: if a villager is producing meat from a human carcass they will get a nasty mood effector
- Backstories/backgrounds/perks can now have a list of effectors that are always affecting that villager, and a list of forbidden effectors. For example: backstories/backgrounds/perks tied to drinking will bump up drinking priority above all other leisure activities. Also, we can forbid an ascetic perk villager from getting negative mood modifiers when eating bad food and good modifiers when eating lavish food
[h3]Build Feedback[/h3]
We’ve introduced different colored blueprints along with feedback on why they appear.

You asked for this too, but we expanded on some of the ideas:
- Red blueprints are used as an indicator when something can’t be built along with the feedback on why it happened
- Buildings are now marked in the orange exclamation mark color when they are not reachable or the player does not have enough resources for them to be built. Clicking on the building in the selection screen layer shows the info on why it cannot be built
- Replacement buildings are now marked yellow and can be seen through buildings when being placed (to more easily understand what’s happening)
- Beams now give feedback when you try to place them between two walls that are more than 12 grid spaces apart
- Socketable buildings give feedback when they can’t be placed somewhere and why
- Stairs also give better feedback on why they can't be placed somewhere
- Added clear point where a roof should have support to be placed with a message showing up
[h3]Stockpile Filters[/h3]
We’ve added more categories for stockpile filters, along with features that will give you more control in managing these categories.

- New categories are Quality and Durability, also additional stockpile options are in the Copy/Paste settings, Global priority
- Stockpiles can now have filters for hitpoints and quality. Roughly said, this will help villagers take bad gear/stuff to a separate stockpile from raiders and good gear to another one
[h3]Assign panel is turned into Manage panel[/h3]

Beyond the name change, we’ve also implemented more functions on this one. Its main purpose is to make things happen automatically and have the player manually change things if necessary. You want your villagers to auto equip weapons, shields, and other stuff based on some parameters that you’ve made? You’ll do it here, long live automation!
[h3]Introducing religion[/h3]
We’ve introduced religion as an activity for your villagers. There is going to be a need for religious constructions that influences the mood of villagers, it will also grant them buffs if the stat is satisfied.

- Villagers can be aligned as Pagans or as Christians, and if they have their Religion Alignment more towards the middle of the bar they will need to pray less
- We’ve added to new buildings villagers can pray to - a wooden Pagan shrine and a Christian shrine
- Villagers will go and pray at shrines when their religious activity drops under a certain threshold
- Villagers with higher Christian or Pagan alignment will lose the need for religious activity faster
We also have an update on the development of the game for you. We are approaching the end of a very strange 2020, and lots of events happened this year that we did not foresee. We know some of you have been asking if we plan to launch the game into Early Access this year, so we thought now would be a good time to let you know that we won’t be launching this year. However, we will have some pretty exciting Going Medieval related things happening from early 2021 that we cannot wait to share with you!
In the meantime while you wait for Going Medieval to be released, we suggest you head over to our Discord Server and experience an awesome meta-game based on Going Medieval! You can do this by firstly going to the #choose-a-side channel and pick your loyalty. Then you can head on into the #bot-commands channel start the meta-game!
Thank you all so much for your continued love and support for the game. We have much more news to come via our dev blogs, social channels and Discord - so stay tuned!
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