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February Update

Greetings medievalists!

February is all about quality-of-life updates. But don’t worry, there are some new features here and there too! For example:
[h3]You can plant trees now! 🌲[/h3]

Settlers are able to plant trees and they don’t cost a thing, but they do take a lot of time to grow, so bear that in mind. Players will have to think upfront about where they want to do this, as their settlement will naturally expand over time whilst playing & building.

[h3]Coal is a new type of resource! ⛏ [/h3]

Marked with a distinct black color of the ground, coal can be used as a fuel instead of wood or sticks, but don’t forget it is also the only fuel that can be used for making steel.

[h3]Players can make custom Heraldry symbols now! 🛡[/h3]

As long as the file image is a .png, players will be able to place it in the //StreamingAssets/HeraldryCustomSymbols and use it in our game. And that’s not all! We’ve also gone ahead and added a bunch of new symbols for when you create your own Heraldry from scratch.

[h3]Animal behavior improved! 🦊🦌[/h3]

Animals will now try to avoid the settlers. They may pass through the player’s settlement, but they will not stay there for the long term. Nor will they enter the rooms as they did before.

[h3]Settlers idle behavior is also improved![/h3]

When they have nothing to do, settlers will aim to stay close to the source of warmth like a complete room or campfire/fireplace. This will matter a lot once the winter kicks in and they have spare time.

[h3]And now let’s talk about the bug fixes and QOL updates:[/h3]
  • mining logic received an upgrade - the situations where settlers would fall into the holes that they dig should be avoided now
  • settler that had killed an animal will also take its carcass to the stockpile now
  • prioritization function received an additional polish
  • fixed a lot of spelling mistakes and issues regarding text presentation
  • fixed issue when some buildings would be marked as “unreachable”, when in fact they could be
  • fixed bug where two settlers would sleep on the same hay sleeping spot
  • fixed issue where setters were able to build through the trunk of a tree
  • fixed issue where the light of the torches and braziers could be seen throughout the walls
  • fixed bug where notification panel didn’t properly update
  • fixed bug where pressing the ESC key during the loading screen of any save would result in errors being displayed
  • fixed bug where using the pause option for any product would corrupt the pause/resume button
  • fixed bug where a wrong item description for all of the inventory slots would appear upon resuming the game
  • fixed bug where merlons could be built on empty spaces
  • fixed bug where products would grow near the designated field area
  • fixed bug where the number of research resources do not properly update after using the “Reset” option

And that is all for the February update folks! In the meantime, be sure to check our Twitter for more gameplay videos and feature showcases. And be sure to join our Discord Server to chat with like-minded Going Medieval fans and as is a key place for all game updates, news, and announcements!

https://www.youtube.com/watch?v=Wy_rW95WtmA

Until next time,

Foxy Voxel Team