Experimental Branch Patch (0.15.2)
Greetings medievalists!
As promised - we have a mini update for you GM enjoyers. 0.15.2 is now live on the experimental branch on all stores. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. Once it is properly tested, we will push it live in the official update! Here are the notes for what awaits you in this version, but first, a warning:
[h3]Disable Mods if you have them[/h3]
Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete everything in the steamapps\common\Going Medieval and then verify the game files.
Now, onto the update:
Look at this update as a couple of smaller QoL improvements that will in no way revolutionize the way you play the game, but it might give you “hey, this is a cool moment”.
[h2]Animal Protectors [/h2]
A lot of players reported that it's frustrating that foxes and polecats would just simply go into your settlement and kill small animals. So we added a few things:
When the small animal enters the proximity zone (emitted by the stuff we mentioned above), they'll get protected. During that time in that area, they’ll not be attacked by predators. Leaving the proximity will still have them protected for the next 2.5 hours
If the small animal is targeted by a predator and that small animal goes back to the protector's range, the predator will back off immediately.
Some things to note:
Now let’s talk wound tending and healing QoL!
[h2]Healing v2 [/h2]
We haven't touched wounds and wound tending since the Early Access launch so we wanted to add a set of changes to make everything a bit more QoL-fy :)
Patient Job
Patient job type is added to the JOB panel. This job just makes settlers go to beds and wait for their wounds to be tended. So it's basically like the convalescence but if convalescence is not active or is a low priority that settler will continue doing other stuff. This solves the issue with wanting your settlers to be tended but you don't want them to convalesce so they can get stuff done :)
Self Tend
Players can turn it on in the MANAGE panel. It's self explanatory - settlers can tend their own wounds. If they choose to do so, they’ll get a bit less XP for that and the tend quality will have a low quality.
NOTE: If you turn off the Tend job in the jobs panel, this will disable self tend as well.
Healing Kit in pouch
Settlers will carry healing kits in pouches now (only healing kit items - not herbs, tallow nor honey) and use them when tending instead of going to get healing kits somewhere far.
Jobs have different priority depending on hour type
Some of you reported that it doesn't make sense that wounded settlers would not convalesce while in leisure/any hour type. Well, in the old system, “rest” was considered a job and jobs get low priorities in these hour types. Some of you tried to amend this by turning off the rest of the job, but then they would never rest even when having nothing to do. It was… a messy system. But check it now!
We now have the option to forcefully set priorities and also enable jobs per hour type.
Main takeaway here’s are:
Patient/Convalescence Job - These jobs have a pretty high priority in leisure/any hours and are forcefully enabled even if the player disables them in the jobs panel.
This way the jobs panel is 100% efficient only in Work hours.
Now let’s talk wounds.
[h2]Wounds v2[/h2]
Wounds can now be categorized 3x different ways:
“needTend: false” - this wound will not trigger the settler to be tended. This is used for wounds like bruises that can't be tended with medicine and time will heal itself.
“needRest: false” - this is used for wounds like scratches. They need to be tended sure, but the settlers do not need to lay down in order for that wound to pass.
Minimum Wound Severity. Like before, as time goes by wounds lose severity and are weaker in their effects. But now, let's say the settler breaks a leg. They will need tending and rest for a few days but then when the wound heals 90% it will hit the minimum severity threshold and will still be there with some small effects on walk speed etc, but will heal on its own over time with no need for further tending or rest.
The good news is that wounds can now be tended anywhere!
Settlers can tend other settlers anywhere, no need for them to be in a bed. Just two small notes here:
NOTE 1: The settlers still prioritise taking them to a bed and then tend them. Also the tend wound anywhere only works if the settler that is being tended has fainted and is laying bleeding on the ground and there are no beds available to tend.
NOTE 2: player can right click priorities tend on any settler anywhere and that should work without a bed for the patient to be in
Now let’s talk more fun stuff:
[h2]Coin Bartering [/h2]
We added gold coins as resources to the game
Yes, at the end of the 14th century, 95% of the global population perished due to rampant plague. While the pure survivor and willingness to persevere at any cost were on the minds of those folks, you just know that at one point someone would try to reintroduce familiar monetary systems, because current value can be deemed to abstract at some crucial points.
Coins are in the game, but don’t expect much from them for now.
This basically means that all wealth has been rebalanced. Everything is a bit less valuable now. But all other wealth parameters (attack size and strength, influence, room impressiveness, expectation etc) have been scaled down accordingly. This is done so we can keep the simple rule of 1 gold coin being 1 wealth/value equal. We’ll see how and if the system will continue to expand but this seems like a good starting place.
[h2]And let’s end this mini update with cosmetics [/h2]
We have new Paintings and Tapestry variations. We added 3x new variations to paintings and 2x new tapestry variations.
You might even recognize some of them as certain designs are inspired by modern memes and situations here and there.
We also updated the portrait art for various factions:
Now all factions have unique portraits except: mountain bandits, looters, river bandits, Ravagers, society of fellows. They still have the standard Forest bandit portrait
[h3]Bugs and fixes.[/h3]
[h3]Known issues:[/h3]
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you!
Foxy Voxel
As promised - we have a mini update for you GM enjoyers. 0.15.2 is now live on the experimental branch on all stores. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. Once it is properly tested, we will push it live in the official update! Here are the notes for what awaits you in this version, but first, a warning:
[h3]Disable Mods if you have them[/h3]
Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete everything in the steamapps\common\Going Medieval and then verify the game files.
Now, onto the update:
Look at this update as a couple of smaller QoL improvements that will in no way revolutionize the way you play the game, but it might give you “hey, this is a cool moment”.
[h2]Animal Protectors [/h2]
A lot of players reported that it's frustrating that foxes and polecats would just simply go into your settlement and kill small animals. So we added a few things:
- Pet dogs/wolves/bears (while awake) now protect animals in their proximity
- Torches, braziers, and production buildings (while the flame is on) also protect animals around them. NOTE: they’ll protect even through walls. This is an intentional design choice that helps us utilize CPU properly atm.
- Settlers (while awake) also protect small animals.
When the small animal enters the proximity zone (emitted by the stuff we mentioned above), they'll get protected. During that time in that area, they’ll not be attacked by predators. Leaving the proximity will still have them protected for the next 2.5 hours
If the small animal is targeted by a predator and that small animal goes back to the protector's range, the predator will back off immediately.
Some things to note:
- Animals that come with traders can't be targeted by wild animals
- Animals that come with traders will never sleep
- Animals returning with caravan if returning at night will be protected from predators for some time
- Animals returning with caravans will not fall asleep in the next 8 hours
- Animals purchased from merchants will not fall asleep or the next 8 hours
Now let’s talk wound tending and healing QoL!
[h2]Healing v2 [/h2]
We haven't touched wounds and wound tending since the Early Access launch so we wanted to add a set of changes to make everything a bit more QoL-fy :)
Patient Job
Patient job type is added to the JOB panel. This job just makes settlers go to beds and wait for their wounds to be tended. So it's basically like the convalescence but if convalescence is not active or is a low priority that settler will continue doing other stuff. This solves the issue with wanting your settlers to be tended but you don't want them to convalesce so they can get stuff done :)
Self Tend
Players can turn it on in the MANAGE panel. It's self explanatory - settlers can tend their own wounds. If they choose to do so, they’ll get a bit less XP for that and the tend quality will have a low quality.
NOTE: If you turn off the Tend job in the jobs panel, this will disable self tend as well.
Healing Kit in pouch
Settlers will carry healing kits in pouches now (only healing kit items - not herbs, tallow nor honey) and use them when tending instead of going to get healing kits somewhere far.
Jobs have different priority depending on hour type
Some of you reported that it doesn't make sense that wounded settlers would not convalesce while in leisure/any hour type. Well, in the old system, “rest” was considered a job and jobs get low priorities in these hour types. Some of you tried to amend this by turning off the rest of the job, but then they would never rest even when having nothing to do. It was… a messy system. But check it now!
We now have the option to forcefully set priorities and also enable jobs per hour type.
- Carry wounded goal: settlers will carry wounded even if they don't have a tend job turned on and in leisure/any hour. This makes them a bit more natural at acting and saving their friends even if they are in leisure mode.
- Tend wounds will have higher priority than, let's say, needing to play backgammon, because community. BUT, they’ll still be willing to ignore the call if the player turned off the tend job for that settler.
Main takeaway here’s are:
Patient/Convalescence Job - These jobs have a pretty high priority in leisure/any hours and are forcefully enabled even if the player disables them in the jobs panel.
This way the jobs panel is 100% efficient only in Work hours.
Now let’s talk wounds.
[h2]Wounds v2[/h2]
Wounds can now be categorized 3x different ways:
“needTend: false” - this wound will not trigger the settler to be tended. This is used for wounds like bruises that can't be tended with medicine and time will heal itself.
“needRest: false” - this is used for wounds like scratches. They need to be tended sure, but the settlers do not need to lay down in order for that wound to pass.
Minimum Wound Severity. Like before, as time goes by wounds lose severity and are weaker in their effects. But now, let's say the settler breaks a leg. They will need tending and rest for a few days but then when the wound heals 90% it will hit the minimum severity threshold and will still be there with some small effects on walk speed etc, but will heal on its own over time with no need for further tending or rest.
The good news is that wounds can now be tended anywhere!
Settlers can tend other settlers anywhere, no need for them to be in a bed. Just two small notes here:
NOTE 1: The settlers still prioritise taking them to a bed and then tend them. Also the tend wound anywhere only works if the settler that is being tended has fainted and is laying bleeding on the ground and there are no beds available to tend.
NOTE 2: player can right click priorities tend on any settler anywhere and that should work without a bed for the patient to be in
Now let’s talk more fun stuff:
[h2]Coin Bartering [/h2]
We added gold coins as resources to the game
Yes, at the end of the 14th century, 95% of the global population perished due to rampant plague. While the pure survivor and willingness to persevere at any cost were on the minds of those folks, you just know that at one point someone would try to reintroduce familiar monetary systems, because current value can be deemed to abstract at some crucial points.
Coins are in the game, but don’t expect much from them for now.
- Coins can not be produced, only gotten through trading
- Coins always have a value of 1 and never change when bartering like other resources do.
- Almost all Merchants have some amount of coin
- Coins appear at the top of the bartering list when merchants arrive (if the player and merchants have no coins then it will not appear)
- Coins can be smelted into gold ingots (if you want to do that)
This basically means that all wealth has been rebalanced. Everything is a bit less valuable now. But all other wealth parameters (attack size and strength, influence, room impressiveness, expectation etc) have been scaled down accordingly. This is done so we can keep the simple rule of 1 gold coin being 1 wealth/value equal. We’ll see how and if the system will continue to expand but this seems like a good starting place.
[h2]And let’s end this mini update with cosmetics [/h2]
We have new Paintings and Tapestry variations. We added 3x new variations to paintings and 2x new tapestry variations.
You might even recognize some of them as certain designs are inspired by modern memes and situations here and there.
We also updated the portrait art for various factions:
Now all factions have unique portraits except: mountain bandits, looters, river bandits, Ravagers, society of fellows. They still have the standard Forest bandit portrait
[h3]Bugs and fixes.[/h3]
- Fixed the issue where unconscious settlers would sometimes spawn in the middle of a voxel, essentially making them stuck in torment.
- Fixed the issue where sometimes wild Foxes would sleep in pens, and they feed from inside pens during the day even though other sources of food are available on the map
- Fixed the issue where Wild polecats would sleep in stockpiles in the settlement on voxels on which there is something deposited already.
- Fixed the issue where If a caravan returns at night, the animals in the caravan will immediately fall asleep. This would lead to small animals like chicken to be killed by predators.
- Fixed issue where shelves would drop stockpiled items when building floors below them.
- Fixed several text issues
- Fixed huge stuttering with late game settlements that had a large amount of piles.
[h3]Known issues:[/h3]
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
- Healing kits look the same as the food pouch on the settler. Will be different. This is just for looks. Not important for gameplay
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you!
Foxy Voxel