1. Going Medieval
  2. News
  3. Experimental Branch Patch (0.18.7)

Experimental Branch Patch (0.18.7)

Greetings players! The newest patch (0.18.7) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.

[h2]New camera navigation system[/h2]
Some players found old camera movement jarring as the camera was tied to the ground level and once you reach different ground levels, the camera would jump accordingly and adjust. You can learn why this happened and how we tried to approach the solution in our last Medieval Monday Talk. It will give you insight into our development process, but also show how some problems might appear as easily solvable, when they are anything but. Anyways…

To “Unlock” this new camera system, go to the Options and select “Camera settings”. This will open another window that looks like this:



Camera sensitivity and Screen-edge mouse scroll are options from before and pretty self explanatory.

Legacy Mode represents the current (old) camera navigation mode. Turning that off will enable the rest of the options.

Camera target visuals toggles visuals that represent the camera’s target, the screen’s centre. These visuals will appear only while the camera is moving/zooming/orbiting.

Camera target visual duration represents the time that camera target visuals will linger on screen after the camera stops moving. The maximum length is 2 seconds combined with coyote time.

Coyote time represents the amount of time that the camera will remain in place before readjusting itself according to the terrain layout. If camera target visuals are enabled this is represented by a white line from the target visuals to the next layer the camera target will move to. The maximum length can be 3 seconds when the camera is not moving.

Camera offset by buildings represents the camera’s ability to take walls and floors into camera adjustment. Up until now the game’s camera was offset only by ground and water.

Let us know in the comment how the new camera feels. Hope you like it!

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 will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you!

Foxy Voxel