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Going Medieval News

Experimental Branch Patch (0.25.12)

[p]Greetings, players! The newest patch (0.25.12) is now live on all platforms on the experimental branch and modding 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.[/p][p][/p][h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that caused Settlers to mine invisible soil voxels.[/p]
  • [p]Fixed the issue that prevented some saves from being loaded.[/p]
  • [p]Fixed the issue that caused wooden mechanical parts crafting to give smithing instead of carpentry XP.[/p]
  • [p]Fixed the issue that made Settlers appear to be carrying weapons while undrafted.[/p]
  • [p]Fixed the issue where Raiders would get stuck if you locked the door they were planning to pass through.[/p]
  • [p]Fixed the issue where fires on top of walls would continue burning in the air after the wall was destroyed.[/p]
  • [p]Fixed the issue that caused temperature damage to persist after a tile with fire on it is destroyed.[/p]
  • [p]Fixed the issue where Raiders could not construct ladders on top of player-constructed floors.[/p]
  • [p]Fixed the issue that caused the camera to shake while buildings were taking damage.[/p]
[h3]Known issues:[/h3]
  • [p] If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.25.11)

[p]Greetings, players! The newest patch (0.25.11) is now live on all platforms on the experimental branch and modding 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.[/p][p][/p][h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the crash that occurred when loading a character preset in the character creator.[/p]
  • [p]Fixed the issue that prevented prisoners from being escorted.[/p]
  • [p]Fixed the issue that made reeds invisible.[/p]
  • [p]Fixed the issue that made production circles on research tables get obscured by walls.[/p]
[h3]Known issues:[/h3]
  • [p] If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.25.10)

[p]Greetings, players! The newest patch (0.25.10) is now live on all platforms on the experimental branch and modding 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.[/p][p][/p][h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the crash that occurred when you right-clicked on a building that just got destroyed.[/p]
  • [p]Fixed the crash that occurred when you right-clicked and prioritized filling animal trough or prisoner stash.[/p]
  • [p]Fixed the issue that prevented several saves from being loaded.[/p]
  • [p]Fixed the issue where prisoners would not eat.[/p]
[h3]Known issues:[/h3]
  • [p] If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.25.9)

[p]Greetings, players! The newest patch (0.25.9) is now live on all platforms on the experimental branch and modding 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.[/p][p][/p][h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the crash that occurred when a Settler died of old age.[/p]
  • [p]Fixed the crash that occurred when a prisoner turned into a Settler.[/p]
  • [p]Fixed the crash that occurred when you would destroy a stockpile while a Settle was hauling to it.[/p]
  • [p]Fixed the crash that occurred if a building that was in a passive production would get destroyed.[/p]
  • [p]Fixed the crash that occurred when renaming a settler or assigning roles and afterwards destroying beds.[/p]
  • [p]Fixed the issue where some saves could not be loaded.[/p]
  • [p]Fixed the issue that caused camera shakes to happen when enemies were placing blueprints.[/p]
  • [p]Fixed the issue where you couldn’t right-click → force-equip an item from a rack.[/p]
  • [p]Fixed the issue which would cause floor variations from mods to not show up properly or work in game.[/p]
[h3]Known issues:[/h3]
  • [p] If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.25.8)

Greetings players! The newest patch (0.25.8) is now live on all platforms on the experimental branch and modding 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.

[h2]Optimization[/h2]
  • The load time of the game has been optimized to be faster. This also means that larger saves should load much faster now.
  • Various CPU bottlenecks have been addressed, making the FPS better in Medium and Large-sized settlements.
  • Various GPU optimization efforts have been made, resulting in slightly better FPS on Medium and Large-sized settlements.
  • Meta files get written into the save file but are also saved next to the saves. Metas are used to display info about the save without opening the actual zip files. This makes opening the Load menu faster for players who have a lot of saves. Because of this, the info of used mods per save may not show properly for saves before this version.
NOTE: Unfortunately, this will all lead to Character presets and Manage presets being deleted. Every new one you make will work fine, it's just the ones before this update that will stop working. :(

More info about our optimization steps can be found in our latest Medieval Monday Talk.

[h2]Quality of Life Improvements:[/h2]
  • Camera shake effect has been added to the game. Some actions in the game (like a trebuchet hit) will make the camera shake. This can be toggled off in the options menu.
  • Camera visuals for rotation show up when the middle button is held. Camera visuals also show up when the game is paused, when holding the right or middle mouse buttons.
  • The prison stash will not be replenished so often.
  • Enemies now set stuff on fire, again. They are now aware of fire and will act a bit smarter, not standing in flames that they made.
  • Added siege weapon trajectory building collision indicator while aiming.
  • Raid spawn ruleset has been changed - Before: if the enemy damages a door but never breaks it in 3x raids in a row, next time the game would spawn a siege variation of the raid. Now: 3x victories in a row and >500 raid points will result in a siege raid.
  • Enemies will now attack pets if they’ve been attacked by them. They will not actively target and hunt them down by default.
  • Various sounds have been added to siege weapons.

[h2]Bugs and Fixes[/h2]
  • Fixed several crash occurrences.
  • Fixed the issue where enemies/settlers standing on the top of staircases were not targetable by AI, making them stuck.
  • Fixed the issue that made enemies think that a forced open door was impassable.
  • Fixed various issues related to melee combat and ladder interactions.
  • Fixed the issue where sometimes settlers wouldn’t shoot down enemies that were on ladders.
  • Fixed the issue that prevented certain piles from being hauled in some cases.
  • Fixed the issue where a combat music would continue even after the battle ended.
  • Fixed the issue where the F-Mod logo on some resolutions ended being cut off.
  • Fixed the issue where enemies would just go through your settlers in some situations.

[h3]Known issues:[/h3]
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
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 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. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel