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Going Medieval News

Patch Notes (0.25.25)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.25.25) is now live on all platforms. 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][h2]Quality of Life Improvements[/h2]
  • [p]Every hammer hit while constructing now shakes the building.[/p][p][/p]
[h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/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][/p][p]DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, 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. If you are annoyed by this, please switch to the main branch to experience the game without the red text.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (0.25.25)

[p]Greetings, players! The newest patch (0.25.25) 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.[/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]Every hammer hit while constructing now shakes the building.[/p][p][/p]
[h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/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]

Patch Notes (0.25.24)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.25.24) is now live on all platforms. 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][h2]Quality of Life Improvements[/h2]
  • [p]Visible construction progress now corresponds to Settlers hitting the foundation with a hammer.[/p]
  • [p]Every hammer hit while constructing now spawns particles.[/p]
[p][/p][h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that prevented animals from sleeping.[/p]
  • [p]Fixed the issue that caused building piles to be visible when they are on a higher level than the camera[/p]
  • [p]Fixed the issue that made small circles flicker in the middle of the screen.[/p]
  • [p]Fixed the issue that caused wicker floors and grated floors to not protect from hail.[/p]
  • [p]Fixed the issue that made the health bar, fire arrow icon and name overlap in combat.[/p]
  • [p]Fixed the issue that caused mods that alter voxel data (like Simple Mining) to break Start.sav files with voxels that appear to be all dirt when reloading. This will not retroactively fix already broken saves, but any new ones will work as intended.[/p][p][/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][/p][p]DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, 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. If you are annoyed by this, please switch to the main branch to experience the game without the red text.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (0.25.24)

[p]Greetings, players! The newest patch (0.25.24) 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.[/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]Visible construction progress now corresponds to Settlers hitting the foundation with a hammer.[/p]
  • [p]Every hammer hit while constructing now spawns particles.[/p][p][/p]
[h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that prevented animals from sleeping.[/p]
  • [p]Fixed the issue that caused building piles to be visible when they are on a higher level than the camera[/p]
  • [p]Fixed the issue that made small circles flicker in the middle of the screen.[/p]
  • [p]Fixed the issue that caused wicker floors and grated floors to not protect from hail.[/p]
  • [p]Fixed the issue that made the health bar, fire arrow icon and name overlap in combat.[/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]

Medieval Monday Talk #64 - Side Quests

[p]Greetings, medievalists!
[/p][p]Time to continue our expansion of map activities. Picture this: you are trying to build the best settlement (as you always do), when an event appears - a beggar has arrived. They are looking for something, anything. These are harsh times, and a warm welcome is always appreciated.[/p][p][/p][p]After being a good host that you are and providing them resources, a message appears - the guest wants to share information with you. They know the location of a loot stash and will mark it for you on the map.
[/p][p]Now your regional map features a location that you can visit. What awaits you there? Send a caravan and find out… Sounds exciting, right?![/p][p][/p][p]These loot stashes will have a couple of versions. One version will be combat-focused and feature hostile units. Sometimes it might be a group of aggressive humans, sometimes wild animals. Defeat whoever occupies the area and claim your prize, which will usually be shelves, crates, or stockpiles with useful resources.[/p][p][/p][p]The other version will be puzzle-oriented. When you arrive at this type of map, you’ll see a simple ground layout with some environmental storytelling here and there. What’s the prize? That depends - sometimes there will be resources, abandoned buildings, and other stuff. Will it be worth it? That will depend on your expectations and the layout of the terrain. And don’t worry - you can’t lose here.[/p][p][/p][p]Now, the cool thing is that the way you get these quests, the layout of the locations, and the loot inside will all be randomized. Sometimes you’ll meet a beggar, other times a merchant willing to share information for a great trade, and occasionally you’ll unlock a location just by treating your guests to a fantastic event. These moments won’t happen constantly, and sometimes they’ll just give you a thanks instead of the info, but hey - it costs almost nothing to be kind, right?
[/p][p]How does all of this sound to you? Are you more of a combat person, or do you enjoy ‘puzzles’? Let us know in the comments! There’s still more to talk about when it comes to map events. The next MMT is going to be very interesting. While you wait for it, be sure to…[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]