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Medieval Monday Talk #71 - More Roles & Events

[p]Greetings, medievalists!
[/p][p]Let's talk about new roles and events tied to them. It's been a while since we introduced this system and we've read your suggestions about the new stuff.
[/p][p]We've been pondering about what types of roles we want to include - remember, in Going Medieval you control a small settlement in which every person has some kind of a purpose. The roles we are introducing should be applicable to anyone, with certain people having more benefits from them, than others.[/p][p][/p][p]Librarian - This role is about learning skills and XP. Using the new textbooks (14 unique books that the player finds or purchases) the librarian can teach other settlers and give them XP for that specific skill from the textbook.
[/p][p]Sergeant-At-Arms - The Military role. They'll move around in the training room, boosting preference and XP retention as well as speed of settlers training. This person has to have skill in both melee and ranged combat.
[/p][p]Broker - This role is all about money but is also the "weakest" of the bunch.  As they level up, you will get better prices by using them in trade. This also applies to other types of trades. They’ll be able to strike a trade deal with brokers from other factions that will in turn demand something. This could also lead to them coming more to your settlement, offering specific stuff and/or more coins. To utilize Broker potential, you’ll have to build a Treasury - a new room type dedicated to chests and cartography tables.[/p][p][/p][p]Some of these roles will have player triggered events tied to them, such as…[/p][p][/p][p][/p][p]Study Group - You'll be able to trigger this event in the library, and it can give a nice boost in XP to settlers listening to the librarian read from the book. You will need a Scholar's Lectern for holding an event and an Ornate Shelfbook as a place to store those textbooks.
[/p][p]Martial Training - You can trigger this event in the training room (new room type that we are going to introduce) and choose if the event will boost training speed for melee or marksman skill.
[/p][p]But this is not all - these roles, both new and the old ones, will be important for grand objectives - endgame content that will provide a goal for your settlement to strive toward.
[/p][p]More about that in seven days. Stay tuned and...[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Medieval Monday Talk #70 - Manage 2.0

[p]Greetings, medievalists![/p][p][/p][p]Let's continue our series where we're working on stuff that you've been requesting. The Manage tab is located in the upper part of the screen. It's a window that helps you assign settlers' equipment.[/p][p][/p][p]It did an okay job, but its functionality can be streamlined and improved. Observe the new version.[/p][p][/p][p]All those manage weapons, shields, headgear, apparel and armor sections will be grouped in two categories where you'll be able to manage all of them.
[/p][p]We'll be dropping the drop weapon button (hehe). You can still perform that action by selecting a settler, but we are removing it from the manage tab to keep the tab itself as clear as possible.
[/p][p]And you've requested to implement a copy/paste function to manage presets, so it's about time we implement that, too. You'll be able to apply one preset to all settlers with the paste all function.
[/p][p]Remember those rally points that we mentioned in our previous MMT? Rally point checkmark is there to show if a settler needs to respond to the Rally point call. That way you can control the settler's activity via the Manage panel!
[/p][p]The final thing we've implemented, and this has been requested a lot, is the ability to change clothes automatically based on seasons. By selecting the edit of apparel profile, you can choose what type of clothes/armor should be wearable in what time of year.[/p][p][/p][p]Another check box present both here and in the edit of weapon presets is Force Un-equip - right now, if you change the presets (let’s say from All Apparel to No Apparel) the settler would immediately drop it. With force un-equip checkbox turned on, they’ll instantly drop things that don’t have a checkmark. This will hopefully give you better control, especially when it comes to yearly overrides. 
[/p][p]And this would be all for this MMT. We're very happy with this upgrade, but let us know in the comments if we missed something here. There is still more to do, more stuff to talk about while you wait for these features. See ya next week. Until then...[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Patch Notes (0.27.15)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.27.15) is now live on all platforms on the main branch and experimental branch. 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 the issue that incorrectly marked some blueprints red after reloading.[/p]
  • [p]Fixed the issue that prevented roofs from being constructed after reloading.[/p]
  • [p]Fixed the issue that made blueprints spawn resources upon destruction due to instability.[/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]

Medieval Monday Talk #69 - Rally Points

[p]Greetings, medievalists![/p][p][/p][p]Let's talk about another thing you've been vocal about. Let's talk about combat management. Right now, once the raid on your settlement starts, things can get... micromanagy. Draft settlers next to a gate, put some archers on the wall, assign someone to a siege weapon... you know the drill.[/p][p][/p][p]We want to save you some time with these actions and that's why we'll be introducing rally points. Once you build a rally point, select what settlers you want to tie with it and with what stance. Once the time for fight comes, use the alarm button within the rally point will draft selected settlers and make come to it:[/p][previewyoutube][/previewyoutube][p]Alright, but this doesn't solve the issue, it just compartmentalizes it. Depending how many enemies spawn during the raid and how many settlers you have, selecting every rally point and using its alarm button could also drag a bit.
[/p][p]That's why we are introducing Bell! With the bell, you'll be able to activate all of the rally points. You can even customize which one you want to activate and even jump to their location.[/p][previewyoutube][/previewyoutube][p]All of this should make the flow of combat (or preparation for it) a much better experience. Niiiiiice.[/p][p][/p][p]How does it all sound to you? Let us know in the comments. This will come in the next big patch, but still working on fine tuning stuff. There are still more talks to do, more awesomeness to reveal. See ya in a week. Until then...[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Medieval Monday Talk #68 - Drawbridge

[p]Greetings, medievalists![/p][p][/p][p]We’ve teased drawbridges a couple of times. You can’t have castles without them (you totally can, but… you know…) and nothing screams ‘medieval’ like a nice drawbridge.[/p][p][/p][p]It took us a bit of time to figure out how to approach the design. Conceptually, it would function similar to gates with the option to keep them locked and unlocked, or in this case - raised or lowered. But how and where to place and trigger lowering mechanics? In most castles, bridges would be raised or lowered using ropes or chains attached to a windlass in a chamber in the gatehouse above the gate-passage. Such construction in our game, albeit realistic, would introduce unnecessary complexity and require a lot of space to be placed.[/p][p][/p][p]So we chose the simplest approach - the mechanism will be close to the bridge and settlers would activate it by approaching it. But the other part of the issue was enemy AI. The old AI logic wouldn’t work with this mechanic where you would simply turn off/on the pathway as you see fit. So we had to improve that first before we made drawbridges functional. Now we are good to go!
[/p][p]As used in castles or defensive structures, drawbridges provide access across defensive structures when lowered, but can quickly be raised from within to deny entry to an enemy force. Items will not spawn on lowered drawbridges, but if something is beneath the bridge during the lowering process, those things will take damage. Behold:[/p][previewyoutube][/previewyoutube][p]We’re still playtesting it and trying out various scenarios but the system is almost functional. Should be on the experimental branch in the upcoming weeks (we'll let you know). How do you like it? Let us know in the comments. Until next time…[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]