1. Going Medieval
  2. News

Going Medieval News

Patch Notes (0.22.19)

Greetings, medievalists! The newest patch (0.22.19) 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.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fix settlers hunting with melee weapons
  • Fix hunters not hauling carcasses after killing animals
  • Fixed issue where event resources wouldn't be loaded correctly resulting in a bad event outcome
    score.
  • Fixed event resources not showing up on Feast.
  • Make right-click ignite load a one-off flammable round if fire arrows are not allowed for that settler
  • Possible fix for settlers getting stuck in fire stomping animation.

[h3]Known issues[/h3]
  • Barrels don't fill faster when under the edges of the roof yet.
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • Underground water is missing still.

  • 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 items are missing icons and localization values.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

DISCLAIMER: Currently, the experimental and the main branch are a bit different as the experimental is helping us test some features before pushing them to everyone else. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this. We decided to keep Dev version of the game on the Steam 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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook

Experimental Branch Patch (0.22.18)

Greetings players! The newest patch (0.22.18) 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]Quality of Life Improvements:[/h3]
  • We now have underground water sources (unfortunately you need to start a new game to have them on your map) They have been added to Valley and Hillside maps. Mountain and Marsh maps don't have the. They can be easily found by going through the layers of your terrain
  • Enemies now have a different pathing when approaching your base. They should act a bit more naturally by not going in one line when attacking. They will try to function and path more like a group.
  • Enemies should no longer spawn in a very long line when in large groups but in a kind of square formation.
  • Enemies will no longer idel around when waiting for one of them to get through the door but will stand in a battle-ready stance
  • Temperature dealing damage to building systems has been further optimized and should work better on large maps with a lot of structures.
  • Javelin and axe throw animations have been fixed up a bit
  • The issue with stomping animation always playing on settlers is potentially fixed


[h3]Known issues:[/h3]
  • Barrels don't fill faster when under the edges of the roof yet.
  • Settlers will not haul after hunting
  • Settles will hunt with melee weapons

  • 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

Patch Notes (0.22.16)

Greetings, medievalists! The newest patch (0.22.16) 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.

[h3]Quality of Life improvements[/h3]
  • Rebalanced speed for all weapons. all weapons have a slight increase in speed (10-15%)
  • Ranged weapons lose less HP per attack. ~50% less than before. The flimsy Quality level multiplier for HP loss is now 1.3 instead of 1.5
  • Dummy costs hay now so it's more similar to sticks for practice targets (inspired by a mod players made :))

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Beams can now be constructed over furniture.
  • Manage panel presets updated with new ranged weapons
  • Fixed certain events not having the proper loc key for button text.

[h3]Known issues[/h3]
  • Barrels don't fill faster when under the edges of the roof yet.
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.

  • 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 items are missing icons and localization values.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook

Patch Notes (0.22.15)

Greetings, medievalists! The newest patch (0.22.15) 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.

[h3]Quality of Life improvements[/h3]
  • We added Rope and bucket visuals to the well structure. The Bucket goes up and down when settlers take water. The time for getting water scales with the amount of levels the bucket needs to travel.
  • Extinguish fires now has top priority in non-work hours. It's disabled only if disabled in the jobs panel. So now settlers will wake up if there is a fire.
  • Arrows now have flaming visuals while the archer is firing and standing with the arrow in hand to help indicate that the next shot will be a flaming projectile.
  • Fire spreading is slowed down a bit to make it less unfair

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Beams can now be constructed over plants.
  • Hide the building copy button for producible buildings like rugs, paintings and statues.
  • Changes to resources: flammable oil and Greek fire oil are now Manufactured Material Stockpile Group so the prices are also corrected (no longer can you purchase flammable oil for 0.1gold)
  • Practice dummy and practice target are now Misc group (they were accidentally in the Waste group)
  • Material Settings also have some changes: bear leather finally has a 1.8 multiplier for price.
  • Wool material no longer has high flammability for clothing and the gambeson armour
  • Practice dummy blueprint is fixed (it was a backgammon table)
  • Fix hold ground settlers not behaving as expected. Hold-ground archers should no longer move at all. Hold Ground Melee settlers should engage in combat if the enemy is in their range. Default stance Melee settlers should engage with enemies if enemies are not behind a door and within range of ~20m
  • Searching for water when extinguishing a fire has been optimised a bit. Cases of long pathfindng to faraway water sources has been reworked and should behave a bit more natural.

[h3]Known issues[/h3]
  • Barrels don't fill faster when under the edges of the roof yet.
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.

  • 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 items are missing icons and localization values.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook

Hotfix (0.22.12)

Greetings, medievalists! The newest patch (0.22.12) 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.

[h3]Quality of Life improvements[/h3]
  • We’ve improved FPS drop caused by our new temperature damaging system. This is just to mend the large FPS drops on larger settlements. A better fix is still in the works.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where new players were unable to start the game.
  • Fixed the issue where digging under beams would leave the stockpile placed there in a floating state.
  • Fixed the issue where in the Manage panel, the undrafted stance of Settlers would be Aggressive by default and couldn’t be changed.
  • Fixed the issue where a settler would exit the Hold Ground stance after they were attacking a target within their range.

[h3]Known issues[/h3]
  • Well has no visual indicator of the bucket going up and down.
  • Barrels don't fill faster when under the edges of the roof yet.

  • 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 items are missing icons and localization values.
  • 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.

And in case you missed, official Update 14 log, you can find it here.

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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook