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Going Medieval News

Patch Notes (0.22.28)

Greetings, medievalists! The newest patch (0.22.28) 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 the issue that prevented some saves from being loaded.
  • Fixed the issue where unallowed piles on stockpiles were ignored, causing settlers to try and fill an already occupied stockpile slot.
  • Fixed the issue where settlers would try to haul piles from shelves a couple of times after which the shelves themselves would turn forbidden.
  • Potential fix for flooding of rivers that was not caused by building dams.
  • Potential fix for the issue where rivers would drain.
NOTE: Already drained rivers will not be fixed. You’ll have to either reload saves before you encountered draining, or ask us, the devs, to manually reinstate your river. Your saves are located here:

%userprofile%\appdata\locallow\Foxy Voxel\Going Medieval\VillageSaves

We need just one .sav file that you want us to fix. Please send it to support @ foxyvoxel . io (remove the space) or post in on our Discord.

[h3]Known issues[/h3]
  • 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

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Patch Notes (0.22.27)

Greetings, medievalists! The newest patch (0.22.27) 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]
  • Optimized the game and improved performance in relation to fire spreading.
  • Stability is now shown via a tooltip when placing beams.
  • Fences will auto rotate depending on drag direction.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed various issues with water not behaving as expected. Situations where water would remember obstacle shapes if after those obstacles are destroyed, and situations where the river would continue with its flow, despite being cut off from the river source should be solved by this. This should also solve some accidental flooding reports.
NOTE: Flooding will still occur if you build a dam and block the river from reaching its outflow point.

[h3]Known issues[/h3]
  • 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

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Experimental Branch Patch (0.22.27)

Greetings players! The newest patch (0.22.27) 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.
  • Fixed the appearance of errors in regards to stockpile.
  • Fixed various issues with water not behaving as expected. Situations where water would remember obstacle shapes if after those obstacles are destroyed, and situations where the river would continue with its flow, despite being cut off from the river source should be solved by this. This should also solve some accidental flooding.
NOTE: Flooding will still occur if you build a dam and block the river from reaching its outflow point.

[h3]Known issues:[/h3]
  • 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 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

Experimental Branch Patch (0.22.26)

Greetings players! The newest patch (0.22.26) 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]
  • Stability is now shown via a tooltip when placing beams.
  • Fences will auto rotate depending on drag direction.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where beams would sometimes break stability.
  • Fixed the issue where settlers, while in the hold ground stance, would run the longer way around trying to attack an enemy that's in 2m range and the path to them was blocked.
  • Fixed the issue that prevented stockpiles under shelves from being detected.
  • Fixed the issue where settlers would not attack domestic animals despite having been ordered to do so.
  • Fixed the issue where portcullises would get locked and their animation would break upon their repair.
  • Fixed the issue where Saltpetre Works production would break if the water from a well or river was brought to it.

[h3]Known issues:[/h3]
  • 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 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

Medieval Monday Talk #57 - Camera, Reframed

Greetings, medievalists!

So, we’ve been pretty busy the last couple of months as evident by updates 12, 13 & 14. In fact, we were so busy that we didn’t manage to create our obligatory videos that showcase all those features. Now that we have time, here is one that covers all of the important things, in case you missed them:

[previewyoutube][/previewyoutube]
How does it look? Did you get to experience all those things? Have any interesting stories to share? Let us know in the comments.

Now back to our main subject. Let’s start our first Medieval Monday Talk (this year) with our biggest archnemesis. Let’s talk about the game's camera… again.

When we tried to improve it the last time, we tried to provide a solution that would work both for the old and new players. The result was also influenced by the time it would take to develop and test such a feature, and that’s how the “coyote camera” was born.

While far from perfect, we thought of it as an improvement over the previous camera functionality. However, after releasing some cool updates lately, we now have the time to tweak the camera once more.

You really like the idea of locking the camera to a specific layer (Solution 3 in that camera MMT). And we can see why - you would be in charge of overview, sudden layer jumping wouldn’t catch you by surprise and you would be able to see the majority of your settlement in its full glory.

We think we’ve figured out how to implement that, along with applying offset to the camera target (Solution 4). Hear us out.

Remember that Reset Camera View button in the upper left corner of the screen?



It was used for just that - to reset the camera to its default view/angle. But in the upcoming update, once you select it, it will show one additional panel in which the Reset Camera View button will be stored. The button next to it is Lock Camera Layer. Selecting that will show camera layer control.



This option will essentially allow you to choose a layer that will function as a camera’s center. So you will be able to put it at the top and zoom it out for the maximum distance. But the camera will still be limited by the ground and thus the clipping will never occur. Here is how it will look in practice:

[previewyoutube][/previewyoutube]

Is this the right solution, in your opinion?

This still requires a bit of work on our side. We still have to cover camera behavior in various situations - what if during its movement a hole one voxel in size is detected, what if it encounters elevation of one voxel? Coyote time would handle that, but should it even be triggered, as the terrain in our game can get uneven.

Should the camera react to beams? Should it react on the floors that are on the beams? How should it behave if there are walls on those floors on beams and you are in between layers, visibility wise?

Should the camera drop down during the coyote time as fast as it does now? Should holding the right click/middle click on the mouse pause the coyote time?

We have some ideas on how to handle those situations, but covering them all takes time. We’ll get there, and when we do - you will have all of the options mentioned in that MMT45 and then you can customize your experience however you want. How about that? Let us know in the comments.

We’ll have more MMTs to share, but we also have to patch the existing update. So have patience, and…

Stay medieval!

Foxy Voxel

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