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Going Medieval News

Experimental Branch Patch (0.13.3)

Greetings players! The newest patch (0.13.3) 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.

For those that missed the full log of the new experimental update, you can find it here.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where clicking on some hyperlinks didn’t work as intended.
  • Fixed the issue where the paused game would resume, if you selected any of the settlers’ names in a social tab.
  • Fixed several visual glitches.
  • Fixed the issue that caused the visuals to corrupt the clay walls and windows.
  • Fixed several text issues.

[h3]Quality of life improvements[/h3]
  • Religious Alignment tooltips will show recent interactions and how they might have influenced religious change.
  • Text will appear when religious alignment occurs, and will be added to the settler's log.
  • Social compatibility has adjusted a little. Now, there is a random chance even the best of friends may have unpleasant conversations.
  • Social interactions can’t occur if one of the settlers is drafted or is sleeping.
  • Dreams can now influence the chance of positive/negative interactions for settlers.
  • Negative interaction perks (like Ruthless and Ill Favoured) have been nerfed, because many players reported that too many rivalries have been occurring.
  • Positive interaction chance has been adjusted. Wearing fine clothing, being drunk and some specific perks will buff positive interactions. Night Owl will tend to have positive interaction at night, Sun Seeker will have it while the sun is shining.
  • Rebellious settlers will insult more often.
  • Rebellious settlers have longer pauses between conversations.
  • Sitting down to play backgammon together will increase the chance of a conversation happening and will also increase the chance of a positive social interaction
  • The capacity of some pile stacks related to Raw Food has been increased (from 25 to 50).

[h3]Known issues:[/h3]
  • 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.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.


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 very 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. Thank you!

Foxy Voxel

Experimental Branch Patch (0.13.2)

Greetings players! The newest patch (0.13.2) 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.

For those that missed the full log of the new experimental update, you can find it here.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where settlers would sow crops in a location where they shouldn’t due to the “Temperature conditions do not met” factor.
  • Fixed the issue where settlers would look down or up when social interaction occurred and keep that look for a long time.
  • Fixed several visual glitches.
  • Fixed several text issues.

[h3]Quality of life improvements[/h3]
  • Settlers will wake up if the bed they are sleeping on is destroyed.
  • Health change is added to the Log window.
  • Birthday is added to the Log window.
  • Settlers and enemies will also say their final words before they die.
  • Settlers now get +3xp in speechcraft for every conversation
  • Animal turning into domestic/pet is also added to the log.
  • Enemy type is shown on the grave now.
  • Settlers with the perks “Early Bird” and “Somnolent” need to sleep even less, now.
  • The time between social interactions is prolonged.
  • The chance of triggering small talk is increased.
  • The chance of triggering very positive/very negative conversations is reduced.
  • The chance of triggering a Belief conversation is increased.
  • Conversation chance increased when settlers sit down/eat/play games
  • The friend/rival scale has been rebalanced. Friends are now +80 and rivals are -80 instead of before (+50 and -75)

[h3]Known issues:[/h3]
  • 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.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.


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 very 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. Thank you!

Foxy Voxel

Experimental Branch has been updated

Greetings medievalists!

Are you familiar that we have an experimental branch of the game? New updates for the game are first pushed here, and it allows you to experience the new features before other players. Builds on the Experimental Branch can be buggy and even cause crashes, so it may also have a couple of hotfixes before we promote it to the main branch. If you want to try the experimental branch, here is how to do it.

THINGS TO NOTE:

⚠️ 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 very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

With that being said...

The New update (0.13.1) is now live on the experimental branch. Once it is adequately tested, we will push it live in the official update! Here are the notes of what awaits you in this version, but first, a warning:

[h3]Disable Mods if you have them[/h3]
Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete everything in the steamapps\common\Going Medieval and then verify the game files.

Now, on to the update:

[h3]Social interactions[/h3]
Settlers will interact with each other when they are close to one another. However, this system is not only reserved for human interaction. Here is how it works:
  • All interactions are instant and not accompanied by additional animations. This way, social interactions will not disrupt the tasks of your settlers or the flow of the gameplay.
  • Settlers can have a conversation every few hours. Some perks (like Contemplative) might influence the number of conversations they have.
  • The outcome of a conversation is determined by the speechcraft skill, difference in age, difference in religious alignment, affection amount, some attributes, and some randomness.
  • Interactions can have several different results - essentially positive and negative small talks.
  • The amount of positive/negative value is determined by settlers' attributes and affected by some perks (such as Ill favored, Ruthless, Disfigured, etc.)
  • Some social interactions result in the changing of the religious alignment and are represented by different icons (golden oak leaf for oak brethren and purple grail for the church of restitution)
  • Some settlers (like ones with the “Punch drunk” perk) will have a high chance to have negative conversations with settlers when drunk.
[h3]Affection[/h3]
Social interactions like small talk, pleasant conversation, and unpleasant conversation will result in the modifying of the affection of one settler towards the other.
  • Other actions in the game, like battling together (being close together while fighting) carrying each other to a bed, tending wounds, etc. will result in affection as well.
  • When the affection is high enough (+80) the settlers will become friends. If the affection goes under -80 then settlers become rivals.
  • This has no immediate gameplay impact other than different mood modifiers when a friend/rival dies or is banished.
[h3]Individual Action log[/h3]
We have added the Log feature to certain things. Social interactions, combat, health, and other notable events will be shown in the log.
  • All conversations between settlers will be logged. One settler will discuss something with the other, and that one will respond accordingly.
  • All combat hits, moves misses, and evades are logged. Different weapon types have different wording, as well as animal attack types.
  • Certain effectors (when characters eat a good meal, drink good ale, etc.) will also show here.
  • Logs are inherited by the carcass of a settler/enemy/animal. After that trophies and graves also inherit this log so players can read what happened to that settler/enemy/animal after their death.
NOTE: The log is saved as text and will not be translated when changing languages mid-game. Also, if a settler/animal is renamed it will not reflect in the log.

Keep in mind that these features will constantly evolve as new things are introduced and the existing features are upgraded.

[h3]New animals[/h3]
Bears and polecats are in the game. We are aware that bears were not a thing in medieval England, but there are reports of a couple being a side attraction in those times. In the canon of Going Medieval, we like to think that the plague helped them break free from their captivity and roam the land.

Polecat
  • Polecat is basically the wild version of a cat.
  • They can spawn on any map type.
  • Polecats are nocturnal animals that, like foxes, will sleep during the day.
  • They will hunt down your chicken, rabbits, and pheasants (fox logic).
  • You can get leather from it and build banners, armor, etc.
  • Can be used for vermin control when turned into a pet.
  • You can turn a polecat into a trophy.
Bear
  • Bears are very strong animals that spawn very rarely on the map.
  • Taming and training them can take a long time.
  • They can be used for hauling and battle.
  • Their leather can be used for banners, clothing, etc.
  • You can turn a bear into a trophy.

[h3]Bugs and fixes[/h3]
  • Fixed the issue that prevented some players from placing constructions in locations where they could be placed.
  • Fixed the issue that caused room detection to not work as intended in certain scenarios.
  • Fixed the issue that prevented animals from returning caravan from harvesting, if, during the return of the caravan, the game was saved & loaded.
  • Fixed the issue where the blueprint of all the graves did not match their size grid when using the “Copy” function.
  • Fixed the issue that made settlers face the wrong side when working on a research table.
  • Fixed the issue that made settlers appear as floating as if they were ordered to deconstruct stairs and were in the middle of them with a “Sleep” schedule in progress.
  • Fixed the issue that caused the behavior of beams to become corrupted if you place them in between Doors or Windows.
  • Fixed the issue that prevented constructions from placement with the first click, if players were using the “Relocate” or “Install” feature.
  • Fixed the issue where the order “Until you have” on the Sewing Station did not work as intended if the produced item was Rush Matting.
  • Fixed the issue where using Curdling Milk as a cooking resource when making a meal on a campfire or a stove would result in no meal being created upon completion of production.
  • Fixed the issue where raiders would run around aimlessly during the incursion.
  • Fixed the issue that caused placement of the crop/stockpile in a random position, if the player used only one voxel for that crop/stockpile.
  • Fixed the issue where settlers wouldn’t repair damaged structures while a merchant is near them.
[h3]Quality of life improvements[/h3]
  • Upon finishing harvesting of animals, settlers will take gathered resources (milk and wool) and carry them to the stockpile.
  • We have added a minimal skill level to train and tame certain animals (bears, wolves, foxes, and boars have this now).
  • Taming and training process of certain animals has been rebalanced.
  • We have also added feedback to the player when trying to train or tame an animal and not having the required min skill level.
  • Settlers will turn their head now toward social interaction targets when in the range.

We made subtle changes to the animation of some animals. This is purely cosmetic, but it livens up the world a bit.
  • We added a tail system where tails move a bit differently now (can be seen when an animal moves and you pause the game) tails now bend a bit when the animal turns, making them a bit more fluid.
  • The spine system has been added to animals as well. When the animal turns, the spine will bend in that direction a bit. This is very subtle but makes their movement a bit less stiff. Most noticeable in donkeys and cattle.
[h3]Known issues[/h3]
  • The game might crash if settlers on the caravan attempt social interaction. We're working on this and will try to provide a fix for it ASAP.
  • 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.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.


As we mentioned, once the build is stable enough and properly tested, we'll push it on the main branch. If you have any issues to report - use F10, use our Discord server or the experimental branch subforum. Thank you for your time.

Foxy Voxel

Update #8 is live on the Experimental Branch

Greetings medievalists!

Are you familiar that we have an experimental branch of the game? New updates for the game are first pushed here, and it allows you to experience the new features before other players. Builds on the Experimental Branch can be buggy and even cause crashes, so it may also have a couple of hotfixes before we promote it to the main branch. If you want to try the experimental branch, here is how to do it.

THINGS TO NOTE:

⚠️ 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 very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

With that being said...

The New update (0.13.1) is now live on the experimental branch. Once it is adequately tested, we will push it live in the official update! Here are the notes of what awaits you in this version, but first, a warning:

[h3]Disable Mods if you have them[/h3]
Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete everything in the steamapps\common\Going Medieval and then verify the game files.

Now, on to the update:

[h3]Social interactions[/h3]
Settlers will interact with each other when they are close to one another. However, this system is not only reserved for human interaction. Here is how it works:
  • All interactions are instant and not accompanied by additional animations. This way, social interactions will not disrupt the tasks of your settlers or the flow of the gameplay.
  • Settlers can have a conversation every few hours. Some perks (like Contemplative) might influence the number of conversations they have.
  • The outcome of a conversation is determined by the speechcraft skill, difference in age, difference in religious alignment, affection amount, some attributes, and some randomness.
  • Interactions can have several different results - essentially positive and negative small talks.
  • The amount of positive/negative value is determined by settlers' attributes and affected by some perks (such as Ill favored, Ruthless, Disfigured, etc.)
  • Some social interactions result in the changing of the religious alignment and are represented by different icons (golden oak leaf for oak brethren and purple grail for the church of restitution)
  • Some settlers (like ones with the “Punch drunk” perk) will have a high chance to have negative conversations with settlers when drunk.
[h3]Affection[/h3]
Social interactions like small talk, pleasant conversation, and unpleasant conversation will result in the modifying of the affection of one settler towards the other.
  • Other actions in the game, like battling together (being close together while fighting) carrying each other to a bed, tending wounds, etc. will result in affection as well.
  • When the affection is high enough (+80) the settlers will become friends. If the affection goes under -80 then settlers become rivals.
  • This has no immediate gameplay impact other than different mood modifiers when a friend/rival dies or is banished.
[h3]Individual Action log[/h3]
We have added the Log feature to certain things. Social interactions, combat, health, and other notable events will be shown in the log.
  • All conversations between settlers will be logged. One settler will discuss something with the other, and that one will respond accordingly.
  • All combat hits, moves misses, and evades are logged. Different weapon types have different wording, as well as animal attack types.
  • Certain effectors (when characters eat a good meal, drink good ale, etc.) will also show here.
  • Logs are inherited by the carcass of a settler/enemy/animal. After that trophies and graves also inherit this log so players can read what happened to that settler/enemy/animal after their death.
NOTE: The log is saved as text and will not be translated when changing languages mid-game. Also, if a settler/animal is renamed it will not reflect in the log.

Keep in mind that these features will constantly evolve as new things are introduced and the existing features are upgraded.

[h3]New animals[/h3]
Bears and polecats are in the game. We are aware that bears were not a thing in medieval England, but there are reports of a couple being a side attraction in those times. In the canon of Going Medieval, we like to think that the plague helped them break free from their captivity and roam the land.

Polecat
  • Polecat is basically the wild version of a cat.
  • They can spawn on any map type.
  • Polecats are nocturnal animals that, like foxes, will sleep during the day.
  • They will hunt down your chicken, rabbits, and pheasants (fox logic).
  • You can get leather from it and build banners, armor, etc.
  • Can be used for vermin control when turned into a pet.
  • You can turn a polecat into a trophy.
Bear
  • Bears are very strong animals that spawn very rarely on the map.
  • Taming and training them can take a long time.
  • They can be used for hauling and battle.
  • Their leather can be used for banners, clothing, etc.
  • You can turn a bear into a trophy.

[h3]Bugs and fixes[/h3]
  • Fixed the issue that prevented some players from placing constructions in locations where they could be placed.
  • Fixed the issue that caused room detection to not work as intended in certain scenarios.
  • Fixed the issue that prevented animals from returning caravan from harvesting, if, during the return of the caravan, the game was saved & loaded.
  • Fixed the issue where the blueprint of all the graves did not match their size grid when using the “Copy” function.
  • Fixed the issue that made settlers face the wrong side when working on a research table.
  • Fixed the issue that made settlers appear as floating as if they were ordered to deconstruct stairs and were in the middle of them with a “Sleep” schedule in progress.
  • Fixed the issue that caused the behavior of beams to become corrupted if you place them in between Doors or Windows.
  • Fixed the issue that prevented constructions from placement with the first click, if players were using the “Relocate” or “Install” feature.
  • Fixed the issue where the order “Until you have” on the Sewing Station did not work as intended if the produced item was Rush Matting.
  • Fixed the issue where using Curdling Milk as a cooking resource when making a meal on a campfire or a stove would result in no meal being created upon completion of production.
  • Fixed the issue where raiders would run around aimlessly during the incursion.
  • Fixed the issue that caused placement of the crop/stockpile in a random position, if the player used only one voxel for that crop/stockpile.
  • Fixed the issue where settlers wouldn’t repair damaged structures while a merchant is near them.
[h3]Quality of life improvements[/h3]
  • Upon finishing harvesting of animals, settlers will take gathered resources (milk and wool) and carry them to the stockpile.
  • We have added a minimal skill level to train and tame certain animals (bears, wolves, foxes, and boars have this now).
  • Taming and training process of certain animals has been rebalanced.
  • We have also added feedback to the player when trying to train or tame an animal and not having the required min skill level.
  • Settlers will turn their head now toward social interaction targets when in the range.

We made subtle changes to the animation of some animals. This is purely cosmetic, but it livens up the world a bit.
  • We added a tail system where tails move a bit differently now (can be seen when an animal moves and you pause the game) tails now bend a bit when the animal turns, making them a bit more fluid.
  • The spine system has been added to animals as well. When the animal turns, the spine will bend in that direction a bit. This is very subtle but makes their movement a bit less stiff. Most noticeable in donkeys and cattle.
[h3]Known issues[/h3]
  • The game might crash if settlers on the caravan attempt social interaction. We're working on this and will try to provide a fix for it ASAP.
  • 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.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.


As we mentioned, once the build is stable enough and properly tested, we'll push it on the main branch. If you have any issues to report - use F10, use our Discord server or the experimental branch subforum. Thank you for your time.

Foxy Voxel

Medieval Monday Talk #32

Greetings medievalists!

You know what your settlers need? They need to know the people around them. That’s right, social interactions are coming in the next update. Here is what you can expect:



When a settler is within a certain range of someone else, they will attempt to initiate a social interaction. The possible outcomes of this include: engaging in small talk, having an insightful conversation, praising each other, or insulting and ridiculing one another. The results of social interaction will be affected by random things like their perks, speechcraft skill, or their current status. It’s going to be difficult to chat if someone has a broken jaw, for example.

You’ll notice when a conversation has taken place because a speech bubble will appear above the settlers’ heads. Depending on the result, it will show one of these images:



Selecting the settler and checking the LOG tab will allow you to see a short description of what was being discussed. These sentences will also be tied to the factors mentioned above and present events. If a wolf pack appears on the map, there is a chance that it will be referenced.



These interactions will also allow settlers to influence one another. If a settler has a high speechcraft skill and the zealot status for their religion, they might convert others to their beliefs.

It’s worth noting that the amount of these social interactions are limited per day, but limitations can be influenced by other things, too. Being drunk might circumvent these limitations when paired with certain perks, which will create interesting scenarios. All of this will play an important part in the affection system.



The Affection system will be represented by the Social tab in the settler’s STAT bar. It will indicate how much settler’s like each other. This rating can be affected by a settler’s personality, their religious alignment, and the outcomes of social interactions.

The affection rating between two people will impact how certain events in your settlement affect individuals. So if someone they like dies, then they will get a negative mood modifier. Or, if an enemy of theirs is banished to the wilderness, then they might actually be happy about that.

These systems will be later expanded so that the relationship between them will trigger certain events. For now, though, we think it adds an extra layer to your settlers and gives you a sense of how they feel about one another.

That's it for today! We hope that you'll like this feature once it is released in the official update. When is that going to happen? Well... stay tuned!

Foxy Voxel