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Medieval Monday Talk #55 - Kindled Strikes

Greetings, medievalists!

We’re still on the fiery topic, but this time, let’s talk about how you can use fire in combat. The most obvious choice? Fire arrows. Any flame source (braziers, torches, etc.) can ignite fire arrows. An archer will have ignited arrow order next to the attack order, which upon selecting, will spawn a fire arrow when settlers stand next to the flame source. These incendiary arrows are not as precise and do less damage. However, they spawn a small flame wherever they land. Keep that in mind if you’re fighting enemies indoors. And if you hit an enemy with a fire arrow… Well, prepare for some chaos.

[previewyoutube][/previewyoutube]
Only regular bows - short bow, longbow, and war bow - can use fire arrows. Unfortunately, other weapons can’t be set ablaze. No fire swords here, unfortunately, but maybe you’ll want to revisit that idea with the modding v2 that is coming in the Update #16.

Fire shenanigans will not stop there - we’re going to introduce flammable oil. Flammable oil is a resource that you’ll be able to produce within the Oil Press building, and you will be able to use it in a couple of ways. You can spill oil on tiles and make them extremely flammable. Then, proceed with an archer and ignite the oil with a fire arrow. Witness super fast spreading of fire from oil tile to oil tile, making a nice stronghold-esque fire trap. Pretty cool, right?

[previewyoutube][/previewyoutube]
We plan to introduce oil jug traps that, when triggered, will spill oil in a radius and ignite it.

[previewyoutube][/previewyoutube]
But let’s take all this a bit further.

We’re also adding Greek fire oil and Greek fire. Invented by Byzantines, Greek fire was a fearsome weapon. It had the ability to keep burning while on water. As such, it was often used in naval battles. The creation of it was a closely guarded secret and its knowledge was thought to be lost. But not to settlers of Going Medieval (we took some creative liberties here and totally made this up), as they’ll be able to upgrade fire oil into greek fire oil with saltpeter and quicklime. Here is our logic for that.


Quicklime, or calcium oxide (CaO), will be created at kilns. Quicklime reacts with water in an exothermic reaction, producing slaked lime (calcium hydroxide, Ca(OH)₂) and releasing a significant amount of heat. Saltpeter is a common name for potassium nitrate (KNO₃), a naturally occurring mineral and chemical compound. It acts as an oxidizer to fuel the combustion of pyrotechnic mixtures. We’ll be introducing Saltpetre works as a building for producing saltpeter. So, with our logic, it makes sense to bind those things with oil to create Greek fire. (Also, we can use saltpeter and quicklime for other stuff in the future (who said gunpowder?).)

[previewyoutube][/previewyoutube]
Greek fire in our game is green, but besides that, the functionality is the same. It’s a stronger version of fire that can burn underwater and in the rain. It will not spread as greek fire, but will spawn regular fire around it. Greek oil can be used with fire in the same way as regular oil does, but do remember that Greek fire is not easily extinguished.

What does this mean for enemies? For now, we’ll start simple - enemies will be able to set fire to structures that they are attacking. We’ll revisit this once their AI gets upgraded, but don’t take this ability lightly. Imagine an enemy going through a library and getting a sudden urge to burn a nearby research table. And the library is made of wood and that starts a chain reaction and… oh no… You get the point.

[previewyoutube][/previewyoutube]
So how about that? What are your thoughts on these fire shenanigans? Do you already have some specific scenario in mind that you want to test? Write it in the comments.

And one more thing - we've partnered with one of our biggest inspirations. The game that gave birth to a genre, the one with the most intricate simulation of a world - Dwarf Fortress. If you are still thinking about buying Going Medieval, maybe Fortress Friends bundle is what you want to get as it features Going Medieval & Dwarf Fortress at a discounted price.

https://store.steampowered.com/bundle/47697/Fortress_Friends/

Next week we’ll talk about long awaited training buildings and other interesting upgrades. Until then…

Stay medieval!

Foxy Voxel

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Patch Notes (0.21.28)

Greetings, medievalists! The newest patch (0.21.28) 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 several crash occurrences.

[h3]Known issues:[/h3]
  • 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.
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 (0.21.27)

Greetings, medievalists! The newest patch (0.21.27) 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]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Additional code cleanup.

[h3]Known issues:[/h3]
  • 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.
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

Nominate Going Medieval for Labor of Love award

Greetings, medievalists!

The Steam Autumn Sale is here and with it come Steam Awards. As Going Medieval is in Early Access, we're eligible only for the 'Labor of Love' category. If you have a vote to spare, maybe consider giving it to Going Medieval.



Since the release of the game, we've released 13 Updates in total, with the latest one already paving way to some cool mods.

But there is still more to do, more bugs to fix and more features to implement. Next update is just around the corner, as evident by the roadmap.



We talked about it in our Medieval Monday Talk 53 & 54, and we'll talk some more next week, too. We've listened to your feedback and we'll be discussing feature that many of you requested. Here is a teaser:



To each and every one of you, whether you’re still playing after all these years or you just joined us in 2024, we would like to thank you for being with us and playing the game that we love developing. It's just going to get better.

See ya on Monday with another MMT. Until then...

Stay medieval!

Foxy Voxel

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Patch Notes (0.21.26)

Greetings, medievalists! The newest patch (0.21.26) 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.
  • Fixed the issue where the game would crash on load if a mod was missing preview image or modinfo file. Now, the game shouldn’t crash if those files are not present.
  • Fixed the issue where some players were not able to see heraldry changes during its editing.
  • Fixed the issue where installing a building pile would cancel previous building relocation order.
  • Fixed minor text issues.

[h3]Quality of Life improvements[/h3]
  • Updated preprocessing tool to adapt to more complex/nested array structures and simplify modding.
  • Old code is cleaned and more bug hunting logs have been added.

[h3]Known issues:[/h3]
  • 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.
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