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Going Medieval News

Experimental Branch Patch (0.22.10)

Greetings players! The newest patch (0.22.10) 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]
  • Added more info to construction info cursor.
  • Sling has been added to default scenario starting equipment.

[h3]Bugs and Fixes:[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where wells, tall gates, portcullises and gallows were not constructible in some situations, citing lack of stability.
  • Fixed the issue where all animals had 100% retaliation upon the reload of the game.
  • Fixed the issue where some players were missing Manage presets.
  • Fixed the issue where Zzzz sleep effect would remain even after the sleeping settler gets drafted.
  • Fixed the issue where star icons were missing for passionate, unwilling, eager modifiers.
  • Fixed the issue where if a settler would engage in hand to hand combat while having new ranged weapons with them, they would refuse to ever use ranged attacks of those weapons.
  • Fixed the issue where bodies wouldn’t be moved to graves.
  • Fixed the issue where raiders would just give up attacking after some time.

[h3]Known issues:[/h3]
  • Well has no visual indicator of the bucket going up and down, but it works.
  • 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 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 (0.22.7)

Greetings players! The newest patch (0.22.7) 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]
  • Barrels can now freeze when in
  • Upon their destruction, frozen barrels will drop ice blocks now.
  • Frozen water now has a nice ice shader when frozen.
  • Barrels can’t be opened if they are frozen.
  • Fire spread can now be controlled from custom difficulty. While you can’t turn off the fire, setting this to 0.1 will make sure that any fire appearance and spreading will be slowed down significantly, thus making it easy to extinguish.

[h3]Bugs and Fixes:[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where several saves couldn’t be loaded.
  • Fixed the issue where temperature wouldn’t affect/damage furniture. This also means that barrels will release water when their temperature gets over 60C.
  • Fixes the issue where settlers would be getting water and do nothing with it when there are productions related to water active.
  • Fixed the issue that prevented large and small barrels from getting a full refill.
  • Fixed the issue that allowed you to move buildings to blueprinted floors, causing them to float up in the sky.
  • Fixed idle animations of new weapons.
  • Fixed the issue where oil blobs wouldn’t be hidden with layer changing.
  • Fixed the issue where settlers wouldn’t continue production, if water was checked off in the resource list in the production.
  • Fixed the issue where audio source and light would stay permanently after thunder strike, even after fire was extinguished.
  • Fixed the issue where you would hear fire sound and light changes but see no fire present.
  • Fixed the ugly appearance of the large barrel during the construction phase.

[h3]Known issues:[/h3]
  • Well has no visual indicator of the bucket going up and down, but it works.
  • Barrels don't fill faster when under the edges of the roof yet.
  • When hunters engage in melee combat with animals, they will no longer be able to hunt. Save/load fixes the issue.
  • After loading a save, animals have a 100% chance to retaliate when hunted.

  • 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 (0.22.6)

Greetings players! The newest patch (0.22.6) 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]
  • Pouring water will extinguish the plant canopy.
  • Settlers need to "go down" to shallow water to grab it. Only medium and high water level is viable for pickup from the shoreline.
  • Greek fire can now spread in low water.
  • You can now produce sling, sling staff, javelin and throwing axes.
  • Water level updates when a settler takes water from a well/river/lake. (One full voxel has 3000L of water and the settler takes 60L with each run)
  • Buildings that use fire (torches, braziers, etc) have a high temperature threshold, now.
  • Extinguish fire logic has been finetuned and improved.

[h3]Bugs and Fixes:[/h3]
  • Fixed several crash occurrences.
  • Fixed all of the crashes related to the almanac.
  • Fixed the issue where fire arrows wouldn’t ignite fire traps.
  • Fixed the issue where the Draft order from the Manager panel was not working.
  • Fixed the issue where portcullises blocked water flow.
  • Fixed various missing text keys.

[h3]Known issues:[/h3]
  • Well has no visual indicator of the bucket going up and down, but it works.
  • Barrels don't freeze in winter. We plan to implement that.
  • Barrels don't fill faster when under the edges of the roof yet.
  • Barrels should lose a lot of HP from heat, but it does not work yet.
  • When hunters engage in melee combat with animals, they will no longer be able to hunt. Save/load fixes the issue .
  • New weapon types may have a bit of strange animation poses. We’re still working on that.
  • Slide for fire spreading still does nothing in custom difficulty settings.

  • 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 (0.22.5)

Greetings players! The newest patch (0.22.5) 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]
  • Added very hard enemy types with the appropriate equipment.
  • Balanced spawn rate of the late game enemies (the idea is to have about 50 more difficult enemies, rather than 100 of them).
  • Ranged weapons are added to archers' weaponry. This also means that a bunch of low difficulty enemies will spawn with slings.
  • New weapon types are added to enemies, but you can't produce them yet. The animations of these weapons are offset and sluggish and don't look good, but the functionality is there.
  • Fire spreads a bit faster in the start and slows down sooner
  • Stomping Fire action is 20% slower.
  • Getting water from wells and rivers/lakes is around 40% faster.
  • Splash from a bucket of water is a bit larger so taking out flames with water is more viable.
  • Fire now emits light sources and sound.
  • Greek fire can spread on greek fire oil blobs, even in rain.
  • Greek fire oil blob burns 3x longer when compared to the regular oil blob.
  • Prioritizing opening barrels via right click has been added.

[h3]Bugs and Fixes:[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where a settler that catches fire would stand in place and die, rather than getting away from it.
  • Fixed the oil blob appearance in the blueprint preview.
  • Fixed some of the weird settler behavior issues when they were ordered to take out fire.
  • Fixed the issue where in some cases right clicking on a fire blob would show the “can’t find the path to target” message.
  • Fixed the issue where an oil blob would remain, even if the voxel/object it is on is destroyed.
  • Fixed the issue where changed options settings and enabled mods wouldn't be saved for the next session.
  • Fixed the issue where enemy archers would try to attack doors and end up doing nothing.

[h3]Known issues:[/h3]
  • Fire spreading control has been added to custom options but it still doesn’t work.
  • Well has no visual indicator of the bucket going up and down, but it works.
  • Burnt trees can be selected by clicking in the air above them.
  • Barrels don't freeze in winter. We plan to implement that.
  • Barrels don't fill faster when under the edges of the roof yet.
  • Taking water out of a lake via a well (or by hand) will not cause that lake to lose its water mass.
  • Burnt trees can be selected by clicking in the air above them.
  • Opening the almanac to the sling page will make the game crash.

  • 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 #56 - Combat, Expanded

Greetings, medievalists!

This is the last MMT before Update #14 goes live. If you missed the previous fire talks, be sure to read them here (MMT 53, 54 & 55). Now, let's talk about combat changes and improvements.

First, we are revisiting the drafted stance. As you know, when settlers are drafted, their behavior has been pretty basic: ranged fighters would attack enemies within their range, while melee fighters only retaliated when attacked. Now, we’ll be adding two stance types for you to choose when the settler is drafted and ready for battle. Default stance functions like before - settlers will engage in combat as soon as the enemy is in their line of sight. Hold Ground stance will make them ignore anything around them and engage in combat only when something is close at hand. For archers this will mean that they’ll not be moving and pursue others beyond their range, and for melee fighters you can form a living wall and protect the hallway (or any other particular area of your settlement) much easier.


Shields will also receive an overhaul. We’ve split their cover percentage into two distinct categories: ranged cover and melee cover. This means shields will differ in how well they protect against specific types of attacks. For example, the buckler shield provides excellent melee protection but is less effective against ranged attacks, when compared to other shields.

Cover angle will also play a big role. In Update #14, attacking a shielded enemy from behind will result in a direct hit. Additionally, melee attacks temporarily reduce the ranged cover provided by shields. Makes sense, right? Engaging in melee leaves you slightly exposed to ranged attacks. The good news is that settlers with shields will automatically turn towards their attackers (if enemies are attacking them with ranged weapons). Raising shields will be a clearly visible animation, just to emphasize shield effectiveness a bit more. We didn’t stop there - sparks and other VFX will appear when the shield blocks hit. Also, it will turn red and flash a bit during that time, indicating that the shield has taken damage and not its owner.

[previewyoutube][/previewyoutube]
But you know what’s the best thing when it comes to shields? All weapons can be used as a shield. Depending on the weapon, the cover amount will vary, but isn’t it cool to see, for example, a melee raider attacking an archer, only for the archer to block strikes with their bow? Of course, two handed weapons will be used for blocking, too. This will not come without a cost as each hit they give/receive will impact the weapon's durability. You might want to revisit the materials that you use for making weapons as now, more than ever, that will influence battle outcome.

Each weapon can have an alternative animation, damage and ruleset depending if the combat is ranged or melee. Archer won’t fight barehanded anymore—they’ll use their bows like staff in close combat.


Thanks to these changes, we can finally introduce new weapons - things like throwing axes, light javelins, slings and sling staffs. These are primarily ranged weapons that can be used as melee if the target gets close. Each offers unique tactical benefits: Throwing axes are short-ranged and lose precision with distance, but are massively strong against shields and armor. And since this is a one-handed weapon, your settler can pair it with a shield on the other hand making your ranged units pretty well protected. Light javelins have a bit better range than axes and are also great at taking down shields. Sling and sling staff are, essentially, low-tech low-cost variants of the other two, but hey - you gotta start with something. All of these weapons are a great addition to the attacking forces, because they can also damage buildings. Does that make them better than arrows? We’ll let you decide that. And also, some of you will probably fine tune these mechanics to your liking via modding.


Finally, to round everything up nicely, a thing many of you have been requesting for a while - training buildings. It’s not a surprise to us that Going Medieval players preferred ranged fighters over melee ones. Archers can be leveled by simply hunting animals, and when you put them on elevated surfaces - leveling archers becomes a go to solution for the majority. Meanwhile, melee training has been less… ideal, with some of you resorting to settler sparring sessions. Well, why not do both of those things in a safe confined space that will not hurt your settlers in any way? Archery Range and Practice Dummy are production buildings where settlers can level up their ranged and melee skills respectively. They’ll do that by bringing dummies and training targets to those buildings and “working” on them. The higher the level, the slower the training. But at least no one gets hurt, right? Right?

[previewyoutube][/previewyoutube]
That’s everything for this series of Medieval Monday Talks! All of the features discussed here and in previous posts will be included in Update #14. While we don’t have a release date just yet, it’s close—experimental players are already enjoying that update (minus the new weapons part) and helping us test it. Feel free to join if you want, but remember, experimental branch is a version of Going Medieval containing bug fixes and other work-in-progress things that we're preparing to get into the main version of the game. We want to make sure that our official update release launches with as few issues as possible.

Let us know what you think of these combat improvements, and stay tuned for the official update log. Until next time…

Stay medieval!

Foxy Voxel

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