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Medieval Monday Talk #59 - Smarter Enemies

Greetings, medievalists!

It’s no secret that enemies in our game are not the brightest bunch. However, the reason for their lack of intelligence may surprise you. It’s because each enemy was an “individual” thinker, and once spawned, they would all think the same and have the same goal, thus causing overlapping and standing in place in certain sections.

We’ll improve that logic with the Commander AI. Commander AI is an AI process that will access your map, try to pathfind to a specific goal, and if it encounters an obstacle on that path (ie doors, walls, gates) it will assign different orders based on the obstacle.

Once an enemy spawns, they’ll follow those goals unless they are attacked directly. Direct attack would turn them into individuals again and would stay that way until your settlers defeat them or you retreat.

But let's get back to Commander AI. Lets say that it encounters a wall on the path to its goal. Depending on the settlement's composition, sometimes it can decide that going through a wall is better than looking for a gate/door. Depending on the size and type of the raid members, it will order different things. Either it will order them to attack the wall or to build a ladder to climb the wall. While one raider builds ladders, the others will protect them.

[previewyoutube][/previewyoutube]
What if AI decides that the best path to your settlement is throughout a mountain? Well, in that case raiders will take their pickaxes and start digging through it.

[previewyoutube][/previewyoutube]
But what if the best path is through your closed gate? Raiders will want to destroy it, but how they’ll do it will depend on what the raider’s group has. In the majority of cases they’ll send their strongest unit to destroy it while others protect it. Alternatively, they’ll adapt based on their availability and options. They might even use siege weapons.

[previewyoutube][/previewyoutube]
As you can see, depending on the raiding group, but also their position and your settlement composition, attacks on your settlement may turn out to be much more interesting.

But don’t worry, you’ll have time to properly prepare yourself - you’ll be finally able to create siege weapons on your side. But more on that in the next Medieval Monday Talk. While you wait, do let us know what you think of the new AI changes. Are you a fan of directly attacking enemies, or you like to turtle yourself and trap them in an effective killbox? In any case…

Stay medieval!

Foxy Voxel

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Experimental Branch Patch (0.22.35)

Greetings players! The newest patch (0.22.35) 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.

[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.
DISCLAIMER:
⚠️ 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.
⚠️ 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

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 (0.22.34)

Greetings players! The newest patch (0.22.34) 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]Camera 2.0 [Community request][/h3]
  • New camera logic has been implemented which made us ditch the legacy camera and coyote time. Here is what you need to know about it:
  • The camera now has multiple raycasts so it will only move layers when hovering over larger changes in layer height.
  • Camera layer movement can be locked with CAPS LOCK (or via the icon in the top left corner).
  • When the camera is locked to a layer you can change the layer by holding Shift + mouse wheel or via icons in the camera commands panel in the top left corner.
  • The camera now translates slower between layers to be not as jarring.

There are still some minor things we need to implement to fine-tune this version:
  • Visual feedback when the camera is locked/unlocked.
  • Saving the camera locked state and height (it now reverts to unlocked mode upon loading).
  • Some tweaks when the visuals show up and when they don't.
  • Beams and fences still count as offsets to the camera target. This is not that noticeable now with the multiple ray cast system but it can create strange situations.
  • Additional options for the vertical speed of the camera.
  • There are some glitches when locking the camera and jumping with the camera via a warning.
Let us know your experience with the new camera and impressions in the comments or in our Experimental subforum!

[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 (0.22.33)

Greetings players! The newest patch (0.22.33) 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.
NOTE: If your rivers and lakes are drying up, let us know by contacting us via support @ foxyvoxel . io (remove the spaces) 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 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 (0.22.32)

Greetings players! The newest patch (0.22.32) 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]
  • The message about the dam blocking a river has been moved from alerts to black bar text in the middle, which will disappear eventually. This text is still not localized for other languages.
NOTE: Flooding will occur if you build a dam and block the river from reaching its outflow point.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
NOTE: If your rivers and lakes are drying up, let us know by contacting us via support @ foxyvoxel . io (remove the spaces) 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 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