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Going Medieval News

Experimental Branch Patch (0.20.19)

Greetings players! The newest patch (0.20.9) 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 some memory leak issues. This may cause random crashes on exit to main menu, exit game and load game (when loading from a different session). We'll keep an eye on those and react accordingly.

[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 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

Roadmap Update

Greetings, medievalists!

We have an exciting update for you today. We have updated our roadmap, with the clear emphasis on what’s coming next:



You wanted to know what’s the next big thing and when it’s coming and we hope the image above will help with this.

It’s worth mentioning again that these are dates we are working towards, these are subject to change, but we’ll do our best to follow them through.

The big news is that the modding support and workshop integration is already in the motion, and if you want to be one of the first official modders of our game, head over to our Discord, and check the pinned posts in the #modding channel to get all the necessary information.

(V1) in the Basic Modding Support is just a note that with the current system you’ll be able to modify game’s files to various results (expanded functionality, perk modification and even custom localization). Integration of custom assets and additional options will be coming in the later updates, as evident in the roadmap.

GOG and EGS players will be able to experience modding via mod.io in v2 update, before we exit the Early Access, but we’ll talk about that more once we get closer to that part.

What’s the upcoming feature that interests you the most? Let us know in the comments and don’t forget to…

Stay medieval!

Foxy Voxel

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Patch Notes (0.20.16)

Greetings, medievalists! The newest patch (0.20.16) 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 a warden would attack prisoners in certain situations.
  • Fixed the issue that prevented the copy/paste function of fuel consumers to work as intended.
  • Fixed the issue that prevented a prisoner from partaking in the execution event because they were sleeping.
  • Fixed the issue where decomposed clothes on a settler during their sleep would break their sleeping animation, causing the settler to stand still.
  • Fixed the issue where hidden roofs would be visible upon loading, if you turned hidden roof off, saved game, then turned it on. The game should have remembered the last toggle before the save, not the one after it.
  • Fixed the issue where prisoners would turn aggressive if the relationship with their faction suddenly turned hostile.
  • Fixed the issue that allowed raiders/settlers to pass through closed portcullises in certain scenarios.
  • Fixed the issue where in some scenarios settlers wouldn’t tend wounds, find medicine, find food, etc., despite having everything properly set up.
  • Fixed the issue where settlers wouldn’t prioritize closing/opening gates order in some scenarios.

[h3]Quality of Life improvements[/h3]
  • “Sharpen” slider has been added in the game’s Graphic Options. It controls… game’s overall graphic sharpening.

[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 TikTok Facebook

Patch Notes (0.20.14)

Greetings, medievalists! The newest patch (0.20.14) 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 canceling pile installation during placement phase would make that pile unavailable for hauling until reloading the game.
  • Fixed the issue that created more scenarios where socketable buildings (ie torches) couldn’t be built on some walls, despite them having no clear obstacles.
  • Fixed the issue that allowed socketable buildings construction on walls in the blueprint phase.
  • Fixed the issue that didn’t count settlers with roles in the event outcome score.
  • Fixed the issue where right-clicking job prioritization wouldn’t work in some scenarios.
  • Fixed the issue that prevented open doors, windows, gates and portcullises from letting the water through.
  • Fixed the issue where domestic animals/pets turned wild would retain their traversal capabilities (like walking through doors).
  • Fixed the issue where pens wouldn’t get detected in certain situations.
  • Fixed the issue where furniture and buildings couldn’t be built on rugs.
  • Fixed the issue where the “Next recruit attempt” counter displayed wrong numbers.
  • Fixed the issue that caused a merchant to escort prisoners to the execution event.

[h3]Quality of Life improvements[/h3]
  • New animation for settler opening portcullises has been added.
  • Escorting prisoner animation is a bit more fine-tuned to prevent massive roping distances.

[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.
  • Marking a sleeping prisoner for hanging will result in them not going to the event.
  • 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 TikTok Facebook

Patch Notes (0.20.13)

Greetings, medievalists! The newest patch (0.20.13) 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 surrendered prisoners would try to escape after 2h instead of 6h.
  • Fixed the issue that blocked socketable buildings (ie torches) to be built on some walls, despite them having no clear obstacles.
  • Fixed the issue where the beam length, if positioned alongside a wall, would prevent socketable buildings from being built on that wall.

[h3]Quality of Life improvements[/h3]
  • Prisoner merchants shouldn’t appear as frequent as they did.

[h3]Known issues:[/h3]
  • 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 TikTok Facebook