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Medieval Monday Talk #28

Greetings medievalists!

Another big thing that is coming in the Update #6 is a custom difficulty. Some players wanted the game to be easier, some wanted more of a challenge, while others didn’t like some of the existing features. We’ve implemented a system that will allow you to adjust these things, based on your liking. Let’s dissect what each thing does:



You’ll get the information about each option if you hover the mouse over the "?” symbol. However, we’ll take the opportunity now to summarize these options.

Event Strength Multiplier - Change the strength of the events like blight, weather events and raids. The higher the number, the more challenge the event will provide.
Wound Severity Multiplier - Adjust the severity of wounds inflicted upon your settlers. The higher the number, the harder it is to tend the wounds and they’ll have more severe effects on attributes.
Animal Spawn Rate Multiplier - Change the rate of new animal spawning on the map. Higher numbers indicates faster spawn rate.
Plant Yield Multiplier - Adjust the amount of resources you get from cutting/harvesting plants.
Mine Yield Multiplier - Adjust the amount of resources you get from mining voxels.
Settler Mood Value - Change the chance of settler rebelling. If you lower this value, they’ll rebel more frequently.
Enemy Hit Points - Want to give more health to your enemies? (Why?) Increase this value.
Hitpoints Recovery - Change the speed of health recovery. Higher numbers indicate faster recovery.
Rotting Speed - Indicates how fast the food will rot and lose freshness. Increase this value if you want to experience rotting hell. Dev’s note: Rotting hell is not suggested.
Decomposition Speed - Indicates how fast the resources/equipment will lose health based on factors like rain and temperature.
Barter Value - Set this number higher if you want better bargaining deals.
Chance Quarry Retaliates - You know how when you try to attack/train wild animals, there is a chance for it to fight back in the process? Lower this value if you want to avoid those situations.
Global Work Speed - Want your settlers to work faster? Increase this number.
Thunderstorm - Turn on/off Thunderstorm event.
Blighted Crops - Turn on/off Blighted Crops event.
Hostile Animals - Don’t like those aggressive wolves appearing on the map? Turn them off here.
Domestic Animals Event - You don’t like that friendly animals spawn on your map? Turn them off here. Also, why would you do that?
Hailstorm Event - Turn on/off Hailstorm event.
Cold Snap - Turn on/off Cold Snap event.
Heat Wave - Turn on/off Heat Wave event.
Enemy Raid Events - You’ve started the game in Standard or Survival mode and don’t like the idea of enemy spawning? Maybe you need more time to prepare your settlement before the battle? You can control that here.
Use Seeds - Some players didn’t like the introduction of seeds and how the farming process evolved. Shame. We really like it. Turn off this option if you want to take farming to the original version where no seeds are required. Keep in mind that this will essentially make seeds useless.
Enemies Have Trebuchets - Some people don’t like when enemies appear with trebuchets in regular raids. In those cases, this option will disable them. HOWEVER, if the enemy can’t find a clear path to a door that leads to your fort, the AI will see this as turtling and will spawn a siege version of the raid that will have trebuchets.

This is neat, right? Two things to keep in mind:
  • You will be able to change these options at any point in the game’s option.
  • If you are playing in a peaceful mode, you will not be able to spawn raids/enemies. We’ve tried to change this, but allowing this would take a lot of time and doesn’t fit with our priorities at the moment.

Also, don’t forget about…
[h3]Discord AMA with Developers on November 17th[/h3]
We'll be hosting our third AMA ("ask me anything") session for Going Medieval on our Discord server.
The event will start on Thursday, 17th November at 3:00 PM CEST and will last for one hour (might go even longer depending on demand).

So, join our Discord at https://discord.gg/goingmedieval. On the 17th, we'll unlock #ama-talk channel there, where you'll be able to post your questions and we'll try to reply to as many as we can (be sure to pass the initial discord verification first if you are new to the server). The first two AMAs were pretty cool for us and we hope to have even more fun this time. We are excited to see you there!

Foxy Voxel

Patch Notes (0.9.11)

Greetings players! The newest patch (0.9.11) is now live on all platforms. 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 the issue that caused massive lags and stuttering.
  • Fixed the issue that prevented heraldry menu opening from in-game, causing the game to pause and glitch.
[h3]Known issues:[/h3]
  • Animals get stuck on slopes and stairs sometimes,save/load fixes this. However, if you know a definitive way to recreate this scenario, please do let us know. It’s been really hard to replicate the issue on our side.
  • If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
  • Several messages are still in English for all languages.
  • 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.
NOTE FOR THE EXPERIMENTAL BRANCH: The experimental and the main branch have the same version of the game. However, on the experimental branch we decided to keep 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

Medieval Monday Talk #27

Greetings medievalists!

Let’s talk about one of the most requested features for our game. Wanna guess what it is? Check this screenshot:



Now check the new screenshot, that was taken after the first one. Notice anything out of the ordinary?



Well, this is new! What do we have here?



You know what this means, folks? That’s right - terraforming is finally coming to Going Medieval! The ability to fill land holes with dirt was a request that kept appearing, ever since the game’s release. Well, with Update #6, you’ll finally be able to do so.

To create a ground voxel, you’ll need dirt. To get dirt, you’ll have to mine soil. The amount of dirt you get will depend on the soil type - rocky soil will give you less dirt when compared to regular ground.

You’ll be able to create both dirt slopes and dirt ground. Keep in mind that those elements will still follow the stability rules of our game. Newly created dirt ground will be suitable for placing crops on. More info about this will be given in the official update log when it’s released. That should come soon™. Pretty cool, right?



In other news…

[h3]Another Discord AMA with Developers is coming soon[/h3]
We'll be hosting our third AMA ("ask me anything") session for Going Medieval on our Discord server. You can ask us any questions you like about the game, game development, or ANYTHING you want! Maybe you want to share your thoughts on the new update frequency, maybe you wanna know what’s next, or maybe you just want to say hi? Whatever the reason, you are welcome!

The event will start on Thursday, 17th November at 3:00 PM CEST and will last for one hour (might go even longer depending on demand).

So, join our Discord at https://discord.gg/goingmedieval. On the 17th, we'll unlock the #ama-talk channel there, where you'll be able to post your questions and we'll try to reply to as many as we can (be sure to pass the initial discord verification first if you are new to the server). The first two AMAs were pretty cool for us and we hope to have even more fun this time. We are excited to see you there!

Foxy Voxel

Patch Notes (0.9.10)

Greetings players! The newest patch (0.9.10) is now live on all platforms. 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.
  • Fixed the issue that caused the same animal to be both sent to the caravan and stay on the map.
  • Fixed the issue that caused storage capacity to stay the same, after selling/buying animals while on that caravan.
  • Fixed the issue that caused pets to walk super slow during the hauling sequence.
  • Fixed the issue that caused particles to have selection outlines in some cases.
  • Fixed the issue that prevented construction and blood particles from colliding with ground properly.
  • Fixed the issue that prevented alcohol resources from automatic consumption due to lack of nutritional value in the json file.
  • Fixed the issue that caused the removal of the training mark in some cases.
  • Fixed the issue that allowed the taming of the merchant’s animals.
[h3]Quality of life improvements[/h3]
  • Several performance improvements have been implemented.
  • Alcohol resources will be automatically consumed now.
  • Animal order code has been simplified.
[h3]Known issues:[/h3]
  • Animals get stuck on slopes and stairs sometimes,save/load fixes this. However, if you know a definitive way to recreate this scenario, please do let us know. It’s been really hard to replicate the issue on our side.
  • If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
  • Several messages are still in English for all languages.
  • 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.
NOTE FOR THE EXPERIMENTAL BRANCH: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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

Hotfix (0.9.9)

Greetings players! The newest hotfix (0.9.9) is now live on all platforms. 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.
  • Fixed the issue that caused perks of new settlers to be displayed as placeholder icons during the new settler event.
  • Fixed the issue that caused settlers to ignore crop harvesting.
  • Fixed the issue that caused the appearance of the ‘Harvesting’ goal for settlers, even though they are not doing that.
  • Fixed the issue where merchant’s domesticated animals would walk over the traps and die in the process.
  • Fixed the issue that caused certain animal types to have orders on them that they shouldn’t - eg. pet would have a “Train” order active.
  • Fixed the issue that caused animals born during caravan travels to be spawned on the settlement map. Now, they’ll be added to the caravan and will be spawned on the map once that caravan returns.
  • Fixed the issue that caused settlers/animals to stand at a stockpile for a while/appear frozen, unable to perform intended hauling functions.
  • Fixed the issue that caused the progress duration of construction to stay at 0 in some cases.
  • Fixed the issue where settlers would refuse to harvest ripe fields.

[h3]Known issues:[/h3]
  • If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
  • Several messages are still in English for all languages.
  • 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.
NOTE FOR THE EXPERIMENTAL BRANCH: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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