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Going Medieval News

Patch Notes (0.20.27)

Greetings, medievalists! The newest patch (0.20.27) 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.
  • Fixed the issues that prevented gates from being built beneath the beams.
  • Fixed the issue where stuff marked for deconstructing would be deconstructed if the game was saved & loaded in the meantime.
  • Fixed the issue where the right clicking on gallows wouldn’t show options.

[h3]Quality of Life improvements[/h3]
  • Now, prisoners will get effectors like “had bad dreams, slept in a prison cell, saw a dead body”.

[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.
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 a bit different as experimental is helping us test memory leaks within the game. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

Foxy Voxel

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Experimental Branch Patch (0.21.16)

Greetings players! The newest patch (0.21.16) 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 the issue where the ProductionRepository would not refresh properly after returning to the Home screen and enabling a mod.
  • Fixed the issue where updating a mod would lock the update button for all other mods, too.
  • Fixed the issue where modded Thailand font/text wouldn’t be visible in certain segments.
  • Added new mods to Integrity Checker. Bug Reporter will now print them out.
  • Fixed the issue where some areas wouldn't allow placement of socketable buildings on them despite having no blockades.
Note: You must accept the EULA first to access mods and modding options in the game. Click on the "Mods" option on the Home Screen and then select "Accept."

[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

Experimental Branch Patch (0.21.12)

Greetings players! The newest patch (0.21.12) 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.
  • Fixed various issues with creating and editing scenario mods from in game editor.
  • Improved uploading and updating mods to Workshop. Empty items with 0kb size should not appear again.
  • Improved subscribing and unsubscribing to Workshop mods.
  • Converted scenarios will now appear in the list during the same session.
Note: You must accept the EULA first to access mods and modding options in the game. Click on the "Mods" option on the Home Screen and then select "Accept."

[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

Patch Notes (0.20.25)

Greetings, medievalists! The newest patch (0.20.25) 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 issues where prisoners would be added to the list of incursion attackers.
  • Fixed the issue where in some cases, buildings marked for deconstruction wouldn’t have deconstruction marks on them.
  • Fixed the issue where released prisoners would end up stuck in some cases.

[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.
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 a bit different as experimental is helping us test memory leaks within the game. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

Foxy Voxel

Discord Reddit X/Twitter TikTok Facebook

Experimental Modding Introduction (0.21.11)

Greetings, medievalists!

The newest patch (0.21.11) is now live on all of the 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.

As mentioned before, Update 13 will come with the official mod support and Going Medieval Workshop on Steam with the in-game integration. All our updates first come to the experimental branch and Update 13 is no exception. We would like you to join and start working on mods for the new system. This is also an opportunity for your mods to be one of the very few first ones on GM workshop once we launch this.

To create and use the mods during the experimental phase, you will need to do a couple of steps:

Basic Modding Support (v1) covers Json file modding (e.g. adding Perks and Backgrounds), creating localizations and scenario mods. This is just the initial set of features that we will support from the next update. Advanced Modding Support (v2) will add mod.io for non Steam players, integration of custom modding meshes (3D models), audio and much more by the time Update 16 goes live.

While GOG and EGS Players don’t have access to the Workshop, nothing prevents you from using the mods by putting them in the C:\Users\[username]\Documents\Foxy Voxel\Going Medieval\Mods

The best place to discuss Going Medieval modding is in the #modding channel on our Discord server. We hope we’ll see you there with some wonderful creations.

Note: You must accept the EULA first to access mods and modding options in the game. Click on the "Mods" option on the Home Screen and then select "Accept."

Happy modding and let us know how it goes! Until next time,

Stay medieval!

Foxy Voxel

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