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Experimental Branch - Save Migration Guide

Greetings, medievalists!

Like we mentioned before, one of the things we’ve been working on in the backend for the last couple of months is save refactoring.

New save system will improve saving and loading speed, it will enable existence of multiple settlements on the same game’s map which will allow for visiting/raiding other computer generated settlements (note: this feature is not coming in the next update), it will provide better debugging on our side which will hopefully give us more information on some pesky issues, and best of all - thanks to it, we will never have to do a save reset again.

Newest update (0.18.1) will come with the new save refactor system. In order to continue playing your old settlements you will need to download the migration build from Steam/GOG/EGS branches and run your save through the migration process in order for it to be compatible with the new save format.

IMPORTANT NOTE: Once the saves migrate, don’t try to play them on the main branch as they will not work. This is because the main branch still uses the old save system. We’ll put a new save system there, after we observe its functionality on the experimental branch for a couple of weeks. So, this is for all you who are currently playing the game on the experimental branch.

The process is pretty simple and you can check the complete instruction via images and step by step guide below:

[h2]1. INSTALL THE GOING MEDIEVAL MIGRATION BRANCH:[/h2]
On Steam:
- Open your game library
- Right Click on Going Medieval there
- Open “Properties”
- Go to the “BETAS” tab
- Select “save-migration” from the dropdown menu
- You are good to go!

On Epic Games Store:
- Open your Library
- Locate or search for "Going Medieval Legacy" (it should have its own entry)
- Select 'Install'
- You are good to go!

On GOG:
- Migration branch is only accessible by using GOG Galaxy client
- Proceed to the game card for Going Medieval within the GOG Galaxy
- Enter game settings by clicking Settings icon, then selecting Manage Installation→Configure… from the drop-down menu: save-migration
- You are good to go!

[h2]2. RUN THE GAME IN THE MIGRATION BUILD[/h2]


In the Main Menu, a new option titled “MIGRATE SAVE FILE” will appear. Select it and it will show you a list of your saves.



Choose the saves that you wish to transfer to a new version of the game then select “Migrate Save File”. This will start the migration process in the form of a loading screen.



Once the process is complete, you will be returned to the save list and your save will now have the mark v(0.17.2).



[h2]3. RETURN TO THE EXPERIMENTAL BRANCH[/h2]

To return to the experimental branch, simply select it from the drop down menu mentioned above (Steam and GOG), or play the experimental install (EGS).

Congratulations, you can now play your saves and download all of the upcoming updates, without a fear of losing save compatibility.

You will be able to load your v(0.17.xx) saves, and once you decide to save then again, they will turn into v(0.18.xx). That is intended.

If you have no more files to migrate, we suggest that you remove the migration build from your computer, as there is no more need for it.

Again, you should NOT play saves from the experimental branch on the main branch as the main branch still uses the old save system. We'll push the new save system there, too, but after a few weeks when we get rid of potential issues.

-

In addition to the text above, we also implemented and localized various pop up notes (in the languages we support at the moment) that relate to this process and will hopefully help you make this transition a much smoother experience.





We hope that these instructions will help you make a smooth transition to the new version of the game and allow you to experience upcoming updates as intended. If you have any trouble with the process, you can write us over the support[at]foxyvoxel.io mail, our Discord server or here on Steam forums.

All the best and and we’ll be seeing you in the v(0.18) soon.

Foxy Voxel

Patch Notes (0.16.24)

Greetings, medievalists! The newest patch (0.16.24) 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 where settlers and animals ended up stuck in water upon their caravan return.
  • Fixed the issue where settlers would suddenly get stuck in high + low water and were drowning as a result.
  • Fixed the issue where settlers were not able to pick up piles that were located on the edge between shallow and deep water.
  • Fixed the issue where the settler would in some cases end up stuck in a constructing goal loop and never completing the task.
  • Fixed the issue where settlers would never go to sleep if it was raining and there was no cover present and beds were unavailable.
  • Fixed the issue where settlers would try to bring resources to production building, but suddenly stopping and dropping resources and repeating the whole process.
  • Fixed the issue where upon loading the game, “hide tree top” function would be active, but in the UI it would appear as disabled and the trees would be fully visible. This would cause an appearance of trees not being selectable.

[h3]Quality of life improvements[/h3]
  • Production circle would remain blue even when it has all of the necessary resources in it. It will turn yellow only when settlers start using a production building.

[h3]Present frustrating issues:[/h3]
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue.

[h3]Known issues:[/h3]
  • Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance.
  • 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.
NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports.

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

Patch Notes (0.16.23)

Greetings, medievalists! The newest patch (0.16.23) 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 where settlers wouldn’t sleep in beds, despite having them assigned.
  • Fixed the issue where settlers would end up stuck on ramps if that ramp was located underwater.
  • Fixed the issue where settlers would end up in a loop of picking up resources and floating around them, if those resources were located in deep water that has shallow water over it.
  • Fixed the issue where a settler’s hunting order would be abandoned and skipped in some scenarios.
  • Fixed the issue where upon loading, things like braziers and torches would appear empty or low on fuel, despite having enough before the load.

[h3]Present frustrating issues:[/h3]
  • Some of you reported an issue where settlers don’t want to tend to other settlers in certain situations. This is very hard to reproduce on our side and loading your reports solves the issue (as reloading the save fixes the issue). It would be very helpful if you notice any particular details on how to trigger this issue - do they ignore all of the settlers that require tending, is self tending working, did anything special happen before this issue appeared? Maybe settlers hunted something, maybe something was allowed/forbidden? Any repro steps on how to trigger the bug is greatly appreciated.
  • It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue.

[h3]Known issues:[/h3]
  • Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance.
  • 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.
NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports.

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

New Save System is coming soon

Greetings, medievalists! Let’s talk about saves.

In short, we will introduce a new save system in the game. This change won't affect your existing saves, but you'll need to undergo a simple and harmless save migration process to play the upcoming version of Going Medieval. Here's why:

We recognize the significance of your settlements. You've devoted countless hours to crafting your masterpieces, each tested by every new feature we introduce. There is a certain magic and thrill in such undertakings. Will the current arrangement work with the new way flora functions? Is there enough heat with the temperature overhaul? Are my defenses good enough for the wild animals? Improvise, adapt, overcome.

Seeing how you discuss potential tactics and solutions with other players is something we really appreciate and gives us great insight into all the possible playstyles.

Ever since Going Medieval entered Early Access, we strove to keep the game compatible with all the updates we released. Long-time players know that this was only not possible once during the game’s development, back when we did a huge code restructuring. Thankfully, that occurred early on, and ever since, each new update has supported the previous version. Even when we introduced systems that couldn’t magically appear in your existing saves (like water), we tried to give you instructions on how to integrate them with dev tools.

One of the things we’ve been working on in the backend for the last couple of months is save refactoring.

The old (current) save system is at best - functional but clunky. It was pretty basic, but as Going Medieval continues to evolve and your creative ambitions expand, it becomes obvious that we need something advanced and stable.

The new save system will do just that. It will improve saving and loading speed, enable the existence of multiple settlements on the same game map which will allow for visiting/raiding other computer-generated settlements (note: this feature is not coming in the next update), provide better debugging on our side which will hopefully give us more information on some pesky issues, and best of all - thanks to it, we will never have to do a save reset again. The newest update (0.18.x) will come with the new save refactor system.

It is very important to us that you maintain and cultivate the progress of your settlement, and that’s why we developed this process.

In the upcoming days, on the experimental branch, we will introduce you to this migration process and provide a step-by-step guide on how to migrate your old saves to the new version and be compatible with the upcoming updates.

It will involve another branch (like experimental) and a few pretty simple steps.

We tested this internally and everything seems to be working, but the player's perspective is also important here, and that’s why we’ll first try it on the experimental version before we push it on the main branch too.

Rest assured that what we are doing here is for the benefit of everyone and should not have any negative impact. We will let you know when the build is live and provide you with easy step-by-step instructions that you can follow.

Have patience and talk to you soon.

Foxy Voxel

Patch Notes (0.16.22)

Greetings, medievalists! The newest patch (0.16.22) 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 where settlers were not able to use slopes/ramps/ladders to enter the water, but were able to use them for exit.
  • Fixed the issue where settlers were sometimes unable to fill the troughs with animal feed as the game automatically forbade said piles due to pathing issues.
  • Fixed the issue where animals were still stuck in water upon their caravan return.

[h3]Quality of life improvements[/h3]
  • Fish should spawn near a coast during the map generation. This also means that there is a 70% chance for a newly spawned fish to appear next to a coast on the existing saves.
  • We’ve introduced temporary building ownership. Before, if the settler’s room or bed is too far and there is a bed closer to the settler, the settler would choose the closer bed. This resulted in settlers randomly losing ownership of beds. Now the settler will still choose a bed closer to them but the new bed will have a message that it is temporarily occupied. This can only happen if there are more beds than settlers on the map and a settler can only temporarily occupy a bed that was not assigned before. This fixes the issue where settlers would sometimes lose ownership of beds/rooms.

[h3]Present frustrating issues:[/h3]
  • Some of you reported an issue where settlers don’t want to tend to other settlers in certain situations. This is very hard to reproduce on our side and loading your reports solves the issue (as reloading the save fixes the issue). It would be very helpful if you notice any particular details on how to trigger this issue - do they ignore all of the settlers that require tending, is self tending working, did anything special happen before this issue appeared? Maybe settlers hunted something, maybe something was allowed/forbidden? Any repro steps on how to trigger the bug is greatly appreciated.
  • It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue.

[h3]Known issues:[/h3]
  • Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance.
  • 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.
NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports.

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