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Going Medieval News

Patch Notes (0.27.14)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.27.14) is now live on all platforms on the main branch. 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.[/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]Tweaked Settler construction and mining AI a bit more, so it acts a bit smarter now. Simply put, they’ll reserve 3 tasks to construct/deconstruct/mine, to avoid unnecessary idling. They’ll also commit to finishing one mining block before tackling another one. Settlers will also prefer jobs closer to them.[/p]
  • [p]Lightened the load on CPU based operations slightly, which should result in somewhat better performance.[/p][p][/p]
[h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where the Y position of your Settlers was incorrectly written in their info panel.[/p]
  • [p]Fixed the issue in which Settlers would block themselves after constructing a building.[/p]
  • [p]Fixed the issue which caused buildings to not spawn resources after collapsing due to stability.[/p]
  • [p]Fixed the issue where small rooms were detected under stairs.[/p]
  • [p]Fixed the issue that caused wall, door or window bridges to not lose their walkability after deconstructing in certain cases.[/p]
  • [p]Fixed the issue where roofs would appear offset after reloading the save.[/p]
  • [p]Fixed the issue where Filling Barrels was listed as a stewarding task instead of hauling, when right click prioritizing the goal.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p][/p][p]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.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (0.27.13)

[p]Greetings, players! The newest patch (0.27.13) 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. [/p][p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that made only one of your Settlers sometimes perform mining.[/p]
[h3]Known issues:[/h3]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.27.12)

[p]Greetings, players! The newest patch (0.27.12) 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. [/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]Tweaked Settler construction and mining AI a bit more, so it acts a bit smarter now. Simply put, they’ll reserve 3 tasks to construct/deconstruct/mine, to avoid unnecessary idling. They’ll also commit to finishing one mining block before tackling another one. Settlers will also prefer jobs closer to them.[/p]
[h3]Bugs and fixes[/h3]
  • [p]Fixed the issue where the Y position of your Settlers was incorrectly written in their info panel.[/p]
  • [p]Fixed the issue in which Settlers would block themselves after constructing a building.[/p]
  • [p]Fixed the issue which caused buildings to not spawn resources after collapsing due to stability.[/p]
  • [p]Fixed the issue where small rooms were detected under stairs.[/p]
  • [p]Fixed the issue that caused wall, door or window bridges to not lose their walkability after deconstructing in certain cases.[/p]
  • [p]Fixed the issue that caused animal tails to become elongated in some cases.[/p]
  • [p]Fixed the issue where roofs would appear offset after reloading the save.[/p]
  • [p]Fixed the issue where settlers would not attack enemies.[/p]
  • [p]Fixed the issue where Filling Barrels was listed as a stewarding task instead of hauling, when right click prioritizing the goal.[/p]
[h3]Known issues:[/h3]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.27.08)

[p]Greetings, players! The newest patch (0.27.08) 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. [/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]Lightened the load on CPU based operations slightly, which should result in somewhat better performance.[/p]
[h3]Bugs and fixes[/h3]
  • [p]Fixed the issue that caused Settlers to sometimes take longer routes during the mining voxels procedure.[/p]
  • [p]Fixed the issue in which event cooldown info was displaying wrong information or was altogether missing.[/p]
[h3]Known issues:[/h3]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]Foxy Voxel[/p]

Patch Notes (0.27.07)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.27.07) is now live on all platforms on the main branch. 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.[/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]We mentioned this in our latest Medieval Monday Talk - Your settlers' AI should be overall smarter when it comes to performing their construction, deconstruction, mining and digging orders. This should also make situations where they trap themselves, getting stuck or making unreachable objects due to deconstruction orders, a rarer occurrence. Let us know how it goes.[/p]
[h3]Known issues:[/h3]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p][/p][p]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.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]