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Going Medieval News

Experimental Branch Patch (0.19.29)

Greetings players! The newest patch (0.19.29) 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 the issue where the game would be stuck in an infinite loading if you are in-game and try to exit it via the “Exit to main menu” button.
  • Fixed the issue where a carcass would not spawn from a grave. This occurred when you put a body in a grave, then save & load the game, then proceed to destroy that grave.
  • Fixed the issue where domestic animals would continue to appear as an event, even though that event type is turned off in the custom difficulty settings.
  • Fixed the roof loading error that was causing issues for some community modders that are making steep versions of existing roofs
  • Fixed an issue where the background, height, weight of a settler were not being displayed in Chinese, Japanese and Korean localization.
  • Fixed the issue where changing settler’s headpiece would cause the game to remember the look of the old headpiece from before and thus cause graphics overlap.
  • Fixed the issue where settlers wouldn’t haul freshly hunted animals' corpses.
  • Fixed the issue where the pen wouldn’t be detected if you built it with a door, and that door was in front of the stairs.
  • Fixed the issue that caused settlers with no Religious Requirement (Faithless background) to constantly pray.
  • Fixed the issue where a room detection wouldn’t work properly if that room was located above the water.
  • Fixed the issue where enemies would swim through the door if that door was located above water.
  • Fixed the issue where some smoke effects appeared green at night.

[h3]Quality of Life improvements[/h3]
  • New animations tied to weapon carrying have been added.

[h3]Known issues:[/h3]
  • 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 very 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 (0.19.28)

Greetings players! The newest patch (0.19.28) 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 hunting animals caused the game to lag. Do let us know if this is still present.
  • Fixed the issue where combat would trigger huge FPS spikes. Spikes may still be present, but related to different issues.
  • Fixed the issue where NPC contour would not switch to red when those characters turn aggressive.
  • Calculation of water spreading received a small optimization.
  • Fixed several text-related issues.

[h3]Quality of Life improvements[/h3]
  • New roping animation has been added.
  • New wound-tending animation has been added.
  • Pseudonym title “The Bard” has been renamed to “Minstrel”.
  • Background “Armorer” has been renamed to “Journeyman Armourer”. Not to be confused with “Armourer”, which is a different background.

[h3]Known issues:[/h3]
  • Some text keys are missing.
  • 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

Medieval Monday Talk #49

Greetings, medievalists! We'll continue our discussions, but first we want to address one issue some players keep reporting...
If you can't pause the game, that is because of the use of unofficial mods. In this specific case, it is because of the use of BepInEx. The owner of that mods needs to update it to fit our latest game's setting. Until that happens, we suggest that you delete all of the folders in the steamapps\common\Going Medieval and then verify the game files, in order to have pause button functional.

Now, let’s talk about new buildings that we’ve mentioned before. Gallows will be your go-to for executions. Using them will be super easy, barely an inconvenience. Gallows is a building, akin to the Restitutionist Lectern/Ritual Circle, which you’ll use to organize the Execution event. The twist here is that they don’t need to be in a specific room. That’s right, you can build them inside or outside. Once you trigger an execution, prisoners will be escorted from their cells to the gallows for the main event.



Speaking of cells, it's worth mentioning the new prison cell room type. The great thing about this is that any room can be turned into a prison with the simple addition of a prison marker. This gives you the freedom to treat your prisoners however you like—from royal accommodations to barely livable spaces.

And now, the moment many of you have been waiting for: castle gates! We’re introducing three types: regular gates, tall gates, and portcullises. These gates offer more resistance against enemies but can only be set to always open or locked. So, when enemies attack, you’ll need to send a settler to close the gates. Opening/closing gates takes a bit of time, so planning your defenses accordingly.



Some of you might ask about drawbridges, since we did mention them some time ago. We’re still keen on adding them, but making them work seamlessly is a bit tricky. On one side we have to choose how the potential drawbridge activating mechanisms would work. Would it be tied to one side of the drawbridge? It would probably clash with gates above, as those things go usually in pairs. Would we make it a lever with a certain range? How to explain what ties them and how it functions? On the other side we have enemies. It’s pretty easy to manipulate them to a certain path (as shown by The Spiffing Brit here), and with the addition of drawbridges, you would have even more options on how to easily “pull the rug” from under your enemies. In theory, that is a cool approach to dealing with them, but also kinda dull.

We want to make the experience more exciting, more dynamic, and more fun! As of now, that is not possible as the enemies are… not that bright. So, before the introduction of drawbridges, we’ll have to work on the enemy's AI. That’s our plan for sometime in the future. We want them to be able to build, dig, climb walls, before we integrate stuff like drawbridges.

We hope this all makes sense. As a bonus, we've partnered with Terrascape folks for this time limited bundle:

https://store.steampowered.com/bundle/43063/Medieval_Terra/

Terrascape is a cozy City-Puzzler that recently exited out of Early Access to a very positive reception. If you haven't bought Going Medieval yet, now you can get two great games at a discounted price. We’ll be back with another MMT in two weeks, and that one will dive deep into the techy stuff. In the meantime, let us know in the comments what you think about the gates

Until then,

Stay medieval!

Foxy Voxel

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Medieval Monday Talk #48

Greetings medievalists!

It's time to dive into another feature you've been eagerly waiting for: prisoners! We teased it in the video for Update #11, but now let's give you the full scoop.

With Update #12, after the dust of battle settles and you stand victorious, some raiders might surrender. Surrendering will be influenced by several factors, which we will detail in the official Update #12 log, but for now, let's discuss the process.



When raiders throw down their weapons, a new panel pops up. Here, you get to choose which ones you want to take as prisoners. You can take them all, but are you sure you want to? Keeping prisoners requires dedication and resources from your settlers.

Once you've selected your prisoners, they’ll kneel and wait for your settlers to escort them to their new home: prison cells. This new room type is where they’ll spend their time. Each prisoner will have their own mood and needs, so it will be up to you to decide how to handle each one. Will you treat them kindly with cozy rooms and nice furniture, or will you shove them underground with no bed or light? Are your settlers kind-hearted caretakers or harsh enforcers? Either way, we’re introducing a Warden job specifically for managing prisoner interactions, like feeding them.

So, what can you do with your prisoners? You can return them to their faction to boost friendship—happier prisoners mean better relationship outcomes. Or, you can sell them back for a hefty price, though this won’t improve your relations. And don't forget, they can be valuable bargaining chips during extortion or negotiation events.

Feeling a bit more ambitious? Assign a settler to turn prisoners to your side. Each day, they’ll visit and talk to them, and if the prisoner's mood is great and your settler has excellent speechcraft, the process will speed up. Some prisoners are stubborn and won't turn no matter what. Those that can be converted will have hidden skills and perks. As you build trust and improve their mood, their talents will slowly be revealed.



Want to go super dark with this? We'll be introducing executions. Executions will be a new event type that will utilize a new building (more on that in the next MMT). With executions, you will be able to punish your prisoners while the settlers watch the punishment being dealt. The majority will like this as they want to see their attackers getting the justice they deserve, while there are also going to be the ones that hate this treatment. You know your settlers, so…

That's all for this MMT segment. We'll continue our chat in two weeks when we reveal the new buildings coming with Update 12. Meanwhile, let us know in the comments what you think about the prisoner feature. Until then,

Stay medieval!

Foxy Voxel

Discord Reddit X/Twitter TikTok Facebook

Experimental Branch Patch (0.19.28)

Greetings players! The newest patch (0.19.28) 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 the issue where hunting animals caused the game to lag. Do let us know if this is still present.
  • Fixed the issue where combat would trigger huge FPS spikes. Spikes may still be present, but related to different issues.
  • Fixed the issue where NPC contour would not switch to red when those characters turn aggressive.
  • Calculation of water spreading received a small optimization.
  • Fixed several text-related issues.

[h3]Quality of Life improvements[/h3]
  • New roping animation has been added.
  • New wound-tending animation has been added.
  • Pseudonym title “The Bard” has been renamed to “Minstrel”.
  • Background “Armorer” has been renamed to “Journeyman Armourer”. Not to be confused with “Armourer”, which is a different background.

[h3]Known issues:[/h3]
  • 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 very 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