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Going Medieval News

Experimental Branch Patch (0.19.38)

Greetings players! The newest patch (0.19.38) 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.

[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.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches without floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one with 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 (0.19.36)

Greetings players! The newest patch (0.19.36) 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 crashes related to using quit to main menu option.

[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.
  • 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 (0.19.34)

Greetings players! The newest patch (0.19.34) 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 crash that happened when you right-clicking on resources with no settler selected.

[h3]Quality of Life improvements[/h3]
  • Search save game has been added to the load game panel.

[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.
  • 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 (0.19.33)

Greetings players! The newest patch (0.19.33) 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]
  • NOTE: We’ve reverted back the issue where changing the background of a settler via customization would not refund the creation point cost, as the new fix from .32 introduced new issues
  • Fixed the issue where the sacrifice quality for the ritual would always be -50, regardless of its content.
  • Fixed the issue where if you try to prioritize a settler to do something that is not reachable, the settler would just stand idle and then do something else. Now, the message will appear and tell you about stuff not being reachable.

[h3]Quality of Life improvements[/h3]
  • Events that are canceled during the gathering phase won't give penalty anymore. They will end without any outcome, now.

[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.
  • 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

Medieval Monday Talk #51 — Prisoners Revision

Greetings, medievalists!

When we initially discussed the role of prisoners in the game, you shared your thoughts and ideas on how their behavior should be handled. Many of you wanted them to perform work for your settlement, and you suggested a few ideas on how such a system could function.

We listened to your feedback, discussed it internally, evaluated all the options, and we think we’ve found the right approach for this feature. So, let’s talk about how you’ll be able to turn prisoners into captive laborers.

For that to work, we had to revisit the Warden role we mentioned earlier. The Prison Warden will be responsible for controlling prisoners and captive laborers in your settlement.

To convert a prisoner into a captive laborer, you’ll need to shackle them. Shackles will be crafted at the Blacksmith’s Forge. Once shackled, you’ll be able to mark them as captive labor in the overview panel, along with the tasks they’ll be assigned.



Being a captive laborer comes with certain limitations - you will not be able to turn them into settlers while they are marked as laborers and have shackles (once you turn those things off, they'll be considered for recruitment, if possible), they'll be slower and their work performance will be slower, too (with them having shackles), and they'll want to escape if they are sad/miserable.

This is where the Warden shines. During their appointed hours, they’ll work to convert prisoners into settlers and manage captive labor. By "manage," we mean they’ll oversee the laborers, ensuring they understand their role within the settlement.

You also expressed concerns about the Warden revealing prisoners' skills during the conversion process, which might feel tedious and not worth the effort—especially when you finally discover all their skills and perks, only to find out you don’t like them. So, we’re dropping that idea. It sounded cool to us and fit the role-playing aspect, but you’re probably right—after dealing with 2 or 3 prisoners with terrible skills or perks, you’d likely give up on the feature.

To avoid overwhelming the Warden with duties, we’re introducing the Gaoler job. Settlers with the Gaoler role (an old-fashioned term for jailer) will handle escorting prisoners, shackling them, feeding them, and other #justjailerthings.



So, do you like this change/feature expansion? Let us know in the comments. We’ll have one more Medieval Monday Talk, and hopefully, by then, we’ll have a better idea of the release date for the next update. Stuff like this can extend development time, but we believe it’s worth it. So, talk to you again in two weeks. Until then,

Stay medieval!

Foxy Voxel

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