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Going Medieval News

Experimental Branch Update

Greetings medievalists!

We’re here to notify you that we’ve updated the experimental branch of our game. (click on the link to see what the experimental branch is and how to access it)!

Once that version is stable enough, we will move it live on the main branch and make this a full update for everyone. Harvesting system overhaul, new resources, equipment, and structures, along with the fueling system, visual variations to structures, settlers aging, and many more can be found there.

[Go here] if you want to see a detailed breakdown of all the things mentioned above.

NOTE: If you are using unofficial mods (especially those related to crops) you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.

Your experience matters, so be sure to share your experimental branch experience with others in the [Experimental branch subforum] or our Discord server.

Thank you for your time.

Foxy Voxel

Medieval Monday Talk #17

Greetings medievalists!

Let’s do something different this time - let’s talk about feedback. We read your comments/posts here and on Discord, and we noticed that Medieval Monday Talk #12 in particular was polarizing.

While the idea of seeds and saplings sounds nice, in some cases, it can be a micromanaging hell - introducing too many mechanics to flows can make things more complex, which in some cases can be cumbersome , and you would have to worry about a couple of more things when it comes to food production now.

We hear you, though - So, let us discuss what we did and how, by our accounts, it can improve the gameplay.

The primary reason for this decision is emphasizing the survival feel. The idea to go out in the wilderness and collect saplings and seeds fits perfectly in the harsh medieval period of our game - how far will you go to improve your life and what risks will you take to improve your crops?

While the idea sounds intimidating, the realization of the concept is much more convenient.

For example - all over the map we will introduce wild flax and wild barley. These “wild” versions of familiar plants provide less than expected number of resources, but they should be very easy to find, thus making them a perfect starting point.



You were worried that the whole process would turn tedious, with unnecessary micromanaging forced upon the existing functional gardening system. We heard your criticism, hence why the whole system received significant rebalancing and simplification.

Now, every crop and tree will drop one seed/sapling when harvested/cut. In theory - if you have 30 cabbages, you will get 30 seeds by their harvesting. The cycle still exists - what you harvest will provide enough resources to start another seeding/planting session, that is - if settlers don’t fail at their jobs.



Redcurrants, barley, and flax are even more convenient - with each harvest phase, they’ll offer more than one seeding resource, which will call for crop field expansion (if you want that, of course).



Carrots, beets and cabbages will have a “Going to seed” phase in which, if they are harvested then, will give more seeds.



Thankfully, all of this can be easily managed with automatization and this window will give you options when to harvest. If you just want resources for another cycle, keep it in the ripe phase. If you want more crop fields, perhaps consider setting some to be harvested in the “Going to seed” phase.



Granted, some seeds will be acquired only through trading, but look at them as optional elements - ones that will offer additional resources and more cultivating options that each have their pros and cons.

We hope you’ll get to experience the new update soon and see for yourself that the system is not bothersome at all. While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Thank you for your time, folks.

Foxy Voxel

Medieval Monday Talk #16

Greetings medievalists, let’s talk about age!

Another year, another birthday. Growing wiser and gaining more life experience. However, with age comes growing old and dying. Unfortunately, that is the sad state of our world, but it isn’t like that in our medieval colony sim - our settlers are currently immortal (aging wise). But we’ll change that with the next update.



Let’s talk about good things first - settlers will gain new perks with age. Keep in mind that this is based on chance. So, it will be somewhat controlled. Also, older settlers will have their XP cap per day higher than younger ones and will get a small boost to their intellectual skills.



But there are some downsides, as there are in real life. With certain age comes slower movement, worse reflexes, and a longer period of wound healing. After a couple of years (depending on the settler’s age), their chance of dying from old age will increase.



But, you’ll be able to honor them with a pyre or a graveyard - that way, they can be part of your settlement forever. And eventually, new settlers will appear and with that, the cycle will repeat itself. Like it did before, like it will from now on.

Keep and love your settlers and be sure to make the most out of them.

Thank you for your time, folks. We’ll talk to you soon. Until next time. While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake in photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Remember, these Medieval Monday Talks are just that - talks. We explain what we are working on and go into more detail. These MMTs might not happen every Monday, but we are trying to keep them frequent enough. We don't have a date for the official update, but when we do - we'll let you know.

Foxy Voxel

Medieval Monday Talk #15

Greetings medievalists and Happy New Year!

Let’s open 2022 with a feature many of you wanted! Notice anything unusual?



Notice them CORNERS? Notice the roundness? That’s right - we are introducing wall and roof variants. We understand that current roof and wall options are… limited. So, that’s why we’ll incorporate new sets, and changing them will be super easy, barely an inconvenience.



By selecting roof/wall, in the bottom right corner, all of the changeable options will appear. Do you want circular pillars, corner walls or even slanted roofs? Go for it!



But beyond changing shapes, roofs will also be able to change materials appearing beneath them. Let’s take a Limestone slate roof - in its current state, it’s accompanied with limestone material which can look awkward if you are using this roof on a clay construction.



Well, now, with a simple selection, you’ll be able to change materials beneath the roof, free of charge and instantly. It’s fast, it’s convenient and it will lead to some extremely pretty results!



We can’t wait to see your creations with this feature once it goes live with the official update!

While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Until next week. Stay excellent!

Foxy Voxel

Medieval Monday Talk #14

Greetings medievalists and Happy Holidays!

So, a couple of you suggested that it would be really fun to introduce bees and honey. That’s a good idea! During Europe's Middle Ages, honey and wax became important commodities for trade, and beekeeping in skep, log, box, and tree hives flourished to meet the demand. We are going with skeps, as they look the most appealing.



To build them, you’ll have to research Beekeeping first. With skeps, your settlers will be able to produce honey and beeswax piles, which will, in-turn, open doors for creating things like mead and honey crispels pies.



Honey will be used for alcohol, meals and healing, while wax can be traded. Since wax was also used in Medieval Europe for making candles, you’ll be able to use them to refuel your own candlesticks, too!

Yes, candles in our colony sim will require refueling, but you’ll have resources to control that. One of them is the wax mentioned above,the other one is tallow.



Tallow will be added to almost all of the animals, but to get it, you will need to butcher them first. Beyond candle refueling, tallow will be used as a small medkit for wound tending. When it comes to refueling, it will have a faster burn rate than wax, but hey - whatever works, right?

That would be all for this Medieval Monday Talk. While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Thank you for your time, and see you next year (next Monday) with another feature that has been requested by the community.

Foxy Voxel