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Going Medieval News

Patch Notes (0.19.21)

Greetings players! The newest patch (0.19.21) 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 that allowed usage of unfinished for Feast planning.
  • Fixed the issue where settlers would continue to use original positions of shrines/chairs after they’ve been relocated.
  • Fixed the issue where a room detection change wouldn’t work if you tried to turn an existing room type into another (e.g. turn church into a great hall. In that case, the great hall wouldn’t be detected despite having all the necessary elements).
  • Fixed the issue where the game would not detect pens in some cases, despite them having proper enclosure and pen markers.
  • Fixed the issue where animals in pens would eat food from trough, despite nothing being in it.
  • Fixed the issue where Zealots would drink their ass off upon loading and be stuck in the drinking/unconscious cycle.
  • Fixed the issue where you were able to give another settler a Bard role if the (first) Bard was on a caravan travel.
  • Fixed minor animation issues.
  • Fixed the issue for the experimental branch users where the “Quit to main menu” caused the game to be stuck at the loading screen.

[h3]Quality of Life improvements[/h3]
  • Esc key functionality and UI game pausing has been recoded for the sake of stability and consistency. This might have an unwanted effect where some panels don't pause the game when they should or ESC closes the wrong window or even crashes the game. Please keep an eye out on this and report if you can.

[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 #47

Greetings medievalists,

We’d like to offer some clarification and explanation for the new passion system (yellow/red stars).

Before Update #11, yellow stars were just tied to the settler’s skills (like Botany, Carpentry, etc). Because of this simple link, it was easy to give/take stars away via advance customization.

Old System

With Update #11, we linked the passion system with Goal Preference. While it may look the same, the new logic is very different. Goal Preference is calculated through a series of positive and negative effects a settler gets through their Background, Pseudonym and Perks.

New System

We’ve already talked about this in one of our previous MMTs, but the gist is that with this, settlers can have both positive and negative preference for the same thing (like melee combat) and the system will calculate what prevails due to the number game.

In addition to that, as the passion system is no more tied to skills but settlers’ actions, this allows for more diversity and versatility of your settlers. In the end it should enrich the whole experience and make choosing who to accept into your settlement a more exciting thing.

Some of you were disappointed by this as implementation of this system was retroactively applied to your old saves which caused a few surprising settlers’ preferences. It might look like odds are not in your favor, but adaptation is and always was, a core of Going Medieval experience (long time players may remember the introduction of seeds to the game).

Some of you might ask why we are not keeping the old system and giving you complete control via customization. As mentioned above, the old system is bare bones and not tied to goals. The second thing is that balancing this may result in more complications.

Let’s say you are playing the game with a settler who you’ve created to be a perfect melee fighter due to you assigning stars to melee. At some point, they may get a perk “Precious” which gives red stars to fighting. Then we're faced with deciding whether to ignore that perk because the settler has been customized. And if we did that, we'd conceivably have to ignore all of the perks that settlers get during their lifetime. But then what if you get a perk that you really like but it has some small things that you don’t want? Choosing which elements to override becomes very tricky as, unfortunately, there isn't a one-size-fits-all solution.

We think the new system has a ton of potential. Your starting settlers can still have customized Job Preferences via Background/Pseudonym/Perk choosing. And for the newcomer settlers… Well, no human is perfect and the land in our game can be unforgiving, but nothing should stop your settlers as long as they are together.

Once modding is introduced (we don’t have a date for it yet, but are actively working on it), other players may introduce other systems that are more to your liking. For now - those that really want to control this in any way, we suggest that you go to the Perk.json file located in the Going Medieval_Data\StreamingAssets\Worker (in the installation folder) and add Goal Preference to the perks that you want. Make sure to backup your changes as each patch/update will reset that file to the default setting. Keep in mind that you are doing this on your own accord and may result in some unwanted effects/bugs.

We hope this gives you a better understanding of the preference system and the reasoning behind the changes. As always, please feel free to lend feedback through the usual channels - we always value your input!

We’ll continue with our regular MMTs once we patch Update #11 some more. Until then,

Stay medieval!

Foxy Voxel

Experimental Branch Patch (0.19.17)

Greetings players! The newest patch (0.19.17) 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 that allowed usage of unfinished for Feast planning.
  • Fixed the issue where Zealots would drink their ass off upon loading and be stuck in the drinking/unconscious cycle.
  • Potential fix for the lag during hunting issue.
  • Fixed minor animation issues.

[h3]Quality of Life improvements[/h3]
  • Esc key functionality and UI game pausing has been recoded for the sake of stability and consistency. This might have an unwanted effect where some panels don't pause the game when they should or ESC closes the wrong window or even crashes the game. Please keep an eye out on this and report if you can.

[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.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch on Steam, 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

Patch Notes (0.19.16)

Greetings players! The newest patch (0.19.16) 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 settlers would never start a production on the Apothecary table, despite having all of the necessary requirements..
  • Fixed the issue where settlers would ignore Gardening priority.
  • Fixed the issue where canceling a building in construction wouldn’t give resources back.
  • Fixed the issue where a pen wouldn't be properly detected in some cases.
  • Fixed the issue where wounds would not inflict pain. This prevented settlers from fainting because of wounds, which in turn, would make them die more often in combat
  • Fixed the issue where the player triggered event would be canceled if you save & load the game during that player triggered event.

[h3]Quality of Life improvements[/h3]
  • Thermal model for ice has received a bit of balancing and should be more consistent overall.
  • Stew pot in the Main Menu has been moved a bit so it doesn’t overlap with one of the poles. As observed by this post. Now, the pain can stop. #letthemcook
  • Youtube, TikTok, and Reddit links/icons are added to the Main Menu.
  • Twitter link/icon is turned to X in the Main Menu.

[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

Patch Notes (0.19.15)

Greetings players! The newest hotfix (0.19.15) 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 inviting any single visitor to a feast would result in them sometimes just idling on a chair, without sitting down.
  • Fixed the issue where killing merchants in one hit during the event wouldn't turn their guards hostile.
  • Fixed the issue where finishing an event wouldn't reset settlers' animation back to Idle
  • Fixed the issue where a settler with a zealot and ascetic perk would drink all the time.
  • Fixed the issue where a settler with the ascetic perk would play backgammon like a mad man.
  • Fixed various issues related to Player Trigger Events UI.

[h3]Quality of Life improvements[/h3]
  • One more idle animation has been added for ritual participants.
  • Now, if an animal is killed, the log will show who the killer was.

[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