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Medieval Monday Talk #13

Greetings medievalists!

We’ve received reports that after a successful caravan trade, the idea of resources appearing at map’s edge was... tiresome. While the goods were still obtainable, it created some gameplay pacing issues throughout expanding your settlement. We heard you, and because of that, we will introduce “Caravan Halt”.



Upon creating this nifty building, resources that come back with the caravan will be transported to the front of the caravan halt. More precisely - settlers will get to this point in anticipation of the caravan's arrival or departure. If there are two (or more) caravan stations, the game will use the nearest one (compared to where the caravan left) to place the trading resources.

With the introduction of merchants, some issues became evident - we are aware that they walk A LOT throughout your settlements, with no respect to the privacy of some of the rooms/buildings. We’ll fix that with the “Merchant Stall”.



Once the merchant arrives on your map, it will go toward the nearest building of this type. When they reach a stall, they’ll place their resources on the table, signaling that trading can begin. This construction should provide better control of merchant movement, without a need to trap/block their movement. Stalls and halts will also have your heraldry on them - to give constructions a bit of flavor.

That's all for this Medieval Monday Talk. We’ll do another one next week. 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. Once in a while, we also offer you a chance to take part in the naming of new songs we are working on for the game.

Thank you for your time, folks!

Foxy Voxel

Hotfix 0.6.2.10

Greetings medievalists! The new hotfix (0.6.2.9) is now live on all platforms. 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 the issue that prevented players from building anything on some spots, accompanied with the message “Cannot start construction, need to clear area first”
  • Fixed the issue where redcurrants would disappear after saving and loading the game. Note: this is still present on all those redcurrant crops that were in the harvest process during save/load, but for all of the new ones created after this hotfix - it should work as intended.
  • Trebuchets have been nerfed - They have less ammunition now, and all three versions have 10% reduced damage. They’ll also appear a bit less often.
  • Raids now have a very small chance to happen if your settlement has 3 or fewer settlers. Before, the chance for a raid to appear in such a scenario was 0%.

[h3]Update:[/h3]
The new hotfix (0.6.2.10) is live because it relates to crashes reported by you. Thank you!
  • Fixed several rare crash occurrences.

Talk to you soon!

Thanks,

Foxy Voxel

Medieval Monday Talk #12

Greetings medievalists!

We mentioned previously that the crops system will receive a major overhaul. Let’s talk about what we meant by that.



To plant cabbages, carrots, beets, herbs, and flax, you will need their seeds. Yeah, seeds will be parts of the crops now. You will be able to buy them from merchants, but some, like redcurrants, you’ll be able to find in nature.

Also, the phase at which you perform the harvest will affect what type of resources you will get. For this to work, the harvesting phase has to have more control - you will be able to adjust when harvesting occurs. Will you go for the ripe phase, or when it’s flowering?



Let’s take cabbage, as an example - if you want to harvest your regular cabbage piles, wait for the Ripe phase. If you want to harvest seeds from cabbages, you will have to wait for cabbage to go past the Mature phase. Other crops like apples, however, have different rules.



We’re working on apple trees, but also maple, pine, and oak trees. To plant those trees you’ll need saplings, which you’ll get from cutting down young trees. With their resources, you will be able to produce things like pies, ciders, etc.



Harvesting and cultivation are expanding, folks - More resources, more control! You could say that it will be a… fruitful update, once it goes live.

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. Once in a while, we also offer you a chance to take part in the naming of new songs we are working on for the game.

Thank you for your time, folks.

Foxy Voxel

Hotfix 0.6.2.8

Greetings medievalists!

The new hotfix (0.6.2.8) is now live on all platforms. 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.

This patch has only one fix but it is a very important one.
[h3]The fix[/h3]
  • Some of you reported an issue where your saves wouldn't load - this issue has been fixed now.

That's all for now. New Medieval Monday Talk is coming next week.

Thank you for having patience.

Foxy Voxel


Hotfix 0.6.2.7

Greetings medievalists! The new hotfix (0.6.2.7) is now live on all platforms. 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 the issue where events would stop appearing or they appeared rarely.
  • Fixed the issue where some crops would disappear after saving and loading the game.
  • Fixed the issue where settlers would not harvest crops, despite them being in the “ripe” phase.
  • Fixed the issue where quitting the session while a Thunderstorm or Hailstorm event is on the verge of ending corrupts their visual assets.
  • Fixed the issue where the game would remember camera movement related inputs (e.g. using right arrow) after entering and closing Region tab.
  • Fixed the issue where new settlers that are accepted from events would appear equipped with apparel items set as default clothes in the scenario, dropping the items they were already equipped with.
  • Fixed the issue where settler corpses disappeared and enemy bodies were displayed as purple bones when the Caravan returned with bodies in its inventory.
  • Fixed the issue where door animation would not trigger if merchants/bodyguards would walk through them.
  • Fixed the issue where the factions' trader name was displayed as placeholder text in the Caravan Trading menu.
  • Fixed the issue where keybindings would lack functionality if used in the Region menu.
  • Fixed the issue where the Alignment-related notifications were not displayed, despite the fact that faction’s alignment has been changed.
  • Fixed the issue where having a Wooden Beam present in between Walls would allow the overlapping of other Wall blueprints with the already built structures.
  • Fixed the issue where Blueprints could overlap and be constructed within Roofs.
  • Fixed the issue where the same Structure Piles were present twice in the Custom Scenario menu.
  • Fixed the issue where placing a Floor Tile on the voxel located in front of a Wall Decoration would trigger the message: "Can't be placed, blocked by:...".
  • Fixed a couple of text issues.

Talk to you soon!

Thanks,

Foxy Voxel