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Going Medieval News

Patch Notes (0.19.25)

Greetings players! The newest patch (0.19.25) 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 pet dogs wouldn’t battle, despite having “Battle” on in the Overview tab.
  • Fixed the issue where loading old saves (0.16.xx and older) would trigger the “Do you want to keep these settings?” prompt instead of the proper instruction on how to migrate save files to a new version.
  • Fixed several issues that prevented ‘Esc’ and ‘Pause’ buttons to work as intended.
  • Fixed the issue where the game's speed would not behave consistently in certain scenarios.

[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 (0.19.24)

Greetings players! The newest patch (0.19.24) 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 several issues that caused the pause button (space) to stop working.
  • Fixed the issue where the ‘Esc’ button would stop working in some cases.
  • Fixed the issue where a settler would choose a temporary bed for sleep instead their own, despite “owned” bed being close.
  • Fixed the issue where the game's speed would reset in situations like: tutorial/event appearance, going to Overview tab, In-game menu, etc.

[h3]Quality of Life improvements[/h3]
More stuff influences ‘Intellectual’ skill, now:
  • ‘Clever’ and ‘Inconspicuous’ (backstory additives) settler is ‘Eager’ (1 yellow star) for 'Intellectual’.
  • Ambitious (backstory additives) settler is ‘Passionate’ (2 yellow stars) for ‘Intellectual’. Before, they were just ‘Eager’.
  • Wise (perk) is ‘Eager’ (1 yellow star) for 'Intellectual’.
  • Erudite (perk) is ‘Passionate’ (2 yellow stars) for ‘Intellectual’. Before, they were just ‘Eager’.

[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 (0.19.23)

Greetings players! The newest patch (0.19.23) 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 the game’s speed would reset itself to x1 upon settlers waking up.
  • Fixed the issue where closing the Overview window would resume (previously) paused game.
  • Fixed the issue where domestic/pet polecats, cats and rats wouldn’t avoid traps during their movement.
  • Fixed the issue where domestic animals would sometimes land on the traps during their idling.

[h3]Known issues:[/h3]
  • Pause button (space) will stop working if you pause the game during the night and draft a settler. Pausing is still enabled by selecting II with mouse pointer. Reloading fixes it.
  • Pause button (space) will stop working if you pause the game, change the speed and go to in-game menu. Reloading fixes it. Pausing is still enabled by selecting II with mouse pointer. Reloading fixes it.
  • 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 (0.19.22)

Greetings players! The newest patch (0.19.22) 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.

[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 (0.19.21)

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