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Going Medieval News

Experimental Branch Patch (0.20.8)

Greetings players! The newest patch (0.20.8) 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 where settlers would pray away from shrines.
  • Fixed the issue where you could mark hay on stockpiles for urgent hauling if troughs are full, but not if they were empty.
  • Fixed the issue where shelves and fuel consumers wouldn’t remember their settings after being relocated/turned into a pile.
  • Fixed the issue where coping shelves and fuel consumers would paste buildings without their respective settings.
  • Fixed the issue where clicking on any selectable object while multiple selection is active wouldn't switch back to single selection UI.
  • Fixed the issue that prevented the execution event from working.
  • Fixed the issue where recruited prisoners wouldn’t drop shackles upon becoming settlers.
  • Fixed the issue that caused "Prison Cell Missing" message to appear when you didn’t have any prison cells, but upon the prisoner merchant spawning and before purchasing anything from them.

[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 items are missing icons and localization values.
  • 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 (0.20.7)

Greetings players! The newest patch (0.20.7) 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 where the settler's job priorities would all turn to 5 when that settler went on a caravan.
  • Fixed the issue that allowed a settler to be owner of two rooms.
  • Fixed the issue where the selection panel in Prisoners tab wouldn’t update for strip and release toggles.

[h3]Quality of Life improvements[/h3]
Releasing prisoner procedure is functional now:
  • Settler will rope prisoners and take them outside to an area that can get to the edge of the map.
  • The prisoner will go to the edge of the map and disappear, resulting in a friendliness bonus towards their faction (unless that faction is permanently hostile).
  • All other prisoners get a positive mood effector applied to them when this happens.

[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.
  • Organizing hanging event doesn't work.
  • Some items are missing icons and localization values.
  • 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 (0.20.6)

Greetings players! The newest patch (0.20.6) 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 where some older saves wouldn’t be loaded.
  • Fixed the issue where events would fail if organized in a room with rugs.
  • Fixed the issue that caused settlers to avoid walking on rugs.
  • Fixed the issue where objects that attach to walls would block construction underneath them.

[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 items are missing icons and localization values.
  • 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 (0.20.5)

Greetings players! The newest patch (0.20.5) 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 where several saves wouldn’t be loaded.
  • Fixed the issue where settlers would avoid using ladders.
  • Fixed the issue where gates and portcullises wouldn’t display properly while they are built.
  • Fixed the issue where book count would display wrong numbers if the shelves that stored those books were destroyed/relocated.
  • Fixed the issue where trying to install a building pile and canceling it would cause that pile to never be hauled back to stockpile.
  • Fixed the issue that caused doors/gates to be offset after receiving damage.
  • Fixed the issue where in some cases you were allowed to put stockpiles on ladders.
  • The issue that prevented settlers from building a floor/voxel on a beam of one length size should also be fixed on old arches made before the original fix is applied.

[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.
  • Objects that attach to walls block construction underneath them.
  • Some items are missing icons and localization values.
  • 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 (0.20.4)

Greetings players! The newest patch (0.20.4) 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 where parts of the portcullises would disappear after some time.
  • Fixed the issue where a settler wouldn’t lose ‘Unskilled Labour’ perk if their role was removed.
  • Fixed the issue that prevented “research available” message from appearing.
  • Fixed the issue where Backgrounds, Backstories, Pseudonyms and Perks wouldn’t have appropriate descriptions when hovering on them.
  • Fixed the issue where multiple animals would get sacrificed along with the chosen one for the ritual event.
  • Fixed the issue that prevented settlers from mining voxels under beams.
  • Fixed the issue where prisoner’s appearance would be randomized upon their return from caravan.
  • Fixed the issue that prevented settlers from building a floor/voxel on a beam of one length size.
  • Fixed the issue where prisoners wouldn't go inside their cells during escorting.
  • Fixed the issue that caused recent saves to not appear at the top when opening the load game panel.
  • Fixed the issue where settlers located in the rooms enclosed by barn doors wouldn't be inevitable to events.
  • Fixed the issue where carpet was reducing the room's spaciousness, causing their value to decrease.
  • Fixed the issue where almanac links wouldn’t work from the building selection UI.

[h3]Quality of Life improvements[/h3]
  • Events should occur more frequently now. As we added more and more different events, the "none" event (where nothing happens) became a bit more common in occurrence (and boring) so that’s rebalanced now. If after 60 days an event was not triggered, the chance of it happening increases x10 (x20 for a new settler event). After the event occurs, their chance is reverted to the initial value and then the process repeats.
  • Added destruction particles to doors and gates when they are breached.
  • Added Perk icons to the character creator list.
  • Gallows have beauty -10 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 items are missing icons and localization values.
  • 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