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Going Medieval News

Hotfix 0.6.2.4

Greetings players! The new hotfix (0.6.2.4) is now live on all of the 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 several rare crash occurrences.
  • Fixed the issue that caused settlers to go to sleep on the ground even though there are available beds in the settlement. This was caused by merchant appearing and idling.
  • Fixed the issue that caused settlers not to eat nor drink at the table if the merchant was near.
  • Fixed the issue that caused bartering tutorial to appear behind the bartering panel.
  • Fixed the issue that caused “Next” button usable even though limit for Group Creation Points was surpassed.
  • Fixed the issue where settlers would be stuck in the loop loop of moving resources in and around the storage areas.
  • Fixed the issue where "You have unlocked the Research Panel" notification would appear every time if the research table was relocated.
  • Fixed the issue where player could enter any letter/symbol in advanced Settler customization.
  • Fixed rare issue where merchant would stay on the map forever after loading - Merchants and guards now forcefully leave the map if the game is loaded and no merchant event is active.
  • Enemy’s village will be placed minimum 6 tiles from the player’s settlement, this will not affect the existing saves.
  • Settlement stock will not refresh every time player access it.


Please note, if you are using unofficial mods, especially those related to character customization, you might experience crashes. If you do, please turn the mods off before starting the game.

Talk to you soon!

Thanks,

Foxy Voxel

Update #2 | Merchants & Diplomacy

Greetings medievalists!

The new major update titled “Merchants & Diplomacy” is now live on Steam, Epic Games Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include advanced options when it comes to starting settlers’ customization, the option to relocate buildings, our new trading and faction systems and various other tweaks and improvements. Read about all the exciting new changes, here!

[h3]Faction System[/h3]

The Faction tab is located within the Historical Records panel in-game. It shows you what alignments you have with other factions and which faction is at war with who. You can change alignment with other factions by trading with them, gifting them things during trading/caravan gameplay, attacking traders, returning runaways or refusing to do so (more info in the event segment!).

[h3]New Region Map[/h3]

To unlock the Region map, you will have to research “Cartography” in the Research tab. Once you do that, you’ll be able to build a new furniture type - the Cartography Table which will, in turn, give you access to the Region tab. You can now select other settlements on the region map and see their basic information, as well as send caravans to them.

[h3]Bartering[/h3]

Merchants, as an event, will arrive at the player’s base over time. You can start the bartering process by selecting one of your settlers and right-clicking the trader NPC. Only resources on stockpiles/shelves will be available for trading from the player’s side.


Trading is based on the value system of resources/equipment and the value of each resource differs depending on time of year, merchant, if the player is giving or taking, etc.

You can attack merchants and lose alignment points with the trader’s faction, but be careful - they will usually come with bodyguards. If the merchant turns hostile, both the trader and their bodyguards will act like raiders.

Merchants will not trade weapons/armors/shields if they have neutral alignment with you, and certain traders (like weapon merchants and large goods merchants) will not appear if the player has no friendly factions on their region map.

[h3]Caravan System[/h3]

Right now, the caravan system is only utilized for trading and gifting purposes. Attacking other settlements via caravans is not currently in the game, but will be supported over the course of the development.

You can now send caravans by selecting other settlements in the region map and choosing the ‘send caravan’ option. However, for that to work, you will have to choose which settlers to send and what goods to send with them.

The caravan won't start if there are no settlers chosen, the mass is too great or there is not enough nutrition for the trip to and from the destination settlement.

Sending a caravan will give you the ability to trade with the settlement when the caravan arrives at the destination.

Bartering with settlements is the same as regular trading, except that the prices are in favor of the player and not the faction.

Caravans can’t return home if the player has bought more mass than can be carried or if the amount of nutrition is not met for the way back.

[h3]Relocate Structures - [Community Request][/h3]

We’ve also implemented a feature where you can turn almost any production building/furniture/decoration/trap into a pile allowing for the relocation of a structure. Once turned into a pile, it can be moved onto stockpiles or be installed anywhere else (if there is space for it!)

Installing and reinstalling a structure takes ⅓ of the time it takes to build it, but this process doesn’t have a minimum level requirement, nor does it give XP to settlers. It’s also worth mentioning that you will be able to buy some structures (as piles) from merchants, even though they’ve not been previously researched.

[h3]Event System Overhaul[/h3]

To adapt to newly introduced trading and faction systems, we decided to do some tweaks to events. Beyond introducing new trader events, we’ve overhauled how existing raid events work. Before there were 3x different raid events for 3x different factions in the game. Now there is only one raid event and the faction is chosen randomly from hostile factions.

Dev note: If you load the save that is currently experiencing a raid in the 0.5.31.15 version of the game, that raid will disappear. All the raids that come after that one should work properly.

The Runaway event has a slightly different outcome now. Refusing to give the settler back will not necessarily initiate a raid, but it will set -50 to the alignment with the faction that is looking for the runaway. This can result in the faction potentially turning neutral from friendly or hostile from neutral.

[h3]Character Creation[/h3]

We’ve enabled the option to customize starting settlers if you choose to do so - by selecting the Advanced Customization option, the settlers screen will expand and you will be able to choose things like their looks, backgrounds, pseudonyms, religious alignments, ages, weights, heights, what perks they have and what skills they excel at.

There are some limitations to the creation points used to “build” your settler - they are not infinite. They are randomly distributed to every settler and the players can change where they want those points to go. The number of points it costs to alter a skill, perk, background, passion, etc., varies.

You are able to save your settlers as presets, so you can use them in other scenarios.

[h3]Additional fixes/features[/h3]
  • Certain crop fields now have a minimum botanical skill in order to be sown.
  • Trap prices and damage have been changed - they are a bit expensive to make now and need a higher minimum skill.
  • 14 new heraldry symbols added to the heraldry editor.
  • Level up particle effect added when settlers gain a level.
  • All dust effects are replaced with a new dust shader.
  • Added particle effect when production buildings are complete.
  • Added dust effect when a pile spawns on the ground.
  • Added dust effect when settlers run.
  • Changed the way layer transparency works (the annoying transparent 0.5 layer has been removed).
  • Perks have been tweaked in terms of balance and conflict with others perks.
  • Added tooltip information for perks if they conflict with some other perks.
  • Fixed issue with loading screen not showing text properly in non-English languages.
  • Fixed several Community-noted translation issues.

We hope you enjoy experimenting with the new features and continue to let us know if you come across any more bugs or issues. Remember, F10 is your friend!

Check the amazing trailer for this update:
[previewyoutube][/previewyoutube]
Thank you for your patience, people. Feel free to post your experience regarding the new update on Steam discussions. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.

Foxy Voxel

Follow us on Twitter: @going_medieval
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We are on TikTok, too: @going.medieval
See the trailer for the game here: https://youtu.be/GuHfL2kf8tM



Experimental branch & GeForce NOW news

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. Faction system, caravan system, new region map, trading, event overhaul and the ability to relocate structures are all the things that you can expect there. Go here if you want to see a detailed breakdown of all the things mentioned above.

There are some issues we are aware of, and they don’t require reporting. You can check them here. And other news...

We’re in the GeForce NOW library

You asked for it, and we listened. Going Medieval is part of the GeForce NOW library.

If you want to share your experimental branch experience with others, you can do so in the Experimental branch subforum or our Discord server.

Thank you for your patience.

Foxy Voxel

Medieval Monday Talk #9

Greetings medievalists!

The latest feature that we are talking about ( requested by our community) is an option to relocate structures.

Let’s say you’ve built a great hall and you’ve placed everything in there - you’ve got your chairs, tables, banners, and torches for your 6 settlers. But, as time passes by, more settlers will join your settlement. Now you need more room for additional tables and chairs in the great hall! If you could only move that backgammon table, there would be enough space to build another set of tables and chairs. Now, you will be able to do so.



By selecting the object, a new button will show in the bottom right part of the screen, named “Relocate”. Choosing that button will give you an option to choose another location for that structure. Once the location has been set, the settler will come and start deconstructing the selected object. Once deconstructed, the object will turn into a pile of the same name, and that pile will be moved to the newly selected location and be “installed” there.

To keep things balanced, installing and reinstalling a structure takes ⅓ of the time it takes to build it, but this process doesn’t have a minimum level requirement, nor does it give XP to settlers.

You will also be able to choose the “Remove” option that is located next to “Relocate”. “Remove” will just turn that object into a pile.



When the object is turned into a pile, it can be moved to a stockpile and be stored for later use, when you find a proper time to reinstall that object again.

Structures turned into piles can be sold to merchants, but you can also buy some from them - even those that you’ve not yet researched!

That will be all for today’s talk. Stay tuned, some exciting announcements will come soon!

For more direct communication, be sure to join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time!

Foxy Voxel

Medieval Monday Talk #8

Greetings medievalists!

We are back to talk trading and everything besides. This time, we are talking about skills, well... one skill in particular: we are talking about the Speechcraft skill.



Speechcraft has been there since the beginning, but it didn’t have a use. Until now! This skill will evolve as the game develops, but in the coming update, everything about Speechcraft will tie into the bartering process.



The more time your settlers spend trading, the more experience points their Speechcraft skill receives. With more Speechcraft points, they’ll be able to barter better - buy at a lower value, sell at a higher value. With enough Speechcraft points, settlers will be able to take more stuff than they give (since our bartering system is based on value and not the exchange of money).

By hovering on the Speechcraft skill, you will get a pretty good idea of how it will evolve.



We’ll also tie it to perks. For example, drunk settlers that have specific perks with them may receive a significant boost to bartering. But, everything in due time.

In other news, Foxy Voxel has expanded! Another programmer recently joined our team and his primary focus will be to make the game moddable. He’ll also do other tasks, but it will take some time to get familiar with the ways we do things.

So far, so good!

While you wait for the new update, be sure to join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time!

Foxy Voxel