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Going Medieval News

Medieval Monday Talk #1

Greetings, medievalists!

As mentioned in the previous post - we plan on using Mondays to announce new things and give you a sneak peek at what we are working on, so without further ado:

Some of the team are off on well-deserved vacations. We've been working hard on the game all through the pandemic and we were due some rest!

But, some of us are still here and we’ve been working big time on an experimental version of the game - as evident from all of the hotfixes that the game received in the last couple of days.

We’ll not post new hotfixes this week as some of the team are off, and we would like to avoid scenarios where a new hotfix might complicate things needlessly for their return.

But don’t worry, we are still working and still checking your feedback and bug reports. This week we’ll focus on hauling - as some players from the experimental branch have reported that hauling functionality is downgraded with the latest hotfix (even though it received significant overhaul and improvements, there is much to improve obviously).

This is probably the same problem that is causing settlers to avoid sleep, but it will take some time to investigate it. And since this is a very important part of our game, we want to do it right so we thank you for your patience and understanding!

Once the experimental branch has been tested enough and major issues fixed, we will push it to the main branch, where everyone will be able to enjoy it.

In the meantime, join our Discord server and talk about your Going Medieval experience with our active community.

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

Thank you for your time peeps.

See you soon!

Foxy Voxel

Be sure to visit our Discord and become part of our community: discord.gg/goingmedieval
Follow us on Twitter: @going_medieval
We are on TikTok, too: @going.medieval
See the trailer for the game here: https://youtu.be/GuHfL2kf8tM

Going Medieval is discounted on DreamHack Beyond festival

Greetings medievalists!

Going Medieval received a 10% discount (from July 24 - July 31) as being part of the DreamHack Beyond festival - an at-home, all-digital free interactive experience showcasing the best of DreamHack.

Not only can you browse the festival games here - DreamHack Beyond, but you can also experience their very own game:

!DreamHack Beyond Game!

[previewyoutube][/previewyoutube]

In short, this is a game being published by DreamHack Team and developed in conjunction with indie game developers that features event elements such as booths, panels, cosplay, music, etc.... but make no mistake, this is a game first. It has a story that you can complete, an addicting gameplay loop, an extensive feature set, and much more.

Can you find our booth (booths?)?

But don't forget to enjoy Going Medieval, too! As always, you can join our Discord Server, follow us on Twitter and Facebook!

Talk to you soon, peeps!

Foxy Voxel

Upcoming Update News and Experimental Branch

Greetings medievalists!

As promised we wanted to share with you the news on the plans for the upcoming content update!

This update is now live on the experimental branch (if it’s your first time checking out this branch make sure you click the link to find out how) and once this version is stable enough, we will then move it live on the main branch and making this a full update for everyone - Shelves and Racks, Additional stockpile management options, different map sizes, balanced trebuchets, performance improvements mid to late game, QOL improvements, and many, many bug fixes.

If you want to see a breakdown of what is coming to the next update you can check it out here: Update 0.5.31.0 notes

Thanks so much for your patience. We plan on using Mondays to announce new things and give you a sneak peek at what we are working on. It might not happen every Monday, but we want to continue to be as transparent as possible. In the meantime, feel free to post your feedback on Steam discussions dedicated to the experimental branch subforum. If you want more dynamic/direct communication - head over to our Discord server. Remember, as we are a small team we don’t have time to reply to every thread, but we do read the forums daily!

Foxy Voxel

Dev Update

Greetings medievalists!

We wanted to check in as we know we’ve been a bit missing in action the last few weeks when it comes to updates - it’s not that we haven’t been around, we definitely have been here.
However, we’ve been working hard on implementing some quality of life features & bug fixes which we wanted to get out ahead of the first update. We wanted to get back into the swing of our dev blog-style updates so sit back and let us update you!

As you are probably aware that we are a small team of seven people and the exposure and success of the game caught us by surprise - that is the reason we decided to focus on the initial bugs before implementing new features.

Many of you have suggested that we do weekly updates, while others were simply satisfied with new screenshots. After listening and taking onboard the feedback, starting from Monday (19th July) we want to begin a regular series of posts, these will update you on what we are working on, including any issues we come across and noticeable bug fixes that are upcoming.

And we have some news to share with you now. Beyond regular bug fixes and crash fixes, here is what we’ve been working on:

[h3]Resource pile optimization[/h3]
Many of you reported an FPS drain mid to late game. It took us some time to investigate this, and believe it or not - upon further inspection, the FPS drain was caused by resource piles. Not “present” piles in the game, but rather, how the game handles piles being spawned, counted, recounted, etc. The bigger the number of resources, the bigger memory leaks you had. The biggest FPS drop would come when trebuchets would hit a structure that had a stockpile on the next floor. Having the piles fall down would result in 1 FPS for some time.

We have refactored the resource system so some FPS issues are solved - this is something that we felt had to be addressed. This update was the last stop before we start adding more systems and features.

[h3]Improving temperature balance[/h3]
This was mentioned by a lot of players. The issue came from balancing and not from a bug. The ground voxels would give off negative heat and cool down a room, but placing floors would isolate that cooling and make it warmer. Good news - the issue has been solved now.

And we’ll announce more things and fixes in a later update, because...

[h3]Our next update will be ready for testing on the Experimental branch - Monday, 19th of July on Steam, Epic, and GOG[/h3]
We have created an opt-in Experimental Branch for Going Medieval, where you can play a build using our latest changes before they're updated onto the main branch. Expect technical fixes, balancing, and other minor changes and improvements on the Experimental Branch.

The resource pile optimization and temperature balance updates mentioned above will both be available to play in this Experimental Branch too.

We’d also like to invite you to our official Going Medieval Discord server, this is our most active platform and best place to ask questions, chat with mods and us (when we aren’t knee-deep in development).

Thank you for being with us medievalists, and thank you for your patience.

See you on Monday. Should be fun.

Foxy Voxel

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

Patch Notes 0.5.29.3

Patch 0.5.29.2 is here! At the moment we’re focused on fixing crashes with a couple of bugs and issues fixes here and there too, but don’t worry - we’re simultaneously working on feature updates. Those will have to wait a bit, until we make sure that most of you are experiencing Going Medieval crash-free.

  • Fixed crash caused by quitting to the main menu if the settler's health starts depleting
  • Fixed crash caused by quitting to the main menu while the warning messages are appearing
  • Fixed crash that occurred when one of the production buildings would get destroyed and the player quickly tried to quit the game. Alternatively, the same thing would happen if the player managed to select that building somehow, once it was destroyed
  • Fixed bug that made doors appear "Open" regardless of the state that the player chooses. It should happen way less or not at all
  • Fixed bug that prevented roof from being destroyed if that roof was supported by the ground
  • Fixed issue that prevented room detection from working as intended in some cases - when a player would build one room above the other and try to patch a 1x1 hole in one room's ceiling (the other's floor), the room would not be divided into two rooms.
  • Fixed issue that caused beams to (sometimes) be placed 90 degrees from where they were originally supposed to be
  • Fixed issue that caused the Research panel to not react to the mouse scroll wheel
  • Animals spawn rate received additional rebalance
  • Minor pathfinding optimization have been implemented
  • Various other crash fixes
  • Fixed issue with not being able to click on the menu and game freezing

Thanks!

Foxy Voxel