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Going Medieval News

Hotfix Notes (0.16.19)

Hello, everyone. The newest hotfix (0.16.19) 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 crash occurrence caused by usage of allow/forbid tool.
  • Fixed the issue where settlers would sometimes tend to animals that they were hunting. Pretty nice of them, but not intended behavior.
  • Fixed the issue that prevented the “Forbid” order from working properly when selecting multiple buildings.
  • Fixed the bug that detected some buildings as unreachable, when in reality they were just forbidden.
  • Fixed some issues with voxel reachability, where settlers would ignore the mining of voxels if that voxel had a floor on it before.

[h3]Known issues:[/h3]
  • Settlers/animals still get stuck upon caravan return or during caravan formation and going out. Save & Load fixes it.
  • 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.
  • 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.
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.

Hotfix Notes (0.16.17)

Hello, everyone. The newest hotfix (0.16.17) 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 several crash occurrences.
  • Fixed the issue that caused the underground temperature to be 0 degrees Celsius/Fahrenheit in certain areas. It would stay 0 even when there was no reason to be that way.

[h3]Known issues:[/h3]
  • Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it.
  • 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.
  • 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.
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.

Hotfix Notes (0.16.16)

Hello, everyone. The newest hotfix (0.16.16) 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 crash occurrence caused by usage of allow/forbid tool.

[h3]Known issues:[/h3]
  • Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it.
  • 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.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.

Patch Notes (0.16.15)

Hello, everyone. The newest patch (0.16.15) 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 several crash occurrences.
  • Fixed some lag/fps drop issues.
  • Fixed the issue where settlers would be able to traverse stairs upwards and downwards diagonally and break pathfinding in the process.
  • Fixed the issue that caused the appearance of very high/low temperature values across the whole map on some saves.
  • Fixed the issue where the whole river would disappear if you tried to split it in two parts.

[h3]Quality of life improvements[/h3]
  • Piles that are located under two (or more) layers of water may bug out the AI, but now if a settler tries to get them, they’ll forbid themselves.
  • Forbidding blueprints is in the game. Players can pause a construction by forbidding it.
  • “Forbid” order tool is updated to apply only to blueprints or building phases or just piles, like before.
  • Treated wounds time has been readjusted so it lasts 24h. Before it was 920 in-game minutes.

[h3]Known issues:[/h3]
  • Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it.
  • 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.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.

Patch Notes (0.16.14)

Hello, everyone. The newest patch (0.16.14) 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 several crash occurrences.
  • Fixed the issue where the room’s impressiveness would be higher if the room didn’t have floors.
  • Fixed the issue where a settler would drop a meal from a pouch in order to carry fish that they caught. This issue occurred even on other types of productions.
  • Fixed the issue that caused the appearance of motion blur on hover voxels, which in turn, created weird blurry spots whenever the mouse was quickly moved.
  • Fixed the issue where refilling empty braziers would not reset emission range and thus appearing as the brazier didn’t emit the heat.
  • Fixed the issue where the settler would bug out if they tried to refuel brazier in some cases, despite proper resources, schedule and resources available.
  • Fixed the issue that prevented “Deconstruction” shortcut (X) from working on stockpiles and crops.
  • Fixed the issue with where the water behaved weird - it wouldn’t be removed when blocked, it would appear as flowing despite not having a clear source, etc.

[h3]Quality of life improvements[/h3]
  • Water has aesthetic value now.
  • Water’s temperature changes throughout the year, from season to season. It will be coldest during winter and spring.
  • Fixed a UX complaint from players who observed that the settler panel scrolled too slowly and that it would jump from scroll to zoom camera all the time.

[h3]Known issues[/h3]
  • Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it.
  • If you have a wall in water and you deconstruct that wall, the resulting pile will stay in that place. However, if another layer of water goes over the existing (water) one, this will cause settlers to bug out and be stuck in the construction/hauling/production loop since they’ll try to acquire the pile but fail all the time. Such piles should be forbidden to avoid this.
  • 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.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.