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Going Medieval News

January Update

Greetings medievalists!

We are now in the new year and of course, we wanted to give an update on what we’ve been up to!

[h3]Event feedbacks have been upgraded[/h3]
We did two things regarding the event system presentation.

We’ve added information that displays next to the player choices when the event needs the player to choose something. This way, the players can see what the outcomes of their choice are. This also makes the events a bit more interesting and lets the player plan out his decisions.


After a raid, the player will get a status report that will tell you if they won or lost, how many enemies you killed, as well as other handy info.



[h3]Environmental Events have been introduced[/h3]
Depending on the season some kind of environmental event will happen from time to time. Right now, we have four of them in the game and each will test your settlement differently.

Hailstorm - Happens in the spring and autumn. While active, it deals damage to the plant life and lasts for about half of the day. The player has no way of fighting the hailstorm except to harvest the crops as fast as they can before the hailstorm destroys the plants.



Thor's hammer - Happens most often during the summer and autumn. Heavy rain pours and lightning strikes on the map randomly destroying buildings, trees, villagers & piles. The player has no means of fighting the event - they can protect the settlers by putting them inside so the lightning can’t strike them.



Heatwave - Happens sometimes during the summer. Several days the temperature rises to very high degrees and the player must battle the heat. To do this, it’s suggested that the villagers sleep during the day while it’s the hottest. Sewing summer clothing will also help, and having villagers work within cool rooms (underground or nicely insulated rooms) is also one of the ways they can deal with the heat.



Cold snap - Appears sometimes during the winter. The temperature falls well below -20 degrees for a couple of days. To deal with this event, the player will have to make settlement rooms warm and their villagers well dressed.



[h3]Animal pack events are in Going Medieval[/h3]
Right now we only have the wolf pack as an event. These animals are territorial creatures and they’ll mind their business where they are located. But they’ll start killing other animals and by doing this they rob the player’s villagers of a food source. If players choose to fight these animals and succeed in defeating them, they’ll be rewarded with their meat and pelt.



[h3]We have a basic photo mode now[/h3]

A very simple photo mode has been added to the game. Players can take screenshots and the photo is saved to the player’s folder within AppData.



[h3]Additional order changes[/h3]

Behavior and order customization is majorly improved - we’ve implemented different visuals, dragging functionality and individual selecting now works as intended. We’ve also implemented additional customization options (depending on the order) - what level/type of building does it affect.



[h3]Stockpiles can be expanded or shrunk[/h3]

Upon selecting the stockpile zone, you’ll be able to expand it or shrink it as you see fit. The only limitation here is if you try to split one stockpile into two separate areas with no connecting markers - in that case, the zone with fewer stockpile markers will disappear.



[h3]And the other things we did:[/h3]
  • Higher mood reward - When the villagers have a higher mood, they’ll get a bonus in global works speed (will work on everything a bit faster), XP gain amount (every action will give more XP), and the chance to produce a rare quality item is higher
  • Time passage is better formatted/worded
  • New tutorials were added and additional info to existing tutorials
  • Exiting tutorials reworded because of some changes to gameplay
  • Added several new system sections in the almanac that can help the player
  • Added many new pieces of information to the almanac
  • The prioritization of the task received an additional polish
  • Hunters are now able to bring dead animals to stockpile after killing them
  • UI received a significant overhaul in font change and size
  • The button graphic has been changed
  • Additional tooltips are added and tied to specific info
  • Enemy health and behavior received additional optimization


And that would be all for this month. The next update will come sooner.

In the meantime, be sure to check our Twitter for more gameplay videos and feature showcase. And be sure to check our Discord Server as that is the best place to be regarding all of the game updates and announcements.

https://www.youtube.com/watch?v=Wy_rW95WtmA

Until next time,

Foxy Voxel Team


December Update

Greetings medievalists!

As we get closer to the year’s end, we’re introducing some new features and improvements. Behold:
[h3]Introducing Starting Narrative[/h3]

When you start a game, you’ll be able to choose one of the three different modes:
Peaceful - builder mode that doesn’t have enemy attacks.
Standard - classic mode that evenly balances environmental events with enemy raids.
Survival - aggressive mode that frequently tests your combat skills.

Within every mode, you’ll be able to choose one of the 5 difficulties - Very Easy, Easy, Normal, Difficult, Hard. Game difficulty changes things like starting mood, enemy health, animal retaliation chance, wound severity amount. But that is not the end, because:

[h3]Basic Modding - Scenarios[/h3]

Scenarios will determine the start of your game. Beyond the two existing ones, you’ll be able to create your own. Apart from required fields such as Scenario name, description, narrative and villager number there can be other starting conditions controlled, such as Starting Resources and Equipment, Unlocked Technology, and various villager constraints ( Age, Height, Weight ranges, Chance for Gender, Religion and Perks roll, Default starting clothes and Overrides for all villager stats start values). There are some limitations here, but you will have A LOT of control.

[h3]World Map is here[/h3]

That’s right. A Basic, procedurally generated world map which shows players’ village location and surrounding villages is here. You can see your settlement on the map, along with the surrounding villages. The world map also shows Region influence - a stat that combines wealth, raid results, etc. As your influence grows, its representation will expand over the World Map. There is still much to be done here, but this is a good start.

[h3]We’ve added Historical Records[/h3]

The new window can be toggled via the top right button, next to the Almanac. Once selected, it opens two tabs:
  • Statistics tab: Left part shows various graphs for different stats such as Population, Wealth, Food, Mood, and Influence. The right panel is reserved for other statistical data.
  • History tab: This tab logs all events like villager banishments, deaths, and other important happenings.

[h3]Make a place for Graves[/h3]

You, our community suggested it and we implemented it - Graves are a new building type where villagers and enemies can be buried. You can look at it as a stockpile that accepts only carcasses (RIP). There are different types of graves in the game - unmarked and normal graves can be placed on the ground tiles only, while a sarcophagus is costly and can be built anywhere.

[h3]A ladder is a thing that exists[/h3]

Ladders have also been requested by the community. Comparing ladders to stairs - they cost less, take up less space, and climbing them might be slower - but they get the job done!

[h3]Combat user experience has been improved[/h3]

We have been mostly working on UI improvements, adding indicators for targeting, some positioning experimentations, and added many animations (we have much more to come too). Here is the list of things we’ve done:
  • Cracking graphics are added to buildings as they lose health. Removed health bar from buildings
  • Fixed problem where drafted villagers would ignore draft order sometimes
  • Arrow miss particle is not shown anymore for melee attacks
  • Enemies now target buildings properly
  • Reworked formation forming when a player chooses to move multiple drafted workers at once
  • Multiple villagers can go through nodes with other villagers on them, but they can’t pass nodes with enemies on them
  • Enemies now have quicker reactions (eg: if the enemy is attacking a building, and one of the villagers hit him, the enemy will focus on those villagers)
  • Faster game speed is enabled while raids are active
  • Removed 'right-click attack' menu for villagers
  • When hit by a ranged villager attack, enemies will try to approach villager while seeking cover
  • Enemies now start charging instantly, when hit or missed during the initial walking period
  • Drafted villagers inside the building won't blindly focus on the closest enemy anymore. The enemy will be focused on only if there is a clear line of sight
  • Villagers can now attack while standing inside open doors.
  • Elements above villagers/enemy heads (health bar, name, combat charge, etc...) do not overlap/glitch anymore.
  • Improvements to right-click equip order. Fixed a bug where an order would get ignored sometimes, and it now works while the game is paused.
  • Fixed pathfinding bug where some beds would become unreachable if built too close to other beds. This caused a bug where villagers would sleep on the ground, even though the bed existed.
  • Disabled thought bubbles while villages are drafted
  • The game now utilizes more CPU threads on systems that have them.
  • Multiple optimizations, and general code improvements

And that would be all for this year. Happy holidays and see you next year with more exciting Going Medieval news. Stay safe people!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: @going_medieval

See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

November Update

Greetings medievalists!

As we get closer to winter, it’s time to warm ourselves with a couple of new features. Check out what we’ve been working on below:

[h3]Rooms have types now[/h3]


To build a specific room type, players will need to create certain production (buildings/furniture/decorations) within it. Once they are created, that room will get certain production buffs.

Example: If you make a kitchen out of a certain room - then the stove in it will produce food much faster.

Sweet, right? To maximize the potential of their settlement players will have to consider what and where they will build things. But that’s not all, because…

[h3]Rooms have temperatures, too[/h3]


To create a room, players will have to put walls on four sides, a roof (or ceiling), and a door. If there is one hole in that construction - it stops being a room.

Every object in the game now has a thermal model. Production buildings and decorations (like torches) now have heat emission and will heat up the room they are in. Depending on the type - walls/floors/roofs now have different isolations, and the size of those rooms will also play a role in processing temperature.

To put it lightly - if the players do not want their food to rot quickly they’ll want to put them somewhere cold. But on the other side - when the winter comes, villagers will want to be warm… You get the idea.

[h3]Introducing Leisure hour type[/h3]


Last time, we introduced religion. That, along with other activities will fall into the “Leisure hours”. During that time, villagers will prioritize things like food, entertainment, religion, and drinking. It’s not all about the work, right?

[h3]Cheers to the alcohol introduction[/h3]


Alcohol is added as a resource type and with that, the need for alcohol is implemented. Some villagers will have the need to drink ale or alcohol every couple of days (some more often depending on perks). If they don’t drink, they’ll get negative mood modifiers.

Upon drinking alcohol, villagers will get drunk and this makes them work slower and walk slower. It also means they will make more mistakes (botched harvests, etc), but they’ll get nice mood modifiers. Also, if they drink too much and/or eat raw meat, they’ll vomit, nice...

[h3]Traps are here[/h3]


Right now, we have only one type of trap, but it is a good starting point. It's a 1x1 building that gets activated when an enemy steps on it and inflicts damage. Once activated and used, the villager will have to come to it to reactivate it for the next battle. There is also a chance of trap misfiring, so this is not a bulletproof solution for battle scenarios.

[h3]Dismantle Items - it’s all about recycling[/h3]


The player can now order villagers to dismantle items by setting up dismantle productions in production buildings.

This is a nice way of solving the problem of too many items dropped by enemies - and it was something that was suggested by our beta players, thank you for your feedback!

Dismantled items give a fraction of resources back, this all adds up and the player can get resources like steel and gold even without a smelting station.

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And that would be all for the November dev blog update! If you haven’t checked out our previous dev blogs you can do here:

October September August

Head over to our Discord server to chat with us and play our Going Medieval inspired meta-game! Pick your loyalty in the #choose-a-side channel and talk to the peeps there!

Also, we recently restarted our special #going-on-a-journey story set in medieval times. Our series is written and chosen by you, the community - so while you wait for the game why not choose your own adventure!

Thanks for continuing to support us on our development journey. Talk to you soon!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA




October Update

Greetings medievalists!

We have been very busy and have been working on a bunch of things in-game, refining the old stuff and implementing new features. Check out what we’ve been working on below:
[h3]Task Priority and Chaining[/h3]
Tasks can be prioritized and chained manually by right-clicking on things.

This was requested by a lot of players, so we’ve implemented it! Right-clicking on anything that has a job attached to it can be prioritized now. This is very useful for micromanagement and making certain tasks finish in the order you want.

[h3]Villager Mood [/h3]
We’ve added more mood modifiers and better logic for the way they are processed.

Several new mood effectors have been added to the game, along with the effector types.
  • Proximity effectors: when villagers get near an object, an effector can be bestowed upon them. For example: if a villager goes near a dead body, it will create a negative mood effector. As situations and options evolve in our game, so will the behavior of this effector
  • Production effectors. A villager will get a certain effector when producing something from a certain material. For example: if a villager is producing meat from a human carcass they will get a nasty mood effector
  • Backstories/backgrounds/perks can now have a list of effectors that are always affecting that villager, and a list of forbidden effectors. For example: backstories/backgrounds/perks tied to drinking will bump up drinking priority above all other leisure activities. Also, we can forbid an ascetic perk villager from getting negative mood modifiers when eating bad food and good modifiers when eating lavish food

[h3]Build Feedback[/h3]
We’ve introduced different colored blueprints along with feedback on why they appear.

You asked for this too, but we expanded on some of the ideas:
  • Red blueprints are used as an indicator when something can’t be built along with the feedback on why it happened
  • Buildings are now marked in the orange exclamation mark color when they are not reachable or the player does not have enough resources for them to be built. Clicking on the building in the selection screen layer shows the info on why it cannot be built
  • Replacement buildings are now marked yellow and can be seen through buildings when being placed (to more easily understand what’s happening)
  • Beams now give feedback when you try to place them between two walls that are more than 12 grid spaces apart
  • Socketable buildings give feedback when they can’t be placed somewhere and why
  • Stairs also give better feedback on why they can't be placed somewhere
  • Added clear point where a roof should have support to be placed with a message showing up

[h3]Stockpile Filters[/h3]
We’ve added more categories for stockpile filters, along with features that will give you more control in managing these categories.
  • New categories are Quality and Durability, also additional stockpile options are in the Copy/Paste settings, Global priority
  • Stockpiles can now have filters for hitpoints and quality. Roughly said, this will help villagers take bad gear/stuff to a separate stockpile from raiders and good gear to another one

[h3]Assign panel is turned into Manage panel[/h3]

Beyond the name change, we’ve also implemented more functions on this one. Its main purpose is to make things happen automatically and have the player manually change things if necessary. You want your villagers to auto equip weapons, shields, and other stuff based on some parameters that you’ve made? You’ll do it here, long live automation!

[h3]Introducing religion[/h3]
We’ve introduced religion as an activity for your villagers. There is going to be a need for religious constructions that influences the mood of villagers, it will also grant them buffs if the stat is satisfied.
  • Villagers can be aligned as Pagans or as Christians, and if they have their Religion Alignment more towards the middle of the bar they will need to pray less
  • We’ve added to new buildings villagers can pray to - a wooden Pagan shrine and a Christian shrine
  • Villagers will go and pray at shrines when their religious activity drops under a certain threshold
  • Villagers with higher Christian or Pagan alignment will lose the need for religious activity faster

We also have an update on the development of the game for you. We are approaching the end of a very strange 2020, and lots of events happened this year that we did not foresee. We know some of you have been asking if we plan to launch the game into Early Access this year, so we thought now would be a good time to let you know that we won’t be launching this year. However, we will have some pretty exciting Going Medieval related things happening from early 2021 that we cannot wait to share with you!

In the meantime while you wait for Going Medieval to be released, we suggest you head over to our Discord Server and experience an awesome meta-game based on Going Medieval! You can do this by firstly going to the #choose-a-side channel and pick your loyalty. Then you can head on into the #bot-commands channel start the meta-game!

Thank you all so much for your continued love and support for the game. We have much more news to come via our dev blogs, social channels and Discord - so stay tuned!
Talk to you soon!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

Stake your claim in the Going Medieval demo!

Hi! We are Foxy Voxel, an independent game development studio from Serbia that greatly appreciates colony builders, strategies, and simulation games. We’re a team of experienced developers who, in late 2018, started working together on our first project - Going Medieval.

Going Medieval is a colony builder set in alternate post-apocalyptic medieval Europe. In it, you guide a group of survivors while they migrate and re-settle remote areas reclaimed by nature. It’s up to you, the player, to take care of your survivors in a vastly changed world. You can build simple settlements, multi-story fortresses, or dig elaborate shelters below the ground. You’ll have to defend villagers from vicious raiders in a classless, borderless, and lawless post-calamity age.

You can try all of the above in this timed demo. With simple-to-use 3D terrain tools and various buildings and props to create, the only limit in place for the demo is time. The demo ends after 24 in-game days, which may take hours in real-time (depending on your play style). Please keep in mind that this version of the game is still in an early beta phase and a lot more features are still to come as we approach Early Access launch.

Have fun!