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Going Medieval News

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.

Patch Notes (0.16.13)

Hello, everyone. The newest patch (0.16.13) 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 animals that return via caravan would be stuck in the water.
  • Fixed the issue where settlers would get stuck under bridges and wharfs during the construction process.
  • Fixed the issue that caused the appearance of “Food reserves on stockpile low” despite having enough resources.
  • Fixed the issue where some players were unable to get “Putting Food on the Table”, “Feast or Famine” and “Fit For A King” achievements due to the wrong nutrition counting system.
  • Fixed the issue where settlers would swim up and down the waterfall.
  • Fixed the issue where in some cases, settlers would ignore gardening tasks, despite having proper job priorities and schedule setup.
  • Fixed the issue that caused unconscious settlers to remain in the water while they were being “carried” and upon dropping them on bed to rest, they would continue to have the drowning animation.
  • Fixed the issue where in some cases a random flooding would appear upon finished autosave. This will not fix an already flooded map, so you’ll have to load an earlier save before the flooding starts to play normally.
  • Fixed the issue where in some cases water would disappear from the map after an autosave. You’ll have to load an earlier save before the disappearance starts to play it normally.
  • Fixed the issue where if you turn off the bird effect while the bird is on a carcass, that bird would stay there indefinitely.
  • Fixed the issue where resource numbers displayed within production buildings would jump to zero from time to time, which in turn caused settlers to ignore their prioritization commands.
  • Fixed the issue where if you build at least 3 ladders on a wall from bottom to top, stacked on top of each other, the 3rd ladder would show as unreachable.
  • Fixed the issue that caused settlers to sleep in water in some situations.
  • Fixed the issue that caused animals to be stuck in place sometimes.
  • Added a potential fix for the camera making huge leaps out of nowhere.
  • Fixed the issue that prevented unconcious settlers from being tended to.
  • Humans and animals can drown now. Yay! ...Yay?

[h3]Quality of life improvements[/h3]
  • Pets and domestic animals can be tended to now, but only with right-click prioritize tending. Does not work automatically like with settlers.
  • The ripple effect is added to water when a settler swims through it.
  • Each particle effect has a separate checkbox in the game's options.
  • Settlers will not haul items to stockpiles and shelves that are located underwater.
  • Shelves only work with no or low water levels.
  • Camera smoothness received additional adjustments.
  • Fishing received some changes:

  1. If the fishing goal fails the first time, settlers will try to fish again.
  2. Fish have more ‘fishing jobs” in them, meaning it will take several successful catches to deplete one fishing spot. Also, each fishing involves more fish resources, but the fishing procedure takes more time now.
  3. Fishing piles that are spawned as a result of fishing are reserved by a fisherman. No more will wild animals reserve those piles.
  4. After completing fishing, settlers will haul their catch to a stockpile (haul needs to be allowed for this to work).

[h3]Known issues:[/h3]
  • 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.

Happy Holidays!

Greetings medievalists!

It’s that time of the year - time to summarize this year and talk about what awaits us in the next one. Sooo this is not your regular Medieval Monday Talk, but rather a sequel to the same post from last year.

But before we go into the tease mode, we’d like to announce that Going Medieval is bundled with another medieval title from Render Cube folks - Medieval Dynasty! For a sweet Medieval combo experience, be sure to check the “Going Medieval Dynasty” bundle here on Steam.

https://store.steampowered.com/bundle/37525/Going_Medieval_Dynasty/

Now back to the topic. This year consisted of 14 Medieval Monday Talks, 5 big updates and a bunch of patches and hotfixes. As expected, Water was the most daunting update we’ve tackled (and still do). The original plan was to work on water once the game exits Early Access, but over the course of development it became evident that working on water will lay groundwork for future systems (like fire), how much you really want it, and allow you to take much prettier screenshots.

But where to next? Well, there are still some annoyances we want to solve: like settlers being stuck in water (usually occurs when swimming under constructed wharf), caravan appearing stuck upon return, going up the waterfall (plain silly) and inability to die from drowning (right now they actually die from exhaustion/starvation when stuck in water), and a couple of other issues. The majority of these things are solved with a simple save & load procedure, but still, it's unfortunate that it happens.

After that, we’d like to improve the game's loading time. Some of your settlements (submitted via F10) are huuuuuuuuuugeee and can take more than 5 minutes to load. We commend your patience, but you deserve a smoother experience.

We also promised drawbridges not that long ago, so we gotta honor that. We’ll throw in a couple of variants for gates, because what is a castle without gates (a pretty good castle, but still… you know)?

Last year we mentioned that fire and training will be a thing. As you know, water took their place (and time), but we are constantly experimenting with features. In fact, here is an example of one of our fire tests.

Keep in mind that this GIF is very early progress and may not reflect the final result.

We also want to lean a bit more to the role-playing aspects of the game, which will tie nicely to the prisoner system. Imagine this, after a hard battle with an enemy, you stand victorious and see some of them surrendering. You put them in prisons, but what now? Will you treat them badly and take them as a warning sign for your attackers? Or maybe you’ll be kind and try to convert them to your side? What happens if attackers come to take them back? Why not try negotiating? Maybe you can do something more beyond simply refusing or surrendering? Our additional dialogue options will allow that.

This, naturally, opens the door to the quests system which will allow for various minor and major goals you strive to achieve and hopefully makes every playthrough even more unique.

All of this should eventually culminate in a proper endgame where you’ll be able to attack other settlements, have siege weaponry and grand objectives.

And this is just broadly speaking. We haven’t even mentioned improving AI and upgrading existing features, modding options (still looking into it), improved tutorial, potential camera changes and various smaller QoL improvements. Keep in mind that all of the stuff mentioned above shouldn’t be an indicator of the chronology of the development, but we like to read players’ sentiments (in topics like these) and on our Discord server, to get a better understanding of our priorities and capabilities (depending on the availability of time).

But check the roadmap - we’re almost there!

Special shout out to "+ Plus Much More"

Finally, we want to thank you. Without trying to sound like a broken record, we really mean it. Your support here, on Discord, Reddit and various other social media channels is seen and appreciated. Also, special salutations to our Discord Mods and Community Helpers, as well as the super helpful folks here (you know who you are). We sincerely believe that you can get the most out of our game by sharing helpful tips and tricks with others (which you do) and be an inspiration to fellow players (which you are), as is evident by all of the settlements in screenshots.

From the 29th of December until the 8th of January, Foxy Voxel is on holiday (half of the team is away even starting next week and the majority of the team is celebrating Orthodox Christmas which falls on January 7th) when we’ll resume with our Medieval Talks, bug fixing, and all that jazz.

If you want a hobby/goal in the meantime, we suggest that you join our Discord server and participate in the #photo-challenge there. TLDR would be that we want to see utilization of water with your settlement in a creative way. Will you make your new kingdom in marshes? Are you creating complex aqueduct systems? Something unique? Up to you. The winner will get a special deep dive spotlight video on our Youtube channel, similar to the one here. So, head over to our Discord and show what you got there!

Merry Christmas, Happy New Year, and Holidays! See you next year, with more exciting Going Medieval news. Stay safe people!

Foxy Voxel

Patch Notes (0.16.10)

Hello, everyone. The newest patch (0.16.10) 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 weird water behavior issues on maps where rivers would enter and exit the map in segments, over a period of time.
  • Fixed the issue where certain rivers would lack water in some areas once the map is created (e.g. Map seed: 1888939944, Mountain, Large).
  • Fixed the issue where a map would experience flood after some time, even when the player did nothing to alter the river’s course.
  • Fixed the issue where if the process of relocating production/furniture structures is interrupted, it would result in two structure piles and one of those would be unusable.
  • Fixed the issue where the swimming animation wouldn’t trigger for humans and animals in some scenarios.
  • Fixed the issue where animals and humans would be able to swim up the waterfalls and thus appear stuck in unreachable locations. Swimming up the waterfalls might still happen, so be sure to F10 if you encounter it.
  • Fixed the issue where settlers wouldn’t wake up if the rain fell on them or if the temperature turned super low while they were sleeping.
  • Fixed the issue where settlers would go through trees when walking on shallow water.
  • Fixed the issue where the room wouldn’t be detected as “Great Hall”, despite having all the necessary elements.
  • Fixed the issue where pens wouldn’t be detectable in certain scenarios.
  • Some audio fixes.

[h3]Quality of life improvements[/h3]
  • Fishing reel has been removed from fishing rod to maintain historical accuracy.
  • Bolts and food pouch are no more overlapping if the settler carries both at the same time.
  • Plants and trees will not have a shake effect if damaged by water, sunlight or temperature.
  • Settlers should be properly aligned with the chairs/stools they are sitting on.

[h3]Known issues:[/h3]
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • There is still some work to be done with animal’s swimming animations.
  • Humans and animals can't drown for some reason. Yay?
  • 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.

Hotfix (0.16.9)

Hello, everyone. The newest hotfix (0.16.9) 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 the issue that prevented settlers from using doors/stairs/ladders as intended. Essentially, the way areas are connected has been fixed.

[h3]Known issues:[/h3]
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • There is still some work to be done with animal’s swimming animations.
  • Humans and animals can't drown for some reason. Yay?
  • 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.