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Medieval Monday Talk #44

Greetings medievalists!

One of the features that will come in the next update is player-triggered events. Up until now, all of the events that occurred in Going Medieval were reactive. Meaning, you would just wait for them to happen. We want to change that, and we'll introduce three events (for now) to test this system. Say hello to Feasts, Sermons and Rituals.

For Feasts, in the upcoming update, when you click on one of the tables in the room marked as a "Great Hall", the option "Plan event" will appear.


There, you'll be able to choose its participants, food and beverages they'll consume, roles (more on that in the upcoming MMTs) along with the event outcome. You can make a feast for your settlers, but you'll probably want to do it for merchants and other NPCs that will come to your settlement. This will help you boost your relationship with them and maybe influence better deals during the trade. Or you can go full dark mode and give them rotten meat and human meat thus poisoning them in the process and starting an ambush. But you do you.


This event can be scheduled so you can plan it upfront, but for the feast to happen, it needs to have more than 3 settlers involved in it. Once the feast starts, settlers will abandon their current jobs, go to the great hall and spend their time there eating and drinking. When the feast ends, you'll get a summary of the feast outcome - number of guests, food variety, the look of the room, mood outcome, impressions, etc. Those that were not on the feast may be bummed by missing it. You can schedule the next one immediately, but it might not be as effective. Ideally, for feasts to be thoroughly enjoyed, you'll want to space them out properly. Treasure those special moments. Something that repeats too frequently loses its magic a bit, right?


Sermons and Rituals are events where you’ll be able to solidify the faith of Oak Brethren/Restitution folks. But for that to happen, you’ll need people with different roles. More on that soon.

So where does this leave us? It opens the door for more events depending on the situations and participants. Over time we'll introduce stuff like Market day (trading celebration), Duel (fight between two participants), Funeral (honoring the dead the right way), Execution (self-explanatory), etc. Some of these will not clash with the regular event cooldown, but we'll do a deep dive for each event once we introduce them to the game.

Next time we'll talk about the new settlers' roles and how they tie to this feature and the other ones. See you in two weeks. Until then, stay medieval.

Foxy Voxel

Experimental Branch Patch (0.18.14)

Greetings players! The newest patch (0.18.14) is now live on all platforms on the experimental branch. 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 a lot of crash occurrences.

[h3]Quality of life improvements[/h3]
  • Legacy camera behavior is turned off by default for the new players. Old players will still have to unlock Coyote time and all of the associated options with it by going into Options > Camera settings.
  • Camera visual indicator is changed to a clearer visual when the indicator is located behind an object.
  • Underwater terrain will keep the wet effects, but not the look that accompanied it (thus removing ripple effects on the lake bottom).

[h3]Known issues:[/h3]
  • We are aware of many crashes players are experiencing due to the memory optimization fix and will continue looking into them first thing on Monday.
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • 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.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, 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.
⚠️ Also, at the moment, the experimental and the main branch are very different. You will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you!

Foxy Voxel

Experimental Branch Patch (0.18.7)

Greetings players! The newest patch (0.18.7) is now live on all platforms on the experimental branch. 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.

[h2]New camera navigation system[/h2]
Some players found old camera movement jarring as the camera was tied to the ground level and once you reach different ground levels, the camera would jump accordingly and adjust. You can learn why this happened and how we tried to approach the solution in our last Medieval Monday Talk. It will give you insight into our development process, but also show how some problems might appear as easily solvable, when they are anything but. Anyways…

To “Unlock” this new camera system, go to the Options and select “Camera settings”. This will open another window that looks like this:



Camera sensitivity and Screen-edge mouse scroll are options from before and pretty self explanatory.

Legacy Mode represents the current (old) camera navigation mode. Turning that off will enable the rest of the options.

Camera target visuals toggles visuals that represent the camera’s target, the screen’s centre. These visuals will appear only while the camera is moving/zooming/orbiting.

Camera target visual duration represents the time that camera target visuals will linger on screen after the camera stops moving. The maximum length is 2 seconds combined with coyote time.

Coyote time represents the amount of time that the camera will remain in place before readjusting itself according to the terrain layout. If camera target visuals are enabled this is represented by a white line from the target visuals to the next layer the camera target will move to. The maximum length can be 3 seconds when the camera is not moving.

Camera offset by buildings represents the camera’s ability to take walls and floors into camera adjustment. Up until now the game’s camera was offset only by ground and water.

Let us know in the comment how the new camera feels. Hope you like it!

DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, 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.
⚠️ Also, at the moment, the experimental and the main branch are very different. You will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you!

Foxy Voxel

Experimental Branch Patch (0.18.6)

Greetings players! The newest patch (0.18.6) is now live on all platforms on the experimental branch. 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 there was no animal present upon starting the new game. If you are playing these saves, new animals should appear over time.

[h3]Known issues:[/h3]
  • We are aware of many crashes players are experiencing due to the memory optimization fix and will continue looking into them first thing on Monday.
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • 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.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, 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.
⚠️ Also, at the moment, the experimental and the main branch are very different. You will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you!

Foxy Voxel

Experimental Branch Patch (0.18.4)

Greetings players! The newest patch (0.18.4) is now live on all platforms on the experimental branch. 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.
  • Memory optimization performed - the game should take less memory while being active and fixed the issue where each load of the save increased memory in the backend.
  • Fixed the issue where settlers would end up stuck in water in certain spots despite having a clear way out.
  • Fixed the issue where a campfire outside of the great hall was detected as a part of that room, thus preventing a proper “Great Hall” room detection.
  • Fixed the issue where the snow constantly remained on the slopes, despite the season changes. This also caused the temperature of that slope to be 0 degrees.
  • Fixed the issue where a settler would not refuel torches that are located above the merlons.
  • Fixed the issue where a settler with disabled Haul job would continue to haul the corpse after the hunt.
  • Fixed the issue where settlers with “Cannibal” and “Callous” perks would get bad modifiers related to human skin interaction. Finally, cannibals can feel comfortable in other people's skins.
  • Fixed the issue where the brazier On/Off selection didn’t align with its appearance in some saves.
  • Fixed the issue where some map seeds had a bad layout, causing water flooding the area upon the start.
  • Fixed the issue where settlers' current job didn’t align with the description on the left, next to their icon.
  • Fixed the issue where a settler would do research even when they didn’t have “Research” under their priorities.
  • Fixed the issue where resource piles were not properly counted in the top right corner.
  • Fixed the issue where a pile that was clearly reachable would turn auto forbidden in some of the scenarios.
  • Fixed the issue where a settler would try to rope an animal every time and fail in the process since that animal was reachable only by ladders located in the shallow water.
  • Fixed the issue where a message “Do you want to keep this setting?” would appear within every pop up window in the game.
  • Possible fix for the audio stuttering that some players have been experiencing. Let us know if it still happens.
  • Potential fix for the issue where some voxels would auto-destruct upon the load.

[h3]Quality of life improvements[/h3]
  • Message has been added if you try to force construction via right click, but the settler is unable to reach the destination / find a proper path to it.
  • Putting items in chests will hide the beauty of those items.
  • Some resource piles will leave wetness behind them when they are disposed of.
  • Room overlay will hide with the layers. Multi storey rooms overlay will also be hidden layer by layer.
  • Honey production time is 15% slower now. Honey production is no longer tied to the Animal Handling skill, meaning that the amount you get with the completed production is fixed (35 honey, 25 wax).
  • Honey will produce slower in Autumn on lower temperatures.

[h3]Known issues:[/h3]
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • 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.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, 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.
⚠️ Also, at the moment, the experimental and the main branch are very different. You will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you!

Foxy Voxel