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Medieval Monday Talk #39

Greetings medievalists!

Let’s continue the water discussion: First, we’ll talk about how it will affect buildings.

Water will not be able to pass through walls, floors and roofs. Now, since these elements have variations (like rounded walls), it may appear as water should pass through, but keep in mind that variations are just cosmetic and don’t change anything regarding their functionality. Certain types of these construction elements will allow water to pass through, like: grated floors, wicker, barn and grated floors.

Things that don't block water (above) & things that block water (below)

Open doors will let water in, regardless of door type. Open windows, on the other hand, will let water in but only a certain amount, resulting in shallow water on the other side (e.g. room).



When it comes to production buildings, being in water will stop their production. Yes, even shallow water will stop production, so be careful with your experiments. How can you remove water from such places? Dig holes, place barriers, because, if you don’t do so - water is there to stay.



With water comes wetness, so even if you get rid of it, the marks and effects will stay for a short period of time. Water affecting the temperature will be evident during summer, as it will emit coldness.

Upon hearing news about the water, many of you mentioned drawbridges as a must-have thing. We agree, but they will come a bit later, as we still have to work on them.

We’re aware that many of you suggested introducing watermills. That’s a nice idea, but we’ve thought about its incorporation and, from our perspective, it would increase the production chain side of the game. Put bluntly: if you imagine a gameplay spectrum with Factorio on one side (as a representative of production heavy games) and Sims on the other (as a representative of life simulation games), we want to lean more to the Sims side. It would look cool, we admit, but we want to make them a smart integration to the rest of the systems. Since we’ve already planned this update carefully, we decided that watermills are not a priority at the moment, nor are fountains. We’ll definitely notify you once we get back to them.

Another thing we want to mention that is not happening is Ice voxel. We know what you think, once the winter comes, your nearby river/lake should freeze. Freezing lakes should be walkable and mined and extracted into ice blocks which you would use for cooling down your storages/rooms. It’s a wonderful and realistic idea! But our recently introduced depth levels pose an issue: if we allow water freezing, that means every level should be turned into an ice block. That would result in 3 different levels of walkable surfaces within one voxel. The thing is, our technology and gameplay is not set up to support that. Without going too much into logistics and potential code issues, our hard surfaces are all positioned as one voxel. That’s why we’re unable to introduce things like half-walls - they would offer only aesthetics but not functionality, and we already have nice alternatives for them (merlons).

Just to clarify - we’re not saying this is impossible. We’re saying that given our available technology, we’ve chosen to focus our priorities elsewhere. So yeah, our core setup opted us out of this feature.

Alrighty, that is enough talk about water and hard surfaces. Next time we’ll talk about how water affects all living things - humans, animals and even plants. There is a lot to say in that area. See ya in two weeks!

Stay Medieval,

Foxy Voxel

Medieval Monday #38

Greetings medievalists!

It’s not uncommon for you to influence our development process. That is happening all the time, in both big and small ways. Among all of your suggestions, one feature stood out as the most requested, and we always thought about it, but wanted to tackle it once the game’s roadmap is done. Well, you continued to voice your opinion about this feature and we couldn’t put it aside anymore. It had to be done, at least in some capacity. So that’s what we are doing at the moment.

We’re happy to announce that water is coming to Going Medieval.



First, we want to talk about options we considered and challenges they posed, before we go into discussing the system we’ve chosen.

We had to establish clear 2d rules before we could move to 3D.

The first thing we had to decide is water distribution mechanics. Its speed, weight, amount distribution, etc. We didn’t want to turn the game into a realistic water simulation, but that doesn’t mean that we didn’t experiment. We tried to experiment with fast simulation and distribution (voxel to voxel), but this would unnecessarily be taxing for the CPU. Water pressure posed a similar issue - initially we consider water pressure as an attribute, which would lead to creation of underwater caves (and even building destruction by water) and while it seemed cool, you would not be able to clearly understand what was going on while layer calculation would work full time, again, taxing the CPU.

Showcase of some of our 3d experiments.

After some trial and error, it was decided - water should be simulated just enough to keep and maintain predictable behavior, while offering additional control from the player (e.g. for creations of dams and lakes). Think Minecraft, where it would fill empty spaces (if available) step by step. So, in a way, water will most of the time appear as static and not simulated. Allow us to explain.



Water voxel has the same size as your regular voxel, meaning 1x1x3m. Water voxel will have a depth value which will be filled out as the water voxel moves to the empty space. This depth will have 3 different levels (four if you count being empty), and depending on the amount of water, will provide certain limitations for settlers, but more on that in another MMT.



“What about the traversal of water between the levels?”, some of you might ask. Well, if water reaches the end of the level (height-wise) and needs to “fall down”, in that case, a waterfall will appear.



Does this mean water will be infinite? Not exactly. Water will be spawned by a water inflow voxel. Think of inflow voxels as water sources for rivers and ponds - they will constantly deploy water until that water covers the inflow voxel. Inflow voxels will not be buildable as their number is calculated based on the map seed and optimized for average CPU performance. You will be able to spawn them with dev tools, and this way you will be able to add water to the old maps that don’t have generated rivers (use it at your own risk).

Okay, this is a good point to stop this blog, but don’t worry - there is still a lot to talk about. How water affects buildings and settlers, new map type, and a couple more surprises. We’ll continue this topic in two weeks, but until then, feel free to discuss potential scenarios and how you wanna use what you read here.

Stay medieval,

Foxy Voxel

Hotfix (0.15.8)

Hello, everyone. The newest hotfix (0.15.8) 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 all settlers would attack animals marked for hunting despite their job priorities and their orders.

[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 cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.


NOTE: If you are experiencing crashes and inability to send reports, please send us your save files (that caused crashes, we just need one .sav file) and Player.log file to support[at]foxyvoxel[dot]io . Player.log is located here: %userprofile%\appdata\locallow\Foxy Voxel\Going Medieval\ and save file here: %userprofile%\appdata\locallow\Foxy Voxel\Going Medieval\VillageSaves .

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 (0.15.7)

Hello, everyone. The newest patch (0.15.7) 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.

[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 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.

Foxy Voxel

Patch Notes (0.15.5)

Hello, everyone. The newest patch (0.15.5) 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 deconstructing large areas of floor would cause either one or both alerts for “research available” and/or “not enough food” to be received in a loop.
  • Fixed the issue that caused a settler to lose bed ownership if that settler was out of the settlement with a caravan, and the player would save & load while the caravan is out.
  • Fixed the issue that prevented drafted settlers from attacking animals.
  • Fixed the issue where a settler with a Hauling job set to 0 would still haul an animal that they’d hunted.
  • Fixed the issue where a drafted settler would proceed to haul the animal that was manually selected for hunting.
  • Fixed the issue where clicking on the Chest (Wood) icon would open up the Trough almanac page.
  • Fixed the issue where a Campfire blueprint arrow was displayed on the wrong side.
  • Fixed the issue that caused both settler and an animal to appear as stuck if that settler tried to slaughter that animal on a ladder.
  • Fixed some minor text issues.

[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 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.

Foxy Voxel