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Going Medieval News

Patch Notes (0.24.12)

Greetings, medievalists! The newest patch (0.24.12) is now live on all platforms. 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.

[h2]Quality of Life improvements[/h2]
  • Archers will attack units even if they are on a high elevation, as long as the target is in range..
  • Battle scale results are now displayed when the raid ends.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where archer range indicators would be shown if there are any drafted Settlers upon loading.
  • Fixed the issue where enemies would not regroup correctly after a siege weapon operator is killed.
  • Fixed the issue that would allow you to place roofs over slopes, ladders and stairs.
  • Fixed the issue where you would be able to construct a beam over blueprinted walls.
  • Fixed the issue where right click - “ignite” would not show for oil blobs on earth voxels.

[h3]Known issues:[/h3]
  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook

Experimental Branch Patch (0.24.12)

Greetings, players! The newest patch (0.24.12) is now live on all platforms on the experimental branch and modding 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.

[h2]Quality of Life improvements[/h2]
  • Archers will attack units even if they are on a high elevation, as long as the target is in range..
  • Battle scale results are now displayed when the raid ends.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where archer range indicators would be shown if there are any drafted Settlers upon loading.
  • Fixed the issue where enemies would not regroup correctly after a siege weapon operator is killed.
  • Fixed the issue that would allow you to place roofs over slopes, ladders and stairs.
  • Fixed the issue where you would be able to construct a beam over blueprinted walls.
  • Fixed the issue where right click - “ignite” would not show for oil blobs on earth voxels.

[h3]Known issues:[/h3]
  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
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 different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel

Patch Notes (0.24.11)

Greetings, medievalists! The newest patch (0.24.11) is now live on all platforms. 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.

[h2]Quality of Life improvements[/h2]
  • Added new range indicators for siege weapons. This indicator appears during weapon placement and selection.
  • The X-ray of settlers and enemies is adjusted and has a bit more see-through to it. It was a bit too much when there were a lot of enemies and settlers on the screen.

[h2]Enemy AI Changes[/h2]
  • The Enemy Siege behavior changes:
    • They no longer huddle around one siege machine, but prefer to split into groups and huddle around all of the machines
    • They now use all their ammunition and then attack you head-on. Essentially, sieging is split into two phases - first they prepare the machines and bombard you, then they attack as they normally would.
    • Siege weapons from enemies have less ammo now so they don't bombard you for hours. :)
    • We’ve fixed the ugly stop-and-go movement of artillery guards during the siege weapon construction phase.
  • Further improvements to the new targeting logic of enemies. This is also fixing the strange situations where they would just stop and not target anyone.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where some saves wouldn’t be loadable due to missing resources (caused by using obsolete mods or other changes).
  • Fixed a bunch of issues related to enemies getting stuck when their builder/miner died, or part of the built bridge gets broken.
  • Fixed the issue where production circles would become transparent during the raiding.
  • Fixed the issue where having underwater doors might have confused the enemy AI resulting in enemies just standing at the edge of the map.
  • Fixed the issue that caused raiders getting stuck if you broke their precious bridges.
  • Fixed the issue where the torch flame would be offset after relocating it.
  • Fixed the issue where settlers weren’t able to reload siege weapons after those weapons were used in different directions in some situations.
  • Fixed the issue that prevented siege attacks from happening because you used the roof as a wall in some scenarios.
  • Fixed the issue where resource/item icons within production buildings would change coloring in some moments.
  • Fixed some dither texture issue with headware not showing properly in the x-ray mode.
  • Fixed the issue where settlers wouldn’t harvest crops in some saves, despite the proper settings.

[h3]Known issues:[/h3]
  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook

Experimental Branch Patch (0.24.11)

Greetings, players! The newest patch (0.24.11) is now live on all platforms on the experimental branch and modding 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.

[h2]Quality of Life improvements[/h2]
  • Added new range indicators for siege weapons. This indicator appears during weapon placement and selection.
  • The X-ray of settlers and enemies is adjusted and has a bit more see-through to it. It was a bit too much when there were a lot of enemies and settlers on the screen.

[h2]Enemy AI Changes[/h2]
  • The Enemy Siege behavior changes:
    • They no longer huddle around one siege machine, but prefer to split into groups and huddle around all of the machines
    • They now use all their ammunition and then attack you head-on. Essentially, sieging is split into two phases - first they prepare the machines and bombard you, then they attack as they normally would.
    • Siege weapons from enemies have less ammo now so they don't bombard you for hours. :)
    • We’ve fixed the ugly stop-and-go movement of artillery guards during the siege weapon construction phase.
  • Further improvements to the new targeting logic of enemies. This is also fixing the strange situations where they would just stop and not target anyone.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where some saves wouldn’t be loadable due to missing resources (caused by using obsolete mods or other changes).
  • Fixed a bunch of issues related to enemies getting stuck when their builder/miner died, or part of the built bridge gets broken.
  • Fixed the issue where production circles would become transparent during the raiding.
  • Fixed the issue where having underwater doors might have confused the enemy AI resulting in enemies just standing at the edge of the map.
  • Fixed the issue that caused raiders getting stuck if you broke their precious bridges.
  • Fixed the issue where the torch flame would be offset after relocating it.
  • Fixed the issue where settlers weren’t able to reload siege weapons after those weapons were used in different directions in some situations.
  • Fixed the issue that prevented siege attacks from happening because you used the roof as a wall in some scenarios.
  • Fixed the issue where resource/item icons within production buildings would change coloring in some moments.
  • Fixed some dither texture issue with headware not showing properly in the x-ray mode.
  • Fixed the issue where settlers wouldn’t harvest crops in some saves, despite the proper settings.

[h3]Known issues:[/h3]
  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
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 different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel

Patch Notes (0.24.8)

Greetings, medievalists! The newest patch (0.24.8) is now live on all platforms. 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.

[h2]Quality of Life improvements[/h2]
  • Added production circles for siege weaponry to show reload progress.
  • Small tweaks to the trebuchet reload animation.
  • When in combat, settlers will now faint more often than get killed.
  • Removed the yellow circle when aiming with siege weapons.
  • Added range indicators for trebuchets.

[h3]Fixes for Enemy AI[/h3]
  • Fixed the issue where enemy dig markers were not loaded properly.
  • Fixed the issue where enemy buildings were not converted into your buildings after the raid ended.
  • Fixed the issue where enemies would get stuck in certain scenarios.
  • Fixed the issue where enemy pathfinding would behave strangely.
  • Fixed the issue where enemies were not attacking rugs and tables in some cases.
  • Fixed the issue where enemies would twitch while trying to pathfind.
  • Fixed the issue where enemies would start constructing even though there is a clear path to the target.
  • Fixed the issue where enemies being unable to place buildings would display messages for you to see.
  • Fixed the issue where enemy weapons would turn invisible.
  • Fixed the issue that caused enemies to stop constructing if the designated builder died.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences
  • Fixed the issue where Settlers would continue reloading a destroyed siege weapon.
  • Fixed the issue that caused spots where Settlers work or do leisure activities to stay reserved after their death, meaning no other Settler could use them.
  • Fixed the issue where blood was visible through fog.
  • Fixed the issue where player triggered events could not be held if a beam was above the event related building.
  • Fixed the issue where enemies were building very slowly if their faith requirements were not met.
  • Fixed the issue where the stockpile could be placed atop blueprinted buildings.

[h3]Known issues[/h3]
  • Enemies might get stuck during a siege after breaching walls with siege equipment.

  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • 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.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • Player-triggered events don't have sound effects.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook