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Patch Notes (0.25.31)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.25.31) 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.[/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]Floor construction now has a new animation.[/p]
  • [p]Floor construction now takes a tiny bit longer.[/p]
[p][/p][h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where warning messages would appear for your fainted prisoners.[/p]
  • [p]Fixed the issue that caused forbid/allow actions and rotting times not to be shown on shelf selections.[/p]
  • [p]Fixed the issue that prevented loss of your reputation points when killing friendly or neutral NPCs.[/p]
[p][/p][h3]Known issues:[/h3]
  • [p] 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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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. [/p]
[p][/p][p]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.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (0.25.31)

[p]Greetings, players! The newest patch (0.25.31) 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.[/p][p][/p][h2]Quality of Life improvements[/h2]
  • [p]Floor construction now has a new animation.[/p]
  • [p]Floor construction now takes a tiny bit longer.[/p]
[h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where warning messages would appear for your fainted prisoners.[/p]
  • [p]Fixed the issue that caused forbid/allow actions and rotting times not to be shown on shelf selections.[/p]
  • [p]Fixed the issue that prevented loss of your reputation points when killing friendly or neutral NPCs.[/p]
[h3]Known issues:[/h3]
  • [p] 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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]Foxy Voxel[/p]

Medieval Monday Talk #65 - Attacking Others

[p]Greetings, medievalists!
[/p][p]If side quests are not your thing and you’re looking for a more macro experience, maybe attacking bandit camps/ other settlements is exactly what you need. Finally, you’ll be able to bring the fight to them.[/p][p][/p][p]To do this, you’ll want to organize a caravan and choose the attack option (instead of the barter option). Since the roles are reversed (compared to being raided), some limitations will be introduced.[/p][p][/p][p]Your settlers will not look for food, entertainment, beds, etc. They won’t idle around except at the starting point. They’ll be able to attack buildings and structures, and any doors they encounter will need to be destroyed to pass through, while enemies can use them freely. Your settlers will also be able to use the enemy's resources on the map to build. If you are victorious, feel free to take all the buildings/items/resources with you - as long as you have the capacity to do so.
[/p][p]Now, when it comes to what to attack - there will be a few options available.
[/p][p]Attacking bandit camps will be a smaller event, and destroying one will remove the camp marker from the map (unless there are resources still left to collect). The settlement closest to the bandit camp will appreciate the gesture and reward you with some friendliness points.[/p][p][/p][p][/p][p]Attacking faction settlements will usually be larger in scale, but yeah - you can essentially go on a conquering spree for fun. However, the factions you want to attack must already be hostile or permanently hostile. Yup, you’ll finally be able to attack those cannibalistic settlements on the map![/p][p][/p][p][/p][p]Whoever you decide to fight, attacking others will end in either victory or defeat. If you emerge victorious - congratulations! Enemies may try to run and/or surrender and you’ll be able to claim any loot they leave behind. Will you spare them or finish them off? That’s up to you. Once you leave the hostile settlement as the victor, that location will be disabled for the next 50 in-game days. You won’t be able to attack it again during that time.[/p][p][/p][p]If you’re defeated during your attack, then all is lost (for your raiding party). You won’t get your resources back, your caravan is gone, and who knows… enemies might even take some of your surviving settlers as prisoners. Leaving the map in the middle of the fight is also risky, and you’ll lose some resources and animals as a result. The only move that comes with no consequences is jumping into enemy territory, scouting the area, and choosing not to engage before returning to base. So… a sneak peek is a valid tactic.
[/p][p]That wraps up this edition of Medieval Monday Talks for Update 16. How does it all sound to you? Which event sounds the most exciting? Let us know in the comments! All of this should be hitting the experimental branch pretty soon, so keep an eye on it if you want to be among the first to try out these new features. Until then...[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Patch Notes (0.25.29)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.25.29) 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.[/p][p][/p][h3]Bugs and Fixes[/h3]
  • [p]Fixed the crash that happened when a friendly or neutral faction NPC died.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p] 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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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. [/p]
[p][/p][p]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.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Patch Notes (0.25.28)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.25.28) 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.[/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]When constructing floors and rugs Settlers will now kneel - this is still a bit buggy and will cause settlers to sink into ground during building floors and similar stuff.[/p][p][/p]
[h3]Bugs and Fixes[/h3]
  • [p]Fixed the issue that caused fast flora multiplication on the map.[/p]
  • [p]Fixed the issue that prevented you from getting Retribution (Kill a Raider) achievement.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p] 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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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. [/p]
[p][/p][p]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.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]