1. Going Medieval
  2. News

Going Medieval News

Experimental Branch Patch (0.26.18)

[p]Greetings, players! The newest patch (0.26.18) 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][h2][/h2][h2]Bugs and Fixes[/h2]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that caused the Rare Goods Merchant to appear overburdened.[/p]
  • [p]Fixed the issue that caused buildings with quality (such as statues and rugs) to not have names in their selection header.[/p]
  • [p]Fixed the issue that caused doors to sometimes appear open on reload.[/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]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]

Patch Notes (0.26.16)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.26.16) 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]Bugs and Fixes[/h2]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that stopped hunters from hauling carcasses of their prey.[/p]
  • [p]Fixed the issue that caused merchants to ignore merchant stalls upon their arrival.[/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 (0.26.16)

[p]Greetings, players! The newest patch (0.26.16) 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][h2][/h2][h2]Bugs and Fixes[/h2]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that stopped hunters from hauling carcasses of their prey.[/p]
  • [p]Fixed the issue that caused merchants to ignore merchant stalls upon their arrival.[/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]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]

Patch Notes (0.26.15)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.26.15) 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]Some slight performance improvements regarding selection panels.[/p]
  • [p]Lowered ambush chance on shorter distances.[/p]
  • [p]Decreased ambush strength.[/p][p][/p]
[h2]Bugs and Fixes[/h2]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that made a bandit camp be accessible through a well without breaking down an underground door first.[/p]
  • [p]Fixed the issue that caused doors to appear open after reload.[/p]
  • [p]Fixed the issue that caused your whole Settlement to become invisible after jumping to a caravan animal from the overview panel[/p]
  • [p]Fixed the issue where CTRL + clicking wouldn't work when visually deselecting objects.[/p]
  • [p]Fixed the issue that caused ambushes to be too hard until you change the chances in settings.[/p]
  • [p]Fixed the crash that happened when you try to load a save that uses new resources from mods, that save can now be loaded and the missing resource default to cabbage.[/p]
  • [p]Fixed the issue that prevented stockpiles and storages from being renamed.[/p]
  • [p]Fixed the issue that broke sliders for stockpiles and storages.[/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 (0.26.14)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.26.14) 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 several crash occurrences.[/p]
  • [p]Fixed the crash that happened when selecting something and opening skills or stats.[/p]
  • [p]Fixed the issue that made some doors and walls unbreakable on secondary maps.[/p]
  • [p]Fixed the issue that made some floors unwalkable on secondary maps.[/p]
  • [p]Fixed the issue that caused the extra production panel to not appear upon completion of a selected building under construction.[/p]
  • [p]Fixed the issue that caused a torch flame to appear to still be lit even if the torch is off after reloading a save.[/p]
  • [p]Fixed the issue that made signs not have a text field sometimes.[/p]
  • [p]Fixed the issue that prevented players from closing their mods window.[/p]
  • [p]Fixed the issue that caused enemies to attack hostile aggressive animals on secondary maps, ignoring you.[/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]