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Medieval Monday Talk #16

Greetings medievalists, let’s talk about age!

Another year, another birthday. Growing wiser and gaining more life experience. However, with age comes growing old and dying. Unfortunately, that is the sad state of our world, but it isn’t like that in our medieval colony sim - our settlers are currently immortal (aging wise). But we’ll change that with the next update.



Let’s talk about good things first - settlers will gain new perks with age. Keep in mind that this is based on chance. So, it will be somewhat controlled. Also, older settlers will have their XP cap per day higher than younger ones and will get a small boost to their intellectual skills.



But there are some downsides, as there are in real life. With certain age comes slower movement, worse reflexes, and a longer period of wound healing. After a couple of years (depending on the settler’s age), their chance of dying from old age will increase.



But, you’ll be able to honor them with a pyre or a graveyard - that way, they can be part of your settlement forever. And eventually, new settlers will appear and with that, the cycle will repeat itself. Like it did before, like it will from now on.

Keep and love your settlers and be sure to make the most out of them.

Thank you for your time, folks. We’ll talk to you soon. Until next time. While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake in photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Remember, these Medieval Monday Talks are just that - talks. We explain what we are working on and go into more detail. These MMTs might not happen every Monday, but we are trying to keep them frequent enough. We don't have a date for the official update, but when we do - we'll let you know.

Foxy Voxel

Medieval Monday Talk #15

Greetings medievalists and Happy New Year!

Let’s open 2022 with a feature many of you wanted! Notice anything unusual?



Notice them CORNERS? Notice the roundness? That’s right - we are introducing wall and roof variants. We understand that current roof and wall options are… limited. So, that’s why we’ll incorporate new sets, and changing them will be super easy, barely an inconvenience.



By selecting roof/wall, in the bottom right corner, all of the changeable options will appear. Do you want circular pillars, corner walls or even slanted roofs? Go for it!



But beyond changing shapes, roofs will also be able to change materials appearing beneath them. Let’s take a Limestone slate roof - in its current state, it’s accompanied with limestone material which can look awkward if you are using this roof on a clay construction.



Well, now, with a simple selection, you’ll be able to change materials beneath the roof, free of charge and instantly. It’s fast, it’s convenient and it will lead to some extremely pretty results!



We can’t wait to see your creations with this feature once it goes live with the official update!

While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Until next week. Stay excellent!

Foxy Voxel

Medieval Monday Talk #14

Greetings medievalists and Happy Holidays!

So, a couple of you suggested that it would be really fun to introduce bees and honey. That’s a good idea! During Europe's Middle Ages, honey and wax became important commodities for trade, and beekeeping in skep, log, box, and tree hives flourished to meet the demand. We are going with skeps, as they look the most appealing.



To build them, you’ll have to research Beekeeping first. With skeps, your settlers will be able to produce honey and beeswax piles, which will, in-turn, open doors for creating things like mead and honey crispels pies.



Honey will be used for alcohol, meals and healing, while wax can be traded. Since wax was also used in Medieval Europe for making candles, you’ll be able to use them to refuel your own candlesticks, too!

Yes, candles in our colony sim will require refueling, but you’ll have resources to control that. One of them is the wax mentioned above,the other one is tallow.



Tallow will be added to almost all of the animals, but to get it, you will need to butcher them first. Beyond candle refueling, tallow will be used as a small medkit for wound tending. When it comes to refueling, it will have a faster burn rate than wax, but hey - whatever works, right?

That would be all for this Medieval Monday Talk. While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Thank you for your time, and see you next year (next Monday) with another feature that has been requested by the community.

Foxy Voxel

Medieval Monday Talk #13

Greetings medievalists!

We’ve received reports that after a successful caravan trade, the idea of resources appearing at map’s edge was... tiresome. While the goods were still obtainable, it created some gameplay pacing issues throughout expanding your settlement. We heard you, and because of that, we will introduce “Caravan Halt”.



Upon creating this nifty building, resources that come back with the caravan will be transported to the front of the caravan halt. More precisely - settlers will get to this point in anticipation of the caravan's arrival or departure. If there are two (or more) caravan stations, the game will use the nearest one (compared to where the caravan left) to place the trading resources.

With the introduction of merchants, some issues became evident - we are aware that they walk A LOT throughout your settlements, with no respect to the privacy of some of the rooms/buildings. We’ll fix that with the “Merchant Stall”.



Once the merchant arrives on your map, it will go toward the nearest building of this type. When they reach a stall, they’ll place their resources on the table, signaling that trading can begin. This construction should provide better control of merchant movement, without a need to trap/block their movement. Stalls and halts will also have your heraldry on them - to give constructions a bit of flavor.

That's all for this Medieval Monday Talk. We’ll do another one next week. While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake in photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one. Once in a while, we also offer you a chance to take part in the naming of new songs we are working on for the game.

Thank you for your time, folks!

Foxy Voxel

Hotfix 0.6.2.10

Greetings medievalists! The new hotfix (0.6.2.9) 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 the issue that prevented players from building anything on some spots, accompanied with the message “Cannot start construction, need to clear area first”
  • Fixed the issue where redcurrants would disappear after saving and loading the game. Note: this is still present on all those redcurrant crops that were in the harvest process during save/load, but for all of the new ones created after this hotfix - it should work as intended.
  • Trebuchets have been nerfed - They have less ammunition now, and all three versions have 10% reduced damage. They’ll also appear a bit less often.
  • Raids now have a very small chance to happen if your settlement has 3 or fewer settlers. Before, the chance for a raid to appear in such a scenario was 0%.

[h3]Update:[/h3]
The new hotfix (0.6.2.10) is live because it relates to crashes reported by you. Thank you!
  • Fixed several rare crash occurrences.

Talk to you soon!

Thanks,

Foxy Voxel