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Going Medieval News

Experimental branch & GeForce NOW news

Greetings medievalists!

We’re here to notify you that we’ve updated the experimental branch of our game. (click on the link to see what the experimental branch is and how to access it)!

Once that version is stable enough, we will move it live on the main branch and make this a full update for everyone. Faction system, caravan system, new region map, trading, event overhaul and the ability to relocate structures are all the things that you can expect there. Go here if you want to see a detailed breakdown of all the things mentioned above.

There are some issues we are aware of, and they don’t require reporting. You can check them here. And other news...

We’re in the GeForce NOW library

You asked for it, and we listened. Going Medieval is part of the GeForce NOW library.

If you want to share your experimental branch experience with others, you can do so in the Experimental branch subforum or our Discord server.

Thank you for your patience.

Foxy Voxel

Medieval Monday Talk #9

Greetings medievalists!

The latest feature that we are talking about ( requested by our community) is an option to relocate structures.

Let’s say you’ve built a great hall and you’ve placed everything in there - you’ve got your chairs, tables, banners, and torches for your 6 settlers. But, as time passes by, more settlers will join your settlement. Now you need more room for additional tables and chairs in the great hall! If you could only move that backgammon table, there would be enough space to build another set of tables and chairs. Now, you will be able to do so.



By selecting the object, a new button will show in the bottom right part of the screen, named “Relocate”. Choosing that button will give you an option to choose another location for that structure. Once the location has been set, the settler will come and start deconstructing the selected object. Once deconstructed, the object will turn into a pile of the same name, and that pile will be moved to the newly selected location and be “installed” there.

To keep things balanced, installing and reinstalling a structure takes ⅓ of the time it takes to build it, but this process doesn’t have a minimum level requirement, nor does it give XP to settlers.

You will also be able to choose the “Remove” option that is located next to “Relocate”. “Remove” will just turn that object into a pile.



When the object is turned into a pile, it can be moved to a stockpile and be stored for later use, when you find a proper time to reinstall that object again.

Structures turned into piles can be sold to merchants, but you can also buy some from them - even those that you’ve not yet researched!

That will be all for today’s talk. Stay tuned, some exciting announcements will come soon!

For more direct communication, be sure to join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time!

Foxy Voxel

Medieval Monday Talk #8

Greetings medievalists!

We are back to talk trading and everything besides. This time, we are talking about skills, well... one skill in particular: we are talking about the Speechcraft skill.



Speechcraft has been there since the beginning, but it didn’t have a use. Until now! This skill will evolve as the game develops, but in the coming update, everything about Speechcraft will tie into the bartering process.



The more time your settlers spend trading, the more experience points their Speechcraft skill receives. With more Speechcraft points, they’ll be able to barter better - buy at a lower value, sell at a higher value. With enough Speechcraft points, settlers will be able to take more stuff than they give (since our bartering system is based on value and not the exchange of money).

By hovering on the Speechcraft skill, you will get a pretty good idea of how it will evolve.



We’ll also tie it to perks. For example, drunk settlers that have specific perks with them may receive a significant boost to bartering. But, everything in due time.

In other news, Foxy Voxel has expanded! Another programmer recently joined our team and his primary focus will be to make the game moddable. He’ll also do other tasks, but it will take some time to get familiar with the ways we do things.

So far, so good!

While you wait for the new update, be sure to join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time!

Foxy Voxel

Medieval Monday Talk #7

Greetings medievalists!

Let’s take a break from all the diplomacy/trading talks and discuss expanding the existing features. Remember our Settlers Screen?



Not many choices there, right? You could reroll characters, randomize their names (or write your own), and… that’s about it.

Check out the new version we are working on:



Now, you will be able to change the first and last name of the character and/or reroll them as a group. Stellar options!

Just kidding! You’ll want to turn that Advanced customization option on. Doing so will turn the Character screen into this:



This is the fun stuff. A lot of you asked for more customization options for your settlers - you wanted to be the one to choose what each settler excels at, what their background will be, and how they will look. Good news! You will be able to do that and more.

Do you want every settler to be a killing machine? Go for it - enhance those "Melee" and "Marksman" skills. Do you want them all to be tall old ladies with the same skin tone, head, and hair shape? No problem! You will be able to choose their pseudonyms (if you want to) and backgrounds. Does your settler feel like a Tireless Carpenter? No? How about Deadly carpenter?

You will be in complete control of the starting scenario. Will you make it too easy or too hard? It’s up to you, but there is no doubt that it will be your unique personal experience.

That’s all for today. While you wait for the new update, be sure to join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there!

Thank you for your time.

Foxy Voxel

Medieval Monday Talk #6

Greetings, medievalists!

So let’s continue the last talk. If you don’t want to be spoiled, now is the time to stop reading.

You can’t have trade without the traders, and there are several types of traders in Going Medieval, like:
  • General Goods trader
  • Rare goods trader
  • Weapons trader

These traders belong to some of the game's factions, but not all of the factions will have the same type of traders.

For a faction to trade with the player, they’ll need to have a "Neutral" or "Friendly" label on them.

Status with every settlement is represented with a diplomacy number (for every faction) and can be influenced and changed with various events occurring in our game, as previously discussed.

Once a trader appears, an event will pop up:



Bodyguards will accompany traders, and depending on the relationship with their factions, their numbers may vary. Now, what will happen from there is up to the player. They can interact with the trader by selecting a settler and right-clicking on the trader - this will prompt the trading screen discussed in the previous dev log.

Players can choose to attack the trader. With every hit a trader receives, a diplomacy status representing the trader's settlement and the player's settlement will diminish. Some might experiment and try to lock/trap traders - this will also result in diplomacy loss. If the trader loses a way to exit your settlement, the diplomacy stats related to their settlement will diminish with every passing hour. Once they turn into 'Enemy' - they will start with the attacks, just like raiders.

As the game evolves, the capabilities of the trading system will expand, too. But right now, we think this is a good starting point.

While you wait for the new update, be sure to join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel