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Going Medieval News

Experimental Branch Patch (0.22.37)

Greetings players! The newest patch (0.22.37) 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.

[h3]Quality of Life improvements[/h3]
  • Removed obsolete json files, to make it easier for modders.

[h3]Bugs and Fixes[/h3]
  • Fixed the crash that prevented you from starting an event without an event leader.
  • Fixed the issue where workshop mods not were not visible nor working.

[h3]Known issues:[/h3]
  • 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 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

Experimental Branch Patch (0.22.36)

Greetings players! The newest patch (0.22.36) 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.

[h3]Quality of Life improvements[/h3]
  • Camera locking to the layer now gets saved.
  • If the Camera is locked to a layer, jumping to a point of interest will unlock it.
  • Holding left shift now will show you info that shift + mouse wheel changes camera layer.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where settlers that have been removed from an event via x in their icon were unable to be invited again via the “+” button.
  • Fixed the issue where settlers that have a different religious alignment from the event they are partaking would not attend (or would abandon) that event if you save & load the game during the gathering/active event phase.
  • Fixed the issue where your druid/chaplain would stay in a proper spot during Ritual/Sermon event.
  • Fixed the issue where settlers that gain perks on their birthday would have their new preferences visible only after reloading the save.
  • Fixed the issue that caused the list of settler social status to overlap with the Socializing bar.
  • Fixed the issue that caused lack of Almanac link on rugs in the Research tree.
  • Fixed the issue that allowed you to move/destroy the event holder object during the active event.
  • Fixed the issue where the game would generate new settlers in the settler window if you decided to hit the back button on the summary window (before starting a new game).
  • Potential fix for players that reported that they don’t see changes during the heraldry creation.
  • Potential fix for players that reported that their settlers would freeze after some time.

[h3]Known issues:[/h3]
  • 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 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

Medieval Monday Talk #60 - Modding 1.5

Greetings, medievalists!

Before we continue our talk from the previous MMT, we would like to give an update on the modding part of the game.

A couple of months ago we introduced official modding to the game and you seem to like it a lot judging by the workshop content. With it you were able to change .json files functionality, add localization and custom scenarios which is all good, but we are aware that the majority waits for the part where you’ll be able to introduce custom 3d models into the game. So let’s talk about that.

Currently, introducing new things in the game is… limited. It can be done but the visuals would stay the same.

For instance, if you’d want to introduce broccoli to the game, you would be able to do so by finding another resource in the Resource.json and copy it and rename it to broccoli and rename the parameters to your liking.


Note that some of the names have to be added in other documents for this to work. So after all is set and done, you would have broccoli in the game… but it would look like cabbage.


That is because the resource was using the same prefab, in this case “cabbage_pile”. Prefab (short for "prefabricated object") is a reusable asset that stores a game object along with its components, properties, and child objects. Prefabs allow us to create, modify, and instantiate complex objects efficiently without having to rebuild them from scratch every time.

With the new modding update, the data will look like this:


And will allow for mesh integration. A mesh is a 3D model composed of vertices, edges, and faces that define the shape of an object. Meshes are the fundamental building blocks for 3D assets in games, including characters, environments, weapons, and props.

This new approach will allow you to modify the game's object in different ways. You can either:
  1. Create new meshes (in a 3d program of your choice), export them and rename them as instances marked above and they’ll be swapped in-game.
  2. Create new meshes (in a 3d program of your choice), export them, name them as you want, and rename instances marked above and they’ll be swapped in-game.

But there is more. Beneath that you will see Material Parameters section:


You will be able to change the texture of the existing object with a new one. Why not replace it with the existing one? How about some clay brick cabbage?


Alternatively, you will be able to make a new texture, rename it into an existing one and put it here or name it as a new one and reference the new name in the code.

Or you can go brute-mode and use color overlay by changing the ColorValue parameter. Someone is certainly a fan of purple cabbages:


Resources, equipment, vegetation and even buildings will be customized by all of the stuff mentioned above. There are some constraints with the current system when it comes to buildings. For instance, you will be able to create a production building that is 5x5 in size, but some of those areas might not work as intended because such a building does not exist in the game. Nor will you be able to make a table that is larger than the current large table in game. It is possible, but some weird behavior can be expected in that case. Like, feast food and cloth would not occupy that “extra part” of the table nor would the table be selectable via that extra part. The buildings that you use as a foundation for your modeling and modding will have to retain some common things - like the location of the flame that appears during the production and standing spot for the settler during their work.

As long as you follow preexisting templates, you should be able to modify existing and add new stuff to your liking with the upcoming update. Once you make your meshes and/or textures, you will have to import them via a separate Unity project taken from our GitHub and use that project to build addressables. Addressables is a system used for efficient asset management, allowing developers to dynamically load and unload assets at runtime. It helps optimize memory usage, reduce build size, and improve performance, especially in large projects. That way, Going Medieval is able to load external meshes, textures and text mesh pro sprite assets. But more on that once the update goes live.

Want to be among the first modders that will be able to try this? Keep your eyes on the Modding branch. We’ll post a note when we push this update there.

Switch to Modding branch on Steam. [Properties>Betas>Private Betas] The code is: DazzleBrokerColibri

Once you have mod working locally you can put it on Workshop and update later on.

We’ll go into more detail once the update goes live and we’ll provide you with a proper guide for this type of modding. While you wait, let us know how this all sounds to you. Next MMT will be about those siege weapons we mentioned before. Until then…

Stay medieval!

Foxy Voxel

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Medieval Monday Talk #59 - Smarter Enemies

Greetings, medievalists!

It’s no secret that enemies in our game are not the brightest bunch. However, the reason for their lack of intelligence may surprise you. It’s because each enemy was an “individual” thinker, and once spawned, they would all think the same and have the same goal, thus causing overlapping and standing in place in certain sections.

We’ll improve that logic with the Commander AI. Commander AI is an AI process that will access your map, try to pathfind to a specific goal, and if it encounters an obstacle on that path (ie doors, walls, gates) it will assign different orders based on the obstacle.

Once an enemy spawns, they’ll follow those goals unless they are attacked directly. Direct attack would turn them into individuals again and would stay that way until your settlers defeat them or you retreat.

But let's get back to Commander AI. Lets say that it encounters a wall on the path to its goal. Depending on the settlement's composition, sometimes it can decide that going through a wall is better than looking for a gate/door. Depending on the size and type of the raid members, it will order different things. Either it will order them to attack the wall or to build a ladder to climb the wall. While one raider builds ladders, the others will protect them.

[previewyoutube][/previewyoutube]
What if AI decides that the best path to your settlement is throughout a mountain? Well, in that case raiders will take their pickaxes and start digging through it.

[previewyoutube][/previewyoutube]
But what if the best path is through your closed gate? Raiders will want to destroy it, but how they’ll do it will depend on what the raider’s group has. In the majority of cases they’ll send their strongest unit to destroy it while others protect it. Alternatively, they’ll adapt based on their availability and options. They might even use siege weapons.

[previewyoutube][/previewyoutube]
As you can see, depending on the raiding group, but also their position and your settlement composition, attacks on your settlement may turn out to be much more interesting.

But don’t worry, you’ll have time to properly prepare yourself - you’ll be finally able to create siege weapons on your side. But more on that in the next Medieval Monday Talk. While you wait, do let us know what you think of the new AI changes. Are you a fan of directly attacking enemies, or you like to turtle yourself and trap them in an effective killbox? In any case…

Stay medieval!

Foxy Voxel

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Experimental Branch Patch (0.22.35)

Greetings players! The newest patch (0.22.35) 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.

[h3]Bugs and Fixes:[/h3]
  • Fixed several crash occurrences.

[h3]Known issues:[/h3]
  • 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 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.
DISCLAIMER:
⚠️ 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.
⚠️ 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

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