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Going Medieval News

March Update

Greetings medievalists!

First off, we would like to extend a major thanks for the amazing community response we’ve received during the making of the game. With that being said - we have very exciting news for you:

[h2]We’ll be revealing the Going Medieval Early Access Release Window soon![/h2]
We're happy to let you know that we are very close to locking in a release date for Going Medieval on Steam Early Access. We cannot wait to announce the release date, and once we have finalized it we’ll be posting about it on all of our social channels, Discord, and of course, our Steam page! When do you think we’ll be releasing the game? Let us know in the comments. 😄

In the meantime, we have a few other things to share with you that we are also very excited to show off!
[h2]We are at the London Game Festival![/h2]

The full program for this year's London Games Festival has just been announced and Going Medieval will be participating in the show. Going Medieval has been chosen as one of the 40 games to be included in the show's first 'Official Selection', which represents quality, innovation, and diversity. The event is entirely online with 10 days of free talks and video programming available online.

https://games.london/

The festival runs from 19th March to 28th March and Going Medieval will be presented via a dedicated showcase site when the show starts.

[h2]Developer Gameplay Walkthrough![/h2]
To celebrate this today’s news, we’ve prepared a developer gameplay walkthrough video that will give you an introduction to the core features of Going Medieval and what our medieval colony sim is all about, this video is showcased to you by Vladimir Zivkovic, Co-Owner/Developer of Going Medieval / Foxy Voxel.
[previewyoutube][/previewyoutube]
[h2]More Bug Fixing[/h2]
Our community recently had the opportunity to play a closed beta of our game. We would like to say a big thank you to the players who participated in the Closed Beta during this period. Your feedback was tremendously helpful, and we are grateful for your continued support - we are putting all of our efforts on bug fixes from the feedback and reports you shared with us.

In the upcoming weeks, we’ll be sharing where we are with the localization, what other features we’ve implemented, as well as overall progress of the game.

In the meantime, be sure to check our Twitter for more news, gameplay videos, and feature showcases. And our Discord Server to chat with like-minded Going Medieval fans, as well as being a key place for all game updates, news, and announcements!

Until next time,

Foxy Voxel Team

February Update

Greetings medievalists!

February is all about quality-of-life updates. But don’t worry, there are some new features here and there too! For example:
[h3]You can plant trees now! 🌲[/h3]

Settlers are able to plant trees and they don’t cost a thing, but they do take a lot of time to grow, so bear that in mind. Players will have to think upfront about where they want to do this, as their settlement will naturally expand over time whilst playing & building.

[h3]Coal is a new type of resource! ⛏ [/h3]

Marked with a distinct black color of the ground, coal can be used as a fuel instead of wood or sticks, but don’t forget it is also the only fuel that can be used for making steel.

[h3]Players can make custom Heraldry symbols now! 🛡[/h3]

As long as the file image is a .png, players will be able to place it in the //StreamingAssets/HeraldryCustomSymbols and use it in our game. And that’s not all! We’ve also gone ahead and added a bunch of new symbols for when you create your own Heraldry from scratch.

[h3]Animal behavior improved! 🦊🦌[/h3]

Animals will now try to avoid the settlers. They may pass through the player’s settlement, but they will not stay there for the long term. Nor will they enter the rooms as they did before.

[h3]Settlers idle behavior is also improved![/h3]

When they have nothing to do, settlers will aim to stay close to the source of warmth like a complete room or campfire/fireplace. This will matter a lot once the winter kicks in and they have spare time.

[h3]And now let’s talk about the bug fixes and QOL updates:[/h3]
  • mining logic received an upgrade - the situations where settlers would fall into the holes that they dig should be avoided now
  • settler that had killed an animal will also take its carcass to the stockpile now
  • prioritization function received an additional polish
  • fixed a lot of spelling mistakes and issues regarding text presentation
  • fixed issue when some buildings would be marked as “unreachable”, when in fact they could be
  • fixed bug where two settlers would sleep on the same hay sleeping spot
  • fixed issue where setters were able to build through the trunk of a tree
  • fixed issue where the light of the torches and braziers could be seen throughout the walls
  • fixed bug where notification panel didn’t properly update
  • fixed bug where pressing the ESC key during the loading screen of any save would result in errors being displayed
  • fixed bug where using the pause option for any product would corrupt the pause/resume button
  • fixed bug where a wrong item description for all of the inventory slots would appear upon resuming the game
  • fixed bug where merlons could be built on empty spaces
  • fixed bug where products would grow near the designated field area
  • fixed bug where the number of research resources do not properly update after using the “Reset” option

And that is all for the February update folks! In the meantime, be sure to check our Twitter for more gameplay videos and feature showcases. And be sure to join our Discord Server to chat with like-minded Going Medieval fans and as is a key place for all game updates, news, and announcements!

https://www.youtube.com/watch?v=Wy_rW95WtmA

Until next time,

Foxy Voxel Team

Sign-up for our next closed beta!

Hey everyone,

If you are part of our Discord you may have seen we have a closed beta coming up!

We will be hosting a small closed beta from February 22nd (12:00 GMT/ 13:00 CET) until March 1st (12:00 GMT/ 13:00 CET), we are looking for a select bunch of people to jump into the latest beta version of the game and spot any bugs, issues & of course provide feedback.

The discussion for this closed beta will be taking place on Discord primarily, so if you haven’t already joined us there head on over now!

Do you have time to jump in from Feb 22nd? If so, fill in our sign-up form now: https://forms.gle/gnnexFY3EgXucE7u6

As said above this beta will be focused on bugs, issues and feedback - as it is in beta we will expect to see various bugs within the build.

Note: We will be closing the form on Thursday 18th February, but we also have a number in mind which we’d like to reach for this beta, if we hit that before hand we'll close the form.
Also the reason we are asking for Discord usernames on the form is so we can add you to the private closed beta discussion channels once it is live :)


Thanks everyone :)

January Update

Greetings medievalists!

We are now in the new year and of course, we wanted to give an update on what we’ve been up to!

[h3]Event feedbacks have been upgraded[/h3]
We did two things regarding the event system presentation.

We’ve added information that displays next to the player choices when the event needs the player to choose something. This way, the players can see what the outcomes of their choice are. This also makes the events a bit more interesting and lets the player plan out his decisions.


After a raid, the player will get a status report that will tell you if they won or lost, how many enemies you killed, as well as other handy info.



[h3]Environmental Events have been introduced[/h3]
Depending on the season some kind of environmental event will happen from time to time. Right now, we have four of them in the game and each will test your settlement differently.

Hailstorm - Happens in the spring and autumn. While active, it deals damage to the plant life and lasts for about half of the day. The player has no way of fighting the hailstorm except to harvest the crops as fast as they can before the hailstorm destroys the plants.



Thor's hammer - Happens most often during the summer and autumn. Heavy rain pours and lightning strikes on the map randomly destroying buildings, trees, villagers & piles. The player has no means of fighting the event - they can protect the settlers by putting them inside so the lightning can’t strike them.



Heatwave - Happens sometimes during the summer. Several days the temperature rises to very high degrees and the player must battle the heat. To do this, it’s suggested that the villagers sleep during the day while it’s the hottest. Sewing summer clothing will also help, and having villagers work within cool rooms (underground or nicely insulated rooms) is also one of the ways they can deal with the heat.



Cold snap - Appears sometimes during the winter. The temperature falls well below -20 degrees for a couple of days. To deal with this event, the player will have to make settlement rooms warm and their villagers well dressed.



[h3]Animal pack events are in Going Medieval[/h3]
Right now we only have the wolf pack as an event. These animals are territorial creatures and they’ll mind their business where they are located. But they’ll start killing other animals and by doing this they rob the player’s villagers of a food source. If players choose to fight these animals and succeed in defeating them, they’ll be rewarded with their meat and pelt.



[h3]We have a basic photo mode now[/h3]

A very simple photo mode has been added to the game. Players can take screenshots and the photo is saved to the player’s folder within AppData.



[h3]Additional order changes[/h3]

Behavior and order customization is majorly improved - we’ve implemented different visuals, dragging functionality and individual selecting now works as intended. We’ve also implemented additional customization options (depending on the order) - what level/type of building does it affect.



[h3]Stockpiles can be expanded or shrunk[/h3]

Upon selecting the stockpile zone, you’ll be able to expand it or shrink it as you see fit. The only limitation here is if you try to split one stockpile into two separate areas with no connecting markers - in that case, the zone with fewer stockpile markers will disappear.



[h3]And the other things we did:[/h3]
  • Higher mood reward - When the villagers have a higher mood, they’ll get a bonus in global works speed (will work on everything a bit faster), XP gain amount (every action will give more XP), and the chance to produce a rare quality item is higher
  • Time passage is better formatted/worded
  • New tutorials were added and additional info to existing tutorials
  • Exiting tutorials reworded because of some changes to gameplay
  • Added several new system sections in the almanac that can help the player
  • Added many new pieces of information to the almanac
  • The prioritization of the task received an additional polish
  • Hunters are now able to bring dead animals to stockpile after killing them
  • UI received a significant overhaul in font change and size
  • The button graphic has been changed
  • Additional tooltips are added and tied to specific info
  • Enemy health and behavior received additional optimization


And that would be all for this month. The next update will come sooner.

In the meantime, be sure to check our Twitter for more gameplay videos and feature showcase. And be sure to check our Discord Server as that is the best place to be regarding all of the game updates and announcements.

https://www.youtube.com/watch?v=Wy_rW95WtmA

Until next time,

Foxy Voxel Team


December Update

Greetings medievalists!

As we get closer to the year’s end, we’re introducing some new features and improvements. Behold:
[h3]Introducing Starting Narrative[/h3]

When you start a game, you’ll be able to choose one of the three different modes:
Peaceful - builder mode that doesn’t have enemy attacks.
Standard - classic mode that evenly balances environmental events with enemy raids.
Survival - aggressive mode that frequently tests your combat skills.

Within every mode, you’ll be able to choose one of the 5 difficulties - Very Easy, Easy, Normal, Difficult, Hard. Game difficulty changes things like starting mood, enemy health, animal retaliation chance, wound severity amount. But that is not the end, because:

[h3]Basic Modding - Scenarios[/h3]

Scenarios will determine the start of your game. Beyond the two existing ones, you’ll be able to create your own. Apart from required fields such as Scenario name, description, narrative and villager number there can be other starting conditions controlled, such as Starting Resources and Equipment, Unlocked Technology, and various villager constraints ( Age, Height, Weight ranges, Chance for Gender, Religion and Perks roll, Default starting clothes and Overrides for all villager stats start values). There are some limitations here, but you will have A LOT of control.

[h3]World Map is here[/h3]

That’s right. A Basic, procedurally generated world map which shows players’ village location and surrounding villages is here. You can see your settlement on the map, along with the surrounding villages. The world map also shows Region influence - a stat that combines wealth, raid results, etc. As your influence grows, its representation will expand over the World Map. There is still much to be done here, but this is a good start.

[h3]We’ve added Historical Records[/h3]

The new window can be toggled via the top right button, next to the Almanac. Once selected, it opens two tabs:
  • Statistics tab: Left part shows various graphs for different stats such as Population, Wealth, Food, Mood, and Influence. The right panel is reserved for other statistical data.
  • History tab: This tab logs all events like villager banishments, deaths, and other important happenings.

[h3]Make a place for Graves[/h3]

You, our community suggested it and we implemented it - Graves are a new building type where villagers and enemies can be buried. You can look at it as a stockpile that accepts only carcasses (RIP). There are different types of graves in the game - unmarked and normal graves can be placed on the ground tiles only, while a sarcophagus is costly and can be built anywhere.

[h3]A ladder is a thing that exists[/h3]

Ladders have also been requested by the community. Comparing ladders to stairs - they cost less, take up less space, and climbing them might be slower - but they get the job done!

[h3]Combat user experience has been improved[/h3]

We have been mostly working on UI improvements, adding indicators for targeting, some positioning experimentations, and added many animations (we have much more to come too). Here is the list of things we’ve done:
  • Cracking graphics are added to buildings as they lose health. Removed health bar from buildings
  • Fixed problem where drafted villagers would ignore draft order sometimes
  • Arrow miss particle is not shown anymore for melee attacks
  • Enemies now target buildings properly
  • Reworked formation forming when a player chooses to move multiple drafted workers at once
  • Multiple villagers can go through nodes with other villagers on them, but they can’t pass nodes with enemies on them
  • Enemies now have quicker reactions (eg: if the enemy is attacking a building, and one of the villagers hit him, the enemy will focus on those villagers)
  • Faster game speed is enabled while raids are active
  • Removed 'right-click attack' menu for villagers
  • When hit by a ranged villager attack, enemies will try to approach villager while seeking cover
  • Enemies now start charging instantly, when hit or missed during the initial walking period
  • Drafted villagers inside the building won't blindly focus on the closest enemy anymore. The enemy will be focused on only if there is a clear line of sight
  • Villagers can now attack while standing inside open doors.
  • Elements above villagers/enemy heads (health bar, name, combat charge, etc...) do not overlap/glitch anymore.
  • Improvements to right-click equip order. Fixed a bug where an order would get ignored sometimes, and it now works while the game is paused.
  • Fixed pathfinding bug where some beds would become unreachable if built too close to other beds. This caused a bug where villagers would sleep on the ground, even though the bed existed.
  • Disabled thought bubbles while villages are drafted
  • The game now utilizes more CPU threads on systems that have them.
  • Multiple optimizations, and general code improvements

And that would be all for this year. Happy holidays and see you next year with more exciting Going Medieval news. Stay safe people!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: @going_medieval

See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA