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Nominate Going Medieval for a Steam award

Greetings medievalists!

November is coming to an end and that means that it’s time for the Steam Awards! While there are many games and categories to choose from, we (and Steam) think that the one that represents Going Medieval the best is the “Labor of love” category. Consider giving us a vote there and spread the word!

We’re constantly working on the game’s updates & patches and we try to be as transparent as possible with the development through our Medieval Monday Talks. Please know that our job is that much easier since you peeps are kind, amazing and helpful. We appreciate the support, regardless of the social platform, be that Steam discussions, Discord, Reddit or something else. This is very much your award as it is ours.

And, since it’s an Autumn Sale, Going Medieval is 20% off! Tell your friends, it’s only going to get better.

https://store.steampowered.com/app/1029780/Going_Medieval/

Here is a screenshot of one of the things you can expect from the next year:


Of course, not JUST that: You already know what’s coming in the Update #6.5, but this is just one of many things we are working on.

Voting will last as long as the Steam Autumn Sale, meaning voting closes on Tuesday the 29th of November 2022 at 7 pm CET.

Spread the love and mark us for the Labor of love award, tell your friends and we’ll see you in December with the next update.

Foxy Voxel

Medieval Monday Talk #29

Greetings medievalists!

Let’s end this year with a smaller, albeit much needed, update. The way production was calculated and all of the stuff tied to it required from us to do a bit of refactoring. Here are some examples of what you can expect in the Update #6.5, next month.

You know how before, settlers would collect wood one by one and then carry it back to a stockpile/production building? Collecting multiple wood piles before hauling was possible, but it was very much a system dependent on a couple of situations that we couldn’t take into consideration. Now, settlers will actively seek wood to fill their inventory capacity before they start hauling it to stockpiles/production buildings.

Here is how it worked before:


And here is how it will work with the upcoming update #7:


Also, remember how during sleeping time, when one person would roam the night and collect resources, since their goal was not completed? Now, settler’s priorities will kick in and stop the current stuff they are doing in order to meet those priorities.



Another situation worth mentioning is when a settler is working on a production building. Now, when they produce an item, if the hauling is turned on, they’ll immediately collect it and bring it to a stockpile. This situation is comparable to the scenario where a hunter successfully kills an animal and brings its carcass to a settlement.



Other things this refactoring will solve are; the issue where settlers would ignore production goals even though they have everything to perform them, where folks would not collect resources for production(and a fresh UI revamp for that system), when the settlers lack skill level, when the items in production lack resources and when the job priority is not aligned with settler behavior.

One thing to note is that once this new update comes, it will reset all the current work on your production buildings. It might appear bothersome, but in the end, it will offer a smoother gameplay experience.

That would be all for this Medieval Monday Talk. Remember, these Medieval Monday Talks might not happen every Monday, but we’ll try to keep them frequent enough - we want to continue to be as transparent as possible. While you wait for the next Update (coming in December), 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 features, or even suggest new ones.

Foxy Voxel

Patch (0.10.8) notes

Greetings players! The newest patch (0.10.8) 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 several crash occurrences.
  • Fixed the issue that caused blueprint placed on beams to have 0 stability upon loading the game.
  • Fixed the issue that prevented settlers from hauling to underground stockpiles.
  • Fixed the issue where settlers would not haul resources from areas that had stockpiles on them, but those stockpiles were removed.
  • Fixed the issue where sometimes the blueprint of the dirt wall was installed immediately in the construction phase, even though the dirt construction phase wasn’t finished.

[h3]Quality of life improvements[/h3]
  • Domestic cats, dogs and foxes can now walk through doors. This should prevent situations where these animals would die during the training phase (since they were roaming outside the settlement).
  • Cats and dogs live longer.
  • Wolves can be placed in pens now. This is a temporary solution to avoid situations where domesticated wolves would starve outside the settlement’s walls.

[h3]Known issues:[/h3]
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.

Foxy Voxel

Hotfix (0.10.7) notes

Greetings players! The newest patch (0.10.7) 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 several crash occurrences.
  • Fixed the issue where settlers would not interact with structures that were marked with the “Remove” button, if the save/load of the game was used before the realization of that order.
  • Fixed the issue where if a shrine was used by one settler, a second settler would not pray at that shrine.
  • Fixed the issue where a room would not be updated if a hole above it was patched with a dirt voxel.
  • Fixed the issue that prevented splitting rooms in halves with the construction of stairs between them.
  • Fixed the issue that caused settlers to be stuck on ramps.
  • Slaughter, harvest and training on animals will not be started on ramps. This should solve some instances of the animals being stuck on stairs/slopes.

[h3]Quality of life improvements[/h3]
  • The cat's diet changed a bit. They eat milk now (duh!) and will prioritize it. They’ll eat eggs too, but that’s on the lower list of their priorities. Other carnivore animals will also look for milk and eggs, but in their case, those will not have as big of a priority.
  • Added tooltips to all animals. Hovering on them with a cursor will show what they haul.

[h3]Known issues:[/h3]
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.

Foxy Voxel

Hotfix 0.10.6

Greetings players! The newest patch (0.10.6) 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 where a vermin control check box would appear for animals that should not have it.
  • Fixed the issue where the maximum enemy hitpoint set in the custom difficulty, wouldn’t translate properly in-game.
  • Fixed the issue that caused random beams to be destroyed upon loading the game.
  • Fixed the issue that stopped settlers from hauling after some time and not listening to priorities.
[h3]Known issues:[/h3]
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
NOTE FOR THE EXPERIMENTAL BRANCH: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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

Foxy Voxel