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Going Medieval News

Experimental Branch Patch (0.22.34)

Greetings players! The newest patch (0.22.34) 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]Camera 2.0 [Community request][/h3]
  • New camera logic has been implemented which made us ditch the legacy camera and coyote time. Here is what you need to know about it:
  • The camera now has multiple raycasts so it will only move layers when hovering over larger changes in layer height.
  • Camera layer movement can be locked with CAPS LOCK (or via the icon in the top left corner).
  • When the camera is locked to a layer you can change the layer by holding Shift + mouse wheel or via icons in the camera commands panel in the top left corner.
  • The camera now translates slower between layers to be not as jarring.

There are still some minor things we need to implement to fine-tune this version:
  • Visual feedback when the camera is locked/unlocked.
  • Saving the camera locked state and height (it now reverts to unlocked mode upon loading).
  • Some tweaks when the visuals show up and when they don't.
  • Beams and fences still count as offsets to the camera target. This is not that noticeable now with the multiple ray cast system but it can create strange situations.
  • Additional options for the vertical speed of the camera.
  • There are some glitches when locking the camera and jumping with the camera via a warning.
Let us know your experience with the new camera and impressions in the comments or in our Experimental subforum!

[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 (0.22.33)

Greetings players! The newest patch (0.22.33) 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.
NOTE: If your rivers and lakes are drying up, let us know by contacting us via support @ foxyvoxel . io (remove the spaces) or post in on our Discord.

[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 (0.22.32)

Greetings players! The newest patch (0.22.32) 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]
  • The message about the dam blocking a river has been moved from alerts to black bar text in the middle, which will disappear eventually. This text is still not localized for other languages.
NOTE: Flooding will occur if you build a dam and block the river from reaching its outflow point.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
NOTE: If your rivers and lakes are drying up, let us know by contacting us via support @ foxyvoxel . io (remove the spaces) or post in on our Discord.

[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

Patch Notes (0.22.33)

Greetings, medievalists! The newest patch (0.22.33) is now live on all platforms. 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]
  • The message about the dam blocking a river has been moved from alerts to black bar text in the middle, which will disappear eventually. This text is still not localized for other languages.
NOTE: Flooding will occur if you build a dam and block the river from reaching its outflow point.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
NOTE: If your rivers and lakes are drying up, let us know by contacting us via support @ foxyvoxel . io (remove the spaces) or post in on our Discord.

[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 items are missing icons and localization values.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

Discord Reddit X/Twitter Bluesky TikTok Facebook

Patch Notes (0.22.30)

Greetings, medievalists! The newest patch (0.22.30) is now live on all platforms. 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]
  • You can now turn forced labourers back to prisoners even if you have no warden (in case your warden died).
  • Warning message has been added to the game letting you know that your map is flooding because a dam has been constructed. The message is not yet localized.
  • “Saving…” message has been added while the saving is in progress.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where settlers and NPC spawned in unreachable areas.
  • Fixed additional issues where rivers and lakes would drain.
NOTE: Already drained rivers and lakes will not be fixed by loading those saves. You’ll have to either reload saves before you encountered draining, or ask us, the devs, to manually reinstate your river. Your saves are located here:

%userprofile%\appdata\locallow\Foxy Voxel\Going Medieval\VillageSaves

We need just one .sav file that you want us to fix. Please send it to support @ foxyvoxel . io (remove the space) or post in on our Discord.

[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 items are missing icons and localization values.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

Discord Reddit X/Twitter Bluesky TikTok Facebook