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Medieval Monday Talk #58 - Camera 2.0

Greetings, medievalists!

Let's talk about the camera, one more time.

You'll probably like the fact that we'll be ditching coyote time with the next update. Game development is a constant process of evolution and iteration and sometimes we have to try one solution before we figure out the next step of problem solving. Previously, we've explained the new changes that we were introducing to the camera system, but after playing with it some more and tightening some of the behavior, it was evident that coyote time will not be needed. How did we get there?

So, we were trying to figure out the system that would take all those specific scenarios that we mentioned in the last MMT - how should the camera handle small terrain elevation & demotion? how should it behave with beams? etc. We had to revisit our raycast.

In Unity, a raycast is a way to detect objects along an invisible line (or "ray") that is projected into the scene from a specific point and direction. It’s commonly used in gameplay mechanics like detecting what the player is looking at, shooting, collision detection, or AI vision. For the purpose of our camera - that's the center of the screen. If you turn on "camera target visuals" in Camera Options, you'll see exactly that (white dot).


Note how the camera goes up/down depending if the center encounters elevation/hole.

[previewyoutube][/previewyoutube]
But now we'll introduce 13 raycasts to camera detection. Here is how that we'll work in theory (note that you will not be seeing 13 raycasts in-game and this is just for demonstration purposes):


So, now the camera jumping will happen when 13 raycasters are on the new ground level. What this means is that you'll essentially be able to pass through elevations, walls and holes shaped as 3m circles (diameter of 4 voxels) and the camera will not jump.

There are some other tricks, too. For instance, let's say that you want to jump from layer 5 to layer 4, but the terrain there is uneven - there are some holes and/or elevated parts, because the land can be terraformed. In those cases, the camera will calculate existing raycasters and at least 8 out of those 13 should be at the same level in order for the camera to ease onto the new level.

[previewyoutube][/previewyoutube]
We’ll be introducing a couple more conditions to avoid unnecessary jumping. The camera will not be offset by beams anymore. In addition to that, walls that are displayed in half (due to being at .5 level) will not trigger camera offset.

Layer changing will still be done via Ctrl + mouse scroll, while Camera layer locking and scrolling will be done via Shift + mouse scroll.

We’re aware that many of you think that keeping the camera locked by default should be a go to solution. We were experimenting with that, but keep in mind that we want this game to feel welcoming for both old and new players. People that never played our game before were a bit confused by the layout in that case (the results were similar to the solution 2 in MMT 43). It added unnecessary friction.

That being said, we think that this multi raycast system fixes a lot of problems, while camera locking will provide additional quality of life improvement to those that seek it.

We can’t wait for you to try the new camera and let us know how it feels. There are more MMTs to come, about other, long awaited features. Talk to you about that next week. Until then…

Stay medieval!

Foxy Voxel

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Patch Notes (0.22.28)

Greetings, medievalists! The newest patch (0.22.28) 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]Bugs and Fixes[/h3]
  • Fixed the issue that prevented some saves from being loaded.
  • Fixed the issue where unallowed piles on stockpiles were ignored, causing settlers to try and fill an already occupied stockpile slot.
  • Fixed the issue where settlers would try to haul piles from shelves a couple of times after which the shelves themselves would turn forbidden.
  • Potential fix for flooding of rivers that was not caused by building dams.
  • Potential fix for the issue where rivers would drain.
NOTE: Already drained rivers will not be fixed. 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

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Patch Notes (0.22.27)

Greetings, medievalists! The newest patch (0.22.27) 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]
  • Optimized the game and improved performance in relation to fire spreading.
  • Stability is now shown via a tooltip when placing beams.
  • Fences will auto rotate depending on drag direction.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed various issues with water not behaving as expected. Situations where water would remember obstacle shapes if after those obstacles are destroyed, and situations where the river would continue with its flow, despite being cut off from the river source should be solved by this. This should also solve some accidental flooding reports.
NOTE: Flooding will still occur if you build a dam and block the river from reaching its outflow point.

[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

Experimental Branch Patch (0.22.27)

Greetings players! The newest patch (0.22.27) 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.
  • Fixed the appearance of errors in regards to stockpile.
  • Fixed various issues with water not behaving as expected. Situations where water would remember obstacle shapes if after those obstacles are destroyed, and situations where the river would continue with its flow, despite being cut off from the river source should be solved by this. This should also solve some accidental flooding.
NOTE: Flooding will still occur if you build a dam and block the river from reaching its outflow point.

[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 (0.22.26)

Greetings players! The newest patch (0.22.26) 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]
  • Stability is now shown via a tooltip when placing beams.
  • Fences will auto rotate depending on drag direction.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where beams would sometimes break stability.
  • Fixed the issue where settlers, while in the hold ground stance, would run the longer way around trying to attack an enemy that's in 2m range and the path to them was blocked.
  • Fixed the issue that prevented stockpiles under shelves from being detected.
  • Fixed the issue where settlers would not attack domestic animals despite having been ordered to do so.
  • Fixed the issue where portcullises would get locked and their animation would break upon their repair.
  • Fixed the issue where Saltpetre Works production would break if the water from a well or river was brought to it.

[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