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Going Medieval News

August update

Greetings medievalists!

Last month was reserved for various bug fixes, game improvements, and QA testing. So no new features, at least not yet. Keep reading to find why that needed to happen.
[h3]Improved Tutorialisation of Draft & Combat Mechanic[/h3]
  • We have added a tutorial pop-up window (note: If you turn off tutorials in the options menu, this pop-up window will not appear)
  • The first pop-up window appears when you start the game. It has a welcome screen, explanation of camera controls, layer controls, and game speed
  • After the first raid event has started the game will pop-up the second tutorial window with instructions on selecting, drafting, equipping and moving your villagers
  • Standalone pop-ups will appear for the first time when opening the job, schedule, and research panel
  • Videos have been added to all tutorials

[h3]Additional UI/UX[/h3]
  • We’ve added additional tooltip information for resource categories
  • Added hyperlinks to stability and decomposition almanac to help players understand how both systems work
  • Added additional tooltip to books in research panel to help understand how negative value of books functions
  • Building blueprint will change color when it’s out of reach (also added text “out of reach” when clicked on)
  • Drafted go-to position arrow is now red when the player tries to order villager to an unreachable location

[h3]Additional Changes[/h3]
  • Fixed several issues with quitting to the main menu and resuming the game
  • Fixed issue with placing a building on a forbidden pile resulting in villagers freezing
  • Added new input controls and made it cleaner when remapping (in categories now)
  • ESC key now closes all windows and opens the in-game menu
  • Drag select now works with priorities (if a villager is in the selection box, that villager will be selected every time, after that - an item, and after that, resources. Trees and buildings can’t be selected with drag-select by design)
  • Shift + click now also deselects stuff
  • “New villager” events now have randomized: health, sleep, hunger, wounds, and equipment
  • Enemies now have randomized HP of equipment
  • Villagers carry unconscious villagers properly now
  • When enemy upon dying leaves carcass and equipment dropped - they will be forbidden by default

  • Added basic combat sound effects
  • Added several more UI sound effects: pause, notification, event, etc.
  • Buildings now instance properly making it less CPU heavy
  • Attack animations are slowed down so the player can tell what's going on
  • Attack animations are now randomized between 3x different animations
  • Added randomized heraldry to heraldry editor (all random heraldries are created by discord users during Alpha, their names are credited underneath)

  • Added Trebuchet projectile VFX
  • Enemies will have a bubble of defeat when running away
  • Fixed several problems with counting resources on stockpile and map
  • Villagers are in the flee mode by default
  • Trebuchet projectile, animals, and fists now inflict wounds

  • Floors and walls hide differently now when hiding and showing layers
  • Fixed several bugs with roofs, beams, and floor
  • Fixed several bugs with stockpiles and building on stockpiles
  • Fixed several issues when renaming a villager (not appearing in a text later as the renamed villager)
  • Added leaves blowing in the wind
  • Animals will try and stay away from villagers when idling
  • Fixed camera restart problem and default camera position issue

[h3]Rebalancing[/h3]
  • Book piles now hold 100 books instead of 50
  • Limestone, wood, and iron piles hold 200 instead of 100 resources
  • Equipment decays faster when not worn
  • Equipment decays slower on a villager


Rebalanced the nutrition value of food in the game:
  • Raw food now has a nutrition value of 0.5 while cooked has 0.8-1.0
  • Villagers will prioritize higher nutrition food
  • Villagers will prioritize food when sleeping
  • Villagers will prioritize food when in a sleeping hour (making them eat before going to sleep)
  • Villagers will eat at tables now (Animation is still work in progress)
  • Human meat added to the game. All meals can have a human meat version to it (forcing villagers to eat them will result in harsh mood penalties)
  • Changed how much food costs to cook
  • Less raw food is given from hunting/harvesting


And we’ve fixed a bunch of tasks regarding optimization, save/load problems, and all sorts of other things that our QA found. Like you can tell - we did a lot of work. Why is that? Because…

[h2]Beta starts on August 10th![/h2]

That’s right. The day has come - The Going Medieval beta will run on August 10th at 4PM BST / 5PM CEST / 8AM PT - August 17th 4PM BST / 5PM CEST / 8AM PT and it will be on Steam via a Steam key. We will provide your key to you during the day on August 10th! So please keep an eye on your inboxes then (if you have any issues with your Steam key when it arrives, please let us know).

Everyone that applied so far for it will receive the beta key. You can share your opinions and thoughts on Twitter (and tag us in the process) and head over to our Discord server - there you’ll be able to share your thoughts, give us feedback, and post some sweet gameplay screenshots.

Stay well, and see you soon.

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA


July update

Greetings medievalists!

So as the beta date approaches we’ve added a bunch of stuff. Really. Like, A LOT - as you’ll be able to tell. We’ve focused on combat behavior and raids as the biggest feedback from the alpha concern these things. So without further ado:
[h3]Villager management during combat and combat itself
received a major rework[/h3]


We’ve implemented a more sensible approach of unit control and behavior during the battles. Now it’s more like your classical RTS experience in that area. Really, there are a bunch of things implemented in this area that would take quite a lot of time to explain… But we’ll try our best!
  • We’ve added a weapon icon in the villager panel to indicate who is an archer and who is not
  • The “Draft” indicator next to the icon in the villager panel (also villager panel turns a bit blue when a villager is drafted)
  • We’ve also added red flashes on villagers icon in villager panel when they take damage
  • Added prominent red overlay when the villager is damaged
  • Enemies and villagers now have an indicator when the camera is zoomed out (basically turning your view into a mini-map). Zooming out will emphasize every character’s circle (of enemies and your villagers) and it will become visible through walls. That way, you’ll know where everyone is at every point in the game
  • Added range indicator to selected archers. Selecting a drafted archer will show his range radius (represented in a yellow circle around them)
  • HP bar over the worker and enemy heads (with the health bar flashing with the amount of health reduced) HP bars show when taking damage, when damage is taken a white slower bar appears that indicate the amount of damage taken
  • We’ve removed numbers indicator when the damage is being dealt, but text like “miss, blocked, evade” is still present. If you are a numbers guy, will leave that as an option to turn it on
  • Special text will appear when one of your villagers gets unconscious or killed
  • You’re now able to select multiple trees, stones, and other materials with double click feature - this will make manipulation of materials much more convenient

[h3]Raids became much smarter![/h3]


So one of the most common complaints was that the raids are not fun & they are too hard. Behold - we’ve implemented the system that balances the raids based on the behavior of your settlement. Call it an adaptable difficulty, if you want. Without giving away too much info, rest assured that this system will allow for different scenarios for all of the players. Sure, there will be similar events here and there, but the content of those events will vary. Here is what we did for raids and enemies overall:
  • Enemies will walk 50% of the way towards the target
  • Added cheering animation to your villagers when enemies are defeated
  • Villagers will keep attacking enemies when enemies are running away
  • There are now different types of enemies (for now: melee, archer, heavy and siege equipment)
  • Only the first event in the game is hardcoded (will happen to everyone), but the way you handle it will lead you down a different path. This is done as an introduction of the system, and also to show the consequences of the events overall
  • We’ve added a couple of new raid variations - cannibals attack, twisted crusaders and mindless assassins
  • We’ve added new events for the introduction of new villagers into your community

Things can get intense.
[h3]Additional Features![/h3]


Without going too much into details, we’ll list some interesting stuff we’ve also implemented. Hopefully, you’ll like it.
  • Human corpses added. Now when a human dies he leaves behind a carcass (same height, same features, and same body structure as when alive)
  • Added “ctrl + click” and “shift + click” to the production panel. This way the player can add +10 and +100 of a product to the production of a certain thing, avoiding unnecessary clicking for a long time. Alternatively, you can type in the number of products in the production panel
  • The “Research” panel now shows all 3x types of books needed for research. It also shows additional info on the tooltip. Research evolved big time
  • Instead of assigning jobs for your villager with an “on” or “off” button, they can now have a higher priority or lower priority (5x priorities)
  • Added see-through effect to trees and buildings to make it easier to move around
  • Added various graphical options (the ones that were easiest to implement but had a nice boost to performance)
  • Health tab added to the villager’s auxiliary panel where all the info for wounds and health are presented to the player
  • Added various graphical options
  • Added the option to turn off the tutorial from the options menu
  • Added blue vignette to screen when the game is paused
  • Added constructions having variations in appearance when producing
  • Workers no longer come to the corner of the production construction to produce, they have hand placed spots where they stand
  • Floors will now carve crop fields

Those are the important ones worth mentioning.

That is a lot of things for the beta build, right? And we’re still looking for the beta players! if you know someone who still did not registered there, be sure to send them this link:

https://bit.ly/GoingMedievalBeta

That is everything for this update, we hope you’re enjoying seeing the ongoing development of Going Medieval!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

Mid-June Update

Greetings medievalists!

We really want you to have some unique experiences within our game, and we are striving to make sure you’re informed about the game development. Here is what we’ve been working on:

[h3]Map Borders have special constraints now![/h3]


A special area that consists of 10 blocks from the map edge is marked red, indicating that it will not be possible to mine, place buildings or add crop fields there.

This is done to balance some game features and also to allow events to happen properly. Don’t worry - there is still plenty of space to use for your settlement!

[h3]Wounds can have real consequences now![/h3]


You think that health depletion is the only thing that occurs when people get wounded in Going Medieval? Think again, because we expanded that system too!

Health is no longer just a hitpoints bar. It's now expanded to HP, blood, pain, and consciousness. Here is some info regarding those stats:

Blood
  • If blood runs out, the villager will die.
  • As blood runs out at certain thresholds, the villager will lose chunks of consciousness.
  • Wounds have amounts of bleeding. Take care of those injuries or the villagers will bleed to death.
Pain
  • A villager will have pain inflicted with every hit.
  • At every pain threshold, the villager will lose some consciousness and have negative mood modifiers.
  • Pain at its maximum will only result in a large amount of consciousness being lost due to shock from the pain.
Consciousness
  • If consciousness reaches 10% the villager will faint.
  • Villagers will have impaired motor functions (working, walking, fighting) when consciousness is damaged.
  • Not eating for a long time or not sleeping will result in the loss of consciousness.
  • Certain weapons like blunt weapons deal a massive amount of damage to consciousness but don't inflict bleeding.

When your villagers get wounded, they'll have to receive care from others. Based on wound severity, they might start losing consciousness too.

But that's not all…

Each weapon has a list of wounds it can inflict to the head or the body of the target. Each wound has a threshold parameter that determines if the wound will be inflicted when a strike happens.

This way we make sure that heavy wounds won't be inflicted by the stab of a dagger that has 1x damage. Each wound has a list of effects like; slowing down walk speed, increasing miss chance (if a hand is hurt), amount of bleeding, amount of pain inflicted, etc. This is awesome as it opens the possibility of adding crazy effects to some weapons. Think about it! Magical daggers! Flaming swords! Poisoned arrows! We’ll just leave the file that controls those things unprotected somewhere, so you can dabble in it… if you want, of course.

All effects from the wound scale down proportionally with the severity of the wound. Severity can be decreased by a healing procedure.

All of this seems a bit overwhelming, and you might be asking yourself - How the heck do we handle this? Here is a bit info on the healing:

Hitpoints replenish 2x faster while sleeping.
Blood and Pain replenish (diminish) faster while resting. Sleeping is important!
We’ve added a new type of job - Resting!
  • Resting is an order to use work hours to rest in a bed.
  • Resting in bed results in wounds healing faster
  • Only a worker resting can be tended by a doctor

If a villager is unconscious, another villager that has the Tend job marked will pick up their body and bring them to a free bed and tend their wounds.
Tended wounds don't bleed but still have other effects.
Tending quality depends on medicine skills and the quality of the healing kit used.
There is also a chance someone with a low medicine skill will fail to tend a wound that will result in the severity being increased.
A wound is tended for 24h, after that it needs to be tended again.

[h3]We have a tutorial database![/h3]


So you are playing the game and want to learn some features and commands faster on the go? Good news - we’ve added a functional almanac in the game that acts as an in-game Wikipedia/database of everything in the game. It acts as a tutorial at the same time.

At the moment it only provides basic tutorials via pop-up notifications, and we’ve added only resources and construction info. We will continue filling it with the content as we go. Also, the information given in every entry will be expanded.

Almanac has a functional search segment to search any keyword player might look for.

As you can tell, we are working on the beta build of the game big time! Do you want to play it? Sign up here:

https://bit.ly/GoingMedievalBeta

And then check our Discord Server to get the latest news on the developments from the devs themselves. A lot of cool people are there.

See ya soon!

Foxy Voxel Team

Follow us on Twitter: https://twitter.com/going_medieval

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

June update

Greetings medievalists!

It's been a hell of a month! Alpha testing and fixing, partnership announcement, and some new things we managed to implement based on your feedback!

Let's start with the new stuff, shall we:

[h3]The event scheduler received a significant upgrade![/h3]


We've listened to your feedback regarding some raids being too frequent, too hard, and weird event pacing overall. We've implemented a new system that considers the player's actions, and as a result, triggers a particular event.

This way we can give breathing room to the player, while also providing a sensible pace and progress as time goes on. We plan to tie this system to the difficulty control (when we implement that) so that everyone can play the game the way they want.

[h3]Production building penalties are a thing![/h3]


All production buildings have various penalties for production speed. The environment in which the building is located is the thing that calculates those penalties. Modifiers are:
  • Inside (placed in a room)
  • Outside (not placed in a room or under roof)
  • Roofed (under roof or floor or dirt voxel)
  • Outside in Rain
  • Outside in Snow
  • Outside in Fog

Why is this important? Well, it only makes sense for a smithing station to work a bit better outside than on the inside. Other things, like research benches, will be 20% slower in the rain. Consider these things if you want to create a perfect settlement.

[h3]Feedback is super important![/h3]


Alpha testers on our Discord server managed to play the game for a couple of days, and in that time, provided us with various bugs and feedbacks that needed fixing/implementation. We managed to fix a lot of things in that period, but we also fixed some things post alpha. Here you go:
  • New perks with icons added to the game.
  • All resources and items have descriptions now.
  • Villager's backstories and backgrounds are combined properly now.
  • Origin town of villagers has a proper name now
  • Created a new way of determining where enemies will spawn (in the process we fixed the problem of enemies that spawned on the top of the hills and couldn’t get down).
  • Added combat VFX when an arrow hits an obstacle.
  • Solved floating villagers problem when mining.
  • Archers will no longer be able to shoot through doors when standing on the doorstep.
  • Player is able to place buildings on to crop fields now.
  • Crop fields and stockpiles can be placed on trees and bushes (workers will remove them before bringing the stockpile).


Does this pique your interest? Great! Because you can sign up for the beta here:

https://bit.ly/GoingMedievalBeta

And you’ll be able to share your experience of the game with the rest of the world!

That would be all right now. But don’t worry - the team is hard working on some new features and information! More about that soon!

Foxy Voxel Team


Follow us on Twitter: https://twitter.com/going_medieval

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

The Irregular Corporation is publishing Going Medieval!

This is a big moment for us - We have a publisher now! That’s right, amazing people of The Irregular Corporation are the publishers of Going Medieval! They will help us bring our vision to fruition. Read more about it in their official announcement.

For new people here, here is a little bit about the game: Going Medieval is an alternate medieval history colony survival sim, where you can build a multi-story fortress out of clay, wood, and stone. Your villagers will have needs, feelings, and agendas shaped by the world and its history, and it's up to you to keep them content and sane. Help your villagers claim and defend their own piece of land!

We’ve got a brand new announcement trailer to celebrate - check it out below!

Partnership with The Irregular Corporation means a lot to us - besides helping us on the publishing front, we will be able to share our game with their community, as well as our own! Stay tuned for more exciting stuff! Check out The Irregular Corporation on Twitter or jump into their Discord to say hi.

Also, BIG NEWS. You can sign up for the beta version of the game! That’s right! Sign up HERE! We will be hosting a closed beta later this year for Going Medieval after the great feedback we received during our alpha test a few days ago.

Don’t forget to join our Discord too and talk to the team and other extremely cool people there. Follow us on Twitter for some sweet gameplay videos. Things are bound to get interesting!

[previewyoutube][/previewyoutube]

GM Team