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Going Medieval News

Hotfix (0.14.23)

Hello, everyone. The newest patch (0.14.23) 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 stop moving if they entered an idle state.
  • Fixed the issue that caused the appearance of the dirt path, even though the blueprint that triggered that appearance was later canceled.
  • Fixed the issue where the diffuse lightning wouldn't be displayed properly upon digging holes
  • Fixed some minor text issues.

[h3]Known issues:[/h3]
  • 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.
  • 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

Patch Notes (0.14.22)

Hello, everyone. The newest patch (0.14.22) 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 if you build ladders next to a stairs, settlers would be able to use those ladders only in one direction (e.g. Just going down the ladder).
  • Fixed the issue that allowed for sunlight to affect mushrooms.
  • Fixed the issue that made settlers stuck in a picking up/dropping loop animation if a path to the blueprint they were supposed to construct wasn’t clear.
  • Fixed the issue that prevented caravans from leaving the settlement. This appeared if there were animals on that caravan and they were unable to reach the edge of the map. Now, you’ll get the message if an animal can’t leave the map. Remember, some animals can’t use ladders.
  • Fixed the issue where underground rooms' temperature would appear as 0, even though they contained noticeable heat sources.
  • Fixed the issue where relocation of certain structures would cause them to lose their thermal output.
  • Possible fix for the audio stuttering, freezing, cuts. Do let us know if it works.
  • Fixed some minor text issues.

[h3]Known issues:[/h3]
  • 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.
  • 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

Communication Timeout

Greetings medievalists!

Are you enjoying the latest update? There is still so much to do, but the team is ready for those new challenges.

As this post will get a bit personal, I’ll separate it into two segments. TL:DR and Detailed Explanation.

TLDR: The team is working hard on the next update, but due to personal circumstances, communication will be quiet from Foxy Voxel's side for about two months on all of the channels. If needed, patches and fixes will be deployed, but once the game is stable, the team will direct their focus on Update #10. If you are experiencing frequent major crashes and inability to start the game, feel free to write us over at support[at]foxyvoxel[dot]io . The team may not respond, but giving as much information on crash occurrence is appreciated (was the trade initiated, raid started, maybe some production selection - the more the merrier). We usually get crash occurrences when they happen, but sometimes our reporting tool misses them. Be sure to send Player.log file after the crash (located here: %userprofile%\appdata\locallow\Foxy Voxel\Going Medieval\ ) and one save file (we just need one relevant .sav located here: %userprofile%\appdata\locallow\Foxy Voxel\Going Medieval\VillageSaves ). Thanks!

For reporting regular issues, please use the in-game reporting tool (F10 -it's located in-game in the upper right corner of the screen). If you need tips and tricks and general advice on certain game’s systems, join our Discord server. We have a super nice community that is always willing to help. Be kind, be just and have fun.ːsteamhappyː

Detailed Explanation: The team will be quiet because I’ll be away for at least two months due to health issues. If you’ve been experiencing bugs and reporting them on Steam, Discord, Twitter or mail, there is a huge chance that the dev person who responded to you was me.

Normally, we don’t share personal information or life experiences here, since it should be about the game and its development. In this case, the development was intertwined with personal life, so that is why I am making this post. For the last 8 years, I’ve been struggling with multiple sclerosis. You can read more about it here if you are interested, but the short answer is it is a disease that can cause a lot of problems, the biggest one related to mobility. That’s also my biggest gripe - I am in my mid thirties and I can barely walk (EDSS 6.5). Over the last few years I’ve tried a bunch of things to prevent the disease progression, to no effect. By all accounts, my MS is an aggressive progressive type, so that’s where things get trickier.

There is one treatment that has about 65-75% chances of stopping the disease but it is super expensive by the standards of our country and health insurance doesn’t cover it. Thanks to the success of Going Medieval, the rest of the team, and your love and support for Going Medieval, I can afford this treatment. It is basically a stem cell treatment supported by chemotherapy. It’s a bit on the invasive side, but to tell you the truth - I don’t have any other options and I accept all of the risks. This explains why I’ll not be able to continue communications on our channels in that period.

I also don’t want to put that obligation on the rest of the team - we’re still a pretty small team and each member is working on a multitude of areas at the same time, but rest assured that the content is being/will be made. There's a chance that the team will do a mini-update with some small QoL stuff while I'm away. Keep your eyes on Steam announcements, because patching of the game will also continue. If everything goes well, sometime in September, you can expect new Medieval Monday Talk, one way or the other. We’re testing some very interesting stuff, but more on that in the proper time.

I also want to thank you, the players. Even from my own experience as a gamer, I know how some social media platforms for other games, like steam discussions, can get hectic. I am happy that we have a healthy community here, and because of that, you make my job much easier.

And to add to that, here is the latest spotlight of settlements made by our Discord community:

[previewyoutube][/previewyoutube]

(Seriously, join our Discord. A bunch of cool people are there)

So, I am not asking for pity, nor doing a sob story just for the sake of it (I am well aware that there are worse cases than mine and that I am fortunate enough to afford this) - I am asking for patience. Going Medieval is not going anywhere. There is still so much to be done, and we are here for it. We will be here for it. Going Medieval is only going to get better.

With that being said, I am signing off. We’ll talk in September. Until then…

Stay Medieval!

Patch Notes (0.14.19)

Greetings medievalists! The newest patch (0.14.19) 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 made some buildings invisible after trebuchet damage.
  • Fixed the strange issue where rooms underground that had rooms over them would heat up much more than intended.
  • Fixed the issue where a terrace part of the room would not be heated (if you have a multi level room with some floors on the side as a terrace).
  • Fixed the issue were the option “prioritize carry to bed” upon right-clicking on the fainted settler would not appear in some scenarios.
  • Fixed the issue where construction of certain buildings would be ignored because settlers wanted to build certain hay constructions, but would lack hay resources to do so.
  • Fixed the issue that prevented domestic cats going through doors.
  • Fixed some minor text issues.

[h3]Quality of life improvements[/h3]
  • Settlers will no longer use ladders during the roping task, if the animal they are roping can’t use them too.
  • Improved performance in the late game where some players had a bunch of productions active and intense stuttering would appear with every pile created.
  • Animals from merchants will not be targeted by wild animals now.

[h3]Known issues:[/h3]
  • 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.
  • 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

Patch Notes (0.14.17)

Greetings medievalists! The newest patch (0.14.17) 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 the game would freeze in some scenarios.
  • Fixed the issue that caused audio freezes, stuttering and desync in some saves.
  • Fixed the issue that, during a transaction, prevented sold animals from going away with the merchants.
  • Fixed the issue where animals that came with the merchant wouldn't follow the merchant to the stall, if the stall was behind a door.
  • Fixed the issue that caused settlers to ignore some ‘older’ piles in favor of hauling freshly created ones.
  • Fixed the issue that prevented settlers from digging some voxels, even if they are reachable.
  • Fixed the issue where a settler, along with the animal, would be stuck if the training goal is performed while that animal was on a ladder.

[h3]Known issues:[/h3]
  • A room under a room can sometimes heat up more than it should, making the temperature system not work well in those situations.
  • In a multilayered room (a room with a balcony inside), the heating objects will not heat the grid spaces on the balcony bit.
  • 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.
  • 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