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Medieval Monday Talk #57 - Camera, Reframed

Greetings, medievalists!

So, we’ve been pretty busy the last couple of months as evident by updates 12, 13 & 14. In fact, we were so busy that we didn’t manage to create our obligatory videos that showcase all those features. Now that we have time, here is one that covers all of the important things, in case you missed them:

[previewyoutube][/previewyoutube]
How does it look? Did you get to experience all those things? Have any interesting stories to share? Let us know in the comments.

Now back to our main subject. Let’s start our first Medieval Monday Talk (this year) with our biggest archnemesis. Let’s talk about the game's camera… again.

When we tried to improve it the last time, we tried to provide a solution that would work both for the old and new players. The result was also influenced by the time it would take to develop and test such a feature, and that’s how the “coyote camera” was born.

While far from perfect, we thought of it as an improvement over the previous camera functionality. However, after releasing some cool updates lately, we now have the time to tweak the camera once more.

You really like the idea of locking the camera to a specific layer (Solution 3 in that camera MMT). And we can see why - you would be in charge of overview, sudden layer jumping wouldn’t catch you by surprise and you would be able to see the majority of your settlement in its full glory.

We think we’ve figured out how to implement that, along with applying offset to the camera target (Solution 4). Hear us out.

Remember that Reset Camera View button in the upper left corner of the screen?



It was used for just that - to reset the camera to its default view/angle. But in the upcoming update, once you select it, it will show one additional panel in which the Reset Camera View button will be stored. The button next to it is Lock Camera Layer. Selecting that will show camera layer control.



This option will essentially allow you to choose a layer that will function as a camera’s center. So you will be able to put it at the top and zoom it out for the maximum distance. But the camera will still be limited by the ground and thus the clipping will never occur. Here is how it will look in practice:

[previewyoutube][/previewyoutube]

Is this the right solution, in your opinion?

This still requires a bit of work on our side. We still have to cover camera behavior in various situations - what if during its movement a hole one voxel in size is detected, what if it encounters elevation of one voxel? Coyote time would handle that, but should it even be triggered, as the terrain in our game can get uneven.

Should the camera react to beams? Should it react on the floors that are on the beams? How should it behave if there are walls on those floors on beams and you are in between layers, visibility wise?

Should the camera drop down during the coyote time as fast as it does now? Should holding the right click/middle click on the mouse pause the coyote time?

We have some ideas on how to handle those situations, but covering them all takes time. We’ll get there, and when we do - you will have all of the options mentioned in that MMT45 and then you can customize your experience however you want. How about that? Let us know in the comments.

We’ll have more MMTs to share, but we also have to patch the existing update. So have patience, and…

Stay medieval!

Foxy Voxel

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Experimental Branch Patch (0.22.25)

Greetings players! The newest patch (0.22.25) 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.

Bugs and Fixes:
  • Fixed several crash occurrences.


Known issues:
  • 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 (0.22.24)

Greetings players! The newest patch (0.22.24) 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]
  • Optimized the game and improved performance in relation to fire spreading.

[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 (0.22.22)

Greetings, medievalists! The newest patch (0.22.22) 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]
  • Underground water sources have been added to valley and hillside map types, but you’ll have to start a new game to find them (go through layers of your terrain to see their position). Mountains and marshes don’t have underground water.
  • Enemies now have a different pathing when approaching your base. They should act a bit more natural and not go in one line when attacking. They will try to function and path more like a group.
  • Enemies will be spawned in something akin to a square formation. They should no longer spawn in very long lines when in large groups.
  • Enemies will no longer idle and will stand and have a battle ready stance while they wait for one of them to get through the door.
  • Temperature dealing damage to buildings has been further optimized and should work better on large maps with a lot of structures.
  • Fps drop should be less intensive when a huge fire spreads.
  • Javelin and axe throw animations have been improved.
  • Particles that appear during oil blob destruction has been changed,
  • Barrels fill up faster when under the edges of the roof.
  • Combat perception is now 10 instead of 20, thus making the default stance for melee settlers a bit less unpredictable - they should not react to distant enemies as much as they used to.
  • Six settlers can use a single well simultaneously when extinguishing fires.
  • Up to six settlers can now use a single well simultaneously when fetching water for production.
  • You can now order a settler to bring water to a barrel via right click.
  • Embers and smoke effects have been added to flames.
  • Added construction skill level in the building selection panel.
  • Added information about stability in the info cursor when placing structures like walls and floors.

[h3]Bugs and Fixes[/h3]
  • Fixed the issue where stomping animation always played on settlers in certain situations.
  • Fixed the issue where buildings that required no construction resources wouldn’t properly reset if its construction failed. Also, no foundation was shown when placing them.
  • Fixed the issue where ranged settlers would chase enemies during the hold ground stance.
  • Fixed the issue that allowed beams to be placed in the middle of the tall gate.

[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 (0.22.20)

Greetings, medievalists! The newest patch (0.22.20) 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]
  • Settlers have water-grabbing animations during their interaction with wells, lakes and rivers.
  • Warden will now get a sad effector if they lose that role.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where some players reported the lack of starting scenarios when you start a new game.
  • Fixed the issue where multiple animals would be sacrificed during the ritual event, if ritual animal was changed via + button.
  • Fixed the issue where hanging would be cancelled before everyone gathers and the prisoner would be executed if you invite guests.
  • Fixed the issue that allowed you to execute prisoners that belonged to prisoners merchants.
  • Fixed minor UX issues.
  • Fixed minor text issues.

[h3]Known issues[/h3]
  • Barrels don't fill faster when under the edges of the roof yet.
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • Underground water (present on the exp branch) is still missing on the main branch.

  • 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: Currently, the experimental and the main branch are a bit different as the experimental is helping us test some features before pushing them to everyone else. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this. We decided to keep Dev version of the game on the Steam 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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook