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Going Medieval News

Patch Notes (1.0.67)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (1.0.67) is now live on all platforms on the main branch, experimental branch and demo. 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.[/p][p][/p][h2]Quality of Life improvements[/h2]
  • [p]Ambush difficulty has been overhauled. You shouldn’t be getting 50+ raiders in ambush scenarios.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where settlers would ignore deconstruction orders in some situations, despite nothing preventing them.[/p]
  • [p]Fixed the issue where hovering over craftable building piles would cause error appearance in Dev Log .[/p][p][/p]
[p]Known issues:[/p]
  • [p]Assigned Pets don't sleep with owners.[/p]
  • [p]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.[/p]
[p][/p][h3]Check the official 1.0 log if you missed important news, improvements and fixes.[/h3][p][/p][p]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.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (1.0.67)

[p]Greetings, players! The newest patch (1.0.67) 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. [/p][p][/p][h2]Quality of Life improvements[/h2]
  • [p]Ambush difficulty has been overhauled. You shouldn’t be getting 50+ raiders in ambush scenarios.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where settlers would ignore deconstruction orders in some situations, despite nothing preventing them.[/p]
  • [p]Fixed the issue where hovering over craftable building piles would cause error appearance in Dev Log .[/p][p][/p]
[h3]Known issues:[/h3]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] 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.[/p][p][/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]Foxy Voxel[/p]

Medieval Monday Talk #77 - Proper Order

[p]Greetings, medievalists![/p][p][/p][p]Just because 1.0 version of the game is out, we don’t wanna stop doing Medieval Monday Talks because:[/p]
  1. [p]The game will continue to receive content, improvements and bug fixes and it’s important to acknowledge that and keep you in the loop.[/p]
  2. [p]It allows us to keep transparency with you while also getting valuable feedback.[/p]
  3. [p]They are fun to do and it’s exciting to talk about the stuff we are doing.[/p][p][/p]
[p]But first, due to popular demand - we are proud to bring the Rimworld bundle back: [/p][p][dynamiclink][/dynamiclink]As we mentioned before, for a lot of folks, RImworld is the best representation of the management & simulation genre and is certainly one of our biggest inspirations. We are honored to have the opportunity to bundle with them so be sure to get this colony building extravaganza bundle if you haven’t done so already. This sweet deal is ending on April 16th![/p][p][/p][p]Now let's talk about improvements we are making. Construction and mining are such complicated things to solve due to the existence of 3d dimension. Tie that to complex buildings and systems you are building both above and under the ground, and it can become evident how the settlers do not behave as you wanted them to do for these situations. We are improving them, but it may look like we are just patching edge cases rather than addressing the issue as a whole.
[/p][p]And that is why we are doing some more upgrades. When we break it down to essentials, it seems that two things are particularly important to the core problem. One is that settlers are not choosing shortest paths when they perform their tasks, and the second is that construction/deconstruction/mining tasks are calculated by system trying to be smart which led to situations where settlers would zone out for a bit because they figured they would get trapped by performing those tasks.[/p][p][/p][p]First thing will be solved by smarter and optimized calculations that will take into account the settler's distance from a resource/pile/building. Ideally, this could also solve that long known issue where settlers would 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. But this is still in the trial and error way on our side, but we are experimenting with it.[/p][p][/p][p]Second thing should be solved by a system where settlers will build/dig/deconstruct in order you marked for them, with the preexisting benefit of avoiding getting trapped.
[/p][p]Here is the comparison between the current system (left) and this work-in-progress version (right). Notice how they'll prioritize your order of placement and how mining is no more zig-zag process but a smoother from-one-side-to-another approach.[/p][previewyoutube][/previewyoutube][p]But again, it’s worth noting that we are still experimenting with it and that there are different scenarios and factors we have to consider and will continue to do so. But it looks like a good progress, right?[/p][p][/p][p]In other news, we are also into bug fixing mode and are trying our best to cover the most vital issues. Some things are resolved with a simple save and reload, and if not - sharing your experience on Steam discussion is also valuable. The best thing you can do is report bugs via F10 and join our Discord server for direct communication with the team and other players.
[/p][p]So how does this all sound to you? Let us know in the comments. There is still more to do, to fix, to improve. While you wait, be sure to...[/p][p][/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Patch Notes (1.0.64)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (1.0.64) is now live on all platforms on the main branch, experimental branch and demo. 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.[/p][p][/p][h2]Quality of Life improvements[/h2]
  • [p]Memory usage optimization - The game should use 200-400mb less memory [/p]
  • [p]We’ve done some improvements with the way the game uses processor threads - this should give us small improvements in a bunch of places and should make the settlers “stand” still for shorter amounts of time while planning their next move.[/p]
  • [p]Room planning extra panel added - It allows you to plan which room you want to build and dynamically see must and can't have objects. [/p]
  • [p]Summer and Winter clothes can now be added as starting equipment in custom scenarios.[/p]
  • [p]Tooltip will no longer display "Last recruiting attempt" if the prisoner has never been recruit-attempted when hovering over prisoner recruitment percentage.[/p]
  • [p]Resources in Almanac now show what buildings they can be constructed with and in which production buildings they can be used for productions. [/p]
  • [p]Multiselection for the same crops now works.[/p]
  • [p]Alt+Click on objects will open almanac. Added to action info and tooltips (where applicable).[/p]
  • [p]Added hyperlinks to almanac Construction categories. Clicking on them will select the building if unlocked and is shown in the UI. Otherwise it will provide feedback why it's not available (locked or no materials).[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where event preparation wouldn't be cleared properly if Event Panel View was closed with ESC key.[/p]
  • [p]Fixed the issue where a settler with a retracted role was unable to choose another role.[/p]
  • [p]Fixed the issue where copying stockpiles and storages wouldn’t copy the "Allow Usage In Production" setting.[/p]
  • [p]Fixed the issue where copying a cropfield wouldn't copy its custom settings.[/p]
  • [p]Fixed the issue that caused the appearance of battle scales when closing the screenshot mode.[/p]
  • [p]Fixed the issue where the game’s UI wouldn’t appear after taking a screenshot.[/p]
  • [p]Fixed the issue where cutting down a fruit tree would not drop the fruit as well.[/p]
  • [p]Fixed the issue where moving objects via relocate tool from the room would not update room overlay.[/p]
  • [p]Fixed the issue where a fainted settler that's being carried to bed by another settler would go missing if the settler that has been carrying him died in that process.[/p]
  • [p]Fixed the issue where clay brick merlons had a wrong texture.[/p]
  • [p]Fixed the issue where the settlers/animals would remember drawbridge's path even after the drawbridge has been destroyed.[/p][p][/p]
[p]Known issues:[/p]
  • [p]Assigned Pets don't sleep with owners.[/p]
  • [p]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.[/p]
[p][/p][h3]Check the official 1.0 log if you missed important news, improvements and fixes.[/h3][p][/p][p]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.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (1.0.63)

[p]Greetings, players! The newest patch (1.0.63) 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. [/p][p][/p][h2]Quality of Life improvements[/h2]
  • [p]Memory usage optimization - The game should use 200-400mb less memory [/p]
  • [p]We’ve done some improvements with the way the game uses processor threads - this should give us small improvements in a bunch of places and should make the settlers “stand” still for shorter amounts of time while planning their next move.[/p]
  • [p]Room planning extra panel added - It allows you to plan which room you want to build and dynamically see must and can't have objects. [/p]
  • [p]Summer and Winter clothes can now be added as starting equipment in custom scenarios.[/p]
  • [p]Tooltip will no longer display "Last recruiting attempt" if the prisoner has never been recruit-attempted when hovering over prisoner recruitment percentage.[/p]
  • [p]Resources in Almanac now show what buildings they can be constructed with and in which production buildings they can be used for productions. [/p]
  • [p]Multiselection for the same crops now works.[/p]
  • [p]Alt+Click on objects will open almanac. Added to action info and tooltips (where applicable).[/p]
  • [p]Added hyperlinks to almanac Construction categories. Clicking on them will select the building if unlocked and is shown in the UI. Otherwise it will provide feedback why it's not available (locked or no materials).[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where event preparation wouldn't be cleared properly if Event Panel View was closed with ESC key.[/p]
  • [p]Fixed the issue where a settler with a retracted role was unable to choose another role.[/p]
  • [p]Fixed the issue where copying stockpiles and storages wouldn’t copy the "Allow Usage In Production" setting.[/p]
  • [p]Fixed the issue where copying a cropfield wouldn't copy its custom settings.[/p]
  • [p]Fixed the issue that caused the appearance of battle scales when closing the screenshot mode.[/p]
  • [p]Fixed the issue where the game’s UI wouldn’t appear after taking a screenshot.[/p]
  • [p]Fixed the issue where cutting down a fruit tree would not drop the fruit as well.[/p]
  • [p]Fixed the issue where moving objects via relocate tool from the room would not update room overlay.[/p]
  • [p]Fixed the issue where a fainted settler that's being carried to bed by another settler would go missing if the settler that has been carrying him died in that process.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] 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.[/p][p][/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]Foxy Voxel[/p]