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Going Medieval News

Experimental Branch Patch (0.27.08)

[p]Greetings, players! The newest patch (0.27.08) 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]Lightened the load on CPU based operations slightly, which should result in somewhat better performance.[/p]
[h3]Bugs and fixes[/h3]
  • [p]Fixed the issue that caused Settlers to sometimes take longer routes during the mining voxels procedure.[/p]
  • [p]Fixed the issue in which event cooldown info was displaying wrong information or was altogether missing.[/p]
[h3]Known issues:[/h3]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/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]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]

Patch Notes (0.27.07)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.27.07) is now live on all platforms on the main branch. 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]We mentioned this in our latest Medieval Monday Talk - Your settlers' AI should be overall smarter when it comes to performing their construction, deconstruction, mining and digging orders. This should also make situations where they trap themselves, getting stuck or making unreachable objects due to deconstruction orders, a rarer occurrence. Let us know how it goes.[/p]
[h3]Known issues:[/h3]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/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]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]

Medieval Monday Talk #67 - Street Smarts

[p]Greetings, medievalists![/p][p][/p][p]If you're on the experimental branch, you may have already noticed a quality-of-life improvement in how settlers handle construction and mining tasks. But what does it all mean?[/p][p][/p][p]If we ignore their stats, settlers in our game are not the brightest bunch when it comes to certain actions. They’ll do stuff that you order them to do, but the order in which they do it would sometimes… cause problems.
[/p][p]Take for example a building:[/p][previewyoutube][/previewyoutube][p]Deconstruction:[/p][previewyoutube][/previewyoutube][p]Mining:[/p][previewyoutube][/previewyoutube][p]As you can see, the will is there but they couldn’t figure out the order in which they would perform those actions so it doesn’t block them nor trap them. The problem would be additionally extrapolated by the complexity of constructions and amount of settlers on the map.[/p][p] [/p][p]It took a bit of a code overhaul when it comes to job prioritization, but we think we found a solid alternative thanks to this Rimworld mod. The new system would calculate positioning when it comes to construction/deconstruction/mining orders and “point” out the “right” position that would not affect other orders. This also means that settlers will work on jobs that do not create new enclosed regions, but will work on those "blocking" jobs if there are no more non-blocking ones left.[/p][p][/p][p]Here is how that will look in practice:[/p][previewyoutube][/previewyoutube][p]And here is the side by side comparison to see how big of a difference this new logic makes.[/p][previewyoutube][/previewyoutube][p] A nice bonus from the new job priority is that they first destroy the foundation and then the walls just fall, so they seem even smarter. Huzzah![/p][p] [/p][p]The system is still not perfect as there may be some edge cases that we miss, so do let us know if you see something off when it comes to this type of behavior.[/p][p] [/p][p]This logic has been on the experimental branch for a while now and we’ve seen no complaints about it. This usually means that the patch is ready for the main version, so keep your eyes peeled.[/p][p] [/p][p]How do you like this QoL stuff? Was mining/construction/deconstruction order something  that bothered you or you didn’t pay attention to it? Let us know in the comments. Until next time…[/p][p] [/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (0.27.07)

[p]Greetings, players! The newest patch (0.27.07) 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][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that allowed objects to be built on crops without the need to remove them.[/p]
  • [p]Fixed the issue in which Settlers were not gaining Speechcraft XP after trading.[/p]
  • [p]Fixed the issue that made it possible for you to talk with leaving merchants.[/p]
  • [p]Fixed the issue that prevented slopes from being mineable, except with right-click prioritize.[/p]
  • [p]Fixed the issue in which roofs had wrong combat colliders causing hits to miss, hits to register when they clearly missed, or hits to register much earlier than expected.[/p]
  • [p]Fixed the issue where roofs were selectable when hidden.[/p]
  • [p]Fixed the issue that made production sounds continue playing after the building is destroyed (yes, the bee sounds among other things).[/p]
  • [p]Fixed the issue that prevented siege weapons from being usable after multiple loads of the game.[/p]
  • [p]Fixed the issue that broke caravan resource filters after enabling and clearing filters.[/p]
[h3]Known issues:[/h3]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/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]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]

Experimental Branch Patch (0.27.05)

[p]Greetings, players! The newest patch (0.27.05) 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]
The only difference between the main and experimental branch is that exp has a smarter AI logic in it.
[/p][h3]Bugs and fixes[/h3]
  • [p]Fixed the issue where editing panel content would not appear upon the object selection that needed to display it (like stockpiles, shelves, etc).[/p]
[h3]Known issues:[/h3]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/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]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]