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Going Medieval News

Modding Branch Update (0.23.9)

Greetings, moddievalists!

This is a post for all you modders on the modding branch.

We pushed a couple of fixes to the GitHub project addressing editor building into wrong group, not building, bugging out after deleting etc. Overall, we fixed various bugs related to the github project that prevented proper modding experience.

It's best if you re-export your addressables after you update.

For those of you wanting to play with the shader parameters, we started documenting them here.

And again, this is very important:

NOTE: Some of your mods may not work with this update, so be sure to check them and adjust the code accordingly. That way, once this update goes live on the main branch it will not break your mods.


If you missed original Modding 1.5 update, you can look at it here.

Have any issues with this? Join our Discord and let us know.

Happy modding and stay medieval!

Foxy Voxel

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Modding Branch Update (0.23.6)

Greetings, moddievalists!

Modding 1.5 (0.23.6) is live on the modding branch. With it, you are now able to add meshes, sprites and textures into Going Medieval.

All of the necessary instructions can be found on our website or the Steam guide that just received an update.

Our github covers all of this, too, and is a good starting point.

Bunch of json files are now changed and include MeshVariations for loading custom mesehs, textures and setting shader parameters.

In additon to that, we've also added a new batch of moddable jsons.

Constructables/ConstructableQualitySettings.json
Constructables/StabilitySettings.json
Constructables/ThermalModels.json
Constructables/UniversalStorage.json

Data/DaysFromStartMultipliers.json
Data/DifficultyOptions.json
Data/GameDifficulty.json
Data/ObjectActionData.json
Data/PlantShapeRepository.json
Data/ReligionConfig.json
Data/RoomTypes.json
Data/StartingEventSchedule.json
Data/WeatherEvents.json

GOAP/JobPriority.json
GOAP/Job.json

Worker/GenerationRules.json

And this is very important:

NOTE: Some of your mods may not work with this update, so be sure to check them and adjust the code accordingly. That way, once this update goes live on the main branch it will not break your mods.


Happy modding and stay medieval!

Foxy Voxel

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Patch Notes (0.22.39)

Greetings, medievalists! The newest patch (0.22.39) 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]Bugs and Fixes[/h3]
  • Fixed the issue where fire wouldn’t be visible when triggered.

[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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Medieval Monday Talk #61 - Heavy Weaponry

Greetings, medievalists!

It’s time to talk about siege weaponry, about the existing one and the new ones. The infamous trebuchet will finally receive the necessary nerf - no longer will they snipe your settlement from the opposite corner of the map. Yup, now they’ll have a range. This also means that trebuchets will be constructible. So, the raiders will have to approach your settlement close enough for it to be within the trebuchet’s range, and then they’ll start constructing it (thanks to our new AI).


But don’t worry, for you’ll be able to construct trebuchets, too! You will also be able to construct Ballistas and Onagers. Ballista is an ancient missile launcher designed to hurl javelins. It is a very precise weapon, whose range increases the higher the object is in position. When it comes to weapons for your towers and walls, ballistas are things that you want to have.

Onager is a catapult equipped with a “spoon” on a rigid arm. It will have a smaller range when compared to trebuchet, but its firing speed will be faster and it will fire multiple smaller projectiles.


Each one of these weapons will be buildable and upon their creation be spawned as a building pile. You will be able to install those piles wherever you want, as long as there is enough space for them. Raiders, too, will be able to use all of those siege weapons.

However, using these weapons will not happen automatically - you will have to direct them to their targets. Also, they will need ammunition. Different buildings will provide different ammunition, depending on the siege weapon. More on that in the official update log when it comes.

How does this sound to you? What’s your preferred siege weapon? Let us know in the comments and be sure to…

Stay medieval!

Foxy Voxel

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Patch Notes (0.22.38)

Greetings, medievalists! The newest patch (0.22.38) 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]Bugs and Fixes[/h3]
  • Another potential fix for players that reported that their settlers would freeze after some time.

[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

Discord Reddit X/Twitter Bluesky TikTok Facebook