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Going Medieval News

Hotfix (0.11.11) notes

Greetings players! The newest patch (0.11.11) 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 auto-rotation would stop working for windows, doors, and fence gates in the blueprint phase.
  • Fixed the issue that caused infinite refueling in some cases.

[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.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • 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 (0.11.10) notes

Greetings, medievalists!

The newest patch (0.11.10) 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 occurred after an incursion, if the player un-drafts all settlers, they would be prone to getting stuck on the same food container if they were hungry.
  • Fixed the issue where editing a production that has already started affected that production when it should affect the next unit of that production

[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.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • 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

December Mini Update

Greetings medievalists!

December’s mini update is now live on Steam, Epic Games Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! We call this one a “mini-update” because it doesn’t have any new features, but rather a much-needed overhaul of existing ones.

But first, for an optimal user experience, we suggest that you:

[h3]Disable Mods if you have them[/h3]
Please note: if you are using unofficial mods (especially those related to crops) you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.

Now, onto the update - The core idea behind it is refactored production. Overall, the production process should be much less taxing on CPUs because it now runs on multiple threads. Production is now managed by a global list of productions, where settlers with appropriate jobs choose from that list. Before, settlers would search for production, and then they themselves would check if they could reach that production building and the resources needed for it. We’ll try to explain what that means for you, but before that, a warning:

NOTE: All old saves will have the production queues deleted when loading the game with 0.11.9

  • Settlers now use multi-pile hauls when bringing resources. This does not mean that they’ll bring several different resources at once, but if they find the same resource nearby (or on a pile), they’ll grab as much as they can.
  • Upon completing production, settlers will take the finished goods to a stockpile. For this to work, a couple of things have to be set:
    - Hauling must be enabled for the settler that worked on the production.
    - There must be a stockpile/shelf that can carry that resource.
    - Settlers will haul per priority (ex. butchering drops meat, leather, bones, and tallow. Settlers will only haul meat because it's the greatest priority).
    - There are still some situations that need to be ironed out. (ex. if a settler makes a meal and there is no stockpile for meals, but there is a stockpile for ash, the settler will carry ash to the stockpile. This isn't a bug, but seems strange).
  • Settlers stop bringing resources to production when a goal of greater priority is active. This means that they will go to sleep and not be stuck bringing resources to a production station until 3 in the morning).
  • If the production is set to use a specific resource, that resource will not be in the edit production list (eg. clay brick needs clay and fuel - clay will no longer be an option in the edit panel because only categories like fuel are now editable in that case).
  • UI has gotten a small overhaul in the production aspect. Nothing fancy, it’s just a bit more readable now.

[h3]Bugs and fixes[/h3]
  • Fixed the issue where settlers would rather go to resources farther away than resources that are 3m away but located on the upper floor.
  • Fixed the issues where wildlife animals would attack animals that are being roped or merchant’s animals.
  • Fixed the issue where Taming would appear on a Wildlife panel for merchant’s animals, if the panel is open when the merchant (with animals) arrives.
  • Fixed the issue where bushes and plants would float in some scenarios.
  • Fixed the issues that caused voxels built on beams to be unwalkable.
  • Fixed the issue where heavy crossbows and crossbows, upon their dismantlement, would give more mechanical parts than needed for production (creating an infinite source of mechanical parts).
  • Fixed the issue that allowed beams to be placed over barn doors.
  • Fixed the issue where beam blueprints were positioned in places that didn’t support them, causing them to float as a result.

[h3]Quality of life improvements[/h3]
  • When animals return from caravans, they will not be targeted by wildlife for 1 in-game hour. This is done to mend the issue that you reported with animals being attacked as soon as they enter.
  • Rain no longer has the dotted white particles when falling - should be a bit more clear what's happening.
  • Candles now flicker a bit (on shrines, candles, etc).
  • Shadows are now properly connected with objects & characters. Some shadows with strange geometry might appear with holes in them now (see alcohol barrel). Some small mending will take place.
  • Settlers can rope animals that are already being attacked. If the roping starts, all attacks on that animal will stop.
  • Bought animals are not targetable by predators for 1 hour after buying them.
  • Hitting a merchant's animal has the same effect as hitting the merchant, now.
  • The blueprint wall/voxel will immediately split a blueprint beam. In that case, the blueprint beam won’t be built until the wall/voxel is constructed first.
  • Settlers and animals will try to avoid sleeping on stairs and slopes.
  • Animals will not reserve resources when falling asleep.
  • Selling animals to a merchant removes all orders from the animals, along with the order icons.
  • If you edit something within the production in the edit panel (like choosing a different resource), a “*” symbol will appear, indicating the change.
  • Note for people playing on Epic Game Store - Achievements are incorporated into the Epic Game Store and they are the same as the Steam and GOG ones. We will not add new achievements before the game's official release since we are constantly updating the game and the systems are ever-changing.

[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.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this can happen again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • 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.

Nominate Going Medieval for a Steam award

Greetings medievalists!

November is coming to an end and that means that it’s time for the Steam Awards! While there are many games and categories to choose from, we (and Steam) think that the one that represents Going Medieval the best is the “Labor of love” category. Consider giving us a vote there and spread the word!

We’re constantly working on the game’s updates & patches and we try to be as transparent as possible with the development through our Medieval Monday Talks. Please know that our job is that much easier since you peeps are kind, amazing and helpful. We appreciate the support, regardless of the social platform, be that Steam discussions, Discord, Reddit or something else. This is very much your award as it is ours.

And, since it’s an Autumn Sale, Going Medieval is 20% off! Tell your friends, it’s only going to get better.

https://store.steampowered.com/app/1029780/Going_Medieval/

Here is a screenshot of one of the things you can expect from the next year:


Of course, not JUST that: You already know what’s coming in the Update #6.5, but this is just one of many things we are working on.

Voting will last as long as the Steam Autumn Sale, meaning voting closes on Tuesday the 29th of November 2022 at 7 pm CET.

Spread the love and mark us for the Labor of love award, tell your friends and we’ll see you in December with the next update.

Foxy Voxel

Medieval Monday Talk #29

Greetings medievalists!

Let’s end this year with a smaller, albeit much needed, update. The way production was calculated and all of the stuff tied to it required from us to do a bit of refactoring. Here are some examples of what you can expect in the Update #6.5, next month.

You know how before, settlers would collect wood one by one and then carry it back to a stockpile/production building? Collecting multiple wood piles before hauling was possible, but it was very much a system dependent on a couple of situations that we couldn’t take into consideration. Now, settlers will actively seek wood to fill their inventory capacity before they start hauling it to stockpiles/production buildings.

Here is how it worked before:


And here is how it will work with the upcoming update #7:


Also, remember how during sleeping time, when one person would roam the night and collect resources, since their goal was not completed? Now, settler’s priorities will kick in and stop the current stuff they are doing in order to meet those priorities.



Another situation worth mentioning is when a settler is working on a production building. Now, when they produce an item, if the hauling is turned on, they’ll immediately collect it and bring it to a stockpile. This situation is comparable to the scenario where a hunter successfully kills an animal and brings its carcass to a settlement.



Other things this refactoring will solve are; the issue where settlers would ignore production goals even though they have everything to perform them, where folks would not collect resources for production(and a fresh UI revamp for that system), when the settlers lack skill level, when the items in production lack resources and when the job priority is not aligned with settler behavior.

One thing to note is that once this new update comes, it will reset all the current work on your production buildings. It might appear bothersome, but in the end, it will offer a smoother gameplay experience.

That would be all for this Medieval Monday Talk. Remember, these Medieval Monday Talks might not happen every Monday, but we’ll try to keep them frequent enough - we want to continue to be as transparent as possible. While you wait for the next Update (coming in December), we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing features, or even suggest new ones.

Foxy Voxel