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Going Medieval News

Experimental Modding Introduction (0.21.11)

Greetings, medievalists!

The newest patch (0.21.11) is now live on all of the 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.

As mentioned before, Update 13 will come with the official mod support and Going Medieval Workshop on Steam with the in-game integration. All our updates first come to the experimental branch and Update 13 is no exception. We would like you to join and start working on mods for the new system. This is also an opportunity for your mods to be one of the very few first ones on GM workshop once we launch this.

To create and use the mods during the experimental phase, you will need to do a couple of steps:

Basic Modding Support (v1) covers Json file modding (e.g. adding Perks and Backgrounds), creating localizations and scenario mods. This is just the initial set of features that we will support from the next update. Advanced Modding Support (v2) will add mod.io for non Steam players, integration of custom modding meshes (3D models), audio and much more by the time Update 16 goes live.

While GOG and EGS Players don’t have access to the Workshop, nothing prevents you from using the mods by putting them in the C:\Users\[username]\Documents\Foxy Voxel\Going Medieval\Mods

The best place to discuss Going Medieval modding is in the #modding channel on our Discord server. We hope we’ll see you there with some wonderful creations.

Note: You must accept the EULA first to access mods and modding options in the game. Click on the "Mods" option on the Home Screen and then select "Accept."

Happy modding and let us know how it goes! Until next time,

Stay medieval!

Foxy Voxel

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Patch Notes (0.20.24)

Greetings, medievalists! The newest patch (0.20.24) 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 several crash occurrences.
  • Fixed the issues where prioritizing taming/recruiting/shackling via right click would direct settlers to a different animal/prisoner than the ones that have been selected.
  • Fixed the issue where a settler’s health bar doesn't disappear after it gets back to 100%.
  • Fixed the issue where settlers wouldn’t escort prisoners to their cells due to them waiting on the recruitment. Now, recruitment will only happen within prison cells.
  • Fixed the issue where prisoners that surrender while being on ladders would end up stuck there, along with the settler that attempted escort.
  • Fixed the issue where you could build stairs on locations with trees and without the need to cut those trees first.
  • Fixed the issue where copying/relocating Armour Rack would deselects Clothing and Body Armor on the new location, regardless of the original settings.
  • Fixed the issue where settlers wouldn’t close windows in some situations.
  • Fixed the issue where graves with bodies in them would never be hidden when moving down layers.

[h3]Known issues:[/h3]
  • 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.
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 a bit different as experimental is helping us test memory leaks within the game. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

Foxy Voxel

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Patch Notes (0.20.23)

Greetings, medievalists! The newest patch (0.20.23) 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 several crash occurrences.
  • Fixed the issues where wounded settlers would end up in a loop where they are moved from an infirmary bed to an infirmary bed.
  • Fixed the issue where grilles from portcullises would turn invisible in some situations.
  • Fixed the issue where settlers that went on a caravan trade would be marked as dead in historical records.
  • Fixed the issue where random stuff on the map would turn forbidden for no reason.
  • Fixed the issue that allowed pets, domestic animals and other NPCs to idle in prison cells.
  • Fixed the issue where settlers would deconstruct ladders from the bottom, causing them to get stuck in the process.
  • Fixed the issue that prevented ladder placement below socketable buildings (banners, torches, etc).
  • Fixed the issue that caused settlers to sometimes lose their assigned rooms during their caravan travel.
  • Fixed the issue where a silver wall torch would have intensity options in its setting.

[h3]Quality of Life improvements[/h3]
  • Sitting depressed idle animations have been added to prisoners.

[h3]Known issues:[/h3]
  • 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.
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 a bit different as experimental is helping us test memory leaks within the game. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

Foxy Voxel

Discord Reddit X/Twitter TikTok Facebook

Patch Notes (0.20.21)

Greetings, medievalists! The newest patch (0.20.21) 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 several crash occurrences.
  • Fixed the issue where prisoners would sometimes not be sleeping in their cells.

[h3]Quality of Life improvements[/h3]
  • Surrendered prisoners will try to use doors set to always open when attempting their escape (if available).
  • Prisoners that come with merchants shouldn’t all stay in the same place and overlap, now.

[h3]Known issues:[/h3]
  • 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.
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.

Foxy Voxel

Discord Reddit X/Twitter TikTok Facebook

Patch Notes (0.20.20)

Greetings, medievalists! The newest patch (0.20.20) 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]Bugs and Fixes[/h3]
  • Fixed the issue where some NPC merchants and folk with roles wouldn’t partake in your events.
  • Fixed the issue that caused walls/buildings to float in the air in some situations.
  • Fixed the issue where in some situations a settler upon completing fishing and starting hauling of the fish would drop their healing kit in the process.
  • Fixed the issue where prisoners that come with merchants would trigger “settlers are starving” message.
  • Fixed the issue where in some cases you were not able to put a socketable building on a wall with the game saying that the space is occupied, even though it wasn’t.
  • Fixed the issue where a Warden wouldn't recruit prisoners if there was another prisoner with labor turned on.
  • Fixed the issue where settlers couldn't construct floors over holes that are right in front of doors, citing they can't find a path to it.
  • Fixed the issue where shelf forbidden indicators wouldn’t show up in some cases upon loading the game.
  • Fixed the issue where prisoners would sleep/rest with a stand animation.
  • Fixed the issue where a settler wouldn’t eat food in some situations.

[h3]Quality of Life improvements[/h3]
  • You can now strip prisoners via right-click prioritization.

[h3]Known issues:[/h3]
  • 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.
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.

Foxy Voxel

Discord Reddit X/Twitter TikTok Facebook