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Going Medieval News

Patch Notes (0.26.67)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.26.67) 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][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][/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]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Patch Notes (0.26.66)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.26.66) 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][h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where dig animations were missing for dirt voxels and slopes.[/p]
  • [p]Fixed the issue that prevented your Settlers from tending wounds of fainted Settlers via right-click prioritizing.[/p]
  • [p]Fixed the issue where sometimes fainted Settlers would not be carried to bed.[/p]
  • [p]Fixed the issue that prevented right-click prioritize tend wounds from working if you had no beds on the map.[/p]
  • [p]Fixed the issue where stools would have an offset collider for clicking on them.[/p]
  • [p]Fixed the issue that would turn some buildings invisible if you moved down layers to hide buildings and then loaded the game.[/p]
  • [p]Fixed the issue which prevented the use of wells for drawing water for production.[/p]
  • [p]Fixed the issue where buildings would appear as if they were still producing something if their production got cancelled mid animation.[/p]
  • [p]Fixed the issue that caused buildings to sometimes have wrong resource construction requirements visible (this would happen if you were relocating buildings and tried constructing another building).[/p]
  • [p]Fixed the issue where walls would sometimes wrongly divide rooms in the logic, causing wrong room type and content detection.[/p]
  • [p]Fixed the issue where insulation was not displayed correctly in the UI. Vertical insulation is now only displayed by roofs, traps, floors and rugs, the rest only display their default insulation.[/p]
  • [p]Fixed the issue in which siege weapons sometimes could not be selected.[/p]
  • [p]Fixed the issue that made the region map appear completely black after clicking on a Settler icon in the Form Caravan panel.[/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]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]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]

Experimental Branch Patch (0.27.04)

[p]Greetings, players! The newest patch (0.27.04) 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][p] The only difference between the main and experimental branch is that exp has a smarter AI logic in it and a bug fix tied to it. [/p][p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where prioritizing construction via right-click would first only make your Settlers deliver resources, and to finish construction you had to right-click prioritize again.[/p]
  • [p]Fixed the issue where dig animations were missing for dirt voxels and slopes.[/p]
  • [p]Fixed the issue that prevented your Settlers from tending wounds of fainted Settlers via right-click prioritizing.[/p]
  • [p]Fixed the issue where sometimes fainted Settlers would not be carried to bed.[/p]
  • [p]Fixed the issue that prevented right-click prioritize tend wounds from working if you had no beds on the map.[/p]
  • [p]Fixed the issue where stools would have an offset collider for clicking on them.[/p]
  • [p]Fixed the issue that would turn some buildings invisible if you moved down layers to hide buildings and then loaded the game.[/p]
  • [p]Fixed the issue which prevented the use of wells for drawing water for production.[/p]
  • [p]Fixed the issue where buildings would appear as if they were still producing something if their production got cancelled mid animation.[/p]
  • [p]Fixed the issue that caused buildings to sometimes have wrong resource construction requirements visible (this would happen if you were relocating buildings and tried constructing another building).[/p]
  • [p]Fixed the issue where walls would sometimes wrongly divide rooms in the logic, causing wrong room type and content detection.[/p]
  • [p]Fixed the issue where insulation was not displayed correctly in the UI. Vertical insulation is now only displayed by roofs, traps, floors and rugs, the rest only display their default insulation.[/p]
  • [p]Fixed the issue in which siege weapons sometimes could not be selected.[/p]
  • [p]Fixed the issue that made the region map appear completely black after clicking on a Settler icon in the Form Caravan panel.[/p]
[p][/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]

Medieval Monday Talk #66 - What’s Next

[p]Greetings, medievalists!
[/p][p]Have you checked our roadmap recently? It looks something like this:[/p][p][/p][p][/p][p]So, all the core mechanics and systems are in, but we are not done yet as we want to incorporate long awaited features, upgrade existing mechanics and incorporate more content. This is our road to 1.0 and what awaits you on that journey.
[/p][p]Drawbridges are things we’ve mentioned before, since our water update. It took a while to figure it out, but we are happy with the current result. We’re working on a 3d model and animation and we’ll share with you the final result soon.
[/p][p]Folks playing on the experimental branch can already experience our new smarter settler logic when it comes to performing their construction, deconstruction, mining and digging orders.[/p][p][/p][p]Another major quality of life improvement you have requested was the ability to queue up a chain of orders for the settler to do. It was not as simple a feature to implement and we’ll talk about some challenges we faced while incorporating it. There are still some QoL settler behavior and production control features that we want to implement, but this one sounds like it would solve a lot of micromanagement within your playthrough.
[/p][p]We heard you about adding new roles, too. The ones we are throwing in will complement different skills - some will lean onto intellect, some on speechcraft and some will be combat oriented. We’d love to hear what you think these new roles are.
[/p][p]We are also reworking the game mode, scenarios and difficulty to be an all-in-one system where you can customize your gameplay experience as much as you want. Peaceful players will be able to call raiders if they want to test their settlements. You’ll be able to adjust your start (as you can do now), middle (what type of events you want to have, how many settlers, etc.) and end (what type of endgame you want to have).[/p][p][/p][p]Speaking of endgame, we are working on Grand Objectives. But we’ll talk about it more when the time comes. 🙂
[/p][p]In addition to this, we are working on a complete tutorial overhaul, more perks, more backgrounds, more maps, more animals, more objects, more steam achievements and much more.[/p][p]
Expect more details about all these things in the upcoming weeks. They might not appear every week, but it’s always going to be a Monday.
[/p][p]Thanks to your support, we are able to push this forward and turn Going Medieval in the game we always wanted to play.
[/p][p]As a bonus, Going Medieval has a 25% discount as a part of Serbian Games Week. From Monday, September 22 ‘till September 28, gamers around the world will have the opportunity to browse, buy, or wishlist games made in Serbia. Some of over 120 games will be heavily discounted, while others will soon be published. Do check out the catalogue and see if something picks your interest.[/p][p][/p][p]https://store.steampowered.com/sale/serbiangamesweek2025[/p][p][/p][p][/p][p]Until next time…
[/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 (0.27.02)

[p]Greetings, players! The newest patch (0.27.02) 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 several crash occurrences.[/p]
  • [p]Fixed the crash that occurred when copying a production from a production building, destroying that production building and pasting the production again on another building.[/p]
  • [p]Fixed the issue where piles of 0 amount would appear (loading the game in this version will delete all bugged out piles of 0 amount).[/p]
  • [p]Fixed the issue where the game would start spawning 100-200 random piles of some production (the piles will stay in your settlements if you had this issue (Yay! Unless they are not bones or rot or something, then… dang). [/p]
  • [p]Fixed the issue where copying production would cause corrupted production in some cases (those 0 pile issues we mentioned before). Now, the game will delete those corrupted productions from production buildings.[/p]
[h3]Known issues:[/h3]
  • [p]Construction prioritization via right click is not working as intended at the moment. First time you order that way, they'll only bring resources. The construction will start the second time you make this order.[/p][p][/p]
  • [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]