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Going Medieval News

Experimental Branch Patch (1.0.57)

[p]Greetings, players! The newest patch (1.0.57) 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.

Update: This version is buggy and we reverted it to 1.0.56[/p][p][/p][h2]Quality of Life improvements[/h2]
  • [p]You can now move the building blueprint over the building they're trying to move.  (Example: if you want to relocate a bed one grid space lower, you can do that now.)[/p]
  • [p]Install pile/relocate building will not cancel placement if the building wasn't placed successfully after the left click.[/p]
  • [p]Holding left shift will not popup messages for locking camera layers until the camera is layer locked (Caps Lock).[/p]
  • [p]Large animals will prefer bushes, tall grass, animal feed and hay even more than before so as to make them not eat barley out of storage if possible.[/p]
  • [p]Cats will prefer milk and fish even more as to avoid them eating meals.[/p]
  • [p]Runaway event: Negotiator appears a bit sooner (from max 48h to max 30h).[/p]
  • [p]The negotiator sits on your map for a bit shorter time (max 16h).[/p]
  • [p]Saying no to negotiator after runaway will result in attack more often (the friendliness impact is stronger).[/p]
  • [p]Clearer messaging implemented when right clicking on a Trader without a selected settler.[/p]
  • [p]Additional messaging in Prisoner right click menu.[/p]
  • [p]Ass/Donkey pregnancy lasts shorter now (20 days -> 16 days).[/p]
  • [p]The chance of male and female Asses/Donkeys breeding is now 20% instead of 10%.[/p]
  • [p]The taming duration is shortened on some animals as it was taking a bit too long when setter skill was factored in.[/p]
  • [p]Rebalanced other pregnancy chances for animals that are few in numbers during gameplay.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where enemies would end up stuck on ladders in certain situations.[/p]
  • [p]Fixed the issue where unmarked grave foundations would be visible when hiding layers.[/p]
  • [p]Fixed the issue that prevented seasonal apparel override from working as intended.[/p]
  • [p]Fixed the issue that made settlers stuck into an infinite plant crops loop.[/p]
  • [p]Fixed the issue where the settlement name would be wrongly named in historical records when attacking enemy camps/settlements and during ambushes.[/p]
  • [p]Fixed the issue where the archers range would never disappear after undrafting settlers.[/p]
  • [p]Fixed the issue where the “Merry” effector wasn’t properly triggered.[/p]
  • [p]Fixed the issue where settlers would fall down when deconstructing ladders/stairs.[/p]
  • [p]Fixed the issue where photo mode screenshot would be completely white upon taking the screenshot.[/p]
  • [p]Fixed the issue that made raiders stand still in some scenarios if your settlers occupied ladders.[/p]
  • [p]Fixed the issue where settlers wouldn’t build construction when an animal/settler was in a way where the blueprint is.[/p]
  • [p]Short term fix for settlers taking a long route for their goals, when the shorter path is clearly visible. Let us know how this goes.[/p]
  • [p]Fixed the issue where Rugs would have only Human skin entry in Almanac.[/p]
  • [p]Fixed the issue where clicking on rugs in the rugmaking research node wouldn’t take you to the almanac entry.[/p]
  • [p]Fixed the issue that caused weird hauling behaviors.[/p]
  • [p]Fixed the issue where battle balance scales would be visible in the screenshot mode.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p] Assigned Pets don't sleep with owners.[/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]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 (1.0.56)

[p]Greetings, players! The newest patch (1.0.56) 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.

Update: 1.0.57 was reverted to this version as it was way to buggy with those recent patches. We are looking into it. Have patience![/p][p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.,[/p]
  • [p]Fixed the issue where some players wouldn’t move beyond splash screen (Foxy Voxel & Mythwright logo).[/p][p][/p]
[h3]Known issues:[/h3]
  • [p] Assigned Pets don't sleep with owners.[/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][/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 (1.0.55)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (1.0.55) is now live on all platforms on the main branch, experimental branch and demo. 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]When Screenshoting in Photo Mode, a Steam screenshot is also created and saved appropriately.[/p]
  • [p]“Tainted” item stats are now listed in the Almanac entry for clothes.[/p]
  • [p]Additional info has been added when hovering over items in the barter panel.[/p]
  • [p]Fishes spawn a bit faster now and have a slightly lower temperature threshold. Before, Marsh maps would sometimes be fishless for a long time due to this.[/p]
  • [p]When hovering over book cost when a research node is selected, a tooltip will tell you the resource name, and amount you have vs the amount needed for the unlock.[/p]
  • [p]Shelves now have High hauling priority by default instead of Low.[/p]
  • [p]Speechcraft has been removed from the gaoler job as it was not doing anything. Gaoler jobs don't give XP as they are unskilled work. Settlers can still be passionate about being a gaoler. This will result in a nice mood boost when doing the job.[/p]
  • [p]Ramp up for event difficulty is a bit lighter, so that the 3x raid in the ‘Lone Wolf’ scenario would not be too difficult.[/p]
  • [p]Raids should happen a bit more often in general.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that prevented certain migrated saves from being loaded.[/p]
  • [p]Fixed the issue where settlers would break the hold ground rule and attack folks below by going down the stairs/ladders. they should not do so in the hold ground stance.[/p]
  • [p]Fixed the issue where settlers would teleport through the ground into underground water and end up drowning as a result.[/p]
  • [p]Fixed the issue where a single fence, upon being placed, would sometimes be rotated differently from the initial preview.[/p]
  • [p]Fixed the issue where piles hauled by pets, that are selected to go on a caravan, would get deleted if the caravan leaves before the pet finishes hauling.[/p]
  • [p]Fixed the issue that caused selecting through other buildings to work on 3 clicks rather than 2.[/p]
  • [p]Fixed the issue that made archers and siege weapons shoot their ammunition through ground.[/p]
  • [p]Fixed the issue where sleeping particles (Zzz) would stay active even when the settler was awake.[/p]
  • [p]Fixed the issue that caused wrong stability info to appear in the tooltip in certain moments.[/p]
  • [p]Fixed the issue where blueprints that require stability (like beams) would block construction of buildings that would enclose a region.[/p]
  • [p]Fixed the issue that allowed beams to be built while being attached to unfinished constructions.[/p]
  • [p]Fixed the issue where sometimes room type wouldn’t be detected/updated properly.[/p]
  • [p]Fixed minor text issues.[/p]
[p][/p][h3]Check the official 1.0 log if you missed important news, improvements and fixes.[/h3][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]

Thank you to our players!

[p]Greetings, medievalists![/p][p][/p][p]It’s been 7 days since Going Medieval launched into 1.0 - we are so pleased to see everyone jumping in for the first time or coming back to revisit the game in 1.0! [/p][p][/p][p]Thank you for all the support, feedback, and kind words - it genuinely means a lot to us and motivates us to keep pushing the game forward.[/p][p][/p][p]The launch week brought in a lot of players, and with that, a lot of valuable feedback. Some issues still need attention, and we’ve been actively going through your reports, notes, and suggestions.
[/p][p]What stood out the most is how collaborative this process has been. You report an issue, we ask for details, and you follow up. That kind of back-and-forth helps us improve the game much faster, and we’re very grateful for it. You have patience and understand the importance of bug fixes before new content is released. We thank you for that.[/p][p][/p][p]So, what’s next? Right now, the priority is clear: stability, crashes, and critical issues.
[/p][p]Going Medieval is a complex game with many interconnected systems, which means some rare edge cases only appear at scale. That’s what we’re focusing on resolving crashes, game-breaking issues, and improving overall performance so everyone can enjoy the game without interruptions.[/p][p][/p][p]Some problems only became fully visible after launch - things like improved pathfinding, hold ground behavior, shooting through walls, or settlers not tending properly. Thanks to your reports, we’ve already identified most of the critical ones, and fixes are on the way.[/p][p][/p][p]After that, we’ll shift more of our focus toward quality-of-life improvements and new content.[/p][p][/p][p]We have big plans for Going Medieval, and with a community like this, we’re excited to keep building on what’s already here. We’ll share more about that in the coming months.[/p][p][/p][p]Until then, keep playing, keep sharing your feedback, and be sure to…[/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 (1.0.54)

[p]Greetings, players! The newest patch (1.0.54) 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]When Screenshotting in Photo Mode, a Steam screenshot is also created and saved appropriately.[/p]
  • [p]“Tainted” item stats are now listed in the Almanac entry for clothes.[/p]
  • [p]Additional info has been added when hovering over items in the barter panel.[/p]
  • [p]Fishes spawn a bit faster now and have a slightly lower temperature threshold. Before, Marsh maps would sometimes be fishless for a long time due to this.[/p]
  • [p]When hovering over book cost when a research node is selected, a tooltip will tell you the resource name, and amount you have vs the amount needed for the unlock.[/p]
  • [p]Shelves now have High hauling priority by default instead of Low.[/p]
  • [p]Speechcraft has been removed from the gaoler job as it was not doing anything. Gaoler jobs don't give XP as they are unskilled work. Settlers can still be passionate about being a gaoler. This will result in a nice mood boost when doing the job.[/p]
  • [p]Ramp up for event difficulty is a bit lighter, so that the 3x raid in the ‘Lone Wolf’ scenario would not be too difficult.[/p]
  • [p]Raids should happen a bit more often in general.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that prevented certain migrated saves from being loaded.[/p]
  • [p]Fixed the issue where settlers would break the hold ground rule and attack folks below by going down the stairs/ladders. they should not do so in the hold ground stance.[/p]
  • [p]Fixed the issue where settlers would teleport through the ground into underground water and end up drowning as a result.[/p]
  • [p]Fixed the issue where a single fence, upon being placed, would sometimes be rotated differently from the initial preview.[/p]
  • [p]Fixed the issue where piles hauled by pets, that are selected to go on a caravan, would get deleted if the caravan leaves before the pet finishes hauling.[/p]
  • [p]Fixed the issue that caused selecting through other buildings to work on 3 clicks rather than 2.[/p]
  • [p]Fixed the issue that made archers and siege weapons shoot their ammunition through ground.[/p]
  • [p]Fixed the issue where sleeping particles (Zzz) would stay active even when the settler was awake.[/p]
  • [p]Fixed the issue that caused wrong stability info to appear in the tooltip in certain moments.[/p]
  • [p]Fixed the issue where blueprints that require stability (like beams) would block construction of buildings that would enclose a region.[/p]
  • [p]Fixed the issue that allowed beams to be built while being attached to unfinished constructions.[/p]
  • [p]Fixed the issue where sometimes room type wouldn’t be detected/updated properly.[/p]
  • [p]Fixed minor text issues.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p] Assigned Pets don't sleep with owners.[/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]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]