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Medieval Monday Talk #52 — Impactful Entrance

Greetings, medievalists!

Sooo… remember gates? While working on them, we were reminded once again of the stability issues they can cause. You know how raiders tend to target doors during their attacks? Destroying those doors can sometimes create holes in your structures, especially on the upper floors, which can compromise their stability. It’s an unfortunate situation, but one that’s likely to happen. Now, imagine applying that same logic to gates. You can probably see how their destruction could lead to chain reactions, collapsing buildings and multi-storey fortresses.



That’s why we’re tweaking door and gate mechanics a bit. When their health falls below 20%, they’ll enter a broken state. Broken doors and gates will have a different, semi-open appearance and will allow everyone to pass through them. That’s right—you won’t be able to close or lock these gates and doors until they’re repaired to at least 80% health. Until then, be wary of enemies and animals. But don’t worry, it’s not all grim—we’ll be increasing the health of doors. Gates, however, will still be more durable because, well… those things can be huge.



In another episode of “hey, your feedback is pretty cool”, we’ve decided to introduce another variant for the gate - Ornate gate. The Ornate gate (and ornate tall gate) is a bit more resource demanding, but dang it does it look slick. This is for all you posh enjoyers. And as a bonus, we added shape variants for all doors, gates and tall gates, because, well, why not? Unfortunately, portcullises don’t have these variants because it looks a bit silly.



Now, regarding the upcoming update: the good news is that it’s coming to the experimental branch before September ends. The bad news is that we're still trying to point the right date, so you can experience as few bugs as possible. Sure, that's what the experimental branch is for, but we don't take you for granted. Once it goes live there, it will stay on the experimental branch for a couple of weeks before being pushed live on the main/default branch. Want to help us find those experimental bugs? Be sure to join the experimental branch and post your impressions on the experimental subforum.

While you’re getting ready for the new update, let us know how the new door and gate logic sounds to you. It should be interesting, right? Share your thoughts in the replies, and until the experimental branch goes live…

Stay medieval!

Foxy Voxel

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Experimental Branch Patch (0.19.38)

Greetings players! The newest patch (0.19.38) 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.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.

[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.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches without floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one with 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.

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!

Foxy Voxel

Experimental Branch Patch (0.19.36)

Greetings players! The newest patch (0.19.36) 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.

[h3]Bugs and Fixes[/h3]
  • Fixed several crashes related to using quit to main menu option.

[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.
  • Some text keys are still not translated.
  • 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.

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!

Foxy Voxel

Experimental Branch Patch (0.19.34)

Greetings players! The newest patch (0.19.34) 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.

[h3]Bugs and Fixes[/h3]
  • Fixed crash that happened when you right-clicking on resources with no settler selected.

[h3]Quality of Life improvements[/h3]
  • Search save game has been added to the load game panel.

[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.
  • Some text keys are still not translated.
  • 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.

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!

Foxy Voxel

Experimental Branch Patch (0.19.33)

Greetings players! The newest patch (0.19.33) 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.

[h3]Bugs and Fixes[/h3]
  • NOTE: We’ve reverted back the issue where changing the background of a settler via customization would not refund the creation point cost, as the new fix from .32 introduced new issues
  • Fixed the issue where the sacrifice quality for the ritual would always be -50, regardless of its content.
  • Fixed the issue where if you try to prioritize a settler to do something that is not reachable, the settler would just stand idle and then do something else. Now, the message will appear and tell you about stuff not being reachable.

[h3]Quality of Life improvements[/h3]
  • Events that are canceled during the gathering phase won't give penalty anymore. They will end without any outcome, 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.
  • Some text keys are still not translated.
  • 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.

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!

Foxy Voxel