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Going Medieval News

Experimental Branch Patch (0.19.8)

Greetings players! The newest patch (0.19.8) 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.
  • Fixed the issue where people would shoot arrows through the walls.
  • Fixed the issue where a merchant with their bodyguards would leave the map, despite the event with them still being active.
  • Fixed the issue where changing the room type while the Room Overlay view was active would cause visual glitches.
  • Fixed the issue that caused fps drops when settlers were hunting animals.
  • Fixed the issue where stars would not appear for the Stewarding job.
  • Fixed minor text issues.

[h3]Quality of life improvements[/h3]
  • A confirmation window is added to the reroll buttons in the Character Creation screen.
  • Friendliness modifiers towards the visitor's faction will occur only once at the end of the event, now.
  • Hovering on the Art in the Jobs tab will show you on which building it can be used.

[h3]Known issues:[/h3]
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • 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 very 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 (0.19.7)

Greetings players! The newest patch (0.19.7) 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.
  • Fixed the issue that prevented EGS and GOG players from loading the game.
  • Fixed the issue that caused raiders to appear on the map and just idle, never to attack.
  • Fixed the issue where the edits made to heraldry in-game would not appear visible in the game.
  • Fixed the issue where merchants who are invited to feasts would lose their overhead marker and would not get it back even when the feast ended.
  • Fixed minor text issues.

[h3]Quality of life improvements[/h3]
  • Removed ‘Combat’ from job preferences as it clashed with some of the existing preferences. Now, only Melee and Ranged combat preferences exist.
  • Role Jobs will influence settler’s preference. Meaning, that some settlers will get positive/negative mood modifiers from being a priest, bard or druid.
  • Pseudonyms influence job preferences now, too.
  • ‘Trading’ preference is added to the list of preferences. Settlers with this preference will get positive mood buffs when trading.
  • Creation of all art things (tapestries, statues, paintings) is influenced by Art skill and under Art job. Before, these things were tied to various jobs and skills (‘carpentry’ and ‘construction’ were used for statues, ‘tailoring’ for tapestries, and ‘intellectual’ for paintings).
  • Room overlay visuals have been tuned in appearance to avoid clutter, depending on the zoom level and layer you are observing.
  • Another bard being idle animation has been added.
  • Visitors with roles will provide events buffs like your settlers with roles would.
  • Visual adjustments have been made to food that appears on the table once the feast starts, to be more in sync with the feast's content.

[h3]Known issues:[/h3]
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Raiders will still idle and not attack if the only entrance to your settlement is via a door that is located underwater.
  • 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 very 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 (0.19.5)

Greetings players! The newest patch (0.19.5) 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.
  • Fixed a few UI issues.
  • Fixed minor text issues.

[h3]Quality of life improvements[/h3]
  • Wooden Fence and Ornate Wooden Beam have been added to the game (located in the Decorative Structures II in the Research tab ).

Food quality used for feast events has received rebalancing:
  • Food types like human meat, animal feed and rot have way lower quality now.
  • Rough wine effectiveness was readjusted.
  • Adding a high level role will not add so many quality points to the event quality.
  • The amount of points that food quality would give has been lowered. It was too easy to make an excellent feast even with rot served.

[h3]Known issues:[/h3]
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
  • 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 very 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 (0.19.4)

Greetings players! The newest patch (0.19.4) 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 a lot of crash occurrences.
  • Fixed the issue where an event would fail to happen if one of the participants was missing. Now, the event will start if there is at least one participant in it. If an event participant is locked and prevented from participating in it, they’ll be removed from the event.
  • Fixed the issue where incorrect jobs were listed when performing certain actions.
  • Fixed the issue where in some situations, a settler would be stuck in a loop where they'd try to build a blueprint but would drop a resource as a result.
  • Fixed some text issues.

[h3]Quality of life improvements[/h3]
  • Bard can now come from any faction type.
  • Religious alignment of some factions have been changed.
  • Selecting a prompt pop up will pause the game now.

[h3]Known issues:[/h3]
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
  • 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 very 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 (0.19.3)

Greetings players! The newest patch (0.19.3) 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 a lot of crash occurrences.
  • Fixed the issue where Job Priorities would reset after load.
  • Fixed an issue where visitors might leave the map during the event and cause a crash.
  • Fixed an issue where visitors couldn’t spawn because there was no friendly village that matched all requirements.

[h3]Known issues:[/h3]
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
  • 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 very 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