1. Going Medieval
  2. News

Going Medieval News

Happy Holidays!

Greetings medievalists!

It’s that time of the year - time to summarize this year and talk about what awaits us in the next one. Sooo this is not your regular Medieval Monday Talk, but rather a sequel to the same post from last year.

But before we go into the tease mode, we’d like to announce that Going Medieval is bundled with another medieval title from Render Cube folks - Medieval Dynasty! For a sweet Medieval combo experience, be sure to check the “Going Medieval Dynasty” bundle here on Steam.

https://store.steampowered.com/bundle/37525/Going_Medieval_Dynasty/

Now back to the topic. This year consisted of 14 Medieval Monday Talks, 5 big updates and a bunch of patches and hotfixes. As expected, Water was the most daunting update we’ve tackled (and still do). The original plan was to work on water once the game exits Early Access, but over the course of development it became evident that working on water will lay groundwork for future systems (like fire), how much you really want it, and allow you to take much prettier screenshots.

But where to next? Well, there are still some annoyances we want to solve: like settlers being stuck in water (usually occurs when swimming under constructed wharf), caravan appearing stuck upon return, going up the waterfall (plain silly) and inability to die from drowning (right now they actually die from exhaustion/starvation when stuck in water), and a couple of other issues. The majority of these things are solved with a simple save & load procedure, but still, it's unfortunate that it happens.

After that, we’d like to improve the game's loading time. Some of your settlements (submitted via F10) are huuuuuuuuuugeee and can take more than 5 minutes to load. We commend your patience, but you deserve a smoother experience.

We also promised drawbridges not that long ago, so we gotta honor that. We’ll throw in a couple of variants for gates, because what is a castle without gates (a pretty good castle, but still… you know)?

Last year we mentioned that fire and training will be a thing. As you know, water took their place (and time), but we are constantly experimenting with features. In fact, here is an example of one of our fire tests.

Keep in mind that this GIF is very early progress and may not reflect the final result.

We also want to lean a bit more to the role-playing aspects of the game, which will tie nicely to the prisoner system. Imagine this, after a hard battle with an enemy, you stand victorious and see some of them surrendering. You put them in prisons, but what now? Will you treat them badly and take them as a warning sign for your attackers? Or maybe you’ll be kind and try to convert them to your side? What happens if attackers come to take them back? Why not try negotiating? Maybe you can do something more beyond simply refusing or surrendering? Our additional dialogue options will allow that.

This, naturally, opens the door to the quests system which will allow for various minor and major goals you strive to achieve and hopefully makes every playthrough even more unique.

All of this should eventually culminate in a proper endgame where you’ll be able to attack other settlements, have siege weaponry and grand objectives.

And this is just broadly speaking. We haven’t even mentioned improving AI and upgrading existing features, modding options (still looking into it), improved tutorial, potential camera changes and various smaller QoL improvements. Keep in mind that all of the stuff mentioned above shouldn’t be an indicator of the chronology of the development, but we like to read players’ sentiments (in topics like these) and on our Discord server, to get a better understanding of our priorities and capabilities (depending on the availability of time).

But check the roadmap - we’re almost there!

Special shout out to "+ Plus Much More"

Finally, we want to thank you. Without trying to sound like a broken record, we really mean it. Your support here, on Discord, Reddit and various other social media channels is seen and appreciated. Also, special salutations to our Discord Mods and Community Helpers, as well as the super helpful folks here (you know who you are). We sincerely believe that you can get the most out of our game by sharing helpful tips and tricks with others (which you do) and be an inspiration to fellow players (which you are), as is evident by all of the settlements in screenshots.

From the 29th of December until the 8th of January, Foxy Voxel is on holiday (half of the team is away even starting next week and the majority of the team is celebrating Orthodox Christmas which falls on January 7th) when we’ll resume with our Medieval Talks, bug fixing, and all that jazz.

If you want a hobby/goal in the meantime, we suggest that you join our Discord server and participate in the #photo-challenge there. TLDR would be that we want to see utilization of water with your settlement in a creative way. Will you make your new kingdom in marshes? Are you creating complex aqueduct systems? Something unique? Up to you. The winner will get a special deep dive spotlight video on our Youtube channel, similar to the one here. So, head over to our Discord and show what you got there!

Merry Christmas, Happy New Year, and Holidays! See you next year, with more exciting Going Medieval news. Stay safe people!

Foxy Voxel

Patch Notes (0.16.10)

Hello, everyone. The newest patch (0.16.10) is now live on all platforms. 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 some lag/fps drop issues.
  • Fixed weird water behavior issues on maps where rivers would enter and exit the map in segments, over a period of time.
  • Fixed the issue where certain rivers would lack water in some areas once the map is created (e.g. Map seed: 1888939944, Mountain, Large).
  • Fixed the issue where a map would experience flood after some time, even when the player did nothing to alter the river’s course.
  • Fixed the issue where if the process of relocating production/furniture structures is interrupted, it would result in two structure piles and one of those would be unusable.
  • Fixed the issue where the swimming animation wouldn’t trigger for humans and animals in some scenarios.
  • Fixed the issue where animals and humans would be able to swim up the waterfalls and thus appear stuck in unreachable locations. Swimming up the waterfalls might still happen, so be sure to F10 if you encounter it.
  • Fixed the issue where settlers wouldn’t wake up if the rain fell on them or if the temperature turned super low while they were sleeping.
  • Fixed the issue where settlers would go through trees when walking on shallow water.
  • Fixed the issue where the room wouldn’t be detected as “Great Hall”, despite having all the necessary elements.
  • Fixed the issue where pens wouldn’t be detectable in certain scenarios.
  • Some audio fixes.

[h3]Quality of life improvements[/h3]
  • Fishing reel has been removed from fishing rod to maintain historical accuracy.
  • Bolts and food pouch are no more overlapping if the settler carries both at the same time.
  • Plants and trees will not have a shake effect if damaged by water, sunlight or temperature.
  • Settlers should be properly aligned with the chairs/stools they are sitting on.

[h3]Known issues:[/h3]
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • There is still some work to be done with animal’s swimming animations.
  • Humans and animals can't drown for some reason. Yay?
  • 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.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.

Hotfix (0.16.9)

Hello, everyone. The newest hotfix (0.16.9) is now live on all platforms. 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 the issue that prevented settlers from using doors/stairs/ladders as intended. Essentially, the way areas are connected has been fixed.

[h3]Known issues:[/h3]
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • There is still some work to be done with animal’s swimming animations.
  • Humans and animals can't drown for some reason. Yay?
  • 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.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.

Patch Notes (0.16.8)

Hello, everyone. The newest patch (0.16.8) is now live on all platforms. 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 potential memory leaks.
  • Fixed situations where the game would freeze in some scenarios.
  • Fixed the issue where pathfinding would not be detected if you tried to move a drafted settler that is located in water.
  • Fixed the issue where settlers wouldn’t refuel candles/scones.
  • Fixed the issue where certain buildings would be ignored for deconstruction order or would be stuck in the deconstruction process.
  • Fixed the issue where fish would disappear during season changes.
  • Fixed the issue that prevented proper fish spawning.
  • Fixed the issue where settlers would lose their assigned beds.
  • Fixed the issue where settlers would not obey orders that were assigned via right-click.
  • Fixed the issue where a red circle would appear if you spammed the right click for a drafted settler so they could enter a room.
  • Fixed the issue where a cut/harvest order didn’t work for saplings.
  • Fixed the issue where crows would appear for carcasses located in water.
  • Fixed the issue where enemies would spawn in low and deep water.
  • Fixed the issue where relocated braziers wouldn’t emit heat.
  • Fixed the issue where the bottom layer of ladders (floor) would disappear upon loading the game.
  • Fixed the majority of issues where settlers would go up some waterfalls and be stuck there. There are still some situations where they would go up the waterfall, but also down it, too. Please F10 it if you notice it.

[h3]Quality of life improvements[/h3]
  • Waterfalls have proper sound effects.
  • Slopes and stairs are not usable in deep water.
  • Unconscious animation for settlers in water has been added.
  • Water will pass through closed wicker doors.
  • Animals should not spawn in unreachable places.
  • Settlers should spawn closer to the map center upon starting a new game.

[h3]Known issues:[/h3]
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • There is still some work to be done with animal’s swimming animations.
  • Humans and animals can't drown for some reason. Yay?
  • 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.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.

Hotfix (0.16.7)

Hello, everyone. The newest hotfix (0.16.7) is now live on all platforms. 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 large lakes from appearing on hillside and mountain maps.
  • Fixed the issue where settlers wouldn’t fish despite being ordered to do so.
  • Fixed the issue that caused water overflowing in some cases, despite having obstacles that should have prevented such a scenario.
  • Fixed the issue that prevented settlers from going to sleep, caused by them fainting next to an infirmary bed.
  • Fixed the issue where the river's end was blocked by ground voxels and couldn’t flow out of the map. This also solves the issue where the water would cover the map and then simply vanish. Dev note: Fix will not work if you reload the existing save, so you’ll have to start the new game with seeds that had this issue.
  • Fixed the issue that caused settlers to appear as stuck, despite having a clear way out. Digging to expand the existing body of water was a thing that caused this.
  • Fixed the issue where mallards wouldn’t give meat when butchered.

[h3]Quality of life improvements[/h3]
  • Hillside maps are more balanced when it comes to terrain positioning.
  • Water will provide much less penalty for traversal. This should prevent situations where a settler would take a much longer path to its destination, rather than getting their feet wet.

[h3]Known issues:[/h3]
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • Settlers may sometimes lose bed assignments.
  • Settlers may not obey the right click -> prioritize order. This is part of the same issue that is causing the beds to lose their assignments.
  • Settlers can go up some waterfalls if a slope is generated under that waterfall.
  • Waterfalls are missing proper sound effects.
  • Humans and animals can't drown for some reason. Yay?
  • Animals are lacking in animation when swimming (they’ll appear as walking on water).
  • 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.
  • 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.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.