1. Going Medieval
  2. News

Going Medieval News

Mid-June Update

Greetings medievalists!

We really want you to have some unique experiences within our game, and we are striving to make sure you’re informed about the game development. Here is what we’ve been working on:

[h3]Map Borders have special constraints now![/h3]


A special area that consists of 10 blocks from the map edge is marked red, indicating that it will not be possible to mine, place buildings or add crop fields there.

This is done to balance some game features and also to allow events to happen properly. Don’t worry - there is still plenty of space to use for your settlement!

[h3]Wounds can have real consequences now![/h3]


You think that health depletion is the only thing that occurs when people get wounded in Going Medieval? Think again, because we expanded that system too!

Health is no longer just a hitpoints bar. It's now expanded to HP, blood, pain, and consciousness. Here is some info regarding those stats:

Blood
  • If blood runs out, the villager will die.
  • As blood runs out at certain thresholds, the villager will lose chunks of consciousness.
  • Wounds have amounts of bleeding. Take care of those injuries or the villagers will bleed to death.
Pain
  • A villager will have pain inflicted with every hit.
  • At every pain threshold, the villager will lose some consciousness and have negative mood modifiers.
  • Pain at its maximum will only result in a large amount of consciousness being lost due to shock from the pain.
Consciousness
  • If consciousness reaches 10% the villager will faint.
  • Villagers will have impaired motor functions (working, walking, fighting) when consciousness is damaged.
  • Not eating for a long time or not sleeping will result in the loss of consciousness.
  • Certain weapons like blunt weapons deal a massive amount of damage to consciousness but don't inflict bleeding.

When your villagers get wounded, they'll have to receive care from others. Based on wound severity, they might start losing consciousness too.

But that's not all…

Each weapon has a list of wounds it can inflict to the head or the body of the target. Each wound has a threshold parameter that determines if the wound will be inflicted when a strike happens.

This way we make sure that heavy wounds won't be inflicted by the stab of a dagger that has 1x damage. Each wound has a list of effects like; slowing down walk speed, increasing miss chance (if a hand is hurt), amount of bleeding, amount of pain inflicted, etc. This is awesome as it opens the possibility of adding crazy effects to some weapons. Think about it! Magical daggers! Flaming swords! Poisoned arrows! We’ll just leave the file that controls those things unprotected somewhere, so you can dabble in it… if you want, of course.

All effects from the wound scale down proportionally with the severity of the wound. Severity can be decreased by a healing procedure.

All of this seems a bit overwhelming, and you might be asking yourself - How the heck do we handle this? Here is a bit info on the healing:

Hitpoints replenish 2x faster while sleeping.
Blood and Pain replenish (diminish) faster while resting. Sleeping is important!
We’ve added a new type of job - Resting!
  • Resting is an order to use work hours to rest in a bed.
  • Resting in bed results in wounds healing faster
  • Only a worker resting can be tended by a doctor

If a villager is unconscious, another villager that has the Tend job marked will pick up their body and bring them to a free bed and tend their wounds.
Tended wounds don't bleed but still have other effects.
Tending quality depends on medicine skills and the quality of the healing kit used.
There is also a chance someone with a low medicine skill will fail to tend a wound that will result in the severity being increased.
A wound is tended for 24h, after that it needs to be tended again.

[h3]We have a tutorial database![/h3]


So you are playing the game and want to learn some features and commands faster on the go? Good news - we’ve added a functional almanac in the game that acts as an in-game Wikipedia/database of everything in the game. It acts as a tutorial at the same time.

At the moment it only provides basic tutorials via pop-up notifications, and we’ve added only resources and construction info. We will continue filling it with the content as we go. Also, the information given in every entry will be expanded.

Almanac has a functional search segment to search any keyword player might look for.

As you can tell, we are working on the beta build of the game big time! Do you want to play it? Sign up here:

https://bit.ly/GoingMedievalBeta

And then check our Discord Server to get the latest news on the developments from the devs themselves. A lot of cool people are there.

See ya soon!

Foxy Voxel Team

Follow us on Twitter: https://twitter.com/going_medieval

See the trailer for the game here:
https://www.youtube.com/watch?v=Wy_rW95WtmA

June update

Greetings medievalists!

It's been a hell of a month! Alpha testing and fixing, partnership announcement, and some new things we managed to implement based on your feedback!

Let's start with the new stuff, shall we:

[h3]The event scheduler received a significant upgrade![/h3]


We've listened to your feedback regarding some raids being too frequent, too hard, and weird event pacing overall. We've implemented a new system that considers the player's actions, and as a result, triggers a particular event.

This way we can give breathing room to the player, while also providing a sensible pace and progress as time goes on. We plan to tie this system to the difficulty control (when we implement that) so that everyone can play the game the way they want.

[h3]Production building penalties are a thing![/h3]


All production buildings have various penalties for production speed. The environment in which the building is located is the thing that calculates those penalties. Modifiers are:
  • Inside (placed in a room)
  • Outside (not placed in a room or under roof)
  • Roofed (under roof or floor or dirt voxel)
  • Outside in Rain
  • Outside in Snow
  • Outside in Fog

Why is this important? Well, it only makes sense for a smithing station to work a bit better outside than on the inside. Other things, like research benches, will be 20% slower in the rain. Consider these things if you want to create a perfect settlement.

[h3]Feedback is super important![/h3]


Alpha testers on our Discord server managed to play the game for a couple of days, and in that time, provided us with various bugs and feedbacks that needed fixing/implementation. We managed to fix a lot of things in that period, but we also fixed some things post alpha. Here you go:
  • New perks with icons added to the game.
  • All resources and items have descriptions now.
  • Villager's backstories and backgrounds are combined properly now.
  • Origin town of villagers has a proper name now
  • Created a new way of determining where enemies will spawn (in the process we fixed the problem of enemies that spawned on the top of the hills and couldn’t get down).
  • Added combat VFX when an arrow hits an obstacle.
  • Solved floating villagers problem when mining.
  • Archers will no longer be able to shoot through doors when standing on the doorstep.
  • Player is able to place buildings on to crop fields now.
  • Crop fields and stockpiles can be placed on trees and bushes (workers will remove them before bringing the stockpile).


Does this pique your interest? Great! Because you can sign up for the beta here:

https://bit.ly/GoingMedievalBeta

And you’ll be able to share your experience of the game with the rest of the world!

That would be all right now. But don’t worry - the team is hard working on some new features and information! More about that soon!

Foxy Voxel Team


Follow us on Twitter: https://twitter.com/going_medieval

See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

The Irregular Corporation is publishing Going Medieval!

This is a big moment for us - We have a publisher now! That’s right, amazing people of The Irregular Corporation are the publishers of Going Medieval! They will help us bring our vision to fruition. Read more about it in their official announcement.

For new people here, here is a little bit about the game: Going Medieval is an alternate medieval history colony survival sim, where you can build a multi-story fortress out of clay, wood, and stone. Your villagers will have needs, feelings, and agendas shaped by the world and its history, and it's up to you to keep them content and sane. Help your villagers claim and defend their own piece of land!

We’ve got a brand new announcement trailer to celebrate - check it out below!

Partnership with The Irregular Corporation means a lot to us - besides helping us on the publishing front, we will be able to share our game with their community, as well as our own! Stay tuned for more exciting stuff! Check out The Irregular Corporation on Twitter or jump into their Discord to say hi.

Also, BIG NEWS. You can sign up for the beta version of the game! That’s right! Sign up HERE! We will be hosting a closed beta later this year for Going Medieval after the great feedback we received during our alpha test a few days ago.

Don’t forget to join our Discord too and talk to the team and other extremely cool people there. Follow us on Twitter for some sweet gameplay videos. Things are bound to get interesting!

[previewyoutube][/previewyoutube]

GM Team

May update | 06/05/2020

Greetings medievalists!

A lot of different things can be found in this update. Let’s start with the simplest one:

[h3]You can banish villagers now[/h3]


Villagers can be banished now. Maybe you are not satisfied with their contributions to the settlement, perhaps they are slowing things down, or just looking at them makes you nervous. If you choose to do so there will be a prompt text that asks you, ‘are you sure about that decision?’. If the answer is yes, the selected villager will take some food and leave the settlement. Other workers will have a mood penalty because of this...so keep that in mind. We hope you are happy with this addition to the core gameplay features. Also, while we are talking about moods…

[h3]Additional Mood effectors are added[/h3]


In previous updates, we talked about how villagers will have different moods. Those with a very low mood will disobey the player’s schedule and try to satisfy needs on their own. If the mood reaches 0, a villager will disappear from the settlement.

Now with the changes, everything modifies your villagers’ mood! We mean things like sleep quality, performing passionate jobs, deaths of the fellow villagers, and much, much more!. A villager will get mood modifiers from different beds, for example, sleeping in the rain, on the ground, and so on. If they are doing the job they love, this will also affect their mood. We added thought bubbles when a mood modifier hits, so keep an eye out for these. You’ll want to keep them in a really good mood because...

[h3]Raiders are here![/h3]


Look at those raiders! When they attack, you’ll get an in-game announcement (see March Update for this). Depending on the progress of your settlement, they might have different goals: killing villagers, destroying buildings, or simply stealing food. But they can bring firepower...and so can you because...

[h3]Trebuchets are in the game![/h3]


Any worker can be manned for some trebuchet actions. At this point in development, they use limestone as ammunition. So we will see how that goes.

That is everything for this update, we hope you’re enjoying seeing the ongoing development of Going Medieval!

Foxy Voxel Team

Also, if you haven’t joined it yet now might be a perfect time to visit our Discord and become part of our community here: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=eZHxPbauqvg

April update | 07/04/2020

Greetings Medievalists!

We want to talk a bit about archery in our game. It is super essential for us that we make archers fun factor of our game, but avoid feeling over overpowering them. So this is what we did.

[h3]Attack switch[/h3]

Archers now attack with fists when an enemy is near them (2m). This will make them less OP, but also - it would be pretty silly to attack a person up close with shooting arrows.

[h3]The environment can block arrows in their path[/h3]

Arrows now have a chance to hit certain objects when the trajectory is through them (trees, bushes, constructions, merlons). A broken arrow icon pops up when an arrow hits something along the way. NOTE: if something is 2m in front of the archer, it will not be taken into the equation for obstacle hit chance. This is to prevent your archers on walls from hitting merlons all the time.

[h3]High ground matters[/h3]

Workers with ranged weapons can now target and shoot targets from other levels (from a cliff, wall, platform). "It's over Anakin," some might say.

[h3]"Arrow to the knee" is super effective[/h3]

Enemies and workers will slow down (for a minor time) when damaged. This is implemented so the enemies will run away a bit harder if hit by an arrow. When an arrow misses a target, it will check a radius of a few grid spaces and run the calculation again for targets in that radius. This is to simulate potential friendly fire and bad archers getting a hit when firing on a group of enemies that are next to each other.

So yeah, show some love for your archers, and we’ll see you soon!

Foxy Voxel Team

Join us on Discord: https://discord.gg/goingmedieval
Follow us on Twitter: https://twitter.com/going_medieval
Find us on Youtube: https://www.youtube.com/watch?v=eZHxPbauqvg