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
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!
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
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.
- 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.
- 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