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Going Medieval News

Experimental Branch Patch (0.26.8)

[p]Greetings, players! The newest patch (0.26.8) 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.[/p][p][/p][h2]Quality of Life improvements[/h2]
  • [p]Caravan panel layout improvements.[/p]
  • [p]Flames are now visible on limestone and limestone brick walls.[/p]
  • [p]Projectiles that hit limestone and limestone brick walls cause temperature damage.[/p]
  • [p]Updated Roadmap text.[/p]
  • [p]Beggars reset non-partisan faction relationship to neutral when they spawn.[/p]
  • [p]A particle effect now spawns when the building foundation appears.[/p]
[h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that sometimes caused archers to shoot through walls.[/p]
  • [p]Fixed the issue that caused wounds to be more severe when reapplied.[/p]
  • [p]Fixed the issue that made the terms of use link to not function.[/p]
  • [p]Fixed the issue that caused beggars to never be hostile.[/p]
  • [p]Fixed the issue that made raid difficulty settings not get applied to ambushes and other encounters on secondary maps. (thanks to our players for noticing and reporting) [/p]
  • [p]Fixed the issue that caused archers not to reposition when settlers move out of their range.[/p]
  • [p]Fixed the issue that made pen markers not have allowed animal options.[/p]
[h3]Known issues:[/h3]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.26.6)

[p]Greetings, players! The newest patch (0.26.6) 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.[/p][p][/p][h2]Quality of Life improvements[/h2]
  • [p]Merchant NPC now has a dagger or a staff as a weapon.[/p]
  • [p]Siege weapons will be automatically uninstalled when leaving a secondary map, if the outcome of that map is not any type of a defeat.[/p]
  • [p]Enemies now perform a small patrol on secondary maps.[/p]
  • [p]Enemies on secondary maps will try to alert others close to them if they are attacked.[/p]
  • [p]Additional loot stash value and weight estimate info is implemented into the selection panel and form a caravan panel.[/p]
  • [p]We’ve added enemy settlement variations for Marsh and Mountain and one more variation for Valley map type. More to come.[/p]
[h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that allowed keyboard shortcuts to work on enemy buildings (for example, marking them for deconstruction). Thanks for letting us know.[/p]
  • [p]Fixed the issue where prisoners set as captive labor and going to work would immediately be escorted back to their cell.[/p]
  • [p]Fixed the issue where escort and strip prisoners action wouldn’t work in some cases.[/p]
  • [p]Fixed the issue where sometimes a shakedown event would not be tied to any faction (happened sometimes)[/p]
  • [p]Fixed the issue that caused weird moon angles on secondary maps during winter.[/p]
  • [p]Fixed the issue that caused some buildings to turn invisible upon their construction.[/p]
  • [p]Fixed some issues with leaving the map outcome and reentering that same map after some time.[/p]
  • [p]Fixed the issue where price modifiers would be applied during the beggar bargain event. This doesn’t make sense. We’re talking about beggars here.[/p]
  • [p]Fixed the issue where after killing the lone traveler merchant, battle scales would appear and never disappear.[/p]
  • [p]Fixed the issue where settlers shooting straight down from elevated surfaces didn’t work sometimes.[/p]
  • [p]Fixed the issue where a room detection wasn’t working if that room was located above water.[/p]
  • [p]Fixed the issue where some settlements in older saves would not have secondary maps of the correct biome.[/p]
  • [p]Fixed the issue where a prisoner wouldn’t be escorted if their destination prison room is destroyed during that process.[/p]
  • [p]Fixed the issue where you targeting enemy buildings with siege weapons would sometimes cause 0 damage to them.[/p]
  • [p]Fixed the issue that allowed loot stashes with wild animals to be looted multiple times.[/p]
[h3]Known issues:[/h3]
  • [p] Loot stashes with wild animals can be looted multiple times due to a glitch. Will be fixed soon.[/p][p][/p]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]Foxy Voxel[/p]

Experimental Branch Patch (0.26.5)

[p]Greetings, players! The newest patch (0.26.5) 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.[/p][p][/p][h2]Quality of Life improvements[/h2]
  • [p]If the secondary map is deleted somehow, upon loading the game will return to your settlement.[/p]
  • [p]Historical records will remember stuff that happens on secondary maps.[/p]
  • [p]You can take piles from secondary maps if the battle hasn't started yet.[/p]
  • [p]Extortion can end in a tie now.[/p]
  • [p]After defeating the enemy units on enemy settlements, those settlements can be looted for 10 days after the battle. After that, the settlement marker becomes disabled and no caravan can visit it.[/p]
  • [p]Enemy listing for non-hostile map markers has been removed.[/p]
  • [p]You’ll gain friendliness from factions after bandit camp and settlement victory close to them have been defeated.[/p]
  • [p]More variations have been added to ambush maps.[/p]
[h3]Bugs and Fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where attack/ambush events didn’t have proper win/lose wordings.[/p]
  • [p]Fixed the issue where runaway negotiators didn’t have a campfire/banner upon their arrival.[/p]
  • [p]Fixed the issue where prisoners would spawn underground if they were taken to secondary maps.[/p]
  • [p]Fixed the issue where if you saved then loaded while you were on a map with a bandit camp, enemies would behave weirdly.[/p]
  • [p]Fixed the issue that prevented redcurrant shrub from being moddable.[/p]
  • [p]Fixed the issue where wild aggressive animals would glitch out at night and trigger sleeping/attacking animations while doing neither.[/p]
  • [p]Fixed the issue that allowed the appearance of warning messages settlers are starving, when a prisoner was starving. No message should appear when a prisoner is starving.[/p]
  • [p]Fixed the issue where, in some cases, heraldry from the secondary map would load onto your settlement.[/p]
  • [p]Fixed the issue that caused the appearance of incorrect timers in the world map selection panel for bandit camps and settlements.[/p]
  • [p]Fixed the issue that prevented you from taking items from enemies, even though they have been defeated, but not all have been killed.[/p]
  • [p]Fixed the issue where equipment wouldn’t end up destroyed when its durability stat reached minimum.[/p]
  • [p]Fixed the issue that prevented you from taking resources on the secondary map if there were wild aggressive animals present on it.[/p]
  • [p]Fixed the issue that displayed fainted settlers as carrying weight, when in fact they were carrying nothing (with them being fainted and all that).[/p]
  • [p]Fixed the issue where random bears were roaming on a Mountain bandit camp. Now there is only one that is aggressive and it’s in a pit.[/p]
  • [p]Fixed the issue where if you managed to place a socketable object on a wall at the same time as the autosave triggers, it would cause the socket to be “filled” even with nothing visible in it up until the reload.[/p]
[h3]Known issues:[/h3]
  • [p] Loot stashes with wild animals can be looted multiple times due to a glitch. Will be fixed soon.[/p][p][/p]
  • [p]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.[/p]
  • [p] Assigned Pets don't sleep with owners.[/p]
  • [p] Some text keys are still not translated.[/p]
  • [p] Player-triggered events don't have sound effects[/p]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p] 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.[/p]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]Foxy Voxel[/p]

Community Mods Showcase #1

[p]Greetings, medievalists![/p][p][/p][p]Vladimir here - you might remember me from the playthroughs and update showcase videos. We previously mentioned that we’d love to highlight some cool and creative mods in a dedicated video. But with Update #16 right around the corner and taking up most of our focus, we decided to shine a light on them through a blog post instead. So without further ado, here are some fantastic mods that caught my eye for various reasons (listed in no particular order).[/p][p][/p][h3]Repair master - made by 鹿神ヒハル[/h3][p][/p][p][dynamiclink][/dynamiclink]This mod amazes me on a technical level. Repairing items has always been buried deep in our to-do list, but it was never near the top of our priorities. We’ve often debated design questions like: What happens to an item’s quality after it’s repaired? Should it lose a level? Should that depend on how much durability it lost or the skill of the settler repairing it?[/p][p][/p][p]This mod handles all of that beautifully. It treats repairing as essentially recycling - breaking the item down and creating a new one with random quality based on the settler’s skill, just like production. It’s a brilliant use of the existing system, and I love how the modder approached it from that angle and just ran with it.[/p][p][/p][p]The JSON file for this mod is quite hefty, and I can only imagine what a headache it was to put together. 😅 As we consider adding a similar feature in future updates, this mod will definitely be on my mind.[/p][p][/p][h3]Decorative plants - made by Maito[/h3][p]
[/p][p][dynamiclink][/dynamiclink]This is one of many creative-focused mods our players have come up with, and it’s such a lovely addition for anyone who enjoys the more sandbox side of things. If you’re the type who dreams of building a grand castle or a charming little village, this mod lets you take that a step further by adding gorgeous, full-grown trees and plants purely for decoration. They spawn tall, lush, and instantly give your settlement a higher aesthetic value.
[/p][p]I really like how mods like this give players new tools to shape the world purely for the joy of it, beyond survival or efficiency. Sometimes, after hours of careful planning and battling the harsh environment, it’s nice to step back and just make something beautiful.[/p][p][/p][p]Decorative plants are actually on our long-term roadmap, so I’ll definitely be taking a few cues from how this modder approached things. It’s inspiring to see players expand the game in directions we always hoped it would grow.
[/p][h3]Map type plateau - made by nukumorina[/h3][p][/p][p][dynamiclink][/dynamiclink]This is a really interesting addition - a new map type built around the concept of a plateau, which naturally lends itself to strong defensive play. It’s one of those clever ideas that feels both fresh and perfectly suited to the game’s mechanics. Strategically, having a raised area to build on or defend from gives players new ways to approach threats, and I can see a lot of tense moments unfolding on maps like this.[/p][p][/p][p]From a technical standpoint, I genuinely appreciate how our sometimes messy, behind-the-scenes systems are picked apart and fully understood by our modders, then turned into something both functional and beautiful. It’s no small feat to navigate those tangled JSON files and data structures, yet this mod does it gracefully.[/p][p][/p][p]I also love the attention to detail here. The way the new map type ties neatly into event triggers shows real care and understanding of how all the pieces of the game fit together. It’s a thoughtful touch that ensures the experience feels cohesive and balanced, rather than tacked on.[/p][p][/p][h3]Food - More Lavish Meals - made by Lyosha[/h3][p][/p][p][dynamiclink][/dynamiclink]This is such a charming, Sims-like addition for anyone who enjoys giving their settlers a bit more life beyond survival basics. It’s the kind of mod you add when you want your game to lean slightly more toward cozy daily living, letting your people enjoy varied meals rather than just scraping by.[/p][p][/p][p]The different food combinations are fun and make for a delightful way to expand feast events. Reading through all the new dishes this mod adds actually gave me a bit of a Zelda: Breath of the Wild vibe. [/p][p][/p][p]Sometimes, a mod doesn’t have to have an impact on the gameplay. Sometimes, it’s about additional options. This one is for all you food lovers.[/p][p][/p][h3]Construction Variants Personaliz - made by Jorge [/h3][p][/p][p][dynamiclink][/dynamiclink]When it comes to aesthetically pleasing mods, you’ll want to keep an eye out on this one. I especially love how it uses mesh variations to bring more visual diversity to the timber, lime, and sandstone walls. Seeing different textures and subtle design changes like these can really transform the overall look and feel of a settlement, making every player's base feel unique and personalized.[/p][p][/p][p]The staircase railing addition particularly caught my attention - it's such a neat solution. Normally, fences in our game are positioned directly in the center of a grid, making it tricky to achieve a seamless and aesthetically pleasing staircase design. The modder saw this challenge as an opportunity and crafted a special staircase made entirely of railings, allowing the fence to blend naturally and beautifully into the overall structure.[/p][p][/p][p]It's these kinds of intuitive improvements that genuinely impress me, as they showcase not only creativity but also a deep understanding of the game's limitations and possibilities. I look forward to seeing more of their creations in the future.[/p][p][/p][p]And that would be all for our first Mod Spotlight! What says you? Did you know about these mods? Have you used them? What are your favorites? Let us know in the comments and keep submitting them to our Steam Workshop. Of course, the workshop has a bunch of mods that we love, but there is only so much time/space we can share at the moment. You know what that means? We’ll do this again sometime in the future. Maybe continue it this way or in the form of a video, depending on the time and availability.[/p][p][/p][p]In case you missed it, Update #16 is live on the experimental branch, so right now we’ll focus on patching and improving it. Once we are satisfied with its performance and quality, we’ll push it live for everyone. Until then,[/p][p][/p][p]Stay Medieval![/p][p][/p][p]Vladimir[/p]

Experimental Branch Update (0.26.4)

[p]Greetings, medievalists![/p][p][/p][p]Update (0.26.4) is now live on the experimental branch. It is compatible with the old saves. Once it is properly tested, we will push it live in the official update! Here are the notes for what awaits you in this version: [/p][p][/p][h2]Visiting other parts of the map[/h2][p]You can finally visit other parts of the map with your settlers through various events and activities. Visiting a different map will load a predefined area where the player can pursue a variety of tasks and objectives. When it comes to these secondary maps:
[/p]
  • [p]Your settlers will always be spawned as drafted units, but you can choose to undraft them.[/p]
  • [p]You can save while on another map.[/p]
  • [p]You will not be able to return to your settlement until you leave the secondary map.[/p]
  • [p]You can take resources from secondary maps, but you’ll need enough space for them, so keep that in mind. The good news is that you can send a new caravan to collect the remaining resources.[/p]
  • [p]You can build on secondary maps, but keep in mind you won’t be able to turn them into new starting points for separate settlements. These maps serve more of a temporary purpose - the game isn’t designed to handle multiple fully maintained settlements in different locations at once. That said, nothing’s stopping you from bringing siege weapons to these maps and stirring up a bit of chaos.[/p]
[p]And these are the events that you can have on those maps:[/p][p][/p][h3]Ambushes[/h3][p]There is a chance that your caravan can be ambushed. Don’t worry - the ambush chance will be shown on the create caravan screen while the caravan is being prepared. Here are some good things to know about this event:[/p][p][/p]
  • [p]The amount of wealth and number of settlers influence the ambush chance the most, along with the trip length.[/p]
  • [p]If the caravan is ambushed, the player will have a choice to negotiate with the attackers (by giving them resources), try to fight them off, or run back home. Each choice will have a different outcome.[/p]
    • [p]Negotiate: The enemies will demand a varying amount of resources depending on how much wealth the caravan is carrying. After that, the caravan will continue to its destination, and no one will be harmed.[/p]
    • [p]Run away: The caravan will lose a large amount of resources, and the settlers will return home.[/p]
    • [p]Fight: Choosing to fight will load a secondary map, which will differ depending on the biome.[/p]
[p]The ambush chance can also be influenced by the difficulty setting. A higher difficulty will increase the likelihood of an ambush.[/p][p][/p][h3]Loot stash[/h3][p]A beggar event has been added to the game. These events will trigger from time to time - a beggar will appear at your settlement asking for a small amount of food, gold, or resources. Giving the beggar what they’re asking for may result in the beggar disclosing the location of a loot stash on the region map. These locations will remain on the region map for 10–15 days. Loot stashes are essentially small map locations that have some resources stashed away. They come in two varieties:
[/p]
  • [p]Puzzle loot stash: Your settlers need to be able to pathfind to the resources to collect them. So you’ll have to instruct your settlers to dig, build ladders, or break down doors to reach the loot.[/p]
  • [p]Combat loot stash: These contain various wild animals that need to be dealt with before you can take the resources.
    [/p]
[p]There are also other ways to get a loot stash on the region map:[/p][p][/p]
  • [p]Hosting a high-quality event with NPC guests has a small chance of revealing a loot stash location.[/p]
  • [p]Giving a merchant a gift (offering them resources without asking for anything in return) also carries a small chance of granting you a loot stash location.[/p]
[p][/p][p]NOTE: Due to community feedback on the combat-focused loot stashes, we’ve added a notice before sending caravans to these locations, warning that wild animals might be present. Additionally, combat loot stashes now have a lower chance of appearing.[/p][p][/p][h3]Bandit camps[/h3][p]Merchants will sometimes give you information about the location of a bandit camp. When they do, a bandit camp marker will appear on your region map. Sending a caravan there will allow you to attack the camp with your settlers. It’s worth noting that:
[/p]
  • [p]Bandit camps, like loot stashes, will have various resources that you can claim if you’re victorious.[/p]
  • [p]Destroying a bandit camp will increase friendliness with the factions that have the nearest settlement.[/p]
  • [p]Bandit camp difficulty does not scale with the strength of your settlement.[/p][p][/p]
[h3]Enemy settlements[/h3][p]If you have a faction that is hostile or permanently hostile on your region map, you can send a caravan to attack them. This is a completely optional, yet major goal for those of you who enjoy combat and fighting scenarios. With that in mind, you should know that:[/p]
  • [p]Enemy settlements have the most loot (the same loot they would offer in barter).[/p]
  • [p]Enemy settlements are intentionally stronger, with larger numbers of enemies.[/p]
  • [p]Defeating a settlement will not erase its marker from the region map, but will instead disable it and leave it as a ruin for the next 50 days, after which the settlement will regenerate.[/p]
  • [p]Defeating a settlement will improve your relations with factions that the defeated settlement’s faction was hostile toward.[/p][p][/p]
[h2]Region Map changes[/h2][p]All these additions led us to make some changes to the region map:
[/p]
  • [p]Region maps no longer have static bandit camps, as bandits are now factions that exist on the map without a fixed settlement. They are still used for raids, ambushes, and bandit camps.[/p]
  • [p]Saves started in peaceful mode will now also have bandits as factions on the map. They still can’t attack the player, since raids aren’t allowed in peaceful mode, but you can trigger a raid via dev tools if you want to test out that badass settlement you built. This also prepares the game for future updates where we plan to let players enable raids in peaceful mode if they want to (more on that later).[/p]
[p]We plan to add even more content for this update through upcoming patches - more loot stashes, bandit camps, and enemy settlements - so hang tight and thank you for your patience![/p][p][/p][h3]Known issues[/h3]
  • [p]The wrong text appears when selecting a settlement after defeating it.[/p]
  • [p]Settlements are not lootable after defeating them (it should still be lootable for 10x days after defeating it. Now it is disabled for 40 days. [/p]
  • [p]When defeating an enemy camp, you need to clear the map of enemies or wait for them to run off before you can take the resources of the map. Resources should be available as soon as you are victorious.[/p]
[p][/p]
  • [p]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. [/p]
  • [p]Some items are missing icons and localization values. [/p]
  • [p]Player-triggered events don't have sound effects.[/p]
  • [p]Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
  • [p]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.[/p]
[p][/p][p]That’ll be all for the update notes. New patches and improvements will be deployed accordingly. 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!

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.

Foxy Voxel

[/p]