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Medieval Monday Talk #21

Greetings medievalists!

Aaand we’re back to animals. As we mentioned previously, the animal system is receiving a major overhaul. So, let’s discuss what that means.

Animals will have genders - being male or female will influence what they’ll be able to give to you and in what way. You’ll not be able to get eggs from male chickens (roosters), because that would be silly. We’re also adding animal aging - aging will dictate what type of resources they’ll give and in what amount. For example: younger animals will give less wool. Genders and age will be emphasized by different models (size, horns, and all those things).



All animals will have a period when they sleep because that happens in real life too and sleep is important!

We’ll categorize animals into wild animals, domestic animals, and pets.

[h3]Wild animals[/h3]
You know them, you’ve seen them. Deer, rabbits, and wolves populated your maps and usually minded their own business. We’ll add boars, pheasants, and foxes (after all, we are Foxy Voxel) to this wonderful group.

Depending on the map type (and its size), the amount of those animals may vary (boars will love hillsides/mountains in particular). Do you want a specific animal, but said animal can’t be found on the map? Don’t worry, some merchants may have it available for purchase.

The Hunger stat will be added to the animals, too. This means they’ll look for food when hungry. Herbivores will look for plants like saplings, bushes, and redcurrants, but they’ll just take hit points from those resources (not necessarily consume them as a whole). This also means they’ll not eat trees, so keep an eye out for those “minor” plants.

Carnivores will, of course, look for meat. This also means that they’ll attack other animals to satisfy their hunger. There’s going to be a sort of hierarchy when it comes to their food type. Take wolves, as an example: they’ll look for rabbits and pheasants first since they are easier targets. If easier prey is not present or hard to get, they’ll look for deer, etc.

They’ll be able to eat carcasses too, but the amount of nutrition they’ll get from them will depend on the carcass type.

All wild animals will avoid your settlements, but if they are provoked or extremely hungry - be prepared to face them. Hopefully, this will lead to some interesting scenarios.

Now comes the fun part: will you be able to tame them? Yes, all of them! However, it’s not that simple.

Wild animals will have a tame button and we’ll add a tame order. Settlers with the animal husbandry job turned on will go to these animals and initiate taming. The level of the animal handling skill will influence what animals they’ll be able to tame.



Once the tamer is close to the animal, they’ll initiate a taming sequence. Again, the duration of this sequence will depend on the animal and settler’s attributes. Taming can either succeed or fail. If it fails, that animal will not be tameable for the next 24 hours and there’s a chance it might attack your settlers, so pick your animals carefully.

If it succeeds, congratulations! However, it’s not over yet. Animals will have, let’s call it, a tame bar. Once the tame process is successful, that tame bar will increase. When it’s completely filled, the tamed animal is officially turned into a domestic one. This also means that until this happens, you’ll have to repeat the taming procedure until the tame bar is complete. Some animals will get their bar filled after two tames, and some, like wolves, will require more taming sequences. Each animal will have a different chance that they, coupled with the settler's stats, will output different numbers.

Here’s the trick: the tame bar of that animal will slowly be depleted until it’s maxed out. Once the taming sequence is successful and finished, that animal will be on a tame cooldown of 24h until you try to tame it again. During that time the tame bar will diminish. This should encourage you to pick your wild animals carefully. All those factors will definitely be balanced, so it will take some time to see how pleasant it fills. More on that later.

In the next update, we’ll discuss domestic animals, as there is a lot to say about them.

IMPORTANT: So far, we managed to keep your saves compatible with our updates. The next official update, however, will break that cycle. We had to restructure code big time for that pathfinding to work and set the scene for the modding. This resulted in the new version of Going Medieval that will not be compatible with your older saves.

Once the update goes live on the experimental branch, a warning will pop up, indicating that existing saves will become incompatible. You'll have to start a new game to experience Update 4. Thank you.
For those that love your old saves, don't worry - we plan to introduce another branch without the new content and changes, but that one will allow you to still work on your old settlements. We understand that you spent a lot of time on them and feel like this is a good alternative.


11 days ago we held our second AMA session on our Discord server. For those that missed it, here are some questions and the answers from the team that accompany them. We even took some questions from the Steam discussions area:

[h3]DISCORD AMA Q&A[/h3]
Last week we held our second AMA session on our Discord server. For those that missed it, here are some questions and answers from the team that accompany them. We also took some from the comments on the previous Medieval Monday post:

Count Von Dread: This is something I've been wondering about for a little while. I suspect the developers perform a lot of the playtesting but is there an opportunity for people to assist with testing functions of the game outside of the experimental versions? Gomboc04: We have done this before and might do it again :D But we're not promising anything
Northman Raspberry: Before the game was out, we had a special group of people (the most active members) that helped us with the testing. They are even in the credits of our game. Most of them are still on this Discord and you'll recognize them by their uniquely named roles. We're always discussing "should this be tested by more people" once we are closer to the update launch, but we are really happy with our internal team AND the feedback we get during the experimental-only phase. But, as Gomboc said - it's on a case-by-case discussion (or update by update if you will).

Medieval chicken of fate: Can settlers be happy when they are assigned an animal as their pet? Gomboc04: This is something that we would like to add at some point, but as a more complex thing with depth. So, for starters, we might add simple mood effectors to settlers with pets. Later on, we would like to expand this with pets being tied to settlers and bonding with them (or not, if the setters are not good with animals). So this is something we will be adding as we work on social relationships between settlers and pets and other NPCs.

Johny [Steam]: Having skulls of enemies preserved as trophies is totally epic. Are we going to get heads on pikes or prisoners in cages for instilling fear in the hearts of attackers? Gomboc04: Not in this next update, no. :) The skulls on the walls are purely aesthetic in nature and they don't bring much in gameplay mechanics, but we already have a system of something emitting mood modifiers when close by, so adding this will not be a problem. More from a gameplay perspective of what happens when the enemy is unhappy :)

RaeGames [Steam]: I'm going to guess and say that no matter what animal you have, there's going to be meat and bones come from said animals, but is leather/cloth as well, or is that only going to be for certain animals that you kill like deer and wolf? Gomboc04: Meat, leather, wool, eggs, milk, and tallow are resources dropped by animals that are planned in the near future (from butchering and harvesting animals).

ミョ: Developers, do you have any plans to add weapons that actually existed in the Middle Ages? Personally, I want you to add a rapier and an executioner's sword Gomboc04: We are planning to make our weapon number and type richer in the future. for narrative reasons and gameplay. One larger update in the future will be revolved around warfare so we plan to do it then. The next type of weapons we want to add are throwing spears, slings, and throwing axes, as well as differentiating the weapon types we already have so they give more strategic value than they do now

Ruoning [Steam]: Typically, the swords are more often pointing to the floor rather than to the roof, if hang. Don't know if we are able to change the direction. Thanks! Gomboc04: This is 100% true. :D It was more of a solution where we aim to make systems that work on many levels. So, because the weapons on the walls can be equipped by settlers, they all need to point in the same direction (shields, bows, swords, axes, spears, etc). I had a problem making them in a different direction since rotating swords around made spears, axes, and berdaches look very bad, so I opted for this situation in order to not add a separate system only for racks that rotates and offsets the weapon by type. This way, when adding new weapons, they will automatically be able to be on the rack and work. 100%

Robinn: Are you planning to add features for entertainment like Backgammon table? Animals couldn't be a way to add another entertainment? Gomboc04: Yeeees! I have been waiting to use my design for a bocce field for a while now. :D Archery range and dummies are something we talk about a lot to make a nice balance of training melee and marksmanship with a bit of entertainment.

normal rat: Are you planning to add double beds and children to the game? DocHammerhead: Double beds probably at some point. Children are not very likely to get into the vanilla version.

CzarKloos: Are there any plans for a coop or multiplayer setup? DocHammerhead: Honestly. No. :D Not saying never, but very very very far from it :D
Northman Raspberry: This is always a question that pops from time to time that we had to include it in our faq. But like Doc said, it's not impossible, but we want to nail the single-player experience.

Hamish: How soon can we expect some QoL features like task queues (when right clicking), and more status screens with filters? DocHammerhead: Not very soon, but this next update enables us finally to be able to tackle those type of features. So, we're getting there.

retho1309: Can we make more variety of cooked food equal tier as lavish meal? As it is currently there is not much of a reason to make lower tier food once you unlock lavish meal. Nor would the settlers eat them if there are lavish meals. Actually making every individual meal a different quality based on the chef's skills, would make cooking skills more valuable. Settlers would also randomly pick a meal and not pick better meal quality (you wouldn't know until you taste it), like a random mood percentage buff chance for each settlers eating. Gomboc04: This is a very good suggestion. I have been thinking about this a lot and wanted to make more interesting combinations of lavish meals and just make every meal in the game have a lavish version where it would drop with a quality chance just like gear. I would also like to create a bit more interesting things to do with lavish meals and not just mood modifiers - at one point have feasts and NPCs arriving and the better the food, the better the relationship with that faction

Count Von Dread: If you had to put these in a priority order for your future plan of the game what would it be ? Quality of life, game stability, frequent content updates (new things), additional scenarios/more functionality around custom scenarios Gomboc04: This is a tough question. We look through discord/steam/reddit a lot to see what you guys want, to see what we can do. We think about what system will help us out the most with later feaures and mechanics, and we try to way that in as much as we can and determine the priorities. Unfortunately, its not simple

retho1309: It would also be more in depth and interesting if settler's health is based off a balance diet (Meat, Veggies, Fruits). So it would give us more reasons to plant all kinds of fields Gomboc04: This is interesting, and something that pushes the food sim part a bit further than we would like to go. :( But different food types is something that we would like to utilize a bit more. Having religion play in to it with settlers not eating meat during some periods of time, if they are very pious etc. Have some setters react and prefer some types of food to the other.

ミョ: What kind of clothes and armor do you plan to add in the future? Gomboc04: as mentioned in a question about new weapons. we try to add equipment that has a narrative (world building) role and a gameplay role. so as we add new systems (for instance when we add nice looking clothes influencing trade or social aspects, then we will be adding new types of clothing)

Medieval chicken of fate: Can tamed animals reproduce? Gomboc04: Yes

Medieval chicken of fate: Will there be an improvement of dps on metal spear/berduche in the near future because i see the iron berdiche having the same dps on the wooden spear but i would like to ask if there will be like a minor increase pf damage for metal spears/berdiche Northman Raspberry: Oh, balancing will be constantly overhauled. We'll fine-tune everything during the game's development. Right not we are working on making them functional and fair. Only if we detect major disruption of the gameplay do we fix it in the next hotfix. So yeah - balancing is very much a situational thing.

OozySquash: Hey guys! I've seen it discussed on previous ama-talks how the settlers aren't necessarily designed for very large maps, are there any plans to balance this and make it more viable to have settlers working in a larger area without being so nerfed from dropping sleep and hunger bars etc? Gomboc04: Yes. There are plans to balance this with existing mechanics, and add new mechanics that will counter that issue.

Medieval chicken of fate: Who is mostly in charge of the updates? Gomboc04: A huge spreadsheet of ideas that changes prioritizations from time to time (from steam, discord, redit, us the devs, our publisher) and then whet is near the top we build an update around. like th update that's coming is mostly built around refactoring of pathfinding. giving us the option to make interesting and optimized anima behavior
Molnar Popaj: Don't forget common sense! Sometimes, no matter how a popular request is, it's impossible to implement it before doing bunch of other things.

Lyric: Any plans for moats? Northman Raspberry: More like, are there any plans for water? :D This has also been discussed for a long time, but boy is the water complicated thing. Not impossible, mind you - just very complicated. We are not committed to it as of now, as we're trying to choose are battles that are doable in a sensible period. That pathfinding overhaul we've been talking about? We've been working on it for months. Now imagine a complex thing like water - the mechanic of its distribution, the effect on the terrain, its impact on characters and animals and other seasons...I think you can see why it will take some time and why fire will probably come sooner than the water.

Medieval chicken of fate: Will there be a part in the almanac on what are the needs of the animals for example. A cow will eat grass. And can I force the cow to be cannibal? Gomboc04: I don't know. Maybe. We try to make it common sense - a cow can't eat meat, try giving her a redcurrant pie. You will be able to change their json file to be bloodthirsty man-eating cows.

Amary: I was wondering if you have plans to implement a feature where we can designate a rally point for non combatants settlers during a raid? Molnar Popaj: There will be a combat focused update, that's a cool qol feature we could implement.

Lady Kathleen: For the most asked question of the game.... Is there going to be dirt in the short future or the long future? Gomboc04: Yes

Vaatu: Can we ever expect to be able to build our own catapults, trebuchets, or other defensive siege equipment? master312: We have talked about it many times, but no any concrete plans yet. We'll probably think about it in more details for the future combat update.

Count Von Dread: Will there ever be Cloaks, capes in the game? after all end game is always all about fashion Baan: In short, yes. We were even thinking of other attachments like scarfs, backpacks, sword sheaths and so on.

Amary: Will we be able to copy torch fuel setting and paste it to multiple torches all at once to reduce clicks? Gomboc04: in short: yes. in a future QoL batch of work

That will be all for today’s talk. Stay tuned, more exciting announcements will be coming soon!

For more direct communication, be sure to join our Discord server and talk about your Going Medieval experience with our active community.

Thank you for your time!

Foxy Voxel

We are active on TikTok: @going.medieval
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Medieval Monday #20

Greetings medievalists!

We mentioned in the previous Medieval Monday Talk that we’re working on animals, and that’s still true, but just setting that process takes time. Even simple things like animating them, have to go through several iterations. Here’s what we mean:



But, that doesn’t stop us from setting up other things, like wall racks. Remember our Wall Deer Head Decoration?



It was just that - a decoration, not tied to anything except for the 10 bones you needed to create it. Well, additional animals give us more decoration options. After you kill them, you’ll get an option to turn them into trophies



You’ll need a butchering table, a carcass, and some wood, to turn them into trophies. But, this opened another question for us: What if you, the player, want to use the heads of your enemies as a trophy? That sounds pretty metal, but also like something you would be proud of after a long and hard battle. So we're implementing that, too!



Some of you even suggested how it would be pretty cool to have an option to put weapons and shields on wall racks - not only would it optimize space usage, but it would give more aesthetic options. After trying it, we tend to agree with you.



Awesome, right? In other news:

[h2]Another Discord AMA with Developers is coming soon[/h2]
We'll be hosting our second AMA ("ask me anything") session for Going Medieval on our Discord server. You can ask us any questions you like about the game, game development, or ANYTHING you want!

The event will start on Thursday, 14th April at 3:00 PM CEST and will last for one hour (might go even longer depending on demand).

So, join our Discord at https://discord.gg/goingmedieval. On the 14th, we'll unlock #ama-talk channel there, where you'll be able to post your questions and we'll try to reply to as many as we can (be sure to pass the initial discord verification first if you are new to the server). The first time was pretty cool for us and we hope to have even more fun this time. We are excited to see you there!

Foxy Voxel

We have active TikTok account: @going.medieval
Follow us on Twitter: going_medieval
Our Facebook page: Foxy Voxel

Medieval Monday Talk #19

Greetings medievalists!

Time for another Medieval Monday Talk and this one is about a feature that many of you requested since the game went live - Animal Husbandry. There is a lot to talk about, and we’ll use upcoming Medieval Talks to provide more details. But for now, one step at a time. Let’s talk about Animal Panel.

There is going to be a new tab entitled “ANIMALS” located in the upper part of the screen.


Selecting it will open the Animal Panel. The Animal Panel is a way to give the player a quick overview of animals on the map, but it will also be used as a way of control over domestic animals, as well as wildlife.

Here is an example of the Domestic tab, within the Animal Panel:


From left to right, we’ll explain what each column represents.

Animals - This shows the type of animal in a form of a hyperlink. Hyperlinks will direct you to the Almanac entries for these animals. Also, each animal will have (f) and (m), indicating their gender, to differentiate between male and female.
Name - You will be able to give a name to the animal, and that name will also appear here.
Age - Represents the age of the animal in ingame years, with the age phase appearing in brackets.
Assigned to - When an animal is trained to be a pet, a dropdown will appear and the player will be able to assign the animal to a settler for training.
Haul - Some pets will have the ability to haul things. You’ll be able to turn that ability on/off here.
Battle - Some pets will be able to follow settlers and engage enemies alongside them. This too will be adjusted with an on/off function here. Not all animals will have this ability, but if you want to turn a bunch of rabbits into killing machines - you’ll be able to tinker with json files to allow that.
Train - Animals that have not yet been trained will have symbols indicating that they can be. This will start a training sequence.
Slaughter - Clicking on this icon will mark the animal for slaughtering (same as selecting the animal and clicking on the slaughter action or using the slaughter order from the order buttons down right).
Release - Clicking on this icon will mark the animal for release. When a settler releases the animal, it becomes wild again.
In Pen - If the animal is in a pen, the pen name will be added here. Clicking on it will select the pen and jump the camera to it. We might even add an option to name the pen. :)

Things are a bit different when it comes to the Wildlife tab of the Animal Panel:


Animal & Age columns are identical to the ones for Domestic animals.

Hunt - Use this button to mark the animal for hunting. You’ll still be able to mark the animal for hunting by selecting it as you previously did, but this is just an additional option.
Retaliate - Some animals have a chance to retaliate, meaning that if attacked, they’ll fight back. Chances for retaliation will appear here.
Tame - To turn wild animals into domesticated ones, you’ll use the Tame symbol here. You will also be able to start the taming process by finding the animal and marking it with Tame.
Tameable - Some animals will be harder to tame. The higher the chance, the easier taming process will be.
Retaliate - Once tamed, the animal will have a chance to retaliate. Those chances will appear here. Think of it as an animal being stubborn.

What do you think about this? In the upcoming weeks, we’ll also discuss the importance of animal gender, how the taming/training process will work and how it will affect resource management, so stay tuned.

Foxy Voxel

We have active TikTok account: @going.medieval
Follow us on Twitter: going_medieval
Our Facebook page: Foxy Voxel

Medieval Monday Talk #18

Greetings medievalists!

Time for another Medieval Monday Talk. We were pondering for a bit on how to present what we are working on since there is a lot of technical things happening under the hood. But, we’ll try our best. Let’s talk about pathfinding.

When it comes to settlers' navigation in our medieval colony sim… there is a lot left to be desired. Let’s take a simple movement, like walking diagonally. Here it is how it looked before:



Notice the zig-zag movement. And this is how it will look in the next major update.



It might appear to be a minor thing, but this overhaul is a part of a bigger process that will offer significant optimization chances, easier implementation of upcoming features, and overall better game performance. Those existing issues could not easily be solved due to how the old system was interconnected with the rest of the game. There were a lot of variables, a lot of settlers, and a lot of resources. Calculating all of those options would affect the gameplay but also the CPU.

Within the new system, we implemented multiple agents. Agents represent everything "organic" that moves in our game - your settlers, enemies, and animals. In the current version, the problem is that everyone would try to follow such a system - your settlers, merchants, enemies, and even animals. It would look kinda silly - for a deer to walk over the limestone floors and stairs, just because we established that it is the fastest way for your settlers to move.

Since pathfinding is a big part of the game, this overhaul will allow for a faster calculation for every moving thing in the game and, in turn, allow for better game performance. It will also offer better game experiences. If there is an issue with hauling or ignoring job priorities, we will be able to find it easily and make a solution that will not upset the rest of the systems.

Now, every agent will allow for much more effective, much easier customization to their pathfinding. Animals will have different movement rules and penalties than humans. Deer and rabbits’ navigation will not be affected by flora, and floors will not provide as much penalty reduction as it does to humans (more on that later, below).

With human agents, we can separate how your settlers, merchants, and enemies will behave. An example: Your settlers and merchants will be able to avoid traps with ease (we plan for everyone to be able to activate traps), while the enemies will go through them.

Examples of settler movement vs wolf movement when faced with traps.

Agents will also allow for easier integration with the upcoming updates. Let’s say we plan to implement a new animal within the game (*ominous hint noises*) this new system will allow us to easily define how that animal would move throughout the game. That relates to settlements' position and location, type of constructions surrounding the animal, and other characters.

Take penalties, as an example, every grid space represents one node. Every node offers a penalty that is calculated by what is exactly that node’s made of and what’s on it. So if there was a bush there, that would cause 3000 penalty points to anything that walks through it, resulting in the slowing down of the character. The simple ground would offer 1000 penalty points, while the floor would provide 250 penalty points.

Everything mentioned above will affect game performance. You might not see it, but it will be felt.

Take this scenario as an example: A settler wants to reach a woodpile. With our old pathfinding system, it would ask if such a pile is reachable and start calculating. The system would take into account every single grid space, the penalties they provide, and thus provide the path for the settler. Now imagine such a simple action for every settler. That action would be very CPU heavy.

Here is an example of A star pathfinding that is used by our game: PATHFINDING. Try building a maze around the end position and once you are satisfied with the result, select Start Search. That is basically showing the current pathfinding logic - in that link, it’s a simplified and slower version, but it very much represents how the game calculates destinations related to the agent.

Thanks to the new region system, the game will instantly recognize where the thing your settler is looking for is. It will inform them about all the necessary regions they need to traverse in order to get to it.

Each region is made from 420 nodes (grid spaces) and it knows what the other regions that surround it are.



This makes calculating traversal significantly easier on the CPU since it doesn’t take the complete map into consideration when calculating. It takes only the necessary regions into account, making the experience much smoother, performance-wise.

Hopefully, this gives you a better understanding of what you can expect in the next update, without the need to go fully technical on it. But trust us - this is excellent news for Going Medieval

Foxy Voxel

Patch 0.7.17

Greetings medievalists!

The new hotfix (0.7.17) is now live on all of the 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 crash caused by settlers trying to install a Structure Pile.
  • Fixed crash caused by canceling relocated structures mid-construction on the same voxel several times, using the assigned keybind.
  • Fixed crash caused by drafting a settler that is sleeping in a bed via keybind,
  • Fixed the issue where undrafted stances of settlers couldn’t be modified through the Manage menu when other settlers are traveling with a caravan.
  • Fixed the issue that caused merchant idling behavior to bug out if a merchant's stall is locked away or walled off.
  • Fixed the issue that caused settlers not to sow the fields when seeds become available.
  • Fixed the issue where a roof blueprint could be placed and built overlapped over Floor Tiles, with no warning messages displayed.
  • Fixed the issue where the structure piles would multiply if their installation was canceled multiple times via the assigned keybind.
  • Percentages in the production speed modifiers in the selection panel of a production structure are color-coded now.
  • All variations of research tables now count for the warning message “research table missing”. Also, all research tables unlock the research panel (if the player somehow purchases an advanced research table before constructing the basic one).
Foxy Voxel