1. Going Medieval
  2. News

Going Medieval News

Patch Notes (0.22.39)

Greetings, medievalists! The newest patch (0.22.39) is now live on all platforms. 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 where fire wouldn’t be visible when triggered.

[h3]Known issues[/h3]
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.

  • 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.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • Player-triggered events don't have sound effects.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook

Medieval Monday Talk #61 - Heavy Weaponry

Greetings, medievalists!

It’s time to talk about siege weaponry, about the existing one and the new ones. The infamous trebuchet will finally receive the necessary nerf - no longer will they snipe your settlement from the opposite corner of the map. Yup, now they’ll have a range. This also means that trebuchets will be constructible. So, the raiders will have to approach your settlement close enough for it to be within the trebuchet’s range, and then they’ll start constructing it (thanks to our new AI).


But don’t worry, for you’ll be able to construct trebuchets, too! You will also be able to construct Ballistas and Onagers. Ballista is an ancient missile launcher designed to hurl javelins. It is a very precise weapon, whose range increases the higher the object is in position. When it comes to weapons for your towers and walls, ballistas are things that you want to have.

Onager is a catapult equipped with a “spoon” on a rigid arm. It will have a smaller range when compared to trebuchet, but its firing speed will be faster and it will fire multiple smaller projectiles.


Each one of these weapons will be buildable and upon their creation be spawned as a building pile. You will be able to install those piles wherever you want, as long as there is enough space for them. Raiders, too, will be able to use all of those siege weapons.

However, using these weapons will not happen automatically - you will have to direct them to their targets. Also, they will need ammunition. Different buildings will provide different ammunition, depending on the siege weapon. More on that in the official update log when it comes.

How does this sound to you? What’s your preferred siege weapon? Let us know in the comments and be sure to…

Stay medieval!

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook

Patch Notes (0.22.38)

Greetings, medievalists! The newest patch (0.22.38) is now live on all platforms. 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]
  • Another potential fix for players that reported that their settlers would freeze after some time.

[h3]Known issues[/h3]
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.

  • 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.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • Player-triggered events don't have sound effects.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook

Experimental Branch Patch (0.22.38)

Greetings players! The newest patch (0.22.38) 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.

[h3]Bugs and Fixes[/h3]
  • Another potential fix for players that reported that their settlers would freeze after some time.

[h3]Known issues:[/h3]
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.

  • 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.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.
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 different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

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!

Foxy Voxel

Patch Notes (0.22.37)

Greetings, medievalists! The newest patch (0.22.37) is now live on all platforms. 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.

[h2]Camera 2.0 [Community request][/h2]
  • New camera logic has been implemented which made us ditch the legacy camera and coyote time. Here is what you need to know about it:
  • The camera now has multiple raycasts so it will only move layers when hovering over larger changes in layer height.
  • Camera layer movement can be locked with CAPS LOCK (or via the icon in the top left corner).
  • When the camera is locked to a layer you can change the layer by holding Shift + mouse wheel or via icons in the camera commands panel in the top left corner.
  • Holding left Shift will show you info that Shift + mouse wheel changes camera layer.
  • The camera now translates slower between layers to be not as jarring.
  • If the Camera is locked to a layer, jumping to a point of interest will unlock it.

There are still a minor thing we need to implement to fine-tune this version:
  • Beams and fences still count as offsets to the camera target. This is not that noticeable now with the multiple ray cast system but it can create strange situations.

Let us know your experience with the new camera and impressions in the comments!

[h3]Quality of Life improvements[/h3]
  • Removed obsolete json files, to make it easier for modders.

[h3]Bugs and Fixes[/h3]
  • Fixed several crash occurrences.
  • Fixed the issue where settlers that have been removed from an event via x in their icon were unable to be invited again via the “+” button.
  • Fixed the issue where settlers that have a different religious alignment from the event they are partaking would not attend (or would abandon) that event if you save & load the game during the gathering/active event phase.
  • Fixed the issue where your druid/chaplain would not stay in a proper spot during Ritual/Sermon event.
  • Fixed the issue where settlers that gain perks on their birthday would have their new preferences visible only after reloading the save.
  • Fixed the issue that caused the list of settler social status to overlap with the Socialising bar.
  • Fixed the issue that caused lack of Almanac link on rugs in the Research tree.
  • Fixed the issue that allowed you to move/destroy the event holder object during the active event.
  • Fixed the issue where the game would generate new settlers in the settler window if you decided to hit the back button on the summary window (before starting a new game).
  • Fixed the issue where you reported that you didn't see changes during the heraldry creation.
  • Potential fix for players that reported that their settlers would freeze after some time.

[h3]Known issues[/h3]
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.

  • 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.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • Player-triggered events don't have sound effects.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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.

Foxy Voxel

Discord Reddit X/Twitter Bluesky TikTok Facebook