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Medieval Monday Talk #10

Greetings medievalists!

Now that the Update #2 is out, let’s talk about the things we are working on. The period after the big update is always busy, because when we’re not fixing present issues within the game, we’re discussing and planning how to approach Update 3.

Yes, we have internal milestones, but the content of those milestones are influenced by various things. This includes suggestions and reported bugs provided by you, the community.

Here is a brief tease of what we’ve decided to tackle! We decided to extrapolate the usability of a certain resource types, to expand temperature influence, to differentiate factions a bit better, crops system will receive an upgrade, we will introduce a couple of new effectors for your settlers as well as more things for them to do and stand out a bit better with. Beyond that, we plan to introduce new furniture, buildings and other quality of life improvements.

We can’t wait to show you more in the coming weeks as we discuss everything mentioned above in more detail and accompany it with the proper screenshots.

While you wait, we invite you to join our Discord server (if you haven’t done so already), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Thank you for your time, folks.

Foxy Voxel

Hotfix 0.6.2.6

Greetings medievalists! The new hotfix (0.6.2.6) is now live on all 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 the crash caused by using the relocate function for some construction - if the player would place a blueprint on a voxel, then cancel it, then repeat the process on the same voxel two more times, after the third time - it would result in a crash.
  • Fixed the progress blocker caused by pausing the game at the same time the Autosave feature triggers.
  • Fixed the issue when using multi selection (via double click) on walls OR windows, both would be selected in this process. Now, a multi selection of walls will select only walls separately like when doors are being multi selected. Windows selection works the same way.
  • Fixed the issue where settlers that are sent in a Caravan would appear as "Settler Died" events in the Historical Records menu.
  • Fixed the issue that caused traded Items and resources, or ones given as gifts, to still be displayed in the Caravan Info Tab.
  • Fixed the issue that caused the roof to collapse if the construction of the door was started in a room next to a wall. Player would cancel construction of the door and, with that action, cause the roof above the door to collapse.
  • Fixed the issue that would cause resources/items to decay from weather events even though there was a roof above them. The roof would not properly register sometimes, if created during the weather event.
  • Fixed the issue that caused the counter in the Research Menu to corrupt when selling/gifting allocated Books.
  • Fixed the issue where players were not able to get a Retribution achievement
  • Fixed the issue where the Room types could be created using the Structure Pile variant of the required structures.
  • Fixed the issue that caused stored items in storage structures (chest, racks) to disappear after the voxels under those structures have been mined.
  • Fixed the issue that caused the blueprint to cancel itself when the blueprint beneath it was finally constructed.
  • Fixed various issues related to missing text.
Quality of life improvements
  • Leaf particles have been added to trees. (This can be turned off in options menu, within ‘Graphics’)
  • Added particles for when a production is finished.
  • Weight cap has been added to traders - trading can’t continue if the merchant can't carry any more resources (players can't gift 100k limestone to a visitor anymore. Yeah. Sorry :) ).
  • Settlements have a slightly different stock if they are mountain or valley settlements (wood and stone/gold/iron have different price modifiers and amounts).
  • Locking a merchant now makes the faction lose alignment (-5/h), also a note will appear when a merchant wants to leave, but is locked in.
  • Keybindings for panels (4,5,6) work on the world map now.


Talk to you soon!

Thanks,

Foxy Voxel

Hotfix 0.6.2.5

Greetings medievalists! The new hotfix (0.6.2.5) 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 several rare crash occurrences.
  • Fixed the issue where graves could be built on top of floor tiles if the blueprint was placed over a Stockpile that's located over the Floor.
  • Fixed the issue where copying the settings for the allowed resources from a Chest, Rack, Shelf or Stockpile and pasting them in the same structure made the checkboxes to appear as unmarked.
  • Fixed the issue where the text boxes were not reverting to the default values when higher/lower values are entered more than once in the Transform tab from the Edit Heraldry menu.
  • Fixed the issue where modifying a settler's name in the Settlers Selection screen had no impact outside of the profile tab.
  • Fixed various issues related to the UI of the Settlers Selection screen.
  • Fixed the issue that caused the Alignment status of Permanently Hostile Factions to be modified by returning settlers during Runaway events.
  • Fixed the issue that caused Heraldry to disappear from the Pause Menu and Summary Screen.
  • Fixed the issue that caused the "Send Caravan" button to not become greyed out once a Caravan has been designated to go to the settlement.
  • Fixed the issue that caused the Crop Field to appear as floating over the ground if the player would place crops on one location, and then mine those same voxels.
  • Fixed the issue that caused the Order buttons to lose functionality if the Info Tab of any item/resource/structure was opened prior to entering the Region Map.
  • Fixed the issue that caused cancelling the Relocate order when settlers are working on the initial structure to not work as intended.
  • Fixed the issue that caused facial hair of loaded settlers' presets to not appear as previously saved.
  • Fixed the issue that would block the floor from being constructed beneath the trap, if the trap was built first.
  • Fixed text formatting in the caravan trading screen.
Known Issues
We are aware of these issues and you don't need to report them:
  • Resources counter displays wrong numbers in some situations after gifting/trading with the merchant.
  • Animations tend to freeze in some scenarios.

Please note, if you are using unofficial mods (especially those related to character customization) you might experience crashes. If you do, turn the mods off before starting the game.

Talk to you soon!

Thanks,

Foxy Voxel

Hotfix 0.6.2.4

Greetings players! The new hotfix (0.6.2.4) 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 several rare crash occurrences.
  • Fixed the issue that caused settlers to go to sleep on the ground even though there are available beds in the settlement. This was caused by merchant appearing and idling.
  • Fixed the issue that caused settlers not to eat nor drink at the table if the merchant was near.
  • Fixed the issue that caused bartering tutorial to appear behind the bartering panel.
  • Fixed the issue that caused “Next” button usable even though limit for Group Creation Points was surpassed.
  • Fixed the issue where settlers would be stuck in the loop loop of moving resources in and around the storage areas.
  • Fixed the issue where "You have unlocked the Research Panel" notification would appear every time if the research table was relocated.
  • Fixed the issue where player could enter any letter/symbol in advanced Settler customization.
  • Fixed rare issue where merchant would stay on the map forever after loading - Merchants and guards now forcefully leave the map if the game is loaded and no merchant event is active.
  • Enemy’s village will be placed minimum 6 tiles from the player’s settlement, this will not affect the existing saves.
  • Settlement stock will not refresh every time player access it.


Please note, if you are using unofficial mods, especially those related to character customization, you might experience crashes. If you do, please turn the mods off before starting the game.

Talk to you soon!

Thanks,

Foxy Voxel

Update #2 | Merchants & Diplomacy

Greetings medievalists!

The new major update titled “Merchants & Diplomacy” is now live on Steam, Epic Games Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include advanced options when it comes to starting settlers’ customization, the option to relocate buildings, our new trading and faction systems and various other tweaks and improvements. Read about all the exciting new changes, here!

[h3]Faction System[/h3]

The Faction tab is located within the Historical Records panel in-game. It shows you what alignments you have with other factions and which faction is at war with who. You can change alignment with other factions by trading with them, gifting them things during trading/caravan gameplay, attacking traders, returning runaways or refusing to do so (more info in the event segment!).

[h3]New Region Map[/h3]

To unlock the Region map, you will have to research “Cartography” in the Research tab. Once you do that, you’ll be able to build a new furniture type - the Cartography Table which will, in turn, give you access to the Region tab. You can now select other settlements on the region map and see their basic information, as well as send caravans to them.

[h3]Bartering[/h3]

Merchants, as an event, will arrive at the player’s base over time. You can start the bartering process by selecting one of your settlers and right-clicking the trader NPC. Only resources on stockpiles/shelves will be available for trading from the player’s side.


Trading is based on the value system of resources/equipment and the value of each resource differs depending on time of year, merchant, if the player is giving or taking, etc.

You can attack merchants and lose alignment points with the trader’s faction, but be careful - they will usually come with bodyguards. If the merchant turns hostile, both the trader and their bodyguards will act like raiders.

Merchants will not trade weapons/armors/shields if they have neutral alignment with you, and certain traders (like weapon merchants and large goods merchants) will not appear if the player has no friendly factions on their region map.

[h3]Caravan System[/h3]

Right now, the caravan system is only utilized for trading and gifting purposes. Attacking other settlements via caravans is not currently in the game, but will be supported over the course of the development.

You can now send caravans by selecting other settlements in the region map and choosing the ‘send caravan’ option. However, for that to work, you will have to choose which settlers to send and what goods to send with them.

The caravan won't start if there are no settlers chosen, the mass is too great or there is not enough nutrition for the trip to and from the destination settlement.

Sending a caravan will give you the ability to trade with the settlement when the caravan arrives at the destination.

Bartering with settlements is the same as regular trading, except that the prices are in favor of the player and not the faction.

Caravans can’t return home if the player has bought more mass than can be carried or if the amount of nutrition is not met for the way back.

[h3]Relocate Structures - [Community Request][/h3]

We’ve also implemented a feature where you can turn almost any production building/furniture/decoration/trap into a pile allowing for the relocation of a structure. Once turned into a pile, it can be moved onto stockpiles or be installed anywhere else (if there is space for it!)

Installing and reinstalling a structure takes ⅓ of the time it takes to build it, but this process doesn’t have a minimum level requirement, nor does it give XP to settlers. It’s also worth mentioning that you will be able to buy some structures (as piles) from merchants, even though they’ve not been previously researched.

[h3]Event System Overhaul[/h3]

To adapt to newly introduced trading and faction systems, we decided to do some tweaks to events. Beyond introducing new trader events, we’ve overhauled how existing raid events work. Before there were 3x different raid events for 3x different factions in the game. Now there is only one raid event and the faction is chosen randomly from hostile factions.

Dev note: If you load the save that is currently experiencing a raid in the 0.5.31.15 version of the game, that raid will disappear. All the raids that come after that one should work properly.

The Runaway event has a slightly different outcome now. Refusing to give the settler back will not necessarily initiate a raid, but it will set -50 to the alignment with the faction that is looking for the runaway. This can result in the faction potentially turning neutral from friendly or hostile from neutral.

[h3]Character Creation[/h3]

We’ve enabled the option to customize starting settlers if you choose to do so - by selecting the Advanced Customization option, the settlers screen will expand and you will be able to choose things like their looks, backgrounds, pseudonyms, religious alignments, ages, weights, heights, what perks they have and what skills they excel at.

There are some limitations to the creation points used to “build” your settler - they are not infinite. They are randomly distributed to every settler and the players can change where they want those points to go. The number of points it costs to alter a skill, perk, background, passion, etc., varies.

You are able to save your settlers as presets, so you can use them in other scenarios.

[h3]Additional fixes/features[/h3]
  • Certain crop fields now have a minimum botanical skill in order to be sown.
  • Trap prices and damage have been changed - they are a bit expensive to make now and need a higher minimum skill.
  • 14 new heraldry symbols added to the heraldry editor.
  • Level up particle effect added when settlers gain a level.
  • All dust effects are replaced with a new dust shader.
  • Added particle effect when production buildings are complete.
  • Added dust effect when a pile spawns on the ground.
  • Added dust effect when settlers run.
  • Changed the way layer transparency works (the annoying transparent 0.5 layer has been removed).
  • Perks have been tweaked in terms of balance and conflict with others perks.
  • Added tooltip information for perks if they conflict with some other perks.
  • Fixed issue with loading screen not showing text properly in non-English languages.
  • Fixed several Community-noted translation issues.

We hope you enjoy experimenting with the new features and continue to let us know if you come across any more bugs or issues. Remember, F10 is your friend!

Check the amazing trailer for this update:
[previewyoutube][/previewyoutube]
Thank you for your patience, people. Feel free to post your experience regarding the new update on Steam discussions. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.

Foxy Voxel

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See the trailer for the game here: https://youtu.be/GuHfL2kf8tM