1. Going Medieval
  2. News

Going Medieval News

Medieval Monday Talk #6

Greetings, medievalists!

So let’s continue the last talk. If you don’t want to be spoiled, now is the time to stop reading.

You can’t have trade without the traders, and there are several types of traders in Going Medieval, like:
  • General Goods trader
  • Rare goods trader
  • Weapons trader

These traders belong to some of the game's factions, but not all of the factions will have the same type of traders.

For a faction to trade with the player, they’ll need to have a "Neutral" or "Friendly" label on them.

Status with every settlement is represented with a diplomacy number (for every faction) and can be influenced and changed with various events occurring in our game, as previously discussed.

Once a trader appears, an event will pop up:



Bodyguards will accompany traders, and depending on the relationship with their factions, their numbers may vary. Now, what will happen from there is up to the player. They can interact with the trader by selecting a settler and right-clicking on the trader - this will prompt the trading screen discussed in the previous dev log.

Players can choose to attack the trader. With every hit a trader receives, a diplomacy status representing the trader's settlement and the player's settlement will diminish. Some might experiment and try to lock/trap traders - this will also result in diplomacy loss. If the trader loses a way to exit your settlement, the diplomacy stats related to their settlement will diminish with every passing hour. Once they turn into 'Enemy' - they will start with the attacks, just like raiders.

As the game evolves, the capabilities of the trading system will expand, too. But right now, we think this is a good starting point.

While you wait for the new update, be sure to join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel

Hotfix 0.5.31.15

Greetings medievalists!

The new hotfix (0.5.31.15) 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 placing traps under the stairs.
  • Fixed issue that caused the game to freeze upon large-scale enemy encounters.

Talk to you soon!

Thanks,

Foxy Voxel

Medieval Monday Talk #5

Greetings, medievalists!

New Monday, new talk, and a new feature. If you don’t want to be spoiled, now is the time to stop reading.

This was mentioned in the previous talk, but let’s extrapolate it. We are, of course, talking about the trading process.

We need to clarify that trading is done in a manner of exchange - goods for goods. There is no money to be made or to give. The rampant plague known as the “Black Plague” in our game was one of the harshest periods that made 95% of the global population perish. Money was the least of the problems for the people that survived, and exchanging resources as a means to survive and prosper made sense.

Let’s say that you’ve been playing on the “Valley” map type and you are missing that sweet, sweet limestone, but you have more than enough clay. Here comes a merchant with enough limestone - players will select their settler and engage a merchant. As a result, this screen will appear:

(keep in mind that this image is a mock-up used to demonstrate how this system will work, and not a final in-game screenshot)

In the trading screen, the player determines what will be given to the trader and what will be taken. Players should keep their eyes on the scale, as it goes in favor of who has more wealth at the end of the transaction. One side represents the amount of wealth the player will take in the transaction, while the other represents what the player will give in the transaction. It’s important to keep the scale balanced, because if the player asks for more things than the trader offers - it may result in a dispute and the trader unwilling to do the transaction.

Once the trade has been accepted, the player's resources from stockpiles and shelves will disappear, and the trader will drop the things they have sold.

Want to gamble even more? You will be able to attack the trader and try to take away things you’ve sold, by force. But what are the consequences of these actions? Stay tuned and see you next week when we talk about the trades in more detail.

In the meantime, join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel

Medieval Monday Talk #4

Greetings, medievalists!

Keep in mind, these Medieval Monday Talks might not happen every Monday, but we’ll try to keep them frequent enough - we want to continue to be as transparent as possible. With that being said, now seems to be a perfect time to talk about some of the features that we are working on for the next update. If you don’t want to be spoiled, now is the time to stop reading.

Remember our Region map?



It’s time to evolve it, by introducing factions into our game.

Each settlement placed on the map will now have a name and faction. We are working on a system where several factions will be formed on the region map and will be given neutral or enemy diplomacy status towards the player’s settlement. Some factions will be enemies by default and will never be neutral/friendly toward the player (like Progeny and Bandits).

Each of the factions will have a different relationship with one another and, in turn, a different relationship with the player's settlement.

Player’s relationship with those factions will influence what type of events they have with them - friendly factions will lead to events like trades, while hostile factions will cause events like ransoms or raids to appear.

Players will be able to change opinions of the settlements that belong to those factions with various events like trading items, fleeing settlers, gifting resources, etc.

If the player becomes an enemy with one faction, the enemies of that faction may, in turn, be friendlier with you. You know how they say - the enemy of my enemy is kinda neutral, right?

Relationship with the factions will be shown in the new Faction panel. That panel will open a list of all of the present factions in the current game, along with their relationship to the player.

Of course, more details will come regarding these features as we further develop them, but for now, we hope that this little sneak peek will get you excited for the next update! Let us know what you think in the comments below.

In the meantime, join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel

Hotfix 0.5.31.13

Greetings players! The new hotfix (0.5.31.13) 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.

Bugs and Fixes
  • Fixed several rare crash occurrences.
  • Production buildings are no longer selectable through walls.
  • Fixed the issue that caused convalescing settlers to teleport all around the map.
  • Fixed the issue that caused settlers to do Steward jobs even if that job was disabled.
  • Fixed the issue that caused enemies from the Third Coming Attack raid to spawn and remain idle, even though there is a clear path to the settlement.
  • Fixed the issue that caused forbidden icons to overlap with some objects and resource piles.
  • Fixed the issue that caused decomposing info for a resource to disappear if the object they’ve been stored in has been deconstructed.
  • Fixed the issue that caused settlers’ behavior to corrupt if they get unconscious by the heatwave event - the prioritizing wounds would have no functionality, they would start losing HP due to starving as they don't recover or wake up unless drafted and undrafted, and their walking animation would get corrupted multiple times and they would appear as idle/drafted, standing still in one position for a few seconds. Weird stuff, thankfully, now solved.
  • Fixed the issue that caused some of the raiders to become idle if there are more than 10 spawned by the event
  • Fixed the issue that caused settlers to flee even if the enemies (raiders/wolves are not in the line of sight)
  • Fixed the issue that caused the selection box to remain on the screen despite the player’s input.
  • Fixed the issue that caused the relocation process of the items to get corrupt if the player would modify the quality of items that the storing object accepted. This would result in a situation that the items in the storing objects would not be movable until the storing object was deconstructed.
  • Fixed the issue that caused heraldry design to appear black/corrupted.
  • Fixed the issue that caused settlers to ignore resources located on the stockpile for crafting purposes.
  • Fixed the issue that caused items stored on Armour Racks/Shelves to remain visible if the layer is lowered immediately after settlers placed them on the storage structures.
  • Fixed the issue that caused deconstructed merlon to leave a walkable path if those merlons have been created above the ground. This would result in invisible paths.
  • Fixed the issue that caused raiders to ignore settlers that were sleeping on the Wooden Hay Bed above the ground level during the raid attack.
  • Fixed the issue where upon loading an older save and settlers going to sleep and waking up, their behavior would bug out, usually resulting in them being stuck in one place.
UPDATE: The new hotfix (0.5.31.14) is now live on all of the platforms, and includes fixes for several rare crash occurrences.

Talk to you soon about some of the features we are working on!

Thanks,

Foxy Voxel