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Going Medieval News

Happy Holidays!

Greetings, medievalists!

‘Tis almost the end of the year, and what a year it was, right?

15 Medieval Monday Talks, 5 Major Updates, 2 AMAs and a bunch of bug fixes and improvements. More than 10 000 people have reviewed the game and we managed to maintain a solid 89% rating. However, we wanna do more, we want to upgrade, we want to be better.

So, this will not be your regular Medieval Monday Talk post. Rather, it’s going to be a tease of the stuff we are working on and setting up systems for. We’ll go into more detail about each thing next year, but for now, we’ll give you a short briefing.

The two most demanded things, as of now, appear to be bed ownership and an option for settlers to train their melee skills. Bed ownership has been a long time coming, but we don’t want to make it a simple “right-click, choose owner function”. We wanted to tie it to a couple of systems and we found a perfect way to maximize it. For this to work, we’ll introduce beauty and comfort stats - the look of your room will play a role, too. How will this affect your settlers? Well, we’ll leave that to your imagination for now.

Training and improving settlers’ combat skills is also a must. Sure, archers can train by hunting. It’s not the most convenient way, but they at least had an option when compared to their melee friends. We’ll take care of both sides, with proper training buildings.

We didn’t start the fire, but we’ll allow the fire to start and spread! Enemies setting fires, stuff catching on fire, and settlers putting out fires - things will get hot in our medieval colony sim builder.

Remember ladders? Our long-time players will remember that at one point we had ladders in the game, but we had to remove them due to them breaking the game in several ways. Now, with the improved pathfinding, it seems like a good time to introduce ladders back. Of course, it will not JUST be ladders, but we wanted to emphasize them due to your requests.

We also plan to start working on settlers’ relationships next year. This doesn’t mean you’ll be able to organize weddings, parties and see drunk people fight among themselves, but it does mean that we’ll set up stuff for such scenarios to occur in the future. We’ll start simple, with options for them to do small talk and have some sort of affection system.

Another major thing will be modding. We’re aware of the work dedicated peeps do by modifying game files. We couldn’t support them (even though we have #modding channel on our discord server), since a lot of modding resorted to simplistic editing of the existing game files. We want to do official workshop integration, visual modding, and importing models into the game. This will be a huge undertaking but everything we’ve done so far has led to this.

And we’re not stopping here. We’ll have more to share and write, but all in due time (let us have a reason to write these Monday Talks :D).

Thank you, folks. Thank you for being here with us on this journey. Thank you for the support and kind words and wonderful stories that you share with us via our game. Because of that, working on the game is just a bit easier and worthwhile. We’re not taking that for granted, but we ask for your patience.

From the 31st of December until the 9th of January, Foxy Voxel is on holiday (the majority of the team is celebrating Orthodox Christmas which falls on January 7th) when we’ll resume with our Medieval Talks, bug fixing, and all that jazz.

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 in photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Merry Christmas, Happy New Year, and Holidays! See you next year, with more exciting Going Medieval news. Stay safe people!

Foxy Voxel



Follow us on Twitter: @going_medieval
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See the trailer for the game here: https://www.youtube.com/watch?v=GuHfL2kf8tM

Hotfix (0.11.12) notes

Greetings players! The newest patch (0.11.12) 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 several crash occurrences.

[h3]Known issues:[/h3]
  • 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.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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

Hotfix (0.11.11) notes

Greetings players! The newest patch (0.11.11) 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 several crash occurrences.
  • Fixed the issue where auto-rotation would stop working for windows, doors, and fence gates in the blueprint phase.
  • Fixed the issue that caused infinite refueling in some cases.

[h3]Known issues:[/h3]
  • 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.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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

Patch (0.11.10) notes

Greetings, medievalists!

The newest patch (0.11.10) 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 several crash occurrences.
  • Fixed the issue that occurred after an incursion, if the player un-drafts all settlers, they would be prone to getting stuck on the same food container if they were hungry.
  • Fixed the issue where editing a production that has already started affected that production when it should affect the next unit of that production

[h3]Known issues:[/h3]
  • 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.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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

December Mini Update

Greetings medievalists!

December’s mini update 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! We call this one a “mini-update” because it doesn’t have any new features, but rather a much-needed overhaul of existing ones.

But first, for an optimal user experience, we suggest that you:

[h3]Disable Mods if you have them[/h3]
Please note: if you are using unofficial mods (especially those related to crops) you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.

Now, onto the update - The core idea behind it is refactored production. Overall, the production process should be much less taxing on CPUs because it now runs on multiple threads. Production is now managed by a global list of productions, where settlers with appropriate jobs choose from that list. Before, settlers would search for production, and then they themselves would check if they could reach that production building and the resources needed for it. We’ll try to explain what that means for you, but before that, a warning:

NOTE: All old saves will have the production queues deleted when loading the game with 0.11.9

  • Settlers now use multi-pile hauls when bringing resources. This does not mean that they’ll bring several different resources at once, but if they find the same resource nearby (or on a pile), they’ll grab as much as they can.
  • Upon completing production, settlers will take the finished goods to a stockpile. For this to work, a couple of things have to be set:
    - Hauling must be enabled for the settler that worked on the production.
    - There must be a stockpile/shelf that can carry that resource.
    - Settlers will haul per priority (ex. butchering drops meat, leather, bones, and tallow. Settlers will only haul meat because it's the greatest priority).
    - There are still some situations that need to be ironed out. (ex. if a settler makes a meal and there is no stockpile for meals, but there is a stockpile for ash, the settler will carry ash to the stockpile. This isn't a bug, but seems strange).
  • Settlers stop bringing resources to production when a goal of greater priority is active. This means that they will go to sleep and not be stuck bringing resources to a production station until 3 in the morning).
  • If the production is set to use a specific resource, that resource will not be in the edit production list (eg. clay brick needs clay and fuel - clay will no longer be an option in the edit panel because only categories like fuel are now editable in that case).
  • UI has gotten a small overhaul in the production aspect. Nothing fancy, it’s just a bit more readable now.

[h3]Bugs and fixes[/h3]
  • Fixed the issue where settlers would rather go to resources farther away than resources that are 3m away but located on the upper floor.
  • Fixed the issues where wildlife animals would attack animals that are being roped or merchant’s animals.
  • Fixed the issue where Taming would appear on a Wildlife panel for merchant’s animals, if the panel is open when the merchant (with animals) arrives.
  • Fixed the issue where bushes and plants would float in some scenarios.
  • Fixed the issues that caused voxels built on beams to be unwalkable.
  • Fixed the issue where heavy crossbows and crossbows, upon their dismantlement, would give more mechanical parts than needed for production (creating an infinite source of mechanical parts).
  • Fixed the issue that allowed beams to be placed over barn doors.
  • Fixed the issue where beam blueprints were positioned in places that didn’t support them, causing them to float as a result.

[h3]Quality of life improvements[/h3]
  • When animals return from caravans, they will not be targeted by wildlife for 1 in-game hour. This is done to mend the issue that you reported with animals being attacked as soon as they enter.
  • Rain no longer has the dotted white particles when falling - should be a bit more clear what's happening.
  • Candles now flicker a bit (on shrines, candles, etc).
  • Shadows are now properly connected with objects & characters. Some shadows with strange geometry might appear with holes in them now (see alcohol barrel). Some small mending will take place.
  • Settlers can rope animals that are already being attacked. If the roping starts, all attacks on that animal will stop.
  • Bought animals are not targetable by predators for 1 hour after buying them.
  • Hitting a merchant's animal has the same effect as hitting the merchant, now.
  • The blueprint wall/voxel will immediately split a blueprint beam. In that case, the blueprint beam won’t be built until the wall/voxel is constructed first.
  • Settlers and animals will try to avoid sleeping on stairs and slopes.
  • Animals will not reserve resources when falling asleep.
  • Selling animals to a merchant removes all orders from the animals, along with the order icons.
  • If you edit something within the production in the edit panel (like choosing a different resource), a “*” symbol will appear, indicating the change.
  • Note for people playing on Epic Game Store - Achievements are incorporated into the Epic Game Store and they are the same as the Steam and GOG ones. We will not add new achievements before the game's official release since we are constantly updating the game and the systems are ever-changing.

[h3]Known issues[/h3]
  • 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.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this can happen again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.