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Going Medieval News

Patch 0.8.19

The new hotfix (0.8.19) 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 enemies would shoot through terrain if the layers are lowered.
  • Fixed the issue where pets would not sleep on the same level as their owners.
  • Fixed the issue where banished settlers wouldn’t leave the settlement.
  • Fixed the issue where settlers wouldn’t harvest animals automatically and the player was able to order them only by right-clicking to do so.
  • Fixed the lag that occurred when a lot of unreachable blueprints were placed on the map.
  • Fixed the issue where a door locked up a room, upon being built.
  • Fixed numerous issues related to pathfinding (settlers not mining/constructing/eating) related to stairs detection.
  • Fixed the issue where settlers would get into the loop of picking up and dropping objects.
  • Fixed the issue that allowed the food graph bar to go out of bounds in the Historical Records.
  • Male/Female text is now properly positioned for the Polish language
[h3]Quality of life improvements[/h3]
  • Traps received additional balancing - there is now a 1% chance for trap activation when settlers walk over them.
  • ‘Trough doesn't require minimum construction skill anymore.
  • “Animals are hungry” warning message has been added.
  • Black bar text will appear if an animal starves to death or dies from old age.
  • Black bar text will appear when an animal gives birth now.
  • Animals emit dust particles when running.
  • Trying to load old saves (pre Update #4) has better messaging now - old saves will be marked with red text, and trying to load them will give a more detailed explanation of why it can’t be done.


Foxy Voxel

Update #4 | Animals & Pets

Greetings medievalists!

Fun fact: Going Medieval launched as an Early Access title exactly one year ago! That’s right - it’s our birthday! To celebrate this milestone, we’re happy to announce that the new update titled “Animals & Pets” is now live on Steam, Epic Games Store, and GOG.

All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! There’s still some fine-tuning required and we plan to post more patch notes in the upcoming weeks.

Watch the video below to see the update’s highlights, and if you want to go into more detail, check beneath the video for the full patch notes:

[previewyoutube][/previewyoutube]

But before you check the full log, we have a couple of important warnings:

[h3]Old saves will not work with this update[/h3]


Once you update the game on the main branch, existing saves become incompatible, as indicated by an in-game warning (“Can’t load this game.”). We mentioned that this would happen due to code restructuring - we're sorry, but it simply isn't possible to play old saves with this update. Please, start a new game!

If you want to continue building pre-update settlements, without the new content and changes, we have added a pre-update branch called “legacy”. You can access it the same way you enable the experimental branch, as explained here.

[h3]Disable Mods if you have them[/h3]


Please note: if you are using unofficial mods, 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.

[h3]Old custom scenarios[/h3]


If the game doesn't show some of your custom scenarios, it should give you a warning. To fix this, most likely you need to change just a couple of lines:
  1. Go to "%userprofile%\appdata\locallow\Foxy Voxel\Going Medieval\UserData\Scenarios\" directory and open a custom scenario in a text editor
  2. Paste the snippet below into your code and copy values from the old strings 'title' -> 'title', 'info' -> 'info', 'description' -> 'narrative'
    "locKeys": [
    {
    "language": 1,
    "name": "",
    "info": "",
    "description": ""
    }
    ],
    "startingAnimals": [],
  3. You can now delete the old 'title', 'info', and 'narrative' entries.
  4. Before saving and testing it in-game, validate the file by copy/pasting all content to some online JSON validation tool.

Now, on to the fun part.

Animal husbandry




[h3]Global animal behavior changes[/h3]
Animal naming - All animals can be named now.
New animals - Goats, sheep, chickens, dogs, foxes, boars, cows, and rats are all present in the current build of the game. More will come later.
Gender - Animals can be male or female
Age - Animals can be young or old. They have a randomized life span and will die when reaching it.

This will influence which type of resource, and in what amount, you’ll get from them.

Sleep - Animals have to sleep now. Some animals, like deer, are active during the daylight hours. Others, like foxes, are nocturnal.
Hunger - Animals will seek food (they can eat) when they get hungry.
Forbidden eating - Animals will ignore forbidden orders on food piles.
Carcass eating - Carnivores will eat carcasses.

Animal breeding - Animals mate among themselves (same species, males and females). The breeding process is influenced by a couple of things: The number of animals on the map and in the pen, the sizes of pens, or if the pen is crowded, the animals will not breed.

We’re separating their states into Wild, Domestic, and Pets.

[h3]Wild animals[/h3]

The existing behavior of wild animals has been overhauled and improved.
  • They’ll roam across the map, but will actively try to avoid your settlement.
  • Herbivores will look for plants to eat.
  • They will avoid food located in the player’s settlement, but if they’re very hungry and there is no food present, they’ll try to sneak in and take the food.
  • If a wild animal enters a starvation phase, it’ll start losing health.
  • Map type will influence what animals appear on it.
  • All animals currently in the game are tamable.
[h3]Taming[/h3]

Taming is a process of turning wild animals into domestic ones.
  • Upon the selection of a wild animal, a tame button will appear.
  • Settlers with the Animal Husbandry job turned on will go to these animals and initiate taming.
  • Once the taming attempt has been made with a specific animal, that animal will have a one-day cooldown (in-game), before the settlers can attempt to tame it again. There is no limit to the number of animals you can attempt to tame (as many as there are on the map).
  • The taming attempt can be successful or not. Taming attempt success chance (and duration) is determined by the animal type and the settler's Animal Handling skill.
  • Each animal has a minimum requirement for Animal Handling skill if you want to try and tame it.
  • If the taming attempt fails, there is a chance that the animal will attack the tamer.
  • If the taming attempt is successful, their tamed stat will increase by a certain amount.
  • Over time, the tamed stat will slowly decline. If that animal is attacked by a settler, the tamed stat will instantly revert to zero.
  • Once the tamed stat is maxed, the animal will be domesticated.
[h3]Domestic animals[/h3]

Domestic animals are animals that roam around your settlement and among your settlers without concern. Settlers can use them for harvesting resources, but there are also other ways they can be utilized. Here is everything important about domesticated animals:
  • By default, they’ll idle around your settlement.
  • They can't go through doors (unless they are set to ‘Open’).
  • When it's time for sleep, they’ll look for roofed areas.
  • They need to eat food - if they are roaming around the settlement, they’ll take any food they can reach (even if it’s outside of the settlement).
  • Starvation can befall domesticated animals, too. If that happens, they’ll start losing health.
  • Domestic animals (and pets) can be slaughtered - Slaughtering is the process where a settler goes to an animal and kills it instantly. The result of the slaughtering is the carcass left by the animal and Animal Handling skill increase for the settler that performed this action.
  • To contain animals in one place, you’ll have to build an animal pen.
[h3]Animal pen[/h3]

An animal pen is an enclosure for holding domesticated animals. To create such space, you’ll need to make an enclosed area with a fence or a wall and put a Pen Marker in it.
  • To move domestic animals from an open space to the pen, settlers will use roping - an action where they go to an animal, link them with a rope, and lead them to the desired location. This is part of the Animal Handling job type.
  • While roped, the animal will follow the settler and will be able to pass through doors.
  • Animals like wolves, foxes, and rats can’t be in pens. Check animal availability by selecting the pen marker.
  • Animals will eat food that’s located in that pen area. You can use a Trough to place food for animals.
We’ve added new buildings to help you with pen control.

Fence gate - Similar to doors, fence gates can be set to always open or default. The difference is that this building replaces the fence, but not the wall. You will not be able to use the Fence gate to build upon it (to use it for stability purposes).

Barn door - Can’t be locked and can’t be set to always open. This door type can create a room, but can’t be used for creating a pen. They keep the temperature isolated and are best used to separate the outside from the inside part of the pen. Animals can go through it with no issues.

[h3]Pets[/h3]

Domesticated animals that go through a training process will turn into pets.
  • As of now, all animals can be turned into pets.
  • The training system is similar to the taming system, minus the chance for retaliation if the training fails.
  • Pets can go through unlocked doors and don't need to be roped to do so.
  • Pets roam freely around the settlement.
  • Certain pets that can attack will automatically engage enemies if enemies are nearby.
  • Pets that can haul will from time to time haul any resources needed to be hauled.
  • The frequency of the hauling and the size of piles they haul will depend on animal type.
  • Once the pet is assigned to its master, it will have the same sleeping schedule as them.
[h3]New Resources[/h3]

Animal feed - this resource is produced at campfires/stoves and is used only for feeding animals. This is preferred animal food, but animals can eat regular resources if the players construct small stockpiles in the pens.

Each animal will give you some resources upon harvesting, and all animals will give meat in different amounts. Here are the new resources:
  • Eggs (provided by chickens)
  • Milk (provided by goats, cows, and sheep)
  • Wool (familiar resource, but now also acquired by sheep harvesting)
  • Stuffed eggs (a meal made with Eggs as a Cooking material)
  • Junket (a meal made with a Milk as a Cooking material)
  • Curdling milk (made by fermenting Milk)
  • Cheese (Curdling milk turns into cheese via fermentation process).
  • Tart De Bry (a meal made with a Cheese as a Cooking material)
  • Aged wine (Rough wine turns into Aged wine via fermentation process)
[h3]New buildings[/h3]

Besides adding the Fence gate and the Barn door (mentioned in the Animal pens part), we also added Fermenting station.

Fermenting station - An area for managing all fermentation, from fruit juice, to alcohol and cheese production.

We’ve replaced Wall Deer Head Decoration with a Trophy rack. Wall Shield Decoration now works differently and we also added Decorative Weapon Rack.

Trophy Rack - Racks are built with wood but to place a trophy on it, you’ll need to produce them within the butchering table and you’ll need carcasses for that. The type of the trophy rack will be influenced by the carcass you submitted for butchering. All animals are supported, humans too.

Decorative Shield Rack - All of the shields you manufacture, take, or buy can be stored on these types of racks. Settlers can also take shields from these racks when the battle happens.

Decorative Weapon Rack - All of the weapons you manufacture, take or buy can be stored on these types of racks. Settlers can also take weapons from these racks when the battle happens.

[h3]New features[/h3]
Fermentation - Some resources can ferment if the temperature is right. Resources that ferment will turn into new resources after the fermentation process is completed. Example: Fruit juice will turn into rough wine.

Select Next - When you select settler/enemy/building/item, a new button will show in a selection panel that appears. Select Next will allow you to jump to the next thing of the same type as your initial selection. The default keybind for this is TAB.

Resource list selection - Clicking on any of the resources located in the list in the top right part of the screen will select that resource instantly.

[h3]General changes[/h3]
Days are longer now - A lot of you wanted an in-game day to last longer. Good news - one in-game day at a normal speed is close to 20 minutes now.

Traps functionality - Walking over traps can hurt your villagers and animals now if those traps are activated (5% chance of activation, but still - it can happen). By design, settlers and domestic animals will try to avoid them if possible (if a clear path is detected). Merchants will follow the same logic. Remember, as long as a clear walkable path to the destination is detected, you need not worry about activating traps.

Fodder group added - we’ve added a ‘Fodder’ resource group. Fodder group resources are (for now) hay and animal feed.

Other quality of life improvements:
  • Settler's Idle Warning sound has been disabled. It will be missed.
  • Loading of the scenes has been optimized.
[h3]Pathfinding overhaul[/h3]

We mentioned before that we’ve overhauled our pathfinding system. We’ll try to elaborate on what happened and what it means for you.

The game has a whole new pathfinding system. It should look and feel the same as before. What we have now is a custom system that is more optimized and easier to track down bugs when they happen.

Goals (the things setters do, like sleep goal - tells them to go to bed and lay down, construct goal tells them to get resources, bring resources and construct) now use a different way of looking for anything to interact with.

Settlers now search in a more optimized way for world objects to interact with through a system we call “regions”. The game map is now split into regions and each region knows what it has in it. When a settler searches for food first it will ask the region it is in if there is a food pile in it. If there is not a food pile in it, it will flood fill adjacent regions and so on. When it finds a region with food in it only then will the game pathfind to that pile. This is a faster way of searching for things and scales up better giving us the opportunity to optimize even more in the future.

[h3].JSON modding cleanup[/h3]

The game still doesn’t support official modding, but we want to make current systems easier for manipulation. We discussed this in more detail in our last Medieval Monday Talk, but here are some of the things that we did:

Text in-game - We have changed the way the text is used in-game. Let’s take an item like a sword as an example: Before, that item would be in the JSON file and then you would need the same-named text key in the localization. This meant that the player could mod in a new sword but couldn’t add its name to the localization file, having it appear as “code text”. Now, the player can easily add this.

Visual assets in-game (models, icons, etc) - Before, to create a gold_short_sword you needed to have the same-named icon and the same-named mesh for it to work. Now, this is not necessary - items can share the same mesh if needed.

You can see the example for this in the Resources.json (located in the StreamingAssets\Resources). Have fun. :)

[h3]Known issues[/h3]
  • Regions and Areas of the map do not refresh properly sometimes - this results in settlers sometimes not being able to get to mineable voxels or go through newly built doors. Most of the time a culprit is a staircase where the grid spaces under it are flagged as walkable, but settlers can't walk through the staircase resulting in paths being blocked, but the AI doesn’t know that it’s blocked. If something like this happens, search for places where staircases are built, and try to arrange mining job around the staircase in a different way
  • Settlers will bring resources one by one for the purpose of production.
  • Settlers prioritize things that are on the same floor, even if that goal is far away from their current location.
  • Enemies will sometimes stop attacking doors if one of their buddies that was attacking those doors dies.

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

Follow us on Twitter: @going_medieval
Our Facebook: Foxy Voxel
We are on TikTok, too: @going.medieval
See the trailer for the game here: https://youtu.be/GuHfL2kf8tM

Medieval Monday Talk #23

Greetings medievalists!

In the previous Medieval Monday Talk, we mentioned how the game’s files received a bit of reorganization and easier navigation for all you folks that want to experiment with crazy scenarios. Let’s talk about that, let’s talk about basic modding improvements.

We completed our first milestone (phase) on our road to extensively support modding: Advanced JSON modding. Now, modders are able to easily add new Resources, Equipment, Buildings, Materials, etc. as well as do pretty much everything except adding new 3D models (which is planned for phase two).

We’ve added:

Example entries - Most of the affected JSON files now have a first entry that is an “example” with extensive comments and instructions on how to mod that particular file.

Localization Keys - Now JSON files, instead of the single “localizationKey” property, have “locKeys” arrays, where newly created items can be fully localized directly to current, officially supported languages.

Icon Path - Switched from constructing image path in-code based on the item name to literal paths in JSON file. This enables adding new In-game icons where applicable and also, overriding existing ones.



Material Settings - All material-specific settings for items have moved to a new file and added a bunch of options to it, most notably, Shader Parameters. This enables creating new materials and easily assigning them to new or existing items.

For example, you can create new material like jade or crystal and add it to the item you want to have that variation. Beneath, you can see an example of creating a new material type and adding that material to a weapon:



The result:

(Note: Jade material will be added to the material files for you to dabble with, but will not be officially added as a variant to any items in-game)

Equipment Type and Quality Settings - Those settings are now extracted to separate files for easier readability. Also, this enables adding new Settings per type and/or Quality. (can be changed that higher quality weapons when equipped trigger mood effectors or even stat-boosting effectors on settlers)

(An example of the WeaponQualitySettings.json . Armor, Garment, and Weapon type have their own files)

There is a lot more happening behind the screen, so we tried to comment and add sort of instructions where we saw it fit within the JSON files. This is just the beginning and we will adapt systems and add more possibilities based on the feedback we get from our awesome modding community.

Wanna be a part of it? Join our Discord - we have a dedicated channel for modding where you can ask/give advice to fellow medievalists! As well as this, you can talk about the overall game experience with our active community.

It’s worth noting this, again:

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.

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

Thank you for your time!

Foxy Voxel

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

Medieval Monday Talk #22

Greetings medievalists!

We talked about wild animals, now let’s do domestic ones. Look at (some of) them!


[h3]Domestic animals[/h3]
Domestic animals can be bred (their offspring will be domestic), you can harvest their resources, they can be slaughtered for meat and/or be used for caravans (expanding weight size and giving you the option to sell that animal to another settlement. All wild animals can be domesticated, but that process may take a long time, depending on the animal.

Once animals are marked as Domestic, they will roam around your settlement. To keep them in a specific spot, you’ll want to create pens. Animal pens are created by building a fenced area and placing a ‘Pen marker’ (new building type) inside it. When that’s built, your settlers will have to use roping to lead domesticated animals into pens.



Roping is a part of the Animal Handling job type - this means taking a domestic animal to a place it needs to be: to a pen, to a caravan post etc. Because domesticated animals can’t go through doors by themselves, roping will be used to tie an animal to a settler so that way it can pass barriers that otherwise wouldn’t be possible. Think of it as a hook: 1. An animal is marked for roping, 2. Settler will go to the animal, 3. The animal will start following the settler. 4.Once the designated location has been reached, the settler will 'unrope' the animal and proceed to do something else.



Pens will be safe zones for domestic animals in which they’ll roam and eat food, but keep in mind that not all animals can be in pens (cats, rats and such animals are not for pens, that’s just silly).

All domesticated animals provide some sort of harvest. Some will produce resources like wool, eggs and milk. Which type of resource and in what amount you’ll get from them will depend on the animal's gender (For example: female cows will produce milk) and life’s phase (young cows can’t produce milk).



But that’s not all you can do - training domestic animals will turn them into pets… well, some of them. Pets can be assigned to settlers and help them in combat. They’ll also haul resources from time to time. Some animals will haul more often, while others will have bigger storage capacity. If you draft a settler that has a pet assigned to them, that pet will immediately go to them and follow them. How cool is that?

Pets can go through unlocked doors and will not need roping to pass through them. They’ll also roam freely around the settlement and engage with enemies if they are nearby.

Of course, everything about animals will be changeable within the game’s files which received a bit of reorganization and easier navigation for all you folks that want to experiment with crazy scenarios. We can provide more details about that in the next Medieval Monday Talk.

It’s worth noting this, again:

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.


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
Follow us on Twitter: going_medieval
Our Facebook page: Foxy Voxel

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!

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