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Medieval Dynasty News

Update to v0.2.1.0 – PUBLIC TEST BRANCH - updated Nov. 24th

Hello everyone!

We’re adding the latest update to the test branch on Steam.



  • New building feature - Roads.
  • New sounds for Sheep.
  • New sounds for Stove.
  • New sounds for Cauldron.
  • New sounds for Stone Grate.
  • New sounds for Fire Box.
  • New sounds for Fishing.
  • New draw/shoot sounds for Bows.
  • New language - Simplified Chinese.
  • The inhabitant/building/animal/field remains selected when switching the categories in Management.
  • A selected category in last opened tab (armor, miscellaneous, survival, hunting etc.) is persistent and will be remembered.
  • New indicators for building condition and heating level have been added to the building detail window.
  • NPC comes back to the previous location a few seconds after the player moves it (pushes it).
  • New fishing dedicated weapon - Fishing spear.
  • Three new types of fish added to the existing lakes and rivers (Pike, Roach, Perch).
  • Fishing with spears and other weapons.
  • Notification when assigning/removing animals to/from the building.
  • Knowledge updated with the information about inhabitants' Mood.
  • Notification about player moving into a house.
  • New fishing animations for NPCs.
  • NPCs can fish (fishing hut workers).
  • Acceptations pop up when assigning an NPC to a new home with information about his/her family.


  • Items are not floating in water.
  • Getting dirty does not work when unlimited stamina is on.
  • Progression bug in new game after loading a quick save.
  • Instant finishing hunting part in Alwin's Story part III.
  • Problem with numbering for miscellaneous items, causing wrong items to be sold to the vendor.
  • Approval and Affection are not dropping down in time, causing the recruitable NPCs to never leave the map.
  • The recommended skill in the building details is only visible in production buildings.
  • Visuals for the lists in the Management window.
  • NPC details do not update after assigning/removing home/workplace.
  • Visuals for "Other" category in radial menu.
  • Harvesting cereals does not give experience points.
  • Quicksaving at the edge of map allows to pass the map boundaries.
  • Toddlers are going to the Tavern or sitting.
  • Management lists are not updating when removing something from Management details.
  • No profession is displayed in storage's details.
  • Visual fixes in building details assignments.
  • When trying to assign NPC to a house, on the inhabitant list there are people that can't be assigned.
  • Visuals in Knowledge and Event history.
  • Visuals in Skills.
  • NPCs do not go to work in the morning.


  • Increased chance to pair inhabitants.
  • Turkish language.
  • Increased many items buoyancy.
  • New inventory system for better optimization.
  • Inhabitant's Mood level has a new range (-100, 100).
  • Information about adding, removing, or consuming item from inventory also shows the number of items in inventory.
  • Changed the name "Fish" to "Fish Meat".
  • Improved accuracy in detecting plants when harvesting with a scythe.
  • Fishing Nets now provide specific type of fish instead of a fish meat.
  • Changed Coin icon.
  • Game logic optimization.


Updated changelog to v0.2.1.1

  • Resolution 3840x1600 added in 21:9 aspect ratio.
  • Reloading sounds for arrows.
  • New hit sounds for arrows.
  • New sounds for flying arrows.


  • House modules have incorrect heat values.
  • Incorrect cost of one of the Hunting Lodge modules.
  • Incorrect cost of one of the Food Storage modules.
  • Medium and Big Fishing Nets catch the wrong fish.
  • Wood need drops to 0 when the building has been fully upgraded.
  • Tool is not spawning in hand if player performs action like skinning. It also may cause a camera bug.
  • Assigning item to occupied quickslot doesn't make the old item to be unassigned.
  • Buying animals is impossible if last opened tab was the Management and last category was other than "Buildings".
  • Player's house is in wrong position on compass.
  • Various bugs with trading and transferring items.
  • Building and destroying Hen House modules has incorrect sounds.
  • Village info shows after every assignment in Management tab.
  • Roads don't remove bushes and stones.
  • Fish are not visible with a Talent for spotting animals.
  • Inaccurate detection of collisions makes it difficult to destroy buildings.
  • Items dropping to minimum freshness and never being removed, but adding various other items.
  • When the torch runs out, it destroys the new one instead of the old one.
  • Notification about removing resources when building fences.
  • After the player dies and switch to heir, the heir's wife and children do not have right references to the heir.
  • Player can't build a Hen House.
  • Sometimes the sound of rain is missing.
  • Lack of Gloves in the Sewing.
  • Sometimes trees fall under the ground.
  • Fish sizes are incorrect.
  • Fish fly over the water.
  • Hunting quests displaying duplicate animals.
  • Small generic quest bugs.
  • Bugs with crafting items that uses resources with capacity (like buckets with water).
  • Picking up buckets with water/milk/spoiled milk results in them being added to selected quickslot.
  • Some schemes in assignments menu aren't locked by the Technology even if the scheme isn't purchased.
  • Some tools condition decrease only once.


  • Input holding behaviour regarding how fast the elements can change and total amounts of steps in sliders.
  • Chances of rainy days have been reduced.
  • German language.
  • Rendering optimizations.
  • Added more fish spots.
  • Decription for fishing spear, shovel, torches and fish processing.

Medieval Dynasty - A tease of things to come part 2

Hello Village Leaders,

We want to waive some of the mystery about what’s coming in the next Medieval Dynasty update. We are excited to see how our game develops every day, and it’s pretty tempting to share with you what we are currently working on. So here it is - a tease of what’s ahead.

Many of you have asked for the ability to build paths and roads in Medieval Dynasty. Well, as of next update, your wishes will be granted. You can plan the layout of buildings and roads according to your plan.

But this is not all that we have prepared for you. For those who are a bit bored with hunting wild animals in the forest, now there is an additional opportunity to get food - fishing. You’ll be able to catch different species of fish in various locations and craft new tools.



This update will be coming soon. It’ll first arrive on the public TEST branch, and once it is confirmed that it all works, and be added to the main game. Stay tuned and follow us on Facebook, Twitter, Instagram, and Discord for all the info that you need and want to hear.

Stay safe and until next time.

Your Toplitz and Render Cube Teams

Medieval Dynasty - Q&A - Part 4

Welcome Tribe Leaders,

Grab a chair and enjoy our fourth episode of Q&A with Medieval Dynasty Developers. As usual, we asked you on our social channels to send us any questions you might have about the future of Medieval Dynasty. We grabbed some of your questions and we took the answers and popped them into a video which you can watch right here:

[previewyoutube][/previewyoutube]

We have received a huge number of questions from you and we thank you heaps for all of them. We have answered some of the most frequently recurring, and we hope that our answers will be exactly what you were looking for. Also, check our previous Q&A videos, as it may already have the answers to the questions that you have. And you can always ask us on our Facebook, Discord, Instagram, Twitter, and Steam profiles too.

We hope you enjoy our video and let’s speak soon!

Until next time,

Your Toplitz and Render Cube Teams

Update to v0.2.0.3 - on the Public Test Branch

Hello everyone!

ATTENTION: in this version there may be longer loading times. We are working on a solution and ask for a little patience at the start of the game.

We have – yes, you guessed right – another update for you! The update brings these changes, additions, and fixes:

Added:
  • New indicator icons to show the speed and direction of changing inhabitants' mood on the People List in the Management tab.
  • New crafting sounds - hand and at the table.
  • New sounds for sowing and manuring.
  • New sounds for the Loom.
  • New sounds for the Spinning Wheel.
  • New sounds for tailoring.
  • New sounds for the scissors.
  • New sounds for the sheep shearing.
  • New cooking animation for the Stove if craft time is short.


Fixed:
  • Delivering a quest item that is currently in the player's hand does not disappear after returning it.
  • References to family members when one of the family member leaves the village.
  • Wrong Technology points reward for the "Woodcutter challenge" quest.
  • While cooking (at the Cauldron in Tavern III), the NPC pushes the player into the Stove.
  • NPCs cannot get married.
  • Incorrect warnings when placing a fence.
  • Resource Storage and Food Storage cannot be demolished.
  • Storage capacity limits are sometimes incorrect.
  • It was possible to place items in Resource and Food Storages beyond the limit.
  • Bug that allowed to have tools with infinite durability when switching them.
  • Tool switching behavior when selecting the same quick slot.
  • Tool switching behavior when switching between different tools.
  • Spinning Wheel animation is not working.
  • Crafting interaction with Grates where animation is not working properly.
  • Spears are not equipping automatically after throwing them.
  • Information "Press "R" to craft more" does not refresh after changing key binds and is not relevant for gamepad.
  • Outline in quest item to be delivered to NPC is displayed in quest tracker.
  • Spacing in various quests.
  • Name of animal to hunt is not translated if there is only 1 type of animal to hunt.
  • Quern sounds are starting when the player finished crafting.
  • Various interaction fixes.


Updated:
  • The speed of increasing the mood now depends on the number of positive factors.
  • French language.
  • Fence placement has been improved.
  • Unreal Engine version has been updated.
  • Hidden timer for time sensitive quests due to timer being temporary disabled.
  • The hit window when attacking with spears is now larger.
  • Flour crafting time reduced to 1 second.


Update to v0.2.0.2

Hello everyone!

We have a small update bringing these changes, additions and fixes:

Added:
  • Pouches and backpacks for vendors (seamsters).
  • New flail sounds.


Fixed:
  • Tax multipliers from events and/or game settings are not included in building's tax info.
  • Clicking on assigning recipe in building's assignments results in selecting another item than desired.
  • Items from the miscellaneous category that are on the bottom in inventory (below coins) are not selected properly, so the player can sell coins or the one item above the last selected.
  • The game mode customization parameter for animal health points did not work.
  • The game mode customization parameter for damage from animals is not working.
  • NPC production assignments that use buckets of water removed the whole item instead of its content.
  • Bow is not drawing with infinite stamina enabled in customization.


Updated:
  • Russian language.
  • Ukrainian language.
  • Czech language.
  • "Tab" button on keyboard and gamepad special left button now opens last opened tab (inventory, skills, map, etc.).
  • The speed of lowering the mood now depends on the number of negative factors. Example: the mood of a villager without a house lowers faster than the mood of a villager with a house (the "top speed" value was not change from previous versions of the game).
  • UI Input fixes.
  • Player does not need houses to recruit NPCs.