Going Medieval - SeVerin

Greetings, medievalists!

The newest patch (0.26.46) is now live on all platforms on main and experimental branch. 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.

Quality of Life Improvements
  • Photo Mode is now disabled on the Region map, because it was not functional there in the first place. Photo mode is reserved for settlement/location screenshots.

Bugs and Fixes
  • Fixed several crash occurrences.

  • Fixed the issue which prevented some saves with mods from being loaded. Those mods were usually tied to shelves in some way. Now, you should be able to load them with those mods without an issue. Special thanks to community member Jorge for providing necessary info (btw, Jorge made this cool mod).

  • Fixed the issue where room overlay legend in the top left corner would be offset if you loaded a save that had it enabled.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

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Going Medieval - SeVerin

Greetings, medievalists!

The newest patch (0.26.45) is now live on all platforms. 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 crash occurrences.

  • Fixed the issue that caused trophies to be wrongly rotated upon their placements on trophy racks.

  • Fixed the issue where the locked camera would offset upon you placing constructions or making selections with orders.

  • Fixed the issue where two units would stand next to each other and constantly miss hits. For real this time.

  • Fixed the issue where prioritizing hunting goals via right click would not target the selected animal.

  • Possible fix for various audio issues.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

Discord Reddit X/Twitter Bluesky TikTok Facebook

Going Medieval - SeVerin

Greetings, players! The newest patch (0.26.45) is now live on all platforms on the experimental and modding branch. 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 crash occurrences.

  • Fixed the issue that caused trophies to be wrongly rotated upon their placements on trophy racks.

  • Fixed the issue where the locked camera would offset upon you placing constructions or making selections with orders.

  • Fixed the issue where two units would stand next to each other and constantly miss hits. For real this time.

  • Fixed the issue where prioritizing hunting goals via right click would not target the selected animal.

  • Possible fix for various audio issues.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

DISCLAIMERS:

⚠️ We decided to keep Dev version of the game on the experimental branch, 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.

⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel

Going Medieval - SeVerin

Greetings, medievalists!

The newest patch (0.26.44) is now live on all platforms. 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 crash occurrences.

  • Fixed the issue that made buildings in certain moments invisible but still selectable.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

Discord Reddit X/Twitter Bluesky TikTok Facebook

Going Medieval - SeVerin

Greetings, players! The newest patch (0.26.44) is now live on all platforms on the experimental and modding branch. 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 crash occurrences.

  • Fixed the issue that made buildings in certain moments invisible but still selectable.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

DISCLAIMERS:

⚠️ We decided to keep Dev version of the game on the experimental branch, 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.

⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel

Going Medieval - SeVerin

Greetings, medievalists!

The newest patch (0.26.43) is now live on all platforms. 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.

Quality of Life Improvements
  • Changed logic for buildings. Deconstruct, uninstall, and relocation now have priority over building repair. The repair goal will fail if any of those orders are given. It will also fail if the building catches fire.

Bugs and Fixes
  • Fixed several crash occurrences.

  • Fixed various issues related to secondary maps.

  • Fixed the issue where selecting the next object of the same type via TAB didn’t work as intended. 

  • Fixed the issue where enemy corpses couldn't be buried in graves designated for enemies after loading.

  • Fixed the issue where the screen would overflow due to the number of mods and objects displayed in the Loading prompt.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

Discord Reddit X/Twitter Bluesky TikTok Facebook

Going Medieval - SeVerin

Greetings, medievalists!

The newest patch (0.26.42) is now live on all platforms. 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.

Quality of Life Improvements
  • You can now load modded saves even with mods disabled - the game is now able to handle saves that have missing mods. Most issues were previously caused by mods that introduced new meshes for buildable objects. Previously, if such a mod was used to create objects in a save and then later uninstalled (or simply disabled in the mod manager), it would cause a crash. Now, the game will skip placing those objects unless they have stability. So walls, beams, roofs, floors, doors, and windows will be replaced with default versions. If this replacement fails, those objects will be skipped as well. We implemented this to prevent complex buildings from collapsing upon load if, say, a bunch of modded walls were missing.

  • Memory batch optimization - We’ve reduced fragmentation and improved overall performance by moving larger memory allocations to occur only once at the start of the game, rather than every time a save is loaded. Memory fragmentation occurs when free memory is split into small, non-contiguous blocks, making it difficult to allocate larger chunks of memory. This can lead to performance issues and increased memory usage. Systems that rely on large, contiguous memory blocks include fire, water, temperature simulation, grass growth, and melting snow.

  • We’ve reduced the “stop-and-go” behavior of enemies when switching targets, making them feel more responsive and natural during combat.

Bugs and Fixes
  • Fixed several crash occurrences.

  • Fixed the issue that caused some lag spikes during a raid.

  • Fixed the issue where enemies would get stuck during a raid, sometimes.

  • Fixed the issue where two units would stand next to each other and constantly miss hits.

  • Fixed the issue where difficulty changes wouldn't be applied to secondary maps and vice-versa.

  • Fixed the issues where the caravan would return with dead animals in some cases.

  • Fixed the issue that prevented forbid order from working.

  • Fixed the issue where the bed ownership wouldn’t be changed upon the death of the settler who owned that bed.

  • Fixed the issue that caused room detection issues on secondary maps.

  • Fixed the issue where surrendered enemies would block paths on stairs and slopes.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

Discord Reddit X/Twitter Bluesky TikTok Facebook

Going Medieval - SeVerin

Greetings, players! The newest patch (0.26.42) is now live on all platforms on the experimental and modding branch. 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 crash occurrences.

  • Fixed the issues where the caravan would return with dead animals in some cases. 

  • Fixed the issue that prevented forbid order from working.

  • Fixed the issue where the bed ownership wouldn’t be changed upon the death of the settler who owned that bed. 

  • Fixed the issue that caused room detection issues on secondary maps.

  • Fixed the issue where surrendered enemies would block paths on stairs and slopes.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

DISCLAIMERS:

⚠️ We decided to keep Dev version of the game on the experimental branch, 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.

⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel

Going Medieval - SeVerin

Greetings, players! The newest patch (0.26.41) is now live on all platforms on the experimental and modding branch. 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.

Quality of Life Improvements
  • You can now load modded saves even with mods disabled - the game is now able to handle saves that have missing mods. Most issues were previously caused by mods that introduced new meshes for buildable objects. Previously, if such a mod was used to create objects in a save and then later uninstalled (or simply disabled in the mod manager), it would cause a crash. Now, the game will skip placing those objects unless they have stability. So walls, beams, roofs, floors, doors, and windows will be replaced with default versions. If this replacement fails, those objects will be skipped as well. We implemented this to prevent complex buildings from collapsing upon load if, say, a bunch of modded walls were missing. Modders, this patch is live on the modding branch too - try loading saves WITH mods to see if everything is working as intended. Let us know if we missed something.

  • Memory batch optimization - We’ve reduced fragmentation and improved overall performance by moving larger memory allocations to occur only once at the start of the game, rather than every time a save is loaded. Memory fragmentation occurs when free memory is split into small, non-contiguous blocks, making it difficult to allocate larger chunks of memory. This can lead to performance issues and increased memory usage. Systems that rely on large, contiguous memory blocks include fire, water, temperature simulation, grass growth, and melting snow.

  • We’ve reduced the “stop-and-go” behavior of enemies when switching targets, making them feel more responsive and natural during combat.

Bugs and Fixes
  • Fixed the issue that caused some lag spikes during a raid.

  • Fixed the issue where enemies would get stuck during a raid, sometimes.

  • Fixed the issue where two units would stand next to each other and constantly miss hits.

  • Fixed the issue where difficulty changes wouldn't be applied to secondary maps and vice-versa.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

DISCLAIMERS:

⚠️ We decided to keep Dev version of the game on the experimental branch, 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.

⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel

Going Medieval - SeVerin

Greetings, medievalists!

The newest patch (0.26.24) is now live on all platforms. 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 crash occurrences.

  • Fixed some old save incompatibility issues.

  • Fixed the issue where the animal pen area would remain visible even after deselecting it.

Known issues:
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

  • Assigned Pets don't sleep with owners.

  • Some text keys are still not translated.

  • Player-triggered events don't have sound effects

  • Settlers will not refuel torches if there is no floor/ground beneath them.

  • 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.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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

Discord Reddit X/Twitter Bluesky TikTok Facebook

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