Going Medieval - SeVerin
Greetings, players! The newest patch (0.24.5) is now live on all platforms on the experimental branch 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
  • Merchants will not appear with trebuchets in their pockets. The ones that have better (and bigger) quality of their supplies may sell ballistas and onagers, along with the ammunition for them.
  • Animals killed by traps no longer spawn forbidden carcasses.
  • Wooden Mechanical Components are now a part of the default starting conditions.
  • General Enemy AI improvements.
  • Made unrefined materials less valuable.
  • Added info text to siege weapons, explaining that a settler is necessary to operate it and an optional bit of text, if there’s no ammunition available for the weapon.
  • A black bar text message will now show up when enemies start placing siege weapons.
  • A warning message will now appear when enemies successfully construct siege weapons.
  • Enemies now have animations when reloading siege weapons.
  • Added Luka Rajačić to credits, our newest QA addition.
  • Mythwright (our publisher) has been added to credits. Be sure to check their catalogue.
Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue that prevented you from trading when your caravan has reached its destination.
  • Fixed the issue that caused enemy AI to break, which occurred if you encased your base in dirt.
  • Fixed the issue which allowed you to interact with enemy dig markers.
  • Fixed the issue where raiders were idling because they couldn’t find the target building.
  • Fixed the issue where drafted settlers would ignore orders if they were attacked from range while executing the order.
  • Fixed the issue where settlers were getting stuck in locked doors.
  • Fixed the issue where a pile (most noticeably trebuchet ammo) would become forbidden, due to it being too heavy, when an animal tries to haul it.
  • Fixed the issue where portcullis wasn’t letting water through.
  • Fixed the issue which caused the resource UI not to refresh when a pile reached 0 HP while it was on a stockpile or in storage.
  • Fixed the issue where additional control options wouldn’t appear upon shelf and fuel consumer multiselection.
  • Fixed the issue where right click prioritization would display wrong items in some cases.
  • Fixed the issue that caused building destroyed particles to orient incorrectly.
  • Fixed the issue which caused flame and embers to react to impact fields.
  • Fixed the visual glitch that would cause trees to sometimes shine.
  • Fixed the appearance of the rain ripple effects.
Known issues:
  • Enemies might get stuck when building bridges over gaps.
  • Enemies might get stuck during a siege after breaching walls with siege equipment.

  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • 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 (0.24.4) is now live on all platforms on the experimental branch 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
  • Merchants will not appear with trebuchets in their pockets. The ones that have better (and bigger) quality of their supplies may sell ballistas and onagers, along with the ammunition for them.
  • Updated localization as Birthday and pseudonyms have been added to localization patterns. Those were hardcoded, before.
  • Settler position indicator for working on production buildings will now appear during blueprint placement and building selection.
  • Position indicator will also appear during use of siege weapons.
  • “Your game contains mods. Can you first verify if the issue persists with mods disabled before reporting?” text will now pop up if you are reporting bugs in-game via F10 and you have mods enabled. This has been added to localization.
  • Mythwright (our publisher) logo has been added to the splash screen. Be sure to check their catalogue.
  • Chunks of things fly off when stuff gets destroyed by trebuchet/onager/ballista.
  • Predators should hunt small animals a bit less often now.
  • Hares spawn a tad faster on all map types (10-15% faster).
  • Shadow effect has been added beneath tables, stools and chairs. We plan to add it to other buildings as well. This is to make them less floaty in appearance indoors and when raining outside.
Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue that prevented autosaves from working.
  • Fixed the visual issue that caused texture overlap when using some versions of clay and brick windows.
  • Fixed the issue where players were not able to add chaplain to the sermon event.
  • Fixed the issue where if you canceled some buildings during their construction phase, they would catch fire. Now, buildings will catch fire only when destroyed (not canceled or deconstructed).
  • Fixed the issue where building piles wouldn’t appear visible upon their installation.
  • Fixed the issue where a pink banner would appear visible during the shakedown event.
  • Fixed the issue where job preference stars wouldn’t appear in tooltips.
Known issues:
  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • 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!

Update (0.24.2) is now live on the experimental branch and modding branch. It is compatible with the old saves. Once it is properly tested, we will push it live in the official update! Here are the notes for what awaits you in this version, but first - a warning:

Mods might not work

Please note: if you are using mods you might experience crashes or even an inability to start the game. That might happen because the mods you are using have not adapted to this update, because we added many new functionalities to the moddable jsons. More about that in the Modding Meshes section. Contact mod owners and let them know and turn off those mods until the issue is resolved.

Now, onto the update:

New Enemy AI
Enemies now have a new group AI that we refer to as the Commander AI. The Commander AI uses a pathfinding system different to the one enemies use and can search through walls, doors, gaps and ground. This way the commander AI will give orders to enemies to dig, build and destroy obstacles on their way. Here is how that relates to the enemy behavior:
  • Destroying walls, windows, floors, roofs: The Commander AI will determine what enemy unit has the best weapon to combat buildings and will send that unit to take down the building.
  • Building floors and ladders: Enemies will build small floor bridges to traverse gaps in order to enter your stronghold. To traverse vertical obstacles, enemies will build stick ladders. Enemies magically spawn resources to construct these buildings
  • Install siege structures: Enemies will spawn with siege structures in their inventory and deploy siege structures on the map.
  • Cut vegetation: If the siege weapon is placed where there is a tree in the way the enemies will clear that area first.
  • Use siege weapons: The enemy will use siege weapons and target points of interest the commander AI determines important to destroy.
  • Dig Voxels: Enemies will dig voxels if the player chooses to use terrain as a way of defending their base.
  • Destroy furniture: The destruction of players' valuable furniture and structures is now a way for raiders to have victory. Because of that, enemies will target furniture in valuable rooms and destroy it. Speaking of victory…
Battle Scales
To make the win-lose situation a bit more clear we’ve added a scale to the UI that shows the player how the battle is going. Before, the situation was not clear as there were a bunch of situations where you would kill (a lot of) enemies and still lose. Now, the enemy units are given points and killing a unit will move the scale in the victory section while losing structures and settlements will move the scale in the defeat section.
  • “Tie“ outcome has been added to cover the situations where neither you nor the enemy didn't do much.
  • We plan to add different thresholds to the scale where there would be different consequences depending on how severe the defeat was. Sometimes you may lose resources, but in a massive defeat unconscious settlers might be taken as prisoners by the enemy.
This battle balance scale is important for the addition of different types of battles like player attacking the enemy and caravan ambushes that are coming up in later major updates.

Siege Weapons
Siege weapons have been totally overhauled and the old trebuchet that appeared instantly with the raiders is gone. Siege weapons are now constructible things for you to place on your walls or wherever you see them fit.

NOTE: Turning off trebuchets in the options is no longer a thing. Enemies should use all sorts of siege weapons and since you have the means of defending against them now, this option within the custom difficulty has been taken out.

The siege weapons you can build are:
  • Trebuchet: A long-range siege weapon that fires slowly but does massive damage to a single point. It doesn’t have an infinite range nor huge area damage like before. The trebuchet has 3x various ammunition types - regular round stone projectile, flammable oil ammunition and a Greek fire variation of flammable oil.
  • Onager: A mid-ranged siege weapon that fires a bunch of smaller stones in an area. Good for raining down on enemy groups. Does mid damage to structures. Onager also has 3x variations of its ammunition: regular, flammable and Greek fire.
  • Ballista: Mid-range precise siege weapon. Fires fairly fast. Has a massive boost to its range when on higher ground making it ideal for anti-siege purposes. Right now, ballista only has one variation of ammunition. This will be updated later on.
What you need to know about siege weapon usage:
  • Siege weapons can be installed and uninstalled. That way they can be moved around the map.
  • Settlers need to bring one ammunition instance and load the machine before firing, so keeping a stockpile of ammunition nearby is important.
  • Siege machines will not fire automatically. They need to be given a target by the player. The target can be one-time or continuous.
Modding Meshes
Modding 1.5 is part of this update, too. With it, you are now able to add meshes, sprites and textures into Going Medieval.

All of the necessary instructions can be found on our website or the Steam guide that received an update.

Our github covers all of this, too, and is a good starting point.

A bunch of json files are now changed and include MeshVariations for loading custom meshes, textures and setting shader parameters.

In addition to that, we've also added a new batch of moddable jsons.

Constructables/ConstructableQualitySettings.json Constructables/StabilitySettings.json Constructables/ThermalModels.json Constructables/UniversalStorage.json Data/DaysFromStartMultipliers.json Data/DifficultyOptions.json Data/GameDifficulty.json Data/ObjectActionData.json Data/PlantShapeRepository.json Data/ReligionConfig.json Data/RoomTypes.json Data/StartingEventSchedule.json Data/WeatherEvents.json GOAP/JobPriority.json GOAP/Job.json Worker/GenerationRules.json

For those of you wanting to play with the shader parameters, we started documenting them here.

And again, it’s worth pointing out:
For the older mods that some of your mods may not work with this update, so be sure to check them and adjust the code accordingly.
If you have a mod to share, feel free to post it in our Workshop, our social media and within our Discord server.

New Structures
  • Stick ladder - Same as a wood ladder, only less healthy and has a lower aesthetic. Used by raiders when they build stuff
  • Trebuchet (Siege Engines III in the Research window, appears in the Warfare category)
  • Onager (Siege Engines II in the Research window, appears in the Warfare category)
  • Ballista (Siege Engines II in the Research window, appears in the Warfare category)
New Items
  • Balista bolt (Siege Engines II in the Research window, produced at Woodwork Bench)
  • Trebuchet projectile (Siege Engines III in the Research window, produced at Stonemason's Bench)
  • Onager projectile (Siege Engines II in the Research window, produced at Stonemason's Bench)
  • Incendiary Trebuchet projectile (Incendiary Ammunition in the Research window, produced at Oil Press)
  • Incendiary Onager projectile (Incendiary Ammunition in the Research window, produced at Oil Press)
  • Incendiary Trebuchet projectile (Greek fire) (Incendiary Ammunition in the Research window, produced at Oil Press)
  • Incendiary Onager projectile (Greek fire) (Incendiary Ammunition in the Research window, produced at Oil Press)
  • Wooden mechanical parts (Wooden Weaponry in the Research window, produced at Woodwork Bench) - used for constructing siege weapons and some other things (replacing metal mechanical parts in some parts)
Quality of Life Improvements
  • Sling, sling staff and javelin have a bit lower damage against buildings. They were a bit overpowered.
  • The range of ranged weapons is no longer influenced by rain, snow and fog. Only precision is influenced by those elements. The range is influenced by the amount of wetness the person using the weapons has on them.
  • Throwing weapons are not influenced by wetness. They’ll have the same range regardless of the wetness.
  • Plate armor does not provide that much of a slow-down effect on settlers when worn. Now, it is only 5% and not 15% like before.
  • Plate armor influences the speed of ranged weapons by around 20%. Only Crossbows are exempt from this debuff.
  • Crossbow reload speed is no more scaled with Marksman skill. This makes them a more suitable weapon of choice for low-level settlers. Keep in mind that a regular bow will shoot much faster on higher levels of Marksman skill when compared to the crossbow.
  • Wet humans and animals don't catch fire that easily.
  • Constructions now have a “can't fail construction” parameter in the BaseBuildingRepository.json. We’ve added this to several buildings so they don't punish the player that much. This is added especially to the siege equipment that needs a bunch of resources and a high level of construction skill to be constructed. Having them fail the construction after 15h of construction would be frustrating. This parameter has been added to walls and floors as well.
  • Drop Pile on Stability loss - We’ve added a parameter that if set to true, will allow for a structure tied to the destroyed wall/floor to be turned into a pile variation. So, if you destroy a wall with a picture on it, that picture will be turned into a pile.
  • Structures now have parameters that decide how much resources are dropped when the structure is destroyed and how much is dropped when it is deconstructed.
Known issues
  • Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment :) )

  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • 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.
  • Some items are missing icons and localization values.
  • 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.

That’ll be all for the update notes. New patches and improvements will be deployed accordingly. 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!

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 very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

Foxy Voxel

Going Medieval - SeVerin
Greetings, moddievalists!

This is a post for all you modders on the modding branch.

We pushed a couple of fixes to the GitHub project addressing editor building into wrong group, not building, bugging out after deleting etc. Overall, we fixed various bugs related to the github project that prevented proper modding experience.

It's best if you re-export your addressables after you update.

For those of you wanting to play with the shader parameters, we started documenting them here.

And again, this is very important:

NOTE: Some of your mods may not work with this update, so be sure to check them and adjust the code accordingly. That way, once this update goes live on the main branch it will not break your mods.

If you missed original Modding 1.5 update, you can look at it here.

Have any issues with this? Join our Discord and let us know.

Happy modding and stay medieval!

Foxy Voxel

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Going Medieval - SeVerin
Greetings, moddievalists!

Modding 1.5 (0.23.6) is live on the modding branch. With it, you are now able to add meshes, sprites and textures into Going Medieval.

All of the necessary instructions can be found on our website or the Steam guide that just received an update.

Our github covers all of this, too, and is a good starting point.

Bunch of json files are now changed and include MeshVariations for loading custom mesehs, textures and setting shader parameters.

In additon to that, we've also added a new batch of moddable jsons.

Constructables/ConstructableQualitySettings.json Constructables/StabilitySettings.json Constructables/ThermalModels.json Constructables/UniversalStorage.json Data/DaysFromStartMultipliers.json Data/DifficultyOptions.json Data/GameDifficulty.json Data/ObjectActionData.json Data/PlantShapeRepository.json Data/ReligionConfig.json Data/RoomTypes.json Data/StartingEventSchedule.json Data/WeatherEvents.json GOAP/JobPriority.json GOAP/Job.json Worker/GenerationRules.json
And this is very important:

NOTE: Some of your mods may not work with this update, so be sure to check them and adjust the code accordingly. That way, once this update goes live on the main branch it will not break your mods.

Happy modding and stay medieval!

Foxy Voxel

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Going Medieval - SeVerin
Greetings, medievalists! The newest patch (0.22.39) 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 the issue where fire wouldn’t be visible when triggered.
Known issues
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.

  • 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 items are missing icons and localization values.
  • 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.
And in case you missed, the official Update 14 log, you can find it here.

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!

It’s time to talk about siege weaponry, about the existing one and the new ones. The infamous trebuchet will finally receive the necessary nerf - no longer will they snipe your settlement from the opposite corner of the map. Yup, now they’ll have a range. This also means that trebuchets will be constructible. So, the raiders will have to approach your settlement close enough for it to be within the trebuchet’s range, and then they’ll start constructing it (thanks to our new AI).


But don’t worry, for you’ll be able to construct trebuchets, too! You will also be able to construct Ballistas and Onagers. Ballista is an ancient missile launcher designed to hurl javelins. It is a very precise weapon, whose range increases the higher the object is in position. When it comes to weapons for your towers and walls, ballistas are things that you want to have.


Onager is a catapult equipped with a “spoon” on a rigid arm. It will have a smaller range when compared to trebuchet, but its firing speed will be faster and it will fire multiple smaller projectiles.


Each one of these weapons will be buildable and upon their creation be spawned as a building pile. You will be able to install those piles wherever you want, as long as there is enough space for them. Raiders, too, will be able to use all of those siege weapons.

However, using these weapons will not happen automatically - you will have to direct them to their targets. Also, they will need ammunition. Different buildings will provide different ammunition, depending on the siege weapon. More on that in the official update log when it comes.

How does this sound to you? What’s your preferred siege weapon? Let us know in the comments and be sure to…

Stay medieval!

Foxy Voxel

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Going Medieval - SeVerin
Greetings, medievalists! The newest patch (0.22.38) 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
  • Another potential fix for players that reported that their settlers would freeze after some time.
Known issues
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.

  • 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 items are missing icons and localization values.
  • 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.
And in case you missed, the official Update 14 log, you can find it here.

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 - djuradjgnip
Greetings players! The newest patch (0.22.38) is now live on all platforms on the experimental 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
  • Another potential fix for players that reported that their settlers would freeze after some time.
Known issues:
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.

  • 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 (0.22.37) 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.

Camera 2.0 [Community request]
  • New camera logic has been implemented which made us ditch the legacy camera and coyote time. Here is what you need to know about it:
  • The camera now has multiple raycasts so it will only move layers when hovering over larger changes in layer height.
  • Camera layer movement can be locked with CAPS LOCK (or via the icon in the top left corner).
  • When the camera is locked to a layer you can change the layer by holding Shift + mouse wheel or via icons in the camera commands panel in the top left corner.
  • Holding left Shift will show you info that Shift + mouse wheel changes camera layer.
  • The camera now translates slower between layers to be not as jarring.
  • If the Camera is locked to a layer, jumping to a point of interest will unlock it.
There are still a minor thing we need to implement to fine-tune this version:
  • Beams and fences still count as offsets to the camera target. This is not that noticeable now with the multiple ray cast system but it can create strange situations.
Let us know your experience with the new camera and impressions in the comments!

Quality of Life improvements
  • Removed obsolete json files, to make it easier for modders.
Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where settlers that have been removed from an event via x in their icon were unable to be invited again via the “+” button.
  • Fixed the issue where settlers that have a different religious alignment from the event they are partaking would not attend (or would abandon) that event if you save & load the game during the gathering/active event phase.
  • Fixed the issue where your druid/chaplain would not stay in a proper spot during Ritual/Sermon event.
  • Fixed the issue where settlers that gain perks on their birthday would have their new preferences visible only after reloading the save.
  • Fixed the issue that caused the list of settler social status to overlap with the Socialising bar.
  • Fixed the issue that caused lack of Almanac link on rugs in the Research tree.
  • Fixed the issue that allowed you to move/destroy the event holder object during the active event.
  • Fixed the issue where the game would generate new settlers in the settler window if you decided to hit the back button on the summary window (before starting a new game).
  • Fixed the issue where you reported that you didn't see changes during the heraldry creation.
  • Potential fix for players that reported that their settlers would freeze after some time.
Known issues
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.

  • 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 items are missing icons and localization values.
  • 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.
And in case you missed, the official Update 14 log, you can find it here.

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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