The new hotfix (0.5.31.9) is now live (on the experimental and the main 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 rare crash occurrences
Fixed issue with some heraldry symbols not having opacity on heraldry preview in the main menu
Update 0.5.31.8 is now live on Steam, Epic Game Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update. You can now choose different map sizes, build shacks, racks, and candelabras. Resource piles and stockpiles received a major overhaul, floor temperature has been tweaked! Read about all the exciting new changes here!
Shelves and racks are here! - [Community request]
We actually didn’t plan for this update to come so soon, but after seeing how many of you expressed interest in additional storage options, we simply had to do it.
If you unlock “Preserving Food” in the research tab, you’ll be able to build shelves.
Shelves can store 3 different piles of food, textile, and/or medicine. You can forbid a complete shelf, but also - when using the right-click menu, you will have individual options for all piles on the shelf (the same rules apply on constructions below).
Unlocking “Furniture” in the Research panel will allow you to build things like regular Bookshelves, Wall Bookshelves, and Weapon racks.
Bookshelf - can store up to 4 piles of books (Chronicles, Textbooks, and Thesis). Wall Bookshelf - the same function as a regular bookshelf, but these can store 3 piles of books and are attached to walls. Note: Wall bookshelves from older saves will work properly, but they will just appear as “empty”. Weapon Rack - up to 3 different weapons/shields can be stacked on this rack.
If you go deeper into the research tab, you’ll be able to unlock “Furniture II”. This will unlock things like armor racks and chests.
Armor Rack - can store armor and/or apparel. Choose wisely, since it can store only one head dedicated and one body dedicated item Chest - can store up to 2 items (from the clothing/hats, armor, and/or weapons category)
Settlers will prioritize resources from shelves when using them for production.
Dev tip: All shelves can be edited in json files, so those players that want to play around with them are free to do so. The type of storage is defined in the Furniture.json, and the content and number of piles is defined in the UniversalStorage.json
Now that we’ve covered shelves and racks - let’s talk about other stockpile updates.
Stockpile Priority
We added a drop-down menu on stockpiles and shelves. Settlers will always haul resources to the stockpile with the highest priority (this will not change the hauling priority, just the choice of stockpiles) - meaning, settlers will always choose higher priority stockpiles first. Additionally, settlers will move resources from lower to higher priority storages - this also applies to shelves and racks. So, if a rack is set to very high priority, settlers will constantly try to keep that rack stacked.
Copy stockpile settings
Copying a stockpile with the copy button (like any other building) will now copy the stockpile settings as well. There are two new buttons (copy and paste settings) for the player to be able to copy the stockpile settings to other stockpiles. You will also be able to copy stockpile settings onto the shelves and racks. However - their limitations will automatically dismiss piles that they can’t support (example: you’ll not be able to copy meat from the stockpile, onto the bookshelf, because the bookshelf doesn’t support meat).
Map sizes Larger maps are in, but we opted out of adding the large map from the previous experimental branch version (the 320x320 one - however, if you feel brave enough, by now you probably know how to edit map size in the json file). We chose to set up the maps as follows:
190x190 (formerly default) Small
220 x220 Medium
250x250 Large
The reasoning behind this is that our settlers are not designed to operate in large areas. Sending them to one end of the map will make them starve while they come back to the food source, etc. This can also happen on other map sizes in some cases but not very likely. This might change in the future and we might start supporting even larger maps officially, but that would require some deeper changes in settler behavior logic.
Trebuchets received some balancing
We’ve made several changes to the trebuchets to make them more interesting, but still - make them a bit threatening (note that trebuchets from the old saves that already spawned on the map, will not be affected by these changes):
Now, trebuchet projectiles will not pass through walls. If the projectile destroys the obstacle on the way (like a floor or something weak), it will pass through (but will cause much less damage afterwards)
Trebuchets target random structures around the map. Before, they would target one point on the map and continue firing on that dot.
Trebuchets now have a 12m impact radius represented by a red circle so they are not very precise anymore so the projectile can land at any point inside this radius.
The firing rate has been slowed down
Enemies will deplete their ammo and then step out of trebuchets to join the fight.
We’ve also fixed the issue where trebuchets would not disappear after the raid if the player saves/loads
Resource pile optimization
Many of you reported an FPS drain mid to late game. It took us some time to investigate this, and we discovered that part of the FPS drain was caused by resource piles. Not “present” piles in the game, but rather, how the game handles piles being spawned, counted, recounted, etc. The bigger the number of resources, the bigger memory leaks there were. The most significant FPS drop would come when trebuchets would hit a structure that had a stockpile on the next floor. Having piles fall would result in 1 FPS for some time.
Here are some of the use cases that were affected by this issue:
Allowing or forbidding a large number of piles would lead to an FPS drop
Changing stockpile settings would sometimes result in the stockpile being corrupt, resulting in settlers not wanting to carry resources to it, or carrying the wrong resource to a stockpile
Changing stockpile settings while settlers are carrying piles to it would result in an FPS drop
Marking a bunch of resources within a stockpile would result in a major FPS drop
We have refactored the resource system meaning many of these issues are solved - this is something that we felt had to be addressed before we start adding more systems and features.
All in all, performance should be much better now. We'd like to continue to optimize the game further into Early Access, but we felt like this was a good start.
And finally, a couple of notes regarding this new system and carcasses:
If you load an older save (0.5.29 and before) and the save had human carcasses (in pyres, graves, and on stockpiles), the game will spawn 1x bone pile instead of a carcass.
Starting a new game and having carcasses will work fine.
Continuing an older save and having new carcasses will work fine.
Temperature balancing
Although this was reported by many as a bug, it was really a balancing issue. The issue was that underground voxels give off negative heat and cool down a room, but placing floors would isolate that cooling and make the room warmer.
This is now solved by adding a small cooling effect on floors. This does, in turn, make rooms colder in the winter months but that's something that will not make gameplay suffer and it can be mended by heating rooms by adding some heat sources. This is just a temporary solution and will be most likely revisited in the future.
Improved room detection
In the case where one room is above the other - Stairs now create two separate rooms if there are no other gaps between those rooms. If there is only one missing floor tile between the two rooms, it will be considered as one room. Also, rooms are now generally easier to make due to them not having so many constraints. Prior to this update, the kitchen would stop being considered a kitchen if the player placed a campfire in the room. That’s not the case now. Also, text and overlay of rooms will not appear on every load notifying you that rooms are created.
Other notable things worth mentioning
New settler tooltip - When a new settler appears now, hovering over the info about that settler will not show all information. It will show just one highest skill and one random skill as well as perks being shown blurred with a ? over them. This is done intentionally, so players can have a bit of risk when choosing to let settlers come or not.
New decorative buildings - We’ve added candelabras and stone fences. Candelabras are used to illuminate the darkness, so if you are a fan of candles - look no further. Stone fences have been added too - because the community asked for it!
Piles Visuals and Rebalance - Many resources now have different visual pile sizes that correlate to the number of resources on those piles. Example: the limestone pile now has three versions - 1/3 of the pile is a small pile of rocks, 2/3 of a pile is the same as before, 3/3 is now a larger pile of rocks. This visual change has been made to many piles, but not all. Other resources will get this treatment as we continue updating the game.
Resource pile size has been doubled for almost all of the resources. This is due to players reporting having problems with too much limestone on mountain maps. This means that the piles will take up 50% less space.
Flora & Fauna rebalancing
Plants no longer die at once when the temperature is below the death threshold. Now, they slowly lose HP (randomized a bit) and die when it reaches 0 HP.
Redcurrants take one day longer to grow.
Plants yield more food (except mushrooms) on a lower difficulty and less on hard difficulty.
New plants spawn faster now (a bit faster on large maps and slower on small maps)
New plants no longer spawn just near the same plants. There is a 30% chance they will spawn randomly (this is to combat the problem where the middle of the map becomes increasingly empty after a few years of playing, making all plants grow on the edges of the map).
Animals spawn a bit faster (this is now regulated by difficulty, making them spawn faster on easy and very easy difficulty).
Keyboard Controls - The control scheme is now changed to be more in line with what players are used to in other colony sims. We heard the feedback from the community that they wanted Q and E to be rotating buildings and F to be used for Allow/Forbid. NOTE: Old saves and already installed games will have the old control scheme until setting controls in the options menu. NOTE: This will not change your existing control scheme but if you’d like to try it out, just reset the keybindings in the keybinding menu in the options menu.
QOL - additions to the game
Jump to the layer button. We’ve added a button to the selection panel that takes you to the layer that this object is on.
Layer changing edits - layers now have a flash effect on the numbers when changed. We have added a small tip when holding down CTRL showing to the layer what can be done with layer control.
Next settler button. We have added the next settler button (TAB) to quickly select the next settler. It's located in the header of the selection panel header.
Piles are now hidden when looking at the layer underneath them.
Almanac additions - all resources now have "Produced in:" links that take you to production structures that make that resource.
Photo Mode Camera update - Photomode has a separate camera now that can be moved around more freely. For the modders amongst you, this can be further modified from AltCameraSettings.json.
Small Changes & Balancing
Smoked meat and pickled vegetables are now in the raw food group instead of meals.
We’ve added the “Medicine” group to the resource panel and all stockpiles.
When the raid includes 4 or more raiders, 20% of them will be archers.
We have added trebuchets to the raid warning message.
We’ve also solved an issue where enemies would leave the map, halfway toward the player’s settlement.
Settlers get hungry a bit slower than before.
Settlers get tired a bit slower than before.
The Almanac has been updated - we’ve added a list of clickable hyperlinks in resource entries leading to the production structures so that it can be easier to see where you can produce what resource.
All icons are now selectable within the Research panel and they lead to the Almanac entry so you can read in more detail about the things that are being unlocked.
Building traps now require higher Construction skill.
Construction pricing and timing received several tweaks.
Lightning strikes will now damage roofs and walls properly.
Terrain-saving optimization.
We’ve optimized how rooms calculate content isolation and other things, making room detection run much smoother.
Graves have snow on them in the winter.
Spirit distillery now emits heat when producing.
Socketable buildings are forbidden from overlapping as there can be only one object per type on gridspace.
Black Bar Text should now appear properly when changing custom heraldry folder.
Particles now orient correctly when workers build roofs.
Beyond this, we also managed to fix some crashes, bugs, and issues:
Fixes
Multiple hard-to-catch crashes have been fixed.
The camera no longer stops moving when holding D and A at the same time and releasing one of them.
Fixed the issue with inverted Heatwave min. and max. temperature values.
Fixed the issue that caused equipped-only items to be completely restored (full HPs) after every save/reload.
Fixed the issue that caused the right-click prioritize hauling function not to work properly, making piles stuck until save/load
Fixed the issue with books (and other resources) magically rotting in closed rooms with floors.
Fixed the issue where settlers would refuse to haul to a certain stockpile (or more).
Fixed the issue that caused some production buildings to emit heat even when production is paused.
Fixed the issue where the gameplay keyboard would work in the save menu (the game would react to typing "o" in the save menu as if not paused).
Fixed the issue that caused FPS to drop when enemies would arrive, but players would dig a moat around their settlement with no entry.
Fixed a visual issue where loading a winter save would not render snow on the ground.
Fixed the issue where production speed modifiers would change rapidly if a production building is out in the rain.
Fixed several Fahrenheit issues (there were issues in how the game displays Fahrenheit units).
Fixed the issue that caused the armor tooltip not to show a proper rating.
Fixed the issue where players would get corrupted save games and would not be able to load them anymore. NOTE: unfortunately the corrupted save games are still corrupted. But it should not happen to save files going forward anymore.
Fixed the issue where settlers would pick up 2x piles of the same resource, and the new pile that they’d drop would have reset stats (the merged stats take the middle value now).
Fixed the issue with selecting multiple zones: copy, expand and shrink buttons were enabled, and clicking on them would result in a crash.
Fixed the issue that caused some resource piles not decomposing faster when exposed to rain.
Fixed the issue where the Deconstruct icon would disappear (before the structure disappears) when changing the layer.
Resolved the issue where if an enemy died on a trap (killed by the trap) that grid space would still be considered an enemy, and settlers would not be able to go through (making kill box mazes bug out and not letting settlers walkthrough)
Fixed various auto-equip-related issues.
Various smaller fixes and improvements
But, there are also some issues that we are investigating and plan to fix in due time.
Known issues:
Settlers will walk a long way to shelves instead of going to closer stockpiles when it comes to using items for production. This is something we will be fixing in later updates because it will require some changes in the pathfinding system.
Changing what material can be used for production on several production buildings one after the other may result in a change of allowed resources productions on buildings other than the one selected.
And there is one more thing we want to address. The success and reception of Going Medieval has proven to us that we are on the right path, that the road we’ve taken is paying off, that the features we are implementing are worth doing, that our community is wonderful, and we don’t plan to stop there.
Going Medieval is here to stay. To celebrate this, we’ve created this awesome trailer:
Whoa, that was a long one! We hope you enjoy experimenting with the new features and continue to let us know if you come across any more bugs or issues.
Thank you for your patience, people. Remember, we’ll use Mondays to announce new things and what we are working on. It might not happen every Monday, but we’ll try to be as transparent as possible. In the meantime, feel free to post your observations and feedback 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.
As mentioned in the previous post - we plan on using Mondays to announce new things and give you a sneak peek at what we are working on, so without further ado:
Some of the team are off on well-deserved vacations. We've been working hard on the game all through the pandemic and we were due some rest!
But, some of us are still here and we’ve been working big time on an experimental version of the game - as evident from all of the hotfixes that the game received in the last couple of days.
We’ll not post new hotfixes this week as some of the team are off, and we would like to avoid scenarios where a new hotfix might complicate things needlessly for their return.
But don’t worry, we are still working and still checking your feedback and bug reports. This week we’ll focus on hauling - as some players from the experimental branch have reported that hauling functionality is downgraded with the latest hotfix (even though it received significant overhaul and improvements, there is much to improve obviously).
This is probably the same problem that is causing settlers to avoid sleep, but it will take some time to investigate it. And since this is a very important part of our game, we want to do it right so we thank you for your patience and understanding!
Once the experimental branch has been tested enough and major issues fixed, we will push it to the main branch, where everyone will be able to enjoy it.
In the meantime, join our Discord server and talk about your Going Medieval experience with our active community.
We’ll also make regular posts on Twitter, so be sure to follow us there.
Going Medieval received a 10% discount (from July 24 - July 31) as being part of the DreamHack Beyond festival - an at-home, all-digital free interactive experience showcasing the best of DreamHack.
Not only can you browse the festival games here - DreamHack Beyond, but you can also experience their very own game:
In short, this is a game being published by DreamHack Team and developed in conjunction with indie game developers that features event elements such as booths, panels, cosplay, music, etc.... but make no mistake, this is a game first. It has a story that you can complete, an addicting gameplay loop, an extensive feature set, and much more.
Can you find our booth (booths?)?
But don't forget to enjoy Going Medieval, too! As always, you can join our Discord Server, follow us on Twitter and Facebook!
As promised we wanted to share with you the news on the plans for the upcoming content update!
This update is now live on the experimental branch (if it’s your first time checking out this branch make sure you click the link to find out how) and once this version is stable enough, we will then move it live on the main branch and making this a full update for everyone - Shelves and Racks, Additional stockpile management options, different map sizes, balanced trebuchets, performance improvements mid to late game, QOL improvements, and many, many bug fixes.
If you want to see a breakdown of what is coming to the next update you can check it out here: Update 0.5.31.0 notes
Thanks so much for your patience. We plan on using Mondays to announce new things and give you a sneak peek at what we are working on. It might not happen every Monday, but we want to continue to be as transparent as possible. In the meantime, feel free to post your feedback on Steam discussions dedicated to the experimental branch subforum. If you want more dynamic/direct communication - head over to our Discord server. Remember, as we are a small team we don’t have time to reply to every thread, but we do read the forums daily!
We wanted to check in as we know we’ve been a bit missing in action the last few weeks when it comes to updates - it’s not that we haven’t been around, we definitely have been here. However, we’ve been working hard on implementing some quality of life features & bug fixes which we wanted to get out ahead of the first update. We wanted to get back into the swing of our dev blog-style updates so sit back and let us update you!
As you are probably aware that we are a small team of seven people and the exposure and success of the game caught us by surprise - that is the reason we decided to focus on the initial bugs before implementing new features.
Many of you have suggested that we do weekly updates, while others were simply satisfied with new screenshots. After listening and taking onboard the feedback, starting from Monday (19th July) we want to begin a regular series of posts, these will update you on what we are working on, including any issues we come across and noticeable bug fixes that are upcoming.
And we have some news to share with you now. Beyond regular bug fixes and crash fixes, here is what we’ve been working on:
Resource pile optimization
Many of you reported an FPS drain mid to late game. It took us some time to investigate this, and believe it or not - upon further inspection, the FPS drain was caused by resource piles. Not “present” piles in the game, but rather, how the game handles piles being spawned, counted, recounted, etc. The bigger the number of resources, the bigger memory leaks you had. The biggest FPS drop would come when trebuchets would hit a structure that had a stockpile on the next floor. Having the piles fall down would result in 1 FPS for some time.
We have refactored the resource system so some FPS issues are solved - this is something that we felt had to be addressed. This update was the last stop before we start adding more systems and features.
Improving temperature balance
This was mentioned by a lot of players. The issue came from balancing and not from a bug. The ground voxels would give off negative heat and cool down a room, but placing floors would isolate that cooling and make it warmer. Good news - the issue has been solved now.
And we’ll announce more things and fixes in a later update, because...
Our next update will be ready for testing on the Experimental branch - Monday, 19th of July on Steam, Epic, and GOG
We have created an opt-in Experimental Branch for Going Medieval, where you can play a build using our latest changes before they're updated onto the main branch. Expect technical fixes, balancing, and other minor changes and improvements on the Experimental Branch.
The resource pile optimization and temperature balance updates mentioned above will both be available to play in this Experimental Branch too.
We’d also like to invite you to our official Going Medieval Discord server, this is our most active platform and best place to ask questions, chat with mods and us (when we aren’t knee-deep in development).
Thank you for being with us medievalists, and thank you for your patience.
Patch 0.5.29.2 is here! At the moment we’re focused on fixing crashes with a couple of bugs and issues fixes here and there too, but don’t worry - we’re simultaneously working on feature updates. Those will have to wait a bit, until we make sure that most of you are experiencing Going Medieval crash-free.
Fixed crash caused by quitting to the main menu if the settler's health starts depleting
Fixed crash caused by quitting to the main menu while the warning messages are appearing
Fixed crash that occurred when one of the production buildings would get destroyed and the player quickly tried to quit the game. Alternatively, the same thing would happen if the player managed to select that building somehow, once it was destroyed
Fixed bug that made doors appear "Open" regardless of the state that the player chooses. It should happen way less or not at all
Fixed bug that prevented roof from being destroyed if that roof was supported by the ground
Fixed issue that prevented room detection from working as intended in some cases - when a player would build one room above the other and try to patch a 1x1 hole in one room's ceiling (the other's floor), the room would not be divided into two rooms.
Fixed issue that caused beams to (sometimes) be placed 90 degrees from where they were originally supposed to be
Fixed issue that caused the Research panel to not react to the mouse scroll wheel
Animals spawn rate received additional rebalance
Minor pathfinding optimization have been implemented
Various other crash fixes
Fixed issue with not being able to click on the menu and game freezing
Hey everyone, we have our first hotfix (0.5.28.6) for Going Medieval live now.
This hotfix is focused on fixes for crashes, with some other key notable things listed below:
Various crash fixes are implemented throughout the game, caused by resource piles, room temperatures, roof spawning, building rotation, particle spawning, job panel, tooltips, & pausing production
Fixed crashes caused by naming settlers and village with non-latin characters
Fixed bug that caused dead settlers to get production experience
Added run in the background option: Players can now choose whether they want to allow the game to run in the background when changing focus (ALT+TAB)
Added a message when the player is trying to place a building somewhere where stability is 0. This also means that the message will appear when a player drags a wall off a cliff or tries to palace a wall on a spot with no stability
Merlons will not be counted as wall anymore
Fixed issue where music would get stuck on "one-note"
We are pleased to let you know that Going Medieval is available right now in Early Access!
Going Medieval has been a labor of love from our team, as well as amazing people over at The Irregular Corporation, and we’re so happy for you to get your hands on the game. We're ready to journey together with you into Early Access and beyond!
To celebrate, we have a fabulous new launch trailer to share - feast your eyes on its beauty ↓
Not only this, but you can now also see our development roadmap overview. We are especially excited for...FIRE!
Did you play our Going Medieval beta on May 21st - 24th? Good news - you can carry your save progress across to the launch version of the game!
Ahead of launch we wanted to let you in on what’s planned for Going Medieval during the Early Access period. We always receive amazing feedback & suggestions from our community, and as you can see a lot of your great ideas are implemented into this. Below you’ll be able to see our current roadmap!
We’ve always wanted to be as transparent and open with our community on our plans for the game once we venture into Early Access. This roadmap is based on our original Early Access plans for the game and the community feedback we’ve received from the multiple beta’s we’ve run.
Please do not stop giving us feedback once the game launches, we look through every piece! If you like what you see, have any thoughts on what’s coming up, let us know in the discussions :)
See you soon on June 1st where this roadmap will also be showcased within the game via the Main Menu - and if you haven’t already, don’t forget to wishlist us!