Going Medieval - SeWerin
Greetings medievalists!

Let’s take a break from all the diplomacy/trading talks and discuss expanding the existing features. Remember our Settlers Screen?



Not many choices there, right? You could reroll characters, randomize their names (or write your own), and… that’s about it.

Check out the new version we are working on:



Now, you will be able to change the first and last name of the character and/or reroll them as a group. Stellar options!

Just kidding! You’ll want to turn that Advanced customization option on. Doing so will turn the Character screen into this:



This is the fun stuff. A lot of you asked for more customization options for your settlers - you wanted to be the one to choose what each settler excels at, what their background will be, and how they will look. Good news! You will be able to do that and more.

Do you want every settler to be a killing machine? Go for it - enhance those "Melee" and "Marksman" skills. Do you want them all to be tall old ladies with the same skin tone, head, and hair shape? No problem! You will be able to choose their pseudonyms (if you want to) and backgrounds. Does your settler feel like a Tireless Carpenter? No? How about Deadly carpenter?

You will be in complete control of the starting scenario. Will you make it too easy or too hard? It’s up to you, but there is no doubt that it will be your unique personal experience.

That’s all for today. While you wait for the new update, be sure to join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there!

Thank you for your time.

Foxy Voxel
Going Medieval - SeWerin
Greetings, medievalists!

So let’s continue the last talk. If you don’t want to be spoiled, now is the time to stop reading.

You can’t have trade without the traders, and there are several types of traders in Going Medieval, like:
  • General Goods trader
  • Rare goods trader
  • Weapons trader
These traders belong to some of the game's factions, but not all of the factions will have the same type of traders.

For a faction to trade with the player, they’ll need to have a "Neutral" or "Friendly" label on them.

Status with every settlement is represented with a diplomacy number (for every faction) and can be influenced and changed with various events occurring in our game, as previously discussed.

Once a trader appears, an event will pop up:



Bodyguards will accompany traders, and depending on the relationship with their factions, their numbers may vary. Now, what will happen from there is up to the player. They can interact with the trader by selecting a settler and right-clicking on the trader - this will prompt the trading screen discussed in the previous dev log.

Players can choose to attack the trader. With every hit a trader receives, a diplomacy status representing the trader's settlement and the player's settlement will diminish. Some might experiment and try to lock/trap traders - this will also result in diplomacy loss. If the trader loses a way to exit your settlement, the diplomacy stats related to their settlement will diminish with every passing hour. Once they turn into 'Enemy' - they will start with the attacks, just like raiders.

As the game evolves, the capabilities of the trading system will expand, too. But right now, we think this is a good starting point.

While you wait for the new update, be sure to join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel

Sep 7, 2021
Going Medieval - SeWerin
Greetings medievalists!

The new hotfix (0.5.31.15) is now live on all of the platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes
  • Fixed crash caused by placing traps under the stairs.
  • Fixed issue that caused the game to freeze upon large-scale enemy encounters.
Talk to you soon!

Thanks,

Foxy Voxel
Going Medieval - SeWerin
Greetings, medievalists!

New Monday, new talk, and a new feature. If you don’t want to be spoiled, now is the time to stop reading.

This was mentioned in the previous talk, but let’s extrapolate it. We are, of course, talking about the trading process.

We need to clarify that trading is done in a manner of exchange - goods for goods. There is no money to be made or to give. The rampant plague known as the “Black Plague” in our game was one of the harshest periods that made 95% of the global population perish. Money was the least of the problems for the people that survived, and exchanging resources as a means to survive and prosper made sense.

Let’s say that you’ve been playing on the “Valley” map type and you are missing that sweet, sweet limestone, but you have more than enough clay. Here comes a merchant with enough limestone - players will select their settler and engage a merchant. As a result, this screen will appear:


(keep in mind that this image is a mock-up used to demonstrate how this system will work, and not a final in-game screenshot)

In the trading screen, the player determines what will be given to the trader and what will be taken. Players should keep their eyes on the scale, as it goes in favor of who has more wealth at the end of the transaction. One side represents the amount of wealth the player will take in the transaction, while the other represents what the player will give in the transaction. It’s important to keep the scale balanced, because if the player asks for more things than the trader offers - it may result in a dispute and the trader unwilling to do the transaction.

Once the trade has been accepted, the player's resources from stockpiles and shelves will disappear, and the trader will drop the things they have sold.

Want to gamble even more? You will be able to attack the trader and try to take away things you’ve sold, by force. But what are the consequences of these actions? Stay tuned and see you next week when we talk about the trades in more detail.

In the meantime, join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel
Going Medieval - SeWerin
Greetings, medievalists!

Keep in mind, these Medieval Monday Talks might not happen every Monday, but we’ll try to keep them frequent enough - we want to continue to be as transparent as possible. With that being said, now seems to be a perfect time to talk about some of the features that we are working on for the next update. If you don’t want to be spoiled, now is the time to stop reading.

Remember our Region map?



It’s time to evolve it, by introducing factions into our game.

Each settlement placed on the map will now have a name and faction. We are working on a system where several factions will be formed on the region map and will be given neutral or enemy diplomacy status towards the player’s settlement. Some factions will be enemies by default and will never be neutral/friendly toward the player (like Progeny and Bandits).

Each of the factions will have a different relationship with one another and, in turn, a different relationship with the player's settlement.

Player’s relationship with those factions will influence what type of events they have with them - friendly factions will lead to events like trades, while hostile factions will cause events like ransoms or raids to appear.

Players will be able to change opinions of the settlements that belong to those factions with various events like trading items, fleeing settlers, gifting resources, etc.

If the player becomes an enemy with one faction, the enemies of that faction may, in turn, be friendlier with you. You know how they say - the enemy of my enemy is kinda neutral, right?

Relationship with the factions will be shown in the new Faction panel. That panel will open a list of all of the present factions in the current game, along with their relationship to the player.

Of course, more details will come regarding these features as we further develop them, but for now, we hope that this little sneak peek will get you excited for the next update! Let us know what you think in the comments below.

In the meantime, join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel
Aug 25, 2021
Going Medieval - SeWerin
Greetings players! The new hotfix (0.5.31.13) is now live on all of the platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed several rare crash occurrences.
  • Production buildings are no longer selectable through walls.
  • Fixed the issue that caused convalescing settlers to teleport all around the map.
  • Fixed the issue that caused settlers to do Steward jobs even if that job was disabled.
  • Fixed the issue that caused enemies from the Third Coming Attack raid to spawn and remain idle, even though there is a clear path to the settlement.
  • Fixed the issue that caused forbidden icons to overlap with some objects and resource piles.
  • Fixed the issue that caused decomposing info for a resource to disappear if the object they’ve been stored in has been deconstructed.
  • Fixed the issue that caused settlers’ behavior to corrupt if they get unconscious by the heatwave event - the prioritizing wounds would have no functionality, they would start losing HP due to starving as they don't recover or wake up unless drafted and undrafted, and their walking animation would get corrupted multiple times and they would appear as idle/drafted, standing still in one position for a few seconds. Weird stuff, thankfully, now solved.
  • Fixed the issue that caused some of the raiders to become idle if there are more than 10 spawned by the event
  • Fixed the issue that caused settlers to flee even if the enemies (raiders/wolves are not in the line of sight)
  • Fixed the issue that caused the selection box to remain on the screen despite the player’s input.
  • Fixed the issue that caused the relocation process of the items to get corrupt if the player would modify the quality of items that the storing object accepted. This would result in a situation that the items in the storing objects would not be movable until the storing object was deconstructed.
  • Fixed the issue that caused heraldry design to appear black/corrupted.
  • Fixed the issue that caused settlers to ignore resources located on the stockpile for crafting purposes.
  • Fixed the issue that caused items stored on Armour Racks/Shelves to remain visible if the layer is lowered immediately after settlers placed them on the storage structures.
  • Fixed the issue that caused deconstructed merlon to leave a walkable path if those merlons have been created above the ground. This would result in invisible paths.
  • Fixed the issue that caused raiders to ignore settlers that were sleeping on the Wooden Hay Bed above the ground level during the raid attack.
  • Fixed the issue where upon loading an older save and settlers going to sleep and waking up, their behavior would bug out, usually resulting in them being stuck in one place.
UPDATE: The new hotfix (0.5.31.14) is now live on all of the platforms, and includes fixes for several rare crash occurrences.

Talk to you soon about some of the features we are working on!

Thanks,

Foxy Voxel
Going Medieval - SeWerin
Greetings, medievalists!

We’ll have another hotfix ready for you this Wednesday. It will include things like - production buildings not being selectable through walls, fixing raiders and settlers behavior in some scenarios, crash fixes - among other things.

You may be wondering why the game is not updated quicker, why we still fix crashes, when will the next updates come, and what will be in them.

By now, if you follow our development, you already have a clear picture of how our process goes: We work on new updates and, in the meantime, fix the existing noticeable issues. The content of the update is decided internally but also influenced by community input. That may not always happen, but if the time-result ratio is sensible, we’ll consider it. Not all of the features require the same amount of programming. Once those features are implemented in the game and internally tested, we announce it via Discord and a Steam Discussion post that players can try on the experimental branch.

Some players just want to experience Going Medieval in its pure form and don’t want to be 'spoiled' with the "beta" experience. We want to respect that, so once the new version is pushed live on the experimental branch, it would be appreciated to keep all the related talk to the experimental subforum. That way, we can see what version is causing what problems. Based on your response, we reiterate, reiterate, and reiterate until the version is stable and ready to be published on the main branch.

It’s a process and not as smooth as some are hoping - our game is pretty complex and will get even more over time. We need to have a stable foundation before we expand on it - hence the reason why we are so focused on fixing those crashes. While the number is significantly lowered, it’s still present - various ways of playing our game, different languages, and PC configurations are all the factors that can influence your game experience. We want all of you to have the same chance to experience Going Medieval properly.

Now, you’re probably asking, “When will those new features go live on the experimental branch?” We have some idea for the date internally, but we don’t want to get in a situation where we promise something and do not deliver. So we are asking for your patience, but that’s why we are also working on those hotfixes. Game development is complicated but fun!

In the other news - we’re happy to report that Going Medieval will be a part of the Indie Arena Booth 2021 curated lineup. You may have heard it before, but it’s worth mentioning again - Indie Arena Booth is the official partner of Gamescom and is embedded in Gamescom now. Yeah, THAT Gamescom - the famous trade fair for video games held annually at the Koelnmesse in Cologne, North Rhine-Westphalia, Germany. Both Indie Arena Booth and Gamescom are going online now to current events.

But IAB knows how to handle fun, so be sure to follow them. They have a pretty sweet trailer for all of the indie games that are part of it, do check it out:



It’s an honor to be a part of such a wonderful company - check it out. We'll get back to you soon, when we’ll discuss things we are working on, in more detail.

Remember, these Medieval Monday Talks might not happen every Monday, but we’ll try to keep them frequent enough - we want to continue to be as transparent as possible.

In the meantime, join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel
Going Medieval - SeWerin
Greetings, medievalists!

The whole team is here, so without further ado, here is what we’ve been up to:

We’ve been preparing a new hotfix (0.5.31.9) which is now live.

As you can tell, it’s all about crashes. Ideally, Going Medieval needs to have as few crashes as possible before a new update is introduced.

While part of the team is still checking and solving bugs, the rest are working hard on the next update. Planning is the key thing here - we have to understand the scope of the update along with the potential issues, so we have to do it carefully.

Once we're ready and able to share more details, we’ll announce them in the Experimental subforum (as it happened with the previous update). So have patience and be on the lookout.

Remember, these Medieval Monday Talks might not happen every Monday, but we’ll try to keep them frequent enough - we want to continue to be as transparent as possible.

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.

Thank you for your time people.

See you soon!

Foxy Voxel
Aug 16, 2021
Going Medieval - SeWerin
Greetings medievalists!

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
Talk to you soon!

Thanks,

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

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.

Foxy Voxel

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

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