Greetings players! The new hotfix (0.6.2.4) 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.
Fixed the issue that caused settlers to go to sleep on the ground even though there are available beds in the settlement. This was caused by merchant appearing and idling.
Fixed the issue that caused settlers not to eat nor drink at the table if the merchant was near.
Fixed the issue that caused bartering tutorial to appear behind the bartering panel.
Fixed the issue that caused “Next” button usable even though limit for Group Creation Points was surpassed.
Fixed the issue where settlers would be stuck in the loop loop of moving resources in and around the storage areas.
Fixed the issue where "You have unlocked the Research Panel" notification would appear every time if the research table was relocated.
Fixed the issue where player could enter any letter/symbol in advanced Settler customization.
Fixed rare issue where merchant would stay on the map forever after loading - Merchants and guards now forcefully leave the map if the game is loaded and no merchant event is active.
Enemy’s village will be placed minimum 6 tiles from the player’s settlement, this will not affect the existing saves.
Settlement stock will not refresh every time player access it.
Please note, if you are using unofficial mods, especially those related to character customization, you might experience crashes. If you do, please turn the mods off before starting the game.
The new major update titled “Merchants & Diplomacy” is now live on Steam, Epic Games Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include advanced options when it comes to starting settlers’ customization, the option to relocate buildings, our new trading and faction systems and various other tweaks and improvements. Read about all the exciting new changes, here!
Faction System
The Faction tab is located within the Historical Records panel in-game. It shows you what alignments you have with other factions and which faction is at war with who. You can change alignment with other factions by trading with them, gifting them things during trading/caravan gameplay, attacking traders, returning runaways or refusing to do so (more info in the event segment!).
New Region Map
To unlock the Region map, you will have to research “Cartography” in the Research tab. Once you do that, you’ll be able to build a new furniture type - the Cartography Table which will, in turn, give you access to the Region tab. You can now select other settlements on the region map and see their basic information, as well as send caravans to them.
Bartering
Merchants, as an event, will arrive at the player’s base over time. You can start the bartering process by selecting one of your settlers and right-clicking the trader NPC. Only resources on stockpiles/shelves will be available for trading from the player’s side.
Trading is based on the value system of resources/equipment and the value of each resource differs depending on time of year, merchant, if the player is giving or taking, etc.
You can attack merchants and lose alignment points with the trader’s faction, but be careful - they will usually come with bodyguards. If the merchant turns hostile, both the trader and their bodyguards will act like raiders.
Merchants will not trade weapons/armors/shields if they have neutral alignment with you, and certain traders (like weapon merchants and large goods merchants) will not appear if the player has no friendly factions on their region map.
Caravan System
Right now, the caravan system is only utilized for trading and gifting purposes. Attacking other settlements via caravans is not currently in the game, but will be supported over the course of the development.
You can now send caravans by selecting other settlements in the region map and choosing the ‘send caravan’ option. However, for that to work, you will have to choose which settlers to send and what goods to send with them.
The caravan won't start if there are no settlers chosen, the mass is too great or there is not enough nutrition for the trip to and from the destination settlement.
Sending a caravan will give you the ability to trade with the settlement when the caravan arrives at the destination.
Bartering with settlements is the same as regular trading, except that the prices are in favor of the player and not the faction.
Caravans can’t return home if the player has bought more mass than can be carried or if the amount of nutrition is not met for the way back.
Relocate Structures - [Community Request]
We’ve also implemented a feature where you can turn almost any production building/furniture/decoration/trap into a pile allowing for the relocation of a structure. Once turned into a pile, it can be moved onto stockpiles or be installed anywhere else (if there is space for it!)
Installing and reinstalling a structure takes ⅓ of the time it takes to build it, but this process doesn’t have a minimum level requirement, nor does it give XP to settlers. It’s also worth mentioning that you will be able to buy some structures (as piles) from merchants, even though they’ve not been previously researched.
Event System Overhaul
To adapt to newly introduced trading and faction systems, we decided to do some tweaks to events. Beyond introducing new trader events, we’ve overhauled how existing raid events work. Before there were 3x different raid events for 3x different factions in the game. Now there is only one raid event and the faction is chosen randomly from hostile factions.
Dev note: If you load the save that is currently experiencing a raid in the 0.5.31.15 version of the game, that raid will disappear. All the raids that come after that one should work properly.
The Runaway event has a slightly different outcome now. Refusing to give the settler back will not necessarily initiate a raid, but it will set -50 to the alignment with the faction that is looking for the runaway. This can result in the faction potentially turning neutral from friendly or hostile from neutral.
Character Creation
We’ve enabled the option to customize starting settlers if you choose to do so - by selecting the Advanced Customization option, the settlers screen will expand and you will be able to choose things like their looks, backgrounds, pseudonyms, religious alignments, ages, weights, heights, what perks they have and what skills they excel at.
There are some limitations to the creation points used to “build” your settler - they are not infinite. They are randomly distributed to every settler and the players can change where they want those points to go. The number of points it costs to alter a skill, perk, background, passion, etc., varies.
You are able to save your settlers as presets, so you can use them in other scenarios.
Additional fixes/features
Certain crop fields now have a minimum botanical skill in order to be sown.
Trap prices and damage have been changed - they are a bit expensive to make now and need a higher minimum skill.
14 new heraldry symbols added to the heraldry editor.
Level up particle effect added when settlers gain a level.
All dust effects are replaced with a new dust shader.
Added particle effect when production buildings are complete.
Added dust effect when a pile spawns on the ground.
Added dust effect when settlers run.
Changed the way layer transparency works (the annoying transparent 0.5 layer has been removed).
Perks have been tweaked in terms of balance and conflict with others perks.
Added tooltip information for perks if they conflict with some other perks.
Fixed issue with loading screen not showing text properly in non-English languages.
Fixed several Community-noted translation issues.
We hope you enjoy experimenting with the new features and continue to let us know if you come across any more bugs or issues. Remember, F10 is your friend!
Check the amazing trailer for this update:
Thank you for your patience, people. Feel free to post your experience regarding the new update 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.
We’re here to notify you that we’ve updated the experimental branch of our game. (click on the link to see what the experimental branch is and how to access it)!
Once that version is stable enough, we will move it live on the main branch and make this a full update for everyone. Faction system, caravan system, new region map, trading, event overhaul and the ability to relocate structures are all the things that you can expect there. Go here if you want to see a detailed breakdown of all the things mentioned above.
There are some issues we are aware of, and they don’t require reporting. You can check them here. And other news...
We’re in the GeForce NOW library
You asked for it, and we listened. Going Medieval is part of the GeForce NOW library.
The latest feature that we are talking about ( requested by our community) is an option to relocate structures.
Let’s say you’ve built a great hall and you’ve placed everything in there - you’ve got your chairs, tables, banners, and torches for your 6 settlers. But, as time passes by, more settlers will join your settlement. Now you need more room for additional tables and chairs in the great hall! If you could only move that backgammon table, there would be enough space to build another set of tables and chairs. Now, you will be able to do so.
By selecting the object, a new button will show in the bottom right part of the screen, named “Relocate”. Choosing that button will give you an option to choose another location for that structure. Once the location has been set, the settler will come and start deconstructing the selected object. Once deconstructed, the object will turn into a pile of the same name, and that pile will be moved to the newly selected location and be “installed” there.
To keep things balanced, installing and reinstalling a structure takes ⅓ of the time it takes to build it, but this process doesn’t have a minimum level requirement, nor does it give XP to settlers.
You will also be able to choose the “Remove” option that is located next to “Relocate”. “Remove” will just turn that object into a pile.
When the object is turned into a pile, it can be moved to a stockpile and be stored for later use, when you find a proper time to reinstall that object again.
Structures turned into piles can be sold to merchants, but you can also buy some from them - even those that you’ve not yet researched!
That will be all for today’s talk. Stay tuned, some exciting announcements will come soon!
For more direct communication, 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.
We are back to talk trading and everything besides. This time, we are talking about skills, well... one skill in particular: we are talking about the Speechcraft skill.
Speechcraft has been there since the beginning, but it didn’t have a use. Until now! This skill will evolve as the game develops, but in the coming update, everything about Speechcraft will tie into the bartering process.
The more time your settlers spend trading, the more experience points their Speechcraft skill receives. With more Speechcraft points, they’ll be able to barter better - buy at a lower value, sell at a higher value. With enough Speechcraft points, settlers will be able to take more stuff than they give (since our bartering system is based on value and not the exchange of money).
By hovering on the Speechcraft skill, you will get a pretty good idea of how it will evolve.
We’ll also tie it to perks. For example, drunk settlers that have specific perks with them may receive a significant boost to bartering. But, everything in due time.
In other news, Foxy Voxel has expanded! Another programmer recently joined our team and his primary focus will be to make the game moddable. He’ll also do other tasks, but it will take some time to get familiar with the ways we do things.
So far, so good!
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.
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!
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.
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.
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.
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.