Going Medieval - SeWerin
Greetings medievalists and Happy New Year!

Let’s open 2022 with a feature many of you wanted! Notice anything unusual?



Notice them CORNERS? Notice the roundness? That’s right - we are introducing wall and roof variants. We understand that current roof and wall options are… limited. So, that’s why we’ll incorporate new sets, and changing them will be super easy, barely an inconvenience.



By selecting roof/wall, in the bottom right corner, all of the changeable options will appear. Do you want circular pillars, corner walls or even slanted roofs? Go for it!



But beyond changing shapes, roofs will also be able to change materials appearing beneath them. Let’s take a Limestone slate roof - in its current state, it’s accompanied with limestone material which can look awkward if you are using this roof on a clay construction.



Well, now, with a simple selection, you’ll be able to change materials beneath the roof, free of charge and instantly. It’s fast, it’s convenient and it will lead to some extremely pretty results!



We can’t wait to see your creations with this feature once it goes live with the official update!

While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Until next week. Stay excellent!

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists and Happy Holidays!

So, a couple of you suggested that it would be really fun to introduce bees and honey. That’s a good idea! During Europe's Middle Ages, honey and wax became important commodities for trade, and beekeeping in skep, log, box, and tree hives flourished to meet the demand. We are going with skeps, as they look the most appealing.



To build them, you’ll have to research Beekeeping first. With skeps, your settlers will be able to produce honey and beeswax piles, which will, in-turn, open doors for creating things like mead and honey crispels pies.



Honey will be used for alcohol, meals and healing, while wax can be traded. Since wax was also used in Medieval Europe for making candles, you’ll be able to use them to refuel your own candlesticks, too!

Yes, candles in our colony sim will require refueling, but you’ll have resources to control that. One of them is the wax mentioned above,the other one is tallow.



Tallow will be added to almost all of the animals, but to get it, you will need to butcher them first. Beyond candle refueling, tallow will be used as a small medkit for wound tending. When it comes to refueling, it will have a faster burn rate than wax, but hey - whatever works, right?

That would be all for this Medieval Monday Talk. While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Thank you for your time, and see you next year (next Monday) with another feature that has been requested by the community.

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

We’ve received reports that after a successful caravan trade, the idea of resources appearing at map’s edge was... tiresome. While the goods were still obtainable, it created some gameplay pacing issues throughout expanding your settlement. We heard you, and because of that, we will introduce “Caravan Halt”.



Upon creating this nifty building, resources that come back with the caravan will be transported to the front of the caravan halt. More precisely - settlers will get to this point in anticipation of the caravan's arrival or departure. If there are two (or more) caravan stations, the game will use the nearest one (compared to where the caravan left) to place the trading resources.

With the introduction of merchants, some issues became evident - we are aware that they walk A LOT throughout your settlements, with no respect to the privacy of some of the rooms/buildings. We’ll fix that with the “Merchant Stall”.



Once the merchant arrives on your map, it will go toward the nearest building of this type. When they reach a stall, they’ll place their resources on the table, signaling that trading can begin. This construction should provide better control of merchant movement, without a need to trap/block their movement. Stalls and halts will also have your heraldry on them - to give constructions a bit of flavor.

That's all for this Medieval Monday Talk. We’ll do another one next week. While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake in photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one. Once in a while, we also offer you a chance to take part in the naming of new songs we are working on for the game.

Thank you for your time, folks!

Foxy Voxel
Dec 16, 2021
Going Medieval - SeWerin
Greetings medievalists! The new hotfix (0.6.2.9) is now live on all 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 the issue that prevented players from building anything on some spots, accompanied with the message “Cannot start construction, need to clear area first”
  • Fixed the issue where redcurrants would disappear after saving and loading the game. Note: this is still present on all those redcurrant crops that were in the harvest process during save/load, but for all of the new ones created after this hotfix - it should work as intended.
  • Trebuchets have been nerfed - They have less ammunition now, and all three versions have 10% reduced damage. They’ll also appear a bit less often.
  • Raids now have a very small chance to happen if your settlement has 3 or fewer settlers. Before, the chance for a raid to appear in such a scenario was 0%.
Update:
The new hotfix (0.6.2.10) is live because it relates to crashes reported by you. Thank you!
  • Fixed several rare crash occurrences.
Talk to you soon!

Thanks,

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

We mentioned previously that the crops system will receive a major overhaul. Let’s talk about what we meant by that.



To plant cabbages, carrots, beets, herbs, and flax, you will need their seeds. Yeah, seeds will be parts of the crops now. You will be able to buy them from merchants, but some, like redcurrants, you’ll be able to find in nature.

Also, the phase at which you perform the harvest will affect what type of resources you will get. For this to work, the harvesting phase has to have more control - you will be able to adjust when harvesting occurs. Will you go for the ripe phase, or when it’s flowering?



Let’s take cabbage, as an example - if you want to harvest your regular cabbage piles, wait for the Ripe phase. If you want to harvest seeds from cabbages, you will have to wait for cabbage to go past the Mature phase. Other crops like apples, however, have different rules.



We’re working on apple trees, but also maple, pine, and oak trees. To plant those trees you’ll need saplings, which you’ll get from cutting down young trees. With their resources, you will be able to produce things like pies, ciders, etc.



Harvesting and cultivation are expanding, folks - More resources, more control! You could say that it will be a… fruitful update, once it goes live.

While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake in photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one. Once in a while, we also offer you a chance to take part in the naming of new songs we are working on for the game.

Thank you for your time, folks.

Foxy Voxel
Dec 9, 2021
Going Medieval - SeWerin
Greetings medievalists!

The new hotfix (0.6.2.8) is now live on all 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.

This patch has only one fix but it is a very important one.
The fix
  • Some of you reported an issue where your saves wouldn't load - this issue has been fixed now.
That's all for now. New Medieval Monday Talk is coming next week.

Thank you for having patience.

Foxy Voxel


Nov 29, 2021
Going Medieval - SeWerin
Greetings medievalists! The new hotfix (0.6.2.7) is now live on all 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 the issue where events would stop appearing or they appeared rarely.
  • Fixed the issue where some crops would disappear after saving and loading the game.
  • Fixed the issue where settlers would not harvest crops, despite them being in the “ripe” phase.
  • Fixed the issue where quitting the session while a Thunderstorm or Hailstorm event is on the verge of ending corrupts their visual assets.
  • Fixed the issue where the game would remember camera movement related inputs (e.g. using right arrow) after entering and closing Region tab.
  • Fixed the issue where new settlers that are accepted from events would appear equipped with apparel items set as default clothes in the scenario, dropping the items they were already equipped with.
  • Fixed the issue where settler corpses disappeared and enemy bodies were displayed as purple bones when the Caravan returned with bodies in its inventory.
  • Fixed the issue where door animation would not trigger if merchants/bodyguards would walk through them.
  • Fixed the issue where the factions' trader name was displayed as placeholder text in the Caravan Trading menu.
  • Fixed the issue where keybindings would lack functionality if used in the Region menu.
  • Fixed the issue where the Alignment-related notifications were not displayed, despite the fact that faction’s alignment has been changed.
  • Fixed the issue where having a Wooden Beam present in between Walls would allow the overlapping of other Wall blueprints with the already built structures.
  • Fixed the issue where Blueprints could overlap and be constructed within Roofs.
  • Fixed the issue where the same Structure Piles were present twice in the Custom Scenario menu.
  • Fixed the issue where placing a Floor Tile on the voxel located in front of a Wall Decoration would trigger the message: "Can't be placed, blocked by:...".
  • Fixed a couple of text issues.
Talk to you soon!

Thanks,

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

Let's talk about heat in Going Medieval. Temperature can rise significantly once the summer starts. That means food can spoil easily, it can affect the mood and health of your settlers and it can slow your settlement expansion. Add to that events like “Heatstroke” and you are going to have a bad time if you’re not prepared. Sure, you can try making underground systems, but not everyone wants to try that. So, how to handle these situations?

How about with some ice?


Ice to see you! (sorry)

We’re working on the new production building that will be used for creating ice. However, for it to work, this building needs to be constructed somewhere where it’s cold - we’re talking about sub-zero temperatures!


Ice Station (we're still discussing its name)

Once the ice blocks are out, you’ll be using them to lower the temperature of the room they are located in. You will basically build refrigerators with this option.

There will also be other uses for the ice blocks - you will be able to sell them if merchants come to your settlement. Ice will not have any value in winter (that would be silly), but its value will be significantly upscaled once the summer kicks in.

Plan it, time it, and use it properly once the new update comes.

Steam Awards Nominations
The Steam Award event is live! During this event, players are able to nominate the games that they love in various categories. We would really appreciate it if you’d click on the link below and vote for us by selecting the Sit Back and Relax category on the Going Medieval Store Page. The event ends on December 1st 10AM PST so be sure to vote before then. It’s just one click away. Thanks!

Going Medieval Store page - select the award there and choose "Sit Back and Relax" category


Discord AMA Q&A
Last week we held our first AMA session on our Discord server. For those that missed it, here are some questions (and answers that accompany them) that the team answered:

Balint66: How come the game is not "ported" to Linux? It uses mono-unity, so most of the calls and compatibility things are handled by the mono runtime, and unity, isn't it?
master312: Two reasons: The first one is like you said - "Most of the calls", but not all of them. 96% of the stuff already works on Linux, and I personally use Ubuntu for all the development. Our current focus is getting out of early access. We are a small team, and 4% of the stuff that does not work would noticeably slow down development. Not to mention extra QA stuff required to test all the platform-dependent things. The second reason is that the game already runs really well using the Steam Proton compatibility layer.
Berio: I also use ubuntu for dev, once built linux build for testing, it works ok, but proton works as well so we won't lose time on that.

FightingCookie: Are there any specific player feature suggestions that might be added? Pls spoil us! 🙂 Is there a plan to add a grass "wall" of some sort to cover holes or so?
Gomboc04: We have a huge laundry list of things we want to add. The road map is just stuff in the bulk. A lot of cool ideas are floating around and we want to implement 95% of them. The biggest problem now is prioritizing, because some things require other, more complex, features, to work. So, we prioritize things that don't need a lot of additional features/mechanics. Not that the additional features/mechanics don't need to be done, but most of the time they are done on separate branches for a few months before we merge them back, etc. The grass wall thing you mentioned - yeah, that's on the list, but don't hold me to a timeframe for it. It's one of the things where we need a few new features just so we can make it work properly

i_got_blisters: What's coming 1st? Mod support or game optimization?
master312: Game optimization is currently in the works. :) These include (but are not limited to :D): complete rewrite of pathfinding algorithm, a complete rework of the system that manages world objects (ex: trees, buildings), AI-related memory optimizations, and more.
Gomboc04: That being said - we always have mods in mind and keep everything semi-open so it can be edited later on. As we rework some older systems, we open it up even more so in preparation for supporting mods.

i_got_blisters: Do you foresee expanding your team in the near future?
Gomboc04: No, not really. Having a larger team does at a glance seem like a good solution to get things done faster, but it's really not. We are a small team and function well with one another. Adding someone new takes time out of all of our workday to get the new person up to speed. Also, we don't have a strict hierarchy in the team, so adding more people would at some point result in creating roles like leads, heads, and whatnot. Not that this is bad, it's just that the current workflow gives us more time to work on the game.

i_got_blisters: What will happen to going medieval when it comes out definitively?
DocHammerhead: We will continue updating until it's complete with all the features we plan for it and while it makes sense.

GustavoChRi: What can you say about diplomacy? There will be alliances, joint wars, something interesting...... Rimwold has nothing cool about diplomacy, I think it's a really bad point of the game, which you guys could explore a lot.
Gomboc04: Not gonna lie. This is something that we would love, but to add this we need more meaningful mechanics on the region map (multiple villages, automated trading). We will be adding some things like that one by one but it's going to take a while. Most of the things regarding the settlement map are a bit higher in priority.

『Maksiu』: Do you want to include rivers, ponds and fisher in the game?
DocHammerhead: Well, we do have some ideas on how to have water in-game, but that's still far away. Maybe someday.

ipsi: Will the enemies ever be smart enough to, say, dig tunnels under the walls?
Gomboc04: We are slowly getting to that. At the moment, on another branch we are rewriting the pathfinding algorithm to support this - basically, making it so that enemies would "see" ground as yet another path, just something that needs to be dug first. :) Also, the enemies will take "air" in the path calculation (where they construct bridges and ladders to get to their goal).

Zebradescolorida14: Going Medieval is the only project you have in mind?
DocHammerhead: Currently yes. We are entertaining some ideas but still far away from that. Going Medieval is our only focus at the moment.

amhran101: Enjoying the game, but really feel like I’d like to have 50-100 settlers. Is there a tech limitation on that right now or is the small settlement just a design choice?
master312: Map size is a design choice since bigger maps might break game logic. An example of that would be that if a map is too big, the settler would/could die of starvation while walking to the other end to haul some item. But for a pure settler count, it's currently only limited by bad pathfinding and object managing systems we currently have. Otherwise, there is no hard limit on the number of settlers you can have. The complete overhaul of these systems is on the way.
Northman Raspberry: I do have to ask - is micromanaging 100 settlers what you really want? Choosing for everyone clothes, weapons, jobs and schedules can seem... daunting? (that's just my perspective). Dev Tools and mods will definitely enable that.

donma90: Will survival (hard mode esp) ever get a max enemy cap because the enemy numbers will forever increase until you die or your pc dies due to the sheer numbers of enemies?
Gomboc04: Yes. As we refine the enemy AI we will incrementally change the way hard mode is "hard" . An enemy cap will be implemented with this.

grzyveo: When the new update is dropping?
Northman Raspberry: I think it's fair to say that it's not going to happen this year. Not that we are lazy but more like - we have to implement it, test it on our side and rebalance it before we push it to the experimental branch. And with December coming close, we also have to keep in mind vacations, holidays, and such things. I am sure we'll get a better sense of the release date for the next update once January kicks in.

Zebradescolorida14: Are you thinking of putting more animals? If so, what is it?
Baan: Yes, the next one should be boars. I don't know if they are gonna be exactly like wolves, but aggressive - yeah.

P.S. New hotfix for the game is coming tomorrow!

That will be all for today’s talk.

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.

Thank you for your time!

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

We'll be hosting our first AMA ("ask me anything") session for Going Medieval on our Discord server. You can ask us any questions you like about the game, game development, or ANYTHING you want!

The event will start on Thursday, 25th November at 3:00 PM CET and will last for one hour.

So, join our Discord at https://discord.gg/goingmedieval. On 25th, we'll make a new channel where you'll be able to post your questions and we'll try to reply to as many as we can (be sure to pass the initial discord verification first if you are new to the server). We are excited to see you there!

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

Now that the Update #2 is out, let’s talk about the things we are working on. The period after the big update is always busy, because when we’re not fixing present issues within the game, we’re discussing and planning how to approach Update 3.

Yes, we have internal milestones, but the content of those milestones are influenced by various things. This includes suggestions and reported bugs provided by you, the community.

Here is a brief tease of what we’ve decided to tackle! We decided to extrapolate the usability of a certain resource types, to expand temperature influence, to differentiate factions a bit better, crops system will receive an upgrade, we will introduce a couple of new effectors for your settlers as well as more things for them to do and stand out a bit better with. Beyond that, we plan to introduce new furniture, buildings and other quality of life improvements.

We can’t wait to show you more in the coming weeks as we discuss everything mentioned above in more detail and accompany it with the proper screenshots.

While you wait, we invite you to join our Discord server (if you haven’t done so already), and share your settlements, game experiences, tips and tricks, partake photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one.

Thank you for your time, folks.

Foxy Voxel
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