The new hotfix (0.7.17) 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 settlers trying to install a Structure Pile.
Fixed crash caused by canceling relocated structures mid-construction on the same voxel several times, using the assigned keybind.
Fixed crash caused by drafting a settler that is sleeping in a bed via keybind,
Fixed the issue where undrafted stances of settlers couldn’t be modified through the Manage menu when other settlers are traveling with a caravan.
Fixed the issue that caused merchant idling behavior to bug out if a merchant's stall is locked away or walled off.
Fixed the issue that caused settlers not to sow the fields when seeds become available.
Fixed the issue where a roof blueprint could be placed and built overlapped over Floor Tiles, with no warning messages displayed.
Fixed the issue where the structure piles would multiply if their installation was canceled multiple times via the assigned keybind.
Percentages in the production speed modifiers in the selection panel of a production structure are color-coded now.
All variations of research tables now count for the warning message “research table missing”. Also, all research tables unlock the research panel (if the player somehow purchases an advanced research table before constructing the basic one).
The new hotfix (0.7.15) 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 the issue that caused settlers to ignore hauling to stockpiles marked as ‘very high priority’.
Fixed the issue that caused settlers to stop sowing the fields even when Seeds became available.
Fixed the issue that caused Clothes and Armors to be displayed sideways when stored on armor racks.
Fixed the issue that caused settlers not to sow fields, even though seeds, as a resource, became present.
Fixed the issue that caused icons for winter clothes to appear smaller than the rest of the items when hovering over racks and chests.
Fixed the issue that caused the game not to update counter of the “Until you have” option for the Armourer’s Table once the Buckler Shield has been crafted.
Fixed the issue that caused the Reroll and Pseudonym buttons for Background on the Settlers screen to appear, even if the Advanced Customization menu is disabled.
Fixed the issue that caused the "Load" preset feature in the Settlers screen to stay disabled upon using the “Save” preset feature for the first time.
Fixed the issue where deleting a preset (in a Settlers screen) would corrupt Save menu's functionality and additional presets would overwrite the remaining preset.
Fixed the issue that caused the settler's avatar to not properly update with the settlers' hair color when changing the body type.
Fixed the issue that caused short screen freezes when changing settlers’ body type in the Settlers screen.
Fixed the issue that caused changing settlers’ body type to modify the current Group Creation Points value, even though no other options that use Creation Points were changed.
Fixed the issue that caused Structure Piles to not be accumulated and properly displayed in the Merchants' Trading menu.
Fixed the issue that caused Factions' Alignment values to be inconsistently displayed in the Info Tab and in the tooltips.
Fixed the issue that caused the Hair Color/Skin Color menu to have the scroll bar present.
Fixed the issue that caused sides of voxels situated in the Forbidden Zone to not have red overlay.
Fixed the issue that caused the disappearance of tooltips for Apparel and Equipment items when hovering over them in the Seal the Deal screen.
Fixed the issue that caused corruption of settlers’ avatars after modifying their "Height" or “Body Type” value by typing in the text box and clicking on a different settler afterwards, in the Settler Creation screen.
Fixed the issue that caused Summary Screen to not update properly when going back and forth between menus to select a different Heraldry.
Fixed the issue where packaged meals (human meat) would not count in the “until you have” production counter.
Fixed the issue that caused tooltips not to update in real time when using the "Allow/Forbid" order.
Fixed the issue that caused "Pain" and "Inebriated" stat values not consistent with the ones in the Scenario description.
Fixed the issue where text boxes from a custom scenario, upon entering 9 or more digits, would corrupt such scenario.
Fixed the issue that caused the corruption of the custom scenario edit menu if “Override” stats are added.
Fixed the issue that caused all of the shields to have "Two Handed" description in their Info tab and Almanac entries.
Map seed number has been added to the pause menu and statistics panel within Historical Records.
Mail helmets are no longer comically large.
Metal shields are now properly added to the almanac.
Wooden Buckler and Wooden Shield from the Research menu now have a proper Almanac link functionality when clicked on.
Beds can be built now in rooms like the kitchen and workshop.
Animated equipment like bows and flails will have proper animations after loading a game (previously, only equipped items from that session would be animated properly).
Facial hair is hidden when mail helmets are equipped.
NOTE: Due to shield and buckler productions changes within the code, every active production of that equipment from 0.7.11 saves and before these productions will be automatically deleted upon load. Any new production set will work fine.
The new hotfix (0.7.11) 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 brazier material to appear half transparent when lowering world layers.
Fixed the issue that caused new construction variations to appear hollow when lowering world layers.
Fixed the issue that caused Caravan Halt to have a hard to select hotspot.
Fixed the issue where the progress bar of some structures would clip with floor graphics,if the floor is used above those structures.
Fixed the issue that caused Wooden Buckler and Wooden Shield from the Research
menu to lack the Almanac link functionality when clicked on.
Fixed the issue that caused ‘Seeds’ text in the Shelves' Info tab to be missing the hyperlink that opens the Almanac when clicked on.
Fixed the issue where the ‘Wooden Shield’ used the wrong icon in every menu and tooltip where present.
Added info about production speed % in the production structure selection panel. Now, you can see what influence the room has, or temperature, or rain, etc.
Forbidden structures for some room types have been updated.
The new major update titled “New Resources & Cultivation” 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 new resources, new buildings, more harvesting options, fueling system, new settler’s modifiers and various other tweaks and improvements.
Watch the video below to see the update’s highlights, and if you want to go into more detail, beneath the video are the full patch notes:
But first, for an optimum user experience, we suggest that you:
Disable Mods if you have them
Please note: if you are using unofficial mods (especially those related to crops) you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.
Also, one more thing to keep in mind: We had to reset your ‘Manage’ panel presets in order for it to allow new food types to be added. That means that all of the custom presets are deleted, but nothing stops you from making new ones.
Now, onto the updates:
Seeds and Saplings
We have made some major changes to crops. You won’t be able to magically conjure them from thin air anymore and we’ve added a new phase to the life cycle of plants. Saplings are also in the game. Here is how it’s all going to work:
To sow crops, you will need new resources - seeds and saplings.
Agriculture now unlocks all crop fields, but they will not appear in the crop field panel unless you have the seed for that crop somewhere on the map.
One seed/sapling occupies one grid space.
One settler can carry a maximum of 300 seeds | 30 saplings in their inventory.
Some crops, like barley and redcurrant, are sown with their produce (one redcurrant, as a resource is used to plant one redcurrant bush).
All plants drop seeds in their ripe phase, but there are certain plants like cabbages, carrots, and beets, that give more when in flowering and seeding phases.
Trees drop saplings whenever they are cut, except when in the dead phase.
Crop Blight
Blight is the new event in the game and will appear during summer and autumn. It will occasionally occur on random sections of the field and will destroy your crops if it isn’t dealt with.
Blight can affect only flax, barley, cabbage, carrots, and beets.
When the blight appears, you will want to cut contaminated crops before it’s too late, as it will spread to nearby crops.
Strategic crop placement will also prevent the blight from spreading - the size of the crop fields, as well as their shapes, play a big role in blight control.
New flora
To make things a little easier and interesting, we added some new flora elements.
Apple trees are added to the game and can be sown with apple saplings. You can't find those saplings in the wild, but they can be bought from merchants or settlements. These trees have several harvest cycles and produce apples, wood, and sticks.
Wild flax and wild barley are here (or, as we’d say it: growing wild!). Look at them as a starting point from which you will obtain seeds. They look a bit different and give fewer resources than regular flax and barley.
Even if your scenario starts with zero wild flax and barley, over time they should appear all over the map. The amount will depend on the map type and size.
NOTE: Wild flax and wild barley will not grow on maps from an old save.
New resources
With the latest update, we are bringing some useful new resources that can be utilized across your settlement.
Bread - produced as a meal if you use barley as a singular cooking resource.
Apple pie - produced as a meal if you use apples as a singular cooking resource.
Redcurrant pie - produced as a meal if you use redcurrants as a singular cooking resource.
Honey crisps - produced as a meal if you use honey as a singular cooking resource.
Apple cider - produced from using apples in the brewing station.
Mead - produced from using honey in the brewing station.
Honey - produced from skeps. It can be eaten raw, used for cooking and used as a basic medkit (like herbs.)
Wax - produced from skeps. Used to refuel candles.
Tallow - produced when butchering some animals. Also used as a basic medkit (like herbs). Can also be used to refuel candles.
Ice blocks - made from ice boxes. They can only be produced if the temperature around them is -1 or less. Ice blocks lower the temperature of the room around them when stored in any room.
Silver - mined from voxels.
Silver ingots - made from silver in the smelting station, like other ingots.
NOTE: silver voxels can't be found on old save maps. Only when starting a new game
New equipment
We’ve added new weapon materials for you and your enemies:
Silver versions of weapons, armors, and shields are in the game. When it comes to quality for weapons, silver is a bit better than gold, but still worse than iron or steel. Silver items have a greenish tint to them, so they look like rusted silver. It’s a design choice to make them different from gold, iron, and steel.
Bucklers, kite, and regular shields now have all-metal variations (gold, steel, iron, and silver.)
Enemies and visitors have some new equipment that you can't create. Things like armor made from bones, animal headpieces, headbands, etc. Nothing stops you from taking those forcefully, though.
New structures
New production buildings, as well the ones that are going to make trading easier, are now in the game.
Icebox - produces ice blocks. Temperature around the structure influences the speed of production. The production will stop when the temperature becomes higher than -1. The lower the temperature, the faster the production.
Skep - produces honey and wax. Skeps are also influenced by temperature and will not produce if the temperature is too low.
Merchants stall - merchants will go to this structure once they appear on your map. Their goods will appear on the stall when they reach it, and you will be able to start the trading process either by the right-clicking merchant or the stall.
Caravan Halt - settlers will gather at this structure when forming a caravan. Forming caravans also works as before. When settlers return, the resources will spawn around the nearest halt instead of on the edge of the map.
Visual variations to structures
You can now change visual variations to some structures. NOTE: This type of change will have no impact on gameplay. It only impacts the visuals of the game.
Elements that have variations are: roofs, walls, floors, fences, merlons.
Beyond shape variations, roofs now have material variations, too. These are strictly visual differences.
By using a rotation of these variations, only the visual representation will be affected.
NOTE: Corner merlons and corner fences are included as variations of merlons/fences now. This move creates empty spots in the places you used previous corners.
Research panel changes
The research panel had to be reorganized a bit due to the integration of the elements mentioned above.
Beekeeping and Ice Making research nodes are now in the research panel - unlocking these nodes will allow you to build Skeps and Ice Boxes.
The research panel received a bit of visual rearrangement due to the integration of these elements.
New harvesting control and behavior
Crop fields have an additional panel next to the selection panel now. Within that panel there are a couple of options that you can select:
Crop field priority - You can change the priority of crop fields, just like you do with stockpiles. All crop fields with the same priority will be treated the same as before (the closest one has the highest priority). Priority influences sowing, cutting, and harvesting.
Don’t Sow - Settlers will still harvest the existing crops on the field but will not sow another round while this box is checked.
Harvest Phase - You can now choose in which phase a crop gets harvested. The phases you can choose are only phases where a harvestable resource is present (note that barley plants only have one harvest phase.)
Cutting Phase - This option appears when you select tree crops. Some trees, like apple trees, have both cutting and harvesting phases within this panel.
Changing crops - You can change the type of crops that are sown on the selected field. Changing a crop type will order the crops on that field to be cut down so the new ones can be sown.
Other notable changes in this area:
Plants now die if they are under a roof. A message will appear in a plant’s selection screen when this happens. If you place crop fields under the roof, it will not trigger settlers to sow there
Resource amount dropped after harvesting/cutting is now multiplied by the percentage of HP the plant has. For example: if the hailstorm, frost, or blight hurts the plants, they will give fewer resources because of it.
Fuel system
Light and heat sources now require refueling in order to emit heat/light. Once these buildings are out of fuel, settlers will need to use one of the fuel types to refill them.
Structures like braziers, torches, and candles need refueling to emit heat.
Each structure can have a different kind of fuel. Torches and braziers use coal, wood, and sticks, while candles use tallow and wax.
Each fuel resource has an assigned fuel strength, meaning they will not offer the same fuel amount. More tallow is needed than wax to refuel a candle. You will also need more sticks than coal or wood.
Settlers that have the Steward job turned on will do the refueling.
Once refueled, those buildings can be turned on/off without settlers.
NOTE: The fuel system is used on furniture that gives heat (braziers, candelabra, torches). We are not using them on production buildings (even though they give off heat as well).
New modifiers for settlers
Settlers now have different modifiers as they age (some of the attributes are different if they are young, adult, middle-aged, or senior). These modifiers are also affected by the settler's height and weight.
Settlers gain random perks (sometimes) when they have a birthday. The perk is given in the same rule set as randomizing a settler when creating them.
Some perks (for now only the cannibal perk) can’t be received with birthdays.
Settlers can now die of old age. Every time it’s time for them to wake up (if they are older than 65 and after at least 3h of sleep) there is a chance they will die. As they grow, their chances of dying will increase. If you really want to see the odds and edit them, you can do so within the WorkerBase.json file.
The rebellious state and merry modifiers have been changed.
Rebellious - Before, when a settler’s mood would drop under a certain threshold, the settler would become rebellious. Now, when the mood drops under a certain threshold, there is a 50% chance the settler will become rebellious, with each negative mood modifier that happens. There is a cooldown where the settler can't become rebellious sometime after being rebellious.
Merry - Before, while a settler’s mood was over 80%, the settlers were merry by default. Now, when the mood is over 80% settlers have a 50% chance of getting the merry effector, with every good mood modifier that triggers.
Settlers are dreaming.
Settlers can now have good or bad dreams. (there is also a chance they do not dream.)
Settlers that have some perks, like glutinous, cannibal, and bloodlust can also have different dreams.
Settlers with the bloodlust perk now get a mood modifier when killing someone.
Enemies
Enemies now have new equipment that relates to the factions they are tied to - this is an aesthetic choice as we think it adds a bit more personality to the factions.
Shields and plate armors now have heraldry on them. They will have the enemy heraldry while the enemy has them equipped and the player’s heraldry while the player has them equipped.
Factions now have a percentage of female visitors and/or enemies.
Music:
New songs, yay!
Added two music tracks and changed music playlist logic.
Other notable introductions and improvements
The Animal Husbandry job type has been added to the JOBS panel. At the moment, it is only used for beekeeping.
The camera will not move to the merchant location once the event appears in the game.
Clay brick and Limestone Brick arches are in the game, due to the popular demand
The Bartering and Caravan screen has sorting arrows now - you can sort items by alphabetical placement, value, amount, etc.
Non-tradable items will be always at the bottom of the screen by default.
We’ve introduced daily maximum attainable level experience for a skill per settler. On a daily basis, settlers will be able to earn 1600XP for one skill. If that number is passed, the settler will earn 10% of the XP for that skill (meaning, if they earned 50XP for cutting trees, now they’ll earn 5XP). When the day starts anew, XP that was 1600/1600 will return to 0/1600. The cap limit is influenced by various factors, so settlers will differentiate among themselves. We also introduced skill decay - once a settler reaches level 5 with a skill, XP for those will start to decay. Decay will be slower but over time, as settlers age, decay numbers will increase. Decay will not affect their current skill level - skill level cannot decay under the last level gained.
A new tooltip system has been implemented. Tooltips should no longer stay active on the screen and appear dubbed from time to time. Tooltips will now follow the mouse cursor in order to look a bit more fluid.
World layer level is now written in the save data - upon loading, the game will remember the layer on which you were on.
Bugs & Fixes
We have also fixed a bunch of things:
Fixed the issue that caused roof textures to flicker and overlap when different combinations are made (next to one another) and the camera is rotated.
Fixed the issue where settlers would get multiple birthdays in some cases.
Fixed the issue where surrounding textures can be seen through the Kiln texture.
Fixed the issue where "Some custom images have been deleted, “Your heraldry design might lack the custom image used." message would appear in the Heraldry edit menu.
Fixed the issue where some perks were addable to the body types that didn’t make sense.
Fixed the issue where the shadow texture of tools and weapons did not display properly.
Fixed the issue where merchants’ storage capacity is sometimes out of proportion without trading/gifting anything, and the "Accept" button is greyed out.
Fixed various tooltip issues.
Fixed various text issues.
Fixed issue where editing resources in the production building would edit resources in the next building you select.
Holding down CTRL for layer jumping will no longer deselect what you have selected.
Holding down CTRL for layer jumping will no longer place buildings in construction mode.
Adjustments are made for the click-through system (clicking on the same thing to select the object behind it). Click through issues have been fixed (in certain situations the player would select a floor element instead of a settler)
Fixed issue of production being paused resuming after lading that session.
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. Harvesting system overhaul, new resources, equipment, and structures, along with the fueling system, visual variations to structures, settlers aging, and many more can be found there.
[Go here] if you want to see a detailed breakdown of all the things mentioned above.
NOTE: If you are using unofficial mods (especially those related to crops) you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.
Let’s do something different this time - let’s talk about feedback. We read your comments/posts here and on Discord, and we noticed that Medieval Monday Talk #12 in particular was polarizing.
While the idea of seeds and saplings sounds nice, in some cases, it can be a micromanaging hell - introducing too many mechanics to flows can make things more complex, which in some cases can be cumbersome , and you would have to worry about a couple of more things when it comes to food production now.
We hear you, though - So, let us discuss what we did and how, by our accounts, it can improve the gameplay.
The primary reason for this decision is emphasizing the survival feel. The idea to go out in the wilderness and collect saplings and seeds fits perfectly in the harsh medieval period of our game - how far will you go to improve your life and what risks will you take to improve your crops?
While the idea sounds intimidating, the realization of the concept is much more convenient.
For example - all over the map we will introduce wild flax and wild barley. These “wild” versions of familiar plants provide less than expected number of resources, but they should be very easy to find, thus making them a perfect starting point.
You were worried that the whole process would turn tedious, with unnecessary micromanaging forced upon the existing functional gardening system. We heard your criticism, hence why the whole system received significant rebalancing and simplification.
Now, every crop and tree will drop one seed/sapling when harvested/cut. In theory - if you have 30 cabbages, you will get 30 seeds by their harvesting. The cycle still exists - what you harvest will provide enough resources to start another seeding/planting session, that is - if settlers don’t fail at their jobs.
Redcurrants, barley, and flax are even more convenient - with each harvest phase, they’ll offer more than one seeding resource, which will call for crop field expansion (if you want that, of course).
Carrots, beets and cabbages will have a “Going to seed” phase in which, if they are harvested then, will give more seeds.
Thankfully, all of this can be easily managed with automatization and this window will give you options when to harvest. If you just want resources for another cycle, keep it in the ripe phase. If you want more crop fields, perhaps consider setting some to be harvested in the “Going to seed” phase.
Granted, some seeds will be acquired only through trading, but look at them as optional elements - ones that will offer additional resources and more cultivating options that each have their pros and cons.
We hope you’ll get to experience the new update soon and see for yourself that the system is not bothersome at all. 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.
Another year, another birthday. Growing wiser and gaining more life experience. However, with age comes growing old and dying. Unfortunately, that is the sad state of our world, but it isn’t like that in our medieval colony sim - our settlers are currently immortal (aging wise). But we’ll change that with the next update.
Let’s talk about good things first - settlers will gain new perks with age. Keep in mind that this is based on chance. So, it will be somewhat controlled. Also, older settlers will have their XP cap per day higher than younger ones and will get a small boost to their intellectual skills.
But there are some downsides, as there are in real life. With certain age comes slower movement, worse reflexes, and a longer period of wound healing. After a couple of years (depending on the settler’s age), their chance of dying from old age will increase.
But, you’ll be able to honor them with a pyre or a graveyard - that way, they can be part of your settlement forever. And eventually, new settlers will appear and with that, the cycle will repeat itself. Like it did before, like it will from now on.
Keep and love your settlers and be sure to make the most out of them.
Thank you for your time, folks. We’ll talk to you soon. Until next time. 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.
Remember, these Medieval Monday Talks are just that - talks. We explain what we are working on and go into more detail. These MMTs might not happen every Monday, but we are trying to keep them frequent enough. We don't have a date for the official update, but when we do - we'll let you know.
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.
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.
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.