Going Medieval - SeWerin
Greetings medievalists!

The new major update titled “Terraforming & Cats” 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: terraforming, custom difficulty, new animals and behavior, as well as various other tweaks and improvements.

Watch the video below to see the update’s highlights and if you want to go into more detail, check beneath the video for the full patch notes:



But first, for an optimal user experience, we suggest that you:

Disable Mods if you have them
Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If this occurs, 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.

Now, on to the update - we’ll separate it into different segments:

Terraforming

The ability to create natural dirt voxels and slopes has been added to the game. To unlock them, you’ll have to research “Terraforming” in the Research tab. Here are a couple of things to know about this feature:
  • A new resource has been added to the game: Dirt.
  • Dirt is acquired by mining dirt, grass, and rock voxels.
  • Dirt piles will also appear on the map when you start a new game.
  • Building dirt voxels/slopes is similar to building walls/stairs, with the main difference being that upon its creation, you will not be able to select it.
New animals and behavior

Animal population has expanded! Say hello to your little friends: pheasants, donkeys and cats. Also, say hello to the upgraded logic for all animals.
  • Cats and Donkeys will appear as domestic animals, while pheasants will appear as wildlife on the map.
  • Animals like dogs, wolves, cats, foxes will attack other animals when hungry.
  • Foxes, dogs and cats only attack small animals.
  • Wolves, on the other hand, will attack different targets depending on their hunger level. If they are just a little hungry, they’ll go for smaller animals. But if they are starving, they will go for bigger ones, maybe even settlers. They can even attack other wolves.
  • All wild animals will target domestic animals rather than wild ones.
  • Foxes will randomly trigger a need to hunt down small domestic animals when awake, even if they are not starving, just hungry. They can even go through fences (let's imagine that they jump over), so tread carefully.
  • When cats, wolves, foxes and dogs are turned into pets, they will have the option to do vermin control (pest control) just like some animals haul and battle.
  • Pest control allows those pets to randomly target wild rats, rabbits or pheasants from time to time (cats do it most often), to help clean the map of those… well… pests. Turning this option off will, of course, make them not do this.
  • Yes, you can make trophies out of the new animals, too.
Custom Difficulty

We have added the option for you to choose custom difficulty when choosing game mode. This will allow you to fine tune some parameters of the game session. Here is the explanation of the parameters:
  • Event Strength Multiplier - Change the strength of the events like blight, weather events and raids. The higher the number, the more challenge the event will provide.
  • Wound Severity Multiplier - Adjust the severity of wounds inflicted upon your settlers. The higher the number, the harder it is to tend the wounds and they’ll have more severe effects on attributes.
  • Animal Spawn Rate Multiplier - Change the rate of new animal spawning on the map. Higher numbers indicates faster spawn rate.
  • Plant Yield Multiplier - Adjust the amount of resources you get from cutting/harvesting plants.
  • Mine Yield Multiplier - Adjust the amount of resources you get from mining voxels.
  • Settler Mood Value - Change the chance of settler rebelling. If you lower this value, they’ll rebel more frequently.
  • Enemy Hitpoints - Want to give more health to your enemies? (Why?) Increase this value.
  • Hitpoints Recovery - Change the speed of health recovery. Higher numbers indicate faster recovery.
  • Rotting Speed - Indicates how fast the food will rot and lose freshness. Increase this value if you want to experience rotting hell. Dev’s note: Rotting hell is not suggested.
  • Decomposition Speed - Indicates how fast the resources/equipment will lose health based on factors like rain and temperature.
  • Barter Value - Set this number higher if you want better bargaining deals.
  • Chance Quarry Retaliates - You know how when you try to attack/train wild animals, there is a chance for it to fight back in the process? Lower this value if you want to avoid those situations.
  • Global Work Speed - Want your settlers to work faster? Increase this number.
  • Thunderstorm - Turn on/off Thunderstorm event.
  • Blighted Crops - Turn on/off Blighted Crops event.
  • Hostile Animals - Don’t like those aggressive wolves appearing on the map? Turn them off here.
  • Domestic Animals Event - You don’t like that friendly animals spawn on your map? Turn them off here. Also, why would you do that?
  • Hailstorm Event - Turn on/off Hailstorm event.
  • Cold Snap - Turn on/off Cold Snap event.
  • Heat Wave - Turn on/off Heat Wave event.
  • Enemy Raid Events - You’ve started the game in Standard or Survival mode and don’t like the idea of enemy spawning? Maybe you need more time to prepare your settlement before the battle? You can control that here.
  • Use Seeds - Some players didn’t like the introduction of seeds and how the farming process evolved. Shame. We really like it. Turn off this option if you want to take farming to the original version where no seeds are required. Keep in mind that this will essentially make seeds useless.
  • Enemies Have Trebuchets - Some people don’t like when enemies appear with trebuchets in regular raids. In those cases, this option will disable them. HOWEVER, if the enemy can’t find a clear path to a door that leads to your fort, the AI will see this as turtling and will spawn a siege version of the raid that will have trebuchets.
Two things to keep in mind:
  • You will be able to change these options at any point in the game’s options.
  • If you are playing in a peaceful mode, you will not be able to spawn raids/enemies.
Changing some parameters mid-game can create weird behavior. Example: Turning off trebuchets will not work if the raid that's already happening has trebuchets. Or - you can turn off the raid completely, but they will not turn off attacks from factions coming to get a hostage back etc.

Bugs and fixes
  • Fixed the issue where, if two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
  • Fixed the issue where a beam would prevent stockpile/crop placement/expansion.
  • Fixed the issue that caused animals to freeze, if the player would uncheck hauling during their haul goal.
  • Fixed the issue with room detection - if the room only had stairs coming to it, the game would not see it as a room.
  • The issue where animals would get stuck on slopes should be fixed. Please report if the issue still occurs.
  • Fixed the issue where some beams would float in the air upon loading the game, causing stability issues.
Quality of life improvements
  • Plants in the wild have gained more nutrition. This way, wild animals will not eat all of the saplings and young plants as soon as they spawn.
Known issues
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

Also, don’t forget about…

Discord AMA with Developers on November 17th
We'll be hosting our third AMA ("ask me anything") session for Going Medieval on our Discord server. The event will start on Thursday, 17th November at 3:00 PM CET and will last for one hour (might go even longer depending on demand). Share your Update 6 impressions, ask us about possible features and let's enjoy the moment.

So, join our Discord at https://discord.gg/goingmedieval. On the 17th, we'll unlock #ama-talk channel there, 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). The first two AMAs were pretty cool for us and we hope to have even more fun this time. We are excited to see you there!

Bonus: How about a bundle of two great games?

If you are into city builder games but didn't yet see a good reason to get Going Medieval, may we suggest this bundle:
https://store.steampowered.com/bundle/28776/Timberborn_Going_Medieval/
Going Medieval paired with another city builder, Timberborn made by the Mechanistry folks, in which you control a colony of beavers. Wonderful game that also features beaver bots, water and terraforming, too! Two great games in one package at a discounted price! That sounds like a deal!ːsteamhappyː

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://www.youtube.com/watch?v=GuHfL2kf8tM
Going Medieval - SeWerin
Greetings medievalists!

Another big thing that is coming in the Update #6 is a custom difficulty. Some players wanted the game to be easier, some wanted more of a challenge, while others didn’t like some of the existing features. We’ve implemented a system that will allow you to adjust these things, based on your liking. Let’s dissect what each thing does:



You’ll get the information about each option if you hover the mouse over the "?” symbol. However, we’ll take the opportunity now to summarize these options.

Event Strength Multiplier - Change the strength of the events like blight, weather events and raids. The higher the number, the more challenge the event will provide.
Wound Severity Multiplier - Adjust the severity of wounds inflicted upon your settlers. The higher the number, the harder it is to tend the wounds and they’ll have more severe effects on attributes.
Animal Spawn Rate Multiplier - Change the rate of new animal spawning on the map. Higher numbers indicates faster spawn rate.
Plant Yield Multiplier - Adjust the amount of resources you get from cutting/harvesting plants.
Mine Yield Multiplier - Adjust the amount of resources you get from mining voxels.
Settler Mood Value - Change the chance of settler rebelling. If you lower this value, they’ll rebel more frequently.
Enemy Hit Points - Want to give more health to your enemies? (Why?) Increase this value.
Hitpoints Recovery - Change the speed of health recovery. Higher numbers indicate faster recovery.
Rotting Speed - Indicates how fast the food will rot and lose freshness. Increase this value if you want to experience rotting hell. Dev’s note: Rotting hell is not suggested.
Decomposition Speed - Indicates how fast the resources/equipment will lose health based on factors like rain and temperature.
Barter Value - Set this number higher if you want better bargaining deals.
Chance Quarry Retaliates - You know how when you try to attack/train wild animals, there is a chance for it to fight back in the process? Lower this value if you want to avoid those situations.
Global Work Speed - Want your settlers to work faster? Increase this number.
Thunderstorm - Turn on/off Thunderstorm event.
Blighted Crops - Turn on/off Blighted Crops event.
Hostile Animals - Don’t like those aggressive wolves appearing on the map? Turn them off here.
Domestic Animals Event - You don’t like that friendly animals spawn on your map? Turn them off here. Also, why would you do that?
Hailstorm Event - Turn on/off Hailstorm event.
Cold Snap - Turn on/off Cold Snap event.
Heat Wave - Turn on/off Heat Wave event.
Enemy Raid Events - You’ve started the game in Standard or Survival mode and don’t like the idea of enemy spawning? Maybe you need more time to prepare your settlement before the battle? You can control that here.
Use Seeds - Some players didn’t like the introduction of seeds and how the farming process evolved. Shame. We really like it. Turn off this option if you want to take farming to the original version where no seeds are required. Keep in mind that this will essentially make seeds useless.
Enemies Have Trebuchets - Some people don’t like when enemies appear with trebuchets in regular raids. In those cases, this option will disable them. HOWEVER, if the enemy can’t find a clear path to a door that leads to your fort, the AI will see this as turtling and will spawn a siege version of the raid that will have trebuchets.

This is neat, right? Two things to keep in mind:
  • You will be able to change these options at any point in the game’s option.
  • If you are playing in a peaceful mode, you will not be able to spawn raids/enemies. We’ve tried to change this, but allowing this would take a lot of time and doesn’t fit with our priorities at the moment.
Also, don’t forget about…
Discord AMA with Developers on November 17th
We'll be hosting our third AMA ("ask me anything") session for Going Medieval on our Discord server.
The event will start on Thursday, 17th November at 3:00 PM CEST and will last for one hour (might go even longer depending on demand).

So, join our Discord at https://discord.gg/goingmedieval. On the 17th, we'll unlock #ama-talk channel there, 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). The first two AMAs were pretty cool for us and we hope to have even more fun this time. We are excited to see you there!

Foxy Voxel
Oct 18, 2022
Going Medieval - SeWerin
Greetings players! The newest patch (0.9.11) 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 caused massive lags and stuttering.
  • Fixed the issue that prevented heraldry menu opening from in-game, causing the game to pause and glitch.
Known issues:
  • Animals get stuck on slopes and stairs sometimes,save/load fixes this. However, if you know a definitive way to recreate this scenario, please do let us know. It’s been really hard to replicate the issue on our side.
  • If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
  • Several messages are still in English for all languages.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
NOTE FOR THE EXPERIMENTAL BRANCH: The experimental and the main branch have the same version of the game. However, on the experimental branch we decided to keep Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

Let’s talk about one of the most requested features for our game. Wanna guess what it is? Check this screenshot:



Now check the new screenshot, that was taken after the first one. Notice anything out of the ordinary?



Well, this is new! What do we have here?



You know what this means, folks? That’s right - terraforming is finally coming to Going Medieval! The ability to fill land holes with dirt was a request that kept appearing, ever since the game’s release. Well, with Update #6, you’ll finally be able to do so.

To create a ground voxel, you’ll need dirt. To get dirt, you’ll have to mine soil. The amount of dirt you get will depend on the soil type - rocky soil will give you less dirt when compared to regular ground.

You’ll be able to create both dirt slopes and dirt ground. Keep in mind that those elements will still follow the stability rules of our game. Newly created dirt ground will be suitable for placing crops on. More info about this will be given in the official update log when it’s released. That should come soon™. Pretty cool, right?



In other news…

Another Discord AMA with Developers is coming soon
We'll be hosting our third 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! Maybe you want to share your thoughts on the new update frequency, maybe you wanna know what’s next, or maybe you just want to say hi? Whatever the reason, you are welcome!

The event will start on Thursday, 17th November at 3:00 PM CEST and will last for one hour (might go even longer depending on demand).

So, join our Discord at https://discord.gg/goingmedieval. On the 17th, we'll unlock the #ama-talk channel there, 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). The first two AMAs were pretty cool for us and we hope to have even more fun this time. We are excited to see you there!

Foxy Voxel
Oct 12, 2022
Going Medieval - SeWerin
Greetings players! The newest patch (0.9.10) 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 several crash occurrences.
  • Fixed the issue that caused the same animal to be both sent to the caravan and stay on the map.
  • Fixed the issue that caused storage capacity to stay the same, after selling/buying animals while on that caravan.
  • Fixed the issue that caused pets to walk super slow during the hauling sequence.
  • Fixed the issue that caused particles to have selection outlines in some cases.
  • Fixed the issue that prevented construction and blood particles from colliding with ground properly.
  • Fixed the issue that prevented alcohol resources from automatic consumption due to lack of nutritional value in the json file.
  • Fixed the issue that caused the removal of the training mark in some cases.
  • Fixed the issue that allowed the taming of the merchant’s animals.
Quality of life improvements
  • Several performance improvements have been implemented.
  • Alcohol resources will be automatically consumed now.
  • Animal order code has been simplified.
Known issues:
  • Animals get stuck on slopes and stairs sometimes,save/load fixes this. However, if you know a definitive way to recreate this scenario, please do let us know. It’s been really hard to replicate the issue on our side.
  • If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
  • Several messages are still in English for all languages.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
NOTE FOR THE EXPERIMENTAL BRANCH: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text
Oct 5, 2022
Going Medieval - SeWerin
Greetings players! The newest hotfix (0.9.9) 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 several crash occurrences.
  • Fixed the issue that caused perks of new settlers to be displayed as placeholder icons during the new settler event.
  • Fixed the issue that caused settlers to ignore crop harvesting.
  • Fixed the issue that caused the appearance of the ‘Harvesting’ goal for settlers, even though they are not doing that.
  • Fixed the issue where merchant’s domesticated animals would walk over the traps and die in the process.
  • Fixed the issue that caused certain animal types to have orders on them that they shouldn’t - eg. pet would have a “Train” order active.
  • Fixed the issue that caused animals born during caravan travels to be spawned on the settlement map. Now, they’ll be added to the caravan and will be spawned on the map once that caravan returns.
  • Fixed the issue that caused settlers/animals to stand at a stockpile for a while/appear frozen, unable to perform intended hauling functions.
  • Fixed the issue that caused the progress duration of construction to stay at 0 in some cases.
  • Fixed the issue where settlers would refuse to harvest ripe fields.
Known issues:
  • If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
  • Several messages are still in English for all languages.
  • If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
NOTE FOR THE EXPERIMENTAL BRANCH: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text
Going Medieval - SeWerin
Greetings medievalists!

The new major update titled “Animal Trading” 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: the option to trade animals, food pouches, signs, and various other tweaks and improvements.

But first, for an optimal 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.

Now, onto the update - we’ll separate them into different segments:

ANIMALS

Animal Trading
You can finally trade animals with other settlements/merchants.

Trading with merchants:
  • Every once in a while, a merchant will appear, accompanied by some animals that they can trade.
  • Both domestic animals and pets can be traded from your side. The animals you get from merchants will be domesticated.
  • Merchants can have animals that are not for trading (their own pets).
  • Animal type (domesticated/pet) will not influence barter value - you will not get a better value if you use pets for bartering.
  • Animals can be taken with settlers in caravans. In that case, they (animals) will not need food for a caravan trip. Also, some animals will increase the carrying capacity of the caravan.
  • Animals that are locked away will appear gray in the trading menu.
We wanted to emphasize each animal type more especially to make having pets for combat fun. We had to be careful not to make animals overpowered when retaliating.
Depending on the type (domestic, wild, pet), animals have different stats:
  • Pets deal more damage, heal faster and bleed less from wounds.
  • Domestic animals bleed less from wounds but don’t deal more damage.
  • Wild aggressive animals deal more damage than regular wild animals.
FOOD

Food consumption and nutrition adjusted
Here are the notable changes:
  • When hungry, settlers will look for food with the most nutritional value.
  • Depending on their hunger state and location in relation to chairs, settlers might want to sit while eating.
  • Sitting in a chair with no table will give different mood effectors, as opposed to a chair & table.
  • Settlers will look to sit and eat in the great hall first, then a room, then under a roof, then outside. Of course, their search will depend on their location in relation to the aforementioned places. If there is no such place nearby, they’ll stand and eat.
  • We rebalanced the amount of nutrition that the settler gets from meals and raw food (before a meal would bring around 85-100 nutrition, now it is set to about 80-90 while raw food has been lowered from 25-40 to 10-15 nutrition).
  • Due to the rebalance of nutrition the amount of dropped meat and raw resources from plants has increased by 20-40%. Because of this, the amount of raw food for cooking meals has doubled (for meals, packaged meals, and lavish meals).
  • Since the consumption of raw food offers low nutrition, settlers will eat multiple piles of it (if the food of better quality is not present) to satisfy their hunger.
Settlers have food pouches now
These function as a small storage space attached to them, where settlers can store food for later. This should solve the problem of settlers abandoning their work and traversing major distances to get to their settlement, just to eat something. Some things to note, settlers will only store:
  • Food enabled in their Manage panel.
  • Food in the meal category (so no raw foods, only packaged, lavish, stew, etc).
  • Food that is on shelves and or stockpiles.
Other things to note about the pouch:
  • When a settler gets hungry, they’ll primarily eat the food from the pouch. Refilling their pouches is a new goal we’ve added to settlers.
  • Settlers will prioritize refilling their pouches during a non-working schedule.
  • You can order settlers to consume food from their pouches within the settler’s inventory. If you do that, settlers will not search for chairs or random spots, etc - they’ll eat where they stand. This will happen even if settlers are drafted.
  • Settlers can store 1x from the food pile in the pouch,
  • Food stored in those pouches will rot/decay. If it reaches 0 hp, it will disappear from the settler's pouch. If it reaches 0% freshness, it will turn into a pile of rot and the settlers will drop it on the ground. The only meal that will drop as rot will be roasted meat, but the chances for that happening are close to none. You have to put the meat that is already close to rotting in the pouch and hope that the settler doesn't eat it.
Think of the pouch as a personal pile that is one-time use, easy to refill, and near your settler.

HAUL
Hauling logic has been recalculated - You’ve probably experienced situations where a bunch of animals in your settlement, along with settlers, were hauling stuff all the time. That created situations where settlers would stand still for 3-10 seconds while they calculated what to do next. Our quickfix up until now was to limit the number of animals that can haul per their species - they did not haul as frequently, and would have a big cooldown until the next haul goal. While there is no need for that anymore, we think some balancing is in order. So, the animals will haul faster now, but some are still nerfed when it comes to their frequency.

Added hauling priority for the resource type - All of the resources have a haul priority located in the Resources.json file. The setup at the moment is that items and resources have the highest hauling priority. Fret not - the stockpile/shelves priority is still valid and will not clash with this priority. These items will be hauled to the closest/highest priority free stockpile.

Multi-pile haul is implemented - If a settler picks a small pile during their haul goal, they’ll look for the piles of the same type nearby and pick as many as they can (and if they were not reserved by another settler). This prevents scenarios where settlers would go back and forth just to pick a bunch of small piles of the same type. Note: This will not occur if the hauled piles are dedicated for production.

Overweight hauling - Settlers and animals can now haul singular piles over 60kg, but in doing so will slow down.

BUILDING

New building type: Signs - These wooden constructs do not add anything to the game, except give a bit of personality to your settlement.
  • You can place them on the ground or attach them to a wall
  • There are 4 different shapes in total and you can put a symbol on them and choose a color for that symbol.
  • Messages can be left on signs. Typing in a message will show as a tooltip when hovered over the sign.
Quality of life improvements
  • Optimized the game a bit and improved performance mid to late game.
  • Animal number control during animal events has been modified as well. Now animal events will be rare as you have more of the same animal. Domesticated dogs will stop appearing when you have around 10x dogs.
  • Animals now have type info when clicking on them (to clear the confusion for players about why pets can't be in pens).
  • Animals in the “Animal” panel can now be sorted by species, type, age, etc.
  • Added ‘mark/clear all’ for hunting, taming, training, hauling, and battling (basically, any tickable/markable thing in the Animal panel). This way you can mark all of the animals to be hunted or clear of all hunt orders etc.
  • Tooltips and hover effects are added to the Animal panel.
  • Animals should not spawn on 'islands' they cannot get off from.
  • Players will not be able to use hay/fodder/seeds as nutritional elements for settlers on caravan anymore. That was silly.
  • Harvest and cut markers are hidden on crop fields. Now the field itself determines when the crop should be harvested/cut and the orders of the player will override this in all cases.
  • Auto equip and drop item changed: now settlers will not drop forbidden items but will only auto equip things that are on stockpiles.
  • Added BBT message when a piece of equipment is destroyed on the settler (ex settlers have a shield, the shield gets hit and gets destroyed).
  • NPC characters will leave at once if you attack them.
  • Deconstruct order will cancel uninstall order.
  • Uninstall or move order will cancel deconstruct order.
  • Cider is removed from the game. With the introduction of fermentation, we decided that you’ll get Fruit Juice from the fermentation of fruits. That fermenting pile will turn into a rough wine after some time. Since any fruit can be used for this process, it also means all of them will turn into rough wine.
  • Text for raid appearing is now translated into all languages.
  • Additional text has been added that explains that animals don't waste food when in caravans.
Bugs and fixes
  • Fixed the issue that caused drafted settlers to ignore orders.
  • Fixed the issue that caused settlers to ignore animals that they didn’t manage to kill the first time.
  • Fixed the issue that prevented a merchant event from ending upon save/load, if that merchant turned aggressive in the meantime.
Known issues
  • In some cases, settlers will stop while hauling from one stockpile to another (or shelf to shelf) - this does not break the game but looks weird and annoying.
  • Settlers will sometimes refuse to harvest ripe fields. solved with save/load
  • Several messages are still in English for all of the languages.
  • If your settlers are experiencing weird animations with some of the actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it to 30fps.
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.

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

Going Medieval - SeWerin
Greetings medievalists!

Sometimes you just need cosmetic features that don’t impact your game in any significant way but add a little bit of flavor. That’s where signs come in.



Signs are a part of the Misc category. They are wooden constructions that can be placed on the ground or attached to a wall. Upon their constructions, you’ll be able to change their shape, add a symbol to it and give it a color.

Also, you’ll be able to leave a message on them. Those messages will be shown when you select a sign or hover on it via mouse cursor.



From the development side, this helps us mark different parts. Also, it’s useful when it comes to leaving notes, when we need to test certain systems. You too can use them, to give us a note when reporting bugs.

This is already on the experimental branch if you want to test it. This also means that if everything goes well (as it is), you can expect official update very soon. It will contain everything from this and the previous two Medieval Monday Talks.

Also, a bonus: You are probably aware that we were on a vacation for almost a month. On our Discord server we have these challenges where we give them a theme and they present screenshots that fit that theme. Winner's creation gets to be promoted on Going Medieval Twitter account, so that's nice. However, during our absence we requested a bigger theme, something that will take weeks to complete. The theme was Medieval City and the winner would be featured in a YouTube video made by us that showcases the winning settlement in more details. This is the result:



You folks are constantly surprising us with your creations and you are the reason why working on Going Medieval is such a joy. Stay excellent and see ya next time with the official release of Update 5!

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

We understand that the animals you encounter are not necessarily the ones you want to keep. And since we have a perfectly functional merchant/trading system - why not make the most of it?

Trading animals will finally be a thing. That’s right - merchants will come to your settlement accompanied by different animals which you’ll be able to buy. This will work both ways - if you have any animals you want to get rid off, use this opportunity and trade for something that works better for your settlement.



You will also be able to send animals on caravan travels. If you do that, the caravan carrying size will increase in relation to the carrying capacity of those animals.

While we’re on the subject of animals - we want to introduce three new ones that the community requested: Cats, Donkeys and Pheasants. However… Our technical artist wanted to test his skateboarding skills during the weekend, but that didn’t go so well. So the introduction of new animals will have to be postponed - they’ll appear in Update 5, but later, in one of the patches. Here is what you need to know about them:



Cats - You know cats. You know how they roll. Let’s say that with them, any rat problems will be short-lived.

Donkeys - Donkeys are intelligent animals. They haul more frequently than the rest of the animals and have a big hauling capacity. Naturally, this makes them ideal for caravans. They’ll always come as domesticated and should be relatively easy to train.

Pheasants - Getting to chickens might take some time, so why not try these wild animals? They’ll lay eggs all over the woods. Sure, they don’t lay eggs as frequently as chickens, but they are valuable assets in the early game. Taming pheasants will have medium difficulty and training them will be very hard, but why would you do that? - they can’t attack or haul.

All animals are going to give you meat upon slaughtering. (Please don’t slaughter cats.)

That would be all for this week's MMT. Expect another one next week!

Also, more news about Update #5 and when it's going live on the experimental branch coming soon. Sooner than you think. Seriously.

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

We’re back from vacation and ready for new challenges! Thank you for your support during our absence. The team talked about future plans and ideas and how we want to approach them. You know how previous updates were huge content-wise, but occurred every 3-4 months? We want to try something different this time - we want to make smaller updates that will occur (hopefully) every month. Here is one of the things you can expect in Update #5:

Food consumption received some changes. We’ll talk about it in more detail once the update is released. For now, what you need to know is that this will affect their behavior during all of the hunger phases and how they calculate food intake and pick food piles, based on quality/quantity. This should prevent situations where settlers would frequently abandon work just to satisfy their nutrition.

This system will also take into account the location of chairs and where and when settlers will sit after picking up a meal. Sitting in a chair with no table will give a different mood effector than when sitting at a table to eat.



Settlers will have food pouches. A food pouch is a sort of storage where the settler can store food for later. You know that situation where you send your settler somewhere far away to do something, but they have to return after some time because they were hungry? Food pouches should solve such problems!

However, settlers will only store:
  • Foods enabled in their manage panel
  • Foods in the meal category (so no raw foods, but only packaged, lavish, stew, etc)
  • Food that is on shelves and or stockpiles
When a settler gets hungry, they’ll primarily eat the food from the pouch. Refilling their pouches is a new goal we’ve added to settlers. They’ll try to prioritize refilling their pouches during a non-working schedule.

You will be able to order settlers to consume food from their pouches within the settler’s inventory. If you do that, settlers will not search for chairs or random spots, etc - they’ll eat where they stand. This will happen even if settlers are drafted.

Food stored in those pouches will rot/decay. If it reaches 0 hp, it will disappear from the settler's pouch. If it reaches 0% freshness, it will turn into a pile of rot and the settlers will drop it on the ground.

And that would be everything for this week’s Medieval Monday Talk. But we are not stopping here. See ya next week with another Monday Talk in which we’ll discuss more animal content. Maybe even… new animals?

Thank you for your time!

Foxy Voxel

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