Dec 12, 2022
Going Medieval - SeWerin
Greetings medievalists!

December’s mini update 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! We call this one a “mini-update” because it doesn’t have any new features, but rather a much-needed overhaul of existing ones.

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 - The core idea behind it is refactored production. Overall, the production process should be much less taxing on CPUs because it now runs on multiple threads. Production is now managed by a global list of productions, where settlers with appropriate jobs choose from that list. Before, settlers would search for production, and then they themselves would check if they could reach that production building and the resources needed for it. We’ll try to explain what that means for you, but before that, a warning:

NOTE: All old saves will have the production queues deleted when loading the game with 0.11.9

  • Settlers now use multi-pile hauls when bringing resources. This does not mean that they’ll bring several different resources at once, but if they find the same resource nearby (or on a pile), they’ll grab as much as they can.

  • Upon completing production, settlers will take the finished goods to a stockpile. For this to work, a couple of things have to be set:
    - Hauling must be enabled for the settler that worked on the production.
    - There must be a stockpile/shelf that can carry that resource.
    - Settlers will haul per priority (ex. butchering drops meat, leather, bones, and tallow. Settlers will only haul meat because it's the greatest priority).
    - There are still some situations that need to be ironed out. (ex. if a settler makes a meal and there is no stockpile for meals, but there is a stockpile for ash, the settler will carry ash to the stockpile. This isn't a bug, but seems strange).

  • Settlers stop bringing resources to production when a goal of greater priority is active. This means that they will go to sleep and not be stuck bringing resources to a production station until 3 in the morning).

  • If the production is set to use a specific resource, that resource will not be in the edit production list (eg. clay brick needs clay and fuel - clay will no longer be an option in the edit panel because only categories like fuel are now editable in that case).
  • UI has gotten a small overhaul in the production aspect. Nothing fancy, it’s just a bit more readable now.
Bugs and fixes
  • Fixed the issue where settlers would rather go to resources farther away than resources that are 3m away but located on the upper floor.
  • Fixed the issues where wildlife animals would attack animals that are being roped or merchant’s animals.
  • Fixed the issue where Taming would appear on a Wildlife panel for merchant’s animals, if the panel is open when the merchant (with animals) arrives.
  • Fixed the issue where bushes and plants would float in some scenarios.
  • Fixed the issues that caused voxels built on beams to be unwalkable.
  • Fixed the issue where heavy crossbows and crossbows, upon their dismantlement, would give more mechanical parts than needed for production (creating an infinite source of mechanical parts).
  • Fixed the issue that allowed beams to be placed over barn doors.
  • Fixed the issue where beam blueprints were positioned in places that didn’t support them, causing them to float as a result.
Quality of life improvements
  • When animals return from caravans, they will not be targeted by wildlife for 1 in-game hour. This is done to mend the issue that you reported with animals being attacked as soon as they enter.
  • Rain no longer has the dotted white particles when falling - should be a bit more clear what's happening.
  • Candles now flicker a bit (on shrines, candles, etc).
  • Shadows are now properly connected with objects & characters. Some shadows with strange geometry might appear with holes in them now (see alcohol barrel). Some small mending will take place.
  • Settlers can rope animals that are already being attacked. If the roping starts, all attacks on that animal will stop.
  • Bought animals are not targetable by predators for 1 hour after buying them.
  • Hitting a merchant's animal has the same effect as hitting the merchant, now.
  • The blueprint wall/voxel will immediately split a blueprint beam. In that case, the blueprint beam won’t be built until the wall/voxel is constructed first.
  • Settlers and animals will try to avoid sleeping on stairs and slopes.
  • Animals will not reserve resources when falling asleep.
  • Selling animals to a merchant removes all orders from the animals, along with the order icons.
  • If you edit something within the production in the edit panel (like choosing a different resource), a “*” symbol will appear, indicating the change.
  • Note for people playing on Epic Game Store - Achievements are incorporated into the Epic Game Store and they are the same as the Steam and GOG ones. We will not add new achievements before the game's official release since we are constantly updating the game and the systems are ever-changing.
Known issues
  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this can happen again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • 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.
Going Medieval - SeWerin
Greetings medievalists!

November is coming to an end and that means that it’s time for the Steam Awards! While there are many games and categories to choose from, we (and Steam) think that the one that represents Going Medieval the best is the “Labor of love” category. Consider giving us a vote there and spread the word!

We’re constantly working on the game’s updates & patches and we try to be as transparent as possible with the development through our Medieval Monday Talks. Please know that our job is that much easier since you peeps are kind, amazing and helpful. We appreciate the support, regardless of the social platform, be that Steam discussions, Discord, Reddit or something else. This is very much your award as it is ours.

And, since it’s an Autumn Sale, Going Medieval is 20% off! Tell your friends, it’s only going to get better.

https://store.steampowered.com/app/1029780/Going_Medieval/

Here is a screenshot of one of the things you can expect from the next year:


Of course, not JUST that: You already know what’s coming in the Update #6.5, but this is just one of many things we are working on.

Voting will last as long as the Steam Autumn Sale, meaning voting closes on Tuesday the 29th of November 2022 at 7 pm CET.

Spread the love and mark us for the Labor of love award, tell your friends and we’ll see you in December with the next update.

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

Let’s end this year with a smaller, albeit much needed, update. The way production was calculated and all of the stuff tied to it required from us to do a bit of refactoring. Here are some examples of what you can expect in the Update #6.5, next month.

You know how before, settlers would collect wood one by one and then carry it back to a stockpile/production building? Collecting multiple wood piles before hauling was possible, but it was very much a system dependent on a couple of situations that we couldn’t take into consideration. Now, settlers will actively seek wood to fill their inventory capacity before they start hauling it to stockpiles/production buildings.

Here is how it worked before:


And here is how it will work with the upcoming update #7:


Also, remember how during sleeping time, when one person would roam the night and collect resources, since their goal was not completed? Now, settler’s priorities will kick in and stop the current stuff they are doing in order to meet those priorities.



Another situation worth mentioning is when a settler is working on a production building. Now, when they produce an item, if the hauling is turned on, they’ll immediately collect it and bring it to a stockpile. This situation is comparable to the scenario where a hunter successfully kills an animal and brings its carcass to a settlement.



Other things this refactoring will solve are; the issue where settlers would ignore production goals even though they have everything to perform them, where folks would not collect resources for production(and a fresh UI revamp for that system), when the settlers lack skill level, when the items in production lack resources and when the job priority is not aligned with settler behavior.

One thing to note is that once this new update comes, it will reset all the current work on your production buildings. It might appear bothersome, but in the end, it will offer a smoother gameplay experience.

That would be all for this Medieval Monday Talk. Remember, these Medieval Monday Talks might not happen every Monday, but we’ll try to keep them frequent enough - we want to continue to be as transparent as possible. While you wait for the next Update (coming in December), 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 features, or even suggest new ones.

Foxy Voxel
Nov 15, 2022
Going Medieval - SeWerin
Greetings players! The newest patch (0.10.8) 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.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue that caused blueprint placed on beams to have 0 stability upon loading the game.
  • Fixed the issue that prevented settlers from hauling to underground stockpiles.
  • Fixed the issue where settlers would not haul resources from areas that had stockpiles on them, but those stockpiles were removed.
  • Fixed the issue where sometimes the blueprint of the dirt wall was installed immediately in the construction phase, even though the dirt construction phase wasn’t finished.
Quality of life improvements
  • Domestic cats, dogs and foxes can now walk through doors. This should prevent situations where these animals would die during the training phase (since they were roaming outside the settlement).
  • Cats and dogs live longer.
  • Wolves can be placed in pens now. This is a temporary solution to avoid situations where domesticated wolves would starve outside the settlement’s walls.
Known issues:
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • 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.
DISCLAIMER: 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
Nov 10, 2022
Going Medieval - SeWerin
Greetings players! The newest patch (0.10.7) 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 several crash occurrences.
  • Fixed the issue where settlers would not interact with structures that were marked with the “Remove” button, if the save/load of the game was used before the realization of that order.
  • Fixed the issue where if a shrine was used by one settler, a second settler would not pray at that shrine.
  • Fixed the issue where a room would not be updated if a hole above it was patched with a dirt voxel.
  • Fixed the issue that prevented splitting rooms in halves with the construction of stairs between them.
  • Fixed the issue that caused settlers to be stuck on ramps.
  • Slaughter, harvest and training on animals will not be started on ramps. This should solve some instances of the animals being stuck on stairs/slopes.
Quality of life improvements
  • The cat's diet changed a bit. They eat milk now (duh!) and will prioritize it. They’ll eat eggs too, but that’s on the lower list of their priorities. Other carnivore animals will also look for milk and eggs, but in their case, those will not have as big of a priority.
  • Added tooltips to all animals. Hovering on them with a cursor will show what they haul.
Known issues:
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • 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.
DISCLAIMER: 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
Nov 8, 2022
Going Medieval - SeWerin
Greetings players! The newest patch (0.10.6) 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 a vermin control check box would appear for animals that should not have it.
  • Fixed the issue where the maximum enemy hitpoint set in the custom difficulty, wouldn’t translate properly in-game.
  • Fixed the issue that caused random beams to be destroyed upon loading the game.
  • Fixed the issue that stopped settlers from hauling after some time and not listening to priorities.
Known issues:
  • Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
  • 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!

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
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