Feb 2, 2023
Going Medieval - SeWerin
Greetings players! The newest patch (0.12.8) 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 where some players experienced freezing on the loading screen while starting a new game.
  • Fixed the issue that created a graphical glitch during the tree-chopping animation. We wanted to punish the person responsible for this, but he already broke his arm. 👀
  • Fixed large FPS drops that some players experienced on large maps.
Quality of life improvements
  • The game runs a bit better.
  • Items in the Overview panel load and sort much faster now.
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 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
Jan 31, 2023
Going Medieval - SeWerin
Greetings players! The newest patch (0.12.7) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed the issue that made some players experience freeze on the map loading screen.
  • Fixed the issue that caused the settler to get stuck in place and ignore bartering if the barter was initiated while the merchant was in the Merchant Stall.
  • Fixed the issue where relocate functionality didn't work properly upon save/load in some cases.
  • Fixed the issue that caused settlers to carry the other one to the regular bed, even when an infirmary bed was present nearby.
  • Fixed the issue that caused the appearance of the “Train” marker on pets, if the “Train all” button was used from the Overview Panel. This was just a visual bug.
  • Fixed the issue that caused pen markers to be linked to the wrong pens.
Quality of life improvements
  • “Prioritize removing” and “Prioritize relocate” have been added to the right-click menu.
Known issues:
  • Certain players on large maps can experience large FPS drops. We’re looking into it.
  • 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 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
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
Going Medieval - SeWerin
Greetings medievalists!

The new major update titled “Beauty & Comfort'' is now live on Steam, Epic Games Store, and GOG. All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include: bed/room ownership, aesthetic and comfort values, new furniture as well as 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 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.

Note for the players that had issues with starting the game: For folks that experienced being stuck on a loading start-up, we’ve added potential solutions. Right-click on Going Medieval in the Steam library and choose "Properties". In the “General” tab and within the “Launch options” section add -force_preload. This should help you start the game normally, but it may take a while. Do let us know if it helped you (here or via mail).


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

Bed and Room Ownership

Settlers can finally have their own beds, even rooms. You can assign settlers manually to beds (via the info panel) or, when the night comes, they’ll choose beds and in that process acquire ownership. Some things to note about beds:
  • Beds are built as unassigned.
  • If there is an assigned bed on the map for that settler, the settler will seek it when the time comes.
  • If a settler has an assigned bed that's unreachable/locked off, that bed will become unassigned and the settler will seek a reachable bed.
  • Nothing will happen if you change the assignment of a bed while it's being used. The ownership will revert back to the settler sleeping on it, and a text will appear notifying the player.
  • If you assign an empty bed to the settler who is sleeping somewhere else, that settler will immediately wake up and go to their new bed.
  • A settler can’t have more than one bed assigned to them.
  • A bed can’t have more than one assigned settler for it.
  • If a settler is in a caravan, they will still retain the bed ownership.
  • If a settler dies, their bed is automatically unassigned.
  • If a settler is banished or given to raiders, their bed will be automatically unassigned.
  • If there is an assigned bed in a single bedroom, that ownership of the bedroom will transfer to that settler.

We are also introducing a new room type called “Infirmary”. These rooms are used for healing settlers and tending their wounds. Here is what you need to know:
  • To turn a room into an Infirmary, you will have to build at least one infirmary bed in it, and at least two infirmary shelves.
  • Infirmary rooms can’t have shrines, entertainment structures, workstations, or regular beds in them.
  • You need to research Infirmary beds before you can create them.
  • Infirmary beds can’t be assigned.
  • Settlers heal faster in the Infirmary and tending has a higher chance of success.
  • If a settler is wounded and wants to rest (convalescence), they will always go to an infirmary bed if possible.
  • If a healthy settler doesn’t have any wounds and doesn’t have any other bed except the infirmary bed, they will still not sleep in the infirmary bed.
  • Wounded settlers will prioritize medical beds if they want to sleep.
  • When a settler carries wounded to beds, they will always prioritize: free/reachable medical beds in the infirmary, infirmary beds in rooms, infirmary beds under roofs, infirmary beds outside, assigned beds to that wounded settler and then an unassigned bed if there is nowhere else to go.
Now, let’s talk about another feature that relates to room ownership, enriches the gameplay, and allows us to expand it and tie it to other systems.

Aesthetic Value

Every single thing in the game will have an “Aesthetic Value”, a number that indicates how beautiful (or ugly) things are. Settlers will react to beautiful stuff all around and according to that get various mood modifiers.

There is a new icon beneath the Manage button called “Show Aesthetic Heatmap”.



Checking the aesthetic value of an area is done with a mouse, hovering over an area, and looking at the info on the bottom left side of the screen.


When it comes to items, piles, buildings, etc. their aesthetic value can be checked by selecting them and checking their info panel (like in the bed screenshot above).

Here are some notable things when it comes to this feature:
  • When a settler stands on a grid space, that grid will output and calculate the average beauty of everything around the settler (in a 19-grid radius) and will affect the beauty stat target. You can check this by hovering the cursor on the Aesthetic stat for that settler.
  • Standing on a gridspace that has a large amount of beauty will make the beauty stat rise and the settler will get a nice mood boost. Standing in an ugly area will make the settler get negative mood boosts.
  • Buildings have an aesthetic value that they emit all around them.
  • Item aesthetic value will change depending on if they are a pile, on a rack, or equipped.
  • Some piles, like limestone and dirt, provide negative aesthetic value when inside a room when compared to being outside (e.g. having bones in rooms will provide negative aesthetics).
  • Plants have different beauty in each phase of growth (dead plants have negative value, while apple trees when blooming and flowering are very pretty).
  • Settlers and animals also emit beauty. For instance, rats have a negative amount while pheasants and foxes have the highest amount of beauty
  • Some perks can affect a settler's aesthetic value.
  • Settlers can change their beauty amount when equipping something nice.
Room Impressiveness

Rooms have different impressiveness levels now. This can be checked by selecting a room (via an overlay of detected rooms) and going to its Stats panel and looking at “Impressiveness”.
  • The level of impressiveness depends on overall space, the amount of wealth of the room, and its average aesthetic value - smaller rooms with no windows will give negative modifiers, while spacious rooms filled with rich buildings and furniture will offer positive ones.
  • Impressiveness is tied to bedrooms, shared bedrooms, great halls, and shrines.
  • Settlers with dainty and precious perks now have jealousy effectors, which will be triggered if someone in the settlement has a nicer room than they, or if someone has a room that they don’t.
Because of this, settlers will get various mood boosts while doing stuff in these rooms (sleeping in a room, eating in a great hall, praying in the chapel, etc.).

Comfort

The Comfort stat allows settlers to get varying mood boosts depending on the level of comfort. If a settler uses chairs for eating, they will get a comfort boost. If the area they pray at has rugs on it, they will get a comfort boost. Basically, better beds, chairs, and clothes will result in a higher value of this stat, because comfort modifiers have been added to them. Keep in mind that settlers with the “Ascetic” perk will not get positive buffs from impressive rooms, nor will they get any comfort modifiers.

And what is beauty and comfort without new furniture and structures?

New Structures and Furniture Types

We want every settlement to feel unique, and uniqueness comes with additional options. Here are the things we added.

New furniture

All of these things can be found in a Furniture panel if you researched the necessary stuff.
  • Royal beds (linen and wool)
  • Quality beds (linen and wool)
  • Wicker bed
  • Quality chair (linen and wool)
  • Iron chair
  • Wicker stool
But now you can also produce certain furniture types within production buildings.
  • Tapestry (produced at a sewing station)
  • Rug (produced at a sewing station)
  • Rush matting (produced at a sewing station)
  • Painting (produced at a new production building - “Easel”)
  • Wall mirror (produced at a Blacksmith’s forge)
  • Stone statue and relief (produced at a Stonemason's bench)
  • Wall statue and relief (produced at a Woodwork bench)
Similar rules that are present for regular production are also applied here:
  • These structures are produced at workbenches like any other item.
  • These structures are produced as de-installed structure piles.
  • These structures are produced with different quality levels (like weapons) that are related to the settler's skill level.
New resource
  • Pigment (produced at the Apothecary table) is used for making paintings.
Some furniture types outputs are worth mentioning:
  • Rugs will appear differently, depending on the type of leather (or cloth) you are using. More on that in the Quality of Life improvements section.
  • Rugs can be placed under all furniture and production buildings. They can be placed on the ground, too.
  • Paintings, tapestries, and statues have randomized shapes and textures. This doesn’t mean you’ll get a new look if you uninstall and install them again, nor does it mean that you’ll get a new look if you sell it to a merchant and buy it, but it does mean that every time you produce one, randomization will take place.
Overview Panel

We made some changes to the Animal panel and turned it into an Overview panel.
  • It now contains 4 tabs (Resource, Items, Domestic, and Wildlife).
  • Domestic and Wildlife work the same while the Resource and Items should provide a quicker overview and additional management options.
Bugs and fixes
  • Fixed the issue where no plant life could be damaged by hail storms or lightning strikes.
  • Fixed the issue where settlers would tend wounds without healing kits, even if one is available.
  • Fixed the issue where settlers would not follow the priorities of braziers, torches, and candelabras during the refueling goal
  • Fixed the issue where a settler would have a weird position during their work on certain production buildings.
  • Fixed the issue that caused settlers to lose their way when looking for merchants or other moving targets.
Quality of life improvements
  • The “Artist” job has been added to the game. It is used to produce art.
  • A shake effect has been added to all buildings when they get damaged. The shake duration depends on the amount of HP being reduced.
  • A shake effect has been added to plants during the cutting process. It’s a minor thing, but hey - every action needs a reaction, right?
  • Leather is no longer just leather. Now we have leather for every type of animal (that drops leather) and different variations of clothes and buildings can be constructed with different materials. All the present leather will be converted into Deer leather.
  • We’ve added a mood effector that affects all settlers according to the amount of wealth per settler on the map. This basically means that as you progress through the game, settlers might turn unhappy because they “want more stuff”. This also means that managing mood at the start should be easier.
  • Merchants will exclude all items made of human skin during trading.
  • More objects are allowed for a “Great Hall” room. You can use wicker stools, new banners, etc. Some items, like infirmary beds, are forbidden.
  • Influence wealth is raised from 70k to 120k because reaching the max influence level was too easy before.
  • “Prioritize roping animal” has been added to the right-click menu.
  • “Prioritize Resetting” has been added to the right-click menu on traps.
Known issues
  • Settlers can stuck at Merchant's Trading posts when attempting barter with them there. Draft/undraft the settler and proceed with bartering.
  • 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 production.
  • 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 tough 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.
That would be all for the official update notes. New patches and improvements will be deployed accordingly. In the meantime, 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://www.youtube.com/watch?v=GuHfL2kf8tM
Going Medieval - SeWerin
Greetings medievalists!

Last week we mentioned how bed ownership is tied to another feature we are working on. That feature is called: Beauty and Comfort. Here is what we mean by that:

Beauty


Every single thing in the game will have an “Aesthetic Value”, a number that indicates how beautiful (or ugly) things are. When it comes to items/resources, their beauty number will change depending on where they are placed/located. So, it will be a different number if the item is on a pile, on a rack or when equipped. For some resources, beauty will change depending on if they are inside or outside. Buildings, on the other hand, will emit aesthetic value all around them.

When it comes to plants, beauty will relate to the growth phases. Dead plants will have a negative aesthetic value, for example.

Animals and settlers will also emit beauty. Some animals, like rats, will emit negative value, while others, like foxes and pheasants, will emit the most beauty value. Settlers' perks will affect their beauty, but also what they equip.

So, why strive for beauty? Standing in locations that provide the largest amount of beauty/aesthetic will make the “Aesthetic” stat rise and, in turn, offer a nice mood boost. Which leads us to…

Room Impressiveness

Rooms will have different impressiveness levels. These levels depend on overall space, the amount of wealth of the room, and its average aesthetic value. Impressiveness will only be tied to bedrooms, shared bedrooms, great halls, and shrines.

Because of this, settlers will get various mood boosts while doing stuff in these rooms (sleeping in a room, being in a great hall, praying in the chapel, etc.).

Also, mood boost will be related to the newly introduced stat called…

Comfort


The Comfort stat allows settlers to get varying mood boosts depending on the level of comfort. If a settler uses chairs for eating, they will get a comfort boost. If the area they pray on has rugs on it, they will get a comfort boost. Basically, better beds, chairs, and clothes will result in a higher value of this stat.

To spice things up and give you more options, we will introduce some new furniture: new beds, chairs, paintings, tapestries, rugs, mirrors, and statues.

And that is not everything: There is more to come in the official update release. How does it look so far? Wanna try these features now? Well, the good news is that you can! The update is live on the experimental branch, but you know what that means - there might be more bugs than you expect. Fret not, we’ll try to fix it as soon as possible. We have a dedicated subforum for the experimental branch where you can share your observations and bugs. Enjoy!

Obviously, if all goes well, a new update release should come soon. 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.

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

We’re back and ready to talk about features that are coming in the next update. Let’s start with a major one that is requested by a lot of folks: Bed ownership! Settlers can finally have their own beds.



Beds are built as “not assigned” structures. You will be able to assign settlers manually to beds (via that nifty panel in the image above) or, when the night comes, they’ll choose beds and in that process acquire ownership.

This required a lot of troubleshooting on our side. What if the settler has an assigned bed that's unreachable or locked? What to do if you change the assignment of a bed while it’s being used? What happens if you assign an empty bed to someone while that settler is sleeping somewhere else? Thankfully, we managed to solve most of these problems and find a nice balance. We’ll explain them in the official update log. Some things are worth noting.

A settler can’t have more than one bed under their ownership, and a bed can’t have more than one settler assigned to it. If there is an assigned bed in a single bedroom, that bedroom should become the bedroom of that settler.

What about when a settler gets hurt and needs tending? We hear you, and for that purpose we are introducing medical rooms.



Medical rooms are a new type of room that require only medical beds. These types of beds can’t be assigned, but these types of rooms allow for faster healing and better tending actions. Wounded settlers will always be carried to these beds/rooms, and they can’t be used for regular sleep.

Now, here is the fun stuff - we’ll tie all this bed ownership to another feature called aesthetic & comfort. We’ll talk about it in the next Medieval Monday talk, along with other things that are coming in the next update. See ya soon.

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.

Foxy Voxel
Dec 29, 2022
Going Medieval - SeWerin
Greetings players! The newest patch (0.11.13) 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 settler would be stuck in a looping sequence of picking up and dropping resource during his refueling order.
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 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
Dec 26, 2022
Going Medieval - SeWerin
Greetings, medievalists!

‘Tis almost the end of the year, and what a year it was, right?

15 Medieval Monday Talks, 5 Major Updates, 2 AMAs and a bunch of bug fixes and improvements. More than 10 000 people have reviewed the game and we managed to maintain a solid 89% rating. However, we wanna do more, we want to upgrade, we want to be better.

So, this will not be your regular Medieval Monday Talk post. Rather, it’s going to be a tease of the stuff we are working on and setting up systems for. We’ll go into more detail about each thing next year, but for now, we’ll give you a short briefing.

The two most demanded things, as of now, appear to be bed ownership and an option for settlers to train their melee skills. Bed ownership has been a long time coming, but we don’t want to make it a simple “right-click, choose owner function”. We wanted to tie it to a couple of systems and we found a perfect way to maximize it. For this to work, we’ll introduce beauty and comfort stats - the look of your room will play a role, too. How will this affect your settlers? Well, we’ll leave that to your imagination for now.

Training and improving settlers’ combat skills is also a must. Sure, archers can train by hunting. It’s not the most convenient way, but they at least had an option when compared to their melee friends. We’ll take care of both sides, with proper training buildings.

We didn’t start the fire, but we’ll allow the fire to start and spread! Enemies setting fires, stuff catching on fire, and settlers putting out fires - things will get hot in our medieval colony sim builder.

Remember ladders? Our long-time players will remember that at one point we had ladders in the game, but we had to remove them due to them breaking the game in several ways. Now, with the improved pathfinding, it seems like a good time to introduce ladders back. Of course, it will not JUST be ladders, but we wanted to emphasize them due to your requests.

We also plan to start working on settlers’ relationships next year. This doesn’t mean you’ll be able to organize weddings, parties and see drunk people fight among themselves, but it does mean that we’ll set up stuff for such scenarios to occur in the future. We’ll start simple, with options for them to do small talk and have some sort of affection system.

Another major thing will be modding. We’re aware of the work dedicated peeps do by modifying game files. We couldn’t support them (even though we have #modding channel on our discord server), since a lot of modding resorted to simplistic editing of the existing game files. We want to do official workshop integration, visual modding, and importing models into the game. This will be a huge undertaking but everything we’ve done so far has led to this.

And we’re not stopping here. We’ll have more to share and write, but all in due time (let us have a reason to write these Monday Talks :D).

Thank you, folks. Thank you for being here with us on this journey. Thank you for the support and kind words and wonderful stories that you share with us via our game. Because of that, working on the game is just a bit easier and worthwhile. We’re not taking that for granted, but we ask for your patience.

From the 31st of December until the 9th of January, Foxy Voxel is on holiday (the majority of the team is celebrating Orthodox Christmas which falls on January 7th) when we’ll resume with our Medieval Talks, bug fixing, and all that jazz.

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.

Merry Christmas, Happy New Year, and Holidays! See you next year, with more exciting Going Medieval news. Stay safe people!

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
Dec 26, 2022
Going Medieval - SeWerin
Greetings players! The newest patch (0.11.12) 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.
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 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
Dec 22, 2022
Going Medieval - SeWerin
Greetings players! The newest patch (0.11.11) 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 several crash occurrences.
  • Fixed the issue where auto-rotation would stop working for windows, doors, and fence gates in the blueprint phase.
  • Fixed the issue that caused infinite refueling in some cases.
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 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
Dec 15, 2022
Going Medieval - SeWerin
Greetings, medievalists!

The newest patch (0.11.10) 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 occurred after an incursion, if the player un-drafts all settlers, they would be prone to getting stuck on the same food container if they were hungry.
  • Fixed the issue where editing a production that has already started affected that production when it should affect the next unit of that production
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 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
...