Going Medieval - SeWerin
The new major update, titled “Social Interactions'' is now live on Steam, Epic Games Store, and GOG (0.13.3). All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include: social interactions and affection system, individual action logs, new animals, and various other tweaks and improvements.

Watch the video below to see the update’s highlights and if you want to go into more detail, 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:

Social interactions

Settlers will interact with each other when they are close to one another. The system is currently reserved for human interaction only, but we plan to expand it to animals, too. Here is how it works:
  • All interactions are instant and not accompanied by additional animations. This way, social interactions will not disrupt the tasks of your settlers or the flow of the gameplay. Settlers will turn their head towards social interaction target when in range, to acknowledge them.
  • Settlers can have a conversation every few hours. Some perks (like “Contemplative”) might influence the number of conversations they have.
  • Settlers now get +3xp in speechcraft for every conversation.
  • The outcome of conversations is determined by the speechcraft skill, difference in age, difference in religious alignment, affection amount, some attributes, and some randomness.
  • Social interactions can’t occur if one of the settlers is drafted or is sleeping.
  • Interactions can have several different results - they are essentially positive and negative small talks.
  • The amount of positive/negative value is determined by settlers' attributes and affected by some perks (such as “Ill Favored”, “Ruthless”, “Disfigured”, etc.)
  • Positive interaction will be buffed if settlers wear quality clothing, are drunk, or have perks for specific situations. For example: Night Owl will tend to have positive interactions at night, and Sun Seeker will have it while the sun is shining.
  • Some social interactions result in the changing of the religious alignment and are represented by different icons (golden oak leaf for oak brethren and purple grail for the church of restitution). By hovering on the settler's “Religious Alignment” bar, you can see recent interactions and how they might have influenced religious change. NOTE: This means that settlers can change their religious alignment even if there is only one religion present in your settlement.
  • Some settlers (like ones with the “Punch drunk” perk) will have a high chance to have negative conversations with settlers, when drunk.
  • Dreams can now influence the chance of positive/negative interactions for settlers.
  • Rebellious settlers will insult more often.
  • Rebellious settlers have longer pauses between conversations
  • Conversation chance increases when settlers sit down/eat/play backgammon.
  • Sitting down to play backgammon together will increase the chance of a conversation happening and will also increase the chance of positive social interaction.
Affection

Social interactions, like small talk, pleasant conversation, and unpleasant conversation, will result in the modifying of the affection of one settler towards another.
  • Other actions in the game, like battling together (being close together while fighting) carrying each other to a bed, tending wounds, etc. will result in affection as well.
  • When the affection is high enough (+80) the settlers will become friends. If the affection goes under -80 then settlers become rivals. Friends can still have bad conversations, and rivals can have pleasant ones.
  • This has no immediate gameplay impact other than different mood modifiers when a friend/rival dies or is banished.
Individual Action log

We have added the Log feature to certain things. Social interactions, combat, health, and other notable events will be shown in the log.
  • All conversations between settlers will be logged. One settler will discuss something with the other, and that one will respond accordingly.
  • All combat hits, moves misses, and evades are logged. Different weapon types have different wording, as well as animal attack types.
  • Health changes, birthdays, and animals turning into domestic/pets are also added to the log.
  • Certain effectors (when characters eat a good meal, drink good ale, etc.) are also shown here.
  • Logs are inherited by the carcass of a settler/enemy/animal. After that trophies and graves also inherit this log so players can read what happened to that settler/enemy/animal after their death. Graves will show enemy types if you choose to bury them.
  • Settlers and enemies will say their final words before they die.
NOTE: The log is saved as text and will not be translated when changing languages mid-game. Also, if a settler/animal is renamed it will not reflect in the log.

Keep in mind that these features will constantly evolve as new things are introduced and the existing features are upgraded.

New animals

The bears and polecats are now in the game. We are aware that bears were not a thing in medieval England, but there are reports of a couple being traveling sideshow attractions in those times. In the canon of Going Medieval, we like to think that the plague helped them break free from their captivity and roam the land.

Polecat
Polecat, gameplay-wise, is basically the wild version of the cat.
  • They can spawn on any map type.
  • Polecats are nocturnal animals that, like foxes, will sleep during the day.
  • They will hunt down your chicken, rabbits, and pheasants (fox logic).
  • You can get leather from it and build banners, armor, etc.
  • Can be used for vermin control when turned into a pet.
  • You can turn a polecat into a trophy.
Bear
Bears are very strong animals that spawn very rarely on the map.
  • Taming and training them can take a long time.
  • They can be used for hauling and battle.
  • Their leather can be used for banners, clothing, etc.
  • You can turn a bear into a trophy.
Bugs and fixes
  • Fixed the issue that prevented some players from placing construction on locations where they could be placed.
  • Fixed the issue that caused room detection to not work as intended in certain scenarios.
  • Fixed the issue that prevented animals from returning to the caravan from harvesting, if during the return of the caravan, the game was saved & loaded.
  • Fixed the issue where the blueprint of all the graves did not match their size grid when using the “Copy” function.
  • Fixed the issue that made settlers face the wrong side when working on a research table.
  • Fixed the issue that made settlers appear as floating if they were ordered to deconstruct stairs and were in the middle of them with a “Sleep” schedule in progress.
  • Fixed the issue that caused the behavior of beams to become corrupted if you place them in between Doors or Windows.
  • Fixed the issue where settlers would sow crops on a location where they shouldn’t due to the “Temperature conditions do not meet” factor.
  • Fixed the issue that prevented constructions from placement with the first click, if players were using the “Relocate” or “Install” feature.
  • Fixed the issue where the order “Until you have” on the Sewing Station did not work as intended if the produced item was Rush Matting.
  • Fixed the issue where using Curdling Milk as a cooking resource when making a meal on a campfire or a stove would result in no meal being created upon completion of production.
  • Fixed the issue where raiders would run around aimlessly during an incursion.
  • Fixed the issue that caused placement of the crop/stockpile in a random position, if the player used only one voxel for that crop/stockpile.
  • Fixed the issue where settlers wouldn’t repair damaged structures while a merchant is near them.
Quality of life improvements
  • The capacity of some pile stacks related to Raw Food has been increased from 25 to 50.
  • Upon finishing harvesting of animals, settlers will take gathered resources (milk and wool) and carry them to the stockpile.
  • We have added a minimal skill level to train and tame certain animals (bears, wolves, foxes, and boars have this now).
  • Taming and training process of certain animals has been rebalanced.
  • We have also added feedback to the player when trying to train or tame an animal and not having the required min skill level.
We made subtle changes to the animation of some animals. This is purely cosmetic, but it livens up the world a bit.
  • We added a tail system where tails move a bit differently now (can be seen when an animal moves and you pause the game) tails now bend a bit when the animal turns, making them a bit more fluid.
  • The spine system has been added to animals as well. When the animal turns, the spine will bend in that direction a bit. This is very subtle but makes their movement a bit less stiff. Most noticeable in donkeys and cattle.
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.
  • 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

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Going Medieval - SeWerin
Greetings players! The newest patch (0.13.3) is now live on all platforms on the experimental branch. 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.

For those that missed the full log of the new experimental update, you can find it here.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where clicking on some hyperlinks didn’t work as intended.
  • Fixed the issue where the paused game would resume, if you selected any of the settlers’ names in a social tab.
  • Fixed several visual glitches.
  • Fixed the issue that caused the visuals to corrupt the clay walls and windows.
  • Fixed several text issues.
Quality of life improvements
  • Religious Alignment tooltips will show recent interactions and how they might have influenced religious change.
  • Text will appear when religious alignment occurs, and will be added to the settler's log.
  • Social compatibility has adjusted a little. Now, there is a random chance even the best of friends may have unpleasant conversations.
  • Social interactions can’t occur if one of the settlers is drafted or is sleeping.
  • Dreams can now influence the chance of positive/negative interactions for settlers.
  • Negative interaction perks (like Ruthless and Ill Favoured) have been nerfed, because many players reported that too many rivalries have been occurring.
  • Positive interaction chance has been adjusted. Wearing fine clothing, being drunk and some specific perks will buff positive interactions. Night Owl will tend to have positive interaction at night, Sun Seeker will have it while the sun is shining.
  • Rebellious settlers will insult more often.
  • Rebellious settlers have longer pauses between conversations.
  • Sitting down to play backgammon together will increase the chance of a conversation happening and will also increase the chance of a positive social interaction
  • The capacity of some pile stacks related to Raw Food has been increased (from 25 to 50).
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.
  • 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.

DISCLAIMERS: We decided to keep Dev version of the game on the experimental branch, 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.

Also, at the moment, the experimental and the main branch are very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you!

Foxy Voxel
Going Medieval - SeWerin
Greetings players! The newest patch (0.13.2) is now live on all platforms on the experimental branch. 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.

For those that missed the full log of the new experimental update, you can find it here.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where settlers would sow crops in a location where they shouldn’t due to the “Temperature conditions do not met” factor.
  • Fixed the issue where settlers would look down or up when social interaction occurred and keep that look for a long time.
  • Fixed several visual glitches.
  • Fixed several text issues.
Quality of life improvements
  • Settlers will wake up if the bed they are sleeping on is destroyed.
  • Health change is added to the Log window.
  • Birthday is added to the Log window.
  • Settlers and enemies will also say their final words before they die.
  • Settlers now get +3xp in speechcraft for every conversation
  • Animal turning into domestic/pet is also added to the log.
  • Enemy type is shown on the grave now.
  • Settlers with the perks “Early Bird” and “Somnolent” need to sleep even less, now.
  • The time between social interactions is prolonged.
  • The chance of triggering small talk is increased.
  • The chance of triggering very positive/very negative conversations is reduced.
  • The chance of triggering a Belief conversation is increased.
  • Conversation chance increased when settlers sit down/eat/play games
  • The friend/rival scale has been rebalanced. Friends are now +80 and rivals are -80 instead of before (+50 and -75)
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.
  • 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.

DISCLAIMERS: We decided to keep Dev version of the game on the experimental branch, 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.

Also, at the moment, the experimental and the main branch are very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you!

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

Are you familiar that we have an experimental branch of the game? New updates for the game are first pushed here, and it allows you to experience the new features before other players. Builds on the Experimental Branch can be buggy and even cause crashes, so it may also have a couple of hotfixes before we promote it to the main branch. If you want to try the experimental branch, here is how to do it.

THINGS TO NOTE:

⚠️ We decided to keep Dev version of the game on the experimental branch, 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.
⚠️ Also, at the moment, the experimental and the main branch are very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

With that being said...

The New update (0.13.1) is now live on the experimental branch. Once it is adequately tested, we will push it live in the official update! Here are the notes of what awaits you in this version, but first, a warning:

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 you do, turn the mods off before starting the game. If the problem persists, be sure to delete everything in the steamapps\common\Going Medieval and then verify the game files.

Now, on to the update:

Social interactions
Settlers will interact with each other when they are close to one another. However, this system is not only reserved for human interaction. Here is how it works:
  • All interactions are instant and not accompanied by additional animations. This way, social interactions will not disrupt the tasks of your settlers or the flow of the gameplay.
  • Settlers can have a conversation every few hours. Some perks (like Contemplative) might influence the number of conversations they have.
  • The outcome of a conversation is determined by the speechcraft skill, difference in age, difference in religious alignment, affection amount, some attributes, and some randomness.
  • Interactions can have several different results - essentially positive and negative small talks.
  • The amount of positive/negative value is determined by settlers' attributes and affected by some perks (such as Ill favored, Ruthless, Disfigured, etc.)
  • Some social interactions result in the changing of the religious alignment and are represented by different icons (golden oak leaf for oak brethren and purple grail for the church of restitution)
  • Some settlers (like ones with the “Punch drunk” perk) will have a high chance to have negative conversations with settlers when drunk.
Affection
Social interactions like small talk, pleasant conversation, and unpleasant conversation will result in the modifying of the affection of one settler towards the other.
  • Other actions in the game, like battling together (being close together while fighting) carrying each other to a bed, tending wounds, etc. will result in affection as well.
  • When the affection is high enough (+80) the settlers will become friends. If the affection goes under -80 then settlers become rivals.
  • This has no immediate gameplay impact other than different mood modifiers when a friend/rival dies or is banished.
Individual Action log
We have added the Log feature to certain things. Social interactions, combat, health, and other notable events will be shown in the log.
  • All conversations between settlers will be logged. One settler will discuss something with the other, and that one will respond accordingly.
  • All combat hits, moves misses, and evades are logged. Different weapon types have different wording, as well as animal attack types.
  • Certain effectors (when characters eat a good meal, drink good ale, etc.) will also show here.
  • Logs are inherited by the carcass of a settler/enemy/animal. After that trophies and graves also inherit this log so players can read what happened to that settler/enemy/animal after their death.
NOTE: The log is saved as text and will not be translated when changing languages mid-game. Also, if a settler/animal is renamed it will not reflect in the log.

Keep in mind that these features will constantly evolve as new things are introduced and the existing features are upgraded.

New animals
Bears and polecats are in the game. We are aware that bears were not a thing in medieval England, but there are reports of a couple being a side attraction in those times. In the canon of Going Medieval, we like to think that the plague helped them break free from their captivity and roam the land.

Polecat
  • Polecat is basically the wild version of a cat.
  • They can spawn on any map type.
  • Polecats are nocturnal animals that, like foxes, will sleep during the day.
  • They will hunt down your chicken, rabbits, and pheasants (fox logic).
  • You can get leather from it and build banners, armor, etc.
  • Can be used for vermin control when turned into a pet.
  • You can turn a polecat into a trophy.
Bear
  • Bears are very strong animals that spawn very rarely on the map.
  • Taming and training them can take a long time.
  • They can be used for hauling and battle.
  • Their leather can be used for banners, clothing, etc.
  • You can turn a bear into a trophy.
Bugs and fixes
  • Fixed the issue that prevented some players from placing constructions in locations where they could be placed.
  • Fixed the issue that caused room detection to not work as intended in certain scenarios.
  • Fixed the issue that prevented animals from returning caravan from harvesting, if, during the return of the caravan, the game was saved & loaded.
  • Fixed the issue where the blueprint of all the graves did not match their size grid when using the “Copy” function.
  • Fixed the issue that made settlers face the wrong side when working on a research table.
  • Fixed the issue that made settlers appear as floating as if they were ordered to deconstruct stairs and were in the middle of them with a “Sleep” schedule in progress.
  • Fixed the issue that caused the behavior of beams to become corrupted if you place them in between Doors or Windows.
  • Fixed the issue that prevented constructions from placement with the first click, if players were using the “Relocate” or “Install” feature.
  • Fixed the issue where the order “Until you have” on the Sewing Station did not work as intended if the produced item was Rush Matting.
  • Fixed the issue where using Curdling Milk as a cooking resource when making a meal on a campfire or a stove would result in no meal being created upon completion of production.
  • Fixed the issue where raiders would run around aimlessly during the incursion.
  • Fixed the issue that caused placement of the crop/stockpile in a random position, if the player used only one voxel for that crop/stockpile.
  • Fixed the issue where settlers wouldn’t repair damaged structures while a merchant is near them.
Quality of life improvements
  • Upon finishing harvesting of animals, settlers will take gathered resources (milk and wool) and carry them to the stockpile.
  • We have added a minimal skill level to train and tame certain animals (bears, wolves, foxes, and boars have this now).
  • Taming and training process of certain animals has been rebalanced.
  • We have also added feedback to the player when trying to train or tame an animal and not having the required min skill level.
  • Settlers will turn their head now toward social interaction targets when in the range.
We made subtle changes to the animation of some animals. This is purely cosmetic, but it livens up the world a bit.
  • We added a tail system where tails move a bit differently now (can be seen when an animal moves and you pause the game) tails now bend a bit when the animal turns, making them a bit more fluid.
  • The spine system has been added to animals as well. When the animal turns, the spine will bend in that direction a bit. This is very subtle but makes their movement a bit less stiff. Most noticeable in donkeys and cattle.
Known issues
  • The game might crash if settlers on the caravan attempt social interaction. We're working on this and will try to provide a fix for it ASAP.
  • 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.
  • 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.

As we mentioned, once the build is stable enough and properly tested, we'll push it on the main branch. If you have any issues to report - use F10, use our Discord server or the experimental branch subforum. Thank you for your time.

Foxy Voxel
Going Medieval - SeWerin
Greetings medievalists!

You know what your settlers need? They need to know the people around them. That’s right, social interactions are coming in the next update. Here is what you can expect:



When a settler is within a certain range of someone else, they will attempt to initiate a social interaction. The possible outcomes of this include: engaging in small talk, having an insightful conversation, praising each other, or insulting and ridiculing one another. The results of social interaction will be affected by random things like their perks, speechcraft skill, or their current status. It’s going to be difficult to chat if someone has a broken jaw, for example.

You’ll notice when a conversation has taken place because a speech bubble will appear above the settlers’ heads. Depending on the result, it will show one of these images:



Selecting the settler and checking the LOG tab will allow you to see a short description of what was being discussed. These sentences will also be tied to the factors mentioned above and present events. If a wolf pack appears on the map, there is a chance that it will be referenced.



These interactions will also allow settlers to influence one another. If a settler has a high speechcraft skill and the zealot status for their religion, they might convert others to their beliefs.

It’s worth noting that the amount of these social interactions are limited per day, but limitations can be influenced by other things, too. Being drunk might circumvent these limitations when paired with certain perks, which will create interesting scenarios. All of this will play an important part in the affection system.



The Affection system will be represented by the Social tab in the settler’s STAT bar. It will indicate how much settler’s like each other. This rating can be affected by a settler’s personality, their religious alignment, and the outcomes of social interactions.

The affection rating between two people will impact how certain events in your settlement affect individuals. So if someone they like dies, then they will get a negative mood modifier. Or, if an enemy of theirs is banished to the wilderness, then they might actually be happy about that.

These systems will be later expanded so that the relationship between them will trigger certain events. For now, though, we think it adds an extra layer to your settlers and gives you a sense of how they feel about one another.

That's it for today! We hope that you'll like this feature once it is released in the official update. When is that going to happen? Well... stay tuned!

Foxy Voxel
Feb 15, 2023
Going Medieval - SeWerin
Greetings players! The newest hotfix (0.12.13) 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 that prevented items from chests & racks to be equipped upon saving & loading the game.
  • Fixed the issue where the animal “assigned to” status would be reset upon saving & loading.
Known issues:
  • Some players are experiencing significant FPS drops, we are investigating this. If you played the game normally before the last couple of patches, do F10 the issue and write it in the report. One report per player. Thanks.
  • 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.
  • 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
Feb 13, 2023
Going Medieval - SeWerin
Greetings players! The newest patch (0.12.11) 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 animals would appear stuck in certain situations. Do let us know if they are still stuck on stairs and slopes.
  • Fixed the issue that caused building destruction particles to appear offset.
  • Fixed the issue that caused the appearance of the resource requirement info in the toolbar, during the usage of the install function.
  • Fixed the issue that prevented settlers from repairing the building, if that building received damage during its construction pile form.
  • Fixed the issue that caused the shaking animation to continue even when the game was paused.
Known issues:
  • If the bookshelf is located above the stairs, piles on those shelves will not be registered.
  • 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.
  • 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
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

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See the trailer for the game here: https://www.youtube.com/watch?v=GuHfL2kf8tM
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