Going Medieval - SeWerin
Greetings medievalists!

Do you remember when we mentioned that we’re constantly discussing new features and what needs to be overhauled with existing ones? Let's dive into overhauling features, specifically temperature, which will be revamped in the next update.

Currently, the game recognizes only two types of temperature: inside and outside. Inside temperature (rooms) considers all the objects emitting heat inside it and finds the median value, which applies to the entire room. So, if you had one torch in a corner of a medium sized room, the heat from that torch would be distributed evenly throughout the room. While the feature worked well enough (even if it wasn’t realistic), it caused some of you to ask questions like: “Why doesn’t the room next to it receive some of the heat” or "Why heat sources placed outside don’t emit heat”.



Don't worry, we're introducing a new temperature system in the next update, that will make things more believable and fun. Rooms will now heat each other, depending on their contents. For example, a kitchen with a stove and torches will heat the bedroom above it if the floor separating them has low insulation. Since everything will emit heat, including furniture, buildings, animals, and settlers, you'll have plenty of ways to ponder on how to distribute heat. Fun fact: In medieval times, people positioned cattle in the room beneath their living quarters to control the temperature. You can do that too!

If all this sounds a bit overwhelming, we've got you covered. We'll introduce a temperature overlay button that will show the temperature distribution and help you optimize your gameplay experience.



To tackle temperature, we had to change how sunlight and shadows work in-game. In the upcoming update, they will impact the gameplay. For example, the angle of the sun and shadows will impact your map, and the type of map will influence the overall temperature distribution. Winter will be harsher on mountain maps, while on valley maps, they'll barely be an inconvenience.

During the summer, things will get warm, and working outside will be difficult due to the heat. But fear not, settlers will look for shadows (tree shadows, ground shadows, building shadows, you name it) to avoid negative mood modifiers and protect their health. Wearing appropriate hats will also protect them from possible heatstroke.

That is all for this time. It might seem somewhat abstract-ish, but the way temperature calculates and emits paves the way for many stuff we plan for the future. We've made some other changes too, including the day/night cycle, where plants can be grown, and more. We'll dive deeper into these changes in our next MMT which you can expect next week.

Foxy Voxel Team
Going Medieval - SeWerin
Greetings medievalists!

At the heart of game development lies a deep commitment to improving the player's experience, which means not only adding new features and fixing bugs, but also refining existing systems. We understand that every aspect of the game must work together seamlessly to create an immersive and enjoyable experience for our players. One of the first things we overhauled was the crop system. Previously, your settlers would magically conjure them from thin air with no additional resources required. The system was updated once we established proper storage options, introduced merchants and diplomacy. Only then did it make sense to introduce new resources, add new flora, and properly tie those features to the new harvesting/farming loop. While some may have initially been hesitant about these changes, we were thrilled to hear that the majority of players embraced them wholeheartedly! Eventually, players that didn't like this feature update were able to turn it off via custom difficulty settings. We can't do this for all of the things we overhaul, but balancing feedback and suggestions is something we think about often.

We are constantly discussing new features and what needs to be overhauled with existing ones. The things we choose to do are a combination of a couple of factors: the complexity of the task, the time required to finish it, and its contribution to the overall game experience. Something that sounds easy on paper, like ‘add water’ is, in reality, a complicated feature that needs to be linked to several different systems. Some that you can easily guess, while others require a lot of work happening under the game’s hood.

Then, there are issues that we would classify as annoyances. These do not break the game in any way, but they do make you wonder "why is it not fixed/upgraded yet?" When that happens, usually, there is something occurring under the hood that prevents seemingly easy tasks from being solved.

One of the major annoyances for our players was the inability to edit multiple selected storage/fuel structures. Good news! The next update will allow this. You will be able to edit their priority, material/resource allowance, and even change names. However, this feature will not work for production buildings. That has a separate, more complex logic for each building and as of now, properly prioritizing such systems may take a lot of time without finding a middle ground that would equally satisfy everyone.



The trough is also another thing that was causing a bunch of problems for many players. Were they given good enough priority? Were they reachable? Were there enough resources to fill them? Whatever the case, people reported that animals were starving left and right. Something had to be changed.

In the next update, troughs will be turned into fuel-able structures. Think of them as braziers but for food. That also means you will be able to right-click and prioritize them. To balance it with the rest of the tasks, refilling troughs will be part of the Animal Handling job, as suggested by you. That makes sense - it was part of the Hauling job before, and now we’ve separated the code and synced it with Animal handling infrastructure.



While we're on the subject of buildings that use fuel, do you remember how settlers used to have to grab small wood pile to refill a brazier or candelabra, and then go get another wood pile for the next one? Well, that's going to change. Settlers will be able to take a big pile of wood and use it to refill as many fuel-based buildings as they need. Pretty neat, huh?

We also plan to add a bunch of new sound effects to the game, as you made some wonderful suggestions via the F10 system in-game. Birds will be chirping, cows will be mooing, and settlers’ footsteps will finally be heard. It might sound like a minor thing (hehe, sound), but we think it will greatly improve the game’s immersion.

That is all for this MMT, folks! Your feedback continues to be an essential part of our development cycle. Whether you report via F10, provide suggestions on Steam or in our Discord channels, your opinion helps us shape Going Medieval into something special. Not everyone will agree with some of our choices, but in the end, we hope that the final product will be something everyone can enjoy.

Foxy Voxel Team
Going Medieval - SeWerin
Greetings medievalists!

Let’s talk about the thing many of you have wanted for a long time: ladders! Our long-time followers may remember the days when we used to have these things in the game. They were removed for a couple of reasons; they broke pathfinding logic, the difference between them and stairs were minimal, and they added little to the overall gameplay.

Well, we are bringing them back in a big way, with a new look and new functionality. Allow us to explain.

Ladders are voxel elements (like walls), that allow traversal between two layers. They can be built anywhere (in allowed space), can be stacked up one another and can be built adjacent to floors, walls, doors and windows.



They will be used by humans (both settlers and raiders) and certain animals, like cats, rats and polecats. The amount of sides from which they can be approached will vary, depending on their position. Settlers will only be able to perform certain goals when on ladders:
  • Deliver construction material
  • Construct
  • Pickup/equip resources/items
  • Combat
  • Locking unlocking doors
  • Refueling fuel buildings
All other actions are pretty self explanatory, but combat deserves a special mention. Settlers can pass through one another when on ladders, but they will not be able to pass through if a raider blocks their way. That is when the fight starts. Since this will be a battle focused on verticality, you’ll have to have a couple of things in mind. One handed weapons will have better strength of attack than two-handed. Settlers with shields will equip them on their backs during the ladder interaction, that way, they will block arrows. Some weapons will be more effective than others. For instance, billhooks will have a better critical capability when on ladders. Your settlers can, of course, fight unarmed when on ladders. This will also occur if those settlers are archers.

Ladders are not a go-to solution for everything, though. Walls, roofs and floors can’t be placed on top of them. You will not be able to place them under beams either.



Settlers will not be able to move sideways via ladders (they will not be able to go full spiderman on ladders). Settlers will be able to fight with raiders on ladders, if those ladders are positioned side by side. There is a front side of the ladder (depending on its position) that can be approached from 5 nearby voxel positions. Approaching the ladder from the back will not be possible. We’ll detail all the worthy notes once the official update is released, but for now, we hope that this gives you a better idea of what to expect in the upcoming update. We’re still working on it, so please have patience.

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
Mar 17, 2023
Going Medieval - SeWerin
Greetings players! The newest hotfix (0.13.4) 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 prevented statues/paintings/tapestries to have different variations.
  • Fixed the issue that prevented sorting by vermin control from working as intended for pets in the Overview menu.
  • Fixed the issue where settlers would not relocate piles if those piles were within building foundations.
Quality of life improvements
  • The belief conversation system has been redone. The chance for this type of conversation to occur is increased if settlers are praying or if they are zealots. Belief attributes are influenced by speechcraft and intelligence (a more intelligent settler has a greater chance of influencing belief change in the other settler in the conversation, while greater speechcraft has a lesser chance to fail at the conversation (sending an opposite effect to the targeted settler). You still can have a lvl 50 int and lvl 50 speechcraft settler that if he/she is a zealot all settlers will become zealots over time.
  • The camera following settlers feature has been improved. Now, the camera follow feature will not “drop” while rotating, tilting, and zooming the camera. Pressing ‘Tab’ on your keyboard while camera follow is active will jump the camera to the next thing and continue following that thing as well. Only WASD, camera pan, and right-clicking will disable the camera follow feature
  • Stockpile resources are now counter by pile tracker even if they are unreachable by settlers.
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.
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
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

Follow us on Twitter: @going_medieval
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We are on TikTok, too: @going.medieval
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
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