Going Medieval - SeVerin
Greetings players! The newest patch (0.14.11) 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 that removed running animation for human characters.
  • Fixed the issue that caused merchants to idle on the edge of the map, upon their appearance.
  • Fixed the issue that prevented animals from being roped to pens.
  • Fixed the issue where you wouldn’t get new settlers and raids for a long time.
  • Fixed the issue that turned sold animals into domestic, after saving & loading the game.
  • Fixed the issue that prevented the dig info (ground type, health, etc.) to appear next to a cursor.
  • Fixed the issue that caused the order icon to disappear after one use, but the function would still work as intended.
  • Fixed the issue where the damage to small plants would manifest as huge particles.
  • Fixed the issue that prevented Achievements from unlocking on the Epic Games Store.
  • Fixed the issue where the caravan wouldn’t start if there were a lot of animals on that caravan.
  • Fixed the issue that caused settlers to be stuck on ladders if they attempted an animal slaughter on ladders.
  • Fixed the issue that caused particles for completed production to appear in the wrong location.
  • Fixed the issue that prevented grass and snow from disappearing if you build a wall on that location. (Note: old saves with grass under walls will still have grass under walls)
  • Fixed several text issues.
Quality of life improvements
  • Walls have a grass effect in their base (bottom part) if they are placed on the grassy surface.
  • More information has been added to the decompose/rot and fermenting UI. Those are represented by colored icons and explained a bit more when hovering over them.
  • The appearance of domestic and wild animal events has been nerfed. They should not appear that often.
  • Wetness is more noticeable on the sides of walls, roofs and cliffs where the water runs.
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 (0.14.10) 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 that prevented beauty, light, and temperature from working as intended causing 0 degrees and 0 beauty everywhere. This issue also prevented the appearance of grass, snow, and wetness. All of these were caused by the compatibility with Intel GPU.
  • Fixed the issue where right-clicking on chest/armor/weapon stands would result in showing just the first item on that storage.
  • Fixed the issue where if you place a grated floor and a roof over it, the room under it would be labeled outside and allow for rain/snow to enter.
  • Fixed the issue that prevented force-equipped items from displaying tooltips in the Manage panel.
  • Fixed the issue where a Mine order button wasn’t ‘deselected’ when canceling that order.
  • Fixed the issue that caused the lack of cursor for the dig order.
  • Fixed the issue where pressing Esc would close the Manage panel and Preset editor.
  • Fixed the issue that prevented proper animation to appear when carrying wounded settlers.
  • Fixed the issue where a settler status that is on the caravan would appear as ‘Idle’.
  • Fixed the issue that showed forbidden books (Chronicles, Textbooks, Thesis) not located on shelves/stockpiles as available for research.
  • Fixed some discrepancies between the almanac and the tooltip for winter clothes.
  • Fixed all of the wrong/missing texts in-game.
Quality of life improvements
  • Decreased severity of Cold Snap events. Before, the temperature would be lowered to -40C, but now it’s between -14C and -17C.
  • The coloring of temperature and beauty should be clearer. Now, 0C is blue, indicating coldness.
  • Summers are 1C colder now.
  • Ice blocks are colder now.
  • Production buildings' heat is toned down.
  • The decay of certain items has been slowed down. Ice melting and carcass decomposition are slower now.
  • Cabbage growth has been slowed down by +1 day.
  • Cats have proper ladder-climbing animation now.
  • Carcasses of wild animals are forbidden by default now if those animals die of old age.
  • If a forbidden carcass turns into bones, that bone pile will be forbidden by default.
  • Added tooltip info for ice blocks explaining that ice can’t cool down a room under 0C.
  • Multiple brazier selections will now show the thermal intensity of the last selected brazier (same as in refuel priority).
Known issues:
  • Merchants in some cases idle around the edge of the map.
  • New Settlers are coming rarely, even with the small number of people in your settlement.
  • Settlers always use walking animation (the speed is still the same as before only the animation never swaps to running).
  • Settlers will not rope animals through the regular doors. They will perform successful roping through gates.
  • 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 (0.14.8) 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 stuttering on Large map size.
  • Fixed the issue that caused plants to only grow at night and at a slower pace.
  • Fixed the issue that caused in some cases old temperature ranges for seasons (eg. Before, during winter, the lowest temperature was -25 C. Now, the lowest temperature is -15C).
  • Fixed the issue that caused that marked everything to “Outside” in the top right corner.
  • Fixed the issue that caused the disappearance of paint animation on Easels.
  • Fixed the issue that caused constructed wooden merlons to appear half-built.
  • Fixed the issue that caused the appearance of heatmap in the area outside of the map.
  • Added missing tooltips.
Quality of life improvements
  • Settlers can dig under ladders now.
  • Grass can grow on rocky dirt and limestone voxels.
  • All items, except the ones acquired from enemies and trade, have “Made by” info.
  • Text will pop up if a settler changes status with a different settler, along with the reason why it occurred (eg. When they become rivals, it might say that the reason was an unpleasant conversation). The same principle is applied to the change of religious alignment.
  • More text events are added for changing friendship and religious alignment. Here are some actions that might trigger them: Playing backgammon at the same table, eating at the same table, sleeping in the same room, eating/consuming/using a thing someone else made, seeing someone butcher/cook/eat human meat, seeing someone fail at construction/harvest/cutting/mining, seeing someone’s piece of art on the wall, seeing a drunken settle.
  • If the following things happen there is a chance that the settler will get reaction that will change or modify their religious alignment: Losing a friend during natural event (hailstorm, thunderstorm, blight, heatwave, coldsnap), If a settler is drunk, if a raid is won/lost, if a settler makes a flimsy item, if a settler makes a flawless item.
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 (0.14.7) 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. Once it is properly tested, we will push it live in the official update! Here are the notes for 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, onto the update:

Temperature Overhaul
Temperature is calculated a bit more realistically, now. We’re not just separating them as inside and outside temperatures as the heat sources will heat up the nodes around it and its distribution allows for a proper flow through open doors and windows and even levels. Here are some noteworthy info:
  • Almost everything can be a heat source now - humans, animals, piles, trees, even ground. Some are bigger heat sources than others, and putting them together in a room might lead to maintained warm temperatures.
  • Opening doors and windows when it’s cold outside will flow in the cold air.
  • Temperature can accumulate over time, so a closed-up room with high insulation will keep getting warmer with time.
  • Braziers now have 3 levels of heating (low, medium, and high) which will influence their fuel consumption. The default setting is medium and changing to another level is instant.
  • Settlers will not choose idle/eating/sleeping locations that are outside of the comfortable temperature (-8 to 34C).
  • Beds located in temperatures outside of the comfortable range will be disabled.
  • Map type influences temperature. Mountain maps have colder summers and winters, while valley winters are milder by comparison.
  • Temperature spread can be checked via the “Heatmap Overlay” button located in the upper left corner of the screen.
One of the things that influence the temperature is the sunlight, another factor we’ve worked on.

Sunlight
Previously, sunlight was just cosmetic with no effect on the environment. We’ve turned it into an active system that is influenced and influences other features. Notable info:
  • Sunlight provides a heating effect.
  • Settlers will get heat stroke wounds when in the sun for a long period of time. Having certain apparel, like a wide hat on their head, will help protect them from the heat stroke effect.
  • Sunlight’s strength is determined by the angle of the sun.
  • Shadows created by sunlight will offer cooler spots.
  • During winter, the shadows of dead trees will not affect temperature change.
Sunlight bouncing off the materials will create diffuse light. This is under the hood effect that allows for plant growth within inside areas but can also be observed in-game. Speaking of flora growth…

Influence on plants
Most plants in the early phases need sunlight in order to not grow into stunted versions of those plants. Stunted plants are smaller in appearance and will yield fewer resources. Different flora types have different rules for becoming stunted, but we’ll cover just one here (we’ll leave the rest to you as a part of the discovery process).

If the cabbage goes from the growing to the grown phase with sunlight accumulation under 50%, it will be stunted. If the sunlight accumulation reaches 0%, the plant will start to lose HP. Sunlight amount represents the number of rays hitting the plant. If that amount is 0%, the plant will grow at 25% of its speed. Accumulation influences its health, while amount influences its growth speed.

A tree becomes stunted if it:
  1. Is surrounded by more than 2 x walls around them.
  2. Has more than 2x trees around them (the player needs to sow them row by row in order to make the most out of the tree sowing now.
  3. Has a roof or floor immediately over it in the layer above.
Here are other important things to know about sunlight’s influence on plants:
  • Dead and Mature trees, along with mushrooms, don’t need sunlight to continue growing.
  • Plants can be sown under roofs and in caves now.
There is one other change worth mentioning in regard to sunlight, and that is…

Day & Night Cycle
We’ve mentioned before how we wanted the day and night cycle to somewhat mimic real life when it comes to season changes. Here is some info that might help you along the way:
  • In the summertime, the sun will rise around 4 AM and go down around 9 PM.
  • During the winter season, sunrise will occur around 8 AM and sunset around 3 PM.
  • The angle of the sun is dictated by the seasons.
  • The 6th of the Winter will be the longest night in the game.
  • The 6th of the Summer will have the longest day in the game.
If you want more control over the sun angle, find MapTypes.json and change the "sunAngle" and “moonAngle” there, along with day and night temperatures. In there, you can also make the map type and enforce the season to your liking (basically, if you want a custom map that only has a summer season with the sun position at 90 degrees, this is where you can do it).

Another neat thing we’ve added is new environmental effects.

Environmental Effects
Of all the features in Update #9, environmental effects bear minimal consequences on the gameplay. It does, however, make our game super pretty! Just look at the grass - look how rich it looks compared to the old version. But we didn’t stop there. Behold:
  • Dirt paths. Walking over the ground frequently will turn it into dirt. Don’t worry, grass grows over time, now. Its speed is influenced by seasons, so it will not grow in winter but during the fall, the growing process will be slowed.
  • Rain effectors. These occur if settlers stand in the rain for too long. They’ll get negative effectors and modified comfortable temperatures while in the rain. Standing under a roof will result in them getting dry and losing these effects.
  • Wetness. Now, when the rain falls, the ground will accumulate some water that will appear as puddles. This puddle will slowly dry up, and the ground around heat sources will dry up faster. Immersion!
  • Snow accumulation. Snow now accumulates while the snow falls. This also means that when settlers and animals walk over snowy areas, they’ll leave trails behind them and snow on the ground will melt. Snow will melt faster in areas with higher temperatures. 80% of its melted parts will turn into wetness. Wetness will not dry up where there is snow over it.
Now it's the perfect time to mention a new structure type that will handle some of the things mentioned above.

Grated floors
We’ve added two new floor types: wicker grated floor and metal grated floor.
  • These floors are walkable and behave almost the same as regular floors.
  • They let rain and sun through as well as snow.
  • They allow for an easier temperature flow from lower levels.
  • They keep hail from damaging plants.
  • Settlers and enemies can shoot bows and crossbows through them.
And while we’re on the subject of buildings, let’s talk about the thing that will be a game changer for many (according to the discussions here on Steam forums).

Ladders
Ladders are voxel elements (like walls), that allow traversal between two layers. They can be built anywhere (in allowed space), can be stacked up with one another, and can be built adjacent to floors, walls, doors, and windows.
  • They are instantly available with no research needed.
  • Can’t be placed under beams, floors, walls, and roofs and can’t have beams, floors, roofs, or walls placed over them.
  • Can’t be climbed from the “back” side.
  • Climbing them results in a slower movement, so when it comes to settlers' pathfinding, they might look for a longer path for traversal in certain scenarios.
  • Cats, polecats, and rats can climb the ladders.

While on ladders, settlers can:
  • Deliver resources to blueprints.
  • Build.
  • Fight.
  • Refuel buildings/furniture.
  • Pick up/Equip items.
  • Lock/unlock doors.
  • Open/close windows.
  • Take wounded people to bed.

While on ladders, settlers can’t:
  • Rope animals if that animal can’t go up the ladders.

Here is what you need to know when it comes to fighting:
  • One-handed weapons are 20% slower and their damage is 20% reduced when hitting from ladders.
  • Two-handed weapons are 40% slower and their damage is 20% reduced when hitting from ladders.
  • Settlers with ranger weapons will switch to melee when on ladders.
  • Settlers with shields will put them on their back when climbing ladders.
  • Landing a successful critical strike will result in a settler/enemy falling down from ladders.
  • Some weapons, like the billhook, have an increased chance of doing critical when the attacker is on a ladder.

Quality of life changes
  • Selecting and editing multiple storage and fuel structures is finally enabled. Keep in mind that the slider and the dropdown menu that appears will always be of the last one selected. The name will appear as “-” and changing it will give all the structures the same name. Also, the multi-selection will only show common resources/options of those structures.
  • Trough is a different structure type now. They work as refillable structures and settlers will refill them if they have under 40% of food. You can now refill them with a right click.
  • Refilling troughs is now considered an animal job, instead of a hauling job like before (because of the bullet point above).
  • Settlers will take as many resources as they need to refuel several refillable buildings.
  • If a settler starts to construct/farm on a voxel that has a pile on it, that pile would teleport to the free nearby space. Before, settlers would have to do that kind of pile relocation manually which would slow down gameplay and cause some annoyances.
  • Animals getting hit have been animated.
  • 99% of sounds have been overhauled. Footsteps, animal sounds, and every production will emit sound from time to time. This also applies to UI, environment, and a lot of other things. Listen!
Bugs and Fixes
  • EGS achievements and overlay work as intended now.
  • “Nothing Wasted” steam achievement is fixed. Some users reported that they couldn’t get it.
  • Fixed the issue that caused the appearance of a weird graphic circle that impacted shadow appearance during the zooming in and out procedure.

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!

Let’s talk about a new structure type that will help you light up rooms naturally. Grated floors are coming in the Update #9.

Grated floors have no insulation and allow certain things to pass through them. This includes a small amount of sunlight along with rain and snow.


Wicker grated floor (left) and Metal grated floor (right)

You will be able to use them to allow sunlight in, warm a room, or help plants grow. They also block hail, giving you the ability to protect crops whilst still providing them with sunlight.
Want more creative applications? Imagine building a long hallway with grated floors above it and welcoming raiders that way. Well… we’ll leave it to your imagination.

But, we’re still not done with the temperature and its effect on the environment! When it comes to terrain, we added a couple of immersive aspects. Snow will slowly melt if settlers walk through it, or if the area temperature is high enough. Direct sunlight can cause the snow to melt, too, and once it melts, the terrain becomes wet.



We're also adding wetness, which will affect the temperature and comfort of your settlers. Wetness will come with rains (and snow melting) and can cool them down in the summer, but they might start to freeze if they become wet during the winter. Certain types of clothing will change how long they stay wet, so you'll need to be careful about what your settlers are wearing.

And finally dirt paths. Once something is created on the ground, it will cause the disappearance of the grass on that terrain. This effect will also occur on the paths that are frequently used by animals and settlers. These dirt paths will offer a minor movement boost, but keep in mind that the ground will “heal” if not “used” frequently.



And that would be all. The good news is that all of these features we’ll be live on the experimental branch sometime this week. It is worth noting that we decided to keep the 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.

Once they have been properly tested, we will make an official update release.

Talk to you then.

Foxy Voxel Team
Going Medieval - SeWerin
Greetings medievalists!

Time to continue our previous talk.

Another important addition to the temperature overhaul is the day & night cycle. If you check it now, you’ll notice that sunrise and sunset always occur at the same time, regardless of the season. Sunrise usually occurs sometimes around 4AM (great time for pretty screenshots), while sunset happens around 8PM (also, great time for pretty screenshots). While that is a good enough solution, it ain’t… interesting. In reality, days are longer during the summer and shorter in winter. While Going Medieval is not a 100% realistic game (hauling bear pets say hi), we try to take real elements and gamify them in a sensible way. So, that is what we did.

In the summertime, the sun will rise around 4AM and go down around 9PM. During the winter season, sunrise will occur around 8AM, and sunset around 3PM. This also means that the angle of the sun will also be different depending on the season, so things that received enough light during the summer, might not receive enough of it during the winter. All of this should put heavier emphasis on the summer/winter difference.



We’ll also introduce the diffuse sunlight effect. Let’s put it this way: you make a closed room with no windows. It’s cold, it’s dark, so you put a couple of torches in it to light things up. Sure, the room is warmer, but you can’t place a plant in there and expect it to grow. This is due to the room space being marked as “Inside”. But, in the upcoming update, you’ll be able to place a window and now anything around that window will ‘embrace’ diffuse sunlight. This means that you’ll be able to cultivate plants in rooms, even in some caves, as long as sunlight can reach it and it isn’t too cold. Close to reality, right?



In Update #9, you’ll be able to plant flora anywhere, and it will grow… as long as there is sunlight there. There is another catch, there is a chance that once the growing period is over, the plant becomes stunted. Stunted plants are smaller in appearance and will yield less. The chance of being stunted increases depending on how much sunlight a plant receives. When it comes to trees, beyond sunlight, the amount of other trees nearby also increases stunted chances.



We’ll introduce another structure type in order to help sunlight reach your room. Can you guess what it is? You’ll get your answer in MMT #37 next week, along with other interesting tidbits that are coming in the update #9. Talk to you very soon!

Foxy Voxel Team
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
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