Jan 25, 2024
Going Medieval - SeVerin
Hello, everyone. The newest patch (0.16.14) 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 the room’s impressiveness would be higher if the room didn’t have floors.
  • Fixed the issue where a settler would drop a meal from a pouch in order to carry fish that they caught. This issue occurred even on other types of productions.
  • Fixed the issue that caused the appearance of motion blur on hover voxels, which in turn, created weird blurry spots whenever the mouse was quickly moved.
  • Fixed the issue where refilling empty braziers would not reset emission range and thus appearing as the brazier didn’t emit the heat.
  • Fixed the issue where the settler would bug out if they tried to refuel brazier in some cases, despite proper resources, schedule and resources available.
  • Fixed the issue that prevented “Deconstruction” shortcut (X) from working on stockpiles and crops.
  • Fixed the issue with where the water behaved weird - it wouldn’t be removed when blocked, it would appear as flowing despite not having a clear source, etc.
Quality of life improvements
  • Water has aesthetic value now.
  • Water’s temperature changes throughout the year, from season to season. It will be coldest during winter and spring.
  • Fixed a UX complaint from players who observed that the settler panel scrolled too slowly and that it would jump from scroll to zoom camera all the time.
Known issues
  • Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it.
  • If you have a wall in water and you deconstruct that wall, the resulting pile will stay in that place. However, if another layer of water goes over the existing (water) one, this will cause settlers to bug out and be stuck in the construction/hauling/production loop since they’ll try to acquire the pile but fail all the time. Such piles should be forbidden to avoid this.
  • 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 turn off V-sync and 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.
Jan 18, 2024
Going Medieval - SeVerin
Hello, everyone. The newest patch (0.16.13) 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 several crash occurrences.
  • Fixed the issue where the animals that return via caravan would be stuck in the water.
  • Fixed the issue where settlers would get stuck under bridges and wharfs during the construction process.
  • Fixed the issue that caused the appearance of “Food reserves on stockpile low” despite having enough resources.
  • Fixed the issue where some players were unable to get “Putting Food on the Table”, “Feast or Famine” and “Fit For A King” achievements due to the wrong nutrition counting system.
  • Fixed the issue where settlers would swim up and down the waterfall.
  • Fixed the issue where in some cases, settlers would ignore gardening tasks, despite having proper job priorities and schedule setup.
  • Fixed the issue that caused unconscious settlers to remain in the water while they were being “carried” and upon dropping them on bed to rest, they would continue to have the drowning animation.
  • Fixed the issue where in some cases a random flooding would appear upon finished autosave. This will not fix an already flooded map, so you’ll have to load an earlier save before the flooding starts to play normally.
  • Fixed the issue where in some cases water would disappear from the map after an autosave. You’ll have to load an earlier save before the disappearance starts to play it normally.
  • Fixed the issue where if you turn off the bird effect while the bird is on a carcass, that bird would stay there indefinitely.
  • Fixed the issue where resource numbers displayed within production buildings would jump to zero from time to time, which in turn caused settlers to ignore their prioritization commands.
  • Fixed the issue where if you build at least 3 ladders on a wall from bottom to top, stacked on top of each other, the 3rd ladder would show as unreachable.
  • Fixed the issue that caused settlers to sleep in water in some situations.
  • Fixed the issue that caused animals to be stuck in place sometimes.
  • Added a potential fix for the camera making huge leaps out of nowhere.
  • Fixed the issue that prevented unconcious settlers from being tended to.
  • Humans and animals can drown now. Yay! ...Yay?
Quality of life improvements
  • Pets and domestic animals can be tended to now, but only with right-click prioritize tending. Does not work automatically like with settlers.
  • The ripple effect is added to water when a settler swims through it.
  • Each particle effect has a separate checkbox in the game's options.
  • Settlers will not haul items to stockpiles and shelves that are located underwater.
  • Shelves only work with no or low water levels.
  • Camera smoothness received additional adjustments.
  • Fishing received some changes:
  1. If the fishing goal fails the first time, settlers will try to fish again.
  2. Fish have more ‘fishing jobs” in them, meaning it will take several successful catches to deplete one fishing spot. Also, each fishing involves more fish resources, but the fishing procedure takes more time now.
  3. Fishing piles that are spawned as a result of fishing are reserved by a fisherman. No more will wild animals reserve those piles.
  4. After completing fishing, settlers will haul their catch to a stockpile (haul needs to be allowed for this to work).
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 turn off V-sync and 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.
Dec 22, 2023
Going Medieval - SeVerin
Greetings medievalists!

It’s that time of the year - time to summarize this year and talk about what awaits us in the next one. Sooo this is not your regular Medieval Monday Talk, but rather a sequel to the same post from last year.

But before we go into the tease mode, we’d like to announce that Going Medieval is bundled with another medieval title from Render Cube folks - Medieval Dynasty! For a sweet Medieval combo experience, be sure to check the “Going Medieval Dynasty” bundle here on Steam.

https://store.steampowered.com/bundle/37525/Going_Medieval_Dynasty/

Now back to the topic. This year consisted of 14 Medieval Monday Talks, 5 big updates and a bunch of patches and hotfixes. As expected, Water was the most daunting update we’ve tackled (and still do). The original plan was to work on water once the game exits Early Access, but over the course of development it became evident that working on water will lay groundwork for future systems (like fire), how much you really want it, and allow you to take much prettier screenshots.

But where to next? Well, there are still some annoyances we want to solve: like settlers being stuck in water (usually occurs when swimming under constructed wharf), caravan appearing stuck upon return, going up the waterfall (plain silly) and inability to die from drowning (right now they actually die from exhaustion/starvation when stuck in water), and a couple of other issues. The majority of these things are solved with a simple save & load procedure, but still, it's unfortunate that it happens.

After that, we’d like to improve the game's loading time. Some of your settlements (submitted via F10) are huuuuuuuuuugeee and can take more than 5 minutes to load. We commend your patience, but you deserve a smoother experience.

We also promised drawbridges not that long ago, so we gotta honor that. We’ll throw in a couple of variants for gates, because what is a castle without gates (a pretty good castle, but still… you know)?

Last year we mentioned that fire and training will be a thing. As you know, water took their place (and time), but we are constantly experimenting with features. In fact, here is an example of one of our fire tests.


Keep in mind that this GIF is very early progress and may not reflect the final result.

We also want to lean a bit more to the role-playing aspects of the game, which will tie nicely to the prisoner system. Imagine this, after a hard battle with an enemy, you stand victorious and see some of them surrendering. You put them in prisons, but what now? Will you treat them badly and take them as a warning sign for your attackers? Or maybe you’ll be kind and try to convert them to your side? What happens if attackers come to take them back? Why not try negotiating? Maybe you can do something more beyond simply refusing or surrendering? Our additional dialogue options will allow that.

This, naturally, opens the door to the quests system which will allow for various minor and major goals you strive to achieve and hopefully makes every playthrough even more unique.

All of this should eventually culminate in a proper endgame where you’ll be able to attack other settlements, have siege weaponry and grand objectives.

And this is just broadly speaking. We haven’t even mentioned improving AI and upgrading existing features, modding options (still looking into it), improved tutorial, potential camera changes and various smaller QoL improvements. Keep in mind that all of the stuff mentioned above shouldn’t be an indicator of the chronology of the development, but we like to read players’ sentiments (in topics like these) and on our Discord server, to get a better understanding of our priorities and capabilities (depending on the availability of time).

But check the roadmap - we’re almost there!


Special shout out to "+ Plus Much More"

Finally, we want to thank you. Without trying to sound like a broken record, we really mean it. Your support here, on Discord, Reddit and various other social media channels is seen and appreciated. Also, special salutations to our Discord Mods and Community Helpers, as well as the super helpful folks here (you know who you are). We sincerely believe that you can get the most out of our game by sharing helpful tips and tricks with others (which you do) and be an inspiration to fellow players (which you are), as is evident by all of the settlements in screenshots.

From the 29th of December until the 8th of January, Foxy Voxel is on holiday (half of the team is away even starting next week and the majority of the team is celebrating Orthodox Christmas which falls on January 7th) when we’ll resume with our Medieval Talks, bug fixing, and all that jazz.

If you want a hobby/goal in the meantime, we suggest that you join our Discord server and participate in the #photo-challenge there. TLDR would be that we want to see utilization of water with your settlement in a creative way. Will you make your new kingdom in marshes? Are you creating complex aqueduct systems? Something unique? Up to you. The winner will get a special deep dive spotlight video on our Youtube channel, similar to the one here. So, head over to our Discord and show what you got there!

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

Foxy Voxel

Dec 20, 2023
Going Medieval - SeVerin
Hello, everyone. The newest patch (0.16.10) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed some lag/fps drop issues.
  • Fixed weird water behavior issues on maps where rivers would enter and exit the map in segments, over a period of time.
  • Fixed the issue where certain rivers would lack water in some areas once the map is created (e.g. Map seed: 1888939944, Mountain, Large).
  • Fixed the issue where a map would experience flood after some time, even when the player did nothing to alter the river’s course.
  • Fixed the issue where if the process of relocating production/furniture structures is interrupted, it would result in two structure piles and one of those would be unusable.
  • Fixed the issue where the swimming animation wouldn’t trigger for humans and animals in some scenarios.
  • Fixed the issue where animals and humans would be able to swim up the waterfalls and thus appear stuck in unreachable locations. Swimming up the waterfalls might still happen, so be sure to F10 if you encounter it.
  • Fixed the issue where settlers wouldn’t wake up if the rain fell on them or if the temperature turned super low while they were sleeping.
  • Fixed the issue where settlers would go through trees when walking on shallow water.
  • Fixed the issue where the room wouldn’t be detected as “Great Hall”, despite having all the necessary elements.
  • Fixed the issue where pens wouldn’t be detectable in certain scenarios.
  • Some audio fixes.
Quality of life improvements
  • Fishing reel has been removed from fishing rod to maintain historical accuracy.
  • Bolts and food pouch are no more overlapping if the settler carries both at the same time.
  • Plants and trees will not have a shake effect if damaged by water, sunlight or temperature.
  • Settlers should be properly aligned with the chairs/stools they are sitting on.
Known issues:
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • There is still some work to be done with animal’s swimming animations.
  • Humans and animals can't drown for some reason. Yay?
  • 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 turn off V-sync and 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.
Dec 8, 2023
Going Medieval - SeVerin
Hello, everyone. The newest hotfix (0.16.9) 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 settlers from using doors/stairs/ladders as intended. Essentially, the way areas are connected has been fixed.
Known issues:
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • There is still some work to be done with animal’s swimming animations.
  • Humans and animals can't drown for some reason. Yay?
  • 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 turn off V-sync and 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.
Dec 7, 2023
Going Medieval - SeVerin
Hello, everyone. The newest patch (0.16.8) 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 potential memory leaks.
  • Fixed situations where the game would freeze in some scenarios.
  • Fixed the issue where pathfinding would not be detected if you tried to move a drafted settler that is located in water.
  • Fixed the issue where settlers wouldn’t refuel candles/scones.
  • Fixed the issue where certain buildings would be ignored for deconstruction order or would be stuck in the deconstruction process.
  • Fixed the issue where fish would disappear during season changes.
  • Fixed the issue that prevented proper fish spawning.
  • Fixed the issue where settlers would lose their assigned beds.
  • Fixed the issue where settlers would not obey orders that were assigned via right-click.
  • Fixed the issue where a red circle would appear if you spammed the right click for a drafted settler so they could enter a room.
  • Fixed the issue where a cut/harvest order didn’t work for saplings.
  • Fixed the issue where crows would appear for carcasses located in water.
  • Fixed the issue where enemies would spawn in low and deep water.
  • Fixed the issue where relocated braziers wouldn’t emit heat.
  • Fixed the issue where the bottom layer of ladders (floor) would disappear upon loading the game.
  • Fixed the majority of issues where settlers would go up some waterfalls and be stuck there. There are still some situations where they would go up the waterfall, but also down it, too. Please F10 it if you notice it.
Quality of life improvements
  • Waterfalls have proper sound effects.
  • Slopes and stairs are not usable in deep water.
  • Unconscious animation for settlers in water has been added.
  • Water will pass through closed wicker doors.
  • Animals should not spawn in unreachable places.
  • Settlers should spawn closer to the map center upon starting a new game.
Known issues:
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • There is still some work to be done with animal’s swimming animations.
  • Humans and animals can't drown for some reason. Yay?
  • 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 turn off V-sync and 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.
Nov 23, 2023
Going Medieval - SeVerin
Hello, everyone. The newest hotfix (0.16.7) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue that prevented large lakes from appearing on hillside and mountain maps.
  • Fixed the issue where settlers wouldn’t fish despite being ordered to do so.
  • Fixed the issue that caused water overflowing in some cases, despite having obstacles that should have prevented such a scenario.
  • Fixed the issue that prevented settlers from going to sleep, caused by them fainting next to an infirmary bed.
  • Fixed the issue where the river's end was blocked by ground voxels and couldn’t flow out of the map. This also solves the issue where the water would cover the map and then simply vanish. Dev note: Fix will not work if you reload the existing save, so you’ll have to start the new game with seeds that had this issue.
  • Fixed the issue that caused settlers to appear as stuck, despite having a clear way out. Digging to expand the existing body of water was a thing that caused this.
  • Fixed the issue where mallards wouldn’t give meat when butchered.
Quality of life improvements
  • Hillside maps are more balanced when it comes to terrain positioning.
  • Water will provide much less penalty for traversal. This should prevent situations where a settler would take a much longer path to its destination, rather than getting their feet wet.
Known issues:
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • Settlers may sometimes lose bed assignments.
  • Settlers may not obey the right click -> prioritize order. This is part of the same issue that is causing the beds to lose their assignments.
  • Settlers can go up some waterfalls if a slope is generated under that waterfall.
  • Waterfalls are missing proper sound effects.
  • Humans and animals can't drown for some reason. Yay?
  • Animals are lacking in animation when swimming (they’ll appear as walking on water).
  • 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 turn off V-sync and 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.
Going Medieval - SeVerin
Heya medievalists,

It's that time of year when you can nominate the things you like and that way show support for the devs and their games.

Going Medieval is only available for the "Labor of Love" award, and that is a lovely (hehe) category. We understand that the game is still in Early Access, but we're committed to it for the long run. Hopefully, you'll stay for the journey and enjoy news and features that we're preparing for you. Right now we are focused on patching bugs that you reported, but your appreciation for the water feature and team effort is seen and heard and it means a lot to us!.

Voting is optional, but very much appreciated. Thank you!

As a bonus, Going Medieval has a 20% discount, until 28th of November.



Foxy Voxel
Going Medieval - SeVerin
Greetings medievalists!

The new major update, titled “Water & Fishing'' (0.16.6) 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: Water system & bodies of water, a new map type, new flora & fauna, and much more!

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 update 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.

If you are stuck at the title screen go here: %userprofile%\AppData\LocalLow\Unity\Foxy Voxel_Going Medieval\ and delete all of the files there.

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

Water - [Community request]

Water is finally in the game! It will appear on almost every map type as bodies of water like lakes and rivers, as long as a new game is started. There's a chance for a map to not have a river or a lake on it, but that’s because the seed is randomly generated and calculated.

It will move when given the chance, so digging a hole next to a lake or river will make the water go to that empty spot. The way water is simulated is not supposed to be very realistic, but is instead simplified and follows some basic logic.

Levels of water

Water is consistent, meaning that a full voxel of water will spread out on more voxels while lowering its core level. For the gameplay purposes of Going Medieval, water will have 3 levels: Shallow, Low and Deep. This will also make it clear if water can be traversed by foot or if it is deep enough to swim in. Here are key notes for each level:

Shallow water
  • About 30cm real world depth (1/10 of the whole voxel).
  • Settlers, raiders and animals can walk/run through it (yes, even rats and small animals. We are ok with this. :D).
  • Settlers can construct stuff, pickup piles, eat & drink, they can also harvest/slaughter/train animals.
  • Production buildings and beds don't work in this depth.
  • Leisure activities (praying and backgammon) and furniture are allowed in this depth.
  • Willow trees, reeds, bushes, tall grass, birch trees and herbs don't loose hp in shallow water.
  • Crop Fields can't be placed on this depth except willow trees.
Low water
  • About 170cm realworld depth (around 3/5 of the whole voxel).
  • Settlers (regardless of their height), raiders and animals swim in this depth.
  • Leisure activities (praying and backgammon) and furniture are not allowed in this depth.
  • Settlers can still construct stuff, pickup piles, eat & drink (they will not use chairs in low water).
  • Settlers, raiders and animals can’t climb out of low water without ladders or stairs/slopes.
  • If there is a floor that above low water, settlers, raiders and animals will swim under it,
  • Settlers can’t harvest/slaughter/train animals while the animal is in low water (or deeper).
  • Enemies can't attack prod buildings that are in low water.
  • Traps will not work on this depth.
  • Torches and braziers will not work on this depth, but wall torches will.
Deep water
  • 3m of water (one whole voxel).
  • Settlers (regardless of their height), raiders and animals swim in this depth.
  • Settlers can still construct stuff, pickup piles, eat & drink.
  • Settlers, raiders and animals can climb out of deep water without ladders or stairs/slopes.
  • Animals can't eat bushes that are in deep water, can't eat piles or carcasses that are in deep water.
  • Enemies can't attack prod buildings that are in deep water.
Different water levels can be layered on top of each other, so you might have deep water (3m) and shallow water over it. In that case, settlers will behave as if in deep water.

Water movement

Water will flow if there is available space for it. It can be blocked by the ground, but also some buildings.
  • Water will flow through open doors, grated doors, wicker doors and barn doors.
  • Water can go through grated and wicker floors.
Fishing

Fish can spawn in rivers and lakes and can be marked by the player to be fished and used as a resource. Fish spawn logic is similar to plants in a way that they spawn on a location (in this case water) and the settler comes and harvests them. Here is what you need to know about this process:
  • Animal handling skill will influence fishing performance.
  • Fishing is a part of the Animal Husbandry job and is performed via order located in the bottom right side of the screen or right clicking on fish after you’ve selected a settler.
  • Fish spawns in all bodies of water.
  • Hovering on the fish group will display the fish type in the lower left corner of the screen.
  • Fish will die if the water is drained and will drop a small amount of resources in its place.
  • Fish pile is forbidden by default if fish dies, but allowed when a worker catches it.
  • You can fish for pike, trout and eel.
  • Pike is just one fish and offers a larger chance of failure during the fishing process, but provides more meat if caught.
  • Trout flock offers multiple fishes to catch and a smaller chance to fail, but there is not that much meat in the flock.
  • Eel are somewhere in-between pike and trout when it comes to chance failure and resource gain.
  • Map types can have a different combo of fishes. For instance, marsh maps have more eels and other maps have a combination of trouts and pikes.
  • Location in relation to the shore is also influencing what type of fish it spawns.
  • Once fished, you can smoke and salt them and turn them into corresponding meals.
Marsh map

What makes a marsh different from other map types (valley, hillside and mountain) is that their terrain will be covered with 50% of shallow water. Here are other notable things you can expect on the Marsh map:
  • Marsh soil - similar to the regular soil, but leaves shallow water where it is dug out. It appears only on marsh maps and gives only 1x soil instead of 3x like regular dirt voxels.
  • Willow trees - similar to regular trees, but mostly present on marshes,
  • Reeds - located mostly on marshes. They offer hay, albeit less when compared to tall dry grass.
  • Water Vole - similar to a rat. Gives good leather and mostly spawns in marsh map types. Can be held in pens.
  • Mallard - medium-sized waterfowl species that spawns on marsh maps. Can be held in pens.
  • Metal and limestone are not present on this map type so you’ll have to acquire them via trading.
More water related info:
  • Due to integration of water bodies, the look of old map seed will change if you try to start them on a new game.
  • Humans and animals can fight on all water levels.
  • It is possible for humans to use water for purposes of swimming upwards if there are multi storey buildings filled with water.
  • Piles rot and decompose much much faster if in water (except fish piles, their decay is slowed down in that case).
  • Flora doesn’t spawn in water (except willow trees and reeds).
  • Reed will start dying if it’s deprived of water.
  • If you start a trade with another village located in the marsh map type, expect that the stock of that village will probably lack limestone but will offer more herbs.
  • Piles stored on shelves will not be affected by the shallow water.
  • Water is not drinkable.
  • Rain will not fill the empty pit with water.
  • Irrigation is not a thing as of now.
Some of these things might be revisited later in the development process, while others (like introduction of drawbridges) will be incorporated in the upcoming months.

Other Notable Stuff
Urgent Haul order

Urgent Haul is a new order type located in the Jobs panel that is separated from the regular haul. This will give you more control when it comes to prioritization and which settler will respond to the Urgent Haul order. Here is how it works:
  • There is a new “Urgent Haul” button located in the lower right corner of the screen.
  • Settlers that have only urgent haul on (regular haul off) will only haul urgent marked piles and not the ones that are not marked.
  • Settlers that have haul on (urgent haul off) will haul urgent marked piles too, but they will not prioritize them during the hauling process.
  • Pets will follow urgent haul orders, too, regardless of their owner’s priorities.
  • A pile can't be forbidden and urgent haul marked at the same time.
  • A pile that's on a stockpile can't be marked as an urgent haul except if the pile can be moved to a better stockpile.
  • Shelved piles cant be marked for urgent haul.
Quality of life changes
  • Limestone (impure) is a new type of the voxel we’ve added. It looks exactly like the regular limestone but gives less resources, has less HP and is faster to dig. It will only be found on mountain maps. This is so players can dig those maps faster and not have a gazillion limestone around. Don’t worry, ordinary limestone is still present on mountain maps and is the same as before.
  • Using the Overview tab now pauses the game.
  • Rain will not appear as frequently in Spring and Autumn.
  • Some dropdown issues were solved (dropdowns in the Manage panel were scrolled too slow with the mouse wheel).
Bugs and Fixes
  • Fixed the bug that indicated that food reserves are low, even when they weren’t.
  • Fixed the bug where installing a rug under a bookshelf would cause the books to fall down.
  • Fixed the issue that occurred when the settler with a high enough skill (10) to smoke meat returns from a caravan, during which time no other settler could have performed an ongoing order to smoke meat, the smoke house order does not update. It will continue to say no settlers with enough skills are available.
  • Fixed the issue where the high motor function would slow down certain activities.
  • Fixed the issues where some piles would never be hauled.
  • Fixed issue where piles would not decay form rain if the game was loaded during rainfall
  • Fixed issue where piles would rot from ground even with floors under them
Known issues
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • Settlers can go up some waterfalls if a slope is generated under that waterfall.
  • Large lake formations are missing on mountain and hill maps.
  • Sometimes, settlers will not fish. Draft/undraft them and order them to fish again, and they should do it.
  • Waterfalls are missing proper sound effects.
  • Humans and animals can't drown for some reason. Yay?
  • Animals are lacking in animation when swimming (they’ll appear as walking on water).
  • 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 turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

For people that want to add water to their old saves/settlements, you have to be on the Steam experimental branch and check the instructions on this link (scroll down).

⚠️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.

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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Previous Updates
https://store.steampowered.com/news/app/1029780/view/3690188204967697856
https://store.steampowered.com/news/app/1029780/view/3687930697725207197
https://store.steampowered.com/news/app/1029780/view/3666531626483412995
https://store.steampowered.com/news/app/1029780/view/3637254425216654797
https://store.steampowered.com/news/app/1029780/view/3435710744929653992
https://store.steampowered.com/news/app/1029780/view/3303977270414844674
https://store.steampowered.com/news/app/1029780/view/3339995286933570504
https://store.steampowered.com/news/app/1029780/view/4499660870257424735
https://store.steampowered.com/news/app/1029780/view/4624626247917358232
https://store.steampowered.com/news/app/1029780/view/2952658520525277726
Going Medieval - SeVerin
Greetings players! The newest patch (0.16.6) 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 the water penalty did not work properly.
  • Fixed the issue where archers wouldn’t shoot arrows while in shallow water and would fight with fists.
Quality of life improvements
  • Hill maps should not be as flat as before (you’ll have to start a new game to check this).
Known issues:
  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • Settlers can go up some waterfalls if a slope is generated under that waterfall.
  • Large lake formations are missing on mountain and hill maps.
  • Sometimes, settlers will not fish. Draft/undraft them and order them to fish again, and they should do it.
  • Waterfalls are missing proper sound effects.
  • Humans and animals can't drown for some reason. Yay?
  • Animals are lacking in animation when swimming (they’ll appear as walking on water).
  • 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 turn off V-sync and 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
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