Greetings, medievalists! The newest patch (0.16.23) 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 settlers wouldn’t sleep in beds, despite having them assigned.
Fixed the issue where settlers would end up stuck on ramps if that ramp was located underwater.
Fixed the issue where settlers would end up in a loop of picking up resources and floating around them, if those resources were located in deep water that has shallow water over it.
Fixed the issue where a settler’s hunting order would be abandoned and skipped in some scenarios.
Fixed the issue where upon loading, things like braziers and torches would appear empty or low on fuel, despite having enough before the load.
Present frustrating issues:
Some of you reported an issue where settlers don’t want to tend to other settlers in certain situations. This is very hard to reproduce on our side and loading your reports solves the issue (as reloading the save fixes the issue). It would be very helpful if you notice any particular details on how to trigger this issue - do they ignore all of the settlers that require tending, is self tending working, did anything special happen before this issue appeared? Maybe settlers hunted something, maybe something was allowed/forbidden? Any repro steps on how to trigger the bug is greatly appreciated.
It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue.
Known issues:
Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance.
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.
NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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.
In short, we will introduce a new save system in the game. This change won't affect your existing saves, but you'll need to undergo a simple and harmless save migration process to play the upcoming version of Going Medieval. Here's why:
We recognize the significance of your settlements. You've devoted countless hours to crafting your masterpieces, each tested by every new feature we introduce. There is a certain magic and thrill in such undertakings. Will the current arrangement work with the new way flora functions? Is there enough heat with the temperature overhaul? Are my defenses good enough for the wild animals? Improvise, adapt, overcome.
Seeing how you discuss potential tactics and solutions with other players is something we really appreciate and gives us great insight into all the possible playstyles.
Ever since Going Medieval entered Early Access, we strove to keep the game compatible with all the updates we released. Long-time players know that this was only not possible once during the game’s development, back when we did a huge code restructuring. Thankfully, that occurred early on, and ever since, each new update has supported the previous version. Even when we introduced systems that couldn’t magically appear in your existing saves (like water), we tried to give you instructions on how to integrate them with dev tools.
One of the things we’ve been working on in the backend for the last couple of months is save refactoring.
The old (current) save system is at best - functional but clunky. It was pretty basic, but as Going Medieval continues to evolve and your creative ambitions expand, it becomes obvious that we need something advanced and stable.
The new save system will do just that. It will improve saving and loading speed, enable the existence of multiple settlements on the same game map which will allow for visiting/raiding other computer-generated settlements (note: this feature is not coming in the next update), provide better debugging on our side which will hopefully give us more information on some pesky issues, and best of all - thanks to it, we will never have to do a save reset again. The newest update (0.18.x) will come with the new save refactor system.
It is very important to us that you maintain and cultivate the progress of your settlement, and that’s why we developed this process.
In the upcoming days, on the experimental branch, we will introduce you to this migration process and provide a step-by-step guide on how to migrate your old saves to the new version and be compatible with the upcoming updates.
It will involve another branch (like experimental) and a few pretty simple steps.
We tested this internally and everything seems to be working, but the player's perspective is also important here, and that’s why we’ll first try it on the experimental version before we push it on the main branch too.
Rest assured that what we are doing here is for the benefit of everyone and should not have any negative impact. We will let you know when the build is live and provide you with easy step-by-step instructions that you can follow.
Greetings, medievalists! The newest patch (0.16.22) 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 settlers were not able to use slopes/ramps/ladders to enter the water, but were able to use them for exit.
Fixed the issue where settlers were sometimes unable to fill the troughs with animal feed as the game automatically forbade said piles due to pathing issues.
Fixed the issue where animals were still stuck in water upon their caravan return.
Quality of life improvements
Fish should spawn near a coast during the map generation. This also means that there is a 70% chance for a newly spawned fish to appear next to a coast on the existing saves.
We’ve introduced temporary building ownership. Before, if the settler’s room or bed is too far and there is a bed closer to the settler, the settler would choose the closer bed. This resulted in settlers randomly losing ownership of beds. Now the settler will still choose a bed closer to them but the new bed will have a message that it is temporarily occupied. This can only happen if there are more beds than settlers on the map and a settler can only temporarily occupy a bed that was not assigned before. This fixes the issue where settlers would sometimes lose ownership of beds/rooms.
Present frustrating issues:
Some of you reported an issue where settlers don’t want to tend to other settlers in certain situations. This is very hard to reproduce on our side and loading your reports solves the issue (as reloading the save fixes the issue). It would be very helpful if you notice any particular details on how to trigger this issue - do they ignore all of the settlers that require tending, is self tending working, did anything special happen before this issue appeared? Maybe settlers hunted something, maybe something was allowed/forbidden? Any repro steps on how to trigger the bug is greatly appreciated.
It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue.
Known issues:
Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance.
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.
NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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.
Greetings, medievalists! The newest patch (0.16.21) 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 caused animals and settlers to be stuck in water after formation of caravan or upon its return.
Fixed the issue where settlers would ignore fishing, even if it is reachable and properly prioritized.
Fixed the issue that caused resources to float in the air sometimes.
Fixed the issue where settlers would not produce gambeson armor in some cases.
Present frustrating issues:
Some of you reported an issue where settlers don’t want to tend to other settlers in certain situations. This is very hard to reproduce on our side and loading your reports solves the issue (as reloading the save fixes the issue). It would be very helpful if you notice any particular details on how to trigger this issue - do they ignore all of the settlers that require tending, is self tending working, did anything special happen before this issue appeared? Maybe settlers hunted something, maybe something was allowed/forbidden? Any repro steps on how to trigger the bug is greatly appreciated.
It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue.
Known issues:
Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance.
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.
Some issues that are reported via F10, but are easily solvable:
We get some reports that already have a solution, but since we can’t reply to your F10 report, the best we can do is write those solutions here and hope that players that are experiencing those issues can see this:
All of the selections in-game are offset. Can this be fixed? This is a resolution issue that is easily fixable. Go to the game's Options > Graphics, change to another resolution, and apply it. After that, revert to the original resolution that you wanted to play with, and you should be good to go.
It seems that the game's color scheme is broken. How did this happen? This is not a bug. You probably pressed the “Heatmap Overlay” button by accident. It’s located in the upper left corner of the screen and looks like this: More info about this button and what it all means can be found here.
My game graphics are corrupted. I am seeing purple polygons here and there and the visuals are obviously wrong. Is this the same issue? This issue is caused sometimes by Unity engine and how it parses visuals during the game updates. Go here:
delete all of the files there and start the game. This will not delete your save files.
My game is stuck at the game’s startup load screen. Can something be done? One of two issues might be responsible for this:
Your graphic card drivers are out of date. Please check for their latest version.
The same folder as the issue above. Go here: %userprofile%\AppData\LocalLow\Unity\Foxy Voxel_Going Medieval\ delete all of the files there and start the game. This will not delete your save files.
I am experiencing a connection error when starting the game and can't continue to play it. What is happening? This is most likely due to the use of unofficial mods. Fear not, it's easily fixable: 1. Go to Steam Library > Right-click on Going Medieval > Properties > Local Files > Browse
This should open a new folder and you should delete all of the files located in there. After you do that:
2. Go to Steam Library > Right-click on Going Medieval > Properties > Local Files > Verify integrity...
Wait for it to finish and start the game. Don't worry, this will not delete your save files. If this doesn't work, try deleting Unity folder mentioned above.
Animation is not synced with settler’s action. For example, a settler will walk while praying. Why? The ever present known issue of buggy animations is linked to Unity's Animator system tied to certain hardware combinations. We'll work on fixing this as we get closer to the official release. For now, 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. This usually solves the issue but it is not a solution that works for all, unfortunately. If you experience the problem even after that, we suggest that you ask for a refund (if possible) and have patience.
I don't have audio in the game, but everything is turned on. Is this a bug? It seems that some of our engine changes clash with your hardware. If you are willing to experiment - please try disabling all audio devices, uninstall the audio driver, and then run a newer driver setup (downloaded from your motherboard drivers website preferably).
Now, what worked for some players is - one disabled audio drivers of the monitors (that had audio output). Other disabled 'BlasterX Acoustic Engine'. By simply disabling it on the 'Device Manager' page under 'Sound, video and game controllers' and then relaunching the game; they got the sound back.
The best way to solve this is with a bit of trial and error.
Here is what they wrote:
"Disabled the drivers one by one. Then launch the game and check for audio I initially thought it was my Nvidia drivers that caused the issue. I disabled both the HD Audio Device and NVIDIA virtual audio The sound didn't come out. Then I disabled Nvidia and enabled HD Audio Device. No sound. Then I disabled that and re-enabled back Nvidia. Sound works."
I am having sound and music but it stutters/disappears when I change the game’s speed. Is this the same issue? Honestly, we’re not sure. Only recently did one of our devs experience the same issue and we are actively looking into it to see if it’s a hardware thing, a code thing or something third. We’ll let you know when we have something.
I'm experiencing major framerate drops/performance issues despite having recommended system requirements. Can this be improved? This could be a real bug, but if it's not - you can try a couple of things to solve this issue. In the game's Options > Graphics: - Turn off V-sync - Limit Framerate cap to 60 or - Limit Framerate cap to 30 This should provide a better gameplay experience for you.
All of these technical issues (and more) can be found in our technical FAQ here.
The reason we are writing all of these notes is because, by the looks of it, the water update has been patched and is stable. This means that the whole team is working on the upcoming updates. This also means that you can expect new Medieval Monday Talks in the upcoming weeks. Just give us some time to see how to approach all of that and what to write about.
In the meantime, do continue reporting issues via F10, Steam subforums or our Discord server. Our support (and the support of our wonderful community) is always there trying to make sure that you have the best game experience possible.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the 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.
Hello, everyone. The newest hotfix (0.16.19) 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 crash occurrence caused by usage of allow/forbid tool.
Fixed the issue where settlers would sometimes tend to animals that they were hunting. Pretty nice of them, but not intended behavior.
Fixed the issue that prevented the “Forbid” order from working properly when selecting multiple buildings.
Fixed the bug that detected some buildings as unreachable, when in reality they were just forbidden.
Fixed some issues with voxel reachability, where settlers would ignore the mining of voxels if that voxel had a floor on it before.
Known issues:
Settlers/animals still get stuck upon caravan return or during caravan formation and going out. Save & Load fixes it.
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
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 the 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.
Hello, everyone. The newest hotfix (0.16.17) 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 caused the underground temperature to be 0 degrees Celsius/Fahrenheit in certain areas. It would stay 0 even when there was no reason to be that way.
Known issues:
Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it.
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
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 the 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.
Hello, everyone. The newest hotfix (0.16.16) 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 crash occurrence caused by usage of allow/forbid tool.
Known issues:
Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it.
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
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.
Hello, everyone. The newest patch (0.16.15) 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 the issue where settlers would be able to traverse stairs upwards and downwards diagonally and break pathfinding in the process.
Fixed the issue that caused the appearance of very high/low temperature values across the whole map on some saves.
Fixed the issue where the whole river would disappear if you tried to split it in two parts.
Quality of life improvements
Piles that are located under two (or more) layers of water may bug out the AI, but now if a settler tries to get them, they’ll forbid themselves.
Forbidding blueprints is in the game. Players can pause a construction by forbidding it.
“Forbid” order tool is updated to apply only to blueprints or building phases or just piles, like before.
Treated wounds time has been readjusted so it lasts 24h. Before it was 920 in-game minutes.
Known issues:
Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it.
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
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.
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.
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.
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:
If the fishing goal fails the first time, settlers will try to fish again.
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.
Fishing piles that are spawned as a result of fishing are reserved by a fisherman. No more will wild animals reserve those piles.
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.