Going Medieval - SeVerin
Greetings, medievalists!

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.

New save system will do just that. It will improve saving and loading speed a bit, it will enable the existence of multiple settlements on the same game’s map which will allow for visiting/raiding other computer-generated settlements (note: this feature is not coming in the next update), it will 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 (v0.18.17) comes 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 order to continue playing your old settlements you will need to download the migration build from Steam/GOG/EGS branches and run your save through the migration process for it to be compatible with the new save format.

The process is pretty simple and you can check the complete instruction in the video below:



For those that prefer images and step by step, continue reading below:

1. INSTALL THE GOING MEDIEVAL MIGRATION BRANCH:
On Steam:
- Open your game library
- Right Click on Going Medieval there
- Open “Properties”
- Go to the “BETAS” tab
- Select “save-migration” from the dropdown menu
- You are good to go!

On Epic Games Store:
- Open your Library
- Locate or search for "Going Medieval Legacy" (it should have its own entry)
- Select 'Install'
- You are good to go!

On GOG:
- Migration branch is only accessible by using GOG Galaxy client
- Proceed to the game card for Going Medieval within the GOG Galaxy
- Enter game settings by clicking Settings icon, then selecting Manage Installation→Configure… from the drop-down menu: save-migration
- You are good to go!

2. RUN THE GAME IN THE MIGRATION BUILD


In the Main Menu, a new option titled “MIGRATE SAVE FILE” will appear. Select it and it will show you a list of your saves.



Choose the saves that you wish to transfer to a new version of the game then select “Migrate Save File”. This will start the migration process in the form of a loading screen.



Once the process is complete, you will be returned to the save list and your save will now have the mark (v0.17.xx).



3. RETURN TO THE MAIN BRANCH

To return to the main branch, simply select it from the drop down menu mentioned above (on Steam named as “None”, and on GOG named as “Disabled”), or play the original install (EGS).

Congratulations, you can now play your saves and download all of the upcoming updates, without a fear of losing save compatibility.

You will be able to load your (v0.17.xx) saves, and once you decide to save then again, they will turn into (v0.18.xx). That is intended.

In addition to the text above, we also implemented and localized various pop up notes (in the languages we support at the moment) that relate to this process and will hopefully help you make this transition a much smoother experience.

We hope you’ll find this explanation helpful and we’ll be seeing you in the (v0.18.15) soon because here is what comes in it:

New camera navigation system

Some players found old camera movement jarring as the camera was tied to the ground level and once you reach different ground levels, the camera would jump accordingly and adjust. You can learn why this happened and how we tried to approach the solution in our Medieval Monday Talk. It will give you insight into our development process, but also show how some problems might appear as easily solvable, when they are anything but. Anyways…

New Going Medieval players will have it activated by default. Old players will have to activate this manually.

To “Unlock” this new camera system, go to the "Options" and select “Camera settings”. This will open another window that looks like this:



Camera sensitivity and screen edge mouse scroll are options from before and are pretty self-explanatory.

Legacy Mode represents the current (old) camera navigation mode. Turning that off will enable the rest of the options.

Camera target visuals toggles visuals that represent the camera’s target, the screen’s center. These visuals will appear only while the camera is moving/zooming/orbiting.

Camera target visual duration represents the time that camera target visuals will linger on screen after the camera stops moving. The maximum length is 2 seconds combined with coyote time.

Coyote time represents the amount of time that the camera will remain in place before readjusting itself according to the terrain layout. If camera target visuals are enabled this is represented by a white line from the target visuals to the next layer the camera target will move to. The maximum length can be 3 seconds before the camera readjusts.

Camera offset by buildings represents the camera’s ability to take walls and floors into camera adjustment. Up until now, the game’s camera was offset only by ground and water.

Here are some of the fixes and improvements accompanying this version:

Bugs and Fixes
  • Fixed several crash occurrences.
  • Memory optimization performed - the game should take less memory while being active and fixed the issue where each load of the save increased memory in the backend.
  • Fixed the issue where some map seeds had a bad layout, causing water to flood the area upon the start.
  • Fixed the issue where settlers' current job didn’t align with the description on the left, next to their icon.
  • Fixed the issue where a settler would do research even when they didn’t have “Research” under their priorities.
  • Fixed the issue where resource piles were not properly counted in the top right corner.
  • Fixed the issue where a pile that was clearly reachable would turn auto-forbidden in some of the scenarios.
  • Fixed the issue where a settler would try to rope an animal every time and fail in the process since that animal was reachable only by ladders located in the shallow water.
  • Possible fix for the audio stuttering that some players have been experiencing. Let us know if it still happens.
  • Potential fix for the issue where some voxels would auto-destruct upon the load.
Quality of life improvements
  • A message has been added if you try to force construction via right click, but the settler is unable to reach the destination / find a proper path to it.
  • Putting items in chests will hide the beauty of those items.
  • Some resource piles will leave wetness behind them when they are disposed of.
  • Room overlay will hide with the layers. Multi-storey rooms overlay will also be hidden layer by layer.
  • Honey production time is 15% slower now. Honey production is no longer tied to the Animal Handling skill, meaning that the amount you get with the completed production is fixed (35 honey, 25 wax).
  • Honey will produce slower in Autumn at lower temperatures.
  • Underwater terrain will keep the wet effects, but not the look that accompanied it (thus removing ripple effects on the lake bottom when it rains).
Present frustrating issues:
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
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.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
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.

Foxy Voxel
Going Medieval - SeVerin
Greetings medievalists!

One of the features that will come in the next update is player-triggered events. Up until now, all of the events that occurred in Going Medieval were reactive. Meaning, you would just wait for them to happen. We want to change that, and we'll introduce three events (for now) to test this system. Say hello to Feasts, Sermons and Rituals.

For Feasts, in the upcoming update, when you click on one of the tables in the room marked as a "Great Hall", the option "Plan event" will appear.


There, you'll be able to choose its participants, food and beverages they'll consume, roles (more on that in the upcoming MMTs) along with the event outcome. You can make a feast for your settlers, but you'll probably want to do it for merchants and other NPCs that will come to your settlement. This will help you boost your relationship with them and maybe influence better deals during the trade. Or you can go full dark mode and give them rotten meat and human meat thus poisoning them in the process and starting an ambush. But you do you.


This event can be scheduled so you can plan it upfront, but for the feast to happen, it needs to have more than 3 settlers involved in it. Once the feast starts, settlers will abandon their current jobs, go to the great hall and spend their time there eating and drinking. When the feast ends, you'll get a summary of the feast outcome - number of guests, food variety, the look of the room, mood outcome, impressions, etc. Those that were not on the feast may be bummed by missing it. You can schedule the next one immediately, but it might not be as effective. Ideally, for feasts to be thoroughly enjoyed, you'll want to space them out properly. Treasure those special moments. Something that repeats too frequently loses its magic a bit, right?


Sermons and Rituals are events where you’ll be able to solidify the faith of Oak Brethren/Restitution folks. But for that to happen, you’ll need people with different roles. More on that soon.

So where does this leave us? It opens the door for more events depending on the situations and participants. Over time we'll introduce stuff like Market day (trading celebration), Duel (fight between two participants), Funeral (honoring the dead the right way), Execution (self-explanatory), etc. Some of these will not clash with the regular event cooldown, but we'll do a deep dive for each event once we introduce them to the game.

Next time we'll talk about the new settlers' roles and how they tie to this feature and the other ones. See you in two weeks. Until then, stay medieval.

Foxy Voxel
Going Medieval - SeVerin
Greetings players! The newest patch (0.18.14) 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.

Bugs and Fixes
  • Fixed a lot of crash occurrences.
Quality of life improvements
  • Legacy camera behavior is turned off by default for the new players. Old players will still have to unlock Coyote time and all of the associated options with it by going into Options > Camera settings.
  • Camera visual indicator is changed to a clearer visual when the indicator is located behind an object.
  • Underwater terrain will keep the wet effects, but not the look that accompanied it (thus removing ripple effects on the lake bottom).
Known issues:
  • We are aware of many crashes players are experiencing due to the memory optimization fix and will continue looking into them first thing on Monday.
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • 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.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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 will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this.

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

Foxy Voxel
Going Medieval - SeVerin
Greetings players! The newest patch (0.18.7) 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. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed several crash occurrences.
New camera navigation system
Some players found old camera movement jarring as the camera was tied to the ground level and once you reach different ground levels, the camera would jump accordingly and adjust. You can learn why this happened and how we tried to approach the solution in our last Medieval Monday Talk. It will give you insight into our development process, but also show how some problems might appear as easily solvable, when they are anything but. Anyways…

To “Unlock” this new camera system, go to the Options and select “Camera settings”. This will open another window that looks like this:



Camera sensitivity and Screen-edge mouse scroll are options from before and pretty self explanatory.

Legacy Mode represents the current (old) camera navigation mode. Turning that off will enable the rest of the options.

Camera target visuals toggles visuals that represent the camera’s target, the screen’s centre. These visuals will appear only while the camera is moving/zooming/orbiting.

Camera target visual duration represents the time that camera target visuals will linger on screen after the camera stops moving. The maximum length is 2 seconds combined with coyote time.

Coyote time represents the amount of time that the camera will remain in place before readjusting itself according to the terrain layout. If camera target visuals are enabled this is represented by a white line from the target visuals to the next layer the camera target will move to. The maximum length can be 3 seconds when the camera is not moving.

Camera offset by buildings represents the camera’s ability to take walls and floors into camera adjustment. Up until now the game’s camera was offset only by ground and water.

Let us know in the comment how the new camera feels. Hope you like it!

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 will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this.

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

Foxy Voxel

Going Medieval - SeVerin
Greetings players! The newest patch (0.18.6) 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.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where there was no animal present upon starting the new game. If you are playing these saves, new animals should appear over time.
Known issues:
  • We are aware of many crashes players are experiencing due to the memory optimization fix and will continue looking into them first thing on Monday.
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • 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.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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 will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this.

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

Foxy Voxel
Going Medieval - SeVerin
Greetings players! The newest patch (0.18.4) 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.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Memory optimization performed - the game should take less memory while being active and fixed the issue where each load of the save increased memory in the backend.
  • Fixed the issue where settlers would end up stuck in water in certain spots despite having a clear way out.
  • Fixed the issue where a campfire outside of the great hall was detected as a part of that room, thus preventing a proper “Great Hall” room detection.
  • Fixed the issue where the snow constantly remained on the slopes, despite the season changes. This also caused the temperature of that slope to be 0 degrees.
  • Fixed the issue where a settler would not refuel torches that are located above the merlons.
  • Fixed the issue where a settler with disabled Haul job would continue to haul the corpse after the hunt.
  • Fixed the issue where settlers with “Cannibal” and “Callous” perks would get bad modifiers related to human skin interaction. Finally, cannibals can feel comfortable in other people's skins.
  • Fixed the issue where the brazier On/Off selection didn’t align with its appearance in some saves.
  • Fixed the issue where some map seeds had a bad layout, causing water flooding the area upon the start.
  • Fixed the issue where settlers' current job didn’t align with the description on the left, next to their icon.
  • Fixed the issue where a settler would do research even when they didn’t have “Research” under their priorities.
  • Fixed the issue where resource piles were not properly counted in the top right corner.
  • Fixed the issue where a pile that was clearly reachable would turn auto forbidden in some of the scenarios.
  • Fixed the issue where a settler would try to rope an animal every time and fail in the process since that animal was reachable only by ladders located in the shallow water.
  • Fixed the issue where a message “Do you want to keep this setting?” would appear within every pop up window in the game.
  • Possible fix for the audio stuttering that some players have been experiencing. Let us know if it still happens.
  • Potential fix for the issue where some voxels would auto-destruct upon the load.
Quality of life improvements
  • Message has been added if you try to force construction via right click, but the settler is unable to reach the destination / find a proper path to it.
  • Putting items in chests will hide the beauty of those items.
  • Some resource piles will leave wetness behind them when they are disposed of.
  • Room overlay will hide with the layers. Multi storey rooms overlay will also be hidden layer by layer.
  • Honey production time is 15% slower now. Honey production is no longer tied to the Animal Handling skill, meaning that the amount you get with the completed production is fixed (35 honey, 25 wax).
  • Honey will produce slower in Autumn on lower temperatures.
Known issues:
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • 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.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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 will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this.

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

Foxy Voxel
Going Medieval - SeVerin
Greetings medievalists!

Camera is one of the things that some players find jarring. The way it “drops” during the movement is catching some players by surprise and interrupting a slow play that they’ve been enjoying.



This happens because at the moment the camera target (what the camera is looking at) and the camera itself do not go through a certain Unity layer type. At the moment this is only applicable to ground voxels and water. Because of that, the camera drops when hovering over a basement or a hole in the ground and creates irritating jitters in the camera movement.

So how to solve this problem? We checked all of the available options and listed all of the pros and cons for each. Before we tell you what we chose, we want to discuss all the other options as it may give you better insight into game development and challenges that come with choosing a solution for, what may appear as a simple problem.

Solution #1
One solution that sounds the best is to simply add (with some variations) the BuildableSurface layer to the list of layers that the camera can’t go through.

This would solve the basement jumping because BuildableSurface would be used on walls and floors.



But the problem becomes evident when you move the camera through the terrain with a bunch of walls. Notice the constant jumping when encountering walls:



This may not look like a big deal, but keep in mind that one of the first things a player does is set up walls. Having the camera jump around during this process might make the game look broken in the first couple of minutes of gameplay, especially for the players new to the game.

Why not remove walls from the list and keep just the floors in that camera’s list of layers? Well, you would be surprised, but a bunch of players are using walls as floors and even filling holes up with walls (trust us, we check your reports). So if we remove walls from the list, the camera would continue jumping in these areas.

The second problem is tall structures:



This is not as big of a problem, but it could occur from time to time. You may find it irritating when panning around just to jump way up high. But what about holes?



Even with this system implemented, the camera would continue to jump if there is a visible hole.

Solution #2
What if we lock the camera to the layer that is currently visible?



That would mean that the player knows exactly what layer they are working on and the camera does not jump down nor does it jump up (because everything over that layer is hidden).



But the game starts on level 16.0 because the player needs to see the whole map. This means that player’s first encounter with the game would look like this:



The camera is sluggish and zooming in slows it even more. Having the player manually set it to this is ok, but making the camera by default act like this is not user-friendly, especially for the first time players.

Even if the player understands the camera and how it's moving it's still a bit strange zooming into the air and having the camera slow down when zoomed in.

We could add a compass-like visual 3d object that appears on the invisible camera target while the camera is being moved. This way the player would understand what the camera is zooming toward and what it's orbiting around. But then again, it just doesn’t feel nice.

Solution #3
What if we allow for switching between the default (current) camera and the solution #2 with a simple press/click of a button?

That could work. You would start with the default camera and have a nice first time user experience and, when in need, switch to the layered system. Buuuuuut, implementing such a system takes time (hence the lack of gifs) and could be perceived as janky.

We understand that the game’s complexity can be overwhelming as is, since we get a lot of reports of players activating heatmap by accident and writing that something broke, or reports that there are black holes in the ground when they scroll through layers. Part of the problem is definitely tutorial clarity, but part of it is concise user experience and that’s why we don’t think this solution is the right one.

Solution #4
How about the introduction of a button that will introduce offset to the camera target (camera’s center)?

Camera would work as it currently does, but by holding a button (let’s say Shift) and scrolling the mouse, it would offset the camera via Z-axis to the point you like.


Before shift and scrolling


After shift and scrolling

When offsetting, the new offset height would become the base height of the camera during the current movement (the camera would not jump vertically at all, regardless of the obstructions). Once you stop moving the camera, it would snap back to the ground level beneath it.

This, too, adds an unnecessary layer of complexity to the navigation system, especially for more casual players. And holding one button (especially with your pinky finger) can get tiresome.

Solution #5 - our pick
Are you familiar with the Wile E. Coyote and the Road Runner cartoon? In it, Wile E. Coyote chases Road Runner but fails to catch him. Like, all the time. Usually it would end with Wile E. Coyote frequently floating in air for a few seconds after running off of a cliff. This type of reaction is known as coyote time. What if we add coyote time to our camera? Here us out.



Meaning, once the camera reaches the edge of the current level, it will not drop down instantly but will remain in the air a bit. It will stay 1 second in the air and then it will drop down. During the camera pivot, a few UI visuals will appear that will help you get a better sense of the camera positioning in these cases. These visuals were inspired by the game Castle Story and we really liked their UI solutions when it comes to navigation.



Our apologies to the Castle Story team regarding the quality of these gifs (done due to Steam upload limitations)

The coyote time duration, along with other camera options, can be changed in-game, at any point, in game’s options.



Honestly, we experimented with this a bit and the team agreed that this might be the best solution. But we need your opinion, too. We want to test this camera and see your reception and if it feels good to you as it does to us. Once we push the update live, we’ll write instructions on how to activate this camera type. Yes, this camera movement will be a feature that you can turn off/on whenever you want. We still think that the present camera system is best suited for beginners, hence why we’d like to keep it. But we do understand that it shows cracks when it comes to more advanced settlements. Hopefully the coyote camera will fix that. You can expect for it to be live sometimes next week.

What says you about all this camera science? Are you satisfied with the current camera system? Does the final solution sound good to you? Let us know in the comments and wait for it to go live.

Foxy Voxel

Mar 13, 2024
Going Medieval - SeVerin
Greetings, medievalists! The newest patch (0.16.26) is now live on all platforms on the main 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.

Bugs and Fixes
  • Fixed several crash occurrences.
  • Fixed the issue where settlers would end up stuck in water in certain spots despite having a clear way out.
  • Fixed the issue where a campfire outside of the great hall was detected as a part of that room, thus preventing a proper “Great Hall” room detection.
  • Fixed the issue where the snow constantly remained on the slopes, despite the season changes. This also caused the temperature of that slope to be 0 degrees.
  • Fixed the issue where a settler would not refuel torches that are located above the merlons.
  • Fixed the issue where a settler with disabled Haul job would continue to haul the corpse after the hunt.
  • Fixed the issue where settlers with “Cannibal” and “Callous” perks would get bad modifiers related to human skin interaction. Finally, cannibals can feel comfortable in other people's skins.
  • Fixed the issue where the brazier On/Off selection didn’t align with its appearance in some saves.
Quality of life improvements
  • Message has been added if you try to force construction via right click, but the settler is unable to reach the destination / find a proper path to it.
Present frustrating issues:
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • 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:
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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:
⚠️At the moment, the experimental and the main branch have very different save systems. You will not be able to play saves from the experimental branch on the main one (and vice-versa). Experimental will also get this update soon and we'll edit this post to reflect that.

Foxy Voxel
Going Medieval - SeVerin
Greetings, medievalists!

Like we mentioned before, one of the things we’ve been working on in the backend for the last couple of months is save refactoring.

New save system will improve saving and loading speed, it will enable existence of multiple settlements on the same game’s map which will allow for visiting/raiding other computer generated settlements (note: this feature is not coming in the next update), it will 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.

Newest update (0.18.1) will come with the new save refactor system. In order to continue playing your old settlements you will need to download the migration build from Steam/GOG/EGS branches and run your save through the migration process in order for it to be compatible with the new save format.

IMPORTANT NOTE: Once the saves migrate, don’t try to play them on the main branch as they will not work. This is because the main branch still uses the old save system. We’ll put a new save system there, after we observe its functionality on the experimental branch for a couple of weeks. So, this is for all you who are currently playing the game on the experimental branch.

The process is pretty simple and you can check the complete instruction via images and step by step guide below:

1. INSTALL THE GOING MEDIEVAL MIGRATION BRANCH:
On Steam:
- Open your game library
- Right Click on Going Medieval there
- Open “Properties”
- Go to the “BETAS” tab
- Select “save-migration” from the dropdown menu
- You are good to go!

On Epic Games Store:
- Open your Library
- Locate or search for "Going Medieval Legacy" (it should have its own entry)
- Select 'Install'
- You are good to go!

On GOG:
- Migration branch is only accessible by using GOG Galaxy client
- Proceed to the game card for Going Medieval within the GOG Galaxy
- Enter game settings by clicking Settings icon, then selecting Manage Installation→Configure… from the drop-down menu: save-migration
- You are good to go!

2. RUN THE GAME IN THE MIGRATION BUILD


In the Main Menu, a new option titled “MIGRATE SAVE FILE” will appear. Select it and it will show you a list of your saves.



Choose the saves that you wish to transfer to a new version of the game then select “Migrate Save File”. This will start the migration process in the form of a loading screen.



Once the process is complete, you will be returned to the save list and your save will now have the mark v(0.17.2).



3. RETURN TO THE EXPERIMENTAL BRANCH

To return to the experimental branch, simply select it from the drop down menu mentioned above (Steam and GOG), or play the experimental install (EGS).

Congratulations, you can now play your saves and download all of the upcoming updates, without a fear of losing save compatibility.

You will be able to load your v(0.17.xx) saves, and once you decide to save then again, they will turn into v(0.18.xx). That is intended.

If you have no more files to migrate, we suggest that you remove the migration build from your computer, as there is no more need for it.

Again, you should NOT play saves from the experimental branch on the main branch as the main branch still uses the old save system. We'll push the new save system there, too, but after a few weeks when we get rid of potential issues.

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In addition to the text above, we also implemented and localized various pop up notes (in the languages we support at the moment) that relate to this process and will hopefully help you make this transition a much smoother experience.





We hope that these instructions will help you make a smooth transition to the new version of the game and allow you to experience upcoming updates as intended. If you have any trouble with the process, you can write us over the support[at]foxyvoxel.io mail, our Discord server or here on Steam forums.

All the best and and we’ll be seeing you in the v(0.18) soon.

Foxy Voxel
Mar 6, 2024
Going Medieval - SeVerin
Greetings, medievalists! The newest patch (0.16.24) 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 where settlers and animals ended up stuck in water upon their caravan return.
  • Fixed the issue where settlers would suddenly get stuck in high + low water and were drowning as a result.
  • Fixed the issue where settlers were not able to pick up piles that were located on the edge between shallow and deep water.
  • Fixed the issue where the settler would in some cases end up stuck in a constructing goal loop and never completing the task.
  • Fixed the issue where settlers would never go to sleep if it was raining and there was no cover present and beds were unavailable.
  • Fixed the issue where settlers would try to bring resources to production building, but suddenly stopping and dropping resources and repeating the whole process.
  • Fixed the issue where upon loading the game, “hide tree top” function would be active, but in the UI it would appear as disabled and the trees would be fully visible. This would cause an appearance of trees not being selectable.
Quality of life improvements
  • Production circle would remain blue even when it has all of the necessary resources in it. It will turn yellow only when settlers start using a production building.
Present frustrating issues:
  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • 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.

Foxy Voxel
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