Going Medieval - SeVerin
Greetings players! The newest patch (0.19.5) 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 a few UI issues.
  • Fixed minor text issues.
Quality of life improvements
  • Wooden Fence and Ornate Wooden Beam have been added to the game (located in the Decorative Structures II in the Research tab ).
Food quality used for feast events has received rebalancing:
  • Food types like human meat, animal feed and rot have way lower quality now.
  • Rough wine effectiveness was readjusted.
  • Adding a high level role will not add so many quality points to the event quality.
  • The amount of points that food quality would give has been lowered. It was too easy to make an excellent feast even with rot served.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
  • 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.
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. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel
Going Medieval - DocHammerhead
Greetings players! The newest patch (0.19.4) 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 a lot of crash occurrences.
  • Fixed the issue where an event would fail to happen if one of the participants was missing. Now, the event will start if there is at least one participant in it. If an event participant is locked and prevented from participating in it, they’ll be removed from the event.
  • Fixed the issue where incorrect jobs were listed when performing certain actions.
  • Fixed the issue where in some situations, a settler would be stuck in a loop where they'd try to build a blueprint but would drop a resource as a result.
  • Fixed some text issues.
Quality of life improvements
  • Bard can now come from any faction type.
  • Religious alignment of some factions have been changed.
  • Selecting a prompt pop up will pause the game now.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
  • 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.
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. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel
Going Medieval - DocHammerhead
Greetings players! The newest patch (0.19.3) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed a lot of crash occurrences.
  • Fixed the issue where Job Priorities would reset after load.
  • Fixed an issue where visitors might leave the map during the event and cause a crash.
  • Fixed an issue where visitors couldn’t spawn because there was no friendly village that matched all requirements.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
  • 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.
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. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.2) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed a lot of crash occurrences.
  • Fixed the issue where pets weren’t doing a thing during the duration of events.
  • Fixed the issue where credits were always on in the game's options.
  • Fixed the issue where room detection was not working properly in some cases.
  • Fixed the issue where the player was unable to start a feast in a great hall if that room had two tables.
  • Fixed the issue that caused settlers to appear hungry as the feast ended.
  • Fixed the issue where a character preset refused to load.
Quality of life improvements
  • Positive effector has been added to fainting. Now, fainting fills up 20% of sleep, thus making the faint/work cycle not as damaging
  • Role visitors don't hang out as long as before (before max was 36h, now it's 20h)
  • Birds, environment particles and footsteps will be on by default on the first game start.
Some mood effectors have been rebalanced, because combining regular mood with the event mood caused some overpowered effects.
  • Ate at table is reduced from +4 to +2
  • Extremely comfortable is reduced from +8 to +4
  • Beautiful surroundings is reduced from +10 to +6
  • Very High Expectations is reduced from 0 to -2
  • Spacious room is reduced from +4 to +2
Known issues:
  • Loading resets job priorities.
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
  • 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.
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. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel
Going Medieval - SeVerin
Greetings medievalists!

Update (0.19.1) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. Once it is properly tested, we will push it live in the official update! Here are the notes for what awaits you in this version, but first, a warning:

Disable Mods if you have them
Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete everything in the steamapps\common\Going Medieval and then verify the game files.

Now, onto the update:

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. With player-triggered events, you will decide when certain events will occur. Right now, you can only plan Feasts, Sermons and Rituals, but we plan to incorporate more as game development progresses. Here is what you need to know about each event.

Feast
  • The feast event is triggered by selecting a table (medium or large) in the Great Hall room. Upon selection, a “Hold event” option will appear - selecting this will allow you to schedule a feast.
  • Once the participants reach the table, the event will start and all the planned food and drinks will appear at the location.
  • You can choose who to invite, whether a bard will be playing at the feast, and what food and beverages will be present at the event. All these factors will affect the event's score and effectiveness.
  • The score represents the quality of the event and its value will influence settlers’ mood and stats (mood buffs, entertainment buffs etc).
  • NPCs can be invited to feasts as well.
  • You can choose not to invite a settler and that settler may feel left out and be sad because of that.
  • Rotten food can be served if you wish to make a terrible feast and make the guests vomit.
  • If invited to a feast with alcohol, NPC merchants will get drunk and lower their prices up to 30%
Sermon
  • The sermon event is triggered by selecting the Restitutionist Lectern (new building) in the Church of Restitution Chapel room.
  • You can choose who to invite but Oak Brethren settlers are not invited by default. If you choose to do so, it will result in bad mood modifiers for Oak brethren settlers.
  • Bread and wine can be added to the sermon to increase its quality.
  • Depending on the quality of the Sermon, settlers may get or lose religious alignment because of it and also get nice mood buffs. They might even switch sides.
Ritual
  • The ritual event is triggered by selecting the Ritual Circle (new building) in the Oak Brethren temple room.
  • You can choose who to invite but Devout Restitunionist settlers are not invited by default. If you choose to do so, it will result in bad mood modifiers for Devout Restitunionist settlers.
  • Animals can be sacrificed in the ritual. The type of animal determines the quality of the sacrifice. So, sacrificing a rat may even negatively affect the outcome.
  • Depending on the quality of the Ritual, settlers may get or lose religious alignment because of it and also get nice mood buffs. They might even switch sides.
There are some general rules that apply to all of these player-triggered events:
  • Each event has a cooldown time that lasts a specific amount of days (depending on the event). For instance, the event's quality suffers if you trigger 2x Feasts on the same day.
  • You can remove any participant from the event during the event. Selecting a settler will show the “Leave Event” button in the bottom right part of the screen.
  • Events can be canceled at any point (the same way you triggered it, but now the “End event“ button will appear) and the result will be calculated by the percentage of the completion of the event.
  • Events have 2 phases: gathering and the event itself. The gathering phase is the process in which a settler will try to get to the room where the event is held. If some settlers can't get to the spot during the gathering phase (they are locked, unconscious or something else), then they will not participate in the event.
Settler Roles
You can now assign roles to settlers in your community. The roles available for now are: Bard, Chaplain and Druid. Here is what you need to know about them:
  • You can have only one of each role in your settlement.
  • A role can be given by selecting the settler, clicking on the Biography tab and selecting the button next to Role.
  • The roles have their requirements so if they are not met the button will be inactive.
  • Assigning a role to a settler will result in a permanent mood boost and will also change job preferences (they start disliking doing some job types).
  • A new hour type has been added for Role Duties in the Schedule tab. During this time, the settlers with roles will perform duties that are specific to them. Bard will go and perform in the great hall resulting in a nice mood and entertainment for settlers that are in the great hall with them. Chaplain and Druid will join their respective ceremonies and boost religious needs for nearby settlers.
  • Events can be boosted even further if a settler with a role is invited as a special participant.
  • NPCs with roles from other settlements can visit your commune and can be used in events to make their quality even better.
Job Preference System
Previously, settlers had passion for certain skills as indicated by yellow stars next to them. Now, they’ll be able to have passion for any action, but they are able to dislike stuff, too. Keep this in mind:
  • Passion stars are tied to skills and actions. This means that settlers can now be passionate about bartering. Or passionate about hauling etc.
  • Character background, perks and roles influence job preferences.
  • You can’t hand-pick job preferences with the advanced character creator.
  • Red stars indicate a settler's dislike for actions and skills. One red star indicates “Unwillingness” while the two red stars indicate “Resentfulness”
  • Unwilling and/or Resentful settlers will get negative mood modifiers when performing something they don't like.
Negotiation before Raids
Extortion is a new event that will appear before a raid, allowing you to deal with the potential attack in an interesting way. What this means:
  • Factions may appear at your doorstep asking for a certain amount of resources so they don't attack you. They will send a person to the edge of the map who will act as a negotiator.
  • Send one of your settlers by selecting them and right-clicking on the extortionist and choosing to negotiate.
  • You can give the extortionists the goods and thus avoid the conflict, or you can choose to say no and suffer a friendliness penalty or even an attack.
  • Obliging to extortionists may result in some settlers getting negative mood modifiers.
  • The type of resources they will take differs from faction to faction.
  • You can choose to attack the negotiator and that way send a nice message to them. :) Attackers may spawn immediately as a result.
  • Runaway events have also gotten the negotiation treatment. Now, you may choose to give resources to the attackers in exchange for them to not pursue the runaway anymore. Some factions will not do this and you will not be able to barter for the runaway's freedom in that case.
Even neutral and friendly factions may attempt extortion. It’s a ‘dog-eat-dog’ world out there.

Reworked Notification System
The way we notify you with new information in-game has changed a bit.
  • The game will not always pause and pop up a panel with info like it did before with all of the events.
  • News notifications will appear beneath the game’s date and time (similar to tutorials) and you can choose to read or close them all together.
  • News of a settler's death also appears in this section. Now, when a settler dies, you will get a news popup instead of a text that passes quickly.
New Structures
  • Restitutionist Lectern (Religious Structure 1 in the Research window, appears in Leisure building category). For planning a Sermon event.
  • Oak Brethren Ritual Circle (Religious Structure 1 in the Research window, appears in Leisure building category). For planning a Ritual event.
  • Large Restitutionists and Oak Brethren shrines (Religious Structure 3 in the Research window, appears in Leisure building category). For improving aesthetics and event qualities.
  • Fire Pits (Furniture 3 in the Research window, appears in the Furniture building category). Used for warmth and decorative purposes. Can be circle or rectangle shaped.
  • Wardrobe (Furniture 3 in the Research window, appears in the Furniture building category as a chest variant). Used for storing 6 resources - apparel, warfare and/or coins.
  • Musical Instrument Shelf (Decorative structure 2 in the Research window, appears in the Misc building category as a decoration variant). Used for decorative purposes, improving aesthetics and upgrading for the bard role.
  • Half-a-window variation. If you select a Limestone block or a Clay Brick Window structure, it will show you its half window variant. The functionality is the same, the change is only visual.
  • Chandeliers, Torches and Braziers now have Silver and Gold Variation.
Bugs and Fixes
  • Fixed the issue where a settler would get stuck when trying to construct ladders that are in the water.
  • Fixed the issue that prevented settlers from construing while being in the water, if that water was deeper than one voxel.
  • Fixed the issue where the pile structure would never be installed if that pile was hauled off at any point since the order was made.
Quality of life changes
  • Settlers have an Art skill, now.
  • Fishing is now a separate job in the Jobs panel. Previously, it was a part of the Animal Handling job.
  • Alchemy is now a new job in the Jobs panel. It is used for making healing kits. Will be used for other things later on… like gunpowder.
  • Hunting Job is now 100% a Marksman skill. Previously, it was a mixture of Animal Handling and Marksman skill which made it confusing.
  • Butchering is now part of the Culinary skill. Before it was tied to Animal Handling skill which made it confusing as the butchering was a cooking job but not tied to culinary skill. Yeah, we get it.
  • We added disabling and enabling of settlers Stats. For instance, perks like Iron Stomach now disable Stomach stat making it impossible for them to vomit.
  • Disabled Stat does not give mood modifiers. So, if a settler has a disabled Alcohol Stat that means that the settler will never get positive or negative buffs from that stat.
  • We added Locked Stats as well. A locked stat means it will not be affected but will keep its mood and other effects. For instance, after a high quality feast the participants will have their entertainment needs filled and locked for a few days meaning that their entertainment needs are full during that period.
  • Right-click menu will show information on what job the action is tied to.
  • Right-click menu will show messaging on why the production can’t be prioritized if it’s not working.
  • Right-click menu will show a skill level of a settler for some actions (like bartering).
  • Tooltips are added to hour types to have a bit more explanation what each hour type is for.
Known issues
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
  • 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.
That’ll be all for the update notes. New patches and improvements will be deployed accordingly. As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

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.

Foxy Voxel

Going Medieval - SeVerin
Greetings medievalists,

Another thing that you can expect in the upcoming update is the 'Negotiation' feature. You know how you've encountered those runaway events where a settler would come to your settlement and you would have two options - either you'd accept them and risk being raided by their captors. Well, you'll get one more option to deal with this situation - negotiating. With that, you'll be able to barter for a settler's life.



Once a runaway comes and you welcome them to your settlement, their extortionist will send a negotiator that will appear on the map's edge. You'll want to send a settler with a high speechcraft skill to the negotiator which will trigger a bartering process. If no one reaches the negotiator during their stay, they will take that as a "nope, get lost".



Partly tied to this is a new event type called Extortion that we'll introduce.

Extortion is basically another faction coming to your door and asking for X amount of resources OR ELSE... And by "else" we mean that they'll either attack you or it will decrease friendliness with that faction. So yeah, it's basically bullying 101, but these are harsh times in this plague ravaged land. Can you blame them? (you totally can)



And while we are on the subject of events - some of those announcements will not occupy the whole screen and pause the game anymore. The lesser ones will appear as a pop up text in that same location where you get other info like ‘not enough beds', ‘settlers are hungry’, etc. This will be a pretty handy tool when we start introducing quests to the game. Settler death notifications will be also moved to this location, which feels appropriate for now.



And that is it for this series of MMTs related to the Update #11. This doesn't mean that these are the only things you can expect. On the contrary - we've rebalanced some skills and jobs, the way effectors work, and of course, bug fixes and improvements here and there. More info about everything when we post the official log. Stay tuned and...

Stay medieval!

Foxy Voxel
May 8, 2024
Going Medieval - SeVerin
Greetings players! The newest patch (0.18.19) 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 a few crash occurrences.
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.
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,

With the introduction of new events, we also plan to introduce new roles to support them. You will be able to assign roles to your settlers. Currently, there are three roles available: Bard, Chaplain, and Druid.



The Bard will lighten the mood when performing at events like feasts. Chaplains will offer soothing words to any settlers who enter their chapel, and druids will do the same for pagans. However, there are some limitations with these roles...

Each settlement can have only one of each role, but not everyone is eligible for these roles since each will have different requirements. On the other hand, if a settler assumes a role, they may be happy but also lose some job preferences. With a great role comes great expectations and possibly a diminishing passion for other pursuits… or something like that.

That's why we are introducing a new hour type in the 'Schedule' tab during which settlers with roles will prioritize their role duties. This hour type is called… “Role Duties”. Yeah.



Assigned roles will be removable. Either they will lose one of the role conditions (perhaps their room?) or you will remove it by choice. They will become sad and may experience other negative mood modifiers if that happens.

Also, other NPC settlements can apply these roles to their own people. Don't be surprised if a chaplain from another settlement visits you. Perhaps they can hold a sermon in your church as a sign of friendship between your respective settlements? That is up to you.

So, why the roles? Because we want to add more personality to these events, and they will improve their outcomes. And as mentioned before, we plan to introduce more events and more roles over time, which will tie nicely with some of the future stuff (prisoners... wink, wink). But right now, we believe this is a good start.

Regarding preferences—you know how settlers sometimes come with stars on their skills, with one yellow star indicating an 'Eager' stat, while two yellow stars indicate 'Passion' for that skill? These stars improve XP gains and positive mood modifiers when settlers work on those jobs. Well, we plan to tie those stars not only to skills but also to the settlers' actions.


What this means is that some settlers might not like tasks such as fighting, hauling, or maybe... cooking? To address this, we'll introduce red stars. One red star will indicate 'Unwilling', while two red stars will mark the job as 'Resentful'.

Essentially, settlers will gain much less XP while performing these jobs and may even experience negative mood modifiers.


Essentially, settlers will gain much less XP while performing these jobs and may even experience negative mood modifiers. We can link this to a settler's role where, for instance, a bard might dislike hauling because it's now beneath them. Oh, the drama. See, it’s all connected.

And just one more thing before we sign off...We've switched publishing partners, but it's very much business as usual moving forward. Mythwright is a new publisher founded by former members of The Irregular Corporation; they already have intimate knowledge of Going Medieval which allows things to continue as normal. And continue we will!

Also, we will not be working from May 1st to May 7th as we are having a few holidays here that conveniently tied together (combination of Labor Holiday and Orthodox Easter). If you have any issues with the game or need some help, it might take a while for us to respond, so be sure to join our Discord as our Mods there and other cool people can assist you and provide some neat tips and tricks.

There's still more to talk about regarding the next update. Until then,

Stay medieval!

Foxy Voxel
Apr 26, 2024
Going Medieval - SeVerin
Greetings players! The newest patch (0.18.18) 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 a few crash occurrences.
  • Fixed the issue where the game would freeze after the raid.
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.
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 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
...