Going Medieval - SeVerin
Greetings medievalists!

It's time to dive into another feature you've been eagerly waiting for: prisoners! We teased it in the video for Update #11, but now let's give you the full scoop.

With Update #12, after the dust of battle settles and you stand victorious, some raiders might surrender. Surrendering will be influenced by several factors, which we will detail in the official Update #12 log, but for now, let's discuss the process.



When raiders throw down their weapons, a new panel pops up. Here, you get to choose which ones you want to take as prisoners. You can take them all, but are you sure you want to? Keeping prisoners requires dedication and resources from your settlers.

Once you've selected your prisoners, they’ll kneel and wait for your settlers to escort them to their new home: prison cells. This new room type is where they’ll spend their time. Each prisoner will have their own mood and needs, so it will be up to you to decide how to handle each one. Will you treat them kindly with cozy rooms and nice furniture, or will you shove them underground with no bed or light? Are your settlers kind-hearted caretakers or harsh enforcers? Either way, we’re introducing a Warden job specifically for managing prisoner interactions, like feeding them.

So, what can you do with your prisoners? You can return them to their faction to boost friendship—happier prisoners mean better relationship outcomes. Or, you can sell them back for a hefty price, though this won’t improve your relations. And don't forget, they can be valuable bargaining chips during extortion or negotiation events.

Feeling a bit more ambitious? Assign a settler to turn prisoners to your side. Each day, they’ll visit and talk to them, and if the prisoner's mood is great and your settler has excellent speechcraft, the process will speed up. Some prisoners are stubborn and won't turn no matter what. Those that can be converted will have hidden skills and perks. As you build trust and improve their mood, their talents will slowly be revealed.



Want to go super dark with this? We'll be introducing executions. Executions will be a new event type that will utilize a new building (more on that in the next MMT). With executions, you will be able to punish your prisoners while the settlers watch the punishment being dealt. The majority will like this as they want to see their attackers getting the justice they deserve, while there are also going to be the ones that hate this treatment. You know your settlers, so…

That's all for this MMT segment. We'll continue our chat in two weeks when we reveal the new buildings coming with Update 12. Meanwhile, let us know in the comments what you think about the prisoner feature. Until then,

Stay medieval!

Foxy Voxel

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Going Medieval - SeVerin
Greetings players! The newest patch (0.19.28) 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 hunting animals caused the game to lag. Do let us know if this is still present.
  • Fixed the issue where combat would trigger huge FPS spikes. Spikes may still be present, but related to different issues.
  • Fixed the issue where NPC contour would not switch to red when those characters turn aggressive.
  • Calculation of water spreading received a small optimization.
  • Fixed several text-related issues.
Quality of Life improvements
  • New roping animation has been added.
  • New wound-tending animation has been added.
  • Pseudonym title “The Bard” has been renamed to “Minstrel”.
  • Background “Armorer” has been renamed to “Journeyman Armourer”. Not to be confused with “Armourer”, which is a different background.
Known issues:
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • 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
Jun 28, 2024
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.27) is now live on all platforms. 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 caused by changing resolutions and/or UI size in the game's options.
  • Fixed the issue that caused Heraldry editor to appear as blurred if opened from the in-game menu.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • 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
Jun 27, 2024
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.25) is now live on all platforms. 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 pet dogs wouldn’t battle, despite having “Battle” on in the Overview tab.
  • Fixed the issue where loading old saves (0.16.xx and older) would trigger the “Do you want to keep these settings?” prompt instead of the proper instruction on how to migrate save files to a new version.
  • Fixed several issues that prevented ‘Esc’ and ‘Pause’ buttons to work as intended.
  • Fixed the issue where the game's speed would not behave consistently in certain scenarios.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • 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
Jun 26, 2024
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.24) is now live on all platforms. 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 several issues that caused the pause button (space) to stop working.
  • Fixed the issue where the ‘Esc’ button would stop working in some cases.
  • Fixed the issue where a settler would choose a temporary bed for sleep instead their own, despite “owned” bed being close.
  • Fixed the issue where the game's speed would reset in situations like: tutorial/event appearance, going to Overview tab, In-game menu, etc.
Quality of Life improvements
More stuff influences ‘Intellectual’ skill, now:
  • ‘Clever’ and ‘Inconspicuous’ (backstory additives) settler is ‘Eager’ (1 yellow star) for 'Intellectual’.
  • Ambitious (backstory additives) settler is ‘Passionate’ (2 yellow stars) for ‘Intellectual’. Before, they were just ‘Eager’.
  • Wise (perk) is ‘Eager’ (1 yellow star) for 'Intellectual’.
  • Erudite (perk) is ‘Passionate’ (2 yellow stars) for ‘Intellectual’. Before, they were just ‘Eager’.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • 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
Jun 25, 2024
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.23) is now live on all platforms. 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 game’s speed would reset itself to x1 upon settlers waking up.
  • Fixed the issue where closing the Overview window would resume (previously) paused game.
  • Fixed the issue where domestic/pet polecats, cats and rats wouldn’t avoid traps during their movement.
  • Fixed the issue where domestic animals would sometimes land on the traps during their idling.
Known issues:
  • Pause button (space) will stop working if you pause the game during the night and draft a settler. Pausing is still enabled by selecting II with mouse pointer. Reloading fixes it.
  • Pause button (space) will stop working if you pause the game, change the speed and go to in-game menu. Reloading fixes it. Pausing is still enabled by selecting II with mouse pointer. Reloading fixes it.
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • 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
Jun 21, 2024
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.22) is now live on all platforms. 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.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • 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
Jun 20, 2024
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.21) is now live on all platforms. 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 allowed usage of unfinished for Feast planning.
  • Fixed the issue where settlers would continue to use original positions of shrines/chairs after they’ve been relocated.
  • Fixed the issue where a room detection change wouldn’t work if you tried to turn an existing room type into another (e.g. turn church into a great hall. In that case, the great hall wouldn’t be detected despite having all the necessary elements).
  • Fixed the issue where the game would not detect pens in some cases, despite them having proper enclosure and pen markers.
  • Fixed the issue where animals in pens would eat food from trough, despite nothing being in it.
  • Fixed the issue where Zealots would drink their ass off upon loading and be stuck in the drinking/unconscious cycle.
  • Fixed the issue where you were able to give another settler a Bard role if the (first) Bard was on a caravan travel.
  • Fixed minor animation issues.
  • Fixed the issue for the experimental branch users where the “Quit to main menu” caused the game to be stuck at the loading screen.
Quality of Life improvements
  • Esc key functionality and UI game pausing has been recoded for the sake of stability and consistency. This might have an unwanted effect where some panels don't pause the game when they should or ESC closes the wrong window or even crashes the game. Please keep an eye out on this and report if you can.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • 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,

We’d like to offer some clarification and explanation for the new passion system (yellow/red stars).

Before Update #11, yellow stars were just tied to the settler’s skills (like Botany, Carpentry, etc). Because of this simple link, it was easy to give/take stars away via advance customization.


Old System

With Update #11, we linked the passion system with Goal Preference. While it may look the same, the new logic is very different. Goal Preference is calculated through a series of positive and negative effects a settler gets through their Background, Pseudonym and Perks.


New System

We’ve already talked about this in one of our previous MMTs, but the gist is that with this, settlers can have both positive and negative preference for the same thing (like melee combat) and the system will calculate what prevails due to the number game.

In addition to that, as the passion system is no more tied to skills but settlers’ actions, this allows for more diversity and versatility of your settlers. In the end it should enrich the whole experience and make choosing who to accept into your settlement a more exciting thing.

Some of you were disappointed by this as implementation of this system was retroactively applied to your old saves which caused a few surprising settlers’ preferences. It might look like odds are not in your favor, but adaptation is and always was, a core of Going Medieval experience (long time players may remember the introduction of seeds to the game).

Some of you might ask why we are not keeping the old system and giving you complete control via customization. As mentioned above, the old system is bare bones and not tied to goals. The second thing is that balancing this may result in more complications.

Let’s say you are playing the game with a settler who you’ve created to be a perfect melee fighter due to you assigning stars to melee. At some point, they may get a perk “Precious” which gives red stars to fighting. Then we're faced with deciding whether to ignore that perk because the settler has been customized. And if we did that, we'd conceivably have to ignore all of the perks that settlers get during their lifetime. But then what if you get a perk that you really like but it has some small things that you don’t want? Choosing which elements to override becomes very tricky as, unfortunately, there isn't a one-size-fits-all solution.

We think the new system has a ton of potential. Your starting settlers can still have customized Job Preferences via Background/Pseudonym/Perk choosing. And for the newcomer settlers… Well, no human is perfect and the land in our game can be unforgiving, but nothing should stop your settlers as long as they are together.

Once modding is introduced (we don’t have a date for it yet, but are actively working on it), other players may introduce other systems that are more to your liking. For now - those that really want to control this in any way, we suggest that you go to the Perk.json file located in the Going Medieval_Data\StreamingAssets\Worker (in the installation folder) and add Goal Preference to the perks that you want. Make sure to backup your changes as each patch/update will reset that file to the default setting. Keep in mind that you are doing this on your own accord and may result in some unwanted effects/bugs.

We hope this gives you a better understanding of the preference system and the reasoning behind the changes. As always, please feel free to lend feedback through the usual channels - we always value your input!

We’ll continue with our regular MMTs once we patch Update #11 some more. Until then,

Stay medieval!

Foxy Voxel
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.17) 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 that allowed usage of unfinished for Feast planning.
  • Fixed the issue where Zealots would drink their ass off upon loading and be stuck in the drinking/unconscious cycle.
  • Potential fix for the lag during hunting issue.
  • Fixed minor animation issues.
Quality of Life improvements
  • Esc key functionality and UI game pausing has been recoded for the sake of stability and consistency. This might have an unwanted effect where some panels don't pause the game when they should or ESC closes the wrong window or even crashes the game. Please keep an eye out on this and report if you can.
Known issues:
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • 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 on Steam, 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 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
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