Going Medieval - SeVerin
Greetings medievalists!

Update (0.20.1) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. It is compatible with the old saves. 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:

Prisoners System
From now on, from time to time once the raid is done and you end up victorious, the enemies may surrender. Surrendering is influenced by a couple of factors:
  • Enemies that are walled off after being defeated will surrender.
  • Enemies need to be below 80% HP to be eligible for surrender.
  • Enemies that are in the forbidden zone (map edges) will never surrender.
  • Each faction has a surrender chance, but some factions will never surrender.
  • The more prisoners and settlers you have, the less chance you have for the enemy to surrender.
When the enemy surrenders, you will be greeted with a panel where you’ll be able to choose who to turn into a prisoner. Once you select them, they will be in a surrender state for about 6 in-game hours before they try to escape. To turn them into prisoners, you will need a Gaoler.

Gaoler
Gaoler is a new job for settlers to prioritize. Essentially, it’s the medieval expression for the jailer. Settlers with the Goaler job will:
  • Escort prisoners - Move prisoners to their cells and capture them when they are running away.
  • Strip prisoner - Prisoners marked with this order will be approached by the gaoler and lose all their clothes and headwear. Prisoners will auto-equip other clothes if on stockpiles/wardrobes, chests in the cell
  • Release prisoners - Gaoler will take prisoners to the edge of the map and release them. This will result in a positive friendliness outcome with the prisoner's faction.
  • Shackle prisoners - They’ll take shackles and apply them to a prisoner. Shackles are needed for prisoners to go via caravan and to be turned into captive labourers.
Dev note: Releasing prisoners isn’t functional yet.

Prison Cell
Captured prisoners will be taken to prison cells.
  • Spare room can be turned into a Prison Cell by building a Prison Marker and Prisoner’s Stash within it.
  • Prisoners will idle around and function within the Prison Cell.
  • We plan to introduce an option where you choose which prisoner goes into which cell. This is not yet in the game.
Captive Labourer
Prisoners can be turned into captive labourers by putting shackles on them and if you have a warden in your settlement.
  • Captive labourers can only do 5 jobs: Construct, Mine, Grow, Harvest and Cut Plants. These are managed in the Overview panel in the Prisoners tab.
  • Captive labourers can't be turned into settlers.
  • Captive labourers will only work for 4 in-game hours, after the Warden has spoken to them, and speaking of the Warden…
Warden
Warden is a new role, akin to Chaplain, Druid and Bard, but with a different set of duties,
  • Having the prison warden role present in your settlement will allow you to turn prisoners into captive labourers and/or turn them into settlers via recruitment process.
  • Warden will recruit prisoners to settlers if the prisoner is marked for a recruitment. Warden will only do this in the role-appointed hours once a day.
  • Recruitment process is similar to the taming/training process.
  • The chances of recruitment increase with the mood of the prisoner as well as the speechcraft skill of the warden.
  • Captive labourer can’t be recruited. You will have to unmark them from captive labourers for the recruitment process to be available.
  • If you choose to turn a prisoner that is in the recruitment process into a captive labourer, the recruitment process will stop and slowly decline.
  • Warden will manage captive labourers by switching their hour type to work type for 4 in-game hours after having a conversation with them.
You can also sell/buy prisoners, because we are introducing…

New merchant type
A new trader will appear from time to time and will barter using prisoners. However:
  • This merchant will never enter your settlement and will only stand on the edge of it.
  • Using prisoners to trade will result in no friendliness modifiers with other factions, because this merchant type does not belong to any of the game's factions.
  • This merchant will only take coin and gold ingots for their prisoners.
  • If you try to attack it, they’ll immediately flee.
When it comes to regular trading situations:
  • Negotiators will take prisoners of the same faction as barter.
  • Merchants will purchase prisoners of the same faction.
  • Prisoners can be taken via caravan to settlements.
  • If you have a prisoner from one faction, you will not be able to improve the relationship with that specific faction beyond neutral.
Alternatively, you can punish prisoners because we are introducing…

Hanging event
You can trigger a hanging event by constructing gallows and selecting it. Here is what you need to know:
  • Any prisoner/captive labourer can be hanged.
  • Hanging a prisoner results in friendliness modifiers towards the faction of the hanged, as well as modifiers towards the enemy factions of the hanged.
  • The rest of the prisoners will get negative mood effectors if this happens.
  • Some settlers with certain perks will be very happy to see someone hanged.
Various new messages and alerts will appear with the prisoner feature - if prisoners are running away, if there are no prison cells, if there is no gaoler job, etc.

Dev note: Known issue - Hanging event never ends even when the event “happens”, leaving only the “End Event” option when selecting gallows. That option works.

Gates and Building refactoring
We’ve added new types of structures: Gates, Tall Gates and Portcullises.

Gates and portcullis can only be locked or opened. They will not automatically open like doors when the settler gets close to them. Because of this, we’ve added some new functionality to buildings:
  • New buildings can have forbidden zones. This means we can add a forbidden zone around the structure that can't have any structures built but humans/animals can move freely in that space. Gates have that in front and behind them because the gate opens in a wider range
  • Doors and gates now have a broken state. If the HP of gates and doors falls under 20% the doors will be broken and fully traversable but not destroyed. They need to be repaired to over 80% of HP to be closed again.
This is all possible thanks to the freshly refactored building system. Building refactoring is mostly under the hood stuff that you can’t see, but it is beneficial for us because we can create new structure types easily and debug them almost effortlessly when needed.

Building stability has been reworked from the ground up (hehe). It is much faster now and has a better logic to it (should feel the same) so strange collapsing cases should be handled now.

Ground voxel stability has been rewritten as well, but some issues with ground voxels randomly collapsing are still present in existing settlements. The good news is that this will not occur in the newly created settlements.

The new building system should be integrated just by loading your existing save. Some strange stuff will happen because of this, so heads up:
  • Fuel buildings like torches may load as on and 100% fueled.ːsteamsadː
  • Windows and doors might load as open.ːsteamsadː
  • Windows and doors marked for opening/closing/locking will load with no order on them.ːsteamsadː
  • Buildings with less than max HP will magically repair themselves.ːsteamhappyː
And this is not the only refactoring we’ve done…

Humanoid Refactor
We have refactored the way humans in the game work. This is done so we can turn any NPC into any other NPC. So, a prisoner can become an enemy, enemy can become a settler, a settler can become an NPC etc.
  • This means that all NPCs have the same skills, perks and attributes as settlers.
  • Stuff will influence NPCs, the same way it influences your settlers. Like before when it rained, your settlers would get debuffs for archery but enemies would not. This is not the case anymore.
With that being said, here is the list of new things in the game.

New Structures
  • Wood Gate, Ornate Gate (Defensive Structures 2 in the Research window, appears in the Base building category).
  • Wood Gate Tall, Ornate Gate Tall (Defensive Structures 3 in the Research window, appears in the Base building category).
  • Portcullis (Defensive Structures 3 in the Research window, appears in the Base building category).
  • Gallows (Appears in the Misc building category) - Used for organizing hanging events.
  • Prison Cell Marker (Appears in the Misc building category) - Used to turn a room into a prison cell.
  • Prisoner’s Stash (Appears in the Misc building category) - Used to turn a room into a prison cell, to feed prisoners and give them beverages if you want.
  • Wardens Desk (Furniture 4 in the Research window, appears in the Furniture building category) - Settler that is going to be the Warden needs to have this desk in their room.
Some of you are probably disappointed by the lack of drawbridges. But do not worry - they will come later on. Right now the biggest problem with the logic of drawbridges are enemies and their way of targeting entry points, but we’ll write about that in one of our talks when we get closer to it. Pinky promise.

New Item
  • Shackles (Created at the Blacksmith’s Forge) - Used for shackling prisoners in order to take them via caravan. Also needed for prisoners to become captive labourers.
P.S. Doors, Gates, and Tall Gates have variant shapes, too.

Known issues
  • 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.
  • Opening almanac links does not work from the building selection UI.
  • ‘Research available’ message does not appear until you reload the game.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • Tooltip is missing when hovering over perks, backgrounds and pseudonyms, when trying to add new ones in advanced character customization.
  • Some items and resources are missing localization values and icons in the stockpile management UI.
  • 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.
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

Sep 18, 2024
Going Medieval - SeVerin
Greetings, medievalists! The newest patch (0.19.40) 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 the issue where for some reason two beings (settlers, animals and/or npc) would have the same game IDs and because of that, the game would not load. Unfortunately, saves with this issue will delete one of those (that means that if two settlers have the same ID, then one of those will disappear :( ). Loading a prior save should also fix the issue and not lead up to the moment 2x creatures have the same IDs.
  • Fixed the issue where the room would stop existing if you saved the game during an active event. Loading this save would also crash the game.
  • Fixed the issue there searching save games on an empty list would crash the game.
Known issues:
  • 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.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches without floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one with 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

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Going Medieval - SeVerin
Greetings players! The newest patch (0.19.40) 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 the issue where for some reason two beings (settlers, animals and/or npc) would have the same game IDs and because of that, the game would not load. Unfortunately, saves with this issue will delete one of those (that means that if two settlers have the same ID, then one of those will disappear :( ). Loading a prior save should also fix the issue and not lead up to the moment 2x creatures have the same IDs.
  • Fixed the issue where the room would stop existing if you saved the game during an active event. Loading this save would also crash the game.
  • Fixed the issue there searching save games on an empty list would crash the game.
Known issues:
  • 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.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches without floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one with 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 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
Sep 11, 2024
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.39) 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 using the ‘Exit to Main Menu' option causes the game to be stuck in the loading screen.
  • Fixed the issue where archers would shoot through floors, but only when commanded with the attack order (G).
  • Fixed the issue where settlers would not attack animals if they were marked with the attack order (G). This also bugged out their animations.
  • Fixed the issue where x5 speed wouldn’t be disabled during combat and spam message “Fast speed is disabled during attacks”.
  • Fixed the issue where settlers with roles would sometimes lose their rooms upon their return with the caravan.
  • Fixed the issue where the message 'Hunter lacks ranged weapon' would appear if you have no one assigned to hunt.
  • Fixed the issue where the mouse wouldn't show on hover what each perks/background/ pseudonym offers when choosing them via advanced character creation.
  • Fixed the issue where if you try to prioritize a settler to do something that is not reachable, the settler would just stand idle and then do something else. Now, the message will appear and tell you about stuff not being reachable.
Quality of Life improvements
  • NPCs leave footprints, too.
  • Rope effect has a bit of a curve to it now.
  • Events that are canceled during the gathering phase won't give penalty anymore. They will end without any outcome, now.
  • Search save game has been added to the load game panel.
Known issues:
  • 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.
  • 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.
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

Discord Reddit X/Twitter TikTok Facebook
Going Medieval - SeVerin
Greetings players! The newest patch (0.19.39) 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.
Known issues:
  • 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.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches without floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one with 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 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!

Sooo… remember gates? While working on them, we were reminded once again of the stability issues they can cause. You know how raiders tend to target doors during their attacks? Destroying those doors can sometimes create holes in your structures, especially on the upper floors, which can compromise their stability. It’s an unfortunate situation, but one that’s likely to happen. Now, imagine applying that same logic to gates. You can probably see how their destruction could lead to chain reactions, collapsing buildings and multi-storey fortresses.



That’s why we’re tweaking door and gate mechanics a bit. When their health falls below 20%, they’ll enter a broken state. Broken doors and gates will have a different, semi-open appearance and will allow everyone to pass through them. That’s right—you won’t be able to close or lock these gates and doors until they’re repaired to at least 80% health. Until then, be wary of enemies and animals. But don’t worry, it’s not all grim—we’ll be increasing the health of doors. Gates, however, will still be more durable because, well… those things can be huge.



In another episode of “hey, your feedback is pretty cool”, we’ve decided to introduce another variant for the gate - Ornate gate. The Ornate gate (and ornate tall gate) is a bit more resource demanding, but dang it does it look slick. This is for all you posh enjoyers. And as a bonus, we added shape variants for all doors, gates and tall gates, because, well, why not? Unfortunately, portcullises don’t have these variants because it looks a bit silly.



Now, regarding the upcoming update: the good news is that it’s coming to the experimental branch before September ends. The bad news is that we're still trying to point the right date, so you can experience as few bugs as possible. Sure, that's what the experimental branch is for, but we don't take you for granted. Once it goes live there, it will stay on the experimental branch for a couple of weeks before being pushed live on the main/default branch. Want to help us find those experimental bugs? Be sure to join the experimental branch and post your impressions on the experimental subforum.

While you’re getting ready for the new update, let us know how the new door and gate logic sounds to you. It should be interesting, right? Share your thoughts in the replies, and until the experimental branch goes live…

Stay medieval!

Foxy Voxel

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Going Medieval - SeVerin
Greetings players! The newest patch (0.19.38) 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.
Known issues:
  • 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.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches without floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one with 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 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 (0.19.36) 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 crashes related to using quit to main menu option.
Known issues:
  • 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.
  • 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 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 (0.19.34) 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 crash that happened when you right-clicking on resources with no settler selected.
Quality of Life improvements
  • Search save game has been added to the load game panel.
Known issues:
  • 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.
  • 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 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 (0.19.33) 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
  • NOTE: We’ve reverted back the issue where changing the background of a settler via customization would not refund the creation point cost, as the new fix from .32 introduced new issues
  • Fixed the issue where the sacrifice quality for the ritual would always be -50, regardless of its content.
  • Fixed the issue where if you try to prioritize a settler to do something that is not reachable, the settler would just stand idle and then do something else. Now, the message will appear and tell you about stuff not being reachable.
Quality of Life improvements
  • Events that are canceled during the gathering phase won't give penalty anymore. They will end without any outcome, now.
Known issues:
  • 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.
  • 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 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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