Here it is, v0.3.0.0 to be tested on the test branch. Please pay special attention to riding, it is the very first iteration, so we’re looking for thorough feedback here, since it is work in progress. Please keep this in mind when you share content like this in streams or videos! Thanks in advance!
How to join the test branch?
Some of you probably have not done this before, so we have a small guide:
Prerequisite: You must have Medieval Dynasty in your library – obviously.
The procedure
Open your game library.
Right Click on Medieval Dynasty there.
Open properties.
Select the tab "BETAS".
Enter this password below the dropdown in the field:
3v491vMVZnvp3
Press CHECK CODE
Use the drop down and select “public_beta - Public Beta Branch”*.
Press Close
Steam should now download this version of the game.
IMPORTANT! PLEASE SAVE YOUR LIVE VERSION SAVES GAME BEFORE ACCESSING THE BETA BRANCH!
Just in case something goes awry!
Saves can be found here:
AppData > Local > Medieval_Dynasty > Saved > SaveGames
*Steam labels those builds as "beta"(see bullet points), so don't be too confused!
The Update Notes
New building - Stable.
New animal - Horse.
New feature - Horse Riding.
New gameplay features - Challenges and Kings.
New game character - Herald. An NPC who gives challenges.
New harvesting tools - Stone Sickle and Iron Sickle.
New equipment to craft for horse - Saddle, Horseshoes and three types of Saddlebags.
New building on map - Stable in Hornica. (You can buy horses there from Leonard, but after the season changes on load game).
A division into female and male animals in farm animals. (Some species currently lack male models, but still can reproduce).
Farm animals can reproduce - there is a growing chance that the young will be born during the season change.
Animals produce regeneratable resources like milk or wool during the season.
More information about the animal has been added in the details window.
Animals die of old age.
The option to sell animals from the management list has been added. (You can mark them to be sold when the season changes).
Player can place waypoint on map that is visible on compass.
New Diplomacy skill progression - Each 10 coins earned in a single transaction adds 0.1 point to Diplomacy skill.
Animals price is affected by talents.
Poison reduction parameter is added to item description in inventory.
Game settings that allows to change sprint and crouch from hold to toggle.
Graphics settings for contact shadows.
Map movement with gamepad.
Sounds for Horses.
Sounds for Sickle.
New sounds for Knife.
New sounds of skinning with knife.
New switch sounds for Knife, Cudgel, Shovel, Spear, Bows, Axe and Crossbow.
New swipe sounds.
New sounds for arrows hitting the ground, iron, stone, and water.
New sounds for all Spears.
New sounds for Crossbow.
New sounds for Throwing Rock.
New sounds for the character breath and grunt.
New sounds for Cudgel.
Sheep fur is too dark.
No fields in the Inspector Mode.
Items that cause poisoning have a poison reduction.
On item being broken, the "remove notification" doesn't show how many of it is still in the Inventory.
Unlocking Resource Storage II shows notification about Excavation Shed II.
Holstering hammer while building modification menu is open allows to pick modification mode without hammer in hand.
If player was poisoned during save, after loading the game, the tutorial about poisoning shows up.
Village demand for wood and food is 0.1 greater than it should be.
Village details in Management tab are gone after assigning NPC to work/house and closing the NPC details.
On starting new game keyboard arrows and gamepad d-pad are not responsive in the Main Menu until mouse clicking on window.
Coins that are stolen are in separate stacks.
Plants grow back on the roads.
Teleporting to the other side of the bench (or stool) if the NPC stands up.
NPCs are sitting in the air.
NPCs are teleporting to the roof.
Not all items needed from items restriction are displayed on event button.
If inhabitant leaves player's village then the quest is not cancelled while it's impossible to complete.
Baskets' names as an item and crafting recipe.
With Miner talent rock deposits also drop more resources.
Items of cost 0 are impossible to sell/buy.
Fix for various generated quests where player must talk to other NPC.
Number of seeds/fertilizer not being correctly displayed in HUD quickslot after using a bag.
No notification if there are no free save slots left.
If one stack of item is going to spoil then all other stacks of the same item are going to be spoiled.
Blood decal visibility on tools / weapons.
Farm animals in neighbor villages are not saved in the file.
After putting up a fence or a road, the whole terrain turns into a desert.
Blood particles has abnormal physics inside buildings.
Spoiled milk has no capacity so it can't be emptied.
Talent "Good host" increases Dynasty Reputation from quests but the "Say my name" talent should do it.
New Game Customization sliders are not working on keyboard and gamepad.
Extraction talents stacks resets on weapon holster/quickslot change.
Scythe recipe should be in Smithy II.
Unassigning animal from home doesn't refresh it's state on the main list.
Buckets with milk with capacity less than full cost 0 coins.
Wrong material type in Goose House's roof causing wrong sounds to be played.
If last active quest is failed then the quest tracker keeps showing the name of that quest.
Tutorial cards can display under HUD tutorial. (The one after first talk with Uniegost)
Empty dialogue box in "Have you heard of the trading village?" quest.
Some dialogues referred to the player character as "young man" even if he is older.
Spelling error in Karolina's dialogue during Uniegost quest.
Wrong materials for wooden roof construction in Woodshed and Hunting Lodge.
"Time to hunt" quest.
Repeating animals in hunting quests.
Event generation where the Mood was taken into account had wrong values.
Male NPC name "Herald" changed to "Harald".
A sheared sheep becomes unshaven after loading the game from file.
Bypassing the blockade of dialogue options (approval / affection) by saving and loading the game.
If player is in the Inspector Mode and enters any menu, then releases Inspector button, the Inspector Mode won't turn off after leaving the menu.
Animals can be assigned to buildings that are already full.
Armor items that give 0 cold/heat protection don't display this value in the item description.
Incorrect tools position for old characters.
Killed farm animals, after loading the game, give the impression of being alive. Fear the living dead!
After shooting a fish with a bow, if the arrow breaks, the fish disappears.
Killing a fish don't award Hunting skill.
Hitting faster with a Hammer after using fists.
Damage for thrown Spears should be now properly calculated. (They had 2x bigger damage)
Sheared sheep still have wool when watched from afar.
Increased Building Limits for the Settlement, Village, Town, and City Development statuses.
Field Workers now take the Seeds and Grains from a chest in Barn.
Changed values for few last buildings in Farming technology - Barn III and Food Storage III.
Minimal items weight is now 0.01 (so items like arrows are now heavier).
Changed look of item description in inventory and trading.
Rendering optimization.
Visibility of ghosts during construction and destruction is limited by range.
French Language.
Turkish Language.
Ukrainian Language.
Hungarian Language
Russian Language
Only player's villagers are visible on map. (Other NPCs are visible only if they have a quest/are target of talk goal).
Systems optimizations.
Field management colors should now be better for people with colorblindness.
In building assignments tab the hotkeys for increasing or decreasing power can now be held so the values will keep changing.
Zooming map with mouse wheel.
Traps are also visible in "main" Map category.
Increased and unified Buckets weight.
Buying animals system is now like assigning them to building through animal details.
Temporarily item's capacity is not taken into consideration while calculating item price.
Character optimizations.
More rocks and low foliage on the terrain, mainly in mountains.
Increased some resources amount required for Lavish Meal quest.
Some NPCs from villages wearing profession clothes. (In New Game)
Moving and zooming Map using mouse.
Throwing Rocks auto equip on throw, like spears.
Size and look of inputs on UI.
Filling the Bucket with water automatically reequips another Bucket.
Threshing floor workbench has an improved model.
Animals in Knowledge.
Fishing spear damage is now reduced.
Animals can now take fall damage.
Update to v.0.3.0.1.
A cliff in the eastern mountains.
Fences sometimes disappear after being built.
Goat milking does not work.
Sheep are producing the wrong amount of wool.
When the animal was sold, it was not removed from the building.
"Business of war" have wrong dialogues, making it impossible to complete it.
Resource Storage III have wrong roof blueprints making them look like II tier.
Removed "mood challenge" for now.
Animals appear on the trees. (The chance for it to happen is lowered)
Horse front legs are bending in the wrong direction.
Horse is getting stuck on some stones.
Restoring default keys does not work for UI_SpecialAction and Dismount.
Waypoint marker indicates an invalid distance value.
Horse capacity value is different when using it as a container.
Diplomacy talent for faster skill points generating works for trading.
Disappearing mouse cursor after changing key bind.
Map cannot be moved using mouse in Map tab when the character is on a horse.
Crafting recipes are glitching when changing from one category to another.
Farm animals (horse included) cannot be healed. (Slow health regeneration has been added)
Unstuck button teleports the character without a horse.
The horse's equipment does not disappear from the horse when moving items from the horse's inventory.
Compass marker for the Herald after taking quest shows wrong icon.
When mounted, the player looks incorrectly at the NPCs during a dialogue.
Hitting water with tools lowers their durability.
The animations for Working Table and Barrels in the Fishing Hut are not playing correctly.
If key binds were changed before version 0.3.0.0, key binds for dismounting and UI_Special Action are blank at the start.
Shearing Scissors get stuck in the animation loop if the player had them equipped at the start of the shearing.
Using empty containers like chests sometimes shows that the weight is below 0.
Error when attempting to mount a horse crouching which caused the character to appear above the horse.
If the "Infinite Weight" is on, using horse as a container still shows the maximum weight instead of "Infinity".
Visible field worker status (no fertilizer, no seeds etc) after removing the NPC from the Barn.
Wrong threshing animation for farmers
Increased Flour and Eggs required for "Lavish Meal" quest.
Added Diplomacy skill as a reward for completing "convince" Challenges. Approval now drops by 10 points when convincing people.
Camera behavior when dismounting.
Player should not be able to dismount from a horse into a wall.
Player and NPCs position when using Barrels to craft.
Replaced some riding animations for the player.
Adjusted player position on a horse.
Replaced "Open" with "Open Saddlebag" for horse.
Removed Daub requirement from "house rebuilding" quest.
More rocks and low foliage on the terrain, mainly in the mountains.
Field Workers who are waiting for next tasks, now are checking the field for it every 30 seconds.
Hud tutorials now can be closed by clicking button with the mouse and also, it's possible to change input to gamepad.
It’s time for our third Medieval Dynasty Insider Video. In this episode, we will show you in more detail some of the things that are coming in the next major Medieval Dynasty update. Take a look and see the new horses and riding gameplay, new buildings, as well as some changes to building limits and caps. To find out all the details, watch our Medieval Dynasty Insider Video #3 below.
Let us know what you think about the video in the comment section below. If you have any questions ask them here or on one of our Social Media channels: Facebook, Twitter, Instagram or Discord server.
Today is a short, to the point update. As of this moment, Medieval Dynasty has its own set of Steam Trading Cards. The more you play, the more cards you will collect. And all cards come with special custom designs and graphics.
Let us know what you think of them below and happy collecting!
This update starts with a warning! In this update, we had to change the Skill Points progress variable between Skill Levels (both for the main character and the NPC). Therefore, this value will be reset when the game is loaded in this update. The Skill Level itself remains unchanged, so you will not lose all your progress. Unfortunately, this is a necessary change, and it is not possible to maintain these skill values.
New building feature - Roads.
New sounds for Sheep.
New sounds for Stove.
New sounds for Cauldron.
New sounds for Stone Grate.
New sounds for Fire Box.
New sounds for Fishing.
New draw/shoot sounds for Bows.
New language - Simplified Chinese.
The inhabitant/building/animal/field remains selected when switching the categories in Management.
A selected category in last opened tab (armor, miscellaneous, survival, hunting etc.) is persistent and will be remembered.
New indicators for building condition and heating level have been added to the building detail window.
NPC comes back to the previous location a few seconds after the player moves it (pushes it).
New fishing dedicated weapon - Fishing spear.
Three new types of fish added to the existing lakes and rivers (Pike, Roach, Perch).
Fishing with spears and other weapons.
Notification when assigning/removing animals to/from the building.
Knowledge updated with the information about inhabitants' Mood.
Notification about player moving into a house.
New fishing animations for NPCs.
NPCs can fish (fishing hut workers).
Acceptations pop up when assigning an NPC to a new home with information about his/her family.
Resolution 3840x1600 added in 21:9 aspect ratio.
Reloading sounds for arrows.
New hit sounds for arrows.
New sounds for flying arrows.
New sound of an arrow hitting the grass.
Items are not floating in water.
Getting dirty does not work when unlimited stamina is on.
Progression bug in new game after loading a quick save.
Instant finishing hunting part in Alwin's Story part III.
Problem with numbering for miscellaneous items, causing wrong items to be sold to the vendor.
Approval and Affection are not dropping down in time, causing the recruitable NPCs to never leave the map.
The recommended skill in the building details is only visible in production buildings.
Visuals for the lists in the Management window.
NPC details do not update after assigning/removing home/workplace.
Visuals for "Other" category in radial menu.
Quicksaving at the edge of map allows to pass the map boundaries.
Toddlers are going to the Tavern or sitting.
Management lists are not updating when removing something from Management details.
No profession is displayed in storage's details.
Visual fixes in building details assignments.
When trying to assign NPC to a house, on the inhabitant list there are people that can't be assigned.
Visuals in Knowledge and Event history.
Visuals in Skills.
NPCs do not go to work in the morning (work hours 8am to 6pm).
House modules have incorrect heat values.
Incorrect cost of one of the Hunting Lodge modules.
Incorrect cost of one of the Food Storage modules.
Medium and Big Fishing Nets catch the wrong fish.
Wood need drops to 0 when the building has been fully upgraded.
Tool is not spawning in hand if player performs action like skinning. It also may cause a camera bug.
Assigning item to occupied quickslot does not make the old item to be unassigned.
Buying animals is impossible if last opened tab was the Management and last category was other than "Buildings".
Player's house is in wrong position on compass.
Various bugs with trading and transferring items.
Building and destroying Hen House modules has incorrect sounds.
Village info shows after every assignment in Management tab.
Roads don't remove bushes and stones.
Fish are not visible with a Talent for spotting animals.
Inaccurate detection of collisions makes it difficult to destroy buildings.
Items dropping to minimum freshness and never being removed but adding various other items.
When the torch runs out, it destroys the new one instead of the old one.
Notification about removing resources when building fences.
After the player dies and switch to heir, the heir's wife and children do not have right references to the heir.
Player cannot build a Hen House.
Sometimes the sound of rain is missing.
Lack of Gloves in the Sewing.
Sometimes trees fall under the ground.
Fish sizes are incorrect.
Hunting quests displaying duplicate animals.
Small generic quest bugs.
Picking up buckets with water/milk/spoiled milk results in them being added to selected quickslot.
Some schemes in assignments menu are not locked by the Technology even if the scheme isn't purchased.
Some tools condition decreases only once.
Name "Recursive Bow" to "Recurve Bow".
Shovel durability isn't decreasing when digging out stumps.
Equipping last selected quick slot on game load.
Consuming capacity from items like "bucket with water" through inventory consumes capacity of whole stack.
Notification about building unlocked shows up, but building is still locked - Player needs at least 0.1 technology points above desired value to have the building unlocked.
Certain birch stumps weren't associated with Extraction skill.
Increased chance to pair inhabitants.
Turkish language.
Increased many items buoyancy.
New inventory system for better optimization.
Inhabitants Mood level has a new range (-100, 100) - The former 50% is now 0% (the range used to be <0, 100>), so the values will slide smoothly to the new range.
Information about adding, removing, or consuming item from inventory also shows the number of items in inventory.
Changed the name "Fish" to "Fish Meat".
Improved accuracy in detecting plants when harvesting with a scythe.
Fishing Nets now provide specific type of fish instead of a fish meat.
Changed Coin icon.
Game logic optimization.
Input holding behaviour regarding how fast the elements can change and total amounts of steps in sliders.
Chances of rainy days have been reduced.
German language.
Rendering optimizations.
Added more fish spots.
Description for fishing spear, shovel, torches and fish processing.
We want to waive some of the mystery about what’s coming in the next Medieval Dynasty update. We are excited to see how our game develops every day, and it’s pretty tempting to share with you what we are currently working on. So here it is - a tease of what’s ahead.
Many of you have asked for the ability to build paths and roads in Medieval Dynasty. Well, as of next update, your wishes will be granted. You can plan the layout of buildings and roads according to your plan.
But this is not all that we have prepared for you. For those who are a bit bored with hunting wild animals in the forest, now there is an additional opportunity to get food - fishing. You’ll be able to catch different species of fish in various locations and craft new tools.
This update will be coming soon. It’ll first arrive on the public TEST branch, and once it is confirmed that it all works, and be added to the main game. Stay tuned and follow us on Facebook, Twitter, Instagram, and Discord for all the info that you need and want to hear.
Grab a chair and enjoy our fourth episode of Q&A with Medieval Dynasty Developers. As usual, we asked you on our social channels to send us any questions you might have about the future of Medieval Dynasty. We grabbed some of your questions and we took the answers and popped them into a video which you can watch right here:
We have received a huge number of questions from you and we thank you heaps for all of them. We have answered some of the most frequently recurring, and we hope that our answers will be exactly what you were looking for. Also, check our previous Q&A videos, as it may already have the answers to the questions that you have. And you can always ask us on our Facebook, Discord, Instagram, Twitter, and Steam profiles too.