We are happy to announce that Medieval Dynasty is taking part in this year’s Future Games Show! Tune in and join us as we prepared something special for you to take a look at.
Future Games Show at Gamescom Powered by AMD will be live on Twitch, Facebook, YouTube, Twitter and GamesRadar on Thursday, August 26 at 13:00 PDT / 16:00 EDT / 21:00 BST / 22:00 CET.
Mark this date in your calendars Village Leaders so you don’t miss out.
Medieval Dynasty 1.0 Full Release is getting closer. Last week we gave you a sneak peek on the new content that’s coming. Soon we will reveal even more info on the new additions. Meanwhile, we want to ask if you have any questions about Medieval Dynasty. Is there something that you would like to know? If you do, ask us in the comment section below. We will pick some questions and answer them in our next Q&A with devs Video.
Now that the Medieval Dynasty 1.0 Release Date has been announced (September 23rd, for those that missed it!), it’s time we tease you a bit with what’s coming to the game. Today we’ll reveal a few of the upcoming new features and additions that are coming to Medieval Dynasty. So, let us reveal some sweet medieval gossip!
As you might already know, soon on your travels you’ll encounter the not so friendly bandits. These individuals will set up their camps all over the lands. Where exactly, you might ask? Well, it is hard to tell since their locations do change over time. So be careful as you travel and wonder because you never know when and where these outlaws may lurk!
Another upcoming addition to the game will be herbalism. Soon you’ll be able to create many potions and elixirs that have different uses and effects. To create these mixtures and concoctions, you have to collect specific herbs. We will also add new plants and herbs as well to give you a bit of variety. Find them, collect them, and prepare drinks that will boost your stats - and even give you night vision!
I wonder what he is making there...
And finally, Leaders, there are new buildings coming to your village as well! Now, we don’t want to spoil all the fun in one post, so what we will do is show some screens of the new buildings, but we won't say what their purpose is. What are these buildings and what are they used for? Well, we’ll leave that as a mystery for now...
So, tell us, what do you think about some of those upcoming features? And what do you think those buildings provide? We are curious to see if you can guess. Go on, don’t be shy. Let us know your thoughts and answers in the comment section below!
We have some huge news for you. Our work on Medieval Dynasty Early Access version is slowly coming to its end, and the 1.0 release is in sight. It’s been nearly one year since we started this journey with you. A time full of work, creativity, testing, and working together with you. It was feverish at times, but all of that sweat and sleepless nights were definitely worth it. Now we are proud to announce the big date. Grab your pencils Medieval Dynasty 1.0 will be released on 23rd of September 2021.
With the Medieval Dynasty 1.0 Full Release we are planning to give you more content, upgrades, and balances to the game (right now, we can give you two words as a tease: bandits and herbalism. Intrigued? We don’t blame you...). We will give you more info about what’s coming soon. But our work will not stop there. Once Medieval Dynasty 1.0 is released, we will publish a new Road Map with post release content and support that you can expect to be added.
Today we also want to give you important info and heads up about Medieval Dynasty’s price. Since the 1.0 Full Release is getting closer and closer, and with that our game will contain more content and polish, we will increase the price of the game to EUR 29.99 | USD 34,99 | GBP 27,99 | CNY 189 as of the 15th of August 2021. We are writing about this price increase right now because we want to give any potential new players a heads up, just in case they would like to buy the game at a lower price.
And if the current price is still too much for you, don’t fret! As of now, we are starting our very last Steam sale before Medieval Dynasty 1.0 Full Release. So take advantage of this unique opportunity and grab the game at the pre-release price together with a 20% discount! Don’t wait too long though as this sale ends on 9th of August.
We’re really looking forward to finally bringing the 1.0 version to you all soon! Can’t wait to share with you what we have in store. Stay tuned, as news about that in the coming weeks.
Our 5th Medieval Dynasty Roadmap Update is ready for you to download! But before you return to your village, have a read on the latest additions that just came to the game.
First new addition - relationships. There is nothing better in life than a happy and strong marriage. Unfortunately, to get there, there is a winding and bumpy road to cross called flirting. From now on, you have more verbal opportunities at your disposal to win the heart of your chosen one. A compliment, a joke, a fun fact, a gossip, or the good old power of poetry - use them all to attract the attention of your lady. To strengthen your chances a little, you can also give your chosen one something special, a gift that will steal her heart you might say. As you gain experience, more options will be available to you in the art of flirting. So don’t wait, go out and meet some people! There’s someone out there for everyone.
If you are looking for that special gift, the exotic goods Vendors are the people with those unique and precious items which you can use as presents. Stay alert, as they will appear in random taverns at different seasons.
Next up are Shops and Vendors. You can now set up your own Market Stall and sell goods of your choice. And if you are in need to be somewhere else, don’t worry, all you have to do is assign a villager, he or she will take care of your place, and the business keeps going.
Set up a Market Stall and earn that extra money.
Also with this update we’ve added a new animal which lives in the forest - the lynx. Watch out though as this isn't a nice kitty that you want to hang out with. He is wild and dangerous. But don’t worry, we’ve got your back. With a brand-new wooden crossbow at your disposal, you don’t have to be worried too much about it.
Lynx - a little kitten that can cause a lot of trouble.
Wooden crossbow - a new weapon for your arsenal.
We don't want to keep you away from your settlement, so go and enjoy the new additions! We, on the other hand, will be watching the comments to see what your thoughts are.
If you want to find out all the details about this update, read the changelog below. And don’t forget to share your thoughts!
Until next time,
Your Toplitz Productions and Render Cube Teams
Short notice:
For players who continue to play saves from test versions of the game - we recommend playing saves from before the first test version - 0.6.0.0, because in one of these versions there was a duplicate NPC bug with the same names and was fixed only in 0.6.0.5, but that won't fix NPCs that already broke this way.
Changelog:
New building - Market Stall.
New profession - Shopkeeper.
New wild animal - Lynx.
New Flirting system.
New greeting dialogues.
New dialogues for NPCs with different ages.
New cutscene for the wedding.
20 new items - Gifts.
New weapon - Wooden Crossbow.
A new type of traveling merchant that sells exotic items - Gifts (Appears every season in one of the villages with a tavern).
New feature in dialogues - Giving gifts. (One per season)
New feature in dialogues - Wife's reactions to the state of the player's character.
New feature in dialogues - The wife can give information to Herold on collecting enough resources to complete the challenge.
New feature in dialogues - The wife can pass on taxes and debts.
New feature in dialogues - The chance of a player's child finding and gifting a random item.
New feature in dialogues - NPCs can point to the location of different vendors.
New feature in dialogues - NPCs can point to the location of different farm animals (to buy).
New feature in dialogues - Rumours. (Wife's additional dialogue lines)
New feature in dialogues - NPCs do not want to talk if the character is dirty.
New sounds for the forest rain.
New feature - naming Fields, Orchards and Buildings.
26 new generatable places on the map.
Hover effects on clickable UI elements.
New label in building details that allows player to check what is stored in this building.
Acceptation pop up when increasing skill level.
Boar warning animation.
Wolf warning animation.
Wolf warning sounds.
Warning animation for Lynx and Fox.
Warning animation for Wisent and Bear.
Boar warning sounds.
Bear warning sounds.
Fox warning sounds.
Giving gifts now also adds diplomacy skill points.
Skill progression bars in NPC details.
Warning animation to Wisent.
Wisent warning sounds.
If the player has only orchards, loading the game does not assign orchards to the Barn.
Collecting Hops by NPCs.
Family relationships if an NPC died or was banished from the village.
Family relationships when changing to an Heir.
If an NPC wants to leave the village while talking to the player, the NPC will leave, and the player will stay in dialogue.
Sometimes the NPC after getting up from the bench would stay and wait in a spot by the bench.
NPCs (AI) are working if there are no right tools in the building.
Setting the player's wife's affection after marriage.
Some texts in the buttons have the wrong colour.
The aquatic vegetation does not change colour according to the season.
Wrong colouring of condition in workplace/house slot.
Double clicks in some cases do not update visible inputs.
In assignment menus some slots are partially cropped if list is too long.
Incorrect labels for professions in assignment menus.
Some of the soups do not satisfy thirst.
Some of the statuses of buildings, people and animals are not displayed.
Removing player's wife from the village makes children not present in the management.
If last NPC on the management list is removed then all NPCs are highlighted.
In UI there is a little invisible element that prevents clicking around the centre of the screen.
Inputs do not refresh when in building details tabs are changed with a mouse click.
"Open details" input instead of "show/hide list" when management organiser is selected.
"Remove" input is not visible when closing NPC details.
Sometimes scroll bar in building details is visible even if there is still place for adding worker to the building.
The change house button does not disappear once the player already owns the house.
Returning to previous selection in NPC assignment when selecting NPC for work results in unhighlighting preferred skill.
If skill is at max level the input for increase level is still visible.
Building status does not update on increase/decrease work intensity.
Marrying an NPC from player's village has a pop up about new villager.
Radial menus updating constantly instead of on change. (Warning: This can result in significant fps drop e.g., during seed selection)
Unassigning animal or NPC from building does not refresh building status.
Background for acceptation and slider pop ups are not filling the whole screen.
Button for transferring to mount is visible even if there is no item to transfer.
Input for transferring stack is visible even if there is no item to transfer.
Selection blinking when the player is selecting dialogue option with a mouse.
Pressing "tab" during skill acceptation or removing/relocating NPC family results in closing the whole UI instead of accepting pop up.
Cursor in the radial menus jumps around when going from main section to sub sections of the menu.
NPC icons on map in Management window are slimmer.
When the production of an item is greater than 180 pieces per hour then the workers receive less skill points.
When the production of an item is greater than 180 pieces per hour, the less resources are collected from the stores.
Rabbit is changing behaviour to the incorrect when scared by the nearby player.
Rabbit is setting its speed incorrectly when fleeing.
Wolf and Boar flee too quickly when chasing the Player.
Bear is not hitting the player when he should during standing attack animation.
The Rooster is too loud and crowed too often.
Minor description changes and fixes.
Some of the animal spawners cannot be activated.
Names of some farm animals.
No snow on the mountains in the map background.
In the caves the models load too late resulting in visible holes in the terrain.
Going to bed at the end of the season triggers a double change of season.
Fall damage is miscalculated.
Toddlers sometimes walk away from the player during the conversation.
Pressing quickslot inputs in game menu results in changing weapon when leaving game menu.
Animals should now be properly slowed in water.
Sewing Hut and Workshop gave few technology points every time on load.
Issue causing wrong textures appearing on hands when taking off gloves.
Loop for innkeeper montages.
NPCs sometimes block when crossing a field or when walking close to buildings.
Animation of some workbenches when there is no NPC around.
If player has no autosave or quicksave there is no "continue" button in main menu.
Animals will now try to warn the player before the attack, giving a chance to escape unless the player attacks them or gets too close.
If the player escapes into the building while being chased, the animal will disengage and return to its starting location.
If the player attacks an animal during disengagement the animal will attack again and follow the player into the building this time.
Animals will no longer attack the player in building unless provoked.
Changed how hit detection is handled for animals when attacking.
Wolf fleeing behaviour when scared by a torch.
Improved shader for hair.
Improved 3D model of a Woodshed.
"Numerous changes in the vegetation and shape of the shorelines of lakes and streams. "
Some of the generated places on the map have been moved to another location.
Some of the generated places on the map have new items.
Each village can have a maximum of 3 NPCs to recruit.
Improved avoidance of NPCs sitting, talking, and working at workbenches by other NPCs.
Player can talk with a Wife at night.
Player can talk with toddlers.
Improved NPC rotation when sitting and working at workbenches.
NPCs can change activities in the morning.
NPCs can use the sickle to cut crops in the field.
Farmers need tools to work in the field.
NPCs use tools (hold in their hands) exactly as the building took from storage.
NPCs in neighbouring villages die of old age.
In neighbouring villages, new families appear over time.
Reset NPCs dialogue parameters after switching to the Heir.
If the player's wife's affection drops to 0, the Wife (and no adult children) will leave the village.
Workbenches now lit automatically when player starts interaction with them (Stove, Forge, Grates).
The possibility to build outside the area of the available map has been blocked.
Villagers require food and wood only during working hours (8:00-18:00). (10 hours instead of 24 hours)
The display range of Wood values has been changed from 0 - 1 to 0 - 100.
Thrown Fishing Spear will now only stick into fish.
Projectile damage equation - damage should now be more consistent.
People in recruitment no longer require Approval. They only require the appropriate level of Dynasty Reputation.
Removed "Loyalty to the crown" challenge.
The name of the field and orchard visible in the interaction.
Improved readability of building selection in the technology list.
The number of objects shown on the lists in the village management window has been increased.
The width of the window with details of the selected object in the village management menu has been increased.
Production and consumption rate parameters show values per day instead of per hour.
The production tab in the building details now shows a summary of production and demand.
The display of inhabitant skills in the details window has been improved.
Inhabitants in the management window have the currently developed skill highlighted.
Display of more statuses in the village management window.
In field/orchard management the basic card now displays the actual field/orchard state and there is another tab for setting what NPCs should plant on the field.
Fields too far from the Barn have an additional warning.
When selecting a profession for an NPC, the required skill is shown.
The player icon on the map in the village management window has an additional flashing animation.
Visual improvements to the list of skills.
Visual improvements to the item list.
Animation of the poison level bar in the HUD and inventory.
Titles of some management windows have been changed.
Changed colouring in trading/transferring for selected item to match look of inventory tab.
Reordered parameters on map -> temp, hour, season, year.
Now production power is changed per 1% instead of 5%.
Holding mouse clicked on the "increase/decrease" button in building's production tab will result in constant increasing/decreasing of production power.
Displaying correct storage place and price for the selected item in inventory in item's details.
Displaying item's capacity for the selected item in inventory in item's details.
Better technology schemes click ability.
Showing count of quests on the lists in journal.
In dialogue UI the arrows are now indicating whether the NPC's affection has decreased after season change and the rate of decrease.
During assignment if player clicks the slot from previous selection, it now returns to focus on that selection.
Added notifications for cases when player wants to increase skill level that is not unlocked or when the player does not have required skill point.
If building has no worker/inhabitant slots then the number is hidden in radial menu.
"No items" text is visible if there are no items in inventory or during transferring/trading.
Some items stats balance.
Item description is now blank if there is no item instead of being hidden.
Updated dialogue icons.
Changes in technology requirements.
Removing NPCs from village or changing house for people now displays list with details of those NPCs.
Double click on button on talent tree now increases selected skill level.
Precision to one number after comma for HP, Food and Water in player's stats UI.
Wood demand depends on the season. In summer, the wood demand is 50% less and in winter 50% more.
Scroll for tutorial messages.
Items with no food value (such as flour, seeds etc.) will now be stored in resource storage instead of food storage.
Every NPC lose affection over time when the player does not speak with them.
Changed skill Likeable to Inspiring Speech in Diplomacy Tree.
Tax Optimalization skill name changed into Creative Accounting.
The way "Empathy" skill works.
The process of trying for a baby has been improved.
IK behaviour with low FPS.
IK updates for various animals and NPCs.
Movement speed and animations for rabbits, wolves and deer.
Russian language.
German language.
Hungarian language.
Japanese language.
Spanish language.
Portuguese language.
Polish language.
Production system optimizations.
Save file size optimizations.
Increased building limits.
Knowledge tab updated.
Minor changes in map key descriptions.
Minor changes in some crafting wheels descriptions.
Numerous optimizations.
NPCs don't work when production is not set.
NPCs are cutting with sickle animation.
Ukrainian language.
Turkish language.
French language.
The field management window also shows the number of scheduled crops.
Hiding HUD also hides crafting progress count and all notifications.
Wolves now howl from time to time during idle state instead when start attacking the player.
Chinese language.
Brazilian language.
Swedish language.
Dutch language.
Polish language.
Exotic Goods vendor icon.
Bronze items are now more durable and cost a bit more.
Removed ability for teenagers to give "just like papa" quest.
Italian language.
Czech language.
Changed Cyrillic font.
New Cyrillic font is now used also for non-Cyrillic characters.
Hanzi font is now used also for non-Hanzi characters.
Some input buttons automatically scale up to fit other than default input.
I hope that your settlement is going well and that your people are looking forward to the next season that’s ahead of us. A few weeks back, we made a call-out for questions, and thanks to you we were able to create our latest Medieval Dynasty Q&A video. We have to admit, we did not expect such a great response. We literally received 100’s of questions from all parts of the land. As much as we would love to answer all of them, we had to pick and choose. We hope that these answers were exactly what you were looking for.
We hope that the video answered any queries you might have. And don’t worry, we will do more of these Q&A videos in the near future. And as always, let us know your thoughts and opinions in the comment section below!
We have a brand new Medieval Dynasty trailer waiting for your viewing. But this isn’t your standard, run of the mill trailer. This trailer was created with the help of you - our community. You see, the villages that you will see in this video are all yours! So thank you to those that sent us their save files to make this trailer happen - thank you!
And now, let’s start the show.
I guess that this video is our little way of saying thank you for your trust, feedback, suggestions, and support. Without you, not only would this project never have come into being, and Medieval Dynasty would not be the game that it is today. This video is our way to say thanks for being the best community a dev could ever ask for. You are the best, hands down.
We have an update for the test branch, including higher building limits and much more!
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 do not be too confused!
New building - Market Stall.
New profession - Store Keeper.
New wild animal - Lynx.
New Flirting system.
New greeting dialogues.
New dialogues for NPCs with different ages.
New cutscene for the wedding.
20 new items - Gifts.
New weapon - Wooden Crossbow.
A new type of traveling merchant that sells exotic items - Gifts (Appears every season in one of the villages with a tavern).
New feature in dialogues - Giving gifts. (One per season)
New feature in dialogues - Wife's reactions to the state of the player's character.
New feature in dialogues - The wife can give information to Herold on collecting enough resources to complete the challenge.
New feature in dialogues - The wife can pass on taxes and debts.
New feature in dialogues - The chance of a player's child finding and gifting a random item.
New feature in dialogues - NPCs can point to the location of different vendors.
New feature in dialogues - NPCs can point to the location of different farm animals (to buy).
New feature in dialogues - Rumours. (Wife's additional dialogue lines)
New feature in dialogues - NPCs do not want to talk if the character is dirty.
New sounds for the forest rain.
New feature - naming Fields, Orchards and Buildings.
26 new generatable places on the map.
Hover effects on clickable UI elements.
New label in building details that allows player to check what is stored in this building.
Acceptation pop up when increasing skill level.
Boar warning animation.
Wolf warning animation.
If the player has only orchards, loading the game does not assign orchards to the Barn.
Collecting Hops by NPCs.
Family relationships if an NPC died or was banished from the village.
Family relationships when changing to an Heir.
If an NPC wants to leave the village while talking to the player, the NPC will leave, and the player will stay in dialogue.
Sometimes the NPC after getting up from the bench would stay and wait in a spot by the bench.
NPCs (AI) are working if there are no right tools in the building.
Setting the player's wife's affection after marriage.
Some texts in the buttons have the wrong colour.
The aquatic vegetation does not change colour according to the season.
Wrong colouring of condition in workplace/house slot.
Double clicks in some cases do not update visible inputs.
In assignment menus some slots are partially cropped if list is too long.
Incorrect labels for professions in assignment menus.
Some of the soups do not satisfy thirst.
Some of the statuses of buildings, people and animals are not displayed.
Removing player's wife from the village makes children not present in the management.
If last NPC on the management list is removed then all NPCs are highlighted.
In UI there is a little invisible element that prevents clicking around the centre of the screen.
Inputs do not refresh when in building details tabs are changed with a mouse click.
"Open details" input instead of "show/hide list" when management organiser is selected.
"Remove" input is not visible when closing NPC details.
Sometimes scroll bar in building details is visible even if there is still place for adding worker to the building.
The change house button does not disappear once the player already owns the house.
Returning to previous selection in NPC assignment when selecting NPC for work results in unhighlighting preferred skill.
If skill is at max level the input for increase level is still visible.
Building status does not update on increase/decrease work intensity.
Marrying an NPC from player's village has a pop up about new villager.
Radial menus updating constantly instead of on change. (Warning: This can result in significant fps drop e.g., during seed selection)
Unassigning animal or NPC from building does not refresh building status.
Background for acceptation and slider pop ups are not filling the whole screen.
Button for transferring to mount is visible even if there is no item to transfer.
Input for transferring stack is visible even if there is no item to transfer.
Selection blinking when the player is selecting dialogue option with a mouse.
Pressing "tab" during skill acceptation or removing/relocating NPC family results in closing the whole UI instead of accepting pop up.
Cursor in the radial menus jumps around when going from main section to sub sections of the menu.
NPC icons on map in Management window are slimmer.
When the production of an item is greater than 180 pieces per hour then the workers receive less skill points.
When the production of an item is greater than 180 pieces per hour, the less resources are collected from the stores.
Rabbit is changing behaviour to the incorrect when scared by the nearby player.
Rabbit is setting its speed incorrectly when fleeing.
Wolf and Boar flee too quickly when chasing the Player.
Bear is not hitting the player when he should during standing attack animation.
The Rooster is too loud and crowed too often.
Minor description changes and fixes.
Some of the animal spawners cannot be activated.
Names of some farm animals.
No snow on the mountains in the map background.
In the caves the models load too late resulting in visible holes in the terrain.
Going to bed at the end of the season triggers a double change of season.
Fall damage is miscalculated.
Animals will now try to warn the player before the attack, giving a chance to escape unless the player attacks them or gets too close.
If the player escapes into the building while being chased, the animal will disengage and return to its starting location.
If the player attacks an animal during disengagement the animal will attack again and follow the player into the building this time.
Animals will no longer attack the player in building unless provoked.
Changed how hit detection is handled for animals when attacking.
Wolf fleeing behaviour when scared by a torch.
Improved shader for hair.
Improved 3D model of a Woodshed.
"Numerous changes in the vegetation and shape of the shorelines of lakes and streams. "
Some of the generated places on the map have been moved to another location.
Some of the generated places on the map have new items.
Each village can have a maximum of 3 NPCs to recruit.
Improved avoidance of NPCs sitting, talking, and working at workbenches by other NPCs.
Player can talk with a Wife at night.
Player can talk with toddlers.
Improved NPC rotation when sitting and working at workbenches.
NPCs can change activities in the morning.
NPCs can use the sickle to cut crops in the field.
Farmers need tools to work in the field.
NPCs use tools (hold in their hands) exactly as the building took from storage.
NPCs in neighbouring villages die of old age.
In neighbouring villages, new families appear over time.
Reset NPCs dialogue parameters after switching to the Heir.
If the player's wife's affection drops to 0, the Wife (and no adult children) will leave the village.
Workbenches now lit automatically when player starts interaction with them (Stove, Forge, Grates).
The possibility to build outside the area of the available map has been blocked.
Villagers require food and wood only during working hours (8:00-18:00). (10 hours instead of 24 hours)
The display range of Wood values has been changed from 0 - 1 to 0 - 100.
Thrown Fishing Spear will now only stick into fish.
Projectile damage equation - damage should now be more consistent.
People in recruitment no longer require Approval. They only require the appropriate level of Dynasty Reputation.
Removed "Loyalty to the crown" challenge.
The name of the field and orchard visible in the interaction.
Improved readability of building selection in the technology list.
The number of objects shown on the lists in the village management window has been increased.
The width of the window with details of the selected object in the village management menu has been increased.
Production and consumption rate parameters show values per day instead of per hour.
The production tab in the building details now shows a summary of production and demand.
The display of inhabitant skills in the details window has been improved.
Inhabitants in the management window have the currently developed skill highlighted.
Display of more statuses in the village management window.
In field/orchard management the basic card now displays the actual field/orchard state and there is another tab for setting what NPCs should plant on the field.
Fields too far from the Barn have an additional warning.
When selecting a profession for an NPC, the required skill is shown.
The player icon on the map in the village management window has an additional flashing animation.
Visual improvements to the list of skills.
Visual improvements to the item list.
Animation of the poison level bar in the HUD and inventory.
Titles of some management windows have been changed.
Changed colouring in trading/transferring for selected item to match look of inventory tab.
Reordered parameters on map -> temp, hour, season, year.
Now production power is changed per 1% instead of 5%.
Holding mouse clicked on the "increase/decrease" button in building's production tab will result in constant increasing/decreasing of production power.
Displaying correct storage place and price for the selected item in inventory in item's details.
Displaying item's capacity for the selected item in inventory in item's details.
Better technology schemes click ability.
Showing count of quests on the lists in journal.
In dialogue UI the arrows are now indicating whether the NPC's affection has decreased after season change and the rate of decrease.
During assignment if player clicks the slot from previous selection, it now returns to focus on that selection.
Added notifications for cases when player wants to increase skill level that is not unlocked or when the player does not have required skill point.
If building has no worker/inhabitant slots then the number is hidden in radial menu.
"No items" text is visible if there are no items in inventory or during transferring/trading.
Some items stats balance.
Item description is now blank if there is no item instead of being hidden.
Updated dialogue icons.
Changes in technology requirements.
Removing npcs from village or changing house for people now displays list with details of those NPCs.
Double click on button on talent tree now increases selected skill level.
Precision to one number after comma for HP, Food and Water in player's stats UI.
Wood demand depends on the season. In summer, the wood demand is 50% less and in winter 50% more.
Scroll for tutorial messages.
Items with no food value (such as flour, seeds etc.) will now be stored in resource storage instead of food storage.
Every NPC lose affection over time when the player does not speak with them.
Changed skill Likeable to Inspiring Speech in Diplomacy Tree.
Tax Optimalization skill name changed into Creative Accounting.
The way "Empathy" skill works.
The process of trying for a baby has been improved.
IK behaviour with low FPS.
IK updates for various animals and NPCs.
Movement speed and animations for rabbits, wolves and deer.
Russian language.
German language.
Hungarian language.
Japanese language.
Spanish language.
Portuguese language.
Polish language.
Production system optimizations.
Save file size optimizations.
Increased building limits.
Knowledge tab updated.
Minor changes in map key descriptions.
Minor changes in some crafting wheels descriptions.
Changes made in v0.6.0.1.
ADDED
Wolf warning sounds.
Warning animation for Lynx and Fox
FIXED
Exotic Goods vendors become regular ownerless NPCs when loading the game.
Toddlers sometimes walk away from the player during the conversation.
Technology schemes can be bought with mouse even if technology is not unlocked.
Exotic Goods vendor has no vendor icon on compass.
Pressing quickslot inputs in game menu results in changing weapon when leaving game menu.
Animals should now be properly slowed in water.
Animals stopping their engaged state too early.
Animals are playing a warning animation when they return to the starting location.
UPDATED
Numerous optimizations.
The field management window also shows the number of scheduled crops.
Hiding HUD also hides crafting progress count and all notifications.
Wolves now howl from time to time during idle state instead when start attacking the player.
NPCs can change activities in the morning - improvements.
Blending for warning animations for Fox, Wolf and Boar.
French language.
Ukrainian language.
Russian language.
The new items in v0.6.0.2
ADDED
-
FIXED
Some items have their production intensity reset when the save file is reloaded.
The tool used by production buildings resets when the save file is reloaded.
Sewing Hut and Workshop gave few technology points every time on load.
When checking what chest contains through building details menu the items are sometimes duplicated.
Some neighbors die too early (resurrect after season change)
UPDATED
Optimalization of NPCs
German language.
Hungarian language.
Turkish language.
Japanese language.
The new items in v0.6.0.3
ADDED
Warning animation for Wisent and Bear.
Boar warning sounds.
FIXED
Missing lumberjack vendor in Lesnica.
Failed story quests when NPCs die too early.
Wrong animation of sowing from a simple bag for field workers.
Wife doesn't show up at home at a certain time after talking about the baby.
Farmers don't use seeds and fertilizer when they use a simple bag.
Farmers hide a sickle or simple bag when moving from chunk to chunk (with the same field activity).
Issue causing wrong textures appearing on hands when taking off gloves.
An issue that caused the animals to loop the warning animation if the player enterted a building during warning state.
Animation for innkeepers and vendors aren't looping correctly.
Loop for innkeeper montages.
Some dialogues are cut short in some languages.
UPDATED
Reduced Kaptorga weight.
NPCs don't work when production is not set.
NPCs are cutting with sickle animation.
Polish language.
Spanish language.
Russian language.
Ukrainian language.
The new changes, additions and fixes from v0.6.0.4
ADDED
Bear warning sounds.
Fox warning sounds.
Giving gifts now also adds diplomacy skill points.
FIXED
Blocked flirting with gift vendors.
Same vendors in one village.
NPC statuses are not updated out of working hours.
For the last few months, we’ve been tucked away working on Medieval Dynasty and making the game better, more optimized, and with new content. Correcting errors, squashing bugs, optimizing, they’re all-important parts of the Early Access phase. Deep inside though, we know it’s the new additions to the game that you are most looking forward to! So, let’s not keep you waiting and let us show you what we'll be adding to the game in an upcoming update!
First up, let’s talk about the important thing in life. No, it’s not a large village, kilos of gold, or a donkey (although that donkey does come close). We’re talking here about love. It’s hard to imagine building a dynasty without a significant other. But you have to bring your flirting a-game to conquer hearts in the Middle Ages. Winning the heart of your chosen future bride is not an easy task. Many brave men have fallen in this intricate battle of words and gestures. In Medieval Dynasty flirting will soon be more elaborate.
In the next update, we will add four types of personalities to NPCs. The correct recognition of their personality will allow you to choose better flirting options, and at the same time, it will lower the chance of a negative reaction. Flirting is a complicated art form that will soon be available to you. You will find a few new interactions to use: a compliment, a joke, a fun fact, a gossip, or you can use the power of poetry to attract your lady. As you gain more experience in this field, a higher Affection level will be unlocked, giving you more romantic options to use.
If you feel that your words are not enough to win the heart of your chosen one, you can also improve your chances of romance by giving her a gift. Just remember that you can only give one gift per season. And not everyone will like the same presents, so gift wisely. You will find these gifts at special vendors that will appear in random neighbour taverns in different seasons. Once you are successful and your chosen lady finally becomes your wife, new opportunities will arise. However, we will leave that for you to discover.
Flirting - a delicate battle for the heart of the chosen one.
Shops and Vendors are one of the new features that will be added with the next update. Soon you will be able to set up your own stalls and you will decide what to sell in them. There are many available options for you: baked goods, clothes, tools, weapons, and many more. All you have to do is build a shop and assign a resident to be the shopkeeper. This is a great way to make more money. Assign a villager, sell your goods, and while people are buying your goods, you can do something more useful (or not - you’re the boss).
Your own shop - here with resources…
… and here weapons and tools.
And very quickly, expect some new animals in the wild (was that a lynx that just ran past!?!) and a wooden crossbow. But we will tell you more about this the next time we meet.
That’s it from us! It was supposed to be a short glimpse after all, but it turned into a bit of a full-blown peek! Let us know what you think of these new features in the comments below. And as always, follow us on Facebook, Twitter, Instagram and our Discord channels (who knows what goodies are hiding in those channels!). Stay tuned - we will reveal even more info soon.
This weekend Digital Dragons Indie Celebration Competition 2021 has finished up. And we have some big news. We are very proud to announce that Medieval Dynasty received the 3rd Place Award at the show!
We are very happy and proud that we got nominated, and to come away with 3rd place prize is a cherry on the proverbial cake (it’s nice to add this win to our last month’s Dreamhack nomination)!
We want to thank Digital Dragons for the nomination and award. They do a great job in developing the gamedev scene and contribute greatly to the promotion of indie developers. This is a hugely important mission and you are carrying it out brilliantly!
We also want to thank everyone who took some time and voted for us. Thank you for your support and faith. It means that our work is worth our time and commitment. Thanks to you, we are catching the wind in our wings for further actions. And because of your constant feedback and support, you’re making Medieval Dynasty better. So once again, thank you for your support.
Ladies and Gentlemen, one last time: Medieval Dynasty won the 3rd Place Award!!!