📝 Reintroduce move information in the game review screen. 👑 Fix issue with promotion in puzzles. 🧩 Fix bug causing no puzzles to appear on high puzzle Elo. 📜 Fix issue with loading titles.
Legend accounts are available to purchase until December 31!
Bug fixes: -Pod tokens can freeze game -Campaign C12M6 freezes -Concede window closes when opponent makes a move -Embassy Transport doesn't count Pod Tokens when counting bases
We’re still on the fiery topic, but this time, let’s talk about how you can use fire in combat. The most obvious choice? Fire arrows. Any flame source (braziers, torches, etc.) can ignite fire arrows. An archer will have ignited arrow order next to the attack order, which upon selecting, will spawn a fire arrow when settlers stand next to the flame source. These incendiary arrows are not as precise and do less damage. However, they spawn a small flame wherever they land. Keep that in mind if you’re fighting enemies indoors. And if you hit an enemy with a fire arrow… Well, prepare for some chaos.
Only regular bows - short bow, longbow, and war bow - can use fire arrows. Unfortunately, other weapons can’t be set ablaze. No fire swords here, unfortunately, but maybe you’ll want to revisit that idea with the modding v2 that is coming in the Update #16.
Fire shenanigans will not stop there - we’re going to introduce flammable oil. Flammable oil is a resource that you’ll be able to produce within the Oil Press building, and you will be able to use it in a couple of ways. You can spill oil on tiles and make them extremely flammable. Then, proceed with an archer and ignite the oil with a fire arrow. Witness super fast spreading of fire from oil tile to oil tile, making a nice stronghold-esque fire trap. Pretty cool, right?
We plan to introduce oil jug traps that, when triggered, will spill oil in a radius and ignite it.
But let’s take all this a bit further.
We’re also adding Greek fire oil and Greek fire. Invented by Byzantines, Greek fire was a fearsome weapon. It had the ability to keep burning while on water. As such, it was often used in naval battles. The creation of it was a closely guarded secret and its knowledge was thought to be lost. But not to settlers of Going Medieval (we took some creative liberties here and totally made this up), as they’ll be able to upgrade fire oil into greek fire oil with saltpeter and quicklime. Here is our logic for that.
Quicklime, or calcium oxide (CaO), will be created at kilns. Quicklime reacts with water in an exothermic reaction, producing slaked lime (calcium hydroxide, Ca(OH)₂) and releasing a significant amount of heat. Saltpeter is a common name for potassium nitrate (KNO₃), a naturally occurring mineral and chemical compound. It acts as an oxidizer to fuel the combustion of pyrotechnic mixtures. We’ll be introducing Saltpetre works as a building for producing saltpeter. So, with our logic, it makes sense to bind those things with oil to create Greek fire. (Also, we can use saltpeter and quicklime for other stuff in the future (who said gunpowder?).)
Greek fire in our game is green, but besides that, the functionality is the same. It’s a stronger version of fire that can burn underwater and in the rain. It will not spread as greek fire, but will spawn regular fire around it. Greek oil can be used with fire in the same way as regular oil does, but do remember that Greek fire is not easily extinguished.
What does this mean for enemies? For now, we’ll start simple - enemies will be able to set fire to structures that they are attacking. We’ll revisit this once their AI gets upgraded, but don’t take this ability lightly. Imagine an enemy going through a library and getting a sudden urge to burn a nearby research table. And the library is made of wood and that starts a chain reaction and… oh no… You get the point.
So how about that? What are your thoughts on these fire shenanigans? Do you already have some specific scenario in mind that you want to test? Write it in the comments.
And one more thing - we've partnered with one of our biggest inspirations. The game that gave birth to a genre, the one with the most intricate simulation of a world - Dwarf Fortress. If you are still thinking about buying Going Medieval, maybe Fortress Friends bundle is what you want to get as it features Going Medieval & Dwarf Fortress at a discounted price.
We’ve just smashed the 17,000 wishlists milestone, and it’s all thanks to you! Your incredible support has brought us so far, but we’re not stopping yet.
This is the FINAL push! If we hit 20K wishlists, we’ll celebrate with an exclusive giveaway of 20 Steam keys! 🔑
💜 How Can You Help? 💜
Add Lily’s Labyrinth of Lust to your wishlist (if you haven’t already—what are you waiting for?!)
Share the game with friends and invite them to join the fun! 🗣️
Let’s make this milestone unforgettable!
⏳ Small Reminder ⏳
*Lily’s Labyrinth of Lust* launches in just 3 days—on December 5th! The wait is almost over.
January will bring My Sexy Neighbor's full version to life - we're actively working on finishing and polishing the game to get it delivered in time.
Expect expanded gameplay, new steamy scenes, and thrilling updates to the story that take the experience to the next level. Full release includes more days to explore, deeper character interactions, and additional challenges to keep you on your toes.
Plus, we’re fine-tuning the stealth mechanics and introducing fresh surprises that will make every moment even more engaging.Take a look at sneak peeks, wallpapers, get other benefits and don’t forget – Patreon supporters get early access and behind-the-scenes goodies to enjoy before the big release.
Thank you for your support – we can’t wait to deliver the complete My Sexy Neighbor experience to you soon!
Enhanced Resource System: Completely rebuilt how resources work behind the scenes, making gathering and management more reliable and consistent Improved NPC Gathering: NPCs are now smarter and more dependable when collecting resources for you Better Performance: Resource handling is now more efficient, resulting in faster loading times and smoother gameplay
Combat Updates
Enhanced Wave Difficulty: Adjusted enemy point calculations to create more challenging and dynamic combat waves
Technical Updates
Save/Load Improvements:
Fixed several bugs related to saving and loading resources and NPCs Day timer is now properly saved and loaded with your game Overall improvements to save/load stability
Temporarily Disabled Features
The Statistics page has been temporarily removed while we update it to work with the new systems. It will return in a future update with improved functionality.
Known Issues
Statistics page is currently unavailable
We're continuing to work on improvements and optimizations to enhance your gaming experience. Thank you for your continued support!
Firstly: Fish Game is 25% off for two more days so tell your friends!! We'll call it a Cyber Monday Sale today, why not.
THIS WEEK'S THEME: NOTHING GREEN
No green!
Submit your aquascapes to the Fish Game Discord to take part in our weekly challenges! Select tanks will find themselves featured in the game. We're still deciding where, but probably the pause menu where you can find the current theme. This weeks' challenge runs Dec 2-Dec 9!