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Going Medieval

 
Medieval Monday Talk #44Apr 8, 2024 - Community AnnouncementsGreetings medievalists! One of the features that will come in the next update is player-triggered events. Up until now, all of the events that occurred in Going Medieval were reactive. Meaning, you would just wait for them to happen. We want to change that, and we'll introduce three events (for now) to test this system. Say hello to Feasts, Sermons and Rituals. For Feasts, in the upcoming update, when you click on one of the tables in the room marked as a "Great Hall", the option "Plan event" will appear. {STEAM_CLAN_IMAGE}/34559289/3823e7666522f27d959fb9034ca326477e223176.png There, you'll be able to choose its participants, food and beverages they'll consume, roles (more on that in the upcoming MMTs) along with the event outcome. You can make a feast for your settlers, but you'll probably want to do it for merchants and other NPCs that will come to your settlement. This will help you boost your relationship with them and maybe influence better deals during the trade. Or you can go full dark mode and give them rotten meat and human meat thus poisoning them in the process and starting an ambush. But you do you. {STEAM_CLAN_IMAGE}/34559289/0f645f3cf304d87d644f5101a91671861bc7b7ce.png This event can be scheduled so you can plan it upfront, but for the feast to happen, it needs to have more than 3 settlers involved in it. Once the feast starts, settlers will abandon their current jobs, go to the great hall and spend their time there eating and drinking. When the feast ends, you'll get a summary of the feast outcome - number of guests, food variety, the look of the room, mood outcome, impressions, etc. Those that were not on the feast may be bummed by missing it. You can schedule the next one immediately, but it might not be as effective. Ideally, for feasts to be thoroughly enjoyed, you'll want to space them out properly. Treasure those special moments. Something that repeats too frequently loses its magic a bit, right? {STEAM_CLAN_IMAGE}/34559289/a8eefd8dbf42866d340a5dcd45809cdc9b28a548.png Sermons and Rituals are events where you’ll be able to solidify the faith of Oak Brethren/Restitution folks. But for that to happen, you’ll need people with different roles. More on that soon. So where does this leave us? It opens the door for more events depending on the situations and participants. Over time we'll introduce stuff like Market day (trading celebration), Duel (fight between two participants), Funeral (honoring the dead the right way), Execution (self-explanatory), etc. Some of these will not clash with the regular event cooldown, but we'll do a deep dive for each event once we introduce them to the game. Next time we'll talk about the new settlers' roles and how they tie to this feature and the other ones. See you in two weeks. Until then, stay medieval. Foxy Voxel Experimental Branch Patch (0.18.13)Apr 3, 2024 - Community AnnouncementsGreetings players! The newest patch (0.18.13) 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 a lot of crash occurrences. Quality of life improvements Legacy camera behavior is turned off by default for the new players. Old players will still have to unlock Coyote time and all of the associated options with it by going into Options > Camera settings. Camera visual indicator is changed to a clearer visual when the indicator is located behind an object. Underwater terrain will keep the wet effects, but not the look that accompanied it (thus removing ripple effects on the lake bottom). Known issues: We are aware of many crashes players are experiencing due to the memory optimization fix and will continue looking into them first thing on Monday. If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue. 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. Settlers will not refuel torches if there is no floor/ground beneath them. 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. 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 will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this. As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you! Foxy VoxelExperimental Branch Patch (0.18.7)Mar 28, 2024 - Community AnnouncementsGreetings players! The newest patch (0.18.7) 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. New camera navigation system Some players found old camera movement jarring as the camera was tied to the ground level and once you reach different ground levels, the camera would jump accordingly and adjust. You can learn why this happened and how we tried to approach the solution in our last Medieval Monday Talk. It will give you insight into our development process, but also show how some problems might appear as easily solvable, when they are anything but. Anyways… To “Unlock” this new camera system, go to the Options and select “Camera settings”. This will open another window that looks like this: {STEAM_CLAN_IMAGE}/34559289/f2f1dfa87852805426381f1fa332dafc9f69eca3.png Camera sensitivity and Screen-edge mouse scroll are options from before and pretty self explanatory. Legacy Mode represents the current (old) camera navigation mode. Turning that off will enable the rest of the options. Camera target visuals toggles visuals that represent the camera’s target, the screen’s centre. These visuals will appear only while the camera is moving/zooming/orbiting. Camera target visual duration represents the time that camera target visuals will linger on screen after the camera stops moving. The maximum length is 2 seconds combined with coyote time. Coyote time represents the amount of time that the camera will remain in place before readjusting itself according to the terrain layout. If camera target visuals are enabled this is represented by a white line from the target visuals to the next layer the camera target will move to. The maximum length can be 3 seconds when the camera is not moving. Camera offset by buildings represents the camera’s ability to take walls and floors into camera adjustment. Up until now the game’s camera was offset only by ground and water. Let us know in the comment how the new camera feels. Hope you like it! 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 will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this. As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you! Foxy Voxel Experimental Branch Patch (0.18.6)Mar 22, 2024 - Community AnnouncementsGreetings players! The newest patch (0.18.6) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where there was no animal present upon starting the new game. If you are playing these saves, new animals should appear over time. Known issues: We are aware of many crashes players are experiencing due to the memory optimization fix and will continue looking into them first thing on Monday. If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue. 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. Settlers will not refuel torches if there is no floor/ground beneath them. 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. 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 will not be able to play saves from the experimental branch on the main one as the experimental has the new save system - please avoid doing this. As always, use F10 and/or the experimental bug subforum for reporting experimental issues. Thank you! Foxy Voxel Experimental Branch Patch (0.18.4)Mar 20, 2024 - Community AnnouncementsGreetings players! The newest patch (0.18.4) 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. Memory optimization performed - the game should take less memory while being active and fixed the issue where each load of the save increased memory in the backend. Fixed the issue where settlers would end up stuck in water in certain spots despite having a clear way out. Fixed the issue where a campfire outside of the great hall was detected as a part of that room, thus preventing a proper “Great Hall” room detection. Fixed the issue where the snow constantly remained on the slopes, despite the season changes. This also caused the temperature of that slope to be 0 degrees. Fixed the issue where a settler would not refuel torches that are located above the merlons. Fixed the issue where a settler with disabled Haul job would continue to haul the corpse after the hunt. Fixed the issue where settlers with “Cannibal” and “Callous” perks would get bad modifiers related to human skin interaction. Finally, cannibals can feel comfortable in other people's skins. Fixed the issue where the brazier On/Off selection didn’t align with its appearance in some saves. Fixed the issue where some map seeds had a bad layout, causing water flooding the area upon the start. Fixed the issue where settlers' current job didn’t align with the description on the left, next to their icon. Fixed the issue where a settler would do research even when they didn’t have “Research” under their priorities. Fixed the issue where resource piles were not properly counted in the top right corner. Fixed the issue where a pile that was clearly reachable would turn auto forbidden in some of the scenarios. Fixed the issue where a settler would try to rope an animal every time and fail in the process since that animal was reachable only by ladders located in the shallow water. Fixed the issue where a message “Do you want to keep this setting?” would appear within every pop up window in the game. Possible fix for the audio stuttering that some players have been experiencing. Let us know if it still happens. Potential fix for the issue where some voxels would auto-destruct upon the load. Quality of life improvements Message has been added if you try to force construction via right click, but the settler is unable to reach the destination / find a proper path to it. Putting items in chests will hide the beauty of those items. Some resource piles will leave wetness behind them when they are disposed of. Room overlay will hide with the layers. Multi storey rooms overlay will also be hidden layer by layer. Honey production time is 15% slower now. Honey production is no longer tied to the Animal Handling skill, meaning that the amount you get with the completed production is fixed (...Medieval Monday Talk #43Mar 18, 2024 - Community AnnouncementsGreetings medievalists! Camera is one of the things that some players find jarring. The way it “drops” during the movement is catching some players by surprise and interrupting a slow play that they’ve been enjoying. {STEAM_CLAN_IMAGE}/34559289/d3c775ce3df7171a83723a37d7528d1d42e5b86a.gif This happens because at the moment the camera target (what the camera is looking at) and the camera itself do not go through a certain Unity layer type. At the moment this is only applicable to ground voxels and water. Because of that, the camera drops when hovering over a basement or a hole in the ground and creates irritating jitters in the camera movement. So how to solve this problem? We checked all of the available options and listed all of the pros and cons for each. Before we tell you what we chose, we want to discuss all the other options as it may give you better insight into game development and challenges that come with choosing a solution for, what may appear as a simple problem. Solution #1 One solution that sounds the best is to simply add (with some variations) the BuildableSurface layer to the list of layers that the camera can’t go through. This would solve the basement jumping because BuildableSurface would be used on walls and floors. {STEAM_CLAN_IMAGE}/34559289/d230b53f7289cf695fb44314ac9e8784458d637d.gif But the problem becomes evident when you move the camera through the terrain with a bunch of walls. Notice the constant jumping when encountering walls: {STEAM_CLAN_IMAGE}/34559289/91f76ba8059ef9e95f9373e9037959713d082dff.gif This may not look like a big deal, but keep in mind that one of the first things a player does is set up walls. Having the camera jump around during this process might make the game look broken in the first couple of minutes of gameplay, especially for the players new to the game. Why not remove walls from the list and keep just the floors in that camera’s list of layers? Well, you would be surprised, but a bunch of players are using walls as floors and even filling holes up with walls (trust us, we check your reports). So if we remove walls from the list, the camera would continue jumping in these areas. The second problem is tall structures: {STEAM_CLAN_IMAGE}/34559289/2e1a0fbd04d7ece4f2746b4632f3bd7b5d017d9b.gif This is not as big of a problem, but it could occur from time to time. You may find it irritating when panning around just to jump way up high. But what about holes? {STEAM_CLAN_IMAGE}/34559289/432d6169cf649b4b1d6690bf7929e216361b0769.gif Even with this system implemented, the camera would continue to jump if there is a visible hole. Solution #2 What if we lock the camera to the layer that is currently visible? {STEAM_CLAN_IMAGE}/34559289/c2cc0ed0c6230175f1fd3a1dbccd6c004d56e074.png That would mean that the player knows exactly what layer they are working on and the camera does not jump down nor does it jump up (because everything over that layer is hidden). {STEAM_CLAN_IMAGE}/34559289/6acc74151c78f87b54fb968...Patch Notes (0.16.26)Mar 13, 2024 - Community AnnouncementsGreetings, medievalists! The newest patch (0.16.26) is now live on all platforms on the main branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where settlers would end up stuck in water in certain spots despite having a clear way out. Fixed the issue where a campfire outside of the great hall was detected as a part of that room, thus preventing a proper “Great Hall” room detection. Fixed the issue where the snow constantly remained on the slopes, despite the season changes. This also caused the temperature of that slope to be 0 degrees. Fixed the issue where a settler would not refuel torches that are located above the merlons. Fixed the issue where a settler with disabled Haul job would continue to haul the corpse after the hunt. Fixed the issue where settlers with “Cannibal” and “Callous” perks would get bad modifiers related to human skin interaction. Finally, cannibals can feel comfortable in other people's skins. Fixed the issue where the brazier On/Off selection didn’t align with its appearance in some saves. Quality of life improvements Message has been added if you try to force construction via right click, but the settler is unable to reach the destination / find a proper path to it. Present frustrating issues: If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue. It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue. Known issues: 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. NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports. DISCLAIMER: ⚠️At the moment, the experimental and the main branch have very different save systems. You will not be able to play saves from the experimental branch on the main one (and vice-versa). Experimental will also get this update soon and we'll edit this post to reflect that. Foxy VoxelExperimental Branch - Save Migration GuideMar 7, 2024 - Community AnnouncementsGreetings, medievalists! Like we mentioned before, one of the things we’ve been working on in the backend for the last couple of months is save refactoring. New save system will improve saving and loading speed, it will enable existence of multiple settlements on the same game’s map which will allow for visiting/raiding other computer generated settlements (note: this feature is not coming in the next update), it will provide better debugging on our side which will hopefully give us more information on some pesky issues, and best of all - thanks to it, we will never have to do a save reset again. Newest update (0.18.1) will come with the new save refactor system. In order to continue playing your old settlements you will need to download the migration build from Steam/GOG/EGS branches and run your save through the migration process in order for it to be compatible with the new save format. IMPORTANT NOTE: Once the saves migrate, don’t try to play them on the main branch as they will not work. This is because the main branch still uses the old save system. We’ll put a new save system there, after we observe its functionality on the experimental branch for a couple of weeks. So, this is for all you who are currently playing the game on the experimental branch. The process is pretty simple and you can check the complete instruction via images and step by step guide below: 1. INSTALL THE GOING MEDIEVAL MIGRATION BRANCH: On Steam: - Open your game library - Right Click on Going Medieval there - Open “Properties” - Go to the “BETAS” tab - Select “save-migration” from the dropdown menu - You are good to go! On Epic Games Store: - Open your Library - Locate or search for "Going Medieval Legacy" (it should have its own entry) - Select 'Install' - You are good to go! On GOG: - Migration branch is only accessible by using GOG Galaxy client - Proceed to the game card for Going Medieval within the GOG Galaxy - Enter game settings by clicking Settings icon, then selecting Manage Installation→Configure… from the drop-down menu: save-migration - You are good to go! 2. RUN THE GAME IN THE MIGRATION BUILD {STEAM_CLAN_IMAGE}/34559289/71d4fd629fb8961b6e655948151cf200a00f569b.png In the Main Menu, a new option titled “MIGRATE SAVE FILE” will appear. Select it and it will show you a list of your saves. {STEAM_CLAN_IMAGE}/34559289/6c4f591a4c6bdd5580308b774e72c5d75c61d7c8.png Choose the saves that you wish to transfer to a new version of the game then select “Migrate Save File”. This will start the migration process in the form of a loading screen. {STEAM_CLAN_IMAGE}/34559289/1b6db1cf12006a93b433adb79f4234ce73855abd.png Once the process is complete, you will be returned to the save list and your save will now have the mark v(0.17.2). {STEAM_CLAN_IMAGE}/34559289/7143ce654bd54c098faf7206d438a00fd5de569c.png 3. RETURN TO THE EXPERIMENTAL BRANCH To return to the experimental branch, simply select it from the drop down menu mentioned above (Steam and GOG), or play the experi...Patch Notes (0.16.24)Mar 6, 2024 - Community AnnouncementsGreetings, medievalists! The newest patch (0.16.24) is now live on all platforms. 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 settlers and animals ended up stuck in water upon their caravan return. Fixed the issue where settlers would suddenly get stuck in high + low water and were drowning as a result. Fixed the issue where settlers were not able to pick up piles that were located on the edge between shallow and deep water. Fixed the issue where the settler would in some cases end up stuck in a constructing goal loop and never completing the task. Fixed the issue where settlers would never go to sleep if it was raining and there was no cover present and beds were unavailable. Fixed the issue where settlers would try to bring resources to production building, but suddenly stopping and dropping resources and repeating the whole process. Fixed the issue where upon loading the game, “hide tree top” function would be active, but in the UI it would appear as disabled and the trees would be fully visible. This would cause an appearance of trees not being selectable. Quality of life improvements Production circle would remain blue even when it has all of the necessary resources in it. It will turn yellow only when settlers start using a production building. Present frustrating issues: If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue. It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue. Known issues: Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance. 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. NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports. 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 VoxelPatch Notes (0.16.23)Feb 29, 2024 - Community AnnouncementsGreetings, medievalists! The newest patch (0.16.23) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where settlers wouldn’t sleep in beds, despite having them assigned. Fixed the issue where settlers would end up stuck on ramps if that ramp was located underwater. Fixed the issue where settlers would end up in a loop of picking up resources and floating around them, if those resources were located in deep water that has shallow water over it. Fixed the issue where a settler’s hunting order would be abandoned and skipped in some scenarios. Fixed the issue where upon loading, things like braziers and torches would appear empty or low on fuel, despite having enough before the load. Present frustrating issues: Some of you reported an issue where settlers don’t want to tend to other settlers in certain situations. This is very hard to reproduce on our side and loading your reports solves the issue (as reloading the save fixes the issue). It would be very helpful if you notice any particular details on how to trigger this issue - do they ignore all of the settlers that require tending, is self tending working, did anything special happen before this issue appeared? Maybe settlers hunted something, maybe something was allowed/forbidden? Any repro steps on how to trigger the bug is greatly appreciated. It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue. Known issues: Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance. 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. NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports. 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 VoxelNew Save System is coming soonFeb 26, 2024 - Community AnnouncementsGreetings, medievalists! Let’s talk about saves. In short, we will introduce a new save system in the game. This change won't affect your existing saves, but you'll need to undergo a simple and harmless save migration process to play the upcoming version of Going Medieval. Here's why: We recognize the significance of your settlements. You've devoted countless hours to crafting your masterpieces, each tested by every new feature we introduce. There is a certain magic and thrill in such undertakings. Will the current arrangement work with the new way flora functions? Is there enough heat with the temperature overhaul? Are my defenses good enough for the wild animals? Improvise, adapt, overcome. Seeing how you discuss potential tactics and solutions with other players is something we really appreciate and gives us great insight into all the possible playstyles. Ever since Going Medieval entered Early Access, we strove to keep the game compatible with all the updates we released. Long-time players know that this was only not possible once during the game’s development, back when we did a huge code restructuring. Thankfully, that occurred early on, and ever since, each new update has supported the previous version. Even when we introduced systems that couldn’t magically appear in your existing saves (like water), we tried to give you instructions on how to integrate them with dev tools. One of the things we’ve been working on in the backend for the last couple of months is save refactoring. The old (current) save system is at best - functional but clunky. It was pretty basic, but as Going Medieval continues to evolve and your creative ambitions expand, it becomes obvious that we need something advanced and stable. The new save system will do just that. It will improve saving and loading speed, enable the existence of multiple settlements on the same game map which will allow for visiting/raiding other computer-generated settlements (note: this feature is not coming in the next update), provide better debugging on our side which will hopefully give us more information on some pesky issues, and best of all - thanks to it, we will never have to do a save reset again. The newest update (0.18.x) will come with the new save refactor system. It is very important to us that you maintain and cultivate the progress of your settlement, and that’s why we developed this process. In the upcoming days, on the experimental branch, we will introduce you to this migration process and provide a step-by-step guide on how to migrate your old saves to the new version and be compatible with the upcoming updates. It will involve another branch (like experimental) and a few pretty simple steps. We tested this internally and everything seems to be working, but the player's perspective is also important here, and that’s why we’ll first try it on the experimental version before we push it on the main branch too. Rest assured that what we are doing here is for the benefit of ever...Patch Notes (0.16.22)Feb 26, 2024 - Community AnnouncementsGreetings, medievalists! The newest patch (0.16.22) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where settlers were not able to use slopes/ramps/ladders to enter the water, but were able to use them for exit. Fixed the issue where settlers were sometimes unable to fill the troughs with animal feed as the game automatically forbade said piles due to pathing issues. Fixed the issue where animals were still stuck in water upon their caravan return. Quality of life improvements Fish should spawn near a coast during the map generation. This also means that there is a 70% chance for a newly spawned fish to appear next to a coast on the existing saves. We’ve introduced temporary building ownership. Before, if the settler’s room or bed is too far and there is a bed closer to the settler, the settler would choose the closer bed. This resulted in settlers randomly losing ownership of beds. Now the settler will still choose a bed closer to them but the new bed will have a message that it is temporarily occupied. This can only happen if there are more beds than settlers on the map and a settler can only temporarily occupy a bed that was not assigned before. This fixes the issue where settlers would sometimes lose ownership of beds/rooms. Present frustrating issues: Some of you reported an issue where settlers don’t want to tend to other settlers in certain situations. This is very hard to reproduce on our side and loading your reports solves the issue (as reloading the save fixes the issue). It would be very helpful if you notice any particular details on how to trigger this issue - do they ignore all of the settlers that require tending, is self tending working, did anything special happen before this issue appeared? Maybe settlers hunted something, maybe something was allowed/forbidden? Any repro steps on how to trigger the bug is greatly appreciated. It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue. Known issues: Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance. 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. NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports. DISCLAIMER: The exper...Patch Notes (0.16.21)Feb 13, 2024 - Community AnnouncementsGreetings, medievalists! The newest patch (0.16.21) is now live on all platforms. 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 that caused animals and settlers to be stuck in water after formation of caravan or upon its return. Fixed the issue where settlers would ignore fishing, even if it is reachable and properly prioritized. Fixed the issue that caused resources to float in the air sometimes. Fixed the issue where settlers would not produce gambeson armor in some cases. Present frustrating issues: Some of you reported an issue where settlers don’t want to tend to other settlers in certain situations. This is very hard to reproduce on our side and loading your reports solves the issue (as reloading the save fixes the issue). It would be very helpful if you notice any particular details on how to trigger this issue - do they ignore all of the settlers that require tending, is self tending working, did anything special happen before this issue appeared? Maybe settlers hunted something, maybe something was allowed/forbidden? Any repro steps on how to trigger the bug is greatly appreciated. It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue. Known issues: Snow appears on roofs/stairs/slopes even past winter season. This is not that simple an issue to solve but we are aware of its annoyance. 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. Some issues that are reported via F10, but are easily solvable: We get some reports that already have a solution, but since we can’t reply to your F10 report, the best we can do is write those solutions here and hope that players that are experiencing those issues can see this: All of the selections in-game are offset. Can this be fixed? {STEAM_CLAN_IMAGE}/34559289/f29b67cae205bc81fd924006cc3ff048cd37fafd.jpg This is a resolution issue that is easily fixable. Go to the game's Options > Graphics, change to another resolution, and apply it. After that, revert to the original resolution that you wanted to play with, and you should be good to go. It seems that the game's color scheme is broken. How did this happen? {STEAM_CLAN_IMAGE}/34559289/d016baa9f2b5b0b2f896e206c0593e10212c07aa.png This is not a bug. You probably pressed the “Heatmap Overlay” button by accident. It’s located in the upper left corner of the screen and looks like this:...Hotfix Notes (0.16.19)Feb 7, 2024 - Community AnnouncementsHello, everyone. The newest hotfix (0.16.19) is now live on all platforms. 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 occurrence caused by usage of allow/forbid tool. Fixed the issue where settlers would sometimes tend to animals that they were hunting. Pretty nice of them, but not intended behavior. Fixed the issue that prevented the “Forbid” order from working properly when selecting multiple buildings. Fixed the bug that detected some buildings as unreachable, when in reality they were just forbidden. Fixed some issues with voxel reachability, where settlers would ignore the mining of voxels if that voxel had a floor on it before. Known issues: Settlers/animals still get stuck upon caravan return or during caravan formation and going out. Save & Load fixes it. 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. 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. 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.Hotfix Notes (0.16.17)Feb 6, 2024 - Community AnnouncementsHello, everyone. The newest hotfix (0.16.17) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Bugs and Fixes Fixed several crash occurrences. Fixed the issue that caused the underground temperature to be 0 degrees Celsius/Fahrenheit in certain areas. It would stay 0 even when there was no reason to be that way. Known issues: Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it. 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. 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. 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.Hotfix Notes (0.16.16)Feb 5, 2024 - Community AnnouncementsHello, everyone. The newest hotfix (0.16.16) is now live on all platforms. 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 occurrence caused by usage of allow/forbid tool. Known issues: Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it. 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. 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. DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.Patch Notes (0.16.15)Feb 1, 2024 - Community AnnouncementsHello, everyone. The newest patch (0.16.15) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Bugs and Fixes Fixed several crash occurrences. Fixed some lag/fps drop issues. Fixed the issue where settlers would be able to traverse stairs upwards and downwards diagonally and break pathfinding in the process. Fixed the issue that caused the appearance of very high/low temperature values across the whole map on some saves. Fixed the issue where the whole river would disappear if you tried to split it in two parts. Quality of life improvements Piles that are located under two (or more) layers of water may bug out the AI, but now if a settler tries to get them, they’ll forbid themselves. Forbidding blueprints is in the game. Players can pause a construction by forbidding it. “Forbid” order tool is updated to apply only to blueprints or building phases or just piles, like before. Treated wounds time has been readjusted so it lasts 24h. Before it was 920 in-game minutes. Known issues: Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it. 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. 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. DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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. Patch Notes (0.16.14)Jan 25, 2024 - Community AnnouncementsHello, everyone. The newest patch (0.16.14) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where the room’s impressiveness would be higher if the room didn’t have floors. Fixed the issue where a settler would drop a meal from a pouch in order to carry fish that they caught. This issue occurred even on other types of productions. Fixed the issue that caused the appearance of motion blur on hover voxels, which in turn, created weird blurry spots whenever the mouse was quickly moved. Fixed the issue where refilling empty braziers would not reset emission range and thus appearing as the brazier didn’t emit the heat. Fixed the issue where the settler would bug out if they tried to refuel brazier in some cases, despite proper resources, schedule and resources available. Fixed the issue that prevented “Deconstruction” shortcut (X) from working on stockpiles and crops. Fixed the issue with where the water behaved weird - it wouldn’t be removed when blocked, it would appear as flowing despite not having a clear source, etc. Quality of life improvements Water has aesthetic value now. Water’s temperature changes throughout the year, from season to season. It will be coldest during winter and spring. Fixed a UX complaint from players who observed that the settler panel scrolled too slowly and that it would jump from scroll to zoom camera all the time. Known issues Settlers/animals still get stuck upon caravan return or during the forming caravan and going out. Save & Load fixes it. If you have a wall in water and you deconstruct that wall, the resulting pile will stay in that place. However, if another layer of water goes over the existing (water) one, this will cause settlers to bug out and be stuck in the construction/hauling/production loop since they’ll try to acquire the pile but fail all the time. Such piles should be forbidden to avoid this. 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. 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. DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.Patch Notes (0.16.13)Jan 18, 2024 - Community AnnouncementsHello, everyone. The newest patch (0.16.13) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where the animals that return via caravan would be stuck in the water. Fixed the issue where settlers would get stuck under bridges and wharfs during the construction process. Fixed the issue that caused the appearance of “Food reserves on stockpile low” despite having enough resources. Fixed the issue where some players were unable to get “Putting Food on the Table”, “Feast or Famine” and “Fit For A King” achievements due to the wrong nutrition counting system. Fixed the issue where settlers would swim up and down the waterfall. Fixed the issue where in some cases, settlers would ignore gardening tasks, despite having proper job priorities and schedule setup. Fixed the issue that caused unconscious settlers to remain in the water while they were being “carried” and upon dropping them on bed to rest, they would continue to have the drowning animation. Fixed the issue where in some cases a random flooding would appear upon finished autosave. This will not fix an already flooded map, so you’ll have to load an earlier save before the flooding starts to play normally. Fixed the issue where in some cases water would disappear from the map after an autosave. You’ll have to load an earlier save before the disappearance starts to play it normally. Fixed the issue where if you turn off the bird effect while the bird is on a carcass, that bird would stay there indefinitely. Fixed the issue where resource numbers displayed within production buildings would jump to zero from time to time, which in turn caused settlers to ignore their prioritization commands. Fixed the issue where if you build at least 3 ladders on a wall from bottom to top, stacked on top of each other, the 3rd ladder would show as unreachable. Fixed the issue that caused settlers to sleep in water in some situations. Fixed the issue that caused animals to be stuck in place sometimes. Added a potential fix for the camera making huge leaps out of nowhere. Fixed the issue that prevented unconcious settlers from being tended to. Humans and animals can drown now. Yay! ...Yay? Quality of life improvements Pets and domestic animals can be tended to now, but only with right-click prioritize tending. Does not work automatically like with settlers. The ripple effect is added to water when a settler swims through it. Each particle effect has a separate checkbox in the game's options. Settlers will not haul items to stockpiles and shelves that are located underwater. Shelves only work with no or low water levels. Camera smoothness received additional adjustments. Fishing received some changes: If the fishing goal fails the first time, settlers will try to fish again. Fish have more ‘fishing jobs” in ...Happy Holidays!Dec 22, 2023 - Community AnnouncementsGreetings medievalists! It’s that time of the year - time to summarize this year and talk about what awaits us in the next one. Sooo this is not your regular Medieval Monday Talk, but rather a sequel to the same post from last year. But before we go into the tease mode, we’d like to announce that Going Medieval is bundled with another medieval title from Render Cube folks - Medieval Dynasty! For a sweet Medieval combo experience, be sure to check the “Going Medieval Dynasty” bundle here on Steam. https://store.steampowered.com/bundle/37525/Going_Medieval_Dynasty/ Now back to the topic. This year consisted of 14 Medieval Monday Talks, 5 big updates and a bunch of patches and hotfixes. As expected, Water was the most daunting update we’ve tackled (and still do). The original plan was to work on water once the game exits Early Access, but over the course of development it became evident that working on water will lay groundwork for future systems (like fire), how much you really want it, and allow you to take much prettier screenshots. But where to next? Well, there are still some annoyances we want to solve: like settlers being stuck in water (usually occurs when swimming under constructed wharf), caravan appearing stuck upon return, going up the waterfall (plain silly) and inability to die from drowning (right now they actually die from exhaustion/starvation when stuck in water), and a couple of other issues. The majority of these things are solved with a simple save & load procedure, but still, it's unfortunate that it happens. After that, we’d like to improve the game's loading time. Some of your settlements (submitted via F10) are huuuuuuuuuugeee and can take more than 5 minutes to load. We commend your patience, but you deserve a smoother experience. We also promised drawbridges not that long ago, so we gotta honor that. We’ll throw in a couple of variants for gates, because what is a castle without gates (a pretty good castle, but still… you know)? Last year we mentioned that fire and training will be a thing. As you know, water took their place (and time), but we are constantly experimenting with features. In fact, here is an example of one of our fire tests. {STEAM_CLAN_IMAGE}/34559289/00b5329bbedb98320cdc3a84b134db70b7ef406d.gif Keep in mind that this GIF is very early progress and may not reflect the final result. We also want to lean a bit more to the role-playing aspects of the game, which will tie nicely to the prisoner system. Imagine this, after a hard battle with an enemy, you stand victorious and see some of them surrendering. You put them in prisons, but what now? Will you treat them badly and take them as a warning sign for your attackers? Or maybe you’ll be kind and try to convert them to your side? What happens if attackers come to take them back? Why not try negotiating? Maybe you can do something more beyond simply refusing or surrendering? Our additional dialogue options will allow that. This, naturally, opens the door to th...