
Going Medieval
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Experimental Branch Patch (0.25.11)Jun 10, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.11) is now live on all platforms on the experimental branch and modding 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 FixesFixed several crash occurrences.Fixed the crash that occurred when loading a character preset in the character creator.Fixed the issue that prevented prisoners from being escorted.Fixed the issue that made reeds invisible.Fixed the issue that made production circles on research tables get obscured by walls.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelExperimental Branch Patch (0.25.10)Jun 9, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.10) is now live on all platforms on the experimental branch and modding 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 FixesFixed several crash occurrences.Fixed the crash that occurred when you right-clicked on a building that just got destroyed.Fixed the crash that occurred when you right-clicked and prioritized filling animal trough or prisoner stash.Fixed the issue that prevented several saves from being loaded.Fixed the issue where prisoners would not eat.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelExperimental Branch Patch (0.25.9)Jun 6, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.25.9) is now live on all platforms on the experimental branch and modding 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 FixesFixed several crash occurrences.Fixed the crash that occurred when a Settler died of old age.Fixed the crash that occurred when a prisoner turned into a Settler.Fixed the crash that occurred when you would destroy a stockpile while a Settle was hauling to it.Fixed the crash that occurred if a building that was in a passive production would get destroyed.Fixed the crash that occurred when renaming a settler or assigning roles and afterwards destroying beds.Fixed the issue where some saves could not be loaded.Fixed the issue that caused camera shakes to happen when enemies were placing blueprints.Fixed the issue where you couldn’t right-click → force-equip an item from a rack.Fixed the issue which would cause floor variations from mods to not show up properly or work in game.Known issues: If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!Foxy VoxelExperimental Branch Patch (0.25.8)Jun 5, 2025 - Community AnnouncementsGreetings players! The newest patch (0.25.8) is now live on all platforms on the experimental branch and modding 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. Optimization The load time of the game has been optimized to be faster. This also means that larger saves should load much faster now. Various CPU bottlenecks have been addressed, making the FPS better in Medium and Large-sized settlements. Various GPU optimization efforts have been made, resulting in slightly better FPS on Medium and Large-sized settlements. Meta files get written into the save file but are also saved next to the saves. Metas are used to display info about the save without opening the actual zip files. This makes opening the Load menu faster for players who have a lot of saves. Because of this, the info of used mods per save may not show properly for saves before this version. NOTE: Unfortunately, this will all lead to Character presets and Manage presets being deleted. Every new one you make will work fine, it's just the ones before this update that will stop working. :( More info about our optimization steps can be found in our latest Medieval Monday Talk. Quality of Life Improvements: Camera shake effect has been added to the game. Some actions in the game (like a trebuchet hit) will make the camera shake. This can be toggled off in the options menu. Camera visuals for rotation show up when the middle button is held. Camera visuals also show up when the game is paused, when holding the right or middle mouse buttons. The prison stash will not be replenished so often. Enemies now set stuff on fire, again. They are now aware of fire and will act a bit smarter, not standing in flames that they made. Added siege weapon trajectory building collision indicator while aiming. Raid spawn ruleset has been changed - Before: if the enemy damages a door but never breaks it in 3x raids in a row, next time the game would spawn a siege variation of the raid. Now: 3x victories in a row and >500 raid points will result in a siege raid. Enemies will now attack pets if they’ve been attacked by them. They will not actively target and hunt them down by default. Various sounds have been added to siege weapons. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where enemies/settlers standing on the top of staircases were not targetable by AI, making them stuck. Fixed the issue that made enemies think that a forced open door was impassable. Fixed various issues related to melee combat and ladder interactions. Fixed the issue where sometimes settlers wouldn’t shoot down enemies that were on ladders. Fixed the issue that prevented certain piles from being hauled in some cases. Fixed the issue where a combat music would continue even after the battle ended. Fixed the issue where the F-Mod logo on some resolutions ended being cut off. Fixed the issue where...Medieval Monday Talk #62 - Optimization IntegrationJun 2, 2025 - Community AnnouncementsGreetings, medievalists! Have you checked out our latest dev playthrough that covers all the important stuff from Updates 13, 14, and 15? It’s an hour-and-a-half deep dive that explains key features, answers some burning (hehe) questions, and even talks a bit about the topic of today’s MMT. If you are a modder, check the Mod Showcase Call section in the video. We plan to make a video where we play your mods and showcase them all over our social media platforms. We're looking for some interesting, cool and/or useful mods. Whether it is just code change or a new 3D asset integration, we are open to anything as long as it follows our Modding Policy. You can put your mods on the Steam Workshop and showcase them there, join our Discord and share them in ⚒modding or mod-showcase channels. The submission deadline for this is: July 14th 2025. We'll go through the workshop and do some playing of the stuff that is already there. And don't worry, this will not be a one time thing - we plan to do this when we can and when we see a bunch of new mods. So take your time - the most important thing is to have fun. But let's tackle optimization now. Optimization is a big challenge for our game, especially when it comes to the mid to late game. Once you get many settlers, animals, and add enemies to them... it takes a lot of processing power to handle all of that. So, it is more CPU-bound than it is GPU-bound. This doesn’t mean that a beefier CPU would handle the game better. Due to the ever-growing complexity of Going Medieval’s systems and their constant expansions and interconnections, the way the code was initially written left a lot to be desired. We wanted to have all the bigger stuff in and functional before we revisited the foundation and untangled the code and, in turn, made playing our game a much faster, smoother, and more enjoyable experience. This, too, will be a bit of techy talk, but we hope that you’ll get some better understanding of game development even if you are not into programming. Early in development, our focus was on fun: adding features, systems, and content to make Going Medieval the best colony sim we could. But over time, all that growth made things... well... a bit sluggish. It came to the point where loading the game via some of your reports took over 2 minutes. And you send those a lot (and we greatly appreciate it)! But you can also see how a lot of our time would be lost just to loading. The Unity engine wasn’t helping here, either. Starting the game via the Unity Editor to test something would take over 40 seconds just to reach the main menu. In order to even get to the in-game lag and mid to late game performance, we had to fix the loading time first. We used built-in tools (like Unity’s Profiler) to track down which parts of the game were hogging resources. Think of it like using a map to find the biggest traffic jams in a city. We also tried out more advanced tools (some free, some not), and even built a few custom ones just...Patch Notes (0.24.12)May 23, 2025 - Community AnnouncementsGreetings, medievalists! The newest patch (0.24.12) is now live on all platforms. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Quality of Life improvements Archers will attack units even if they are on a high elevation, as long as the target is in range.. Battle scale results are now displayed when the raid ends. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where archer range indicators would be shown if there are any drafted Settlers upon loading. Fixed the issue where enemies would not regroup correctly after a siege weapon operator is killed. Fixed the issue that would allow you to place roofs over slopes, ladders and stairs. Fixed the issue where you would be able to construct a beam over blueprinted walls. Fixed the issue where right click - “ignite” would not show for oil blobs on earth voxels. Known issues: Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː) 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. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. And in case you missed, the official Update 14 log, you can find it here. DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text. Foxy Voxel Discord Reddit X/Twitter Bluesky TikTok FacebookExperimental Branch Patch (0.24.12)May 22, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.24.12) is now live on all platforms on the experimental branch and modding 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. Quality of Life improvements Archers will attack units even if they are on a high elevation, as long as the target is in range.. Battle scale results are now displayed when the raid ends. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where archer range indicators would be shown if there are any drafted Settlers upon loading. Fixed the issue where enemies would not regroup correctly after a siege weapon operator is killed. Fixed the issue that would allow you to place roofs over slopes, ladders and stairs. Fixed the issue where you would be able to construct a beam over blueprinted walls. Fixed the issue where right click - “ignite” would not show for oil blobs on earth voxels. Known issues: Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː) 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. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. ⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this. As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you! Foxy VoxelPatch Notes (0.24.11)May 20, 2025 - Community AnnouncementsGreetings, medievalists! The newest patch (0.24.11) is now live on all platforms. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Quality of Life improvements Added new range indicators for siege weapons. This indicator appears during weapon placement and selection. The X-ray of settlers and enemies is adjusted and has a bit more see-through to it. It was a bit too much when there were a lot of enemies and settlers on the screen. Enemy AI Changes The Enemy Siege behavior changes: They no longer huddle around one siege machine, but prefer to split into groups and huddle around all of the machines They now use all their ammunition and then attack you head-on. Essentially, sieging is split into two phases - first they prepare the machines and bombard you, then they attack as they normally would. Siege weapons from enemies have less ammo now so they don't bombard you for hours. :) We’ve fixed the ugly stop-and-go movement of artillery guards during the siege weapon construction phase. Further improvements to the new targeting logic of enemies. This is also fixing the strange situations where they would just stop and not target anyone. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where some saves wouldn’t be loadable due to missing resources (caused by using obsolete mods or other changes). Fixed a bunch of issues related to enemies getting stuck when their builder/miner died, or part of the built bridge gets broken. Fixed the issue where production circles would become transparent during the raiding. Fixed the issue where having underwater doors might have confused the enemy AI resulting in enemies just standing at the edge of the map. Fixed the issue that caused raiders getting stuck if you broke their precious bridges. Fixed the issue where the torch flame would be offset after relocating it. Fixed the issue where settlers weren’t able to reload siege weapons after those weapons were used in different directions in some situations. Fixed the issue that prevented siege attacks from happening because you used the roof as a wall in some scenarios. Fixed the issue where resource/item icons within production buildings would change coloring in some moments. Fixed some dither texture issue with headware not showing properly in the x-ray mode. Fixed the issue where settlers wouldn’t harvest crops in some saves, despite the proper settings. Known issues: Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː) 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. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effe...Experimental Branch Patch (0.24.11)May 19, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.24.11) is now live on all platforms on the experimental branch and modding 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. Quality of Life improvements Added new range indicators for siege weapons. This indicator appears during weapon placement and selection. The X-ray of settlers and enemies is adjusted and has a bit more see-through to it. It was a bit too much when there were a lot of enemies and settlers on the screen. Enemy AI Changes The Enemy Siege behavior changes: They no longer huddle around one siege machine, but prefer to split into groups and huddle around all of the machines They now use all their ammunition and then attack you head-on. Essentially, sieging is split into two phases - first they prepare the machines and bombard you, then they attack as they normally would. Siege weapons from enemies have less ammo now so they don't bombard you for hours. :) We’ve fixed the ugly stop-and-go movement of artillery guards during the siege weapon construction phase. Further improvements to the new targeting logic of enemies. This is also fixing the strange situations where they would just stop and not target anyone. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where some saves wouldn’t be loadable due to missing resources (caused by using obsolete mods or other changes). Fixed a bunch of issues related to enemies getting stuck when their builder/miner died, or part of the built bridge gets broken. Fixed the issue where production circles would become transparent during the raiding. Fixed the issue where having underwater doors might have confused the enemy AI resulting in enemies just standing at the edge of the map. Fixed the issue that caused raiders getting stuck if you broke their precious bridges. Fixed the issue where the torch flame would be offset after relocating it. Fixed the issue where settlers weren’t able to reload siege weapons after those weapons were used in different directions in some situations. Fixed the issue that prevented siege attacks from happening because you used the roof as a wall in some scenarios. Fixed the issue where resource/item icons within production buildings would change coloring in some moments. Fixed some dither texture issue with headware not showing properly in the x-ray mode. Fixed the issue where settlers wouldn’t harvest crops in some saves, despite the proper settings. Known issues: Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː) 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. Assigned Pets don't sleep with owners. Some text keys are still not translate...Patch Notes (0.24.8)May 12, 2025 - Community AnnouncementsGreetings, medievalists! The newest patch (0.24.8) is now live on all platforms. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Quality of Life improvements Added production circles for siege weaponry to show reload progress. Small tweaks to the trebuchet reload animation. When in combat, settlers will now faint more often than get killed. Removed the yellow circle when aiming with siege weapons. Added range indicators for trebuchets. Fixes for Enemy AI Fixed the issue where enemy dig markers were not loaded properly. Fixed the issue where enemy buildings were not converted into your buildings after the raid ended. Fixed the issue where enemies would get stuck in certain scenarios. Fixed the issue where enemy pathfinding would behave strangely. Fixed the issue where enemies were not attacking rugs and tables in some cases. Fixed the issue where enemies would twitch while trying to pathfind. Fixed the issue where enemies would start constructing even though there is a clear path to the target. Fixed the issue where enemies being unable to place buildings would display messages for you to see. Fixed the issue where enemy weapons would turn invisible. Fixed the issue that caused enemies to stop constructing if the designated builder died. Bugs and Fixes Fixed several crash occurrences Fixed the issue where Settlers would continue reloading a destroyed siege weapon. Fixed the issue that caused spots where Settlers work or do leisure activities to stay reserved after their death, meaning no other Settler could use them. Fixed the issue where blood was visible through fog. Fixed the issue where player triggered events could not be held if a beam was above the event related building. Fixed the issue where enemies were building very slowly if their faith requirements were not met. Fixed the issue where the stockpile could be placed atop blueprinted buildings. Known issues Enemies might get stuck during a siege after breaching walls with siege equipment. Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː) Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map. 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. Assigned Pets don't sleep with owners. Some items are missing icons and localization values. Player-triggered events don't have sound effects. Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. And in case you missed, the official Upd...Experimental Branch Patch (0.24.8)May 9, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.24.8) is now live on all platforms on the experimental branch and modding 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. Quality of Life improvements Added production circles for siege weaponry to show reload progress. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where Settlers would continue reloading a destroyed siege weapon. Fixed the issue that caused spots where Settlers work or do leisure activities to stay reserved after their death, meaning no other Settler could use them. Known issues: Enemies might get stuck during a siege after breaching walls with siege equipment. Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː) Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map. 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. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. ⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this. As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you! Foxy VoxelExperimental Branch Patch (0.24.7)May 8, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.24.7) is now live on all platforms on the experimental branch and modding 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. Quality of Life improvements Small tweaks to the trebuchet reload animation. When in combat, settlers will now faint more often than get killed. Removed the yellow circle when aiming with siege weapons. Added range indicators for trebuchets. Fixes for Enemy AI Fixed the issue where enemy dig markers were not loaded properly. Fixed the issue where enemy buildings were not converted into your buildings after the raid ended. Fixed the issue where enemies would get stuck in certain scenarios. Fixed the issue where enemy pathfinding would behave strangely. Fixed the issue where enemies were not attacking rugs and tables in some cases. Fixed the issue where enemies would twitch while trying to pathfind. Fixed the issue where enemies would start constructing even though there is a clear path to the target. Fixed the issue where enemies being unable to place buildings would display messages for you to see. Fixed the issue where enemy weapons would turn invisible. Fixed the issue that caused enemies to stop constructing if the designated builder died. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where blood was visible through fog. Fixed the issue where player triggered events could not be held if a beam was above the event related building. Fixed the issue where enemies were building very slowly if their faith requirements were not met. Fixed the issue where the stockpile could be placed atop blueprinted buildings. Known issues: Enemies might get stuck during a siege after breaching walls with siege equipment. Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː) Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map. 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. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. ⚠️ Also, at the moment, the experimental and the main branch are d...Update #15 | Smarter Enemies & Siege WeaponsMay 8, 2025 - Community AnnouncementsGreetings, medievalists! The new major update, titled “Smarter Enemies & Siege Weapons” (0.24.6) is now live on Steam, Epic Games Store, and GOG! All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include: new enemy AI, siege weapons, and much more! Here are the notes for what awaits you in this version, but first - a warning: Mods might not work Please note: if you are using mods you might experience crashes or even an inability to start the game. That might happen because the mods you are using have not adapted to this update, because we added many new functionalities to the moddable jsons. More about that in the Advanced Modding Support section. Contact mod owners and let them know and turn off those mods until the issue is resolved. New Enemy AI Enemies now have a new group AI that we refer to as the Commander AI. The Commander AI uses a pathfinding system different to the one enemies use and can search through walls, doors, gaps and ground. This way the commander AI will give orders to enemies to dig, build and destroy obstacles on their way. Here is how that relates to the enemy behavior: Destroying walls, windows, floors, roofs: The Commander AI will determine what enemy unit has the best weapon to combat buildings and will send that unit to take down the building. Building floors and ladders: Enemies will build small floor bridges to traverse gaps in order to enter your stronghold. To traverse vertical obstacles, enemies will build stick ladders. Enemies magically spawn resources to construct these buildings Install siege structures: Enemies will spawn with siege structures in their inventory and deploy siege structures on the map. Cut vegetation: If the siege weapon is placed where there is a tree in the way the enemies will clear that area first. Use siege weapons: The enemy will use siege weapons and target points of interest the commander AI determines important to destroy. Dig Voxels: Enemies will dig voxels if the player chooses to use terrain as a way of defending their base. Destroy furniture: The destruction of players' valuable furniture and structures is now a way for raiders to achieve victory. Because of that, enemies will target furniture in valuable rooms and destroy it. Speaking of victory… Battle Scales {STEAM_CLAN_IMAGE}/34559289/1bbddb9d10993c9964ea6cb326de78b1a7b70103.png To make the win-lose situation a bit clearer we’ve added a scale to the UI that shows the player how the battle is going. Before, the situation was not clear as there were a bunch of situations where you would kill (a lot of) enemies and still lose. Now, the enemy units are given points and killing a unit will move the scale in the victory section, while losing structures and settlements will move the scale in the defeat section. “Tie“ outcome has been added to cover the situations where neither you nor the enemy didn't do much. We plan to add different thresholds to the scale where th...Experimental Branch Patch (0.24.6)Apr 29, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.24.6) is now live on all platforms on the experimental branch and modding 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. Quality of Life Improvements Siege weapons reload a bit faster now. “Enemy Armed with Trebuchets within custom difficulty has been renamed to “Enemy spawns Siege Weapons”. After your feedback, we’ve decided to keep the option to remove the use of siege weapons for enemies togglable. Fixes for Enemy AI Fixed the issue where the appearance of sieges would trigger and turn every other enemy attack into siege attack. Fixed the issue where raiders would idle in place upon their appearance. Fixed the issue where enemies would end up stuck in some scenarios. Fixed the issue where your archers wouldn’t attack the enemy in some scenarios. Fixed the issue where enemies wouldn’t react to your attacks upon settlement’s breach. Fixed the issue where enemies would attack doors that are already set to forced open. Enemies can now change their targets in the middle of attack. Enemies will tend to attack targets that are close to them. Various fixes and improvements to overall enemy AI logic. Bugs and Fixes Fixed several crash occurrences. Fixed the issue where Esc button would exit the rebind menu, but wouldn’t close the key-rebinding pop up. This only happened in the in-game menu Fixed the issue where settlers would sleep sideways in their beds. Fixed the issue where a ladder couldn’t be built/positioned on top of another ladder. Fixed the issue where some resources (like beeswax) would end up forbidden in some scenarios. Fixed the issue where in some scenarios, the events would immediately get canceled upon organizing them. Fixed the issue where Quality Bed made out of wool would have relocation and remove options removed upon its creation. Fixed some missing translations. Known issues: Enemies might get stuck during a siege after breaching walls with siege equipment. Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː) Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map. 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. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experim...Experimental Branch Patch (0.24.5)Apr 25, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.24.5) is now live on all platforms on the experimental branch and modding 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. Quality of Life Improvements Merchants will not appear with trebuchets in their pockets. The ones that have better (and bigger) quality of their supplies may sell ballistas and onagers, along with the ammunition for them. Animals killed by traps no longer spawn forbidden carcasses. Wooden Mechanical Components are now a part of the default starting conditions. General Enemy AI improvements. Made unrefined materials less valuable. Added info text to siege weapons, explaining that a settler is necessary to operate it and an optional bit of text, if there’s no ammunition available for the weapon. A black bar text message will now show up when enemies start placing siege weapons. A warning message will now appear when enemies successfully construct siege weapons. Enemies now have animations when reloading siege weapons. Added Luka Rajačić to credits, our newest QA addition. Mythwright (our publisher) has been added to credits. Be sure to check their catalogue. Bugs and Fixes Fixed several crash occurrences. Fixed the issue that prevented you from trading when your caravan has reached its destination. Fixed the issue that caused enemy AI to break, which occurred if you encased your base in dirt. Fixed the issue which allowed you to interact with enemy dig markers. Fixed the issue where raiders were idling because they couldn’t find the target building. Fixed the issue where drafted settlers would ignore orders if they were attacked from range while executing the order. Fixed the issue where settlers were getting stuck in locked doors. Fixed the issue where a pile (most noticeably trebuchet ammo) would become forbidden, due to it being too heavy, when an animal tries to haul it. Fixed the issue where portcullis wasn’t letting water through. Fixed the issue which caused the resource UI not to refresh when a pile reached 0 HP while it was on a stockpile or in storage. Fixed the issue where additional control options wouldn’t appear upon shelf and fuel consumer multiselection. Fixed the issue where right click prioritization would display wrong items in some cases. Fixed the issue that caused building destroyed particles to orient incorrectly. Fixed the issue which caused flame and embers to react to impact fields. Fixed the visual glitch that would cause trees to sometimes shine. Fixed the appearance of the rain ripple effects. Known issues: Enemies might get stuck when building bridges over gaps. Enemies might get stuck during a siege after breaching walls with siege equipment. Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː) Having underwater grated doors mig...Experimental Branch Patch (0.24.4)Apr 11, 2025 - Community AnnouncementsGreetings, players! The newest patch (0.24.4) is now live on all platforms on the experimental branch and modding 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. Quality of Life Improvements Merchants will not appear with trebuchets in their pockets. The ones that have better (and bigger) quality of their supplies may sell ballistas and onagers, along with the ammunition for them. Updated localization as Birthday and pseudonyms have been added to localization patterns. Those were hardcoded, before. Settler position indicator for working on production buildings will now appear during blueprint placement and building selection. Position indicator will also appear during use of siege weapons. “Your game contains mods. Can you first verify if the issue persists with mods disabled before reporting?” text will now pop up if you are reporting bugs in-game via F10 and you have mods enabled. This has been added to localization. Mythwright (our publisher) logo has been added to the splash screen. Be sure to check their catalogue. Chunks of things fly off when stuff gets destroyed by trebuchet/onager/ballista. Predators should hunt small animals a bit less often now. Hares spawn a tad faster on all map types (10-15% faster). Shadow effect has been added beneath tables, stools and chairs. We plan to add it to other buildings as well. This is to make them less floaty in appearance indoors and when raining outside. Bugs and Fixes Fixed several crash occurrences. Fixed the issue that prevented autosaves from working. Fixed the visual issue that caused texture overlap when using some versions of clay and brick windows. Fixed the issue where players were not able to add chaplain to the sermon event. Fixed the issue where if you canceled some buildings during their construction phase, they would catch fire. Now, buildings will catch fire only when destroyed (not canceled or deconstructed). Fixed the issue where building piles wouldn’t appear visible upon their installation. Fixed the issue where a pink banner would appear visible during the shakedown event. Fixed the issue where job preference stars wouldn’t appear in tooltips. Known issues: Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː) Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map. 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. Assigned Pets don't sleep with owners. Some text keys are still not translated. Player-triggered events don't have sound effects Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the clo...Experimental Branch Update (0.24.2)Apr 8, 2025 - Community AnnouncementsGreetings, medievalists! Update (0.24.2) is now live on the experimental branch and modding branch. It is compatible with the old saves. Once it is properly tested, we will push it live in the official update! Here are the notes for what awaits you in this version, but first - a warning: Mods might not work Please note: if you are using mods you might experience crashes or even an inability to start the game. That might happen because the mods you are using have not adapted to this update, because we added many new functionalities to the moddable jsons. More about that in the Modding Meshes section. Contact mod owners and let them know and turn off those mods until the issue is resolved. Now, onto the update: New Enemy AI Enemies now have a new group AI that we refer to as the Commander AI. The Commander AI uses a pathfinding system different to the one enemies use and can search through walls, doors, gaps and ground. This way the commander AI will give orders to enemies to dig, build and destroy obstacles on their way. Here is how that relates to the enemy behavior: Destroying walls, windows, floors, roofs: The Commander AI will determine what enemy unit has the best weapon to combat buildings and will send that unit to take down the building. Building floors and ladders: Enemies will build small floor bridges to traverse gaps in order to enter your stronghold. To traverse vertical obstacles, enemies will build stick ladders. Enemies magically spawn resources to construct these buildings Install siege structures: Enemies will spawn with siege structures in their inventory and deploy siege structures on the map. Cut vegetation: If the siege weapon is placed where there is a tree in the way the enemies will clear that area first. Use siege weapons: The enemy will use siege weapons and target points of interest the commander AI determines important to destroy. Dig Voxels: Enemies will dig voxels if the player chooses to use terrain as a way of defending their base. Destroy furniture: The destruction of players' valuable furniture and structures is now a way for raiders to have victory. Because of that, enemies will target furniture in valuable rooms and destroy it. Speaking of victory… Battle Scales To make the win-lose situation a bit more clear we’ve added a scale to the UI that shows the player how the battle is going. Before, the situation was not clear as there were a bunch of situations where you would kill (a lot of) enemies and still lose. Now, the enemy units are given points and killing a unit will move the scale in the victory section while losing structures and settlements will move the scale in the defeat section. “Tie“ outcome has been added to cover the situations where neither you nor the enemy didn't do much. We plan to add different thresholds to the scale where there would be different consequences depending on how severe the defeat was. Sometimes you may lose resources, but in a massive defeat unconscious settlers might be taken...Modding Branch Update (0.23.9)Mar 20, 2025 - Community AnnouncementsGreetings, moddievalists! This is a post for all you modders on the modding branch. We pushed a couple of fixes to the GitHub project addressing editor building into wrong group, not building, bugging out after deleting etc. Overall, we fixed various bugs related to the github project that prevented proper modding experience. It's best if you re-export your addressables after you update. For those of you wanting to play with the shader parameters, we started documenting them here. And again, this is very important: NOTE: Some of your mods may not work with this update, so be sure to check them and adjust the code accordingly. That way, once this update goes live on the main branch it will not break your mods. If you missed original Modding 1.5 update, you can look at it here. Have any issues with this? Join our Discord and let us know. Happy modding and stay medieval! Foxy Voxel Discord Reddit X/Twitter Bluesky TikTok FacebookModding Branch Update (0.23.6)Mar 13, 2025 - Community AnnouncementsGreetings, moddievalists! Modding 1.5 (0.23.6) is live on the modding branch. With it, you are now able to add meshes, sprites and textures into Going Medieval. All of the necessary instructions can be found on our website or the Steam guide that just received an update. Our github covers all of this, too, and is a good starting point. Bunch of json files are now changed and include MeshVariations for loading custom mesehs, textures and setting shader parameters. In additon to that, we've also added a new batch of moddable jsons. Constructables/ConstructableQualitySettings.json Constructables/StabilitySettings.json Constructables/ThermalModels.json Constructables/UniversalStorage.json Data/DaysFromStartMultipliers.json Data/DifficultyOptions.json Data/GameDifficulty.json Data/ObjectActionData.json Data/PlantShapeRepository.json Data/ReligionConfig.json Data/RoomTypes.json Data/StartingEventSchedule.json Data/WeatherEvents.json GOAP/JobPriority.json GOAP/Job.json Worker/GenerationRules.json And this is very important: NOTE: Some of your mods may not work with this update, so be sure to check them and adjust the code accordingly. That way, once this update goes live on the main branch it will not break your mods. Happy modding and stay medieval! Foxy Voxel Discord Reddit X/Twitter Bluesky TikTok FacebookPatch Notes (0.22.39)Mar 6, 2025 - Community AnnouncementsGreetings, medievalists! The newest patch (0.22.39) is now live on all platforms. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know. Bugs and Fixes Fixed the issue where fire wouldn’t be visible when triggered. Known issues Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map. 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. Assigned Pets don't sleep with owners. Some items are missing icons and localization values. Player-triggered events don't have sound effects. Settlers will not refuel torches if there is no floor/ground beneath them. Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. And in case you missed, the official Update 14 log, you can find it here. DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text. Foxy Voxel Discord Reddit X/Twitter Bluesky TikTok Facebook
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