News Liste Going Medieval

Experimental Branch Patch (0.25.8)
Going Medieval
1 Tag 14:38 Community Announcements
Greetings 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 enemies would just go through your settlers in some situations.

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 Voxel
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Release:01.06.2021 Genre: Simulation Entwickler: Foxy Voxel Vertrieb: The Irregular Corporation Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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