News Liste Going Medieval

Medieval Monday Talk #73 - Bees & Corpses
Going Medieval
1 Tag 12:59 Community Announcements
[p align="justify"]Greetings, medievalists!
[/p][p align="justify"]No, this is not a sequel to that Jerry Seinfeld animated movie. We are continuing our Quality of Life improvements that we mentioned last week. First, let's talk about the bees.
[/p][p align="justify"]Yes, we are aware of your skeps exploit. But also, we wanted to do this for a while now - skep efficiency in relation to flora.
[/p][p align="justify"]The idea is to increase skep production speed based on plants surrounding it. Every plant will add a certain amount of % until it gets the maximum amount of 120%.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/05b61cffe7812997a2c644556b6f054641d9f01f.png"][/img][/p][p]Keep in mind that some plants will not affect this (such as dead trees, grass and mushrooms), weather elements can slow it down and presence of another skep nearby will also be a deciding factor.
[/p][p]Honey itself will be turned into a secondary ingredient, meaning that you will be able to use it as a resource to create lavish meals. Lavish meals will not be a one thing, but a food type group. Combine honey with other things to get various delicious courses - mix honey and meat to get glazed meat, combining honey and barley will give you honey crisps and honey with vegetables will get you glazed vegetables. You get it. Also, nothing prevents your settlers from eating raw honey, tho.
[/p][p]We’ll talk about secondary ingredients in the official log when the time comes, but for now here is a list of simple and lavish meals that you will be able to create with this change.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/3bfd4cca67177ed094894c2afc3021258c24f101.png"][/img][/p][p]All in all, this should be a more exciting (and somewhat realistic) way to play the game.[/p][p][/p][p align="justify"]Another thing that annoys you are corpses. A raid appears, you defeat them and end up with a bunch of corpses and forbidden equipment and clothes on the map.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/b5efacd697e70adf9aee0eefd5a092b83a206eac.png"][/img][/p][p]We'll streamline this, too. Once the enemy dies it will look like this:[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/78bcd5c950d140dc5f5fdaf1d8b732a8e9b3e0a4.png"][/img][/p][p]Clothes, armors, shields and weapons will stay on the bodies!
[/p][p align="justify"]Relocating these corpses will relocate their belongings, too. If you want to use a corpse for production (like butchering or pyre), they'll drop their things before being submitted to the production building.
[/p][p align="justify"]So how do you take their stuff if you want to do so? By selecting them and choosing the Strip button. Then, settlers with the hauling job will approach the body and strip them.

One thing to note here is that with the upcoming update, clothes from the dead will have a tainted mark. Those types of clothes will not be as valuable and will provide a negative mood to most settlers. Worry not - you can choose via the manage tab/stockpile, wardrobe and armor rack for settlers to avoid these types of clothes.
[/p][p align="justify"]We'll talk more in the official log about how this stuff affects other segments like caravan travel, using graves, etc. but for now this is enough.
[/p][p align="justify"]How does it sound to you? Let us know in the comments and see ya in a week with a big MMT. Until then...
[/p][p align="justify"]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]
Logo for Going Medieval
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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07.03.24 10:39 Community Announcements
Patch Notes (0.16.24)
Going Medieval
06.03.24 13:51 Community Announcements
Patch Notes (0.16.23)
Going Medieval
29.02.24 11:28 Community Announcements
New Save System is coming soon
Going Medieval
26.02.24 18:54 Community Announcements
Patch Notes (0.16.22)
Going Medieval
26.02.24 12:38 Community Announcements
Patch Notes (0.16.20)
Going Medieval
13.02.24 12:26 Community Announcements
Hotfix Notes (0.16.19)
Going Medieval
07.02.24 12:27 Community Announcements
Hotfix Notes (0.16.17)
Going Medieval
06.02.24 11:48 Community Announcements
Hotfix Notes (0.16.16)
Going Medieval
05.02.24 12:03 Community Announcements
Patch Notes (0.16.15)
Going Medieval
01.02.24 13:52 Community Announcements
Patch Notes (0.16.14)
Going Medieval
25.01.24 13:03 Community Announcements
Patch Notes (0.16.13)
Going Medieval
18.01.24 14:49 Community Announcements
Happy Holidays!
Going Medieval
22.12.23 14:27 Community Announcements
Patch Notes (0.16.10)
Going Medieval
20.12.23 14:05 Community Announcements
Hotfix (0.16.9)
Going Medieval
08.12.23 14:11 Community Announcements
Patch Notes (0.16.8)
Going Medieval
07.12.23 08:05 Community Announcements
Hotfix (0.16.7)
Going Medieval
23.11.23 14:05 Community Announcements
Nominate Going Medieval for Labor of Love 2023 Steam Award
Going Medieval
22.11.23 12:56 Community Announcements
Update #10 | Water & Fishing
Going Medieval
21.11.23 10:56 Community Announcements
Experimental Branch Patch (0.16.6)
Going Medieval
20.11.23 10:51 Community Announcements
Experimental Branch Patch (0.16.5)
Going Medieval
17.11.23 10:37 Community Announcements
Experimental Branch Patch (0.16.4)
Going Medieval
15.11.23 11:28 Community Announcements
Experimental Branch Update (0.16.2)
Going Medieval
10.11.23 14:06 Community Announcements
Medieval Monday Talk #42
Going Medieval
30.10.23 13:39 Community Announcements
Medieval Monday Talk #41
Going Medieval
16.10.23 12:25 Community Announcements
Medieval Monday Talk #40
Going Medieval
02.10.23 13:26 Community Announcements
Medieval Monday Talk #39
Going Medieval
18.09.23 12:15 Community Announcements
Medieval Monday #38
Going Medieval
04.09.23 14:34 Community Announcements
Hotfix (0.15.8)
Going Medieval
23.08.23 12:46 Community Announcements