News Liste Going Medieval

Medieval Monday Talk #75 - Additional Control
Going Medieval
1 Tag 15:31 Community Announcements
[p align="justify"]Greetings, medievalists!
[/p][p align="justify"]This will be our last Medieval Monday Talk for this season/year. That’s just a sign that the update is almost ready for the experimental branch, but we're still in the testing phase. So, what else will be awaiting you there?[/p][p][/p][p]Malnutrition will be added to the game. Settlers will no longer start losing HP when starving. Starvation will lead to malnutrition which will trigger negative modifiers. Once the settler enters an extreme malnutrition phase they start to lose HP. Stages of malnutrition will make settlers /enemies/NPCs slower in work, they’ll heal slower, and take in less XP.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/472eba52a52a8cafc47b228912c336239c9d8ce9.png"][/img][/p][p]With this, starving should not be as big of a punishment that it is, but its consequences will affect your settlers. Hopefully this will give you enough time to cater to their needs.
[/p][p]And we also revisited production settings![/p][p][/p][p]The production “edit” button will receive rework. You will be able to determine, per production, which settler will do the production or use the skill slider to forbid certain settlers from producing. This is especially good when you want to level some newbie in smithing so you assign them to just dismantle stuff, while the swordmaking station is reserved for the smithing chads of the settlement.[/p][p][/p][p]Depending on the building type, the customization options may vary. Choose material, food type, healthpoint of a material or even freshness, in addition to the specific settler and/or their skill. It’s about time, right?[/p][previewyoutube="g2GqrvczLKY;full"][/previewyoutube][p][/p][p]Another thing you’ve requested a lot was to add a checkmark within the stockpile/shelves panels that says “Allow usage in production”. Unchecking it will make sure that settlers ignore resources on these storage for production purposes.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/2d4e0ec4c3f065afdc1c3c9158ae5b865e08652c.png"][/img][/p][p]This will solve the age-old problem where settlers would use up all the barley for the production of beer and food and wouldn't leave any for sowing. With this option you will be able to make a special shelf for barley, make it not used for production, and always have a nice reserve of seed. Finally![/p][p][/p][p]Also, join our Discord server as we are working on new songs and the community there suggests song names. After suggestions are compiled, folks vote for the title they like the most and that usually ends up being the final song name. [/p][p][/p][p]If you are proud of your settlement design, visit #gm-screenshots channel in our Discord and show us your creation. We plan to do another video of this kind and are actively checking submissions made by our discord community:[/p][previewyoutube="_Qv38hj8bVw;full"][/previewyoutube][p]If we like your settlement, we'll let you know and you'll be informed about next steps. [/p][p][/p][p]How do these things sound to you? Let us know in the comments. There are some other things you can expect in the upcoming update, like more animal events, more flora, more structures, more items and various quality of life improvements. Will go into more detail in the official experimental log. Unfortunately, it seems we will not be able to push it to experimental this year, despite our best efforts - but we are so close. January looks pretty nice, so have patience and…[/p][p align="justify"][/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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Patch Notes (0.16.26)
Going Medieval
13.03.24 14:28 Community Announcements
Experimental Branch - Save Migration Guide
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07.03.24 10:39 Community Announcements
Patch Notes (0.16.24)
Going Medieval
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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
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Patch Notes (0.16.20)
Going Medieval
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Hotfix Notes (0.16.19)
Going Medieval
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Hotfix Notes (0.16.17)
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Hotfix Notes (0.16.16)
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Patch Notes (0.16.15)
Going Medieval
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Patch Notes (0.16.14)
Going Medieval
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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)
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15.11.23 11:28 Community Announcements
Experimental Branch Update (0.16.2)
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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