News Liste Going Medieval

Experimental Branch Patch (0.28.28)
Going Medieval
1 Tag 16:05 Community Announcements
[p]Greetings, players! The newest patch (0.28.28) 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. [/p][p][/p]

Quality of life improvements

[p][img src="https://clan.akamai.steamstatic.com/images/34559289/a92194462df46b9edbf04c46675de781e29445c2.png"][/img][/p]
  • [p]You can now preview map seed in the Location selection screen. That’s right, we did it! No more will you load random seeds for a few minutes (hours?) to find a perfect starting spot. What a time to be alive. Huzzah![/p][/*]
  • [p]The thing we forgot to mention since the map edge visual expansion is that if you try to start a new game on the same seed, its river shapes will look a bit different. The terrain layout and its content will stay mostly the same. It’s just that a river path is gonna be a bit streamlined.[/p][/*]
  • [p]Roofs, Floors, Fences, Merlons and Walls (except wood walls) now automatically change variations when placed. Simply put - Corners of fences, merlons and walls should be created automatically. The system is pretty loose. Any changes made by the player will invalidate the automatic system. There's also a checkmark for everything to enable/disable the systems.[/p][/*]
  • [p]Shrubs located on voxels that are on edges will display a nice shrubbery texture on those voxels.[/p][/*]
  • [p]Workshop room type now affects easel, oil press, apothecary table and minting station.[/p][/*]
  • [p]Apothecary station is allowed in the Infirmary room type and it will have a small boost to production because of that.[/p][/*]
  • [p]Added warning when a bed is unavailable due to low temperature.[/p][/*]
  • [p]The same message will not spawn multiple times if the text is the same.[/p][/*]
  • [p]All event portraits now have appropriate art tied to them.[/p][/*]
[p][/p]

Bugs and fixes

  • [p]The issue where you were not able to access and attack bandit camps is fixed and will not appear on newly created games. However, on the existing saves that have this issue we are not able to apply this fix due to the code structure of each save. If you are a player with this issue, do send us the save via F10 and write to support @ foxyvoxel . io with the title of your report and we’ll fix it manually for you. Alternatively, you can reach us on our Discord server and we’ll assist you there, too.[/p][/*]
[p][/p]
  • [p]Fixed several crash occurrences.[/p][/*]
  • [p]Fixed the issue where ground voxels would not disappear entirely when mined.[/p][/*]
  • [p]Fixed the issue where producing the Influential Treatise step for the Intellectual Center grand objective would sometimes not be recognized as being completed.[/p][/*]
  • [p]Fixed the issue where items would float in the air around merchant stalls if that building is rotated during placement.[/p][/*]
  • [p]Fixed the issue where a settler would sometimes traverse an imaginary ladder in the air during their deconstruction goal.[/p][/*]
  • [p]Fixed the issue where domestic animals would reserve blighted crops, thus blocking settlers from cutting them.[/p][/*]
  • [p]Fixed the issue where settlers would overlap with other settlers during their wound tending animations.[/p][/*]
  • [p]Fixed the issue where production entries modified only via quality slider were not marked as customized with asterisk *[/p][/*]
  • [p]Fixed the issue where settlers would use resources from shelves for production even when "Allow Usage in Production" is turned off for them.[/p][/*]
  • [p]Fixed the issue that made grass turn very dark sometimes.[/p][/*]
  • [p]Fixed the lighting on bushes outside of map edges.[/p][/*]
  • [p]Fixed some text issues.[/p][p][/p][/*]

Known issues:

  • [p]Settlers will be positioned under the bed when sleeping.[/p][p][/p][/*]
  • [p]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.[/p][/*]
  • [p] Assigned Pets don't sleep with owners.[/p][/*]
  • [p] Some text keys are still not translated.[/p][/*]
  • [p] Player-triggered events don't have sound effects[/p][/*]
  • [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p][/*]
  • [p] 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.[/p][/*]
[p]DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]Foxy Voxel[/p]
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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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Patch Notes (0.19.23)
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25.06.24 08:57 Community Announcements
Patch Notes (0.19.22)
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21.06.24 14:10 Community Announcements
Patch Notes (0.19.21)
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20.06.24 07:58 Community Announcements
Medieval Monday Talk #47
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17.06.24 15:05 Community Announcements
Experimental Branch Patch (0.19.17)
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14.06.24 11:34 Community Announcements
Patch Notes (0.19.16)
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11.06.24 11:59 Community Announcements
Patch Notes (0.19.14)
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06.06.24 13:12 Community Announcements
Patch Notes (0.19.13)
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04.06.24 14:25 Community Announcements
Patch Notes (0.19.12)
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03.06.24 15:15 Community Announcements
Update #11 | Events & Roles
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30.05.24 09:08 Community Announcements
Experimental Branch Patch (0.19.10)
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29.05.24 12:49 Community Announcements
Experimental Branch Patch (0.19.9)
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27.05.24 14:47 Community Announcements
Experimental Branch Patch (0.19.8)
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24.05.24 16:39 Community Announcements
Experimental Branch Patch (0.19.7)
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23.05.24 16:06 Community Announcements
Experimental Branch Patch (0.19.5)
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21.05.24 15:24 Community Announcements
Experimental Branch Patch (0.19.4)
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20.05.24 15:08 Community Announcements
Experimental Branch Patch (0.19.3)
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19.05.24 07:15 Community Announcements
Experimental Branch Patch (0.19.2)
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17.05.24 13:31 Community Announcements
Experimental Branch Update (0.19.0)
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16.05.24 15:07 Community Announcements
Medieval Monday Talk #46
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13.05.24 13:05 Community Announcements
Patch Notes (0.18.19)
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08.05.24 11:43 Community Announcements
Medieval Monday Talk #45
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29.04.24 11:31 Community Announcements
Hotfix Notes (0.18.18)
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26.04.24 13:05 Community Announcements
Update #10.5 | Migration & Camera Changes
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22.04.24 11:26 Community Announcements
Medieval Monday Talk #44
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08.04.24 11:55 Community Announcements
Experimental Branch Patch (0.18.8)
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03.04.24 13:10 Community Announcements
Experimental Branch Patch (0.18.7)
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28.03.24 14:19 Community Announcements
Experimental Branch Patch (0.18.5)
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22.03.24 21:32 Community Announcements
Experimental Branch Patch (0.18.3)
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20.03.24 13:54 Community Announcements
Medieval Monday Talk #43
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18.03.24 15:07 Community Announcements
Patch Notes (0.16.26)
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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)
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06.03.24 13:51 Community Announcements
Patch Notes (0.16.23)
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29.02.24 11:28 Community Announcements
New Save System is coming soon
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26.02.24 18:54 Community Announcements
Patch Notes (0.16.22)
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26.02.24 12:38 Community Announcements
Patch Notes (0.16.20)
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13.02.24 12:26 Community Announcements
Hotfix Notes (0.16.19)
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07.02.24 12:27 Community Announcements
Hotfix Notes (0.16.17)
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06.02.24 11:48 Community Announcements
Hotfix Notes (0.16.16)
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05.02.24 12:03 Community Announcements
Patch Notes (0.16.15)
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01.02.24 13:52 Community Announcements
Patch Notes (0.16.14)
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25.01.24 13:03 Community Announcements
Patch Notes (0.16.13)
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18.01.24 14:49 Community Announcements
Happy Holidays!
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22.12.23 14:27 Community Announcements
Patch Notes (0.16.10)
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20.12.23 14:05 Community Announcements
Hotfix (0.16.9)
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08.12.23 14:11 Community Announcements
Patch Notes (0.16.8)
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07.12.23 08:05 Community Announcements
Hotfix (0.16.7)
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23.11.23 14:05 Community Announcements
Nominate Going Medieval for Labor of Love 2023 Steam Award
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22.11.23 12:56 Community Announcements
Update #10 | Water & Fishing
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21.11.23 10:56 Community Announcements
Experimental Branch Patch (0.16.6)
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20.11.23 10:51 Community Announcements
Experimental Branch Patch (0.16.5)
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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
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30.10.23 13:39 Community Announcements
Medieval Monday Talk #41
Going Medieval
16.10.23 12:25 Community Announcements
Medieval Monday Talk #40
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02.10.23 13:26 Community Announcements
Medieval Monday Talk #39
Going Medieval
18.09.23 12:15 Community Announcements
Medieval Monday #38
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04.09.23 14:34 Community Announcements
Hotfix (0.15.8)
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23.08.23 12:46 Community Announcements