News Liste Going Medieval

Experimental Branch Patch (0.28.39)
Going Medieval
Heute 12:58 Community Announcements
[p]Greetings, players! The newest patch (0.28.39) is now live on all platforms on the experimental branch and the demo version of the game. 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]


Quality of Life Improvements

  • [p]Missing audio has been added for everything except for the Player Triggered Event.[/p][/*]
  • [p]Merchants should have a bit variety in their inventory now.[/p][/*]
  • [p]Siege weapon projectile trails are visible for a longer time.[/p][/*]
  • [p]Added better character preview for skin color, head type, hair type, hair color and facial hair type.[/p][/*]
  • [p]You can prioritize sowing on cropfields via right click now.[/p][/*]
[p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p][/*]
  • [p]Fixed more cases where cellar flood events would flood the whole map. If you have an issue with a flood, write to us on our Discord or via support @ foxyvoxel . io[/p][/*]
  • [p]Fixed the issue that would copy body settings to other graves upon selecting two graves where one had all bodies enabled and the other one had none.[/p][/*]
  • [p]Fixed the issue where a blueprint would remain in the air if you destroyed a wall that contained that blueprint building on top of it.[/p][/*]
  • [p]Fixed the issue where if you build a terrace above the room and use a fence for it, the game would detect it as a room.[/p][/*]
  • [p]Fixed the issue that caused incorrect day formatting in-game (now it’s again d/h/m).[/p][/*]
  • [p]Fixed the issue where resource copies would spawn when canceling, destroying or deconstructing buildings.[/p][/*]
  • [p]Fixed the issue that prevented you from roping sleeping animals via right click.[/p][/*]
  • [p]Fixed the issue where a negotiator wouldn’t leave the map after accepting the bribe.[/p][/*]
  • [p]Fixed the issue where your settlers would attempt to work on enemy crops on secondary maps.[/p][/*]
  • [p]Fixed the issue where the human carcass would not get stripped of its equipment when being processed on a pyre or a butcher table.[/p][/*]
  • [p]Fixed the issue where buildings would not be fully shown after using the "Go To Layers" button.[/p][/*]
  • [p]Fixed the issue where some meals would clip a bit through the ground.[/p][/*]
  • [p]Fixed the issue that prevented water from evaporating from positions where its flow was blocked.[/p][/*]
  • [p]Fixed the issue where the silver mirror was missing from the Almanac.[/p][/*]
  • [p]Fixed the issue where an object/item icon would not appear while hovering over that object/item.[/p][/*]
  • [p]Fixed the issue where marsh grass effect was not visible on secondary marsh maps.[/p][/*]
  • [p]Fixed the issue where the main options panel would still be visible in the background and its buttons clickable when opening audio options.[/p][/*]
  • [p]Fixed the issue where incorrect bed placement in the tutorial would prevent research table placement.[/p][/*]
  • [p]Fixed the issue where settlers would continue burying enemy/settler corpses after the grave filter is changed mid-action.[/p][/*]
  • [p]Fixed the issue that prevented Pseudonyms from updating correctly when using advanced character customization.[/p][/*]
  • [p]Fixed the issue that made merchants spawn in unreachable spots.[/p][/*]
  • [p]Fixed the issue where settlers would enter a loop when trying to deconstruct a building that has a sleeping/fainted creature on it.[/p][/*]
  • [p]Fixed the issue where the Main Menu screen looked messed up on Large and Large UI sizes.[/p][/*]
  • [p]Fixed the issue where some room overlays wouldn’t be properly detected.[/p][/*]
  • [p]Fixed the issue where settlers would not refuel torches if there was no floor/ground beneath them. Oh yeah. Finally![/p][/*]
  • [p]Fixed the issue where the Reset button for Starting conditions in the game's options would not restore default Starting Conditions on older save files.[/p][/*]
  • [p]Fixed the issue where map type warning would not refresh upon scenario change.[/p][/*]
  • [p]Fixed the issue that made buildings invisible in some cases.[/p][/*]
  • [p]Fixed the issue where settlers/animals would magically fall through the ground in some scenarios. Please let us know if it starts appearing again.[/p][/*]
  • [p]Fixed the issue where a mining hover would appear on walls in some situations.[/p][/*]
  • [p]Fixed several text issues.[/p][/*]
  • [p]Fixed minor combat animations.[/p][/*]
  • [p]Implemented minor Twitch UI corrections.[/p][/*]
[p][/p]

Known issues:

  • [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]
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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29.08.24 09:03 Community Announcements
Medieval Monday Talk #51 — Prisoners Revision
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26.08.24 11:52 Community Announcements
Experimental Branch Patch (0.19.32)
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19.08.24 12:54 Community Announcements
Medieval Monday Talk #50 — Rewriting Buildings
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12.08.24 13:19 Community Announcements
Patch Notes (0.19.30)
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12.08.24 07:37 Community Announcements
Experimental Branch Patch (0.19.30)
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08.08.24 07:56 Community Announcements
Experimental Branch Patch (0.19.29)
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29.07.24 13:29 Community Announcements
Patch Notes (0.19.28)
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29.07.24 10:30 Community Announcements
Medieval Monday Talk #49
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29.07.24 08:20 Community Announcements
Medieval Monday Talk #48
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15.07.24 15:33 Community Announcements
Experimental Branch Patch (0.19.28)
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09.07.24 11:03 Community Announcements
Patch Notes (0.19.27)
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28.06.24 12:43 Community Announcements
Patch Notes (0.19.25)
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27.06.24 13:52 Community Announcements
Patch Notes (0.19.24)
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26.06.24 11:33 Community Announcements
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
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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
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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