News Liste Going Medieval

Experimental Branch Patch (0.28.39)
Going Medieval
1 Tag 11:46 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]Visual explosion effect has been added for trebuchet impact with flammable oil and greek fire oil.[/p][/*]
  • [p]Some construction / deconstruction / mining improvements. Settlers now wait less time when choosing what to do next.[/p][/*]
  • [p]Turning V-sync on will now turn the framerate cap option off.[/p][/*]
  • [p]Night is a bit darker.[/p][/*]
  • [p]Heavy rain nights are a bit darker.[/p][/*]
  • [p]Snow days are a bit brighter.[/p][/*]
  • [p]New grass visuals have been implemented into the Main Menu.[/p][/*]
[p][/p]

Bugs and fixes

  • [p]Fixed several crash occurrences.[/p][/*]
  • [p]Fixed the issue where socketable buildings would end up being hard to select and place sometimes.[/p][/*]
  • [p]Fixed the issue where placing large amounts of building on cropfields/stockpiles would cause mini-freezes/stutters.[/p][/*]
  • [p]Fixed the issue that made wicker roof variants visually glitch in some cases.[/p][/*]
  • [p]Fixed the issue where grass wouldn’t be properly displayed in heatmap overlay mode.[/p][/*]
  • [p]Fixed the issue where when a multi selection is made on your settlers, settlers avatar highlights were updated with delay.[/p][/*]
  • [p]Fixed the issue where the enemy's construction AI wouldn’t properly work in some cases.[/p][/*]
  • [p]Fixed the issue where heraldry wrapping pattern didn’t behave as intended.[/p][/*]
  • [p]Fixed the issue that teleported settlers/animals underground in some cases.[/p][/*]
  • [p]Fixed the issue where a message “wound needs tending” would appear on wild animals.[/p][/*]
  • [p]Fixed the issue where settlers would prioritize sleep if they had nothing to do and were set to “anything” in their work schedule.[/p][/*]
  • [p]Fixed the issue where Gobbler perk wasn’t in a conflict with Austere and Ascetic perks.[/p][/*]
  • [p]Fixed the issue that prevented snow melting from some roofs in certain situations.[/p][/*]
  • [p]Fixed the issue that prevented snow from appearing on top of roofs if they were demolished and then rebuilt.[/p][/*]
  • [p]Fixed the issue where items would float in the air around merchant stalls if that building is rotated during placement. For real this time.[/p][/*]
  • [p]Fixed the issue that caused settlers to get trapped underground when deconstructing ladders inside holes.[/p][/*]
  • [p]Fixed the issue where the Wooden beam structure had a plus sign in the building menu even if no other variant has been unlocked.[/p][/*]
  • [p]Fixed the issue where some resources would miss icons upon hovering on them.[/p][/*]
  • [p]Fixed the issue that prevented socketable buildings from being built above slopes.[/p][/*]
  • [p]Fixed the issue where Honey Crispels weren’t giving enough points for the Feast event.[/p][/*]
  • [p]Fixed the issue where map type description wouldn’t update if you clicked on world map markers (from region) when starting a new game.[/p][/*]
  • [p]Fixed the issue where if the settler was drafted, their pet with the battle turned on would end up stuck on hauling tasks.[/p][/*]
  • [p]Fixed the issue where animals/humans would end up being on fire in certain situations.[/p][/*]
  • [p]Fixed various text issues.[/p][/*]
  • [p]Fixed some minor UI bugs.[/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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29.07.24 10:30 Community Announcements
Medieval Monday Talk #49
Going Medieval
29.07.24 08:20 Community Announcements
Medieval Monday Talk #48
Going Medieval
15.07.24 15:33 Community Announcements
Experimental Branch Patch (0.19.28)
Going Medieval
09.07.24 11:03 Community Announcements
Patch Notes (0.19.27)
Going Medieval
28.06.24 12:43 Community Announcements
Patch Notes (0.19.25)
Going Medieval
27.06.24 13:52 Community Announcements
Patch Notes (0.19.24)
Going Medieval
26.06.24 11:33 Community Announcements
Patch Notes (0.19.23)
Going Medieval
25.06.24 08:57 Community Announcements
Patch Notes (0.19.22)
Going Medieval
21.06.24 14:10 Community Announcements
Patch Notes (0.19.21)
Going Medieval
20.06.24 07:58 Community Announcements
Medieval Monday Talk #47
Going Medieval
17.06.24 15:05 Community Announcements
Experimental Branch Patch (0.19.17)
Going Medieval
14.06.24 11:34 Community Announcements
Patch Notes (0.19.16)
Going Medieval
11.06.24 11:59 Community Announcements
Patch Notes (0.19.14)
Going Medieval
06.06.24 13:12 Community Announcements
Patch Notes (0.19.13)
Going Medieval
04.06.24 14:25 Community Announcements
Patch Notes (0.19.12)
Going Medieval
03.06.24 15:15 Community Announcements
Update #11 | Events & Roles
Going Medieval
30.05.24 09:08 Community Announcements
Experimental Branch Patch (0.19.10)
Going Medieval
29.05.24 12:49 Community Announcements
Experimental Branch Patch (0.19.9)
Going Medieval
27.05.24 14:47 Community Announcements
Experimental Branch Patch (0.19.8)
Going Medieval
24.05.24 16:39 Community Announcements
Experimental Branch Patch (0.19.7)
Going Medieval
23.05.24 16:06 Community Announcements
Experimental Branch Patch (0.19.5)
Going Medieval
21.05.24 15:24 Community Announcements
Experimental Branch Patch (0.19.4)
Going Medieval
20.05.24 15:08 Community Announcements
Experimental Branch Patch (0.19.3)
Going Medieval
19.05.24 07:15 Community Announcements
Experimental Branch Patch (0.19.2)
Going Medieval
17.05.24 13:31 Community Announcements
Experimental Branch Update (0.19.0)
Going Medieval
16.05.24 15:07 Community Announcements
Medieval Monday Talk #46
Going Medieval
13.05.24 13:05 Community Announcements
Patch Notes (0.18.19)
Going Medieval
08.05.24 11:43 Community Announcements
Medieval Monday Talk #45
Going Medieval
29.04.24 11:31 Community Announcements
Hotfix Notes (0.18.18)
Going Medieval
26.04.24 13:05 Community Announcements
Update #10.5 | Migration & Camera Changes
Going Medieval
22.04.24 11:26 Community Announcements
Medieval Monday Talk #44
Going Medieval
08.04.24 11:55 Community Announcements
Experimental Branch Patch (0.18.8)
Going Medieval
03.04.24 13:10 Community Announcements
Experimental Branch Patch (0.18.7)
Going Medieval
28.03.24 14:19 Community Announcements
Experimental Branch Patch (0.18.5)
Going Medieval
22.03.24 21:32 Community Announcements
Experimental Branch Patch (0.18.3)
Going Medieval
20.03.24 13:54 Community Announcements
Medieval Monday Talk #43
Going Medieval
18.03.24 15:07 Community Announcements
Patch Notes (0.16.26)
Going Medieval
13.03.24 14:28 Community Announcements
Experimental Branch - Save Migration Guide
Going Medieval
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