Experimental Branch Patch (0.20.2)

Going Medieval

Stake your claim in this colony building sim and survive a turbulent Medieval age. Construct a multi-storey fortress in a land reclaimed by wilderness, defend against raids, and keep your villagers happy as their lives are shaped by the world around them.

Greetings players! The newest patch ([b]0.20.2[/b]) is now live on all platforms [u][b]on the experimental branch[/b][/u]. 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. [h3]Bugs and Fixes[/h3][list] [*] Fixed several crash occurrences. [*] Fixed the issue where a fence couldn’t be selected in the blueprint/constructed phase. [*] Fixed the issue where building barn doors would show a lock icon on it. [*] Fixed the issue where shelves wouldn’t drop piles upon being destroyed. [*] Fixed the issue where some pens wouldn’t be properly detected. [*] Fixed the issue where roped animals would exit their pens after some time. [*] Fixed the issue where the game would forbid you from building roofs in certain areas and saying it was already occupied/blocked by something, despite nothing being present there. [*] Fixed the issue where rugs/ritual circles were not being able to be positioned above the ground floor. [*] Fixed the issue where negotiator’s timer wouldn’t tick upon loading the game. [*] Fixed the issue that prevented the order panel from appearing.[/list] [h3]Quality of Life improvements[/h3][list] [*] Tooltip now shows more info when capturing prisoners - weight, height, background, etc. [*] Candles and Braziers are added to Great Hall room requirements. [*] Captive labourers and Prisoners now have different x-ray effects from settlers (yellowish outline). [*] Now, prisoners will not all merge into one spot when coming with a prisoner merchant.[/list] [h3]Known issues:[/h3][list] [*] 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. [*] Opening almanac links does not work from the building selection UI. [*] ‘Research available’ message does not appear until you reload the game. [*] Assigned Pets don't sleep with owners. [*] Some items are missing icons and localization values. [*] Tooltip is missing when hovering over perks, backgrounds and pseudonyms, when trying to add new ones in advanced character customization. [*] Some items and resources are missing localization values and icons in the stockpile management UI. [*] Player-triggered events don't have sound effects [*] Settlers will not refuel torches without floor/ground beneath them. [*] Settlers will not choose the closest production building (if there are more of the same type), but the one with a production set first in the global list of productions.[/list] [b]DISCLAIMERS: [/b] ⚠️ 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. ⚠️ 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. As always, use F10 and/or the [url=https://steamcommunity.com/app/1029780/discussions/3/]experimental bug subforum[/url] for reporting experimental issues. If you want more dynamic/direct communication - head over to [url=https://discord.gg/goingmedieval]our Discord server[/url]. Even though we might not reply, we are reading everything. Thank you! [url=https://store.steampowered.com/developer/foxyvoxel][i][b]Foxy Voxel[/b][/i][/url]