Experimental Branch Patch (0.20.4)

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]0.20.4[/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 parts of the portcullises would disappear after some time. [*] Fixed the issue where a settler wouldn’t lose ‘Unskilled Labour’ perk if their role was removed. [*] Fixed the issue that prevented “research available” message from appearing. [*] Fixed the issue where Backgrounds, Backstories, Pseudonyms and Perks wouldn’t have appropriate descriptions when hovering on them. [*] Fixed the issue where multiple animals would get sacrificed along with the chosen one for the ritual event. [*] Fixed the issue that prevented settlers from mining voxels under beams. [*] Fixed the issue where prisoner’s appearance would be randomized upon their return from caravan. [*] Fixed the issue that prevented settlers from building a floor/voxel on a beam of one length size. [*] Fixed the issue where prisoners wouldn't go inside their cells during escorting. [*] Fixed the issue that caused recent saves to not appear at the top when opening the load game panel. [*] Fixed the issue where settlers located in the rooms enclosed by barn doors wouldn't be inevitable to events. [*] Fixed the issue where carpet was reducing the room's spaciousness, causing their value to decrease. [*] Fixed the issue where almanac links wouldn’t work from the building selection UI.[/list] [h3]Quality of Life improvements[/h3][list] [*] Events should occur more frequently now. As we added more and more different events, the "none" event (where nothing happens) became a bit more common in occurrence (and boring) so that’s rebalanced now. If after 60 days an event was not triggered, the chance of it happening increases x10 (x20 for a new settler event). After the event occurs, their chance is reverted to the initial value and then the process repeats. [*] Added destruction particles to doors and gates when they are breached. [*] Added Perk icons to the character creator list. [*] Gallows have beauty -10 now.[/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. [*] Some items are missing icons and localization values. [*] 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]