Experimental Branch Patch (0.20.8)

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]0.20.8[/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 settlers would pray away from shrines. [*] Fixed the issue where you could mark hay on stockpiles for urgent hauling if troughs are full, but not if they were empty. [*] Fixed the issue where shelves and fuel consumers wouldn’t remember their settings after being relocated/turned into a pile. [*] Fixed the issue where coping shelves and fuel consumers would paste buildings without their respective settings. [*] Fixed the issue where clicking on any selectable object while multiple selection is active wouldn't switch back to single selection UI. [*] Fixed the issue that prevented the execution event from working. [*] Fixed the issue where recruited prisoners wouldn’t drop shackles upon becoming settlers. [*] Fixed the issue that caused "Prison Cell Missing" message to appear when you didn’t have any prison cells, but upon the prisoner merchant spawning and before purchasing anything from them.[/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]