Patch Notes (0.20.14)

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, medievalists! The newest patch ([b]0.20.14[/b]) is now live [u]on all platforms[/u]. 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 canceling pile installation during placement phase would make that pile unavailable for hauling until reloading the game. [*] Fixed the issue that created more scenarios where socketable buildings (ie torches) couldn’t be built on some walls, despite them having no clear obstacles. [*] Fixed the issue that allowed socketable buildings construction on walls in the blueprint phase. [*] Fixed the issue that didn’t count settlers with roles in the event outcome score. [*] Fixed the issue where right-clicking job prioritization wouldn’t work in some scenarios. [*] Fixed the issue that prevented open doors, windows, gates and portcullises from letting the water through. [*] Fixed the issue where domestic animals/pets turned wild would retain their traversal capabilities (like walking through doors). [*] Fixed the issue where pens wouldn’t get detected in certain situations. [*] Fixed the issue where furniture and buildings couldn’t be built on rugs. [*] Fixed the issue where the “Next recruit attempt” counter displayed wrong numbers. [*] Fixed the issue that caused a merchant to escort prisoners to the execution event.[/list] [h3]Quality of Life improvements[/h3][list] [*] New animation for settler opening portcullises has been added. [*] Escorting prisoner animation is a bit more fine-tuned to prevent massive roping distances.[/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. [*] Marking a sleeping prisoner for hanging will result in them not going to the event. [*] Assigned Pets don't sleep with owners. [*] Some items are missing icons and localization values. [*] Player-triggered events don't have sound effects [*] Settlers will not refuel torches if there is no floor/ground beneath them. [*] 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.[/list] [b]DISCLAIMER:[/b] The experimental and the main branch have the same version of the game. However, [u]on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time.[/u] This will help us get more info from your side when crashes and bug reports occur. [i]If you are annoyed by this, please switch to the main branch to experience the game without the red text.[/i] [url=https://store.steampowered.com/developer/foxyvoxel][i][b]Foxy Voxel[/b][/i][/url] [url=https://discord.gg/goingmedieval style=button]Discord[/url] [url=https://www.reddit.com/r/goingmedieval/ style=button]Reddit[/url] [url=https://x.com/going_medieval style=button]X/Twitter[/url] [url=https://www.tiktok.com/@going.medieval style=button]TikTok[/url] [url=https://www.facebook.com/FoxyVoxel style=button]Facebook[/url]