Patch Notes (0.20.23)

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]0.20.23[/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 issues where wounded settlers would end up in a loop where they are moved from an infirmary bed to an infirmary bed. [*] Fixed the issue where grilles from portcullises would turn invisible in some situations. [*] Fixed the issue where settlers that went on a caravan trade would be marked as dead in historical records. [*] Fixed the issue where random stuff on the map would turn forbidden for no reason. [*] Fixed the issue that allowed pets, domestic animals and other NPCs to idle in prison cells. [*] Fixed the issue where settlers would deconstruct ladders from the bottom, causing them to get stuck in the process. [*] Fixed the issue that prevented ladder placement below socketable buildings (banners, torches, etc). [*] Fixed the issue that caused settlers to sometimes lose their assigned rooms during their caravan travel. [*] Fixed the issue where a silver wall torch would have intensity options in its setting.[/list] [h3]Quality of Life improvements[/h3][list] [*] Sitting depressed idle animations have been added to prisoners.[/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. [*] 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]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 [u][b]experimental and the main branch are a bit different as experimental is helping us test memory leaks within the game[/b][/u]. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this. [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]