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]0.20.24[/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 prioritizing taming/recruiting/shackling via right click would direct settlers to a different animal/prisoner than the ones that have been selected.
[*] Fixed the issue where a settler’s health bar doesn't disappear after it gets back to 100%.
[*] Fixed the issue where settlers wouldn’t escort prisoners to their cells due to them waiting on the recruitment. Now, recruitment will only happen within prison cells.
[*] Fixed the issue where prisoners that surrender while being on ladders would end up stuck there, along with the settler that attempted escort.
[*] Fixed the issue where you could build stairs on locations with trees and without the need to cut those trees first.
[*] Fixed the issue where copying/relocating Armour Rack would deselects Clothing and Body Armor on the new location, regardless of the original settings.
[*] Fixed the issue where settlers wouldn’t close windows in some situations.
[*] Fixed the issue where graves with bodies in them would never be hidden when moving down layers.[/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]