パッチノート †
Going Medievalのアップデートに関するパッチノートを記載しております。原文はこちらになります。
Pathc Notes 0.7.15 †
原文はこちらから。Google日本語訳はこちらから。
2022年2月14日
- Bugs and Fixes
- Fixed the issue that caused settlers to ignore hauling to stockpiles marked as ‘very high priority’.
- Fixed the issue that caused settlers to stop sowing the fields even when Seeds became available.
- Fixed the issue that caused Clothes and Armors to be displayed sideways when stored on armor racks.
- Fixed the issue that caused settlers not to sow fields, even though seeds, as a resource, became present.
- Fixed the issue that caused icons for winter clothes to appear smaller than the rest of the items when hovering over racks and chests.
- Fixed the issue that caused the game not to update counter of the “Until you have” option for the Armourer’s Table once the Buckler Shield has been crafted.
- Fixed the issue that caused the Reroll and Pseudonym buttons for Background on the Settlers screen to appear, even if the Advanced Customization menu is disabled.
- Fixed the issue that caused the "Load" preset feature in the Settlers screen to stay disabled upon using the “Save” preset feature for the first time.
- Fixed the issue where deleting a preset (in a Settlers screen) would corrupt Save menu's functionality and additional presets would overwrite the remaining preset.
- Fixed the issue that caused the settler's avatar to not properly update with the settlers' hair color when changing the body type.
- Fixed the issue that caused short screen freezes when changing settlers’ body type in the Settlers screen.
- Fixed the issue that caused changing settlers’ body type to modify the current Group Creation Points value, even though no other options that use Creation Points were changed.
- Fixed the issue that caused Structure Piles to not be accumulated and properly displayed in the Merchants' Trading menu.
- Fixed the issue that caused Factions' Alignment values to be inconsistently displayed in the Info Tab and in the tooltips.
- Fixed the issue that caused the Hair Color/Skin Color menu to have the scroll bar present.
- Fixed the issue that caused sides of voxels situated in the Forbidden Zone to not have red overlay.
- Fixed the issue that caused the disappearance of tooltips for Apparel and Equipment items when hovering over them in the Seal the Deal screen.
- Fixed the issue that caused corruption of settlers’ avatars after modifying their "Height" or “Body Type” value by typing in the text box and clicking on a different settler afterwards, in the Settler Creation screen.
- Fixed the issue that caused Summary Screen to not update properly when going back and forth between menus to select a different Heraldry.
- Fixed the issue where packaged meals (human meat) would not count in the “until you have” production counter.
- Fixed the issue that caused tooltips not to update in real time when using the "Allow/Forbid" order.
- Fixed the issue that caused "Pain" and "Inebriated" stat values not consistent with the ones in the Scenario description.
- Fixed the issue where text boxes from a custom scenario, upon entering 9 or more digits, would corrupt such scenario.
- Fixed the issue that caused the corruption of the custom scenario edit menu if “Override” stats are added.
- Fixed the issue that caused all of the shields to have "Two Handed" description in their Info tab and Almanac entries.
- Map seed number has been added to the pause menu and statistics panel within Historical Records.
- Mail helmets are no longer comically large.
- Metal shields are now properly added to the almanac.
- Wooden Buckler and Wooden Shield from the Research menu now have a proper Almanac link functionality when clicked on.
- Beds can be built now in rooms like the kitchen and workshop.
- Animated equipment like bows and flails will have proper animations after loading a game (previously, only equipped items from that session would be animated properly).
- Facial hair is hidden when mail helmets are equipped.
- NOTE: Due to shield and buckler productions changes within the code, every active production of that equipment from 0.7.11 saves and before these productions will be automatically deleted upon load. Any new production set will work fine.
- Fixed minor text issues.
Pathc Notes 0.7.11 †
原文はこちらから。Google日本語訳はこちらから。
2022年2月7日
- Bugs and Fixes
- Fixed several rare crash occurrences.
- Fixed the issue that caused brazier material to appear half transparent when lowering world layers.
- Fixed the issue that caused new construction variations to appear hollow when lowering world layers.
- Fixed the issue that caused Caravan Halt to have a hard to select hotspot.
- Fixed the issue where the progress bar of some structures would clip with floor graphics,if the floor is used above those structures.
- Fixed the issue that caused Wooden Buckler and Wooden Shield from the Research
- menu to lack the Almanac link functionality when clicked on.
- Fixed the issue that caused ‘Seeds’ text in the Shelves' Info tab to be missing the hyperlink that opens the Almanac when clicked on.
- Fixed the issue where the ‘Wooden Shield’ used the wrong icon in every menu and tooltip where present.
- Added info about production speed % in the production structure selection panel. Now, you can see what influence the room has, or temperature, or rain, etc.
- Forbidden structures for some room types have been updated.
- Minor visual glitches have been removed.
- Fixed minor text issues.
Pathc Notes 0.7.1 †
原文はこちらから。Google日本語訳はこちらから。
2022年2月1日
Update #3 | New Resources & Cultivation †
Seeds and Saplings †

The Faction tab is located within the Historical Records panel in-game. It shows you what alignments you have with other factions and which faction is at war with who. You can change alignment with other factions by trading with them, gifting We have made some major changes to crops. You won’t be able to magically conjure them from thin air anymore and we’ve added a new phase to the life cycle of plants. Saplings are also in the game. Here is how it’s all going to work:
- To sow crops, you will need new resources - seeds and saplings.
- Agriculture now unlocks all crop fields, but they will not appear in the crop field panel unless you have the seed for that crop somewhere on the map.
- One seed/sapling occupies one grid space.
- One settler can carry a maximum of 300 seeds | 30 saplings in their inventory.
- Some crops, like barley and redcurrant, are sown with their produce (one redcurrant, as a resource is used to plant one redcurrant bush).
- All plants drop seeds in their ripe phase, but there are certain plants like cabbages, carrots, and beets, that give more when in flowering and seeding phases.
- Trees drop saplings whenever they are cut, except when in the dead phase.
Crop Blight †

Blight is the new event in the game and will appear during summer and autumn. It will occasionally occur on random sections of the field and will destroy your crops if it isn’t dealt with.
- Blight can affect only flax, barley, cabbage, carrots, and beets.
- When the blight appears, you will want to cut contaminated crops before it’s too late, as it will spread to nearby crops.
- Strategic crop placement will also prevent the blight from spreading - the size of the crop fields, as well as their shapes, play a big role in blight control.
New flora †

To make things a little easier and interesting, we added some new flora elements.
- Apple trees are added to the game and can be sown with apple saplings. You can't find those saplings in the wild, but they can be bought from merchants or settlements. These trees have several harvest cycles and produce apples, wood, and sticks.
- Wild flax and wild barley are here (or, as we’d say it: growing wild!). Look at them as a starting point from which you will obtain seeds. They look a bit different and give fewer resources than regular flax and barley.
- Even if your scenario starts with zero wild flax and barley, over time they should appear all over the map. The amount will depend on the map type and size.
NOTE: Wild flax and wild barley will not grow on maps from an old save.
New resources †

With the latest update, we are bringing some useful new resources that can be utilized across your settlement.
- Bread - produced as a meal if you use barley as a singular cooking resource.
- Apple pie - produced as a meal if you use apples as a singular cooking resource.
- Redcurrant pie - produced as a meal if you use redcurrants as a singular cooking resource.
- Honey crisps - produced as a meal if you use honey as a singular cooking resource.
- Apple cider - produced from using apples in the brewing station.
- Mead - produced from using honey in the brewing station.
- Honey - produced from skeps. It can be eaten raw, used for cooking and used as a basic medkit (like herbs.)
- Wax - produced from skeps. Used to refuel candles.
- Tallow - produced when butchering some animals. Also used as a basic medkit (like herbs). Can also be used to refuel candles.
- Ice blocks - made from ice boxes. They can only be produced if the temperature around them is -1 or less. Ice blocks lower the temperature of the room around them when stored in any room.
- Silver - mined from voxels.
- Silver ingots - made from silver in the smelting station, like other ingots.
NOTE: silver voxels can't be found on old save maps. Only when starting a new game
New equipment †

We’ve added new weapon materials for you and your enemies:
- Silver versions of weapons, armors, and shields are in the game. When it comes to quality for weapons, silver is a bit better than gold, but still worse than iron or steel. Silver items have a greenish tint to them, so they look like rusted silver. It’s a design choice to make them different from gold, iron, and steel.
- Bucklers, kite, and regular shields now have all-metal variations (gold, steel, iron, and silver.)
- Enemies and visitors have some new equipment that you can't create. Things like armor made from bones, animal headpieces, headbands, etc. Nothing stops you from taking those forcefully, though.
New structures †

New production buildings, as well the ones that are going to make trading easier, are now in the game.
- Icebox - produces ice blocks. Temperature around the structure influences the speed of production. The production will stop when the temperature becomes higher than -1. The lower the temperature, the faster the production.
- Skep - produces honey and wax. Skeps are also influenced by temperature and will not produce if the temperature is too low.
- Merchants stall - merchants will go to this structure once they appear on your map. Their goods will appear on the stall when they reach it, and you will be able to start the trading process either by the right-clicking merchant or the stall.
- Caravan Halt - settlers will gather at this structure when forming a caravan. Forming caravans also works as before. When settlers return, the resources will spawn around the nearest halt instead of on the edge of the map.
Visual variations to structures †

You can now change visual variations to some structures. NOTE: This type of change will have no impact on gameplay. It only impacts the visuals of the game.
- Elements that have variations are: roofs, walls, floors, fences, merlons.
- Beyond shape variations, roofs now have material variations, too. These are strictly visual differences.
- By using a rotation of these variations, only the visual representation will be affected.

NOTE: Corner merlons and corner fences are included as variations of merlons/fences now. This move creates empty spots in the places you used previous corners.
Research panel changes †

The research panel had to be reorganized a bit due to the integration of the elements mentioned above.
- Beekeeping and Ice Making research nodes are now in the research panel - unlocking these nodes will allow you to build Skeps and Ice Boxes.
- The research panel received a bit of visual rearrangement due to the integration of these elements.
New harvesting control and behavior †

Crop fields have an additional panel next to the selection panel now. Within that panel there are a couple of options that you can select:
- Crop field priority - You can change the priority of crop fields, just like you do with stockpiles. All crop fields with the same priority will be treated the same as before (the closest one has the highest priority). Priority influences sowing, cutting, and harvesting.
- Don’t Sow - Settlers will still harvest the existing crops on the field but will not sow another round while this box is checked.
- Harvest Phase - You can now choose in which phase a crop gets harvested. The phases you can choose are only phases where a harvestable resource is present (note that barley plants only have one harvest phase.)
- Cutting Phase - This option appears when you select tree crops. Some trees, like apple trees, have both cutting and harvesting phases within this panel.
- Changing crops - You can change the type of crops that are sown on the selected field. Changing a crop type will order the crops on that field to be cut down so the new ones can be sown.
Other notable changes in this area:
- Plants now die if they are under a roof. A message will appear in a plant’s selection screen when this happens. If you place crop fields under the roof, it will not trigger settlers to sow there
- Resource amount dropped after harvesting/cutting is now multiplied by the percentage of HP the plant has. For example: if the hailstorm, frost, or blight hurts the plants, they will give fewer resources because of it.
Fuel system †

Light and heat sources now require refueling in order to emit heat/light. Once these buildings are out of fuel, settlers will need to use one of the fuel types to refill them.
- Structures like braziers, torches, and candles need refueling to emit heat.
- Each structure can have a different kind of fuel. Torches and braziers use coal, wood, and sticks, while candles use tallow and wax.
- Each fuel resource has an assigned fuel strength, meaning they will not offer the same fuel amount. More tallow is needed than wax to refuel a candle. You will also need more sticks than coal or wood.
- Settlers that have the Steward job turned on will do the refueling.
- Once refueled, those buildings can be turned on/off without settlers.
NOTE: The fuel system is used on furniture that gives heat (braziers, candelabra, torches). We are not using them on production buildings (even though they give off heat as well).
New modifiers for settlers †

Settlers now have different modifiers as they age (some of the attributes are different if they are young, adult, middle-aged, or senior). These modifiers are also affected by the settler's height and weight.
- Settlers gain random perks (sometimes) when they have a birthday. The perk is given in the same rule set as randomizing a settler when creating them.
- Some perks (for now only the cannibal perk) can’t be received with birthdays.
- Settlers can now die of old age. Every time it’s time for them to wake up (if they are older than 65 and after at least 3h of sleep) there is a chance they will die. As they grow, their chances of dying will increase. If you really want to see the odds and edit them, you can do so within the WorkerBase.json file.
The rebellious state and merry modifiers have been changed.
- Rebellious - Before, when a settler’s mood would drop under a certain threshold, the settler would become rebellious. Now, when the mood drops under a certain threshold, there is a 50% chance the settler will become rebellious, with each negative mood -modifier that happens. There is a cooldown where the settler can't become rebellious sometime after being rebellious.
- Merry - Before, while a settler’s mood was over 80%, the settlers were merry by default. Now, when the mood is over 80% settlers have a 50% chance of getting the merry effector, with every good mood modifier that triggers.
Settlers are dreaming.
- Settlers can now have good or bad dreams. (there is also a chance they do not dream.)
- Settlers that have some perks, like glutinous, cannibal, and bloodlust can also have different dreams.
- Settlers with the bloodlust perk now get a mood modifier when killing someone.
Enemies †

Enemies now have new equipment that relates to the factions they are tied to - this is an aesthetic choice as we think it adds a bit more personality to the factions.
- Shields and plate armors now have heraldry on them. They will have the enemy heraldry while the enemy has them equipped and the player’s heraldry while the player has them equipped.
- Factions now have a percentage of female visitors and/or enemies.
- Music:
New songs, yay!
- Added two music tracks and changed music playlist logic.
- Other notable introductions and improvements
- The Animal Husbandry job type has been added to the JOBS panel. At the moment, it is only used for beekeeping.
- The camera will not move to the merchant location once the event appears in the game.
- Clay brick and Limestone Brick arches are in the game, due to the popular demand
- The Bartering and Caravan screen has sorting arrows now - you can sort items by alphabetical placement, value, amount, etc.
- Non-tradable items will be always at the bottom of the screen by default.
- We’ve introduced daily maximum attainable level experience for a skill per settler. On a daily basis, settlers will be able to earn 1600XP for one skill. If that number is passed, the settler will earn 10% of the XP for that skill (meaning, if they earned 50XP for cutting trees, now they’ll earn 5XP). When the day starts anew, XP that was 1600/1600 will return to 0/1600. The cap limit is influenced by various factors, so settlers will differentiate among themselves. We also introduced skill decay - once a settler reaches level 5 with a skill, XP for those will start to decay. Decay will be slower but over time, as settlers age, decay numbers will increase. Decay will not affect their current skill level - skill level cannot decay under the last level gained.
- A new tooltip system has been implemented. Tooltips should no longer stay active on the screen and appear dubbed from time to time. Tooltips will now follow the mouse cursor in order to look a bit more fluid.
- World layer level is now written in the save data - upon loading, the game will remember the layer on which you were on.
- Bugs & Fixes
We have also fixed a bunch of things:
- Fixed the issue that caused roof textures to flicker and overlap when different combinations are made (next to one another) and the camera is rotated.
- Fixed the issue where settlers would get multiple birthdays in some cases.
- Fixed the issue where surrounding textures can be seen through the Kiln texture.
- Fixed the issue where "Some custom images have been deleted, “Your heraldry design might lack the custom image used." message would appear in the Heraldry edit menu.
- Fixed the issue where some perks were addable to the body types that didn’t make sense.
- Fixed the issue where the shadow texture of tools and weapons did not display properly.
- Fixed the issue where merchants’ storage capacity is sometimes out of proportion without trading/gifting anything, and the "Accept" button is greyed out.
- Fixed various tooltip issues.
- Fixed various text issues.
- Fixed issue where editing resources in the production building would edit resources in the next building you select.
- Holding down CTRL for layer jumping will no longer deselect what you have selected.
- Holding down CTRL for layer jumping will no longer place buildings in construction mode.
- Adjustments are made for the click-through system (clicking on the same thing to select the object behind it). Click through issues have been fixed (in certain situations the player would select a floor element instead of a settler)
- Fixed issue of production being paused resuming after lading that session.
Pathc Notes 0.6.2.6 †
原文はこちらから。Google日本語訳はこちらから。
2021年11月8日
- Bugs and Fixes
- Fixed the crash caused by using the relocate function for some construction - if the player would place a blueprint on a voxel, then cancel it, then repeat the process on the same voxel two more times, after the third time - it would result in a crash.
- Fixed the progress blocker caused by pausing the game at the same time the Autosave feature triggers.
- Fixed the issue when using multi selection (via double click) on walls OR windows, both would be selected in this process. Now, a multi selection of walls will select only walls separately like when doors are being multi selected. Windows selection works the same way.
- Fixed the issue where settlers that are sent in a Caravan would appear as "Settler Died" events in the Historical Records menu.
- Fixed the issue that caused traded Items and resources, or ones given as gifts, to still be displayed in the Caravan Info Tab.
- Fixed the issue that caused the roof to collapse if the construction of the door was started in a room next to a wall. Player would cancel construction of the door and, with that action, cause the roof above the door to collapse.
- Fixed the issue that would cause resources/items to decay from weather events even though there was a roof above them. The roof would not properly register sometimes, if created during the weather event.
- Fixed the issue that caused the counter in the Research Menu to corrupt when selling/gifting allocated Books.
- Fixed the issue where players were not able to get a Retribution achievement
- Fixed the issue where the Room types could be created using the Structure Pile variant of the required structures.
- Fixed the issue that caused stored items in storage structures (chest, racks) to disappear after the voxels under those structures have been mined.
- Fixed the issue that caused the blueprint to cancel itself when the blueprint beneath it was finally constructed.
- Fixed various issues related to missing text.
- Quality of life improvements
- Leaf particles have been added to trees. (This can be turned off in options menu, within ‘Graphics’)
- Added particles for when a production is finished.
- Weight cap has been added to traders - trading can’t continue if the merchant can't carry any more resources (players can't gift 100k limestone to a visitor anymore. Yeah. Sorry
).
- Settlements have a slightly different stock if they are mountain or valley settlements (wood and stone/gold/iron have different price modifiers and amounts).
- Locking a merchant now makes the faction lose alignment (-5/h), also a note will appear when a merchant wants to leave, but is locked in.
- Keybindings for panels (4,5,6) work on the world map now.
Pathc Notes 0.6.2.5 †
原文はこちらから。Google日本語訳はこちらから。
2021年11月1日
- Bugs and Fixes
- Fixed several rare crash occurrences.
- Fixed the issue where graves could be built on top of floor tiles if the blueprint was placed over a Stockpile that's located over the Floor.
- Fixed the issue where copying the settings for the allowed resources from a Chest, Rack, Shelf or Stockpile and pasting them in the same structure made the checkboxes to appear as unmarked.
- Fixed the issue where the text boxes were not reverting to the default values when higher/lower values are entered more than once in the Transform tab from the Edit Heraldry menu.
- Fixed the issue where modifying a settler's name in the Settlers Selection screen had no impact outside of the profile tab.
- Fixed various issues related to the UI of the Settlers Selection screen.
- Fixed the issue that caused the Alignment status of Permanently Hostile Factions to be modified by returning settlers during Runaway events.
- Fixed the issue that caused Heraldry to disappear from the Pause Menu and Summary Screen.
- Fixed the issue that caused the "Send Caravan" button to not become greyed out once a Caravan has been designated to go to the settlement.
- Fixed the issue that caused the Crop Field to appear as floating over the ground if the player would place crops on one location, and then mine those same voxels.
- Fixed the issue that caused the Order buttons to lose functionality if the Info Tab of any item/resource/structure was opened prior to entering the Region Map.
- Fixed the issue that caused cancelling the Relocate order when settlers are working on the initial structure to not work as intended.
- Fixed the issue that caused facial hair of loaded settlers' presets to not appear as previously saved.
- Fixed the issue that would block the floor from being constructed beneath the trap, if the trap was built first.
- Fixed text formatting in the caravan trading screen.
- Known Issues
- We are aware of these issues and you don't need to report them:
- Resources counter displays wrong numbers in some situations after gifting/trading with the merchant.
- Animations tend to freeze in some scenarios.
Pathc Notes 0.6.2.4 †
原文はこちらから。Google日本語訳はこちらから。
2021年10月20日
- Bugs and Fixes
- Fixed several rare crash occurrences.
- Fixed the issue that caused settlers to go to sleep on the ground even though there are available beds in the settlement. This was caused by merchant appearing and idling.
- Fixed the issue that caused settlers not to eat nor drink at the table if the merchant was near.
- Fixed the issue that caused bartering tutorial to appear behind the bartering panel.
- Fixed the issue that caused “Next” button usable even though limit for Group Creation Points was surpassed.
- Fixed the issue where settlers would be stuck in the loop loop of moving resources in and around the storage areas.
- Fixed the issue where "You have unlocked the Research Panel" notification would appear every time if the research table was relocated.
- Fixed the issue where player could enter any letter/symbol in advanced Settler customization.
- Fixed rare issue where merchant would stay on the map forever after loading - Merchants and guards now forcefully leave the map if the game is loaded and no merchant event is active.
- Enemy’s village will be placed minimum 6 tiles from the player’s settlement, this will not affect the existing saves.
- Settlement stock will not refresh every time player access it.
Pathc Notes 0.6.2 †
原文はこちらから。Google日本語訳はこちらから。
2021年10月19日
Update #2 | Merchants & Diplomacy †
The new major update titled “Merchants & Diplomacy” is now live on Steam, Epic Games Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include advanced options when it comes to starting settlers’ customization, the option to relocate buildings, our new trading and faction systems and various other tweaks and improvements. Read about all the exciting new changes, here!
Faction System †

The Faction tab is located within the Historical Records panel in-game. It shows you what alignments you have with other factions and which faction is at war with who. You can change alignment with other factions by trading with them, gifting them things during trading/caravan gameplay, attacking traders, returning runaways or refusing to do so (more info in the event segment!).
New Region Map †

To unlock the Region map, you will have to research “Cartography” in the Research tab. Once you do that, you’ll be able to build a new furniture type - the Cartography Table which will, in turn, give you access to the Region tab. You can now select other settlements on the region map and see their basic information, as well as send caravans to them.
Bartering †

Merchants, as an event, will arrive at the player’s base over time. You can start the bartering process by selecting one of your settlers and right-clicking the trader NPC. Only resources on stockpiles/shelves will be available for trading from the player’s side.

Trading is based on the value system of resources/equipment and the value of each resource differs depending on time of year, merchant, if the player is giving or taking, etc.
You can attack merchants and lose alignment points with the trader’s faction, but be careful - they will usually come with bodyguards. If the merchant turns hostile, both the trader and their bodyguards will act like raiders.
Merchants will not trade weapons/armors/shields if they have neutral alignment with you, and certain traders (like weapon merchants and large goods merchants) will not appear if the player has no friendly factions on their region map.
Caravan System †

Right now, the caravan system is only utilized for trading and gifting purposes. Attacking other settlements via caravans is not currently in the game, but will be supported over the course of the development.
You can now send caravans by selecting other settlements in the region map and choosing the ‘send caravan’ option. However, for that to work, you will have to choose which settlers to send and what goods to send with them.
The caravan won't start if there are no settlers chosen, the mass is too great or there is not enough nutrition for the trip to and from the destination settlement.
Sending a caravan will give you the ability to trade with the settlement when the caravan arrives at the destination.
Bartering with settlements is the same as regular trading, except that the prices are in favor of the player and not the faction.
Caravans can’t return home if the player has bought more mass than can be carried or if the amount of nutrition is not met for the way back.
Relocate Structures - [Community Request] †

We’ve also implemented a feature where you can turn almost any production building/furniture/decoration/trap into a pile allowing for the relocation of a structure. Once turned into a pile, it can be moved onto stockpiles or be installed anywhere else (if there is space for it!)
Installing and reinstalling a structure takes ⅓ of the time it takes to build it, but this process doesn’t have a minimum level requirement, nor does it give XP to settlers. It’s also worth mentioning that you will be able to buy some structures (as piles) from merchants, even though they’ve not been previously researched.
Event System Overhaul †

To adapt to newly introduced trading and faction systems, we decided to do some tweaks to events. Beyond introducing new trader events, we’ve overhauled how existing raid events work. Before there were 3x different raid events for 3x different factions in the game. Now there is only one raid event and the faction is chosen randomly from hostile factions.
Dev note: If you load the save that is currently experiencing a raid in the 0.5.31.15 version of the game, that raid will disappear. All the raids that come after that one should work properly.
The Runaway event has a slightly different outcome now. Refusing to give the settler back will not necessarily initiate a raid, but it will set -50 to the alignment with the faction that is looking for the runaway. This can result in the faction potentially turning neutral from friendly or hostile from neutral.
Character Creation †

We’ve enabled the option to customize starting settlers if you choose to do so - by selecting the Advanced Customization option, the settlers screen will expand and you will be able to choose things like their looks, backgrounds, pseudonyms, religious alignments, ages, weights, heights, what perks they have and what skills they excel at.
There are some limitations to the creation points used to “build” your settler - they are not infinite. They are randomly distributed to every settler and the players can change where they want those points to go. The number of points it costs to alter a skill, perk, background, passion, etc., varies.
You are able to save your settlers as presets, so you can use them in other scenarios.
- Additional fixes/features
- Certain crop fields now have a minimum botanical skill in order to be sown.
- Trap prices and damage have been changed - they are a bit expensive to make now and need a higher minimum skill.
- 14 new heraldry symbols added to the heraldry editor.
- Level up particle effect added when settlers gain a level.
- All dust effects are replaced with a new dust shader.
- Added particle effect when production buildings are complete.
- Added dust effect when a pile spawns on the ground.
- Added dust effect when settlers run.
- Changed the way layer transparency works (the annoying transparent 0.5 layer has been removed).
- Perks have been tweaked in terms of balance and conflict with others perks.
- Added tooltip information for perks if they conflict with some other perks.
- Fixed issue with loading screen not showing text properly in non-English languages.
- Fixed several Community-noted translation issues.
Pathc Notes 0.5.31.15 †
原文はこちらから。Google日本語訳はこちらから。
2021年9月6日
- Bugs and Fixes
- Fixed crash caused by placing traps under the stairs.
- Fixed issue that caused the game to freeze upon large-scale enemy encounters.
Pathc Notes 0.5.31.13 †
原文はこちらから。Google日本語訳はこちらから。
2021年8月25日
- Bugs and Fixes
- Fixed several rare crash occurrences.
- Production buildings are no longer selectable through walls.
- Fixed the issue that caused convalescing settlers to teleport all around the map.
- Fixed the issue that caused settlers to do Steward jobs even if that job was disabled.
- Fixed the issue that caused enemies from the Third Coming Attack raid to spawn and remain idle, even though there is a clear path to the settlement.
- Fixed the issue that caused forbidden icons to overlap with some objects and resource piles.
- Fixed the issue that caused decomposing info for a resource to disappear if the object they’ve been stored in has been deconstructed.
- Fixed the issue that caused settlers’ behavior to corrupt if they get unconscious by the heatwave event - the prioritizing wounds would have no functionality, they would start losing HP due to starving as they don't recover or wake up unless drafted and undrafted, and their walking animation would get corrupted multiple times and they would appear as idle/drafted, standing still in one position for a few seconds. Weird stuff, thankfully, now solved.
- Fixed the issue that caused some of the raiders to become idle if there are more than 10 spawned by the event
- Fixed the issue that caused settlers to flee even if the enemies (raiders/wolves are not in the line of sight)
- Fixed the issue that caused the selection box to remain on the screen despite the player’s input.
- Fixed the issue that caused the relocation process of the items to get corrupt if the player would modify the quality of items that the storing object accepted. This would result in a situation that the items in the storing objects would not be movable until the storing object was deconstructed.
- Fixed the issue that caused heraldry design to appear black/corrupted.
- Fixed the issue that caused settlers to ignore resources located on the stockpile for crafting purposes.
- F-ixed the issue that caused items stored on Armour Racks/Shelves to remain visible if the layer is lowered immediately after settlers placed them on the storage structures.
- Fixed the issue that caused deconstructed merlon to leave a walkable path if those merlons have been created above the ground. This would result in invisible paths.
- Fixed the issue that caused raiders to ignore settlers that were sleeping on the Wooden Hay Bed above the ground level during the raid attack.
- Fixed the issue where upon loading an older save and settlers going to sleep and waking up, their behavior would bug out, usually resulting in them being stuck in one place.
Pathc Notes 0.5.31.9 †
原文はこちらから。Google日本語訳はこちらから。
2021年8月16日
The new hotfix (0.5.31.9) is now live (on the experimental and the main branch). 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.
- Bugs and Fixes
- Fixed several rare crash occurrences
- Fixed issue with some heraldry symbols not having opacity on heraldry preview in the main menu
Pathc Notes 0.5.31.8 †
原文はこちらから。Google日本語訳はこちらから。
2021年8月9日
Update #1 | Shelves & Racks †
Update 0.5.31.8 is now live on Steam, Epic Game Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update. You can now choose different map sizes, build shacks, racks, and candelabras. Resource piles and stockpiles received a major overhaul, floor temperature has been tweaked! Read about all the exciting new changes here!
Shelves and racks are here! - [Community request] †
We actually didn’t plan for this update to come so soon, but after seeing how many of you expressed interest in additional storage options, we simply had to do it.
If you unlock “Preserving Food” in the research tab, you’ll be able to build shelves.

Bookshelf - can store up to 4 piles of books (Chronicles, Textbooks, and Thesis).
Wall Bookshelf - the same function as a regular bookshelf, but these can store 3 piles of books and are attached to walls. Note: Wall bookshelves from older saves will work properly, but they will just appear as “empty”.
Weapon Rack - up to 3 different weapons/shields can be stacked on this rack.
If you go deeper into the research tab, you’ll be able to unlock “Furniture II”. This will unlock things like armor racks and chests.

Armor Rack - can store armor and/or apparel. Choose wisely, since it can store only one head dedicated and one body dedicated item
Chest - can store up to 2 items (from the clothing/hats, armor, and/or weapons category)
Settlers will prioritize resources from shelves when using them for production.
Dev tip: All shelves can be edited in json files, so those players that want to play around with them are free to do so. The type of storage is defined in the Furniture.json, and the content and number of piles is defined in the UniversalStorage.json
Now that we’ve covered shelves and racks - let’s talk about other stockpile updates.
Stockpile Priority †

We added a drop-down menu on stockpiles and shelves. Settlers will always haul resources to the stockpile with the highest priority (this will not change the hauling priority, just the choice of stockpiles) - meaning, settlers will always choose higher priority stockpiles first. Additionally, settlers will move resources from lower to higher priority storages - this also applies to shelves and racks. So, if a rack is set to very high priority, settlers will constantly try to keep that rack stacked.
Copy stockpile settings †

Copying a stockpile with the copy button (like any other building) will now copy the stockpile settings as well. There are two new buttons (copy and paste settings) for the player to be able to copy the stockpile settings to other stockpiles. You will also be able to copy stockpile settings onto the shelves and racks. However - their limitations will automatically dismiss piles that they can’t support (example: you’ll not be able to copy meat from the stockpile, onto the bookshelf, because the bookshelf doesn’t support meat).
Map sizes †

Larger maps are in, but we opted out of adding the large map from the previous experimental branch version (the 320x320 one - however, if you feel brave enough, by now you probably know how to edit map size in the json file). We chose to set up the maps as follows:
- 190x190 (formerly default) Small
- 220 x220 Medium
- 250x250 Large
The reasoning behind this is that our settlers are not designed to operate in large areas. Sending them to one end of the map will make them starve while they come back to the food source, etc. This can also happen on other map sizes in some cases but not very likely. This might change in the future and we might start supporting even larger maps officially, but that would require some deeper changes in settler behavior logic.
Trebuchets received some balancing †

We’ve made several changes to the trebuchets to make them more interesting, but still - make them a bit threatening (note that trebuchets from the old saves that already spawned on the map, will not be affected by these changes):
- Now, trebuchet projectiles will not pass through walls. If the projectile destroys the obstacle on the way (like a floor or something weak), it will pass through (but will cause much less damage afterwards)
- Trebuchets target random structures around the map. Before, they would target one point on the map and continue firing on that dot.
- Trebuchets now have a 12m impact radius represented by a red circle so they are not very precise anymore so the projectile can land at any point inside this radius.
- The firing rate has been slowed down
- Enemies will deplete their ammo and then step out of trebuchets to join the fight.
- We’ve also fixed the issue where trebuchets would not disappear after the raid if the player saves/loads
Resource pile optimization †
Many of you reported an FPS drain mid to late game. It took us some time to investigate this, and we discovered that part of the FPS drain was caused by resource piles. Not “present” piles in the game, but rather, how the game handles piles being spawned, counted, recounted, etc. The bigger the number of resources, the bigger memory leaks there were. The most significant FPS drop would come when trebuchets would hit a structure that had a stockpile on the next floor. Having piles fall would result in 1 FPS for some time.
Here are some of the use cases that were affected by this issue:
- Allowing or forbidding a large number of piles would lead to an FPS drop
- Changing stockpile settings would sometimes result in the stockpile being corrupt, resulting in settlers not wanting to carry resources to it, or carrying the wrong resource to a stockpile
- Changing stockpile settings while settlers are carrying piles to it would result in an FPS drop
- Marking a bunch of resources within a stockpile would result in a major FPS drop
We have refactored the resource system meaning many of these issues are solved - this is something that we felt had to be addressed before we start adding more systems and features.
All in all, performance should be much better now. We'd like to continue to optimize the game further into Early Access, but we felt like this was a good start.
And finally, a couple of notes regarding this new system and carcasses:
- If you load an older save (0.5.29 and before) and the save had human carcasses (in pyres, graves, and on stockpiles), the game will spawn 1x bone pile instead of a carcass.
- Starting a new game and having carcasses will work fine.
- Continuing an older save and having new carcasses will work fine.
Temperature balancing †
Although this was reported by many as a bug, it was really a balancing issue. The issue was that underground voxels give off negative heat and cool down a room, but placing floors would isolate that cooling and make the room warmer.
This is now solved by adding a small cooling effect on floors. This does, in turn, make rooms colder in the winter months but that's something that will not make gameplay suffer and it can be mended by heating rooms by adding some heat sources. This is just a temporary solution and will be most likely revisited in the future.
Improved room detection †
In the case where one room is above the other - Stairs now create two separate rooms if there are no other gaps between those rooms. If there is only one missing floor tile between the two rooms, it will be considered as one room. Also, rooms are now generally easier to make due to them not having so many constraints. Prior to this update, the kitchen would stop being considered a kitchen if the player placed a campfire in the room. That’s not the case now. Also, text and overlay of rooms will not appear on every load notifying you that rooms are created.
Other notable things worth mentioning †
New settler tooltip - When a new settler appears now, hovering over the info about that settler will not show all information. It will show just one highest skill and one random skill as well as perks being shown blurred with a ? over them. This is done intentionally, so players can have a bit of risk when choosing to let settlers come or not.
New decorative buildings - We’ve added candelabras and stone fences. Candelabras are used to illuminate the darkness, so if you are a fan of candles - look no further. Stone fences have been added too - because the community asked for it!
Piles Visuals and Rebalance - Many resources now have different visual pile sizes that correlate to the number of resources on those piles. Example: the limestone pile now has three versions - 1/3 of the pile is a small pile of rocks, 2/3 of a pile is the same as before, 3/3 is now a larger pile of rocks. This visual change has been made to many piles, but not all. Other resources will get this treatment as we continue updating the game.
Resource pile size has been doubled for almost all of the resources. This is due to players reporting having problems with too much limestone on mountain maps. This means that the piles will take up 50% less space.
Flora & Fauna rebalancing
- Plants no longer die at once when the temperature is below the death threshold. Now, they slowly lose HP (randomized a bit) and die when it reaches 0 HP.
- Redcurrants take one day longer to grow.
- Plants yield more food (except mushrooms) on a lower difficulty and less on hard difficulty.
- New plants spawn faster now (a bit faster on large maps and slower on small maps)
- New plants no longer spawn just near the same plants. There is a 30% chance they will spawn randomly (this is to combat the problem where the middle of the map becomes increasingly empty after a few years of playing, making all plants grow on the edges of the map).
- Animals spawn a bit faster (this is now regulated by difficulty, making them spawn faster on easy and very easy difficulty).
Keyboard Controls - The control scheme is now changed to be more in line with what players are used to in other colony sims. We heard the feedback from the community that they wanted Q and E to be rotating buildings and F to be used for Allow/Forbid.
NOTE: Old saves and already installed games will have the old control scheme until setting controls in the options menu.
NOTE: This will not change your existing control scheme but if you’d like to try it out, just reset the keybindings in the keybinding menu in the options menu.
QOL - additions to the game
- Jump to the layer button. We’ve added a button to the selection panel that takes you to the layer that this object is on.
- Layer changing edits - layers now have a flash effect on the numbers when changed. We have added a small tip when holding down CTRL showing to the layer what can be done with layer control.
- Next settler button. We have added the next settler button (TAB) to quickly select the next settler. It's located in the header of the selection panel header.
- Piles are now hidden when looking at the layer underneath them.
- Almanac additions - all resources now have "Produced in:" links that take you to production structures that make that resource.
- Photo Mode Camera update - Photomode has a separate camera now that can be moved around more freely. For the modders amongst you, this can be further modified from AltCameraSettings.json.
Small Changes & Balancing
- Smoked meat and pickled vegetables are now in the raw food group instead of meals.
- We’ve added the “Medicine” group to the resource panel and all stockpiles.
- When the raid includes 4 or more raiders, 20% of them will be archers.
- We have added trebuchets to the raid warning message.
- We’ve also solved an issue where enemies would leave the map, halfway toward the player’s settlement.
- Settlers get hungry a bit slower than before.
- Settlers get tired a bit slower than before.
- The Almanac has been updated - we’ve added a list of clickable hyperlinks in resource entries leading to the production structures so that it can be easier to see where you can produce what resource.
- All icons are now selectable within the Research panel and they lead to the Almanac entry so you can read in more detail about the things that are being unlocked.
- Building traps now require higher Construction skill.
- Construction pricing and timing received several tweaks.
- Lightning strikes will now damage roofs and walls properly.
- Terrain-saving optimization.
- We’ve optimized how rooms calculate content isolation and other things, making room detection run much smoother.
- Graves have snow on them in the winter.
- Spirit distillery now emits heat when producing.
- Socketable buildings are forbidden from overlapping as there can be only one object per type on gridspace.
- Black Bar Text should now appear properly when changing custom heraldry folder.
- Particles now orient correctly when workers build roofs.
Beyond this, we also managed to fix some crashes, bugs, and issues:
Fixes
- Multiple hard-to-catch crashes have been fixed.
- The camera no longer stops moving when holding D and A at the same time and releasing one of them.
- Fixed the issue with inverted Heatwave min. and max. temperature values.
- Fixed the issue that caused equipped-only items to be completely restored (full HPs) after every save/reload.
- Fixed the issue that caused the right-click prioritize hauling function not to work properly, making piles stuck until save/load
- Fixed the issue with books (and other resources) magically rotting in closed rooms with floors.
- Fixed the issue where settlers would refuse to haul to a certain stockpile (or more).
- Fixed the issue that caused some production buildings to emit heat even when production is paused.
- Fixed the issue where the gameplay keyboard would work in the save menu (the game would react to typing "o" in the save menu as if not paused).
- Fixed the issue that caused FPS to drop when enemies would arrive, but players would dig a moat around their settlement with no entry.
- Fixed a visual issue where loading a winter save would not render snow on the ground.
- Fixed the issue where production speed modifiers would change rapidly if a production building is out in the rain.
- Fixed several Fahrenheit issues (there were issues in how the game displays Fahrenheit units).
- Fixed the issue that caused the armor tooltip not to show a proper rating.
- Fixed the issue where players would get corrupted save games and would not be able to load them anymore. NOTE: unfortunately the corrupted save games are still corrupted. But it should not happen to save files going forward anymore.
- Fixed the issue where settlers would pick up 2x piles of the same resource, and the new pile that they’d drop would have reset stats (the merged stats take the middle value now).
- Fixed the issue with selecting multiple zones: copy, expand and shrink buttons were enabled, and clicking on them would result in a crash.
- Fixed the issue that caused some resource piles not decomposing faster when exposed to rain.
- Fixed the issue where the Deconstruct icon would disappear (before the structure disappears) when changing the layer.
- Resolved the issue where if an enemy died on a trap (killed by the trap) that grid space would still be considered an enemy, and settlers would not be able to go through (making kill box mazes bug out and not letting settlers walkthrough)
- Fixed various auto-equip-related issues.
- Various smaller fixes and improvements
But, there are also some issues that we are investigating and plan to fix in due time.
Known issues:
- Settlers will walk a long way to shelves instead of going to closer stockpiles when it comes to using items for production. This is something we will be fixing in later updates because it will require some changes in the pathfinding system.
- Changing what material can be used for production on several production buildings one after the other may result in a change of allowed resources productions on buildings other than the one selected.
And there is one more thing we want to address. The success and reception of Going Medieval has proven to us that we are on the right path, that the road we’ve taken is paying off, that the features we are implementing are worth doing, that our community is wonderful, and we don’t plan to stop there.
Going Medieval is here to stay. To celebrate this, we’ve created this awesome trailer:
Whoa, that was a long one! We hope you enjoy experimenting with the new features and continue to let us know if you come across any more bugs or issues.
Thank you for your patience, people. Remember, we’ll use Mondays to announce new things and what we are working on. It might not happen every Monday, but we’ll try to be as transparent as possible. In the meantime, feel free to post your observations and feedback on Steam discussions. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.
Pathc Notes 0.5.29.3 †
原文はこちらから。Google日本語訳はこちらから。
2021年6月17日
Patch 0.5.29.2 is here! At the moment we’re focused on fixing crashes with a couple of bugs and issues fixes here and there too, but don’t worry - we’re simultaneously working on feature updates. Those will have to wait a bit, until we make sure that most of you are experiencing Going Medieval crash-free.
- Fixed crash caused by quitting to the main menu if the settler's health starts depleting
- Fixed crash caused by quitting to the main menu while the warning messages are appearing
- Fixed crash that occurred when one of the production buildings would get destroyed and the player quickly tried to quit the game. Alternatively, the same thing would happen if the player managed to select that building somehow, once it was destroyed
- Fixed bug that made doors appear "Open" regardless of the state that the player chooses. It should happen way less or not at all
- Fixed bug that prevented roof from being destroyed if that roof was supported by the ground
- Fixed issue that prevented room detection from working as intended in some cases - when a player would build one room above the other and try to patch a 1x1 hole in one room's ceiling (the other's floor), the room would not be divided into two rooms.
- Fixed issue that caused beams to (sometimes) be placed 90 degrees from where they were originally supposed to be
- Fixed issue that caused the Research panel to not react to the mouse scroll wheel
- Animals spawn rate received additional rebalance
- Minor pathfinding optimization have been implemented
- Various other crash fixes
- Fixed issue with not being able to click on the menu and game freezing
Pathc Notes 0.5.28.6 †
原文はこちらから。Google日本語訳はこちらから。
2021年6月7日
This hotfix is focused on fixes for crashes, with some other key notable things listed below:
- Various crash fixes are implemented throughout the game, caused by resource piles, room temperatures, roof spawning, building rotation, particle spawning, job panel, tooltips, & pausing production
- Fixed crashes caused by naming settlers and village with non-latin characters
- Fixed bug that caused dead settlers to get production experience
- Added run in the background option: Players can now choose whether they want to allow the game to run in the background when changing focus (ALT+TAB)
- Added a message when the player is trying to place a building somewhere where stability is 0. This also means that the message will appear when a player drags a wall off a cliff or tries to palace a wall on a spot with no stability
- Merlons will not be counted as wall anymore
- Fixed issue where music would get stuck on "one-note"
Going Medieval is OUT NOW! †
原文はこちらから。Google日本語訳はこちらから。
2021年6月2日
We are pleased to let you know that Going Medieval is available right now in Early Access!
Going Medieval has been a labor of love from our team, as well as amazing people over at The Irregular Corporation, and we’re so happy for you to get your hands on the game. We're ready to journey together with you into Early Access and beyond!