パッチノート Edit

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 0.9.11 Edit

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2022年10月18日

Bugs and Fixes
Known issues:

Pathc Notes 0.9.9 Edit

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2022年10月12日

Bugs and Fixes
Quality of life improvements
Known issues:

Pathc Notes 0.9.9 Edit

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2022年10月5日

Bugs and Fixes
Bugs and Fixes

Pathc Notes 0.9 Edit

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2022年10月3日

Update #5 | Animal Trading Edit

The new major update titled “Animal Trading” 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: the option to trade animals, food pouches, signs, and various other tweaks and improvements.

But first, for an optimal user experience, we suggest that you:

Disable Mods if you have them Edit

Please note: if you are using unofficial mods (especially those related to crops) you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.

Now, onto the update - we’ll separate them into different segments:

ANIMALS Edit

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Animal Trading

You can finally trade animals with other settlements/merchants.

Trading with merchants:

We wanted to emphasize each animal type more especially to make having pets for combat fun. We had to be careful not to make animals overpowered when retaliating.
Depending on the type (domestic, wild, pet), animals have different stats:

FOOD Edit

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Food consumption and nutrition adjusted

Here are the notable changes:

Settlers have food pouches now

These function as a small storage space attached to them, where settlers can store food for later. This should solve the problem of settlers abandoning their work and traversing major distances to get to their settlement, just to eat something. Some things to note, settlers will only store:

Other things to note about the pouch:

Think of the pouch as a personal pile that is one-time use, easy to refill, and near your settler.

HAUL Edit

Hauling logic has been recalculated - You’ve probably experienced situations where a bunch of animals in your settlement, along with settlers, were hauling stuff all the time. That created situations where settlers would stand still for 3-10 seconds while they calculated what to do next. Our quickfix up until now was to limit the number of animals that can haul per their species - they did not haul as frequently, and would have a big cooldown until the next haul goal. While there is no need for that anymore, we think some balancing is in order. So, the animals will haul faster now, but some are still nerfed when it comes to their frequency.

Added hauling priority for the resource type - All of the resources have a haul priority located in the Resources.json file. The setup at the moment is that items and resources have the highest hauling priority. Fret not - the stockpile/shelves priority is still valid and will not clash with this priority. These items will be hauled to the closest/highest priority free stockpile.

Multi-pile haul is implemented - If a settler picks a small pile during their haul goal, they’ll look for the piles of the same type nearby and pick as many as they can (and if they were not reserved by another settler). This prevents scenarios where settlers would go back and forth just to pick a bunch of small piles of the same type. Note: This will not occur if the hauled piles are dedicated for production.

Overweight hauling - Settlers and animals can now haul singular piles over 60kg, but in doing so will slow down.

BUILDING Edit

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New building type: Signs - These wooden constructs do not add anything to the game, except give a bit of personality to your settlement.

Quality of life improvements:
Bugs and fixes:
Known issues:

Pathc Notes 0.8.36 Edit

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2022年7月22日

Bugs and Fixes
Quality of life improvements
Known issues

Pathc Notes 0.8.35 Edit

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2022年7月14日

Bugs and Fixes
Quality of life improvements
Known issues

Pathc Notes 0.8.33 Edit

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2022年7月12日

Bugs and Fixes
Known Issues

Pathc Notes 0.8.32 Edit

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2022年7月11日

Bugs and Fixes
Quality of life improvements
Known issues

Pathc Notes 0.8.30 Edit

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2022年6月27日

Bugs and Fixes
Quality of life improvements
Known issues

Pathc Notes 0.8.28 Edit

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2022年6月20日

Bugs and Fixes
Quality of life improvements
Known issues

Pathc Notes 0.8.26 Edit

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2022年6月15日

Bugs and Fixes
Quality of life improvements
Known issues

Pathc Notes 0.8.25 Edit

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2022年6月14日

Bugs and Fixes
Quality of life improvements
Known issues

Hotfix 0.8.22 Edit

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2022年6月8日

Bugs and Fixes
Quality of life improvements
Known Issues

Pathc Notes 0.8.21 Edit

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2022年6月7日

Bugs and Fixes
Quality of life improvements
Known issues

Pathc Notes 0.8.20 Edit

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2022年6月4日

Bugs and Fixes
Known issue

Pathc Notes 0.8.19 Edit

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2022年6月3日

The new hotfix (0.8.19) is now live on all of the platforms. 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
Quality of life improvements

Pathc Notes 0.8 Edit

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2022年6月1日

Update #4 Animals&Pets Edit

All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! There’s still some fine-tuning required and we plan to post more patch notes in the upcoming weeks.

Watch the video below to see the update’s highlights, and if you want to go into more detail, check beneath the video for the full patch notes:

But before you check the full log, we have a couple of important warnings:

Old saves will not work with this update Edit

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Once you update the game on the main branch, existing saves become incompatible, as indicated by an in-game warning (“Can’t load this game.”). We mentioned that this would happen due to code restructuring - we're sorry, but it simply isn't possible to play old saves with this update. Please, start a new game!

If you want to continue building pre-update settlements, without the new content and changes, we have added a pre-update branch called “legacy”. You can access it the same way you enable the experimental branch, as explained here.

Disable Mods if you have them Edit

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Please note: if you are using unofficial mods, you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.

Old custom scenarios Edit

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If the game doesn't show some of your custom scenarios, it should give you a warning. To fix this, most likely you need to change just a couple of lines:

  1. Go to "%userprofile%\appdata\locallow\Foxy Voxel\Going Medieval\UserData\Scenarios\" directory and open a custom scenario in a text editor
  2. Paste the snippet below into your code and copy values from the old strings 'title' -> 'title', 'info' -> 'info', 'description' -> 'narrative'
    "locKeys": [
    {
    "language": 1,
    "name": "",
    "info": "",
    "description": ""
    }
    ],
    "startingAnimals": [],
  3. You can now delete the old 'title', 'info', and 'narrative' entries.
  4. Before saving and testing it in-game, validate the file by copy/pasting all content to some online JSON validation tool.

Now, on to the fun part.

Animal husbandry Edit

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Global animal behavior changes Edit

Animal naming - All animals can be named now.
New animals - Goats, sheep, chickens, dogs, foxes, boars, cows, and rats are all present in the current build of the game. More will come later.
Gender - Animals can be male or female
Age - Animals can be young or old. They have a randomized life span and will die when reaching it.

This will influence which type of resource, and in what amount, you’ll get from them.

Sleep - Animals have to sleep now. Some animals, like deer, are active during the daylight hours. Others, like foxes, are nocturnal.
Hunger - Animals will seek food (they can eat) when they get hungry.
Forbidden eating - Animals will ignore forbidden orders on food piles.
Carcass eating - Carnivores will eat carcasses.

Animal breeding - Animals mate among themselves (same species, males and females). The breeding process is influenced by a couple of things: The number of animals on the map and in the pen, the sizes of pens, or if the pen is crowded, the animals will not breed.

We’re separating their states into Wild, Domestic, and Pets.

Wild animals Edit

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The existing behavior of wild animals has been overhauled and improved.

Taming Edit

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Taming is a process of turning wild animals into domestic ones.

Domestic animals Edit

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Domestic animals are animals that roam around your settlement and among your settlers without concern. Settlers can use them for harvesting resources, but there are also other ways they can be utilized. Here is everything important about domesticated animals:

Animal pen Edit

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An animal pen is an enclosure for holding domesticated animals. To create such space, you’ll need to make an enclosed area with a fence or a wall and put a Pen Marker in it.

We’ve added new buildings to help you with pen control.

Fence gate - Similar to doors, fence gates can be set to always open or default. The difference is that this building replaces the fence, but not the wall. You will not be able to use the Fence gate to build upon it (to use it for stability purposes).

Barn door - Can’t be locked and can’t be set to always open. This door type can create a room, but can’t be used for creating a pen. They keep the temperature isolated and are best used to separate the outside from the inside part of the pen. Animals can go through it with no issues.

Pets Edit

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Domesticated animals that go through a training process will turn into pets.

New Resources Edit

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Animal feed - this resource is produced at campfires/stoves and is used only for feeding animals. This is preferred animal food, but animals can eat regular resources if the players construct small stockpiles in the pens.

Each animal will give you some resources upon harvesting, and all animals will give meat in different amounts. Here are the new resources:

New buildings Edit

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Besides adding the Fence gate and the Barn door (mentioned in the Animal pens part), we also added Fermenting station.

Fermenting station - An area for managing all fermentation, from fruit juice, to alcohol and cheese production.

We’ve replaced Wall Deer Head Decoration with a Trophy rack. Wall Shield Decoration now works differently and we also added Decorative Weapon Rack.

Trophy Rack - Racks are built with wood but to place a trophy on it, you’ll need to produce them within the butchering table and you’ll need carcasses for that. The type of the trophy rack will be influenced by the carcass you submitted for butchering. All animals are supported, humans too.

Decorative Shield Rack - All of the shields you manufacture, take, or buy can be stored on these types of racks. Settlers can also take shields from these racks when the battle happens.

Decorative Weapon Rack - All of the weapons you manufacture, take or buy can be stored on these types of racks. Settlers can also take weapons from these racks when the battle happens.

New features Edit

Fermentation - Some resources can ferment if the temperature is right. Resources that ferment will turn into new resources after the fermentation process is completed. Example: Fruit juice will turn into rough wine.

Select Next - When you select settler/enemy/building/item, a new button will show in a selection panel that appears. Select Next will allow you to jump to the next thing of the same type as your initial selection. The default keybind for this is TAB.

Resource list selection - Clicking on any of the resources located in the list in the top right part of the screen will select that resource instantly.

General changes Edit

Days are longer now - A lot of you wanted an in-game day to last longer. Good news - one in-game day at a normal speed is close to 20 minutes now.

Traps functionality - Walking over traps can hurt your villagers and animals now if those traps are activated (5% chance of activation, but still - it can happen). By design, settlers and domestic animals will try to avoid them if possible (if a clear path is detected). Merchants will follow the same logic. Remember, as long as a clear walkable path to the destination is detected, you need not worry about activating traps.

Fodder group added - we’ve added a ‘Fodder’ resource group. Fodder group resources are (for now) hay and animal feed.

Other quality of life improvements:

Pathfinding overhaul Edit

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We mentioned before that we’ve overhauled our pathfinding system. We’ll try to elaborate on what happened and what it means for you.

The game has a whole new pathfinding system. It should look and feel the same as before. What we have now is a custom system that is more optimized and easier to track down bugs when they happen.

Goals (the things setters do, like sleep goal - tells them to go to bed and lay down, construct goal tells them to get resources, bring resources and construct) now use a different way of looking for anything to interact with.

Settlers now search in a more optimized way for world objects to interact with through a system we call “regions”. The game map is now split into regions and each region knows what it has in it. When a settler searches for food first it will ask the region it is in if there is a food pile in it. If there is not a food pile in it, it will flood fill adjacent regions and so on. When it finds a region with food in it only then will the game pathfind to that pile. This is a faster way of searching for things and scales up better giving us the opportunity to optimize even more in the future.

.JSON modding cleanup Edit

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The game still doesn’t support official modding, but we want to make current systems easier for manipulation. We discussed this in more detail in our last Medieval Monday Talk, but here are some of the things that we did:

Text in-game - We have changed the way the text is used in-game. Let’s take an item like a sword as an example: Before, that item would be in the JSON file and then you would need the same-named text key in the localization. This meant that the player could mod in a new sword but couldn’t add its name to the localization file, having it appear as “code text”. Now, the player can easily add this.

Visual assets in-game (models, icons, etc) - Before, to create a gold_short_sword you needed to have the same-named icon and the same-named mesh for it to work. Now, this is not necessary - items can share the same mesh if needed.

You can see the example for this in the Resources.json (located in the StreamingAssets\Resources). Have fun. :)

Known issues Edit

Pathc Notes 0.7.17 Edit

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2022年3月7日

Bugs and Fixes

Pathc Notes 0.7.15 Edit

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2022年2月14日

Bugs and Fixes

Pathc Notes 0.7.11 Edit

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2022年2月7日

Bugs and Fixes

Pathc Notes 0.7.1 Edit

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2022年2月1日

Update #3 | New Resources & Cultivation Edit

Seeds and Saplings Edit

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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:

Crop Blight Edit

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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.

New flora Edit

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To make things a little easier and interesting, we added some new flora elements.

NOTE: Wild flax and wild barley will not grow on maps from an old save.

New resources Edit

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With the latest update, we are bringing some useful new resources that can be utilized across your settlement.

NOTE: silver voxels can't be found on old save maps. Only when starting a new game

New equipment Edit

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We’ve added new weapon materials for you and your enemies:

New structures Edit

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New production buildings, as well the ones that are going to make trading easier, are now in the game.

Visual variations to structures Edit

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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.

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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 Edit

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The research panel had to be reorganized a bit due to the integration of the elements mentioned above.

New harvesting control and behavior Edit

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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:

Other notable changes in this area:

Fuel system Edit

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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.

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 Edit

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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.

The rebellious state and merry modifiers have been changed.

Settlers are dreaming.

Enemies Edit

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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.

Music:

New songs, yay!

Other notable introductions and improvements
Bugs & Fixes

We have also fixed a bunch of things:

Pathc Notes 0.6.2.6 Edit

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2021年11月8日

Bugs and Fixes
Quality of life improvements

Pathc Notes 0.6.2.5 Edit

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2021年11月1日

Bugs and Fixes
Known Issues

Pathc Notes 0.6.2.4 Edit

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2021年10月20日

Bugs and Fixes

Pathc Notes 0.6.2 Edit

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2021年10月19日

Update #2 | Merchants & Diplomacy Edit

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 Edit

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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 Edit

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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 Edit

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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.

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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 Edit

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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] Edit

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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 Edit

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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 Edit

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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

Pathc Notes 0.5.31.15 Edit

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2021年9月6日

Bugs and Fixes

Pathc Notes 0.5.31.13 Edit

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2021年8月25日

Bugs and Fixes

Pathc Notes 0.5.31.9 Edit

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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

Pathc Notes 0.5.31.8 Edit

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2021年8月9日

Update #1 | Shelves & Racks Edit

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] Edit

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.

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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.

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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 Edit

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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 Edit

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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 Edit

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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:

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 Edit

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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):

Resource pile optimization Edit

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:

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:

Temperature balancing Edit

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 Edit

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 Edit

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

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

Small Changes & Balancing

Beyond this, we also managed to fix some crashes, bugs, and issues:

Fixes

But, there are also some issues that we are investigating and plan to fix in due time.

Known issues:

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 Edit

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.

Pathc Notes 0.5.28.6 Edit

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:

Going Medieval is OUT NOW! Edit

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!


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