Going Medieval experimentalとは? Edit

experimentalとは、製品版に向けた実験的なビルド版になります。このバージョンは、最新のアップデートが施されていますが、多くのバグも含まれている場合があります。そのため、セーブデータが破損してしまう場合もあります。experimental版をプレイする場合は、必ずセーブデータを別途保存してから遊びましょう。

今後のアップデート方針として、毎回月曜日に何らかの新しい発表を行うようです。ただし、「毎週」ではないようです。

experimentalの利用方法 Edit

steam版でプレイするには以下の流れで利用することができます。

On Steam:
  1. steamを開きます。
  2. 「ゲーム」>「ゲームライブラリを表示」を選択します。
  3. ゲーム一覧にあるGoing Medievalを選択し、マウスの右クリックで小ウィンドウを表示させ「プロパティ」を選択します。
  4. 左のメニューにある「ベータ」を選択します。
  5. 右画面の「参加希望のベータを選択してください」の中から「experimental - Home of future updates」を選択します。
  6. ウィンドウを閉じると、Going Medievalのアップデートが開始します。
  7. ゲーム一覧の表示を見ると、Going Medievalから Going Medieval [experimental] という表示に変わります。
  8. これで完了です。
もとのEarly Access版へ戻す方法
  1. 前項目5番目の「experimental - Home of future updates」を「なし」へ変更します。
  2. ウィンドウを閉じると、Going Medievalのアップデートが開始します。
  3. ゲーム一覧の表示を見ると、Going Medieval [experimental] から Going Medieval という表示に変わります。
  4. これで完了です。

Update note Edit

Update 0.6.2 Edit

原文はこちらから。Google日本語訳はこちらから。

2021年10月15日

Bug fixes and improvements

Update 0.6.1.6 Edit

原文はこちらから。Google日本語訳はこちらから。

2021年10月13日

Character Creation Edit

We’ve enabled the option to customize starting settlers if the player chooses to do so - by selecting the Advanced customization, the settlers screen will expand and players will be able to choose things like their looks, backgrounds, pseudonyms, religious alignments, ages, weights, heights, what perks do they have and at what skills do they excel at.

There are some limitations to the creation points used to “build” your settler - they are not unlimited. 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.

Players are able to save their settlers as presets, so they can use them in other scenarios.

Bug fixes and improvements

Update 0.6.1.3 Edit

原文はこちらから。Google日本語訳はこちらから。

2021年10月7日

Faction System Edit

The Faction tab is located within the history panel in-game, as a new tab. It will show players what alignments they have with other factions and which faction is at war with who. Players 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

Players can now select other settlements on the region map and see their basic information, as well as send caravans to them.

Trading Implemented Edit

Traders, as an event, will arrive at the player’s base over time. Players can start the trading process by selecting one of their 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 the time of year, merchant, if the player is giving or taking, etc.

Once the transaction is completed, sold items/resources will teleport from the player’s stockpiles/shelves to the trader’s inventory, and bought items will be spawned from the trader.

Players 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.

Traders will not trade weapons/armors/shields if they have neutral alignment with the player, and certain traders (like weapon merchants and large goods merchants) will not appear if the player has no friendly factions on their region map. Some traders will travel alone.

Caravan System Edit

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.

Players can now send caravans by selecting other settlements in the region map and choosing the ‘send caravan’ option. However, for that to work, players will have to choose which settlers to send and what goods to send with them.

The caravan won't start if no settlers are chosen, the mass is too great or there is not enough nutrition for the trip to and from the settlement.

Sending a caravan will give the player the ability to trade with the settlement when the caravan arrives at the destination. Once there, the caravan will wait for 24h before returning automatically, but players can always call it back manually.

Trading 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.

If another settlement hasn’t been reached, players can cancel their caravan process and settlers (and resources) will return home.

When the player creates a caravan, all the designated resources will magically teleport to the inventories of the settlers chosen for the caravan. The settlers will pick a spot (campfire, great hall, stockpile, random room, etc) and assemble there before going to the edge of the map and starting the caravan process.

If the settlers (designated for caravan) die while the caravan is formed, they will drop all of the resources they’ve been carrying and the caravan will fail to start.

If a player tries to lock a settler or traps them in any way, the caravan will fail after 18 hours if the caravan does not start.

Relocate Structures Edit

We’ve also implemented a feature where players can turn almost any production building/furniture/decoration/trap into a pile named the same as the movable structure. Once turned into a pile, they can be moved onto stockpiles or be installed anywhere else (if there is a 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.

Event System Overhaul Edit

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 the player loads the save that is currently experiencing a raid, 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, towards your settlement.

Update 0.5.31.15 Edit

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

Update 0.5.31.13 Edit

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

Update 0.5.31.9 Edit

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

Update 0.5.31.7 notes - 2021.08.04 Edit

原文はこちらから。Google日本語訳はこちらから。

2021年8月4日

HOTFIX 0.5.31.6

Bug fixes and improvements
Known issues

HOTFIX 0.5.31.7

Bug fixes and improvements

Update 0.5.31.5 notes - 2021.08.03 Edit

原文はこちらから。Google日本語訳はこちらから。

2021年8月3日

Bug fixes and improvements

Update 0.5.31.4 notes - 2021.07.23 Edit

原文はこちらから。Google日本語訳はこちらから。

2021年7月23日

Bug fixes and improvements

Update 0.5.31.3 notes - 2021.07.22 Edit

原文はこちらから。Google日本語訳はこちらから。

2021年7月22日

Bug fixes and improvements

Update 0.5.31.2 notes - 2021.07.21 Edit

原文はこちらから。Google日本語訳はこちらから。

2021年7月21日

Bug fixes and improvements

Update 0.5.31.1 notes - 2021.07.21 Edit

原文はこちらから。Google日本語訳はこちらから。

2021年7月21日

Fixes
Improvements

Update 0.5.31.0 notes - 2021.07.19 Edit

原文はこちらから。Google日本語訳はこちらから。

2021年7月19日

Bookshelf
can store up to 4 piles of books (Chronicles, Textbooks, and Thesis)
Wall Bookshelf
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)
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

Stockpile Priority Edit

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

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

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

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, soif 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

Fixes Edit


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