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 0.5.31.15 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

Pathc Notes 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

Pathc Notes 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

Pathc Notes 0.5.31.8 Edit

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 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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