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Release Notes for Going Medieval

Hotfix 0.15.4REL (1.08.2023)

Greetings medievalists!

August’s mini update, officially titled “Coin Bartering” is now live on GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! We call this one a “mini-update” because it doesn’t have new features, rather a much needed overhaul of existing ones.

But first, for an optimal user experience, we suggest that you: Disable Mods if you have them Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If this occurs, turn the mods off before starting the game.

Now, onto the update:

Look at this update as a couple of smaller QoL improvements that will in no way revolutionise the way you play the game, but it might give you “hey, this is a cool moment”. We’ll categorise them and try to explain the general idea behind some of the choices made. Let’s get to it. Animal Protectors

A lot of players reported that it's frustrating that foxes and polecats would just simply go into your settlement and kill small animals. So we added a few things: Pet dogs/wolves/bears (while awake) now protect animals in their proximity. Regular domesticated animals will not perform this function. Torches, braziers, and production buildings (while the flame is on) also protect animals around them. NOTE: they’ll protect them, even through walls. Settlers (while awake) also protect small animals

The protection works as follows: When the small animal enters the proximity zone (emitted by the stuff we mentioned above), they'll get protected. During that time in that area, they’ll not be attacked by predators.

Leaving the proximity will still have them protected for the next 2.5 hours If the small animal is targeted by a predator and that small animal goes back to the protector's range, the predator will back off immediately.

Some things to note: Animals that come with traders can't be targeted by wild animals Animals that come with traders will never sleep Animals returning with caravan if returning at night will be protected from predators for some time Animals returning with caravans will not fall asleep in the next 8 hours
Animals purchased from merchants will not fall asleep or the next 8 hours

Now let’s talk wound tending and healing QoL! Healing v2 We haven't touched wounds and wound tending since the Early Access launch, so we wanted to add a set of changes to make everything a bit more QoL-fy :)

Patient Job

The Patient job type is now added to the JOB panel. This job just makes settlers go to beds and wait for their wounds to be tended. So it's basically like convalescence but if convalescence is not active or is a low priority that settler will continue doing other stuff. This solves the issue with wanting your settlers to be tended but you don't want them to convalesce so they can get stuff done :)
Self Tend

Players can turn this on in the MANAGE panel. It's self explanatory - settlers can tend their own wounds. If they choose to do so, they’ll get a bit less XP for that and the tend quality will have a low quality. NOTE: If you turn off the Tend job in the jobs panel, this will disable self tend as well.
Healing Kit in pouch

Settlers will carry healing kits in pouches now (only healing kit items - not herbs, tallow nor honey) and use them when tending instead of going to get healing kits somewhere far. Jobs have different priority depending on hour type Some of you reported that it doesn't make sense that wounded settlers would not convalesce while in leisure/any hour type. Well, in the old system, “rest” was considered a job and jobs get low priorities in these hour types. It was… a messy system. But check it now!

We now have the option to forcefully set priorities and also enable jobs per hour type. Carry wounded’s goal: settlers will carry wounded even if they don't have a tend job turned on and in leisure/any hour. This makes them a bit more natural at acting and saving their friends even if they are in leisure mode. Tend wounds will have higher priority than, let's say, needing to play backgammon, because community. BUT, they’ll still be willing to ignore the call if the player turned off tend job for that settler.

Main takeaway here’s are: Patient/Convalescence Job - These jobs have a pretty high priority in leisure/any hours and are forcefully enabled even if the player disables them in the jobs panel.
This way the jobs panel is 100% efficient only in Work hours.

Now let’s talk wounds

Wounds v2

Wounds can now be categorised 3x different ways: First category will not trigger the settler need to be tended. This is used for wounds like bruises that can't be tended with medicine and time will heal itself. Second category is used for wounds like scratches. They need to be tended sure, but the settlers do not need to lay down in order for that wound to pass. Third category is Minimum Wound Severity. Like before, as time goes by wounds lose severity and are weaker in their effects. But now, let's say the settler breaks a leg. They will need tending and rest for a few days but then when the wound heals 90% it will hit the minimum severity threshold and will still be there with some small effects on walk speed etc, but will heal on its own over time with no need for further tending or rest. Wounds can now be tended anywhere! Settlers can tend to other settlers anywhere, no need for them to be in a bed. Just two small notes here: NOTE 1: The settlers still prioritise taking them to a bed and then tend them. Also the tend wound anywhere only works if the settler that is being tended has fainted and is laying bleeding on the ground and there are no beds available to tend.
NOTE 2: player can right click priorities tend on any settler anywhere and that should work without a bed for the patient to be in Now let’s talk more fun stuff: Coin Bartering

We added gold coins as resources to the game Yes, at the end of the 14th century, 95% of the global population perished due to rampant plague. While the pure survivor and willingness to persevere at any cost were on the minds of those folks, you just know that at one point someone would try to reintroduce familiar monetary systems, because current value can be deemed to abstract at some crucial points. Coins are in the game!

Coins can not be produced, only acquired through trading Coins always have a value of 1 and never change when bartering like other resources do. Almost all Merchants have some amount of coin Coins appear at the top of the bartering list when merchants arrive (if the player and merchants have no coins then it will not appear)
Coins can be smelted into gold ingots (if you want to do that) This basically means that all wealth has been rebalanced. Everything is a bit less valuable now. But all other wealth parameters (attack size and strength, influence, room impressiveness, expectation etc) have been scaled down accordingly. This is done so we can keep the simple rule of 1 gold coin being 1 wealth/value equal. We’ll see how and if the system will continue to expand but this seems like a good starting place. Maybe you’ll want to keep your wealth only through value which you can easily manipulate? Maybe you like your dungeons filled with coins because that’s how old school you are? Maybe, down the development, certain quests will only be done via the old good coin deed. Now, now, we’re not promising anything here nor anytime soon - just leaving your imagination to potential scenarios.

Birds

This is 100% a visual thing and has nothing to do with gameplay. NOTE: Environmental effects need to be turned on in the graphical options for birds to be visible.

Birds sometimes fly over the map - depending on the time of year and time of day, also their type and direction change with time of year. Birds sometimes fly out of trees and bushes when settlers start chopping them down. This is random and just happens sometimes (also dependent on the time of day and year). Birds should not appear at night. This can sometimes happen if they appear 1s before sundown and fly over when the night has started. Crows will sometimes fly around carcasses of humans and larger animals after a while. Only for piles that are not in the home area (this is about 10x grid spaces around a players building) and that are not under roof. Crows will sometimes spawn as they eat the carcasses (has no gameplay effect). Will fly off when a settler is nearby or when animals haul the carcass away. If a flock of crows appear while the settler is in proximity of the pile the crows will not fly away until the settler a) picks up the pile, b) exits the proximity and enters again. And let’s end this mini update with building cosmetics We have new Paintings and Tapistry variations. We added 3x new variations to paintings and 2x new tapestry variations.

You might even recognize some of them as certain designs are inspired by modern memes and situations here and there. We also updated the portrait art for various factions:

Now all factions have unique portraits except: mountain bandits, looters, river bandits, Ravagers, society of fellows. This will be changed in the later updates.

Bugs and fixes.

Fixed the issue where unconscious settlers would sometimes spawn in the middle of a voxel, essentially making them stuck in torment. Fixed the issue where sometimes wild Foxes would sleep in pens, and they feed from inside pens during the day even though other sources of food are available on the map Fixed the issue where Wild polecats would sleep in stockpiles in the settlement on voxels on which there is something deposited already. Fixed the issue where If a caravan returns at night, the animals in the caravan will immediately fall asleep. This would lead to small animals like chicken to be killed by predators. Fixed issue where shelves would drop stockpiled items when building floors below them. Fixed several text issues Fixed huge stuttering with late game settlements that had a large amount of piles.

Known issues

Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

That would be all for the official update notes. New patches and improvements will be deployed accordingly. In the meantime, feel free to post your experience regarding the new update on GOG forum. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.

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Hotfix 0.13.4 (17.03.2023)

Bugs and Fixes
Quality of life improvements
Known issues:

Update #8 (14.03.2023)

Social interactions

Settlers will interact with each other when they are close to one another. The system is currently reserved for human interaction only, but we plan to expand it to animals, too. Here is how it works:

Affection

Social interactions, like small talk, pleasant conversation, and unpleasant conversation, will result in the modifying of the affection of one settler towards another.

Individual Action log

We have added the Log feature to certain things. Social interactions, combat, health, and other notable events will be shown in the log.

NOTE: The log is saved as text and will not be translated when changing languages mid-game. Also, if a settler/animal is renamed it will not reflect in the log.

Keep in mind that these features will constantly evolve as new things are introduced and the existing features are upgraded.

New animals

The bears and polecats are now in the game. We are aware that bears were not a thing in medieval England, but there are reports of a couple being traveling sideshow attractions in those times. In the canon of Going Medieval, we like to think that the plague helped them break free from their captivity and roam the land.

Polecat Polecat, gameplay-wise, is basically the wild version of the cat.

Bear Bears are very strong animals that spawn very rarely on the map.

Bugs and fixes
Quality of life improvements

We made subtle changes to the animation of some animals. This is purely cosmetic, but it livens up the world a bit.

Known issues

Hotfix 0.12.13 (15.02.2023)

Bugs and Fixes
Known issues:

Update 0.12.11 (13.02.2023)

Bugs and Fixes
Known issues:

Update 0.12.8 (02.02.2023)

Bugs and Fixes
Quality of life improvements
Known issues:

Hotfix 0.12.7 (31.01.2023)

Bug fixes and improvements

Greetings players! The newest patch (0.12.7) is now live on all 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
Known issues:

Update #7 (30.01.2023)

Bed and Room Ownership

Settlers can finally have their own beds, even rooms. You can assign settlers manually to beds (via the info panel) or, when the night comes, they’ll choose beds and in that process acquire ownership. Some things to note about beds:

We are also introducing a new room type called “Infirmary”. These rooms are used for healing settlers and tending their wounds. Here is what you need to know:

Now, let’s talk about another feature that relates to room ownership, enriches the gameplay, and allows us to expand it and tie it to other systems.

Aesthetic Value

Every single thing in the game will have an “Aesthetic Value”, a number that indicates how beautiful (or ugly) things are. Settlers will react to beautiful stuff all around and according to that get various mood modifiers.

There is a new icon beneath the Manage button called "Show Aesthetic Heatmap”.

Checking the aesthetic value of an area is done with a mouse, hovering over an area, and looking at the info on the bottom left side of the screen.

When it comes to items, piles, buildings, etc. their aesthetic value can be checked by selecting them and checking their info panel (like in the bed screenshot above).

Here are some notable things when it comes to this feature:

Room Impressiveness

Rooms have different impressiveness levels now. This can be checked by selecting a room (via an overlay of detected rooms) and going to its Stats panel and looking at “Impressiveness”.

Because of this, settlers will get various mood boosts while doing stuff in these rooms (sleeping in a room, eating in a great hall, praying in the chapel, etc.).

Comfort

The Comfort stat allows settlers to get varying mood boosts depending on the level of comfort. If a settler uses chairs for eating, they will get a comfort boost. If the area they pray at has rugs on it, they will get a comfort boost. Basically, better beds, chairs, and clothes will result in a higher value of this stat, because comfort modifiers have been added to them. Keep in mind that settlers with the “Ascetic” perk will not get positive buffs from impressive rooms, nor will they get any comfort modifiers.

And what is beauty and comfort without new furniture and structures?

New Structures and Furniture Types

We want every settlement to feel unique, and uniqueness comes with additional options. Here are the things we added.

New furniture

All of these things can be found in a Furniture panel if you researched the necessary stuff.

But now you can also produce certain furniture types within production buildings.

Similar rules that are present for regular production are also applied here:

New resource

Some furniture types outputs are worth mentioning:

Overview Panel

We made some changes to the Animal panel and turned it into an Overview panel.

Bugs and fixes
Quality of life improvements
Known issues

Hotfix 0.11.13 (29.12.2022)

Bugs and Fixes
Known issues:

Hotfix 0.11.12 (26.12.2022)

Bugs and Fixes
Known issues:

Hotfix 0.11.11 (22.12.2022)

Bugs and Fixes
Known issues:

Update 0.11.10 (15.12.2022)

Bugs and Fixes:

Known issues:

Update 0.10.8 (15.11.2022)

Bugs and Fixes
Quality of life improvements
Known issues:

Hotfix 0.10.7 (10.11.2022)

Bugs and Fixes
Quality of life improvements
Known issues:

Hotfix 0.10.6 (08.11.2022)

Bugs and Fixes
Known issues:

Update #6 (07.11.2022)

Terraforming

The ability to create natural dirt voxels and slopes has been added to the game. To unlock them, you’ll have to research “Terraforming” in the Research tab. Here are a couple of things to know about this feature:

New animals and behavior

Animal population has expanded! Say hello to your little friends: pheasants, donkeys and cats. Also, say hello to the upgraded logic for all animals.

Custom Difficulty

We have added the option for you to choose custom difficulty when choosing game mode. This will allow you to fine tune some parameters of the game session. Here is the explanation of the parameters:

Two things to keep in mind:

Changing some parameters mid-game can create weird behavior. Example: Turning off trebuchets will not work if the raid that's already happening has trebuchets. Or - you can turn off the raid completely, but they will not turn off attacks from factions coming to get a hostage back etc.

Bugs and fixes
Quality of life improvements
Known issues

Update 0.9.11 (18.10.2022)

Bugs and Fixes
Known issues:

Update 0.9.10 (12.10.2022)

Bugs and Fixes

Quality of life improvements

Known issues:


Hotfix 0.9.9 (05.10.2022)

Bugs and Fixes
Known issues:

Update #5 (03.10.2022)

ANIMALS

Animal Trading

You can finally trade animals with other settlements/merchants.

Trading with merchants:

FOOD

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

Hauling logic has been recalculated
Added hauling priority for the resource type
Multi-pile haul is implemented
Overweight hauling

BUILDING

New building type: Signs
Quality of life improvements
Bugs and fixes
Known issues

Update 0.8.36 (22.07.2022)

Bugs and Fixes
Quality of life improvements
Known issues

Update 0.8.35 (14.07.2022)

Bugs and Fixes
Quality of life improvements
Known issues

Hotfix 0.8.33 (12.07.2022)

Bugs and Fixes
Known Issues

Update 0.8.32 (11.07.2022)

Bugs and Fixes
Quality of life improvements
Known issues

Update 0.8.30 (27.06.2022)

Bugs and Fixes
Quality of life improvements
Known issues

Hotfix 0.8.28 (20.06.2022)

Bugs and Fixes
Quality of life improvements
Known issues

Hotfix 0.8.26 (15.06.2022)

Bugs and Fixes
Quality of life improvements
Known issues

Hotfix 0.8.25 (14.06.2022)

Bugs and Fixes
Quality of life improvements
Known issues

Hotfix 0.8.23 (10.06.2022)

Bugs and Fixes
Quality of life improvements

Hotfix 0.8.22 (08.06.2022)

Bugs and Fixes
Quality of life improvements
Known Issues

Hotfix 0.8.21 (07.06.2022)

Bugs and Fixes
Quality of life improvements
Known issues

Hotfix 0.8.20 (04.06.2022)

Bugs and Fixes
Known issue

Hotfix 0.8.19 (03.06.2022)

Bugs and Fixes
Quality of life improvements

Hotfix 0.7.17 (07.03.2022)


Hotfix 0.7.15 (14.02.2022)


Hotfix 0.7.11 (10.02.2022)


Update 3 (01.02.2022)

Seeds and Saplings

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
New flora

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

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

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

New structures

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

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.

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.

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:

Other notable changes in this area:

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.

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.

The rebellious state and merry modifiers have been changed.

Settlers are dreaming.

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.

Music
Other notable introductions and improvements
Bugs & Fixes

Patch 0.6.2.10 (16.12.2021)


Patch 0.6.2.8 (09.12.2021)


Patch 0.6.2.7 (01.12.2021)


Patch 0.6.2.6 (08.11.2021)

Bugs and Fixes
Quality of life improvements

Patch 0.6.2.5 (01.11.2021)

Bugs and Fixes

Patch 0.6.2.4 (20.10.2021)

Bugs and Fixes

"Merchants and Diplomacy" Patch (19.10.2021)

Faction System
New Region Map
Bartering
Caravan System
Relocate Structures - [Community Request]
Event System Overhaul
Character Creation
Additional fixes/features

Patch 0.5.31.15 (07.09.2021)

Bugs and Fixes

Patch 0.5.31.13 (25.08.2021)

Bugs and Fixes

Patch 0.5.31.9 (16.08.2021)

Bugs and Fixes

Patch 0.5.29.3 (17 June 2021)


Patch 0.5.28.6 (7 June 2021)