Greetings, medievalists! Let’s talk about help. You know that moment when you decide to build something big? Maybe a church. Maybe a proper castle. Maybe one of those projects that starts with “this will look amazing” and ends with half of your settlement mining, hauling, buildin
Greetings, medievalists!
Let’s talk about help. You know that moment when you decide to build something big? Maybe a church. Maybe a proper castle. Maybe one of those projects that starts with “this will look amazing” and ends with half of your settlement mining, hauling, building, eating badly, sleeping badly, and questioning your leadership.
Your settlers are stretched thin. Someone needs to mine the ore. Someone needs to cut the wood. Someone needs to build the thing. Someone needs to keep food production going. And then... raiders decide that this is the perfect time to visit. Dang it.
So, we are working on a new way to get temporary help - by hiring mercenaries!
We wanted to add another meaningful use for gold coins - something that gives you a reason to save it and think carefully about when to spend it. Upcoming diplomacy opened a lot of doors for that.
These hired NPCs can come in different forms. Some may be workers, some may be fighters and some may be a bit of both. Workers can help with jobs around the settlement, while fighters can be drafted for combat, used for hunting, or brought along with caravans if you need extra protection.
But they are not permanent settlers. They are visitors under contract, which means they still need to be taken care of while they are staying with you. They need somewhere to sleep, something to eat, places to pray, and places to relax. You know... healthy medieval work-life balance.
They will usually come with their own gear, but that gear can still deteriorate over time. If they are staying for a while, you may want to pay attention to what they are wearing and using.
However, don't get too invested. Hired NPCs may have social interactions with your settlers, but they are not meant to create the same kind of trouble as regular settlers. For example, they will not get into social fights while they are working for you. Mostly because paying someone to help you, only for them to punch your blacksmith in the face, would be a bit much. At least for now.
Mercenaries can also appear in other situations. If you travel to a different map location, such as a bandit camp, ambush site, or settlement attack, you may get the option to hire fighters for that specific battle. These are not people you bring home afterward. They are there for the job, you pay them for that job, and then everyone goes their separate ways. Very professional. Almost suspiciously so.
Mercenary companies can also depend on the season and the location on the world map. This means that the help available to you may change depending on when and where you are looking for it.
The goal here is not to replace your settlers. Your people are still the heart of your settlement. But sometimes you need a few more hands, a few more swords, or just enough help to finish that one project before winter arrives and everyone starts blaming one another.
Hiring workers and mercenaries should create more interesting choices.
Do you spend gold to speed up a massive construction project? Do you hire fighters to protect a caravan? Do you bring extra muscle to a dangerous map location? Do you save your gold for something else and hope your current settlers can manage? It is up to you.
As always, things are still being worked on, and some details may change before this reaches the game. Let us know how this sounds to you. Would you hire workers for a big building project? Or are you saving every piece of gold for the next disaster? More MMTs to come. While you wait, be sure to...
Greetings, players! The newest patch ( 1.1.20 ) is now live on all platforms on the experimental 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
Greetings, players! The newest patch (1.1.20) is now live on all platforms on the experimental 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 crash occurrences.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, medievalists! Let’s continue making the factions a bit more diverse . Right now, faction identity is primarily communicated through lore, ideology, relationships and heraldry. So, when it comes to trading, things are pretty basic - you would send your caravan to a frie
Greetings, medievalists!
Let’s continue making the factions a bit more diverse. Right now, faction identity is primarily communicated through lore, ideology, relationships and heraldry. So, when it comes to trading, things are pretty basic - you would send your caravan to a friendly/neutral settlement and hope that once there, you’ll get some much needed resources and potential place to dump stuff that you have in abundance. But the process itself was a gamble - getting a caravan to that location would take time and you didn’t know what was waiting for you there.
So we wanted to give a bit more personality to the factions, by making faction-specific resources. This system should help you answer practical questions such as: Who is most interested in the goods I produce? Where should I look for books, medicine or military equipment? Which factions refuse certain resources? Is this resource exclusive to a particular culture or economy?
Let’s take Faithful Sons of England and Band of the She-Wolf as an example. Looking at their description, they belong to Monarchy. Monarchy factions represent nobility, castles, courtly luxury and organized military power.
If we categorize what they love, refuse and have in abundance, it would probably look like something like this:
Love:
Aged Wine, Lavish Meals, Gold, Silver and Linen Cloth
Abundant:
Weapons, Armour and Shields
Rare:
Advanced scholarly goods
Refuse:
Human-derived taboo goods
And you would immediately know to go to Monarchy factions to sell luxury goods and look to them for military equipment. Instead of giving them one arbitrary resource in abundance, their strongest distinction should be stock variety. Here is a mockup of how that could show on the region map (wip).
Okay, so you figured out to whom you want to sell, based on your settlement output. Another problem we are encountering is a situation where you’ll be mass producing a resource and dumping it to a settlement. It is a system that is abused even now in the current version of the game. Hence why we want to introduce inflation to the game.
The idea here is that each NPC settlement tracks a temporary saturation value for every ordinary trade resource. When you sell a resource to a settlement, that settlement becomes better supplied with it. Further quantities of the same resource are gradually worth less. Here is a mockup of how such info could appear on the barter screen (displayed by hovering tooltip). We would also provide more information for what influences the current value of the resource.
Here is a simple explanation: You sell Honey to the settlement Napsbury. The first moderate shipment receives close to the normal price. A large shipment begins to reduce the average value of the transaction. Further Honey sold to Napsbury shortly afterwards receives a stronger penalty.
But don’t worry! Another settlement maintains its own market state, so the player can take Honey elsewhere or wait for Napsbury demand to recover, because saturation will drop over time.
And visiting merchants will use the market state of their settlement of origin. So this means that selling Honey to a merchant from Napsbury therefore affects future Napsbury merchants as well as direct trade with Napsbury. We’ll even provide more information when the merchant comes about their origin point. Here is one more mockup (it’s going to look much prettier in the game):
So, why this decision? We want for you to be able to get the most out of trading if that is your thing, but we also don’t want to punish you if you choose to ignore this. We simply think that this gives a bit more personality to factions and provides a bit more dynamic to the game’s economy. We’ll talk about it more in the official blog, but for now - let us know how this feels to you? What is your opinion on the current state of the trade? Do you have any annoyances? Let us know in the comments. More MMTs to come. Remember to…
Greetings, medievalists! Did you know there are different factions in the game? Yeah, in our alternative history, where the Black Death destroyed 95% of the population, such world-changing events naturally gave rise to some interesting groups. You can learn more about them by sel
Greetings, medievalists!
Did you know there are different factions in the game? Yeah, in our alternative history, where the Black Death destroyed 95% of the population, such world-changing events naturally gave rise to some interesting groups.
You can learn more about them by selecting Historical Records in the top-right corner of the screen and opening the Factions tab.
Your relationship with factions can be Neutral, Friendly, or Hostile. But even Friendly factions may try to bully you with a demand here and there. It’s a dog-eat-dog world out there.
We want to take these relationships a bit further, and that starts with diplomacy.
In the next big update, you’ll be able to initiate diplomacy with a settlement your caravan has traveled to. Once there, you’ll be able to negotiate a deal and decide what you need from that settlement.
Do you need military help defending your home? A siege party for your next big attack? Caravan protection? Or maybe just a simple peace deal?
The available services will change depending on your relationship with that faction, and each deal will have a specific timeframe during which it remains active.
This way, your precious settlers can avoid potential death in combat, which is neat. But what is the cost of such a deal? Well… it depends.
The bigger the favor, the bigger the demand. Some factions may ask for resources. Others may want one of their prisoners returned. Some might even send you on a quest to clear out a bandit camp or ambush an enemy faction.
And if you are the type of player who prefers to wait for others to come to your base, we’ve got you covered there too. Factions may also send envoys to your settlement.
Envoys basically reverse the roles. A faction will come to you with a proposal, and you’ll be able to accept or decline it. But if you accept, you are the one who chooses what you get in return.
The idea behind this system is to open the door to more side quests, emergent gameplay, and interesting situations between factions.
And we are not stopping here. There is still a lot more to talk about. See you in 7 days. While you wait, don’t forget to…
Greetings, medievalists! The newest patch ( 1.1.19 ) is now live on all platforms on the main branch and the demo . 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. Q
Greetings, medievalists!
The newest patch (1.1.19) is now live on all platforms on the main branch and the demo. 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.
Quality Of Life Improvements
Added new symbols and background patterns to Heraldry.
Tweaked which negative mood buff can trigger altered states, so it’s less frequent.
Disabled warning sound on Annoyed effectors.
Bugs and fixes
Fixed the issue that caused Settlers to turn rebellious on secondary maps.
Fixed the issue that caused Settlers to turn rebellious while in a battle (raid, ambush, attack on bandit camp, etc)
Fixed the issue that prevented settlers from interacting with animals if they were close to a wall.
Fixed the issue that caused a merchant’s prisoners to be carried to bed when they fainted.
Fixed the issue that made production stuck at 100%
Fixed the issue where Raids were not ending if all Settlers were fainted.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.
Greetings, players! The newest patch ( 1.1.18 ) is now live on all platforms on the experimental 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
Greetings, players! The newest patch (1.1.18) is now live on all platforms on the experimental 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 the issue that caused Settlers to randomly be rebellious upon load.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, players! The newest patch ( 1.1.18 ) is now live on all platforms on the experimental 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
Greetings, players! The newest patch (1.1.18) is now live on all platforms on the experimental 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 the issue where Settlers would appear in a rebellious state upon load, even though they weren’t in that state previously.
Fixed the issue where Settlers would stay in a rebellious state forever.
Fixed the issue where Settlers could go into a rebellious state while merry and vice versa.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, players! The newest patch ( 1.1.16 ) is now live on all platforms on the experimental 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. Qual
Greetings, players! The newest patch (1.1.16) is now live on all platforms on the experimental 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.
Quality Of Life Improvements
Disabled warning sound on Annoyed effectors.
Bugs and Fixes
Fixed the issue that caused Settlers to not appear rebellious after loading, even though they were.
Fixed the issue that made production stuck at 100%
Fixed the issue where Raids were not ending if all Settlers were fainted.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, players! The newest patch ( 1.1.15 ) is now live on all platforms on the experimental 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. Qual
Greetings, players! The newest patch (1.1.15) is now live on all platforms on the experimental 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.
Quality Of Life Improvements
Added new symbols and background patterns to Heraldry.
Tweaked which negative mood buff can trigger altered states, so it’s less frequent.
Bugs and Fixes
Fixed the issue that caused Settlers to turn rebellious on secondary maps.
Fixed the issue that caused Settlers to turn rebellious while in a battle (raid, ambush, attack on bandit camp, etc)
Fixed the issue that prevented settlers from interacting with animals if they were close to a wall.
Fixed the issue that caused a merchant’s prisoners to be carried to bed when they fainted.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, medievalists! The newest patch ( 1.1.13 ) is now live on all platforms on the main branch and the demo . 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. Q
Greetings, medievalists!
The newest patch (1.1.13) is now live on all platforms on the main branch and the demo. 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.
Quality of Life Improvements
Added a toggle to the in game graphics settings for occlusion culling
Bugs and fixes
Fixed several crash occurrences
Fixed the issue that caused wells to not be placeable under beams
Fixed the issue that made Settlers try to pet animals that were leaving the map (on a caravan for example)
Potential fix for constant GPU crashes. Let us know if this update has stabilised your experience.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.
Greetings, players! The newest patch ( 1.1.13 ) is now live on all platforms on the experimental 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. Qual
Greetings, players! The newest patch (1.1.13) is now live on all platforms on the experimental 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.
Quality of Life Improvements
Added a toggle to the in game graphics settings for occlusion culling
Bugs and Fixes
Fixed several crash occurrences
Fixed the issue that caused wells to not be placeable under beams
Fixed the issue that made Settlers try to pet animals that were leaving the map (on a caravan for example)
Potential fix for constant GPU crashes. Let us know if this update has stabilised your experience.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, medievalists! The newest patch ( 1.1.12 ) is now live on all platforms on the main branch and the demo . 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. B
Greetings, medievalists!
The newest patch (1.1.12) is now live on all platforms on the main branch and the demo. 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 crash occurrences.
Fixed the issue where replacing floors with no stability carriers below them would cause everything placed on those floors to be destroyed.
Fixed some pathing logic in relation to mining. Note that slopes and dirt voxel in mid/high water are not minable by settlers that are located in that water. This is not ideal, so we'll invest more time in a proper solution. Have patience.
Fixed the issue where birthday perks would not register correctly once received.
Fixed the issue where migrating deer would still try to leave the map, even after domestication.
Fixed the issue where settlers would stand in place and do nothing while trying to pet animals that are on the caravan.
Fixed the issue where all settlers would be auto added as participants at Sermon Event, regardless of their religious alignment.
Fixed various minor text issues.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.
Greetings, players! The newest patch ( 1.1.12 ) is now live on all platforms on the experimental 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
Greetings, players! The newest patch (1.1.12) is now live on all platforms on the experimental 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 crash occurrences.
Fixed the issue where replacing floors with no stability carriers below them would cause everything placed on those floors to be destroyed.
Fixed some pathing logic in relation to mining. Note that slopes and dirt voxel in mid/high water are not minable by settlers that are located in that water.
Fixed the issue where birthday perks would not register correctly once received.
Fixed the issue where migrating deer would still try to leave the map, even after domestication.
Fixed the issue where settlers would stand in place and do nothing while trying to pet animals that are on the caravan.
Fixed the issue where all settlers would be auto added as participants at Sermon Event, regardless of their religious alignment.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, medievalists! The newest patch ( 1.1.11 ) is now live on all platforms on the main branch and the demo . 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. B
Greetings, medievalists!
The newest patch (1.1.11) is now live on all platforms on the main branch and the demo. 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 crash occurrences.
Fixed the issue where forbidden blueprints would turn invisible after using Forbid/Allow tool.
Fixed the issue where gates would be offset if you use replace option on them.
Fixed the issue where replacing walls to windows and doors would position them with a wrong rotation.
Fixed the issue that prevented closing/opening windows via right-click prioritization from working.
Fixed some reachability issues when it comes to mining order, floors and voxels in water.
Fixed the issue where settlers would sit in water when idling.
Fixed the issue where settlers would “sit” in spots where the previously destroyed chairs were located.
Fixed the issue that caused some piles to turn forbidden after some time.
Fixed the issue where, in some cases, ranged enemies would fire several projectiles at the same time. Sort of like a shotgun effect.
Fixed several text related issues.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.
Greetings, players! The newest patch ( 1.1.11 ) is now live on all platforms on the experimental 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
Greetings, players! The newest patch (1.1.11) is now live on all platforms on the experimental 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 the issue that prevented ranged units from firing projectiles and animals dealing damage during their attacks.,
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, players! The newest patch ( 1.1.10 ) is now live on all platforms on the experimental 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
Greetings, players! The newest patch (1.1.10) is now live on all platforms on the experimental 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 crash occurrences.
Fixed the issue where forbidden blueprints would turn invisible after using Forbid/Allow tool.
Fixed the issue where gates would be offset if you use replace option on them.
Fixed the issue where replacing walls to windows and doors would position them with a wrong rotation.
Fixed the issue that prevented closing/opening windows via right-click prioritization from working.
Fixed some reachability issues when it comes to mining order, floors and voxels in water.
Fixed the issue where settlers would sit in water when idling.
Fixed the issue where settlers would “sit” in spots where the previously destroyed chairs were located.
Fixed the issue that caused some piles to turn forbidden after some time.
Fixed the issue where, in some cases, ranged enemies would fire several projectiles at the same time. Sort of like a shotgun effect.
Fixed several text related issues.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, medievalists! The newest patch ( 1.1.9 ) is now live on all platforms on the main branch and the demo . 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. Qu
Greetings, medievalists!
The newest patch (1.1.9) is now live on all platforms on the main branch and the demo. 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.
Quality Of Life Improvements
Lowered exiting and entering duration on secondary maps with the saves that have massive settlements.
Bugs and fixes
Fixed several crash occurrences.
Fixed the issue where you would end up lacking resources to complete the tutorial in some situations.
Fixed several visual glitches.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.
Greetings, players! The newest patch ( 1.1.9 ) is now live on all platforms on the experimental 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. Quali
Greetings, players! The newest patch (1.1.9) is now live on all platforms on the experimental 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.
Quality Of Life Improvements
Social fights won't start between people with 30+ positive affection.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where resources carried (to a stockpile) during caravan forming would not be listed in the dialog and would end up permanently lost after exiting the enemy settlement.
Fixed the issue where the log would be incorrect when it comes to fistfight among settlers.
Fixed minor text issues.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Greetings, medievalists! The new major update, titled “Quality of Life” ( 1.1.7) is now live on Steam, Epic Games Store, and GOG! All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include: replacing structure opt
Greetings, medievalists!
The new major update, titled “Quality of Life” (1.1.7) is now live on Steam, Epic Games Store, and GOG! All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include: replacing structure option, advanced settler behavior, additional animal control & visuals, and more!
Here is a video where one of our devs plays and explains all the new things:
This was one of the features you demanded the most. Certain building elements, once selected, have a Replace Structure option in the bottom-right corner of the screen. From there, you’ll see all the available options you can replace them with. Here are the important notes about this feature:
Some replacement options may not be available if the required construction material is missing.
You can select several different constructions and use replacement options.
Replacing will overwrite the existing building and not affect the existing stability.
Old replaced construction will drop some resources as a result.
Structures that support this function include walls, floors, stairs, beams, windows, doors, ladders, gates, tall gates, pen gates, pen fences, and merlons.
Plan your buildings with this mode, which will make sure that your settlers don’t start working on them until they are ready. Once you select one of the construction options, you will be offered an option to place it in Plan Mode.
Every blueprint that you place will be forbidden while using the Plan mode. When you are ready, use the Allow tool so settlers can start working on your constructions.
Use this option in the upper left corner to show/hide forbidden blueprints so the visuals don’t bother you.
Affection System, Perks and Chemistry
By selecting a settler and going to the Social tab, you will be able to get more information regarding that settler’s relationship with other folks. Now this window provides more info, a little bit of history with them, what influences it, and how far can friendship/rivalry be taken.
This range is now influenced by perks, as perks now get along with some perks, while they can be at odds with others.
Some perks can even trigger certain behaviors. Like, their owner might start a fight depending on their mood, or even start insulting others just because. Looking at you, Lord of Misrule.
Perks can also have an area of effect that will influence other settlers. Some might have a soothing presence, some might react badly when they see someone work, some might be amused by their drunk neighbor.
These outcomes can be triggered by the settler’s state, which also received an overhaul:
Merry / Rebel State
Before, when a settler was merry (indicated by the green :) icon next to their profile), they would get a positive work speed modifier and… that is it. Sure, the effect lasted for 12 hours, but the whole achievement felt pretty basic. On the other hand, a rebellious settler would just ignore your commands for 18 hours. Just that. They would idle around and exist.
Now we have added more personality to them. Merry states have a chance to trigger additional perk benefits, while rebellious may trigger the negative ones. Both merry and rebellious behaviors can provide different outcomes. Here are the most important changes for you:
OLD
NEW
Rebellious duration change
18h
6h
Merry duration change
12h
24h
Starting entertainment and Religious activities stats
~75%
~50%
Starting comfort stat
~50%
~10%
Expectation Rebalanced
uncomfortable
-2
-6
very uncomfortable
-4
-10
initial optimism
+25
+15
At what mood % does Rebel State have an activation chance
15%
20%
Ate a nice meal
+4
+3
Packaged food
+4
0
How quickly does the mood change (per hour)
2
8
Mood modifiers for food and sleep last way longer
~8h
~16h
Aesthetic value changes
Settler aesthetic
30
12
Settler face
30
12
Clothing
100%
-50%
Carcasses
-10
-50
Dung
-10
-20
Bones
-30
-45
Clay/limestone pile
2
0
General speed of things
Building speed (depending on a skill level)
1
~½ (lower levels a bit slower)
Other Mood modifier changes
Religious activities deprived small
-5
-6
Religious activities deprived
-8
-12
Deprived of entertainment small
-5
-6
Deprived of entertainment
-8
-12
Slept on ground
-5
-10
Slept outside
-7
-12
Low expectation
8
6
Together we are strong
16
8
When you round it all up, here is what you need to know about states, mood and perks.
Settlers will have positive or negative mood changes due to other Settlers’ behaviors, depending on their perks.
For example:
Wounded Moribund Settlers will now emit an odor from their wounds that would negatively impact fellow nearby settlers.
Wise and Erudite settlers will have no patience for Dullard settlers.
Industrious settlers will positively impact the settlers around them when working.
Settlers now have specific rebellious states depending on their perks. For example: Eat Binge, Insult Spree, Solitary, Drink and Entertainment, Fist Fight, Hot, Cold, Feral, etc.
Depending on their rebel state, they will behave differently and probably affect other settlers in the process.
In addition to the Merry state lasting the whole day, settlers in the merry state can trigger special effects of some perks. For example:
Gourmet has a chance to turn a simple meal into a lavish one upon completing the production.
Winsome perk will influence better trading deals and positive social interactions.
GreenThumb can sow plants faster and harvest more.
etc.
Some perks provide Positive/Negative chemistry to people that are owners of other perks. For example:
Iron Stomach owners get along with Callous, Cannibal settlers, while they dislike settlers with Gourmet, Dainty, Precious, and Austere perks.
Contemplative doesn’t gel with Outgoing folks.
Infirm settlers appreciate Benevolent ones.
etc.
And when they do nothing of sorts, settlers may idle.
When idling, Settlers will no longer just stand around; they can do one of the following:
Lean on a wall
Rub their hands for warmth near a fire
Sit next to a campfire on the floor or on chairs
When performing social interactions, settlers will perform talking animation.
Advance Animal Control
You can choose where your animals will idle and sleep in the Overview panel
Sleep preferences can be:
In Quarters - in the room of their owner
Inside - anywhere inside of buildings (usually great hall/resource cellar)
Outside -anywhere outside of buildings
Anywhere
Idle Preference: choose where you want your animals to idle - inside or outside.
Animal beds are added to the game. They can’t be assigned and are used as additional control for animals’ sleeping preferences.
Pets can be buried and/or set on pyre with the simple check options.
Note that per default settings, pyre only accepts carcasses of dogs and cats, but you can edit that.
You can also choose what type of animal you want to use in the production building, thus preventing scenarios where settlers would butcher your pets.
Animal color variety
The color base for animals has been significantly expanded.
Each animal type now has multiple colors
The color name is shown when hovering over animals, or their trade entry in the tooltip.
Some colors are rarer than others. For example, orange female cats are rare, but albino animals are the rarest.
Color rarity influences the price of the animal slightly.
There is some light genetics at play, where each color is a part of a genetic bracket (for example, all tortoiseshell cats are part of the same bracket), and the parents’ genetic bracket influences the offspring’s color.
Any animals you currently have in your save will be assigned a random color on load.
Items can be repaired at production stations based on their material type.
Woodwork Bench and/or Bowyer’s Bench is used to repair wood-based equipment.
Sewing Station is used to mend clothes.
Blacksmith’s Forge is used to repair metal items.
Armourer’s Table can handle all the repair actions.
Repairing restores an item’s hitpoints, but does not change its quality.
Repair costs 5 resources of the material of the resource the item can be made of.
Repair time is influenced by the settler’s skill and the amount of hitpoints the item is missing.
Repairing an item grants a small amount of XP to the settler performing the action.
Combat Refinement
Combat has been rebalanced and enemy behavior readjusted.
Enemies now do less damage to buildings when attacking without siege weapons.
Enemies will now prefer to knock out, rather than kill your Settlers when your Settlement has few Settlers.
1-3 -100% that they will knock them out
5 - 80% that they will knock them out
10 - 30% that they will knock them out
20+ - 0%
The values in between get estimated. For example: 4 settlers will be 90%.
Upon being defeated in the raid by enemies, they will take some of your resources or the settler they came to pursue (for runaway events).
Things located within War chests will not be claimed.
Things that are walled in and the enemy can’t access them will not be claimed.
If you’ve been defeated in a raid and raiders are leaving the map, drafting Settlers will be temporarily disabled.
Stability visualizer
Use the icon above in the icon list in the top left part of the screen to activate the stability visualizer and display stability values around the cursor. Press the icon again to turn it off.
When you hover over an area or start placing a blueprint, the game checks the nearby construction points and displays their current stability value directly in the world. Instead of having to guess how well a structure is supported, you can now see the stability numbers around the placement area while building. The system also adapts depending on what the player is doing.
More Quality of Life improvements
You can now pet your animals. Settlers will autonomously pet animals from time to time. You can also force settlers to start petting: right click -> prioritise pet animal. This will provide a small mood bonus to your settler.
We’ve optimized some goal calculations a bit, so Settlers idle less when calculating paths (this might fix the issue where settlers refuse to rope and barter). This should also significantly lower settler idle time on massive saves once you load the game.
If a wall supporting a beam is destroyed and another wall is directly in line with it, the beam will automatically extend to connect to the new support. Note: Beam extension is limited to one additional voxel and must still remain within the beam's maximum length.
Doors/Gates can be Opened/Locked with drafted settler and right click prioritization.
Added penumbra effect to shadows.
Further shader optimizations.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the long-standing issue that prevented pets from sleeping with their owners. You will not be missed.
Fixed the issue where animal names would be visible no matter what the in game settings are.
And that would be all for this update. Development on Going Medieval doesn’t stop here, so keep your eyes on upcoming blogs.
Please leave us a review as that helps with the visibility, share your impressions and creations across all social media, join our wonderful community on Discord and don’t forget to…
Greetings, players! The newest patch ( 1.1.7 ) is now live on all platforms on the experimental 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. Quali
Greetings, players! The newest patch (1.1.7) is now live on all platforms on the experimental 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.
Quality Of Life Improvements
Now, if the Plan Mode is on, every time you choose to build something, a black bar text with the line “Plan Mode is ON” will appear to remind you, just in case.
Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where Player Triggered Event would spawn loot stash locations with Grand Objective content.
Fixed the issue that prevented settlers from mining one voxel under the ladder in a cramped space.
Fixed the issue where the Water/fire debug tool didn’t work in dev tools.
Fixed several text issues and missing localization.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!