News Liste Going Medieval

Experimental Branch Patch (0.21.21)
Going Medieval
22.11.24 13:08 Community Announcements
Greetings players! The newest patch (0.21.21) 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.



Note1: From now on we will deploy Development builds EGS and GOG experimental branches. This will unlock enabling Dev Tools and debug print for easier modding.

Note2: We are improving JSON merging and compatibility. In a nutshell, mods editing existing models can have only fields they are aiming to change. This way multiple mods can edit different fields on the same model and everything is more clear and readable. There are some NEW rules so we updated the JSON modding section in the official Modding Guide. Check the updated Modding .json Files section.

Modding Support

  • Localization updated with new text keys.
  • Fixed the issue where an exception was thrown when enabling/disabling mods after going back to Home from the Main scene.
  • Fixed the issue where adding fields that do not exist in the current model would cause an error.
  • Fixed the issue where a Localization Mod author wasn't recognized correctly, thus preventing updating existing Workshop items.

Known issues:

  • [MODDING] Updating mods from the game will reset visibility to Hidden and update all fields with values from ModInfo.json. This will overwrite name, description, author and tags on Steam Workshop page. For now, please update ModInfo.json so nothing is overwritten. We will address this and visibility in the next patch.
  • If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
  • Assigned Pets don't sleep with owners.
  • Some text keys are still not translated.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • 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.

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!

Foxy Voxel
Logo for Going Medieval
Release:01.06.2021 Genre: Simulation Entwickler: Foxy Voxel Vertrieb: The Irregular Corporation Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
Einzelspieler Mehrspieler Koop

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