News Liste Going Medieval

Experimental Branch Patch (0.22.3)
Going Medieval
06.12.24 16:19 Community Announcements
Greetings players! The newest patch (0.22.3) 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.

Dung


In the official experimental log we forgot to mention that dung is now a thing. Here is what you need to know:
  • Cows, donkeys, sheep and goats produce dung once a day. Dung just drops in the pen or where they stand.
  • Dung is a type of waste and can be used to create saltpetre and dung bricks.
  • Dung bricks can be created in kilns from dung and hay. Dung bricks are a reliable form of fuel.

Quality of Life Improvements:

  • Greek fire oil is now ignitable during the rain.
  • Water barrels can now spill water manually by settlers via barrel selection and choosing Open in the bottom right corner.
  • Fire spreading at the start received some balancing (we slowed it down).
  • Minor UI adjustments and text improvements.
  • Well will now show a block sign if built at a wrong place. It needs to have its middle part over water or in shallow water to be a viable source of water for filling barrels. We’ll work on this more.
  • Dung has an effect on certain people - dainty and precious perks are affected by the smell of dung and are unhappy when around it.
  • We’ve changed the chances for destruction of traps a bit. Stick trap has 4% chance to be destroyed, wood 3% and metal trap has 1% chance to get destroyed when activated. Fire traps have a 100% chance to get destroyed when activated.
  • Settler on fire will flash red.
  • Heat damage related info is moved to the Info tab in the building bottom right panel.

Alcohol need has been demoted a bit:
  • Alcohol is no longer visible in the UI in settlers Stats.
  • Low alcohol does not have negative mood effects anymore, unless a settler has certain perks that are about alcohol use.
  • Wording has been changed so that it's obvious it's about drinking booze and not water to avoid the confusion that settlers need to drink water.

Bugs and Fixes:

  • Fixed several crash occurrences.
  • Fixed the issue that prevented temperature from working as intended.
  • Fixed the issue where a weapon used in a defense wouldn’t flash red when taking a hit.
  • Fixed the issue with missing Job related Skills.
  • Fixed the issue where rope wasn’t visible during prisoner escorting action.
  • Fixed the issue that prevented ladder placement directly below well center position.
  • Fixed the issue where a cannibal would be disgusted by being around a human leather.
  • Fixed the issue where a bolt had an arrow texture instead of bolt texture.
  • Fixed the issue where water would be shown during the barrel construction.

Known issues:

  • Well has no visual indicator of the bucket going up and down, but it works.
  • Burnt trees can be selected by clicking in the air above them.
  • Barrels don't freeze in winter. We plan to implement that.
  • Barrels don't fill faster when under the edges of the roof yet.
  • Taking water out of a lake via a well (or by hand) will not cause that lake to lose its water mass.
  • Burnt trees can be selected by clicking in the air above them.
  • Underground water is planned on new game maps but is not yet implemented.
  • Oil blob placement still needs some polish.
  • Water is seen in barrels during barrel construction.
  • Animals caught in fire and fire traps just stand there and never run out of the flames.
  • 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
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