News Liste Going Medieval

Patch Notes (0.22.15)
Going Medieval
19.12.24 14:02 Community Announcements
Greetings, medievalists! The newest patch (0.22.15) is now live on all platforms. 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


  • We added Rope and bucket visuals to the well structure. The Bucket goes up and down when settlers take water. The time for getting water scales with the amount of levels the bucket needs to travel.
  • Extinguish fires now has top priority in non-work hours. It's disabled only if disabled in the jobs panel. So now settlers will wake up if there is a fire.
  • Arrows now have flaming visuals while the archer is firing and standing with the arrow in hand to help indicate that the next shot will be a flaming projectile.
  • Fire spreading is slowed down a bit to make it less unfair

Bugs and Fixes


  • Fixed several crash occurrences.
  • Beams can now be constructed over plants.
  • Hide the building copy button for producible buildings like rugs, paintings and statues.
  • Changes to resources: flammable oil and Greek fire oil are now Manufactured Material Stockpile Group so the prices are also corrected (no longer can you purchase flammable oil for 0.1gold)
  • Practice dummy and practice target are now Misc group (they were accidentally in the Waste group)
  • Material Settings also have some changes: bear leather finally has a 1.8 multiplier for price.
  • Wool material no longer has high flammability for clothing and the gambeson armour
  • Practice dummy blueprint is fixed (it was a backgammon table)
  • Fix hold ground settlers not behaving as expected. Hold-ground archers should no longer move at all. Hold Ground Melee settlers should engage in combat if the enemy is in their range. Default stance Melee settlers should engage with enemies if enemies are not behind a door and within range of ~20m
  • Searching for water when extinguishing a fire has been optimised a bit. Cases of long pathfindng to faraway water sources has been reworked and should behave a bit more natural.

Known issues


  • Barrels don't fill faster when under the edges of the roof yet.
  • Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
  • 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 items are missing icons and localization values.
  • 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.

And in case you missed, the official Update 14 log, you can find it here.

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.

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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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