News Liste Going Medieval

Experimental Branch Patch (0.16.4)
Going Medieval
15.11.23 11:28 Community Announcements
Greetings players! The newest patch (0.16.4) 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.

For those that missed the full log of the new experimental update, you can find it here. We’ve reworded instructions for adding water to existing settlements.

Bugs and Fixes

  • Fixed several crash occurrences.
  • Fixed certain FPS drops.
  • Fixed the issue that caused prioritization of fishing to use Cutting plants job instead of Animal Husbandry.
  • Fixed the issue that caused animals and humans to get stuck.
  • Fixed the issue that caused the appearance of the “lacks fuel” messages in the torches/braziers that had fuel in them.
  • Fixed the issue where torches and braziers would turn on by themselves on the game's reload.
  • Fixed the issue where water would go through floors in certain scenarios.
  • Fixed the issue where a fish would spawn on dry land.
  • Fixed the issue where a small puddle would not disappear after some time.
  • Fixed the issue where water flowing through window animation would appear, even when there was no reason for it.
  • Fixed the issue where settlers would swim under walls, despite being located in the deep water.
  • Fixed the issue where animals and settlers would ignore urgent haul.
  • Fixed the issue where a map selection would show two marsh maps in some cases, but one of those maps would be a mountain map.
  • Fixed the issue where advanced books wouldn’t decay.

Quality of life improvements

  • Hovering on the fish group will now display the fish type in the lower left corner of the screen.
  • Piles stored on shelves will not be affected by the shallow water.
  • Added sound effects to waterfalls.
  • Fish pile is forbidden by default if fish dies, but allowed when a worker catches it.

Known issues:

  • When you start a new game, Marsh map will not create proper pathfinding nodes in deep water that's covered with shallow water. Saving and reloading it will fix this.
  • Humans and animals can't drown for some reason. Yay?
  • Animals are lacking in animation when swimming (they’ll appear as walking on water).
  • Pathfinding penalty is doing some weird calculations when humans/animals are walking on shallow water and is not working properly.
  • 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 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.


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 very 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. 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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