News Liste Going Medieval

Patch Notes (0.16.8)
Going Medieval
07.12.23 08:05 Community Announcements
Hello, everyone. The newest patch (0.16.8) is now live on all platforms. 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 potential memory leaks.
  • Fixed situations where the game would freeze in some scenarios.
  • Fixed the issue where pathfinding would not be detected if you tried to move a drafted settler that is located in water.
  • Fixed the issue where settlers wouldn’t refuel candles/scones.
  • Fixed the issue where certain buildings would be ignored for deconstruction order or would be stuck in the deconstruction process.
  • Fixed the issue where fish would disappear during season changes.
  • Fixed the issue that prevented proper fish spawning.
  • Fixed the issue where settlers would lose their assigned beds.
  • Fixed the issue where settlers would not obey orders that were assigned via right-click.
  • Fixed the issue where a red circle would appear if you spammed the right click for a drafted settler so they could enter a room.
  • Fixed the issue where a cut/harvest order didn’t work for saplings.
  • Fixed the issue where crows would appear for carcasses located in water.
  • Fixed the issue where enemies would spawn in low and deep water.
  • Fixed the issue where relocated braziers wouldn’t emit heat.
  • Fixed the issue where the bottom layer of ladders (floor) would disappear upon loading the game.
  • Fixed the majority of issues where settlers would go up some waterfalls and be stuck there. There are still some situations where they would go up the waterfall, but also down it, too. Please F10 it if you notice it.

Quality of life improvements

  • Waterfalls have proper sound effects.
  • Slopes and stairs are not usable in deep water.
  • Unconscious animation for settlers in water has been added.
  • Water will pass through closed wicker doors.
  • Animals should not spawn in unreachable places.
  • Settlers should spawn closer to the map center upon starting a new game.

Known issues:

  • Settlers will sometimes end up stuck. Try to save & load. If the issue persists, please F10 it and mention the stuck part.
  • There is still some work to be done with animal’s swimming animations.
  • Humans and animals can't drown for some reason. Yay?
  • 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.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.
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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