News Liste Going Medieval

Patch Notes (0.16.26)
Going Medieval
13.03.24 14:28 Community Announcements
Greetings, medievalists! The newest patch (0.16.26) is now live on all platforms on the main 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.

Bugs and Fixes

  • Fixed several crash occurrences.
  • Fixed the issue where settlers would end up stuck in water in certain spots despite having a clear way out.
  • Fixed the issue where a campfire outside of the great hall was detected as a part of that room, thus preventing a proper “Great Hall” room detection.
  • Fixed the issue where the snow constantly remained on the slopes, despite the season changes. This also caused the temperature of that slope to be 0 degrees.
  • Fixed the issue where a settler would not refuel torches that are located above the merlons.
  • Fixed the issue where a settler with disabled Haul job would continue to haul the corpse after the hunt.
  • Fixed the issue where settlers with “Cannibal” and “Callous” perks would get bad modifiers related to human skin interaction. Finally, cannibals can feel comfortable in other people's skins.
  • Fixed the issue where the brazier On/Off selection didn’t align with its appearance in some saves.

Quality of life improvements

    >
  • Message has been added if you try to force construction via right click, but the settler is unable to reach the destination / find a proper path to it.

Present frustrating issues:

  • If settlers end up stuck, ignoring jobs (that are properly set and scheduled), and not behaving as intended, consider saving & reloading the game as there is a big chance that it may fix the issue.
  • It seems that the situation where you try to build a soil voxel and it crumbles upon completed construction still happens. As with the issue above, it’s close to impossible to reproduce this issue on our side. We’re working on a potential memory fix that may, in turn, solve this issue and some other stuff. In the meantime, if you encounter this bug, please provide as much info/context as possible. Quitting the game and starting the save will solve the issue.

Known issues:

  • 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.

NOTE: Also, be sure to check this log for more potential misconceptions and common bug reports.

DISCLAIMER:
⚠️At the moment, the experimental and the main branch have very different save systems. You will not be able to play saves from the experimental branch on the main one (and vice-versa). Experimental will also get this update soon and we'll edit this post to reflect that.

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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