News Liste Going Medieval

Experimental Branch Patch (0.19.2)
Going Medieval
17.05.24 13:31 Community Announcements
Greetings players! The newest patch (0.19.2) 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.

Bugs and Fixes

  • Fixed a lot of crash occurrences.
  • Fixed the issue where pets weren’t doing a thing during the duration of events.
  • Fixed the issue where credits were always on in the game's options.
  • Fixed the issue where room detection was not working properly in some cases.
  • Fixed the issue where the player was unable to start a feast in a great hall if that room had two tables.
  • Fixed the issue that caused settlers to appear hungry as the feast ended.
  • Fixed the issue where a character preset refused to load.

Quality of life improvements

  • Positive effector has been added to fainting. Now, fainting fills up 20% of sleep, thus making the faint/work cycle not as damaging
  • Role visitors don't hang out as long as before (before max was 36h, now it's 20h)
  • Birds, environment particles and footsteps will be on by default on the first game start.

Some mood effectors have been rebalanced, because combining regular mood with the event mood caused some overpowered effects.
  • Ate at table is reduced from +4 to +2
  • Extremely comfortable is reduced from +8 to +4
  • Beautiful surroundings is reduced from +10 to +6
  • Very High Expectations is reduced from 0 to -2
  • Spacious room is reduced from +4 to +2

Known issues:

  • Loading resets job priorities.
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
  • 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 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. 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
Einzelspieler Mehrspieler Koop

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