News Liste Going Medieval

Medieval Monday Talk #49
Going Medieval
29.07.24 08:20 Community Announcements
Greetings, medievalists! We'll continue our discussions, but first we want to address one issue some players keep reporting...
Zitat:
If you can't pause the game, that is because of the use of unofficial mods. In this specific case, it is because of the use of BepInEx. The owner of that mods needs to update it to fit our latest game's setting. Until that happens, we suggest that you delete all of the folders in the steamapps\common\Going Medieval and then verify the game files, in order to have pause button functional.

Now, let’s talk about new buildings that we’ve mentioned before. Gallows will be your go-to for executions. Using them will be super easy, barely an inconvenience. Gallows is a building, akin to the Restitutionist Lectern/Ritual Circle, which you’ll use to organize the Execution event. The twist here is that they don’t need to be in a specific room. That’s right, you can build them inside or outside. Once you trigger an execution, prisoners will be escorted from their cells to the gallows for the main event.



Speaking of cells, it's worth mentioning the new prison cell room type. The great thing about this is that any room can be turned into a prison with the simple addition of a prison marker. This gives you the freedom to treat your prisoners however you like—from royal accommodations to barely livable spaces.

And now, the moment many of you have been waiting for: castle gates! We’re introducing three types: regular gates, tall gates, and portcullises. These gates offer more resistance against enemies but can only be set to always open or locked. So, when enemies attack, you’ll need to send a settler to close the gates. Opening/closing gates takes a bit of time, so planning your defenses accordingly.



Some of you might ask about drawbridges, since we did mention them some time ago. We’re still keen on adding them, but making them work seamlessly is a bit tricky. On one side we have to choose how the potential drawbridge activating mechanisms would work. Would it be tied to one side of the drawbridge? It would probably clash with gates above, as those things go usually in pairs. Would we make it a lever with a certain range? How to explain what ties them and how it functions? On the other side we have enemies. It’s pretty easy to manipulate them to a certain path (as shown by The Spiffing Brit here), and with the addition of drawbridges, you would have even more options on how to easily “pull the rug” from under your enemies. In theory, that is a cool approach to dealing with them, but also kinda dull.

We want to make the experience more exciting, more dynamic, and more fun! As of now, that is not possible as the enemies are… not that bright. So, before the introduction of drawbridges, we’ll have to work on the enemy's AI. That’s our plan for sometime in the future. We want them to be able to build, dig, climb walls, before we integrate stuff like drawbridges.

We hope this all makes sense. As a bonus, we've partnered with Terrascape folks for this time limited bundle:

https://store.steampowered.com/bundle/43063/Medieval_Terra/

Terrascape is a cozy City-Puzzler that recently exited out of Early Access to a very positive reception. If you haven't bought Going Medieval yet, now you can get two great games at a discounted price. We’ll be back with another MMT in two weeks, and that one will dive deep into the techy stuff. In the meantime, let us know in the comments what you think about the gates

Until then,

Stay medieval!

Foxy Voxel

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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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