The newest patch (0.21.11) is now live on Steam and GOG 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.
As mentioned before, Update 13 will come with the official mod support and Going Medieval Workshop on Steam with the in-game integration. All our updates first come to the experimental branch and Update 13 is no exception. We would like you to join and start working on mods for the new system. This is also an opportunity for your mods to be one of the very few first ones on GM workshop once we launch this.
To create and use the mods during the experimental phase, you will need to do a couple of steps:
- Switch to Experimental branch
- Please read these instructions.
- Once you have mod working locally, you can put it on Workshop and update later on. Workshop is still not public - to access it, please join this private group.
Basic Modding Support (v1) covers Json file modding (e.g. adding Perks and Backgrounds), creating localizations and scenario mods. This is just the initial set of features that we will support from the next update. Advanced Modding Support (v2) will add mod.io for non Steam players, integration of custom modding meshes (3D models), audio and much more by the time Update 16 goes live.
While GOG and EGS Players don’t have access to the Workshop, nothing prevents you from using the mods by putting them in the C:\Users\[username]\Documents\Foxy Voxel\Going Medieval\Mods
The best place to discuss Going Medieval modding is in the #modding channel on our Discord server. We hope we’ll see you there with some wonderful creations.
Note 1: You must accept the EULA first to access mods and modding options in the game. Click on the "Mods" option on the Home Screen and then select "Accept."
Note 2: EGS experimental build with this update will come tomorrow.
Happy modding and let us know how it goes! Until next time,
Stay medieval!
Foxy Voxel
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