News Liste Going Medieval

Patch Notes (0.20.16)
Going Medieval
25.10.24 15:02 Community Announcements
Greetings, medievalists! The newest patch (0.20.16) is now live on all platforms. 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 a warden would attack prisoners in certain situations.
  • Fixed the issue that prevented the copy/paste function of fuel consumers to work as intended.
  • Fixed the issue that prevented a prisoner from partaking in the execution event because they were sleeping.
  • Fixed the issue where decomposed clothes on a settler during their sleep would break their sleeping animation, causing the settler to stand still.
  • Fixed the issue where hidden roofs would be visible upon loading, if you turned hidden roof off, saved game, then turned it on. The game should have remembered the last toggle before the save, not the one after it.
  • Fixed the issue where prisoners would turn aggressive if the relationship with their faction suddenly turned hostile.
  • Fixed the issue that allowed raiders/settlers to pass through closed portcullises in certain scenarios.
  • Fixed the issue where in some scenarios settlers wouldn’t tend wounds, find medicine, find food, etc., despite having everything properly set up.
  • Fixed the issue where settlers wouldn’t prioritize closing/opening gates order in some scenarios.

Quality of Life improvements

    >
  • “Sharpen” slider has been added in the game’s Graphic Options. It controls… game’s overall graphic sharpening.

Known issues:

  • 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.
  • Marking a sleeping prisoner for hanging will result in them not going to the event.
  • Some items are missing icons and localization values.
  • Player-triggered events don't have sound effects
  • 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.

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

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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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