News Liste Going Medieval

Experimental Branch Patch (0.20.2)
Going Medieval
Heute 18:31 Community Announcements
Greetings players! The newest patch (0.20.2) 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 several crash occurrences.
  • Fixed the issue where a fence couldn’t be selected in the blueprint/constructed phase.
  • Fixed the issue where building barn doors would show a lock icon on it.
  • Fixed the issue where shelves wouldn’t drop piles upon being destroyed.
  • Fixed the issue where some pens wouldn’t be properly detected.
  • Fixed the issue where roped animals would exit their pens after some time.
  • Fixed the issue where the game would forbid you from building roofs in certain areas and saying it was already occupied/blocked by something, despite nothing being present there.
  • Fixed the issue where rugs/ritual circles were not being able to be positioned above the ground floor.
  • Fixed the issue where negotiator’s timer wouldn’t tick upon loading the game.
  • Fixed the issue that prevented the order panel from appearing.

Quality of Life improvements

  • Tooltip now shows more info when capturing prisoners - weight, height, background, etc.
  • Candles and Braziers are added to Great Hall room requirements.
  • Captive labourers and Prisoners now have different x-ray effects from settlers (yellowish outline).
  • Now, prisoners will not all merge into one spot when coming with a prisoner merchant.

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.
  • Opening almanac links does not work from the building selection UI.
  • ‘Research available’ message does not appear until you reload the game.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • Tooltip is missing when hovering over perks, backgrounds and pseudonyms, when trying to add new ones in advanced character customization.
  • Some items and resources are missing localization values and icons in the stockpile management UI.
  • Player-triggered events don't have sound effects
  • Settlers will not refuel torches without floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one with 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 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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