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Description

Eventually, survivors emerge from society’s ashes, and it’s now up to you to help them settle in a dangerous new land reclaimed by nature. Build your people a home, help shape their lives, and protect them from animals, bandits, and other dangers in a lawless post-calamity age. BUILD YOUR FORTRESS Design, build and expand your settlement from a small wooden hut into a colossal stone castle. With simple-to-use 3D terrain tools you can create the perfect stronghold, from winding underground caverns to sprawling multi-story forts.
DEFEND YOUR COLONY This harsh new world is rife with external threats, but you can give your colonists the upper hand in battle by building impenetrable defences and traps. Research, craft and equip weapons and gear so that they can fight back against unrelenting waves of attackers. PROTECT YOUR VILLAGERS Your colonists have more than just raids to contend with. They need protection from starvation and the elements, so it’s essential to stock up on supplies and build shelter to keep them fed and warm. Maintain your villagers’ emotional states, as their moods are affected if their needs and wants aren’t met.
SHAPE YOUR STORY Grow the population of your settlement by helping out strangers in dangerous situations, or by taking in like-minded travellers. Your villagers have personal histories and agendas, and you can get to know them by observing their behaviour and relationships with others.
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What's new
- Version: Windows
- Updated:
- Hotfix 0.15.4REL (1.08.2023) Greetings medievalists!
August’s mini update, officially titled “Coin Bartering” is now live on GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! We call this one a “mini-update” because it doesn’t have new features, rather a much needed overhaul of existing ones.
But first, for an optimal user experience, we suggest that you: Disable Mods if you have them Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If this occurs, turn the mods off before starting the game.
Now, onto the update:
Look at this update as a couple of smaller QoL improvements that will in no way revolutionise the way you play the game, but it might give you “hey, this is a cool moment”. We’ll categorise them and try to explain the general idea behind some of the choices made. Let’s get to it. Animal Protectors
A lot of players reported that it's frustrating that foxes and polecats would just simply go into your settlement and kill small animals. So we added a few things: Pet dogs/wolves/bears (while awake) now protect animals in their proximity. Regular domesticated animals will not perform this function. Torches, braziers, and production buildings (while the flame is on) also protect animals around them. NOTE: they’ll protect them, even through walls. Settlers (while awake) also protect small animals
The protection works as follows: When the small animal enters the proximity zone (emitted by the stuff we mentioned above), they'll get protected. During that time in that area, they’ll not be attacked by predators.
Leaving the proximity will still have them protected for the next 2.5 hours If the small animal is targeted by a predator and that small animal goes back to the protector's range, the predator will back off immediately.
Some things to note: Animals that come with traders can't be targeted by wild animals Animals that come with traders will never sleep Animals returning with caravan if returning at night will be protected from predators for some time Animals returning with caravans will not fall asleep in the next 8 hours
Animals purchased from merchants will not fall asleep or the next 8 hours
Now let’s talk wound tending and healing QoL! Healing v2 We haven't touched wounds and wound tending since the Early Access launch, so we wanted to add a set of changes to make everything a bit more QoL-fy :)
Patient Job
The Patient job type is now added to the JOB panel. This job just makes settlers go to beds and wait for their wounds to be tended. So it's basically like convalescence but if convalescence is not active or is a low priority that settler will continue doing other stuff. This solves the issue with wanting your settlers to be tended but you don't want them to convalesce so they can get stuff done :)
Self Tend
Players can turn this on in the MANAGE panel. It's self explanatory - settlers can tend their own wounds. If they choose to do so, they’ll get a bit less XP for that and the tend quality will have a low quality. NOTE: If you turn off the Tend job in the jobs panel, this will disable self tend as well.
Healing Kit in pouch
Settlers will carry healing kits in pouches now (only healing kit items - not herbs, tallow nor honey) and use them when tending instead of going to get healing kits somewhere far. Jobs have different priority depending on hour type Some of you reported that it doesn't make sense that wounded settlers would not convalesce while in leisure/any hour type. Well, in the old system, “rest” was considered a job and jobs get low priorities in these hour types. It was… a messy system. But check it now!
We now have the option to forcefully set priorities and also enable jobs per hour type. Carry wounded’s goal: settlers will carry wounded even if they don't have a tend job turned on and in leisure/any hour. This makes them a bit more natural at acting and saving their friends even if they are in leisure mode. Tend wounds will have higher priority than, let's say, needing to play backgammon, because community. BUT, they’ll still be willing to ignore the call if the player turned off tend job for that settler.
Main takeaway here’s are: Patient/Convalescence Job - These jobs have a pretty high priority in leisure/any hours and are forcefully enabled even if the player disables them in the jobs panel.
This way the jobs panel is 100% efficient only in Work hours.
Now let’s talk wounds
Wounds v2
Wounds can now be categorised 3x different ways: First category will not trigger the settler need to be tended. This is used for wounds like bruises that can't be tended with medicine and time will heal itself. Second category is used for wounds like scratches. They need to be tended sure, but the settlers do not need to lay down in order for that wound to pass. Third category is Minimum Wound Severity. Like before, as time goes by wounds lose severity and are weaker in their effects. But now, let's say the settler breaks a leg. They will need tending and rest for a few days but then when the wound heals 90% it will hit the minimum severity threshold and will still be there with some small effects on walk speed etc, but will heal on its own over time with no need for further tending or rest. Wounds can now be tended anywhere! Settlers can tend to other settlers anywhere, no need for them to be in a bed. Just two small notes here: NOTE 1: The settlers still prioritise taking them to a bed and then tend them. Also the tend wound anywhere only works if the settler that is being tended has fainted and is laying bleeding on the ground and there are no beds available to tend.
NOTE 2: player can right click priorities tend on any settler anywhere and that should work without a bed for the patient to be in Now let’s talk more fun stuff: Coin Bartering
We added gold coins as resources to the game Yes, at the end of the 14th century, 95% of the global population perished due to rampant plague. While the pure survivor and willingness to persevere at any cost were on the minds of those folks, you just know that at one point someone would try to reintroduce familiar monetary systems, because current value can be deemed to abstract at some crucial points. Coins are in the game!
Coins can not be produced, only acquired through trading Coins always have a value of 1 and never change when bartering like other resources do. Almost all Merchants have some amount of coin Coins appear at the top of the bartering list when merchants arrive (if the player and merchants have no coins then it will not appear)
Coins can be smelted into gold ingots (if you want to do that) This basically means that all wealth has been rebalanced. Everything is a bit less valuable now. But all other wealth parameters (attack size and strength, influence, room impressiveness, expectation etc) have been scaled down accordingly. This is done so we can keep the simple rule of 1 gold coin being 1 wealth/value equal. We’ll see how and if the system will continue to expand but this seems like a good starting place. Maybe you’ll want to keep your wealth only through value which you can easily manipulate? Maybe you like your dungeons filled with coins because that’s how old school you are? Maybe, down the development, certain quests will only be done via the old good coin deed. Now, now, we’re not promising anything here nor anytime soon - just leaving your imagination to potential scenarios.
Birds
This is 100% a visual thing and has nothing to do with gameplay. NOTE: Environmental effects need to be turned on in the graphical options for birds to be visible.
Birds sometimes fly over the map - depending on the time of year and time of day, also their type and direction change with time of year. Birds sometimes fly out of trees and bushes when settlers start chopping them down. This is random and just happens sometimes (also dependent on the time of day and year). Birds should not appear at night. This can sometimes happen if they appear 1s before sundown and fly over when the night has started. Crows will sometimes fly around carcasses of humans and larger animals after a while. Only for piles that are not in the home area (this is about 10x grid spaces around a players building) and that are not under roof. Crows will sometimes spawn as they eat the carcasses (has no gameplay effect). Will fly off when a settler is nearby or when animals haul the carcass away. If a flock of crows appear while the settler is in proximity of the pile the crows will not fly away until the settler a) picks up the pile, b) exits the proximity and enters again. And let’s end this mini update with building cosmetics We have new Paintings and Tapistry variations. We added 3x new variations to paintings and 2x new tapestry variations.
You might even recognize some of them as certain designs are inspired by modern memes and situations here and there. We also updated the portrait art for various factions:
Now all factions have unique portraits except: mountain bandits, looters, river bandits, Ravagers, society of fellows. This will be changed in the later updates.
Bugs and fixes.
Fixed the issue where unconscious settlers would sometimes spawn in the middle of a voxel, essentially making them stuck in torment. Fixed the issue where sometimes wild Foxes would sleep in pens, and they feed from inside pens during the day even though other sources of food are available on the map Fixed the issue where Wild polecats would sleep in stockpiles in the settlement on voxels on which there is something deposited already. Fixed the issue where If a caravan returns at night, the animals in the caravan will immediately fall asleep. This would lead to small animals like chicken to be killed by predators. Fixed issue where shelves would drop stockpiled items when building floors below them. Fixed several text issues Fixed huge stuttering with late game settlements that had a large amount of piles.
Known issues
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. If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
That would be all for the official update notes. New patches and improvements will be deployed accordingly. In the meantime, feel free to post your experience regarding the new update on GOG forum. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.
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Hotfix 0.13.4 (17.03.2023) Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue that prevented statues/paintings/tapestries to have different variations.
Fixed the issue that prevented sorting by vermin control from working as intended for pets in the Overview menu.
Fixed the issue where settlers would not relocate piles if those piles were within building foundations.
Quality of life improvements
The belief conversation system has been redone. The chance for this type of conversation to occur is increased if settlers are praying or if they are zealots. Belief attributes are influenced by speechcraft and intelligence (a more intelligent settler has a greater chance of influencing belief change in the other settler in the conversation, while greater speechcraft has a lesser chance to fail at the conversation (sending an opposite effect to the targeted settler). You still can have a lvl 50 int and lvl 50 speechcraft settler that if he/she is a zealot all settlers will become zealots over time.
The camera following settlers feature has been improved. Now, the camera follow feature will not “drop” while rotating, tilting, and zooming the camera. Pressing ‘Tab’ on your keyboard while camera follow is active will jump the camera to the next thing and continue following that thing as well. Only WASD, camera pan, and right-clicking will disable the camera follow feature
Stockpile resources are now counter by pile tracker even if they are unreachable by settlers.
Known issues:
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.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update #8 (14.03.2023) Social interactions
Settlers will interact with each other when they are close to one another. The system is currently reserved for human interaction only, but we plan to expand it to animals, too. Here is how it works:
All interactions are instant and not accompanied by additional animations. This way, social interactions will not disrupt the tasks of your settlers or the flow of the gameplay. Settlers will turn their head towards social interaction target when in range, to acknowledge them.
Settlers can have a conversation every few hours. Some perks (like “Contemplative”) might influence the number of conversations they have.
Settlers now get +3xp in speechcraft for every conversation.
The outcome of conversations is determined by the speechcraft skill, difference in age, difference in religious alignment, affection amount, some attributes, and some randomness.
Social interactions can’t occur if one of the settlers is drafted or is sleeping.
Interactions can have several different results - they are essentially positive and negative small talks.
The amount of positive/negative value is determined by settlers' attributes and affected by some perks (such as “Ill Favored”, “Ruthless”, “Disfigured”, etc.)
Positive interaction will be buffed if settlers wear quality clothing, are drunk, or have perks for specific situations. For example: Night Owl will tend to have positive interactions at night, and Sun Seeker will have it while the sun is shining.
Some social interactions result in the changing of the religious alignment and are represented by different icons (golden oak leaf for oak brethren and purple grail for the church of restitution). By hovering on the settler's “Religious Alignment” bar, you can see recent interactions and how they might have influenced religious change. NOTE: This means that settlers can change their religious alignment even if there is only one religion present in your settlement.
Some settlers (like ones with the “Punch drunk” perk) will have a high chance to have negative conversations with settlers, when drunk.
Dreams can now influence the chance of positive/negative interactions for settlers.
Rebellious settlers will insult more often.
Rebellious settlers have longer pauses between conversations
Conversation chance increases when settlers sit down/eat/play backgammon.
Sitting down to play backgammon together will increase the chance of a conversation happening and will also increase the chance of positive social interaction.
Affection
Social interactions, like small talk, pleasant conversation, and unpleasant conversation, will result in the modifying of the affection of one settler towards another.
Other actions in the game, like battling together (being close together while fighting) carrying each other to a bed, tending wounds, etc. will result in affection as well.
When the affection is high enough (+80) the settlers will become friends. If the affection goes under -80 then settlers become rivals. Friends can still have bad conversations, and rivals can have pleasant ones.
This has no immediate gameplay impact other than different mood modifiers when a friend/rival dies or is banished.
Individual Action log
We have added the Log feature to certain things. Social interactions, combat, health, and other notable events will be shown in the log.
All conversations between settlers will be logged. One settler will discuss something with the other, and that one will respond accordingly.
All combat hits, moves misses, and evades are logged. Different weapon types have different wording, as well as animal attack types.
Health changes, birthdays, and animals turning into domestic/pets are also added to the log.
Certain effectors (when characters eat a good meal, drink good ale, etc.) are also shown here.
Logs are inherited by the carcass of a settler/enemy/animal. After that trophies and graves also inherit this log so players can read what happened to that settler/enemy/animal after their death. Graves will show enemy types if you choose to bury them.
Settlers and enemies will say their final words before they die.
NOTE: The log is saved as text and will not be translated when changing languages mid-game. Also, if a settler/animal is renamed it will not reflect in the log.
Keep in mind that these features will constantly evolve as new things are introduced and the existing features are upgraded.
New animals
The bears and polecats are now in the game. We are aware that bears were not a thing in medieval England, but there are reports of a couple being traveling sideshow attractions in those times. In the canon of Going Medieval, we like to think that the plague helped them break free from their captivity and roam the land.
Polecat Polecat, gameplay-wise, is basically the wild version of the cat.
They can spawn on any map type.
Polecats are nocturnal animals that, like foxes, will sleep during the day.
They will hunt down your chicken, rabbits, and pheasants (fox logic).
You can get leather from it and build banners, armor, etc.
Can be used for vermin control when turned into a pet.
You can turn a polecat into a trophy.
Bear Bears are very strong animals that spawn very rarely on the map.
Taming and training them can take a long time.
They can be used for hauling and battle.
Their leather can be used for banners, clothing, etc.
You can turn a bear into a trophy.
Bugs and fixes
Fixed the issue that prevented some players from placing construction on locations where they could be placed.
Fixed the issue that caused room detection to not work as intended in certain scenarios.
Fixed the issue that prevented animals from returning to the caravan from harvesting, if during the return of the caravan, the game was saved & loaded.
Fixed the issue where the blueprint of all the graves did not match their size grid when using the “Copy” function.
Fixed the issue that made settlers face the wrong side when working on a research table.
Fixed the issue that made settlers appear as floating if they were ordered to deconstruct stairs and were in the middle of them with a “Sleep” schedule in progress.
Fixed the issue that caused the behavior of beams to become corrupted if you place them in between Doors or Windows.
Fixed the issue where settlers would sow crops on a location where they shouldn’t due to the “Temperature conditions do not meet” factor.
Fixed the issue that prevented constructions from placement with the first click, if players were using the “Relocate” or “Install” feature.
Fixed the issue where the order “Until you have” on the Sewing Station did not work as intended if the produced item was Rush Matting.
Fixed the issue where using Curdling Milk as a cooking resource when making a meal on a campfire or a stove would result in no meal being created upon completion of production.
Fixed the issue where raiders would run around aimlessly during an incursion.
Fixed the issue that caused placement of the crop/stockpile in a random position, if the player used only one voxel for that crop/stockpile.
Fixed the issue where settlers wouldn’t repair damaged structures while a merchant is near them.
Quality of life improvements
The capacity of some pile stacks related to Raw Food has been increased from 25 to 50.
Upon finishing harvesting of animals, settlers will take gathered resources (milk and wool) and carry them to the stockpile.
We have added a minimal skill level to train and tame certain animals (bears, wolves, foxes, and boars have this now).
Taming and training process of certain animals has been rebalanced.
We have also added feedback to the player when trying to train or tame an animal and not having the required min skill level.
We made subtle changes to the animation of some animals. This is purely cosmetic, but it livens up the world a bit.
We added a tail system where tails move a bit differently now (can be seen when an animal moves and you pause the game) tails now bend a bit when the animal turns, making them a bit more fluid.
The spine system has been added to animals as well. When the animal turns, the spine will bend in that direction a bit. This is very subtle but makes their movement a bit less stiff. Most noticeable in donkeys and cattle.
Known issues
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.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.12.13 (15.02.2023) Bugs and Fixes
Fixed the issue that prevented items from chests & racks to be equipped upon saving & loading the game.
Fixed the issue where the animal “assigned to” status would be reset upon saving & loading.
Known issues:
Some players are experiencing significant FPS drops, we are investigating this. If you played the game normally before the last couple of patches, do F10 the issue and write it in the report. One report per player. Thanks.
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.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.12.11 (13.02.2023) Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where animals would appear stuck in certain situations. Do let us know if they are still stuck on stairs and slopes.
Fixed the issue that caused building destruction particles to appear offset.
Fixed the issue that caused the appearance of the resource requirement info in the toolbar, during the usage of the install function.
Fixed the issue that prevented settlers from repairing the building, if that building received damage during its construction pile form.
Fixed the issue that caused the shaking animation to continue even when the game was paused.
Known issues:
If the bookshelf is located above the stairs, piles on those shelves will not be registered.
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.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.12.8 (02.02.2023) Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where some players experienced freezing on the loading screen while starting a new game.
Fixed the issue that created a graphical glitch during the tree-chopping animation. We wanted to punish the person responsible for this, but he already broke his arm.
Fixed large FPS drops that some players experienced on large maps.
Quality of life improvements
The game runs a bit better.
Items in the Overview panel load and sort much faster now.
Known issues:
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.
Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.12.7 (31.01.2023) Bug fixes and improvements
Greetings players! The newest patch (0.12.7) is now live on all platforms. 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 the issue that made some players experience freeze on the map loading screen.
Fixed the issue that caused the settler to get stuck in place and ignore bartering if the barter was initiated while the merchant was in the Merchant Stall.
Fixed the issue where relocate functionality didn't work properly upon save/load in some cases.
Fixed the issue that caused settlers to carry the other one to the regular bed, even when an infirmary bed was present nearby.
Fixed the issue that caused the appearance of the “Train” marker on pets, if the “Train all” button was used from the Overview Panel. This was just a visual bug.
Fixed the issue that caused pen markers to be linked to the wrong pens.
Quality of life improvements
“Prioritize removing” and “Prioritize relocate” have been added to the right-click menu.
Known issues:
Certain players on large maps can experience large FPS drops. We’re looking into it.
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.
Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at
Update #7 (30.01.2023) Bed and Room Ownership
Settlers can finally have their own beds, even rooms. You can assign settlers manually to beds (via the info panel) or, when the night comes, they’ll choose beds and in that process acquire ownership. Some things to note about beds:
Beds are built as unassigned.
If there is an assigned bed on the map for that settler, the settler will seek it when the time comes.
If a settler has an assigned bed that's unreachable/locked off, that bed will become unassigned and the settler will seek a reachable bed.
Nothing will happen if you change the assignment of a bed while it's being used. The ownership will revert back to the settler sleeping on it, and a text will appear notifying the player.
If you assign an empty bed to the settler who is sleeping somewhere else, that settler will immediately wake up and go to their new bed.
A settler can’t have more than one bed assigned to them.
A bed can’t have more than one assigned settler for it.
If a settler is in a caravan, they will still retain the bed ownership.
If a settler dies, their bed is automatically unassigned.
If a settler is banished or given to raiders, their bed will be automatically unassigned.
If there is an assigned bed in a single bedroom, that ownership of the bedroom will transfer to that settler.
We are also introducing a new room type called “Infirmary”. These rooms are used for healing settlers and tending their wounds. Here is what you need to know:
To turn a room into an Infirmary, you will have to build at least one infirmary bed in it, and at least two infirmary shelves.
Infirmary rooms can’t have shrines, entertainment structures, workstations, or regular beds in them.
You need to research Infirmary beds before you can create them.
Infirmary beds can’t be assigned.
Settlers heal faster in the Infirmary and tending has a higher chance of success.
If a settler is wounded and wants to rest (convalescence), they will always go to an infirmary bed if possible.
If a healthy settler doesn’t have any wounds and doesn’t have any other bed except the infirmary bed, they will still not sleep in the infirmary bed.
Wounded settlers will prioritize medical beds if they want to sleep.
When a settler carries wounded to beds, they will always prioritize: free/reachable medical beds in the infirmary, infirmary beds in rooms, infirmary beds under roofs, infirmary beds outside, assigned beds to that wounded settler and then an unassigned bed if there is nowhere else to go.
Now, let’s talk about another feature that relates to room ownership, enriches the gameplay, and allows us to expand it and tie it to other systems.
Aesthetic Value
Every single thing in the game will have an “Aesthetic Value”, a number that indicates how beautiful (or ugly) things are. Settlers will react to beautiful stuff all around and according to that get various mood modifiers.
There is a new icon beneath the Manage button called "Show Aesthetic Heatmap”.
Checking the aesthetic value of an area is done with a mouse, hovering over an area, and looking at the info on the bottom left side of the screen.
When it comes to items, piles, buildings, etc. their aesthetic value can be checked by selecting them and checking their info panel (like in the bed screenshot above).
Here are some notable things when it comes to this feature:
When a settler stands on a grid space, that grid will output and calculate the average beauty of everything around the settler (in a 19-grid radius) and will affect the beauty stat target. You can check this by hovering the cursor on the Aesthetic stat for that settler.
Standing on a gridspace that has a large amount of beauty will make the beauty stat rise and the settler will get a nice mood boost. Standing in an ugly area will make the settler get negative mood boosts.
Buildings have an aesthetic value that they emit all around them.
Item aesthetic value will change depending on if they are a pile, on a rack, or equipped.
Some piles, like limestone and dirt, provide negative aesthetic value when inside a room when compared to being outside (e.g. having bones in rooms will provide negative aesthetics).
Plants have different beauty in each phase of growth (dead plants have negative value, while apple trees when blooming and flowering are very pretty).
Settlers and animals also emit beauty. For instance, rats have a negative amount while pheasants and foxes have the highest amount of beauty
Some perks can affect a settler's aesthetic value.
Settlers can change their beauty amount when equipping something nice.
Room Impressiveness
Rooms have different impressiveness levels now. This can be checked by selecting a room (via an overlay of detected rooms) and going to its Stats panel and looking at “Impressiveness”.
The level of impressiveness depends on overall space, the amount of wealth of the room, and its average aesthetic value - smaller rooms with no windows will give negative modifiers, while spacious rooms filled with rich buildings and furniture will offer positive ones.
Impressiveness is tied to bedrooms, shared bedrooms, great halls, and shrines.
Settlers with dainty and precious perks now have jealousy effectors, which will be triggered if someone in the settlement has a nicer room than they, or if someone has a room that they don’t.
Because of this, settlers will get various mood boosts while doing stuff in these rooms (sleeping in a room, eating in a great hall, praying in the chapel, etc.).
Comfort
The Comfort stat allows settlers to get varying mood boosts depending on the level of comfort. If a settler uses chairs for eating, they will get a comfort boost. If the area they pray at has rugs on it, they will get a comfort boost. Basically, better beds, chairs, and clothes will result in a higher value of this stat, because comfort modifiers have been added to them. Keep in mind that settlers with the “Ascetic” perk will not get positive buffs from impressive rooms, nor will they get any comfort modifiers.
And what is beauty and comfort without new furniture and structures?
New Structures and Furniture Types
We want every settlement to feel unique, and uniqueness comes with additional options. Here are the things we added.
New furniture
All of these things can be found in a Furniture panel if you researched the necessary stuff.
Royal beds (linen and wool)
Quality beds (linen and wool)
Wicker bed
Quality chair (linen and wool)
Iron chair
Wicker stool
But now you can also produce certain furniture types within production buildings.
Tapestry (produced at a sewing station)
Rug (produced at a sewing station)
Rush matting (produced at a sewing station)
Painting (produced at a new production building - “Easel”)
Wall mirror (produced at a Blacksmith’s forge)
Stone statue and relief (produced at a Stonemason's bench)
Wall statue and relief (produced at a Woodwork bench)
Similar rules that are present for regular production are also applied here:
These structures are produced at workbenches like any other item.
These structures are produced as de-installed structure piles.
These structures are produced with different quality levels (like weapons) that are related to the settler's skill level.
New resource
Pigment (produced at the Apothecary table) is used for making paintings.
Some furniture types outputs are worth mentioning:
Rugs will appear differently, depending on the type of leather (or cloth) you are using. More on that in the Quality of Life improvements section.
Rugs can be placed under all furniture and production buildings. They can be placed on the ground, too.
Paintings, tapestries, and statues have randomized shapes and textures. This doesn’t mean you’ll get a new look if you uninstall and install them again, nor does it mean that you’ll get a new look if you sell it to a merchant and buy it, but it does mean that every time you produce one, randomization will take place.
Overview Panel
We made some changes to the Animal panel and turned it into an Overview panel.
It now contains 4 tabs (Resource, Items, Domestic, and Wildlife).
Domestic and Wildlife work the same while the Resource and Items should provide a quicker overview and additional management options.
Bugs and fixes
Fixed the issue where no plant life could be damaged by hail storms or lightning strikes.
Fixed the issue where settlers would tend wounds without healing kits, even if one is available.
Fixed the issue where settlers would not follow the priorities of braziers, torches, and candelabras during the refueling goal
Fixed the issue where a settler would have a weird position during their work on certain production buildings.
Fixed the issue that caused settlers to lose their way when looking for merchants or other moving targets.
Quality of life improvements
The “Artist” job has been added to the game. It is used to produce art.
A shake effect has been added to all buildings when they get damaged. The shake duration depends on the amount of HP being reduced.
A shake effect has been added to plants during the cutting process. It’s a minor thing, but hey - every action needs a reaction, right?
Leather is no longer just leather. Now we have leather for every type of animal (that drops leather) and different variations of clothes and buildings can be constructed with different materials. All the present leather will be converted into Deer leather.
We’ve added a mood effector that affects all settlers according to the amount of wealth per settler on the map. This basically means that as you progress through the game, settlers might turn unhappy because they “want more stuff”. This also means that managing mood at the start should be easier.
Merchants will exclude all items made of human skin during trading.
More objects are allowed for a “Great Hall” room. You can use wicker stools, new banners, etc. Some items, like infirmary beds, are forbidden.
Influence wealth is raised from 70k to 120k because reaching the max influence level was too easy before.
“Prioritize roping animal” has been added to the right-click menu.
“Prioritize Resetting” has been added to the right-click menu on traps.
Known issues
Settlers can stuck at Merchant's Trading posts when attempting barter with them there. Draft/undraft the settler and proceed with bartering.
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 production.
Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been tough to replicate the issue on our side.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.11.13 (29.12.2022) Bugs and Fixes
Fixed the issue where a settler would be stuck in a looping sequence of picking up and dropping resource during his refueling order.
Known issues:
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.
Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.11.12 (26.12.2022) Bugs and Fixes
Fixed several crash occurrences.
Known issues:
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.
Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.11.11 (22.12.2022) Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where auto-rotation would stop working for windows, doors, and fence gates in the blueprint phase.
Fixed the issue that caused infinite refueling in some cases.
Known issues:
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.
Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.11.10 (15.12.2022) Bugs and Fixes:
Fixed several crash occurrences.
Fixed the issue that occurred after an incursion, if the player un-drafts all settlers, they would be prone to getting stuck on the same food container if they were hungry.
Fixed the issue where editing a production that has already started affected that production when it should affect the next unit of that production
Known issues:
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.
Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.10.8 (15.11.2022) Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue that caused blueprint placed on beams to have 0 stability upon loading the game.
Fixed the issue that prevented settlers from hauling to underground stockpiles.
Fixed the issue where settlers would not haul resources from areas that had stockpiles on them, but those stockpiles were removed.
Fixed the issue where sometimes the blueprint of the dirt wall was installed immediately in the construction phase, even though the dirt construction phase wasn’t finished.
Quality of life improvements
Domestic cats, dogs and foxes can now walk through doors. This should prevent situations where these animals would die during the training phase (since they were roaming outside the settlement).
Cats and dogs live longer.
Wolves can be placed in pens now. This is a temporary solution to avoid situations where domesticated wolves would starve outside the settlement’s walls.
Known issues:
Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.10.7 (10.11.2022) Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where settlers would not interact with structures that were marked with the “Remove” button, if the save/load of the game was used before the realization of that order.
Fixed the issue where if a shrine was used by one settler, a second settler would not pray at that shrine.
Fixed the issue where a room would not be updated if a hole above it was patched with a dirt voxel.
Fixed the issue that prevented splitting rooms in halves with the construction of stairs between them.
Fixed the issue that caused settlers to be stuck on ramps.
Slaughter, harvest and training on animals will not be started on ramps. This should solve some instances of the animals being stuck on stairs/slopes.
Quality of life improvements
The cat's diet changed a bit. They eat milk now (duh!) and will prioritize it. They’ll eat eggs too, but that’s on the lower list of their priorities. Other carnivore animals will also look for milk and eggs, but in their case, those will not have as big of a priority.
Added tooltips to all animals. Hovering on them with a cursor will show what they haul.
Known issues:
Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.10.6 (08.11.2022) Bugs and Fixes
Fixed the issue where a vermin control check box would appear for animals that should not have it.
Fixed the issue where the maximum enemy hitpoint set in the custom difficulty, wouldn’t translate properly in-game.
Fixed the issue that caused random beams to be destroyed upon loading the game.
Fixed the issue that stopped settlers from hauling after some time and not listening to priorities.
Known issues:
Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update #6 (07.11.2022) Terraforming
The ability to create natural dirt voxels and slopes has been added to the game. To unlock them, you’ll have to research “Terraforming” in the Research tab. Here are a couple of things to know about this feature:
A new resource has been added to the game: Dirt.
Dirt is acquired by mining dirt, grass, and rock voxels.
Dirt piles will also appear on the map when you start a new game.
Building dirt voxels/slopes is similar to building walls/stairs, with the main difference being that upon its creation, you will not be able to select it.
New animals and behavior
Animal population has expanded! Say hello to your little friends: pheasants, donkeys and cats. Also, say hello to the upgraded logic for all animals.
Cats and Donkeys will appear as domestic animals, while pheasants will appear as wildlife on the map.
Animals like dogs, wolves, cats, foxes will attack other animals when hungry.
Foxes, dogs and cats only attack small animals.
Wolves, on the other hand, will attack different targets depending on their hunger level. If they are just a little hungry, they’ll go for smaller animals. But if they are starving, they will go for bigger ones, maybe even settlers. They can even attack other wolves.
All wild animals will target domestic animals rather than wild ones.
Foxes will randomly trigger a need to hunt down small domestic animals when awake, even if they are not starving, just hungry. They can even go through fences (let's imagine that they jump over), so tread carefully.
When cats, wolves, foxes and dogs are turned into pets, they will have the option to do vermin control (pest control) just like some animals haul and battle.
Pest control allows those pets to randomly target wild rats, rabbits or pheasants from time to time (cats do it most often), to help clean the map of those… well… pests. Turning this option off will, of course, make them not do this.
Yes, you can make trophies out of the new animals, too.
Custom Difficulty
We have added the option for you to choose custom difficulty when choosing game mode. This will allow you to fine tune some parameters of the game session. Here is the explanation of the parameters:
Event Strength Multiplier - Change the strength of the events like blight, weather events and raids. The higher the number, the more challenge the event will provide.
Wound Severity Multiplier - Adjust the severity of wounds inflicted upon your settlers. The higher the number, the harder it is to tend the wounds and they’ll have more severe effects on attributes.
Animal Spawn Rate Multiplier - Change the rate of new animal spawning on the map. Higher numbers indicates faster spawn rate.
Plant Yield Multiplier- Adjust the amount of resources you get from cutting/harvesting plants.
Mine Yield Multiplier- Adjust the amount of resources you get from mining voxels.
Settler Mood Value- Change the chance of settler rebelling. If you lower this value, they’ll rebel more frequently.
Enemy Hitpoints- Want to give more health to your enemies? (Why?) Increase this value.
Hitpoints Recovery- Change the speed of health recovery. Higher numbers indicate faster recovery.
Rotting Speed- Indicates how fast the food will rot and lose freshness. Increase this value if you want to experience rotting hell. Dev’s note: Rotting hell is not suggested.
Decomposition Speed- Indicates how fast the resources/equipment will lose health based on factors like rain and temperature.
Barter Value- Set this number higher if you want better bargaining deals.
Chance Quarry Retaliates- You know how when you try to attack/train wild animals, there is a chance for it to fight back in the process? Lower this value if you want to avoid those situations.
Global Work Speed- Want your settlers to work faster? Increase this number.
Thunderstorm- Turn on/off Thunderstorm event.
Blighted Crops- Turn on/off Blighted Crops event.
Hostile Animals- Don’t like those aggressive wolves appearing on the map? Turn them off here.
Domestic Animals Event- You don’t like that friendly animals spawn on your map? Turn them off here. Also, why would you do that?
Hailstorm Event- Turn on/off Hailstorm event.
Cold Snap- Turn on/off Cold Snap event.
Heat Wave- Turn on/off Heat Wave event.
Enemy Raid Events- You’ve started the game in Standard or Survival mode and don’t like the idea of enemy spawning? Maybe you need more time to prepare your settlement before the battle? You can control that here.
Use Seeds- Some players didn’t like the introduction of seeds and how the farming process evolved. Shame. We really like it. Turn off this option if you want to take farming to the original version where no seeds are required. Keep in mind that this will essentially make seeds useless.
Enemies Have Trebuchets- Some people don’t like when enemies appear with trebuchets in regular raids. In those cases, this option will disable them. HOWEVER, if the enemy can’t find a clear path to a door that leads to your fort, the AI will see this as turtling and will spawn a siege version of the raid that will have trebuchets.
Two things to keep in mind:
You will be able to change these options at any point in the game’s options.
If you are playing in a peaceful mode, you will not be able to spawn raids/enemies.
Changing some parameters mid-game can create weird behavior. Example: Turning off trebuchets will not work if the raid that's already happening has trebuchets. Or - you can turn off the raid completely, but they will not turn off attacks from factions coming to get a hostage back etc.
Bugs and fixes
Fixed the issue where, if two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
Fixed the issue where a beam would prevent stockpile/crop placement/expansion.
Fixed the issue that caused animals to freeze, if the player would uncheck hauling during their haul goal.
Fixed the issue with room detection - if the room only had stairs coming to it, the game would not see it as a room.
The issue where animals would get stuck on slopes should be fixed. Please report if the issue still occurs.
Fixed the issue where some beams would float in the air upon loading the game, causing stability issues.
Quality of life improvements
Plants in the wild have gained more nutrition. This way, wild animals will not eat all of the saplings and young plants as soon as they spawn.
Known issues
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.9.11 (18.10.2022) Bugs and Fixes
Fixed the issue that caused massive lags and stuttering.
Fixed the issue that prevented heraldry menu opening from in-game, causing the game to pause and glitch.
Known issues:
Animals get stuck on slopes and stairs sometimes,save/load fixes this. However, if you know a definitive way to recreate this scenario, please do let us know. It’s been really hard to replicate the issue on our side.
If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
Several messages are still in English for all languages.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.9.10 (12.10.2022) Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue that caused the same animal to be both sent to the caravan and stay on the map.
Fixed the issue that caused storage capacity to stay the same, after selling/buying animals while on that caravan.
Fixed the issue that caused pets to walk super slow during the hauling sequence.
Fixed the issue that caused particles to have selection outlines in some cases.
Fixed the issue that prevented construction and blood particles from colliding with ground properly.
Fixed the issue that prevented alcohol resources from automatic consumption due to lack of nutritional value in the json file.
Fixed the issue that caused the removal of the training mark in some cases.
Fixed the issue that allowed the taming of the merchant’s animals.
Quality of life improvements
Several performance improvements have been implemented.
Alcohol resources will be automatically consumed now.
Animal order code has been simplified.
Known issues:
Animals get stuck on slopes and stairs sometimes,save/load fixes this. However, if you know a definitive way to recreate this scenario, please do let us know. It’s been really hard to replicate the issue on our side.
If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
Several messages are still in English for all languages.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.9.9 (05.10.2022) Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue that caused perks of new settlers to be displayed as placeholder icons during the new settler event.
Fixed the issue that caused settlers to ignore crop harvesting.
Fixed the issue that caused the appearance of the ‘Harvesting’ goal for settlers, even though they are not doing that.
Fixed the issue where merchant’s domesticated animals would walk over the traps and die in the process.
Fixed the issue that caused certain animal types to have orders on them that they shouldn’t - eg. pet would have a “Train” order active.
Fixed the issue that caused animals born during caravan travels to be spawned on the settlement map. Now, they’ll be added to the caravan and will be spawned on the map once that caravan returns.
Fixed the issue that caused settlers/animals to stand at a stockpile for a while/appear frozen, unable to perform intended hauling functions.
Fixed the issue that caused the progress duration of construction to stay at 0 in some cases.
Fixed the issue where settlers would refuse to harvest ripe fields.
Known issues:
If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
Several messages are still in English for all languages.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update #5 (03.10.2022) ANIMALS Animal Trading
You can finally trade animals with other settlements/merchants.
Trading with merchants:
Every once in a while, a merchant will appear, accompanied by some animals that they can trade.
Both domestic animals and pets can be traded from your side. The animals you get from merchants will be domesticated.
Merchants can have animals that are not for trading (their own pets).
Animal type (domesticated/pet) will not influence barter value - you will not get a better value if you use pets for bartering.
Animals can be taken with settlers in caravans. In that case, they (animals) will not need food for a caravan trip. Also, some animals will increase the carrying capacity of the caravan.
Animals that are locked away will appear gray in the trading menu.
We wanted to emphasize each animal type more especially to make having pets for combat fun. We had to be careful not to make animals overpowered when retaliating.
Depending on the type (domestic, wild, pet), animals have different stats:
Pets deal more damage, heal faster and bleed less from wounds.
Domestic animals bleed less from wounds but don’t deal more damage.
Wild aggressive animals deal more damage than regular wild animals.
FOOD Food consumption and nutrition adjusted
Here are the notable changes:
When hungry, settlers will look for food with the most nutritional value.
Depending on their hunger state and location in relation to chairs, settlers might want to sit while eating.
Sitting in a chair with no table will give different mood effectors, as opposed to a chair & table.
Settlers will look to sit and eat in the great hall first, then a room, then under a roof, then outside. Of course, their search will depend on their location in relation to the aforementioned places. If there is no such place nearby, they’ll stand and eat.
We rebalanced the amount of nutrition that the settler gets from meals and raw food (before a meal would bring around 85-100 nutrition, now it is set to about 80-90 while raw food has been lowered from 25-40 to 10-15 nutrition).
Due to the rebalance of nutrition the amount of dropped meat and raw resources from plants has increased by 20-40%. Because of this, the amount of raw food for cooking meals has doubled (for meals, packaged meals, and lavish meals).
Since the consumption of raw food offers low nutrition, settlers will eat multiple piles of it (if the food of better quality is not present) to satisfy their hunger.
Settlers have food pouches now
These function as a small storage space attached to them, where settlers can store food for later. This should solve the problem of settlers abandoning their work and traversing major distances to get to their settlement, just to eat something. Some things to note, settlers will only store:
Food enabled in their Manage panel.
Food in the meal category (so no raw foods, only packaged, lavish, stew, etc).
Food that is on shelves and or stockpiles.
Other things to note about the pouch:
When a settler gets hungry, they’ll primarily eat the food from the pouch. Refilling their pouches is a new goal we’ve added to settlers.
Settlers will prioritize refilling their pouches during a non-working schedule.
You can order settlers to consume food from their pouches within the settler’s inventory. If you do that, settlers will not search for chairs or random spots, etc - they’ll eat where they stand. This will happen even if settlers are drafted.
Settlers can store 1x from the food pile in the pouch,
Food stored in those pouches will rot/decay. If it reaches 0 hp, it will disappear from the settler's pouch. If it reaches 0% freshness, it will turn into a pile of rot and the settlers will drop it on the ground. The only meal that will drop as rot will be roasted meat, but the chances for that happening are close to none. You have to put the meat that is already close to rotting in the pouch and hope that the settler doesn't eat it.
Think of the pouch as a personal pile that is one-time use, easy to refill, and near your settler.
HAUL Hauling logic has been recalculated
You’ve probably experienced situations where a bunch of animals in your settlement, along with settlers, were hauling stuff all the time. That created situations where settlers would stand still for 3-10 seconds while they calculated what to do next. Our quickfix up until now was to limit the number of animals that can haul per their species - they did not haul as frequently, and would have a big cooldown until the next haul goal. While there is no need for that anymore, we think some balancing is in order. So, the animals will haul faster now, but some are still nerfed when it comes to their frequency.
Added hauling priority for the resource type
All of the resources have a haul priority located in the Resources.json file. The setup at the moment is that items and resources have the highest hauling priority. Fret not - the stockpile/shelves priority is still valid and will not clash with this priority. These items will be hauled to the closest/highest priority free stockpile.
Multi-pile haul is implemented
If a settler picks a small pile during their haul goal, they’ll look for the piles of the same type nearby and pick as many as they can (and if they were not reserved by another settler). This prevents scenarios where settlers would go back and forth just to pick a bunch of small piles of the same type. Note: This will not occur if the hauled piles are dedicated for production.
Overweight hauling
Settlers and animals can now haul singular piles over 60kg, but in doing so will slow down.
BUILDING New building type: Signs
These wooden constructs do not add anything to the game, except give a bit of personality to your settlement.
You can place them on the ground or attach them to a wall
There are 4 different shapes in total and you can put a symbol on them and choose a color for that symbol.
Messages can be left on signs. Typing in a message will show as a tooltip when hovered over the sign.
Quality of life improvements
Optimized the game a bit and improved performance mid to late game.
Animal number control during animal events has been modified as well. Now animal events will be rare as you have more of the same animal. Domesticated dogs will stop appearing when you have around 10x dogs.
Animals now have type info when clicking on them (to clear the confusion for players about why pets can't be in pens).
Animals in the “Animal” panel can now be sorted by species, type, age, etc.
Added ‘mark/clear all’ for hunting, taming, training, hauling, and battling (basically, any tickable/markable thing in the Animal panel). This way you can mark all of the animals to be hunted or clear of all hunt orders etc.
Tooltips and hover effects are added to the Animal panel.
Animals should not spawn on 'islands' they cannot get off from.
Players will not be able to use hay/fodder/seeds as nutritional elements for settlers on caravan anymore. That was silly.
Harvest and cut markers are hidden on crop fields. Now the field itself determines when the crop should be harvested/cut and the orders of the player will override this in all cases.
Auto equip and drop item changed: now settlers will not drop forbidden items but will only auto equip things that are on stockpiles.
Added BBT message when a piece of equipment is destroyed on the settler (ex settlers have a shield, the shield gets hit and gets destroyed).
NPC characters will leave at once if you attack them.
Deconstruct order will cancel uninstall order.
Uninstall or move order will cancel deconstruct order.
Cider is removed from the game. With the introduction of fermentation, we decided that you’ll get Fruit Juice from the fermentation of fruits. That fermenting pile will turn into a rough wine after some time. Since any fruit can be used for this process, it also means all of them will turn into rough wine.
Text for raid appearing is now translated into all languages.
Additional text has been added that explains that animals don't waste food when in caravans.
Bugs and fixes
Fixed the issue that caused drafted settlers to ignore orders.
Fixed the issue that caused settlers to ignore animals that they didn’t manage to kill the first time.
Fixed the issue that prevented a merchant event from ending upon save/load, if that merchant turned aggressive in the meantime.
Known issues
In some cases, settlers will stop while hauling from one stockpile to another (or shelf to shelf) - this does not break the game but looks weird and annoying.
Settlers will sometimes refuse to harvest ripe fields. solved with save/load
Several messages are still in English for all of the languages.
If your settlers are experiencing weird animations with some of the actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it to 30fps.
Update 0.8.36 (22.07.2022) Bugs and Fixes
Fixed the issue that caused the loss of certain weapon animations upon loading the game.
Fixed the issue that caused graves to ignore stability updates.
Fixed the issue where placing beams under completed structures (such as floors, walls, etc.) wouldn’t always refresh stability properly.
Fixed the issue where objects placed on beams wouldn’t change stability when those beams changed their stability.
Fixed the issue where beam stability would appear the same in each construction phase (blueprint/constructed).
Fixed the issue where a couple of animals on one grid space would appear as if they are on top of each other.
Fixed a couple of issues where settlers wouldn't properly prioritize crop planting, harvesting, and cutting.
Fixed the issue where all furniture pieces wou
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- Platforms: Steam Games (8) GOG Games (11) Nintendo Games (7)
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Additional Information
- Version: Windows
- Category:
GOG Games
›Strategy
- OS:
Windows
- Size:
468 Mb
- Capabilities:
Achievements
,Cloud saves
,Historical
,Overlay
,Simulation
,Single-player
,Strategy
- Supported Languages:
Deutsch
,English
,Português do Brasil
,Türkçe
,español
,français
,polski
,русский
,中文
,日本語
,한국어
- GOG Store Rating:
4.4
(46) - Updated:
- Release Date:
Contacts
«Going Medieval» is a Strategy game for GOG, developed by «Mythwright». It was first released on and last updated on . The previous price was $24.99. Now on sale for $18.74 (25% off). The lowest historical price was $18.74 on , and the highest was $24.99 on . This game has not yet received any ratings or reviews on AppAgg. On GOG Store, the current store rating is 4.4 based on 46 votes. Supported features include: Achievements, Cloud saves, Historical, Overlay, Simulation, Single-player, Strategy. Available languages: Deutsch, English, Português do Brasil, Türkçe, español, français, polski, русский, 中文, 日本語, 한국어. AppAgg continuously tracks the price history, ratings, and user feedback for «Going Medieval». Subscribe to this game or follow its RSS feed to get notified about future discounts or updates.
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- $5.99
- Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 1 (3.0) Version: Windows The conquest of Medieval Europe is now within your grasp! Medieval Europe: a time of turbulent politics, ravaging plagues, unbridled conquest and sweeping change! As an advisor to ... ⥯
- -55%
- Medieval Battlefields
- GOG Games: Strategy By: Cateia Games
- ▼ $3.14
$6.99-55% - Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 3 (4.6) Version: Windows/Linux/MacOS Train your armies: 27 medieval army units, including elite units like: Templar knight, Paladin and Beowulf. Build and upgrade your castles: without strong fortifications and siege ... ⥯
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- Field of Glory II: Medieval
- GOG Games: Strategy By: Slitherine Ltd.
- $29.99
- Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 19 (3.9) Version: Windows Field of Glory II Medieval is a turn-based tactical game set in the High Middle Ages from 1040 AD to 1270 AD. This was the heyday of the mounted knight. Armoured from head to toe by ... ⥯
- -65%
- Grand Ages: Medieval
- GOG Games: Strategy By: Kalypso Media Digital
- ▼ $6.99
$19.99-65% - Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 21 (2.8) Version: Windows/MacOS It is the year 1050 AD. At the beginning of the High Middle Ages, development in Europe has seen an unprecedented level of progress and a rapidly growing population spreads across the ... ⥯
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- Tropico 6 - Going Viral
- GOG Games: Strategy By: Kalypso Media
- $11.99
- Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 0 (3.0) Version: Windows/Linux/MacOS The dictato err, doctor is in! Keep calm, citizens, The Tropican Mobile Doctor Squad is on the case. Nothing to see here. Nothing to worry. Carry on and vote for El Prez, or else?! In ... ⥯
- -35%
- Manor Lords
- GOG Games: Strategy By: Hooded Horse
- ▼ $25.99
$39.99-35% - Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 284 (4.2) Version: Windows From city building to grand strategy, turn-based tactics to RTS, see more strategy games from Hooded Horse. Manor Lords is a strategy game that allows you to experience the life of a ... ⥯
- -25%
- Foundation
- GOG Games: Strategy By: Polymorph Games
- ▼ $26.24
$34.99-25% - Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 144 (4.0) Version: Windows Foundation is a gridless medieval city builder where you create modular buildings, shape organic cities and manage its villagers! BUILD THE ORGANIC MEDIEVAL CITY OF YOUR DREAMS ... ⥯
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- XIII Century: Gold Edition
- GOG Games: Strategy By: Fulqrum Publishing
- $4.99
- Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 5 (4.2) Version: Windows XIII Century Gold Edition combines the highly successful strategy game XIII Century: Death or Glory with the follow-up sequel, XIII Century: Blood of Europe. XIII Century: Death or ... ⥯
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- Diplomacy is Not an Option
- GOG Games: Strategy By: Door 407
- $29.99
- Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 36 (3.9) Version: Windows Diplomacy is Not an Option is a base-building survival RTS with an active pause, taking place in a medieval fantasy setting, where your choices can decide the destiny of the world. You ⥯
- -50%
- Battle Brothers
- GOG Games: Strategy By: Overhype Studios
- ▼ $14.99
$29.99-50% - Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 266 (4.4) Version: Windows Battle Brothers includes the FREE Lindwurm DLC: In Germanic mythology, a Lindwurm is a wingless bipedal dragon resembling a large snake. It's a large and fearsome creature, the ... ⥯
- -50%
- Dwarven Skykeep Bundle
- GOG Games: Strategy By: Ravenage Games, East2West Games
- ▼ $8.99
$17.98-50% - Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 0 Version: Windows/MacOS Dwarven Skykeep is a unique blend of base- and deckbuilding wrapped in a medieval fantasy universe and humorous plot. Build and defend your towers using magical cards. Win artifacts to ⥯
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- Stronghold: Warlords - Rise of the Shogun Campaign
- GOG Games: Strategy By: FireFly Studios
- $3.99
- Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 1 (3.4) Version: Windows Charting a course through history from the Battle of Uji in 1180 AD to the culmination of the Genpei War, Rise of the Shogun Campaign provides players with six new historical missions ... ⥯
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- Ancestors Legacy - Complete Edition
- GOG Games: Strategy By: Destructive Creations
- $45.21
- Lists: 0 + 0 Rankings: 0 Reviews: 0
- Points: 0 + 6 (3.5) Version: Windows Ancestors Legacy - Complete Edition includes the following items: - Ancestors Legacy - Ancestors Legacy - Digital Soundtrack - Ancestors Legacy - Digital Artbook - Ancestors Legacy - ... ⥯