Going Medieval cover
Going Medieval screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Going Medieval

February Update

Greetings medievalists!

February is all about quality-of-life updates. But don’t worry, there are some new features here and there too! For example:

You can plant trees now! 🌲



Settlers are able to plant trees and they don’t cost a thing, but they do take a lot of time to grow, so bear that in mind. Players will have to think upfront about where they want to do this, as their settlement will naturally expand over time whilst playing & building.

Coal is a new type of resource! ⛏



Marked with a distinct black color of the ground, coal can be used as a fuel instead of wood or sticks, but don’t forget it is also the only fuel that can be used for making steel.

Players can make custom Heraldry symbols now! 🛡



As long as the file image is a .png, players will be able to place it in the //StreamingAssets/HeraldryCustomSymbols and use it in our game. And that’s not all! We’ve also gone ahead and added a bunch of new symbols for when you create your own Heraldry from scratch.

Animal behavior improved! 🦊🦌



Animals will now try to avoid the settlers. They may pass through the player’s settlement, but they will not stay there for the long term. Nor will they enter the rooms as they did before.

Settlers idle behavior is also improved!



When they have nothing to do, settlers will aim to stay close to the source of warmth like a complete room or campfire/fireplace. This will matter a lot once the winter kicks in and they have spare time.

And now let’s talk about the bug fixes and QOL updates:



  • mining logic received an upgrade - the situations where settlers would fall into the holes that they dig should be avoided now
  • settler that had killed an animal will also take its carcass to the stockpile now
  • prioritization function received an additional polish
  • fixed a lot of spelling mistakes and issues regarding text presentation
  • fixed issue when some buildings would be marked as “unreachable”, when in fact they could be
  • fixed bug where two settlers would sleep on the same hay sleeping spot
  • fixed issue where setters were able to build through the trunk of a tree
  • fixed issue where the light of the torches and braziers could be seen throughout the walls
  • fixed bug where notification panel didn’t properly update
  • fixed bug where pressing the ESC key during the loading screen of any save would result in errors being displayed
  • fixed bug where using the pause option for any product would corrupt the pause/resume button
  • fixed bug where a wrong item description for all of the inventory slots would appear upon resuming the game
  • fixed bug where merlons could be built on empty spaces
  • fixed bug where products would grow near the designated field area
  • fixed bug where the number of research resources do not properly update after using the “Reset” option

And that is all for the February update folks! In the meantime, be sure to check our Twitter for more gameplay videos and feature showcases. And be sure to join our Discord Server to chat with like-minded Going Medieval fans and as is a key place for all game updates, news, and announcements!

https://www.youtube.com/watch?v=Wy_rW95WtmA

Until next time,

Foxy Voxel Team

Sign-up for our next closed beta!

Hey everyone,

If you are part of our Discord you may have seen we have a closed beta coming up!

We will be hosting a small closed beta from February 22nd (12:00 GMT/ 13:00 CET) until March 1st (12:00 GMT/ 13:00 CET), we are looking for a select bunch of people to jump into the latest beta version of the game and spot any bugs, issues & of course provide feedback.

The discussion for this closed beta will be taking place on Discord primarily, so if you haven’t already joined us there head on over now!

Do you have time to jump in from Feb 22nd? If so, fill in our sign-up form now: https://forms.gle/gnnexFY3EgXucE7u6

As said above this beta will be focused on bugs, issues and feedback - as it is in beta we will expect to see various bugs within the build.

Note: We will be closing the form on Thursday 18th February, but we also have a number in mind which we’d like to reach for this beta, if we hit that before hand we'll close the form.
Also the reason we are asking for Discord usernames on the form is so we can add you to the private closed beta discussion channels once it is live :)


Thanks everyone :)

January Update

Greetings medievalists!

We are now in the new year and of course, we wanted to give an update on what we’ve been up to!

Event feedbacks have been upgraded


We did two things regarding the event system presentation.

We’ve added information that displays next to the player choices when the event needs the player to choose something. This way, the players can see what the outcomes of their choice are. This also makes the events a bit more interesting and lets the player plan out his decisions.


After a raid, the player will get a status report that will tell you if they won or lost, how many enemies you killed, as well as other handy info.



Environmental Events have been introduced


Depending on the season some kind of environmental event will happen from time to time. Right now, we have four of them in the game and each will test your settlement differently.

Hailstorm - Happens in the spring and autumn. While active, it deals damage to the plant life and lasts for about half of the day. The player has no way of fighting the hailstorm except to harvest the crops as fast as they can before the hailstorm destroys the plants.



Thor's hammer - Happens most often during the summer and autumn. Heavy rain pours and lightning strikes on the map randomly destroying buildings, trees, villagers & piles. The player has no means of fighting the event - they can protect the settlers by putting them inside so the lightning can’t strike them.



Heatwave - Happens sometimes during the summer. Several days the temperature rises to very high degrees and the player must battle the heat. To do this, it’s suggested that the villagers sleep during the day while it’s the hottest. Sewing summer clothing will also help, and having villagers work within cool rooms (underground or nicely insulated rooms) is also one of the ways they can deal with the heat.



Cold snap - Appears sometimes during the winter. The temperature falls well below -20 degrees for a couple of days. To deal with this event, the player will have to make settlement rooms warm and their villagers well dressed.



Animal pack events are in Going Medieval


Right now we only have the wolf pack as an event. These animals are territorial creatures and they’ll mind their business where they are located. But they’ll start killing other animals and by doing this they rob the player’s villagers of a food source. If players choose to fight these animals and succeed in defeating them, they’ll be rewarded with their meat and pelt.



We have a basic photo mode now



A very simple photo mode has been added to the game. Players can take screenshots and the photo is saved to the player’s folder within AppData.



Additional order changes



Behavior and order customization is majorly improved - we’ve implemented different visuals, dragging functionality and individual selecting now works as intended. We’ve also implemented additional customization options (depending on the order) - what level/type of building does it affect.



Stockpiles can be expanded or shrunk



Upon selecting the stockpile zone, you’ll be able to expand it or shrink it as you see fit. The only limitation here is if you try to split one stockpile into two separate areas with no connecting markers - in that case, the zone with fewer stockpile markers will disappear.



And the other things we did:



  • Higher mood reward - When the villagers have a higher mood, they’ll get a bonus in global works speed (will work on everything a bit faster), XP gain amount (every action will give more XP), and the chance to produce a rare quality item is higher
  • Time passage is better formatted/worded
  • New tutorials were added and additional info to existing tutorials
  • Exiting tutorials reworded because of some changes to gameplay
  • Added several new system sections in the almanac that can help the player
  • Added many new pieces of information to the almanac
  • The prioritization of the task received an additional polish
  • Hunters are now able to bring dead animals to stockpile after killing them
  • UI received a significant overhaul in font change and size
  • The button graphic has been changed
  • Additional tooltips are added and tied to specific info
  • Enemy health and behavior received additional optimization


And that would be all for this month. The next update will come sooner.

In the meantime, be sure to check our Twitter for more gameplay videos and feature showcase. And be sure to check our Discord Server as that is the best place to be regarding all of the game updates and announcements.

https://www.youtube.com/watch?v=Wy_rW95WtmA

Until next time,

Foxy Voxel Team


December Update

Greetings medievalists!

As we get closer to the year’s end, we’re introducing some new features and improvements. Behold:

Introducing Starting Narrative



When you start a game, you’ll be able to choose one of the three different modes:
Peaceful - builder mode that doesn’t have enemy attacks.
Standard - classic mode that evenly balances environmental events with enemy raids.
Survival - aggressive mode that frequently tests your combat skills.

Within every mode, you’ll be able to choose one of the 5 difficulties - Very Easy, Easy, Normal, Difficult, Hard. Game difficulty changes things like starting mood, enemy health, animal retaliation chance, wound severity amount. But that is not the end, because:

Basic Modding - Scenarios



Scenarios will determine the start of your game. Beyond the two existing ones, you’ll be able to create your own. Apart from required fields such as Scenario name, description, narrative and villager number there can be other starting conditions controlled, such as Starting Resources and Equipment, Unlocked Technology, and various villager constraints ( Age, Height, Weight ranges, Chance for Gender, Religion and Perks roll, Default starting clothes and Overrides for all villager stats start values). There are some limitations here, but you will have A LOT of control.

World Map is here



That’s right. A Basic, procedurally generated world map which shows players’ village location and surrounding villages is here. You can see your settlement on the map, along with the surrounding villages. The world map also shows Region influence - a stat that combines wealth, raid results, etc. As your influence grows, its representation will expand over the World Map. There is still much to be done here, but this is a good start.

We’ve added Historical Records



The new window can be toggled via the top right button, next to the Almanac. Once selected, it opens two tabs:

  • Statistics tab: Left part shows various graphs for different stats such as Population, Wealth, Food, Mood, and Influence. The right panel is reserved for other statistical data.
  • History tab: This tab logs all events like villager banishments, deaths, and other important happenings.

Make a place for Graves



You, our community suggested it and we implemented it - Graves are a new building type where villagers and enemies can be buried. You can look at it as a stockpile that accepts only carcasses (RIP). There are different types of graves in the game - unmarked and normal graves can be placed on the ground tiles only, while a sarcophagus is costly and can be built anywhere.

A ladder is a thing that exists



Ladders have also been requested by the community. Comparing ladders to stairs - they cost less, take up less space, and climbing them might be slower - but they get the job done!

Combat user experience has been improved



We have been mostly working on UI improvements, adding indicators for targeting, some positioning experimentations, and added many animations (we have much more to come too). Here is the list of things we’ve done:

  • Cracking graphics are added to buildings as they lose health. Removed health bar from buildings
  • Fixed problem where drafted villagers would ignore draft order sometimes
  • Arrow miss particle is not shown anymore for melee attacks
  • Enemies now target buildings properly
  • Reworked formation forming when a player chooses to move multiple drafted workers at once
  • Multiple villagers can go through nodes with other villagers on them, but they can’t pass nodes with enemies on them
  • Enemies now have quicker reactions (eg: if the enemy is attacking a building, and one of the villagers hit him, the enemy will focus on those villagers)
  • Faster game speed is enabled while raids are active
  • Removed 'right-click attack' menu for villagers
  • When hit by a ranged villager attack, enemies will try to approach villager while seeking cover
  • Enemies now start charging instantly, when hit or missed during the initial walking period
  • Drafted villagers inside the building won't blindly focus on the closest enemy anymore. The enemy will be focused on only if there is a clear line of sight
  • Villagers can now attack while standing inside open doors.
  • Elements above villagers/enemy heads (health bar, name, combat charge, etc...) do not overlap/glitch anymore.
  • Improvements to right-click equip order. Fixed a bug where an order would get ignored sometimes, and it now works while the game is paused.
  • Fixed pathfinding bug where some beds would become unreachable if built too close to other beds. This caused a bug where villagers would sleep on the ground, even though the bed existed.
  • Disabled thought bubbles while villages are drafted
  • The game now utilizes more CPU threads on systems that have them.
  • Multiple optimizations, and general code improvements

And that would be all for this year. Happy holidays and see you next year with more exciting Going Medieval news. Stay safe people!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: @going_medieval

See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

November Update

Greetings medievalists!

As we get closer to winter, it’s time to warm ourselves with a couple of new features. Check out what we’ve been working on below:

Rooms have types now




To build a specific room type, players will need to create certain production (buildings/furniture/decorations) within it. Once they are created, that room will get certain production buffs.

Example: If you make a kitchen out of a certain room - then the stove in it will produce food much faster.

Sweet, right? To maximize the potential of their settlement players will have to consider what and where they will build things. But that’s not all, because…

Rooms have temperatures, too




To create a room, players will have to put walls on four sides, a roof (or ceiling), and a door. If there is one hole in that construction - it stops being a room.

Every object in the game now has a thermal model. Production buildings and decorations (like torches) now have heat emission and will heat up the room they are in. Depending on the type - walls/floors/roofs now have different isolations, and the size of those rooms will also play a role in processing temperature.

To put it lightly - if the players do not want their food to rot quickly they’ll want to put them somewhere cold. But on the other side - when the winter comes, villagers will want to be warm… You get the idea.

Introducing Leisure hour type




Last time, we introduced religion. That, along with other activities will fall into the “Leisure hours”. During that time, villagers will prioritize things like food, entertainment, religion, and drinking. It’s not all about the work, right?

Cheers to the alcohol introduction




Alcohol is added as a resource type and with that, the need for alcohol is implemented. Some villagers will have the need to drink ale or alcohol every couple of days (some more often depending on perks). If they don’t drink, they’ll get negative mood modifiers.

Upon drinking alcohol, villagers will get drunk and this makes them work slower and walk slower. It also means they will make more mistakes (botched harvests, etc), but they’ll get nice mood modifiers. Also, if they drink too much and/or eat raw meat, they’ll vomit, nice...

Traps are here




Right now, we have only one type of trap, but it is a good starting point. It's a 1x1 building that gets activated when an enemy steps on it and inflicts damage. Once activated and used, the villager will have to come to it to reactivate it for the next battle. There is also a chance of trap misfiring, so this is not a bulletproof solution for battle scenarios.

Dismantle Items - it’s all about recycling




The player can now order villagers to dismantle items by setting up dismantle productions in production buildings.

This is a nice way of solving the problem of too many items dropped by enemies - and it was something that was suggested by our beta players, thank you for your feedback!

Dismantled items give a fraction of resources back, this all adds up and the player can get resources like steel and gold even without a smelting station.

-

And that would be all for the November dev blog update! If you haven’t checked out our previous dev blogs you can do here:

October
September
August

Head over to our Discord server to chat with us and play our Going Medieval inspired meta-game! Pick your loyalty in the #choose-a-side channel and talk to the peeps there!

Also, we recently restarted our special #going-on-a-journey story set in medieval times. Our series is written and chosen by you, the community - so while you wait for the game why not choose your own adventure!

Thanks for continuing to support us on our development journey. Talk to you soon!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA




October Update

Greetings medievalists!

We have been very busy and have been working on a bunch of things in-game, refining the old stuff and implementing new features. Check out what we’ve been working on below:

Task Priority and Chaining


Tasks can be prioritized and chained manually by right-clicking on things.

This was requested by a lot of players, so we’ve implemented it! Right-clicking on anything that has a job attached to it can be prioritized now. This is very useful for micromanagement and making certain tasks finish in the order you want.

Villager Mood


We’ve added more mood modifiers and better logic for the way they are processed.

Several new mood effectors have been added to the game, along with the effector types.

  • Proximity effectors: when villagers get near an object, an effector can be bestowed upon them. For example: if a villager goes near a dead body, it will create a negative mood effector. As situations and options evolve in our game, so will the behavior of this effector
  • Production effectors. A villager will get a certain effector when producing something from a certain material. For example: if a villager is producing meat from a human carcass they will get a nasty mood effector
  • Backstories/backgrounds/perks can now have a list of effectors that are always affecting that villager, and a list of forbidden effectors. For example: backstories/backgrounds/perks tied to drinking will bump up drinking priority above all other leisure activities. Also, we can forbid an ascetic perk villager from getting negative mood modifiers when eating bad food and good modifiers when eating lavish food

Build Feedback


We’ve introduced different colored blueprints along with feedback on why they appear.

You asked for this too, but we expanded on some of the ideas:

  • Red blueprints are used as an indicator when something can’t be built along with the feedback on why it happened
  • Buildings are now marked in the orange exclamation mark color when they are not reachable or the player does not have enough resources for them to be built. Clicking on the building in the selection screen layer shows the info on why it cannot be built
  • Replacement buildings are now marked yellow and can be seen through buildings when being placed (to more easily understand what’s happening)
  • Beams now give feedback when you try to place them between two walls that are more than 12 grid spaces apart
  • Socketable buildings give feedback when they can’t be placed somewhere and why
  • Stairs also give better feedback on why they can't be placed somewhere
  • Added clear point where a roof should have support to be placed with a message showing up

Stockpile Filters


We’ve added more categories for stockpile filters, along with features that will give you more control in managing these categories.


  • New categories are Quality and Durability, also additional stockpile options are in the Copy/Paste settings, Global priority
  • Stockpiles can now have filters for hitpoints and quality. Roughly said, this will help villagers take bad gear/stuff to a separate stockpile from raiders and good gear to another one

Assign panel is turned into Manage panel



Beyond the name change, we’ve also implemented more functions on this one. Its main purpose is to make things happen automatically and have the player manually change things if necessary. You want your villagers to auto equip weapons, shields, and other stuff based on some parameters that you’ve made? You’ll do it here, long live automation!

Introducing religion


We’ve introduced religion as an activity for your villagers. There is going to be a need for religious constructions that influences the mood of villagers, it will also grant them buffs if the stat is satisfied.


  • Villagers can be aligned as Pagans or as Christians, and if they have their Religion Alignment more towards the middle of the bar they will need to pray less
  • We’ve added to new buildings villagers can pray to - a wooden Pagan shrine and a Christian shrine
  • Villagers will go and pray at shrines when their religious activity drops under a certain threshold
  • Villagers with higher Christian or Pagan alignment will lose the need for religious activity faster

We also have an update on the development of the game for you. We are approaching the end of a very strange 2020, and lots of events happened this year that we did not foresee. We know some of you have been asking if we plan to launch the game into Early Access this year, so we thought now would be a good time to let you know that we won’t be launching this year. However, we will have some pretty exciting Going Medieval related things happening from early 2021 that we cannot wait to share with you!

In the meantime while you wait for Going Medieval to be released, we suggest you head over to our Discord Server and experience an awesome meta-game based on Going Medieval! You can do this by firstly going to the #choose-a-side channel and pick your loyalty. Then you can head on into the #bot-commands channel start the meta-game!

Thank you all so much for your continued love and support for the game. We have much more news to come via our dev blogs, social channels and Discord - so stay tuned!
Talk to you soon!

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

Stake your claim in the Going Medieval demo!

Hi! We are Foxy Voxel, an independent game development studio from Serbia that greatly appreciates colony builders, strategies, and simulation games. We’re a team of experienced developers who, in late 2018, started working together on our first project - Going Medieval.

Going Medieval is a colony builder set in alternate post-apocalyptic medieval Europe. In it, you guide a group of survivors while they migrate and re-settle remote areas reclaimed by nature. It’s up to you, the player, to take care of your survivors in a vastly changed world. You can build simple settlements, multi-story fortresses, or dig elaborate shelters below the ground. You’ll have to defend villagers from vicious raiders in a classless, borderless, and lawless post-calamity age.

You can try all of the above in this timed demo. With simple-to-use 3D terrain tools and various buildings and props to create, the only limit in place for the demo is time. The demo ends after 24 in-game days, which may take hours in real-time (depending on your play style). Please keep in mind that this version of the game is still in an early beta phase and a lot more features are still to come as we approach Early Access launch.

Have fun!

Going Medieval Steam Festival Developer Livestream!



We will be featuring a stream led by the fine folk from The Irregular Corporation (our publisher). They are playing the Steam Festival Demo version of Going Medieval right now! Joined by special guest, Vladimir Zivkovic! (Co-founder/Developer @FoxyVoxel)

Vladimir will be giving them all his developer tips and tricks on creating the ultimate settlement!

Head on over to our Steam page to watch now ːsummersunː

Going Medieval Demo is coming to Steam Autumn Fest

Greetings medievalists!

We are happy to announce that the demo for the Going Medieval will be playable when the Steam Autumn festival starts.

For those that are not familiar with it - The Steam Game Festival is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam.

Disclaimer: This demo is almost identical to the one played by the closed-beta players a couple of weeks ago. However, this is a chance for those who missed out on the beta to get hands-on with the game. This also means that the changes made in the September devblog will not be in this demo, however, those things are fixed, true, but they require extensive QA on our side, and we are not yet ready to share them with our players.

You can play our timed demo from Wednesday, October 7th, 10AM PST to Tuesday, October 13th, 10AM PST. It is important to note that the demo lets you play until the end of the summer season. For this purpose we’ve disabled the save/load feature - you will be able to start as many new games as you want during the festival, and play freely by the start of the in-game autumn.

Share your experience with our community and us via our Discord server and Twitter account.

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: https://www.youtube.com/watch?v=Wy_rW95WtmA

September Update

Greetings medievalists!

The closed beta came and went, but the feedback you provided along with the bugs helped us immensely! So, thank you all so much again for taking part.

We have been fixing and implementing some of the feedback suggested throughout August. There is still more to go of course, but based on the response that came from all of you, this tells us that we are on the right path.

Here is what we have added so far:

Gameplay improvements



  • Enemies plan their attacks better now


Users reported issues where enemies behaved weird, not changing targets properly and attacking when they should be fleeing (also attacking unconscious villagers). We’ve implemented a system that should be much more satisfying and optimized when it comes to these attacks, thus avoiding a player’s frustration in the process.

  • Villagers getting stuck within constructions, stairs and ground should be thing of the past now
  • Planning construction within the game’s grid space is much easier now. Also, the issue where some buildings getting canceled in the mid-build process would stay written in grid
  • The underlying system for socketable constructions (wall banners, beams, etc) is refactored and changed. This solved the potential issue where the players couldn’t build buildings under torches or banners
  • We’ve changed to the way villagers reach certain points (mining ground, picking up resources, etc). This way, no pile will be ignored
  • The destroyed door will spawn a floor now. This solves the problem of a door on the second floor with nothing underneath it. When enemies would destroy the door, a hole would be created thus blocking their path forward
  • We’ve added orientation indicators to the buildings. Players can now see where the “front” of the building is

  • Added better position indicators to the staircase in order to make it easier to place the stairs



Tooltip improvements




  • Info that is shown to the player when selecting an item on the ground has been expanded
  • Added tooltips to all the important information in the selection tab (with an explanation of how this number came to be)
  • Added tooltip with more detailed information when hovering on a weapon/armor/shield on the ground
  • Added detailed information on how the math works for range, damage, armor, temperature, etc in the inventory panel

Additional Features:



  • Reworked combat animations. All animations are now slower (in order to help combat look a bit more clearer)
  • Animations no longer move the villager when performing an attack
  • Wind up part of animations have been trimmed away (except for ranged weapons)
  • Doors now animate and open automatically when villagers walk through them
  • Food production no longer has a simmering phase. Other productions like smoking meat still have this passive phase because it’s much longer and logical
  • The player can now choose to produce x5 and x10 food products at once
  • The production panel automatically opens if the production building is selected during construction
  • The construction panel automatically updates when research is unlocked


Now - if you want a COMPLETE list of fixes, you might want to sit down, as this will take some time:

Beta bugs and issues fixes:




  • Fixed a bug that caused enemies to walk through the doors
  • Fixed a bug where the player was able to place stairs blueprint over stairs that were being constructed at the time
  • Fixed a bug where the player was able to place roofs in such a way that one endpoint of a roof was resting on either a wall, window, door, or beam and the other wasn't, i.e. it was resting on a floor one level below its other endpoint. Because of this bug, roofs appeared as floating on one side and on the other they had proper support
  • Fixed multiple roofs related bug issues; villagers wouldn't construct roof after game loading, roofs not visible after loading, roof foundation rotation wasn’t correct after loading and roof positions not calculated properly after loading (which might lead to roofs collapsing for no obvious reason)
  • Fixed a bug when building construction is canceled only while the villager is constructing it. That would lead to that building data to remain on grid spaces it occupies, which resulted in other bugs (example: roofs couldn't be placed because the system thinks stairs exists (even though they've been destroyed))
  • Fixed a bug where the room is not detected in case its door has no ground or floor under it, resulting in villager mood penalties
  • Fixed a bug where the room's wall (under which is a hole) was destroyed, but the area remains still recognized as a room
  • Fixed a bug where the slope dig marker sometimes doesn’t get deleted after the selected slope was removed
  • Fixed a bug that caused villagers to get stuck. Villagers should get stuck less often, if at all
  • Fixed a bug that prevented roofs and stairs from carving crop fields
  • Fixed a bug that caused some dirt ramps to disappear after loading a save game
  • Fixed a bug that prevented villager from not hauling resources to the stockpile if the stockpile was on the upper level
  • Fixed a bug that created an unmovable pile - caused by when a pile spawns at the stockpile and it's forbidden to be stored on it (example: waste spawns after food rots)
  • Fixed a bug that caused the same villager to arrive multiple times (caused usually by that same villager being dead before the event ends)
  • Fixed a bug that caused the roof foundation to not be properly aligned after the roof replacement that happened after loading a saved game
  • Fixed a bug where all of the banners appeared white until you try to open the in-game menu to edit the flag
  • Fixed a bug that caused villagers to stuck themselves into an infinite construction loop. This bug was caused by the beam that had one grid space width in size
  • Fixed a bug that caused incorrect calculation of the year cycle. The game was displaying the spring variant of the materials for a moment when loading the game, then it switched to the appropriate variant corresponding to the current season
  • Fixed a bug where the marked ground would not be dug after loading (the reachable positions would not refreshing properly)
  • Fixed a bug that caused human carcass piles to not be stored/unstored in the resources dictionary when loading a saved game. Villagers would ignore those piles when in need of a resource
  • Fixed a bug that caused villagers not to deliver resources to floor blueprint if socketable item exists above it
  • Fixed a bug where villagers would get stuck inside the stairs when falling down
  • Fixed bugs with dig markers; invisible dig markers, villagers do not want to dig some marked ground, some dig markers when selected show an action_dig text on the info panel, you have to mark it for dig, then cancel and mark again to make it work, etc…
  • Fixed a bug that caused building blueprint to have stability 0 when attached to the voxel - when that would happen, villagers would never deliver resources for construction
  • Fixed a bug that caused when a pile falls down, it's reachable position is null, meaning villager would never touch it
  • Fixed a bug that worked like this - after loading a saved game, if furniture or a socketable item (that's in the foundation phase only!!!) construction fails, it will never start again
  • Fixed issue with the player being able to place a wall through a roof
  • Fixed issue where typing numbers in production queue changes game speed
  • Fixed issue where Villager's Mood tab was showing placeholder text on the first open
  • Fixed issue with overlaying text in Selection Panel > Info Tab
  • Fixed issue with almanac linking - it’s more understandable on what word to click to get almanac help
  • Fixed issue where the wrong villager name was shown on birthday notification
  • Fixed speed button issue where the button would be disabled when no raid is happening on screen
  • Fixed issue where group skills were mismatched on the character creation screen
  • Fixed issue where socketable items (torches, beams) could be placed over other socketable items
  • Changed design of production Edit button to make it more important and easier to spot
  • Fixed Attributes extra panel behavior - Attributes extra panel is now updated instantly after opening
  • Added indicator to the stairs - height indicator as well as from what side can villager access them
  • Animals shouldn’t get stuck into the terrain now
  • Combat colliders should work as intended now - things like archers shooting through floors and walls when showing/hiding layers work as it should
  • Icons are now properly shown in the villager’s Skill Extra Selection Panel
  • Destroyed doors will now spawn constructed floors at their position. This will prevent workers and enemies from getting stuck if the doors were on upper levels
  • Detailed equipment tooltips have been added
  • Changed the way villagers reach piles. Some piles would remain frozen and no one would use them due to a reachable position problem
  • Refactored socketabel constructions: This was done so that the player could place items directly below socketable items. Solves a bug where some socketable items were in blueprint mode forever. Furniture, decorations, and production buildings can be placed on the same grid space as socketable items
  • Deactivating particles when construction fails for socketable torch (infinite particle loop problem)
  • Villagers will prioritize higher nutrition food
  • Socketable items can't be placed if stairs exist at the same position. If the player tried to do that, a message will pop up


And that would be all for this (last) month. There is still a lot of fixing to be done, and a lot of stuff to be implemented, but we are on it!

Stay well, and see you soon.

Foxy Voxel Team

Be sure to visit our Discord and become part of our community: discord.gg/yHKcJat
Follow us on Twitter: https://twitter.com/going_medieval
See the trailer for the game here: [previewyoutube="Wy_rW95WtmA;full"]