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The Nerd Stash > Gaming > Going Medieval Update #8 Patch Notes

Going Medieval Update #8 Patch Notes

Evans Karanja
Last updated: 2023/03/14 at 11:16 AM
By Evans Karanja Published March 14, 2023
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10 Min Read
Going Medieval Update #8 Patch Notes

Today, Foxy Voxel, the developers of Going Medieval released an update, and we have the full details of adjustments here. The update is basically on several fixes and improvements to enhance the gaming experience. Without further ado, take a look at the official patch notes for Going Medieval version 8 updates.

Going Medieval Version 8 Updates Patch Notes

Social interactions

  • 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 targets 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.

The latest update that features social interactions, affection system, and a bunch of other stuff, is live now on all of the stores! Read all about it here:https://t.co/QQM8rSlu7V

And enjoy tracking adventures of your settlers! 📜#GoingMedieval #indiegame #gamedev

— Going Medieval ➡️ 🏰 OUT NOW IN EARLY ACCESS ⚔️ (@going_medieval) March 14, 2023

Affection

  • 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

  • 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 miss, and evades are logged. Different weapon types have different wording, as well as animal attack types.
  • Added health changes, birthdays, and animals turning into domestic/pets
  • Included certain effectors (when characters eat a good meal, drink good ale, etc.).
  • The carcass of a settler/enemy/animal can inherit logs. 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.

New animals

Polecat

  • They can spawn on any map type.
  • Polecats are nocturnal animals that, like foxes, will sleep during the day.
  • They will hunt down players’ chickens, rabbits, and pheasants (fox logic).
  • Players can get leather from it and build banners, armour, etc.
  • Players can use them for vermin control when turned into a pet.
  • Players 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.
  • Players can use them for hauling and battle.
  • Players can use their leather for banners, clothing, etc.
  • Players can turn a bear into a trophy.

How do you dispose bodies in our game? Do you bury them or… use heating methods? Any particular reason why you prefer one over the other?

📸⚒️ Berion on reddithttps://t.co/JaJGIxmZfp#MedievalMonday #LowPoly #GoingMedieval pic.twitter.com/h2nK2Ibz8Q

— Going Medieval ➡️ 🏰 OUT NOW IN EARLY ACCESS ⚔️ (@going_medieval) March 13, 2023

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 is 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 when ordered to deconstruct stairs and were in the middle of them with a “Sleep” schedule in progress.
  • Fixed the issue that caused the behaviour of beams to become corrupted if you place them in between Doors or Windows.
  • Fixed the issue where settlers would sow crops in 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

  • Increased the capacity of some pile stacks related to Raw Food from 25 to 50.
  • Upon finishing harvesting of animals, settlers will take gathered resources (milk and wool) and carry them to the stockpile.
  • 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.
  • Added feedback to the player when trying to train or tame an animal and not having the required min skill level.
  • Made subtle changes to the animation of some animals. This is purely cosmetic, but it livens up the world a bit.
  • Added a tail system where tails move a bit differently now tails now bend a bit when the animal turns, making them a bit more fluid.
  • Added the spine system to animals. 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 settlers are experiencing weird animations with some actions, cap the game’s FPS in the game’s options. Cap it to 60fps. If the issue persists, cap it at 30.

Going Medieval is available for Microsoft Windows and Linux. Catch more updates on the game including Going Medieval version 8 updates patch notes on its Steam Page.

Topics: Going Medieval, Patch Notes
Evans Karanja March 14, 2023 March 14, 2023
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