1. Update v1.0.74:
  2. Quality Of Life Improvements
  3. After getting the first round of feedback on the new pathfinding, we've put the old system back into effect while we implement the suggested improvements.
  4.  
  5. Bugs and fixes
  6. Fixed several crash occurrences.
  7.  
  8. Update v1.0.72:
  9. Bugs and fixes
  10. Fixed several crash occurrences.
  11.  
  12. Fixed the issue that prevented you from finishing heraldry creation and starting a new game.
  13.  
  14. Fixed the issue where crop yield wasn’t giving the same numbers as shown in the almanac.
  15.  
  16. Fixed the issue where the willow tree had wrong yield information in several places.
  17.  
  18. Update v1.0.67:
  19. Quality of Life improvements
  20. Ambush difficulty has been overhauled. You shouldn’t be getting 50+ raiders in ambush scenarios.
  21.  
  22.  
  23. Bugs and fixes
  24. Fixed several crash occurrences.
  25.  
  26. Fixed the issue where settlers would ignore deconstruction orders in some situations, despite nothing preventing them.
  27.  
  28. Fixed the issue where hovering over craftable building piles would cause error appearance in Dev Log .
  29.  
  30. Update v1.0.64:
  31. Quality of Life improvements
  32. Memory usage optimization - The game should use 200-400mb less memory
  33.  
  34. We’ve done some improvements with the way the game uses processor threads - this should give us small improvements in a bunch of places and should make the settlers “stand” still for shorter amounts of time while planning their next move.
  35.  
  36. Room planning extra panel added - It allows you to plan which room you want to build and dynamically see must and can't have objects.
  37.  
  38. Summer and Winter clothes can now be added as starting equipment in custom scenarios.
  39.  
  40. Tooltip will no longer display "Last recruiting attempt" if the prisoner has never been recruit-attempted when hovering over prisoner recruitment percentage.
  41.  
  42. Resources in Almanac now show what buildings they can be constructed with and in which production buildings they can be used for productions.
  43.  
  44. Multiselection for the same crops now works.
  45.  
  46. Alt+Click on objects will open almanac. Added to action info and tooltips (where applicable).
  47.  
  48. Added hyperlinks to almanac Construction categories. Clicking on them will select the building if unlocked and is shown in the UI. Otherwise it will provide feedback why it's not available (locked or no materials).
  49.  
  50.  
  51. Bugs and fixes
  52. Fixed several crash occurrences.
  53.  
  54. Fixed the issue where event preparation wouldn't be cleared properly if Event Panel View was closed with ESC key.
  55.  
  56. Fixed the issue where a settler with a retracted role was unable to choose another role.
  57.  
  58. Fixed the issue where copying stockpiles and storages wouldn’t copy the "Allow Usage In Production" setting.
  59.  
  60. Fixed the issue where copying a cropfield wouldn't copy its custom settings.
  61.  
  62. Fixed the issue that caused the appearance of battle scales when closing the screenshot mode.
  63.  
  64. Fixed the issue where the game’s UI wouldn’t appear after taking a screenshot.
  65.  
  66. Fixed the issue where cutting down a fruit tree would not drop the fruit as well.
  67.  
  68. Fixed the issue where moving objects via relocate tool from the room would not update room overlay.
  69.  
  70. Fixed the issue where a fainted settler that's being carried to bed by another settler would go missing if the settler that has been carrying him died in that process.
  71.  
  72. Fixed the issue where clay brick merlons had a wrong texture.
  73.  
  74. Fixed the issue where the settlers/animals would remember drawbridge's path even after the drawbridge has been destroyed.
  75.  
  76. Update v1.0.62:
  77. Bugs and fixes
  78. Fixed the issue where, upon the game's load, animals & humans were not able to walk over drawbridges.
  79.  
  80. Update v1.0.61:
  81. Quality of Life improvements
  82. Some more small performance boosts and tweaks.
  83.  
  84. Meal, lavish meal, packaged meal no longer spawn ash when produced (other productions spawn ash the same as before).
  85.  
  86. You can now move the building blueprint over the building they're trying to move. (Example: if you want to relocate a bed one grid space lower, you can do that now.)
  87.  
  88. Install pile/relocate building will not cancel placement if the building wasn't placed successfully after the left click.
  89.  
  90. Bones are now also considered as fuel and can be used to fuel any Fuel consumer structure and production. Bones have low calorie value for flames so they are not as good of a heat source as alternatives but can be useful for clearing waste.
  91.  
  92. Holding left shift will not popup messages for locking camera layers until the camera is layer locked (Caps Lock).
  93.  
  94. Large animals will prefer bushes, tall grass, animal feed and hay even more than before so as to make them not eat barley out of storage if possible.
  95.  
  96. Cats will prefer milk and fish even more as to avoid them eating meals.
  97.  
  98. Runaway event: Negotiator appears a bit sooner (from max 48h to max 30h).
  99.  
  100. The negotiator sits on your map for a bit shorter time (max 16h).
  101.  
  102. Saying no to negotiator after runaway will result in attack more often (the friendliness impact is stronger).
  103.  
  104. Clearer messaging implemented when right clicking on a Trader without a selected settler.
  105.  
  106. Additional messaging in Prisoner right click menu.
  107.  
  108. Ass/Donkey pregnancy lasts shorter now (20 days -> 16 days).
  109.  
  110. The chance of male and female Asses/Donkeys breeding is now 20% instead of 10%.
  111.  
  112. The taming duration is shortened on some animals as it was taking a bit too long when setter skill was factored in.
  113.  
  114. Rebalanced other pregnancy chances for animals that are few in numbers during gameplay.
  115.  
  116. Cat carcasses no longer spawn bones as they are small, thus similar to other smaller carcasses.
  117.  
  118. Dung and bones are now in the Waste category and labeled as such.
  119.  
  120. Added messaging on why construction fails when building over another creature.
  121.  
  122. Resource categories are no longer labeled as such and only list miscellaneous if there’s no other category.
  123.  
  124. Enemy behavior has been adjusted a bit. They'll avoid constructing ladders & floors/digging/take down walls unless you:
  125.  
  126. are turtled (surrounded your settlement by walls without clear entrance),
  127.  
  128. made a badass killbox labyrinth that is 400+ meters long,
  129.  
  130. added a floating strip of doors that has 200 doors one after another. That still may result in the enemies creating alternative paths, but of course there are still ways to cheese them,
  131.  
  132. were victorious 3 times in a row, the fourth attack will be a bit less build-happy but not as much as before.
  133.  
  134.  
  135. Bugs and fixes
  136. Fixed several crash occurrences.
  137.  
  138. Fixed the issue where enemies would end up stuck on ladders in certain situations.
  139.  
  140. Fixed the issue where unmarked grave foundations would be visible when hiding layers.
  141.  
  142. Fixed the issue that prevented seasonal apparel override from working as intended.
  143.  
  144. Fixed the issue that made settlers stuck into an infinite plant crops loop.
  145.  
  146. Fixed the issue where the settlement name would be wrongly named in historical records when attacking enemy camps/settlements and during ambushes.
  147.  
  148. Fixed the issue where the archers range would never disappear after undrafting settlers.
  149.  
  150. Fixed the issue where the “Merry” effector wasn’t properly triggered.
  151.  
  152. Fixed the issue where settlers would fall down when deconstructing ladders/stairs.
  153.  
  154. Fixed the issue where photo mode screenshot would be completely white upon taking the screenshot.
  155.  
  156. Fixed the issue that made raiders stand still in some scenarios if your settlers occupied ladders.
  157.  
  158. Fixed the issue where settlers wouldn’t build construction when an animal/settler was in a way where the blueprint is.
  159.  
  160. Short term fix for settlers taking a long route for their goals, when the shorter path is clearly visible. Let us know how this goes.
  161.  
  162. Quick fix for the issue where self-tend healing would take 4x longer in some edge cases.
  163.  
  164. Possible fix for the issue where won't trade / won't negotiate / won't rope options wouldn’t be available.
  165.  
  166. Fixed the issue where reloading the save would increase the hotspot area of a drawbridge constantly.
  167.  
  168. Fixed the issue where Rugs would have only Human skin entry in Almanac.
  169.  
  170. Fixed the issue where clicking on rugs in the rugmaking research node wouldn’t take you to the almanac entry.
  171.  
  172. Fixed the issue that caused weird hauling behaviors.
  173.  
  174. Fixed the issue where battle balance scales would be visible in the screenshot mode.
  175.  
  176. Fixed the issue that prevented settlers from being able to pass through ladder blueprints.
  177.  
  178. Some minor UI corrections.
  179.  
  180. Update v1.0.56:
  181. Bugs and fixes
  182. Fixed several crash occurrences, especially the ones that appear on starting the game.
  183.  
  184. Update v1.0.55:
  185. Quality of Life improvements
  186. When Screenshoting in Photo Mode, a Steam screenshot is also created and saved appropriately.
  187.  
  188. “Tainted” item stats are now listed in the Almanac entry for clothes.
  189.  
  190. Additional info has been added when hovering over items in the barter panel.
  191.  
  192. Fishes spawn a bit faster now and have a slightly lower temperature threshold. Before, Marsh maps would sometimes be fishless for a long time due to this.
  193.  
  194. When hovering over book cost when a research node is selected, a tooltip will tell you the resource name, and amount you have vs the amount needed for the unlock.
  195.  
  196. Shelves now have High hauling priority by default instead of Low.
  197.  
  198. Speechcraft has been removed from the gaoler job as it was not doing anything. Gaoler jobs don't give XP as they are unskilled work. Settlers can still be passionate about being a gaoler. This will result in a nice mood boost when doing the job.
  199.  
  200. Ramp up for event difficulty is a bit lighter, so that the 3x raid in the ‘Lone Wolf’ scenario would not be too difficult.
  201.  
  202. Raids should happen a bit more often in general.
  203.  
  204.  
  205. Bugs and fixes
  206. Fixed several crash occurrences.
  207.  
  208. Fixed the issue that prevented certain migrated saves from being loaded.
  209.  
  210. Fixed the issue where settlers would break the hold ground rule and attack folks below by going down the stairs/ladders. they should not do so in the hold ground stance.
  211.  
  212. Fixed the issue where settlers would teleport through the ground into underground water and end up drowning as a result.
  213.  
  214. Fixed the issue where a single fence, upon being placed, would sometimes be rotated differently from the initial preview.
  215.  
  216. Fixed the issue where piles hauled by pets, that are selected to go on a caravan, would get deleted if the caravan leaves before the pet finishes hauling.
  217.  
  218. Fixed the issue that caused selecting through other buildings to work on 3 clicks rather than 2.
  219.  
  220. Fixed the issue that made archers and siege weapons shoot their ammunition through ground.
  221.  
  222. Fixed the issue where sleeping particles (Zzz) would stay active even when the settler was awake.
  223.  
  224. Fixed the issue that caused wrong stability info to appear in the tooltip in certain moments.
  225.  
  226. Fixed the issue where blueprints that require stability (like beams) would block construction of buildings that would enclose a region.
  227.  
  228. Fixed the issue that allowed beams to be built while being attached to unfinished constructions.
  229.  
  230. Fixed the issue where sometimes room type wouldn’t be detected/updated properly.
  231.  
  232. Fixed minor text issues.
  233.  
  234. Update v1.0.53:
  235. Bugs and fixes
  236. Fixed several crash occurrences.
  237.  
  238. Fixed the weird issue where upon caravan return the game would freeze and settlers names would turn into Jonathan, accompanied by placeholder icons. Many thanks for providing detailed info and videos regarding this issue.
  239.  
  240. Fixed the issue where the construction elements would have strange visual behaviors if they were placed while holding Ctrl on the keyboard.
  241.  
  242. Fixed the issue that caused settlers to be drafted upon their caravan return.
  243.  
  244. Fixed the issue where settlers would end up stuck if they fainted during the roping animal action.
  245.  
  246. Fixed the issue that caused animals to prefer eating herbs rather than hay.
  247.  
  248. Fixed the issue where changing the building rotation keys with game keybindings wouldn’t display those new keys in the game’s UI.
  249.  
  250. Fixed minor text issues.
  251.  
  252. Update v1.0.52:
  253. Quality of Life improvements
  254. As per your notes, the steel research icon in the research panel is now more in line with the rest of the icons there.
  255.  
  256.  
  257. Bugs and fixes
  258. Fixed the issue where enemy carcasses would be marked as settlers' carcasses and would not get buried because of that.
  259.  
  260. Fixed the issue that prevented the tending function from working as intended.
  261.  
  262. Fixed the issue where a wounded settler would be sliding while they were carrying and dropping another settler to the bed.
  263.  
  264. Fixed the issue where animal handling skill description in character creations screen wouldn't mention that this skill affects fishing.
  265.  
  266. Fixed continuous flickering of some objects.
  267.  
  268. Update v1.0.51:
  269. Bugs and fixes
  270. Fixed several crash occurrences.
  271.  
  272. Fixed the issue where the game would freeze every couple of seconds for some players.
  273.  
  274. Fixed the issue where some players were not able to connect twitch account within the game. If the issue persists even after this, log out of twitch in-game, add Going Medieval to Windows firewall whitelist and try again. Let us know how it goes.
  275.  
  276. Fixed the issue where destruction of brazier, either in blueprint/foundation/final phase, would cause appearance of fire in its place.
  277.  
  278. Fixed the issue where heraldry would sometimes turn white on banners & stalls.
  279.  
  280. Fixed the issue that caused some structures to become invisible upon placement.
  281.  
  282. Fixed the issue that caused flickering of shrubs and buildings.
  283.  
  284. Update v1.0.49:
  285. Quality of Life improvements
  286. Reduce GPU usage by capping the occlusion culling tick to 60 times per second, thereby single-handedly reducing global energy usage. GPU should go less brrrr now.
  287.  
  288. Rebalanced the amount of resources negotiators ask.
  289.  
  290. Beggars ask for less things now.
  291.  
  292.  
  293. Bugs and Fixes
  294. Fixed several crash occurrences.
  295.  
  296. Fixed several crash occurrences.
  297.  
  298. Fixed the issue where some saves weren't loadable.
  299.  
  300. Fixed the issue that caused some players to be stuck in the splash screen (Foxy Voxel & Mythwright logo screen)
  301.  
  302. Fixed the issue that made tutorial pop-up appear on New Game even after tutorial was completed.
  303.  
  304. Fixed the issue that caused game to freeze after 10 minutes or so every now and then.
  305.  
  306. Fixed the issue where some buildings would turn invisible when entering foundation state, if the current world level is the same as the one that building is on.
  307.  
  308. Fixed the issue that made merchant appear with a bunch of bricks, causing them to be overweight.
  309.  
  310. Fixed the issue where the combat music would continue to loop despite combat scenario ending.
  311.  
  312. Fixed the issue where visiting chaplain/druid would sometimes have the reverse religious alignments.
  313.  
  314. Fixed the issue where water buckets would decompose in the rain.
  315.  
  316. Fixed the issue where the settler wouldn't "take" water without a well. This also prevented lowering of water level.
  317.  
  318. Fixed several issues related to twitch integrations.
  319.  
  320. Fixed the issue where the claimed twitch drops would disappear upon exiting the game. You have to claim them one more time.
  321.  
  322. Fixed several text related issues.
  323.  
  324. Update v1.0.47:
  325. Quality of Life improvements
  326. - Javelins should not decompose as fast, now.
  327.  
  328. - The cellar flooding intensity is lowered. Settlers should be able to drain it faster because they will "take" more water when filling a barrel.
  329.  
  330.  
  331. Bugs and Fixes
  332. - Fixed several crash occurrences.
  333.  
  334. - Fixed the issue where visiting chaplain/druid would sometimes have the reverse religious alignments.
  335.  
  336. - Fixed the issue where water buckets would decompose in the rain.
  337.  
  338. - Fixed the issue where the settler wouldn't "take" water without a well. This also prevented lowering of water level.
  339.  
  340. - Fixed several issues related to twitch integrations.
  341.  
  342. - Fixed some text related issues.