Going Medieval

Going Medieval 1.0.78

Version
1.0.78
Version Date
April 21, 2026
Links

Patch Notes

Patch Notes (1.0.78)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (1.0.78) is now live on all platforms on the main branch, experimental branch and demo. 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.[/p][p][/p]
Bugs and fixes
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where room detection popup would appear every time the room is expanded.[/p]
  • [p]Fixed the issue that prevented you from finishing heraldry creation and starting a new game.[/p]
  • [p]Fixed the issue where crop yield wasn’t giving the same numbers as shown in the almanac.[/p]
  • [p]Fixed the issue where the willow tree had wrong yield information in several places.[/p]
  • [p]Fixed the issue that caused the appearance of Jonathan settlers while you were on the region map.[/p]
  • [p]Fixed the issue that caused visual glitch on construction building elements in some cases.[/p]
  • [p]Fixed the issue that allowed you to send a second caravan with all remaining settlers, while the first caravan is still leaving. This would result in no settlers left on the main map.[/p]
  • [p]Fixed the issue where some combination of ingredients wouldn’t produce any lavish meal.[/p]
  • [p]Fixed the issue where some trees would not spawn fire in the canopy when burning.[/p]
  • [p]Fixed the issue where resources would levitate if the ground they were on collapsed due to instability.[/p]
  • [p]Fixed the issue that allowed bedrock to be destroyed by sieges weapons and thunderstrikes.[/p]
  • [p]Fixed the issue where the beggar event would always give out loot stash and it would always be the wolf version. There should be a lot of different loot stash scenarios.[/p]
  • [p]Fixed the issue where adding a modded map type to the scenario would make it not appear in the map selection.[/p]
  • [p]Fixed the issue where activated trap visuals would not show after loading. We’ve also fixed the pathfinding penalty and walk speed multiplier for activated traps after loading.[/p][p][/p]
[p]Known issues:[/p]
  • [p align="justify"]Assigned Pets don't sleep with owners.[/p]
  • [p align="justify"]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.[/p]
[p][/p]
Check the official 1.0 log if you missed important news, improvements and fixes.
[p][/p][p]DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. If you are annoyed by this, please switch to the main branch to experience the game without the red text.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]