Going Medieval

Going Medieval 1.0.84

Version
1.0.84
Version Date
May 7, 2026
Links

Patch Notes

Patch Notes (1.0.84)

[p]Greetings, medievalists![/p][p][/p][p]The newest patch (1.0.84) is now live on all platforms on the main branch and the 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]

Quality of Life Improvements

  • [p]Optimization - we’ve done a lot of optimization when it comes to Shader optimization, temperature and beauty systems, memory leak cleanup - overall, the game should be less demanding on the GPU and even solve those cases where the game would crash when you try to start it.[/p]
  • [p]Now instead of the 18h time limit on secondary loot stash maps, you have 72h and a 12h warning.[/p]
  • [p]One loot stash puzzle mountain map received minor corrections to make it a bit easier to navigate.[/p]
  • [p]Placing a blueprint over a completely identical already placed blueprint will cancel the original now.[/p]
  • [p]Right-clicking on a prisoner owned by a merchant will bypass prisoner right-click and force merchant right-click (essentially solving the issue where prisoners would overlap with merchants and thus blocking proper barter via right click).[/p]
  • [p]You can now strip fainted prisoners.[/p]
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Bugs and fixes
  • [p]Implemented unstuck logic for animals and humans that would fall into the ground. If you have any save where this has happened, the settler or animal will get automatically saved from their fate. Please let us know if this causes any unexpected behavior.[/p]
[p][/p]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue that occurred when combat on ladders happened - settlers would try to turn towards the enemy causing visual glitches.[/p]
  • [p]Fixed the issue that allowed usage of beds positioned in and under the water.[/p]
  • [p]Fixed the issue that prevented forbidden area buildings from being placed over socketable buildings, but allowed socketable buildings to be placed over forbidden areas.[/p]
  • [p]Fixed the issue where sometimes all animals would target one animal for vermin control purposes. Now, it is one animal per vermin.[/p]
  • [p]Fixed the issue where settlers beside Warden were able to recruit prisoners.[/p]
  • [p]Fixed the issue where clicking ‘clear all’ within edit production would deselect everything, but group checkmarks would remain selected.[/p]
  • [p]Fixed the issue where settlers with steward goals wouldn’t open/close windows.[/p]
  • [p]Fixed the issue where windows open/close orders wouldn’t reset when the window was actually opened/closed which prevented right-click prioritize menu from appearing.[/p]
  • [p]Fixed the issue where settlers would rope their animals to enemy pens on secondary maps.[/p]
  • [p]Fixed the issue where the right-click prioritize carry settler to bed command would be enabled even though available beds were blocked (unreachable, temperature, etc).[/p]
  • [p]Fixed the issue where honey crispels would be counted as simple meals upon their production.[/p]
  • [p]Fixed the issues that caused recruit and other settings to not be saved when loading or visiting secondary maps.[/p]
  • [p]Fixed the issue that caused settlers to drop stuff while bringing them to production buildings.[/p]
  • [p]Fixed the issue where attacking the merchant of the same faction as the prisoner you own would turn that prisoner aggressive.[/p]
  • [p]Fixed the issue where numbers wouldn't update in the prisoner panel if you sell captive laborers.[/p]
  • [p]Fixed the issue where going back and forth from summary page to character creation would randomize settlers if you use a custom scenario with malnutrition in it.[/p]
  • [p]Minor text corrections.[/p][p][/p]
[p]The only difference between the main branch (now 1.0.84) and experimental branch (now 1.0.87) is that the experimental one has better pathing logic (we mentioned here). [/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]
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Check the official 1.0 log if you missed important news, improvements and fixes.
[p][/p][p]DISCLAIMERS: [/p][p]⚠️ We decided to keep Dev version of the game on the experimental branch, 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.[/p][p]⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.[/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]