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Please feel free to add the current patchnotes for Going Medieval in this thread, as the developers can't be bothered to do so for their GoG customers.

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Hotfix (0.8.33) - 12.07.2022
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Greetings players! The new patch (0.8.33) is now live on all of the platforms. Please 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.

Bugs and Fixes
Fixed the issue where settlers would ignore food and starve to death, despite having food present.

Known Issues
Settlers would start to dismantle with nothing, and gain nothing as a result (except the XP), creating a loop in the process - this occurs if you dismantle more than one thing in a building (or if you put it on forever) - the first one will go as intended, but every next one will cause that issue. Right now, until we fix it - we suggest that you cancel that production and put the new one on queue. That reported fixes for some folks.

Sound effects are missing for some actions like harvesting/mining etc.
Particles during construction/production/harvesting/cutting can appear as squares.
Sometimes, lag will still occur if a lot of animals are performing hauling. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.

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.

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Patch Notes (0.8.32) - 11.07.2022
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Greetings players! The new patch (0.8.32) is now live on all of the platforms. Please 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.

Bugs and Fixes

Fixed minor crash occurrences.
Fixed the issue that caused wolves to be stuck in idle walk animation between two points.
Fixed the issue that caused reservation of production buildings, where a message ‘Already assigned to…’ would appear even though no one would work on those buildings.
Fixed the issue that caused newborn animals to be a random number of days old.
Fixed the issue that caused black bar texts to appear on influence events and after the end of raids.
Fixed the issue that prevented the triggering of hunger effector in some cases which would cause settlers to starve, but not to eat.
Fixed some of the issues that caused settlers to stand still for a long time, in between the tasks.
Fixed the issue that caused wrong armor rating values to appear in tooltips.
Fixed the issue where the ‘Tame’ order wasn’t working upon loading in some cases.
Fixed the issue that caused settlers to be stuck in the hauling loop.
Fixed the issue that caused the flickering of the mining marker.
Fixed the issue that caused the flickering of the production circle.
Fixed the issue where items were not pickable if they were located on graves.
Fixed the issue that caused default clothes to reset upon entering the ‘Edit Scenario’ window.
Fixed the issue that caused placeholder building resource icons to appear in settlers' inventory.
Fixed the issue where all domesticated animals would go toward/into pen markers when idling, thus resulting in weird visual glitches.
Fixed the issue where beam stability would always appear as 4 in the blueprint phase.
Fixed the issue that caused incorrect messages to appear upon ordering the opening/closing of windows.
Fixed the issue that caused settlers to look for beds that already had unconscious settlers in them.
Fixed the issue where enemies would pathfind through settlers upon loading the game that was in the middle of the raid.
Fixed the issue where the speed x5 would carry over to the daytime.
Fixed the issue that prevented settlers from walking over walls, doors, and windows if those objects didn’t have floors on them.
Fixed the issue that caused invisible slopes. Let’s hope that’s definitely fixed.
Fixed the issue that caused the appearance of the blank notification when clicking on unavailable settlers in caravan formation.
Fixed the issue that caused corrupted idle animation for merchant’s guards.
Fixed the issue where plants would still grow even if there was a roof positioned above them.
Fixed the issue that caused settlers to ignore repairing damaged buildings after a load.
Fixed the issue where newborn domesticated animals would have trained stat at 99%, and newborn wild animals would have tamed stat at 99% in some cases.

Quality of life improvements
Raid end conditions are changed to make a bit more sense.
A settler can have only one pet now.
Added animations for slaughter, milking, and shearing.
Settlers should be looking for the nearest beds now.
Added ‘Traveling’ next to the settler's name in the ‘Animal’ panel. This will appear if the animals’ owners are currently on a caravan. Those settlers will also be grayed out.
The animal haul process should work a bit better.
Improved how temperature is calculated. This should result in less lag.
Chests have different HP depending on their material type.
Plants should be easier to select now.
You can now set settlers that are on the caravan as pet owners.
When hungry, settlers will now look to prioritize their chair positions. They’ll look first for a great hall > room > under roof > outside.

Known issues

Sound effects are missing for some actions like harvesting/mining etc.
Particles during construction/production/harvesting/cutting can appear as squares.
Lag will still occur if a lot of animals are performing hauling. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.

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.
Post edited July 14, 2022 by DerHexer66
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Patch Notes (0.8.35) - 14.07.2022
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Greetings players! The new patch (0.8.35) is now live on all of the platforms. Please 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.

Bugs and Fixes
Fixed several crash occurrences.
Fixed the issue where settlers would still ignore repairing buildings in some situations.
Fixed the issue that caused settlers to be stuck in dismantle loop with nothing to dismantle.
Fixed the issue where a pet would freeze in place if the position of its owner was unreachable.
Fixed the issue where a wrong message would appear during the Violent Extortionists raid if the extortionist settler was sent to the caravan but returned back before extortionists came.
Fixed the issue that caused the Barn Door blueprint to have two colors when the resource for it was unavailable.
Fixed the issue that caused arrows in-game to have purple color.
Fixed the issue that caused multiple settlers to try and tend to the same person.
Fixed the issue where particles during construction/production/harvesting/cutting would appear as squares.

Quality of life improvements
Animals will haul more frequently now, but not as they did before. We nerfed this because players with a lot of hauling animals would experience significant FPS drops. This issue is being fixed, but until then, animals will haul a bit less often. If you can’t wait for the fix, did not experience FPS drops, and understand that this might cause some other issues - you can edit files on your own. Find animalBase.json file, look for the animal type you want to modify, and change “fireHaulEndEffectorChance” to 0.

Bored animation state added for deer.

Known issues
Sound effects are missing for some actions like harvesting/mining etc.

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.
Post edited July 14, 2022 by DerHexer66
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Patch Notes (0.8.36) - 22.07.2022
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Greetings players! The new patch (0.8.36) is now live on all of the platforms.
Please 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.

Bugs and Fixes
Fixed the issue that caused the loss of certain weapon animations upon loading the game.
Fixed the issue that caused graves to ignore stability updates.
Fixed the issue where placing beams under completed structures (such as floors, walls, etc.) wouldn’t always refresh stability properly.
Fixed the issue where objects placed on beams wouldn’t change stability when those beams changed their stability.
Fixed the issue where beam stability would appear the same in each construction phase (blueprint/constructed).
Fixed the issue where a couple of animals on one grid space would appear as if they are on top of each other.
Fixed a couple of issues where settlers wouldn't properly prioritize crop planting, harvesting, and cutting.
Fixed the issue where all furniture pieces would be registered as storage buildings.
Fixed the issue that caused settlers to try to pick up multiple pieces of equipment at the same time while hauling, resulting in a hauling loop.
Fixed the issue that prevented settlers from sowing crops in some cases, despite having necessary resources in their possession.
Fixed the issue that prevented a raid event from ending.
Fixed the lag that occurred if a player would banish a settler, but that settler wouldn’t have a clear path for leaving the settlement.
Fixed the issue that caused settlers to ignore cooking if that job was set to ‘1’ in the Job panel.

Quality of life improvements
Minor performance improvements.
Bored animation states added to boars & chickens.
Dismantle goal received better optimization.
Production goal received a couple of fixes and should work better.

Known issues
Sound effects are missing for some actions like harvesting/mining etc.
When the message appears that a settler can’t be banished, it will appear in English in all of the languages.

Some crop harvesting yields nothing. This occurs if one crop type has been turned into another one at some point in time (e.g. apples into cabbages). The solution (at the moment) is to cut old crops, destroy the cropfield and plant the ones that you want. We'll fix this in the next patch but don't know when that is happening.

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.
Post edited July 26, 2022 by DerHexer66