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Going MedievalNewsExperimental Branch Patch (1.2.3)
Game update

Experimental Branch Patch (1.2.3)

Going Medieval · published 17 Sep 2026, 15:38 UTC · build 25371062

All newsPlayers around this dateRead on Steam

Greetings, players! The newest patch (1.2.3) is now live on all platforms on the experimental branch. 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.


Faction-Specific resources

We want to give each Faction Type a recognizable economic identity and make faction lore matter more during trade. This will be indicated by symbols on some resources during the bartering process. Hover over a symbol to see what it represents: 

Premium

Traders from this faction value this resource and are prepared to pay a premium to secure it. They will also ask a higher price when trading this item to you.

Depreciated

Traders from this faction place a low value on this resource. They will only trade it at a low price.

Oversupplied

Members of this faction have ample stocks of this item. This lowers the price somewhat.

Rare

This item is difficult for this faction to source. Because it's hard for them to keep in stock, they value it more.

Exclusive

This item is exclusively offered by this faction. No other faction sells it.

In addition to that, we’ve also introduced symbols for resource scarcity/abundance when affected by a current season.

Hovering on a value of a resource now shows you a list of modifiers that affect its price. 

This system should help you understand which factions value certain goods, where particular resources are commonly available, which factions refuse or dislike certain goods, where rare resources can be sold, and where exclusive resources can be found.

Quality Of Life Improvements

  • Hauling Optimized - Before this optimization, Settlers would have to go through each storage on the map to find a suitable place for a pile. This would cause Settlers to just stand around while the calculation is happening, especially on very large maps and saves. Now the calculation happens much faster, as it knows which storage are viable, since they are cached in advance.

  • Mercenary and Hireling price info in world map places is now more succinct and grouped. Should be easier to read and digest.

Bugs and Fixes

  • Fixed several crash occurrences.

  • Fixed the issue that caused Settlers and Mercenaries in an aggressive stance to fight each other.

  • Fixed the issue that made Settlers position themselves under rally points instead of on them, in some cases.

  • Fixed the issue where the values for the trade bonus tooltip of Settlers was wrongly calculated.

  • Fix the issue in which the text for Help With Skirmish demand map marker was displaying “Join Skirmish” instead of “Ambush Merchant Spot”

  • Fixed the issue that allowed Settlers and Mercenaries to be draftable as they were leaving the Settlement due to low mood.

Fixed the issue in which Captive Laborer job priority got reset after loading the game.


Known Issue

  • Animal will remember sleep state even when they are awake, thus preventing you from training/taming/harvesting them. Save and load to fix this issue at the moment.

  • Text keys related to new features here have not been localized yet.

DISCLAIMERS:

⚠️ 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.

⚠️ 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.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel

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