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Going MedievalNewsExperimental Branch Patch (1.1.5)
Game update

Experimental Branch Patch (1.1.5)

Going Medieval · published 1 Jul 2026, 11:04 UTC · build 24001756

All newsPlayers around this dateRead on Steam

Greetings, players! The newest patch (1.1.5) 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.

Quality Of Life Improvements

  • Optimized some goal calculations a bit, so Settlers idle less when calculating paths (this might fix the issue where settlers refuse to rope and barter). This should also significantly lower settler idle time on massive saves once you load the game.

  • Social fights now have a chance to occur only if negative relations are  -8 or worse.

  • Settlers change idle animations and positions less often, and appear less antsy.

  • Added a filter to productions that contain animal carcasses, so that you can alter which animal types get used in those productions (ergo, you can turn off pets or domestic animals from getting butchered on the butchering table).

  • Animal carcasses can now be burned on pyres. By default only cats and dogs are turned on in the filter so your meat sources don’t get burned on the pyre, but you can adjust this as you see fit. 

  • Pets can now be buried inside graves.

Bugs and Fixes

  • Fixed several crash occurrences.

  • Fixed the issue that caused fainted settlers to be carried to animal sleeping spots.

  • Fixed the issue that prevented settlers from going to sleep in some scenarios.

  • Fixed the issue where animals that have their idling preferences set to outside would idle inside door frames

  • Fixed the issue where animal names would be visible no matter what the in game settings are.

  • Fixed the issue that caused grave UI checkboxes to sometimes appear checked or unchecked when it was the opposite in the logic.

  • Fixed the issue where settlers would wake up in the middle of the night to pet an animal, despite their sleeping schedule. We appreciated the enthusiasm, tho.

  • Fixed the issue where "If a settler is in fist fight hour upon load and doesn't have a target - it would just be stuck in fist fight hour forever".

  • Fixed the issue where settlers would use ranged weapons in their brawls.

  • Fixed a couple of missing text keys

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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