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Medieval Monday Talk 13 – Trading Spaces

Greetings medievalists!

We’ve received reports that after a successful caravan trade, the idea of resources appearing at map’s edge was… tiresome. While the goods were still obtainable, it created some gameplay pacing issues throughout expanding your settlement. We heard you, and because of that, we will introduce “Caravan Halt”.

Upon creating this nifty building, resources that come back with the caravan will be transported to the front of the caravan halt. More precisely – settlers will get to this point in anticipation of the caravan’s arrival or departure. If there are two (or more) caravan stations, the game will use the nearest one (compared to where the caravan left) to place the trading resources.

With the introduction of merchants, some issues became evident – we are aware that they walk A LOT throughout your settlements, with no respect to the privacy of some of the rooms/buildings. We’ll fix that with the “Merchant Stall”.

Once the merchant arrives on your map, it will go toward the nearest building of this type. When they reach a stall, they’ll place their resources on the table, signaling that trading can begin. This construction should provide better control of merchant movement, without a need to trap/block their movement. Stalls and halts will also have your heraldry on them – to give constructions a bit of flavor.

That’s all for this Medieval Monday Talk. We’ll do another one next week. While you wait, we invite you to join our Discord server (if you haven’t done so already!), and share your settlements, game experiences, tips and tricks, partake in photo challenges, show off your heraldry and give feedback on the existing feature, or even suggest a new one. Once in a while, we also offer you a chance to take part in the naming of new songs we are working on for the game. Until next time…

Stay medieval!

Foxy Voxel