Greetings, medievalists!
One of the things we’ve been working on in the backend for the last couple of months is save refactoring.
The old (current) save system is at best – functional but clunky. It was pretty basic, but as Going Medieval continues to evolve and your creative ambitions expand, it becomes obvious that we need something advanced and stable.
New save system will do just that. It will improve saving and loading speed a bit, it will enable the existence of multiple settlements on the same game’s map which will allow for visiting/raiding other computer-generated settlements (note: this feature is not coming in the next update), it will provide better debugging on our side which will hopefully give us more information on some pesky issues, and best of all – thanks to it we will never have to do a save reset again.
The newest update (v0.18.17) comes with the new save refactor system. It is very important to us that you maintain and cultivate the progress of your settlement, and that’s why we developed this process.. In order to continue playing your old settlements you will need to download the migration build from Steam/GOG/EGS branches and run your save through the migration process for it to be compatible with the new save format.
The process is pretty simple and you can check the complete instruction in the video below:
We hope you’ll find this explanation helpful and we’ll be seeing you in the (v0.18.15) soon because here is what comes in it:
Camera sensitivity and screen edge mouse scroll are options from before and are pretty self-explanatory.
Some improvements are accompanying this version:
- A message has been added if you try to force construction via right click, but the settler is unable to reach the destination / find a proper path to it.
- Putting items in chests will hide the beauty of those items.
- Some resource piles will leave wetness behind them when they are disposed of.
- Room overlay will hide with the layers. Multi-storey rooms overlay will also be hidden layer by layer.
- Honey production time is 15% slower now. Honey production is no longer tied to the Animal Handling skill, meaning that the amount you get with the completed production is fixed (35 honey, 25 wax).
- Honey will produce slower in Autumn at lower temperatures.
- Underwater terrain will keep the wet effects, but not the look that accompanied it (thus removing ripple effects on the lake bottom when it rains).
And that would be all for this mini-update. We’ll continue with our Medieval Monday Talks, soon. Until then…
Stay medieval!
Foxy Voxel