Going Medieval Update 0.10.5 Patch Notes

Going Medieval update 0.10.5 is rolling out on PC. According to the official Going Medieval patch notes, the latest update introduces a new save system in the game, which enhances saving and loading speed, allows for multiple settlements on the same map, and provides better debugging capabilities.

Previously, a major Going Medieval update added new changes, fixes, and gameplay improvements. Unfortunately, players are still experiencing several issues since the release. Today’s Going Medieval patch 0.10.5 will fix a few of these issues.

Check out more details below.

Going Medieval 0.10.5 Patch Notes – April 22, 2024

  • Save System Refactoring:
    • The update introduces a new save system to enhance functionality and stability.
    • It improves saving and loading speed, enables multiple settlements on the same map, and enhances debugging capabilities.
    • The new system eliminates the need for save resets.
  • Migration Process:
    • Players need to download the migration build from relevant platforms (Steam/GOG/EGS) to continue playing old settlements.
    • Detailed instructions are provided for installing the migration branch and running the game in the migration build.
  • Camera Navigation System:
    • The update includes a new camera navigation system to improve player experience.
    • New players have it activated by default, while old players can activate it manually.
    • Detailed options for adjusting camera settings are provided.
Bugs and Fixes
  • Fixed several crash occurrences.
  • Memory optimization performed – the game should take less memory while being active and fixed the issue where each load of the save increased memory in the backend.
  • Fixed the issue where some map seeds had a bad layout, causing water to flood the area upon the start.
  • Fixed the issue where settlers’ current job didn’t align with the description on the left, next to their icon.
  • Fixed the issue where a settler would do research even when they didn’t have “Research” under their priorities.
  • Fixed the issue where resource piles were not properly counted in the top right corner.
  • Fixed the issue where a pile that was clearly reachable would turn auto-forbidden in some of the scenarios.
  • Fixed the issue where a settler would try to rope an animal every time and fail in the process since that animal was reachable only by ladders located in the shallow water.
  • Possible fix for the audio stuttering that some players have been experiencing. Let us know if it still happens.
  • Potential fix for the issue where some voxels would auto-destruct upon the load.
Quality of life improvements
  • 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).
Renu
Renu
Content writer for games at UpdateCrazy.com. Also, love anime and toons.

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