Going Medieval update 8 is available on PC(Steam), Epic Games Store, and GOG. According to the official Going Medieval patch notes, the latest update adds social interactions and an affection system, individual action logs, new animals, and various other tweaks and improvements.
Previously, a major update added various quality-of-life changes and gameplay improvements. Unfortunately, players are still experiencing several issues since the last major patch. Today’s Going Medieval patch 8 will address a few changes.
Read more details below.
Going Medieval Patch Notes – March 14, 2023
Polecat
Polecat, gameplay-wise, is basically the wild version of the cat.
- They can spawn on any map type.
- Polecats are nocturnal animals that, like foxes, will sleep during the day.
- They will hunt down your chicken, rabbits, and pheasants (fox logic).
- You can get leather from it and build banners, armor, etc.
- Can be used for vermin control when turned into a pet.
- You can turn a polecat into a trophy.Bear
Bears are very strong animals that spawn very rarely on the map. - Taming and training them can take a long time.
- They can be used for hauling and battle.
- Their leather can be used for banners, clothing, etc.
- You can turn a bear into a trophy.
Bugs and fixes
- Fixed the issue that prevented some players from placing construction on locations where they could be placed.
- Fixed the issue that caused room detection to not work as intended in certain scenarios.
- Fixed the issue that prevented animals from returning to the caravan from harvesting, if during the return of the caravan, the game was saved & loaded.
- Fixed the issue where the blueprint of all the graves did not match their size grid when using the “Copy” function.
- Fixed the issue that made settlers face the wrong side when working on a research table.
- Fixed the issue that made settlers appear as floating if they were ordered to deconstruct stairs and were in the middle of them with a “Sleep” schedule in progress.
- Fixed the issue that caused the behavior of beams to become corrupted if you place them in between Doors or Windows.
- Fixed the issue where settlers would sow crops on a location where they shouldn’t due to the “Temperature conditions do not meet” factor.
- Fixed the issue that prevented constructions from placement with the first click, if players were using the “Relocate” or “Install” feature.
- Fixed the issue where the order “Until you have” on the Sewing Station did not work as intended if the produced item was Rush Matting.
- Fixed the issue where using Curdling Milk as a cooking resource when making a meal on a campfire or a stove would result in no meal being created upon completion of production.
- Fixed the issue where raiders would run around aimlessly during an incursion.
- Fixed the issue that caused placement of the crop/stockpile in a random position, if the player used only one voxel for that crop/stockpile.
- Fixed the issue where settlers wouldn’t repair damaged structures while a merchant is near them.
Quality of life improvements
- The capacity of some pile stacks related to Raw Food has been increased from 25 to 50.
- Upon finishing harvesting of animals, settlers will take gathered resources (milk and wool) and carry them to the stockpile.
- We have added a minimal skill level to train and tame certain animals (bears, wolves, foxes, and boars have this now).
- Taming and training process of certain animals has been rebalanced.
- We have also added feedback to the player when trying to train or tame an animal and not having the required min skill level.
We made subtle changes to the animation of some animals. This is purely cosmetic, but it livens up the world a bit.
- We added a tail system where tails move a bit differently now (can be seen when an animal moves and you pause the game) tails now bend a bit when the animal turns, making them a bit more fluid.
- The spine system has been added to animals as well. When the animal turns, the spine will bend in that direction a bit. This is very subtle but makes their movement a bit less stiff. Most noticeable in donkeys and cattle.