Going Medieval is an indie colony survival simulator that made waves last June as an Early Access title. The game launched its 0.5.31.8 update earlier this week, the first major update patch for the game. It contains a number of new features, some created in response to player feedback.

New Storage Methods

Going Medieval will be breaking away from its Rimworld inspirations, and fully embrace its uniqueness as a 3D title. Shelves and racks will be available in the game after unlocking Preserving Food in the research tab. Finally, no more big storage rooms with everything just haphazardly on the floor! Shelves can store 3 different piles of resources at a time. Each shelf can also be right-clicked to see the individual restrictions for each pile.

Additionally, unlocking Furniture on the research panel will also allow players to build bookshelves and weapon racks. This is a very welcome update since books took up so much floor area in the base version of the game. Further on, unlocking Furniture II will enable players to create armor racks and chests. Notably, settlers will prioritize resources on shelves when using them for production.

Stockpiles have also been updated with the new patch. Players can now set different stockpile priorities and copy and paste restriction settings between stockpiles.

Going Medieval gets Larger Map Sizes

The game will now feature three different map sizes: Small (190×190) – Going Medieval‘s previous default, Medium (220×220), and Large (250×250). The developers previously experimented with an even larger 320×320 map size but found that settler behavior logic couldn't properly support maps of that size just yet.

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Trebuchet Balance Changes

Trebuchets were the biggest threat to any settlement in Going Medieval, and the latest version of the game will see them undergo some changes. Firstly, projectiles will no longer pass through walls. If it destroys an obstacle in the way, it will pass through, but cause lesser damage. Trebuchets will also now target random structures instead of focusing on a single point. Additionally, they will now have a 12m impact radius – their projectiles can land anywhere within this range. Their firing rate has also been slowed down, and their ammo can also be depleted. Enemies manning them will also join the fight once they run out of ammo.

Other Changes in Going Medieval version 0.5.31.8

The game will also receive other smaller changes. One of these is Resource Pile Optimization, which mostly helped alleviate FPS performance drain. Another is Temperature Balancing and Improved Room Detection. Additionally, the tooltip that is shown for New Settlers will limit the information given to the player, making them a little riskier. There are also new decorative structures coming to the game.

Going Medieval‘s Resource Piles, Flora and Fauna will also all be receiving some balance changes. For example, plants will no longer immediately die after crossing a certain temperature threshold – they will now slowly lose HP. Redcurrants will also take one additional day to grow. Animals will also spawn faster as well.

All this comes alongside other smaller tweaks, bug fixes, and Quality of Life features. A more detailed look at all of these is available on the game's official Steam page.