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Experimental Branch Patch (1.1.2)

Going Medieval · Community Announcements · June 29, 2026

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Greetings, players! The newest patch (1.1.2) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Quality Of Life Improvements

Plan Mode

Turn the Plan Mode on during blueprint placement to position forbidden blueprints (or by pressing P on the keyboard). This is useful for creating plans for buildings that you do not want to be constructed now.

Mood Changes

The way certain things affect settlers is readjusted. They should be able to get more into a rebellious state, but that state should not be as punishing and will not last as long. And being Merry lasts longer!

OLD

NEW

Rebellious duration change

18h

6h

Merry duration change

12h

24h

Starting entertainment and Religious activities stats

~75%

~50%

Starting comfort stat

~50%

~10%

Expectation Rebalanced

uncomfortable

[p align="right"]-2

[p align="right"]-6

very uncomfortable

[p align="right"]-4

[p align="right"]-10

initial optimism

[p align="right"]+25

[p align="right"]+15

At what mood % does Rebel State has an activation chance

[p align="right"]15%

[p align="right"]20%

Ate nice meal

[p align="right"]+4

[p align="right"]+3

Packaged food

[p align="right"]+4

[p align="right"]0

How quickly does the mood change (per hour)

[p align="right"]2

[p align="right"]8

Mood modifiers for food and sleep last way longer

~8h

~16h

Aesthetic value changes

uncomfortable

[p align="right"]-2

[p align="right"]-6

very uncomfortable

[p align="right"]-4

[p align="right"]-10

initial optimism

[p align="right"]+25

[p align="right"]+15

At what mood % does Rebel State has an activation chance

[p align="right"]15%

[p align="right"]20%

Ate nice meal

[p align="right"]+4

[p align="right"]+3

Packaged food

[p align="right"]+4

[p align="right"]0

How quickly does the mood change (per hour)

[p align="right"]2

[p align="right"]8

Mood modifiers for food and sleep last way longer

~8h

~16h

Aesthetic value changes

uncomfortable

[p align="right"]-2

[p align="right"]-6

very uncomfortable

[p align="right"]-4

[p align="right"]-10

Settler aesthetic

[p align="right"]30

[p align="right"]12

Settler face

[p align="right"]30

[p align="right"]12

Clothing

[p align="right"]100%

[p align="right"]-50%

Carcasses

[p align="right"]-10

[p align="right"]-50

Dung

[p align="right"]-10

[p align="right"]-20

Bones

[p align="right"]-30

[p align="right"]-45

Clay/limestone pile

[p align="right"]2

[p align="right"]0

General speed of things

Building speed (depending on a skill level)

[p align="right"]1

~½ (lower levels a bit slower)

Other Mood modifier changes

Religious activities deprived small

[p align="right"]-5

[p align="right"]-6

Religious activities deprived

[p align="right"]-8

[p align="right"]-12

Deprived of entertainment small

[p align="right"]-5

[p align="right"]-6

Deprived of entertainment

[p align="right"]-8

[p align="right"]-12

Slept on ground

[p align="right"]-5

[p align="right"]-10

Low expectation

[p align="right"]8

[p align="right"]6

Together we are strong

[p align="right"]16

[p align="right"]8

Advanced Perk Behavior

Settlers will have positive or negative mood changes due to other Settlers’ behaviors, depending on their perks.

Depending on their rebel state, they will behave differently and probably affect other settlers in the process.

Overall, depending on the perk, they can have different influences depending on the settler's mood, their interaction and proximity with others.Sometimes they’ll affect just the owner, and some will influence other folks. Some might have special benefits. Experiment, try and report!

This should not provide major upset if basic needs of your settlers are fulfilled, but it should cause emergent gameplay and fun storytelling moments.

Combat Refinement

Combat has been rebalanced and enemy behavior readjusted.

Pet Improvements

Animal Color Variety

The color base for animals has been significantly expanded.

Improved Idling

When idling Settlers will no longer just stand around they can do one of the following:

When performing social interactions, settlers will perform talking animation.

Bugs and Fixes

DISCLAIMERS:

⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.

⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

Foxy Voxel

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