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Quality of Life Update

Going Medieval · Community Announcements · July 09, 2026

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Greetings, medievalists!

[p align="justify"]The new major update, titled “Quality of Life” (1.1.7) is now live on Steam, Epic Games Store, and GOG! All the fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include: replacing structure option, advanced settler behavior, additional animal control & visuals,  and more!

[p align="justify"]Here is a video where one of our devs plays and explains all the new things: 


▶ Watch on YouTube

For a more detailed report, read below.

Replacing Structures \[Community Request]


▶ Watch on YouTube

This was one of the features you demanded the most. Certain building elements, once selected, have a Replace Structure option in the bottom-right corner of the screen. From there, you’ll see all the available options you can replace them with. Here are the important notes about this feature:

[p align="justify"]Structures that support this function include walls, floors, stairs, beams, windows, doors, ladders, gates, tall gates, pen gates, pen fences, and merlons. 

Plan Mode


▶ Watch on YouTube

[p align="justify"]Plan your buildings with this mode, which will make sure that your settlers don’t start working on them until they are ready. Once you select one of the construction options, you will be offered an option to place it in Plan Mode.

[p align="justify"]Every blueprint that you place will be forbidden while using the Plan mode. When you are ready, use the Allow tool so settlers can start working on your constructions.

Use this option in the upper left corner to show/hide forbidden blueprints so the visuals don’t bother you.

Affection System, Perks and Chemistry

By selecting a settler and going to the Social tab, you will be able to get more information regarding that settler’s relationship with other folks. Now this window provides more info, a little bit of history with them, what influences it, and how far can friendship/rivalry be taken.

[p align="justify"]This range is now influenced by perks, as perks now get along with some perks, while they can be at odds with others.

[p align="justify"]Some perks can even trigger certain behaviors. Like, their owner might start a fight depending on their mood, or even start insulting others just because. Looking at you, Lord of Misrule.


▶ Watch on YouTube

And some might provide additional benefits:


▶ Watch on YouTube

Perks can also have an area of effect that will influence other settlers. Some might have a soothing presence, some might react badly when they see someone work, some might be amused by their drunk neighbor.

These outcomes can be triggered by the settler’s state, which also received an overhaul:

Merry / Rebel State

[p align="justify"]Before, when a settler was merry (indicated by the green :) icon next to their profile), they would get a positive work speed modifier and… that is it. Sure, the effect lasted for 12 hours, but the whole achievement felt pretty basic. On the other hand, a rebellious settler would just ignore your commands for 18 hours. Just that. They would idle around and exist.

[p align="justify"]Now we have added more personality to them. Merry states have a chance to trigger additional perk benefits, while rebellious may trigger the negative ones. Both merry and rebellious behaviors can provide different outcomes. Here are the most important changes for you:

[td colwidth="229"]

NEW

[td colwidth="229"][p align="right"]6h

[td colwidth="229"][p align="right"]24h

[td colwidth="229"]

[td colwidth="229"][p align="right"]~50%

[td colwidth="229"][p align="right"]~10%

[td colwidth="229"]

[td colwidth="229"]

[td colwidth="229"][p align="right"]-6

[td colwidth="229"][p align="right"]-10

[td colwidth="229"][p align="right"]+15

[td colwidth="229"][p align="right"]20%

[td colwidth="229"][p align="right"]+3

[td colwidth="229"][p align="right"]0

[td colwidth="229"][p align="right"]8

[td colwidth="229"][p align="right"]~16h

[td colwidth="229"]

[td colwidth="229"]

[td colwidth="229"]

[td colwidth="229"][p align="right"]12

[td colwidth="229"][p align="right"]12

[td colwidth="229"][p align="right"]-50%

[td colwidth="229"][p align="right"]-50

[td colwidth="229"][p align="right"]-20

[td colwidth="229"][p align="right"]-45

[td colwidth="229"][p align="right"]0

[td colwidth="229"]

[td colwidth="229"]

[td colwidth="229"][p align="right"]~½ (lower levels a bit slower)

[td colwidth="229"]

[td colwidth="229"]

[td colwidth="229"][p align="right"]-6

[td colwidth="229"][p align="right"]-12

[td colwidth="229"][p align="right"]-6

[td colwidth="229"][p align="right"]-12

[td colwidth="229"][p align="right"]-10

[td colwidth="229"][p align="right"]-12

[td colwidth="229"][p align="right"]6

[td colwidth="229"][p align="right"]8

OLD

Rebellious duration change

[p align="right"]18h

Merry duration change

[p align="right"]12h

Starting entertainment and Religious activities stats

[p align="right"]~75%

Starting comfort stat

[p align="right"]~50%

Expectation Rebalanced

uncomfortable

[p align="right"]-2

very uncomfortable

[p align="right"]-4

initial optimism

[p align="right"]+25

At what mood % does Rebel State have an activation chance

[p align="right"]15%

Ate a nice meal

[p align="right"]+4

Packaged food

[p align="right"]+4

How quickly does the mood change (per hour)

[p align="right"]2

Mood modifiers for food and sleep last way longer

[p align="right"]~8h

Aesthetic value changes

Settler aesthetic

[p align="right"]30

Settler face

[p align="right"]30

Clothing

[p align="right"]100%

Carcasses

[p align="right"]-10

Dung

[p align="right"]-10

Bones

[p align="right"]-30

Clay/limestone pile

[p align="right"]2

General speed of things

Building speed (depending on a skill level)

[p align="right"]1

Other Mood modifier changes

Religious activities deprived small

[p align="right"]-5

Religious activities deprived

[p align="right"]-8

Deprived of entertainment small

[p align="right"]-5

Deprived of entertainment

[p align="right"]-8

Slept on ground

[p align="right"]-5

Slept outside

[p align="right"]-7

Low expectation

[p align="right"]8

Together we are strong

[p align="right"]16

[p align="justify"]When you round it all up, here is what you need to know about states, mood and perks.

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.

[p align="justify"]And when they do nothing of sorts, settlers may idle.

Improved Idling


▶ Watch on YouTube

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.

Advance Animal Control

You can choose where your animals will idle and sleep in the Overview panel

Animal beds are added to the game. They can’t be assigned and are used as additional control for animals’ sleeping preferences.

Pets can be buried and/or set on pyre with the simple check options.

Note that per default settings, pyre only accepts carcasses of dogs and cats, but you can edit that.

You can also choose what type of animal you want to use in the production building, thus preventing scenarios where settlers would butcher your pets.

Animal color variety

The color base for animals has been significantly expanded.

Repairing items


▶ Watch on YouTube

Items can be repaired at production stations based on their material type.

Combat Refinement

Combat has been rebalanced and enemy behavior readjusted.

Stability visualizer

Use the icon above in the icon list in the top left part of the screen to activate the stability visualizer and display stability values around the cursor. Press the icon again to turn it off. 


▶ Watch on YouTube

When you hover over an area or start placing a blueprint, the game checks the nearby construction points and displays their current stability value directly in the world. Instead of having to guess how well a structure is supported, you can now see the stability numbers around the placement area while building. The system also adapts depending on what the player is doing. 

More Quality of Life improvements

Bugs and Fixes

And that would be all for this update. Development on Going Medieval doesn’t stop here, so keep your eyes on upcoming blogs.

Please leave us a review as that helps with the visibility, share your impressions and creations across all social media, join our wonderful community on Discord and don’t forget to…

Stay medieval!

Foxy Voxel

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