Going Medieval Patch Notes — June 9, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Greetings, medievalists!
The newest patch (1.0.100) is now live on all platforms on the main branch, experimental branch and the demo. 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
As mentioned in our latest Medieval Monday Talk, we improved settlers’ pathing. Do check video examples there to get better understanding of all the improvements, but here is all the notable info:
Settlers should choose the closest walking-distance path for most of the actions (construction, hauling, choosing the closest production building, etc).
Construct, Deconstruct, and Mining priority is now determined by the order in which you place blueprints, mark deconstruction or digging. Settlers will disobey the order only when they think it might trap them (example: dead-end hallway of blueprints - they will construct from the dead-end outwards).
When it comes to cluster behavior and calculating priority for jobs, settlers will take into account not only the order in which buildings were placed / voxels were marked for mining but they’ll also try to construct as many buildings which are close together first. This is not a flawless logic and may not work all the time, but should feel much better than before.
Settlers can now carry building materials up to their carry weight capacity and will thus fill more blueprints than before.
Temporary hauling for those extra resources dropped after the delivery goal is disabled so that they aren't snatched away.
Settlers will carry more resources than currently needed for jobs in order to have a local reserve of resources in case blueprints open up.
Settlers will take only what they immediately need for construction when local-reserve piles are in question.
Settlers reserve only the first three buildings they deliver resources to, unless any of the buildings take a long time to construct. They basically reserve those spots and tasks related to them.
Humans/Animals will avoid idling on blueprints and foundation phase buildings, to avoid blocking construction.
Settlers now prefer jobs in a radius of 5 voxels around their current position.
Increase construction job manager refresh rates and change them from scaled time to realtime since startup (so that they'll run while the game is paused as well), meaning when you give out orders the priority will be calculated even if the game is paused.
Overall, settlers now have a lower chance to enclose themselves when mining and constructing.
Do let us know how it all performs and how it feels to you. We implemented some more QoL stuff:
Fixed a lot of memory leaks and implemented some memory leak prevention.
Pathfinding and Goals are now easier on the CPU.
Librarian upgrade needs tweaked - Planetarium is now needed for lvl 3 instead of lvl 2. It used to be that lvl 2 librarian required planetarium, which is a library furniture lvl 3 item, but lvl 3 librarian required an ornate bookshelf, which is library furniture lvl 2 item, making the progression sort of backwards.
Items no longer need to be on stockpile or in storage to be auto-equipped, only not forbidden.
Small Stone Table now takes 20 limestone (instead of 30) to construct.
Bugs and fixes
Fixed several crash occurrences.
Fixed some small memory leak cases.
Fixed the issue that prevented tending animal wounds via right click from working.
Fixed the issue where settler assignment to a building would cancel if that settler went on a caravan.
Fixed the issue where everyone would attempt to tend wounds of a fainted settler.
Fixed the issue that skipped very impressive (Opulent) room stat from being detected when it comes to room impressiveness.
Fixed the issue where prisoners turned settlers would have force-equipped active upon loading the game.
Fixed the issue where fire temperature would not reset when reloading a save before the fire happened.
Fixed the issue where putting out fire wouldn’t lower down the temperature of that area.
Fixed the issue where it wasn’t possible to start the game on the map seed 1191821003, large, mountain (thanks, harmless).
Fixed minor graphical glitches.
Minor text corrections.
Known issues:
Assigned Pets don't sleep with owners.
Check the official 1.0 log if you missed important news, improvements and fixes.
DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, 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. If you are annoyed by this, please switch to the main branch to experience the game without the red text.
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