A new Going Medieval update 0.22.26 patch notes are released for players. Since the last major update, players have been experiencing multiple issues and bugs Hopefully, today’s Going Medieval update 0.22.26 will address some of these issues and bugs.
Read what is new and fixed in today’s Going Medieval patch. Read the official patch notes below.
Going Medieval Patch 0.22.26 Notes- January 22, 2025
Quality of Life Improvements:
- Stability is now shown via a tooltip when placing beams.
- Fences will auto rotate depending on drag direction.
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where beams would sometimes break stability.
- Fixed the issue where settlers, while in the hold ground stance, would run the longer way around trying to attack an enemy that’s in 2m range and the path to them was blocked.
- Fixed the issue that prevented stockpiles under shelves from being detected.
- Fixed the issue where settlers would not attack domestic animals despite having been ordered to do so.
- Fixed the issue where portcullises would get locked and their animation would break upon their repair.
- Fixed the issue where Saltpetre Works production would break if the water from a well or river was brought to it.
Known issues:
- Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
- If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game’s FPS in the game’s options. Cap it to 60fps. If the issue persists, cap it at 30.
- Assigned Pets don’t sleep with owners.
- Some text keys are still not translated.
- Player-triggered events don’t have sound effects
- Settlers will not refuel torches if there is no floor/ground beneath them.
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
Download Going Medieval update 0.22.26 on PC.