Going Medieval update 0.26.6 is now available to download on PC. According to the official Going Medieval patch notes, the latest update 0.26.6 addresses some bugs and crashes.
Previously, a major update 0.26.6 added new changes, fixes, and gameplay improvements.
Unfortunately, players are still experiencing several issues since the release. Today’s Going Medieval version 0.26.6 will fix a few of these issues.
Check out more details below.
Going Medieval Patch 0.26.6 Notes – July 24, 2025
Quality of Life improvements
- Merchant NPC now has a dagger or a staff as a weapon.
- Siege weapons will be automatically uninstalled when leaving a secondary map, if the outcome of that map is not any type of a defeat.
- Enemies now perform a small patrol on secondary maps.
- Enemies on secondary maps will try to alert others close to them if they are attacked.
- Additional loot stash value and weight estimate info is implemented into the selection panel and form a caravan panel.
- We’ve added enemy settlement variations for Marsh and Mountain and one more variation for Valley map type. More to come.
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue that allowed keyboard shortcuts to work on enemy buildings (for example, marking them for deconstruction). Thanks for letting us know.
- Fixed the issue where prisoners set as captive labor and going to work would immediately be escorted back to their cell.
- Fixed the issue where escort and strip prisoners action wouldn’t work in some cases.
- Fixed the issue where sometimes a shakedown event would not be tied to any faction (happened sometimes)
- Fixed the issue that caused weird moon angles on secondary maps during winter.
- Fixed the issue that caused some buildings to turn invisible upon their construction.
- Fixed some issues with leaving the map outcome and reentering that same map after some time.
- Fixed the issue where price modifiers would be applied during the beggar bargain event. This doesn’t make sense. We’re talking about beggars here.
- Fixed the issue where after killing the lone traveler merchant, battle scales would appear and never disappear.
- Fixed the issue where settlers shooting straight down from elevated surfaces didn’t work sometimes.
- Fixed the issue where a room detection wasn’t working if that room was located above water.
- Fixed the issue where some settlements in older saves would not have secondary maps of the correct biome.
- Fixed the issue where a prisoner wouldn’t be escorted if their destination prison room is destroyed during that process.
- Fixed the issue where you targeting enemy buildings with siege weapons would sometimes cause 0 damage to them.
- Fixed the issue that allowed loot stashes with wild animals to be looted multiple times.
Known issues:
- Loot stashes with wild animals can be looted multiple times due to a glitch. Will be fixed soon.
- 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 0.26.6 on PC.
