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Tuesday, May 19, 2026

Going Medieval Version 0.26.6 Patch Notes – July 24, 2025

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.

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