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When can we expect the next update to come? Also will you make patch notes available to read here?
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DerEvilSL: When can we expect the next update to come? Also will you make patch notes available to read here?
Since we of GOG are Polish peasants at heart, we can expect to be treated accordingly re other, unnamed platforms. Que sera, sera. We merry band of lads have fellowship, kinship, and brotherhood to sustain us, so be of positive, good cheer, and laugh at life's absurd ironies. Never let 'em get ya down. Vaya con Dios, amigo. ;-))
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DerEvilSL: When can we expect the next update to come? Also will you make patch notes available to read here?
GOG versions do not always receive every update and also not together with Steam. Unfortunately, sometimes it can take a week for GOG to receive updates.

Translated with Google.

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Hotfix 0.5.28.6 (Mo., 7. Juni 2021) STEAM, no GOG

Hey everyone, we have our first hotfix (0.5.28.6) for Going Medieval live now.

This hotfix is focused on fixes for crashes, with some other key notable things listed below:
- Various crash fixes are implemented throughout the game, caused by resource piles, room temperatures, roof spawning, building rotation, particle spawning, job panel, tooltips, & pausing production
- Fixed crashes caused by naming settlers and village with non-latin characters
- Fixed bug that caused dead settlers to get production experience
- Added run in the background option: Players can now choose whether they want to allow the game to run in the background when changing focus (ALT+TAB)
- Added a message when the player is trying to place a building somewhere where stability is 0. This also means that the message will appear when a player drags a wall off a cliff or tries to palace a wall on a spot with no stability
- Merlons will not be counted as wall anymore
- Fixed issue where music would get stuck on "one-note"

https://steamcommunity.com/games/1029780/announcements/detail/3017954936028041729
If you don't have patience and want to ask the developer about the latest version, you can do so under contact@foxyvoxel.io

The publisher has a contact page: https://theirregularcorporation.com/contact/
I still have the hope that version 0.5.28.6 will be released next weekend. It's a shame that GOG is so poorly supplied with updates.

Currently on GOG, still 0.5.28.4 for download.

Translated with Google.
Post edited June 10, 2021 by Ulf2016
Patch Notes 0.5.29.3 (Do., 17. Juni 2021)

Patch 0.5.29.2
is here! At the moment we’re focused on fixing crashes with a couple of bugs and issues fixes here and there too, but don’t worry - we’re simultaneously working on feature updates. Those will have to wait a bit, until we make sure that most of you are experiencing Going Medieval crash-free.

- Fixed crash caused by quitting to the main menu if the settler's health starts depleting
- Fixed crash caused by quitting to the main menu while the warning messages are appearing
- Fixed crash that occurred when one of the production buildings would get destroyed and the player quickly tried to quit the game. Alternatively, the same thing would happen if the player managed to select that building somehow, once it was destroyed
- Fixed bug that made doors appear "Open" regardless of the state that the player chooses. It should happen way less or not at all
- Fixed bug that prevented roof from being destroyed if that roof was supported by the ground
- Fixed issue that prevented room detection from working as intended in some cases - when a player would build one room above the other and try to patch a 1x1 hole in one room's ceiling (the other's floor), the room would not be divided into two rooms.
- Fixed issue that caused beams to (sometimes) be placed 90 degrees from where they were originally supposed to be
- Fixed issue that caused the Research panel to not react to the mouse scroll wheel
- Animals spawn rate received additional rebalance
- Minor pathfinding optimization have been implemented
- Various other crash fixes

Thanks!

Foxy Voxel

https://steamcommunity.com/games/1029780/announcements/detail/2980801509023469475
Post edited June 18, 2021 by Ulf2016
Thanks, but I just can't understand devs that can't take time to do this themselves.
Unfortunately, hardly any developer does that.
Going Medieval

Offline installers updated to 0.14.15REL

No Changelog

------------------------

June 1, 2023
MAJOR UPDATE - 0.14.13REL

Changelog from Steam

Update #9 | Environment Effects Overhaul
New update is officially live!
Greetings medievalists!

The new major update, titled “Environment Effects Overhaul" (0.14.13) 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: temperature overhaul and its effect on flora, fauna and settlers, ladders, updated environmental effects, and much more!

Disable Mods if you have them
Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If this occurs, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files. This solution will also work if you haven't played the game in a long time and for some reason, the game doesn't want to start,

Now, on to the update - we’ll separate it into different segments:

Temperature Overhaul

Temperature is calculated a bit more realistically, now. Heat sources will heat up the nodes around them and their distribution allows for a proper flow through open doors and windows and even levels. Temperature spread can be checked via the “Heatmap Overlay” button, located in the upper left corner of the screen. Here’s some noteworthy info:
Almost everything can be a heat source now - humans, animals, piles, trees, even ground. Some are bigger heat sources than others, and putting them together in a room might lead to maintained warm temperatures.
Opening doors and windows when it’s cold outside will flow in the cold air.
Temperature can accumulate over time, so a closed-up room with high insulation will keep getting warmer with time.
Braziers now have 3 levels of heating (low, medium, and high) which will influence their fuel consumption. The default setting is medium and changing to another level is instant.
Settlers will not choose idle/eating/sleeping locations that are outside of the comfortable temperature (-8 to 34C).
Beds located in temperatures outside of the comfortable range will be disabled.
Map type influences temperature. Mountain maps have colder summers and winters, while valley winters are milder by comparison.

It's worth mentioning that this also means that ice blocks will never lower the temperature of the storage beyond 0C, no matter how many ice blocks you have. Food will eventually rot, as all food does, but with the proper setup, you can preserve them for a long time.

One of the things that influence the temperature is the sunlight, another factor we’ve worked on.

Sunlight

Previously, sunlight was just cosmetic with no effect on the environment. We’ve turned it into an active system that is influenced and influences other features. Notable info:
Sunlight provides a heating effect.
Settlers will get heat stroke when in the sun for a long period of time. Having certain apparel, like a wide hat on their head, will help protect them from the heat stroke effect.
Sunlight’s strength is determined by the angle of the sun.
Shadows created by sunlight will offer cooler spots.
During winter, the shadows of dead trees will not affect temperature change.
Sunlight bouncing off the materials will create diffuse light. This allows for plant growth within inside areas but can also be observed in-game. Speaking of flora growth…

Influence on Plants

Most plants in the early phases need sunlight in order to not grow into stunted versions of those plants. Stunted plants are smaller in appearance and will yield fewer resources. Different flora types have different rules for becoming stunted, but we’ll cover just one here (we’ll leave the rest to you, as a part of the discovery process).

If the cabbage goes from the growing to the grown phase with sunlight accumulation under 50%, it will be stunted. If the sunlight accumulation reaches 0%, the plant will start to lose HP. Sunlight amount represents the number of rays hitting the plant. If that amount is 0%, the plant will grow at 25% of its usual speed. Accumulation influences its health, while amount influences its growth speed.

A tree becomes stunted if it:
Is surrounded by more than 2 x walls.
Has more than 2x trees around them (the player needs to sow them row by row in order to make the most out of the tree sowing now.
Has a roof or floor immediately over it in the layer above.

Here are other important things to know about sunlight’s influence on plants:
Dead and Mature trees, along with mushrooms, don’t need sunlight to continue growing.
Plants can be sown under roofs and in caves now.

There is one other change worth mentioning in regard to sunlight, and that is…

Day & Night Cycle

We’ve mentioned before how we wanted a day and night cycle to somewhat mimic real life when it comes to season changes. Here is some info that might help you along the way:
In the summertime, the sun will rise around 4 AM and go down around 9 PM.
During the winter season, sunrise will occur around 8 AM and sunset around 3 PM.
The angle of the sun is dictated by the seasons.
The 6th of Winter will be the longest night in the game.
The 6th of Summer will have the longest day in the game.

If you want more control over the sun’s angle, find MapTypes.json and change the "sunAngle" and “moonAngle” there, along with day and night temperatures. In there, you can also make the map type and enforce the season to your liking (basically, if you want a custom map that only has a summer season with the sun position at 90 degrees, this is where you can do it).

Another neat thing we’ve added are new environmental effects.

Environmental Effects

Of all the features in Update #9, environmental effects bare minimal consequences on the gameplay. They do, however, make our game super pretty! Just look at the grass - look how rich it looks compared to the old version. But we didn’t stop there. Behold:
Dirt paths. Walking over the ground frequently will turn it into dirt. Don’t worry, grass grows over time, now. Its speed is influenced by seasons, so it will not grow in winter but during the fall, the growing process will be slowed.
Rain effectors. These occur if settlers stand in the rain for too long. They’ll get negative effectors and modified comfortable temperatures while in the rain. Standing under a roof will result in them getting dry and losing these effects.
Wetness. Now, when the rain falls, the ground will accumulate some water that will appear as puddles. This puddle will slowly dry up, and the ground around heat sources will dry up faster. Immersion!
Snow accumulation. Snow now accumulates while the snow falls. This also means that when settlers and animals walk over snowy areas, they’ll leave trails behind them and snow on the ground will melt. Snow will melt faster in areas with higher temperatures. 80% of its melted parts will turn into wetness. Wetness will not dry up where there is snow over it.

Now it's the perfect time to mention a new structure type that will handle some of the things mentioned above.

Grated Floors

We’ve added two new floor types: wicker grated floors and metal grated floors.
These floors are walkable and behave almost the same as regular floors.
They let rain and sun through as well as snow.
They allow for an easier temperature flow from lower levels.
They keep hail from damaging plants.
Settlers and enemies can shoot bows and crossbows through them.


And while we’re on the subject of buildings, let’s talk about the thing that will be a game changer for many (according to the discussions here on Steam forums).

Ladders

Ladders are voxel elements (like walls), that allow traversal between two layers. They can be built anywhere (in allowed space), can be stacked up with one another, and can be built adjacent to floors, walls, doors, and windows.
They are instantly available with no research needed.
Can’t be placed under beams, floors, walls, and roofs and can’t have beams, floors, roofs, or walls placed over them.
Can’t be climbed from the “back” side.
Climbing them results in a slower movement, so when it comes to settlers' pathfinding, they might look for a longer path for traversal in certain scenarios.
Cats, polecats, and rats can climb the ladders.

While on ladders, settlers can:
Deliver resources to blueprints.
Build.
Fight.
Refuel buildings/furniture.
Pick up/Equip items.
Lock/unlock doors.
Open/close windows.
Take wounded people to bed.

While on ladders, settlers can’t:
Rope animals if that animal can’t go up the ladders.

Here is what you need to know when it comes to fighting:
One-handed weapons are 20% slower and their damage is 20% reduced when hitting from ladders.
Two-handed weapons are 40% slower and their damage is 20% reduced when hitting from ladders.
Settlers with ranger weapons will switch to melee when on ladders.
Settlers with shields will put them on their back when climbing ladders.
Landing a successful critical strike will result in a settler/enemy falling down from ladders.
Some weapons, like the billhook, have an increased chance of doing critical when the attacker is on a ladder.

(continued below ...)
(... continued from above)

Quality of Life Changes

- Selecting and editing multiple storage and fuel structures is finally enabled. Keep in mind that the slider and the dropdown menu that appears will always be of the last one selected. The name will appear as “-” and changing it will give all the structures the same name. Also, the multi-selection will only show common resources/options of those structures.
- Multiple brazier selection will now show the thermal intensity of the last selected brazier (same as in refuel priority).
- The trough is a different structure type now. They work as refillable structures and settlers will refill them if they have under 40% of the food. You can now refill them with a right click.
- Refilling troughs is now considered an animal job, instead of a hauling job like before (because of the bullet point above).
- Settlers will take as many resources as they need to refuel several refillable buildings.
- If a settler starts to construct/farm on a voxel that has a pile on it, that pile would teleport to the free nearby space. Before, settlers would have to do that kind of pile relocation manually which would slow down gameplay and cause some annoyances.
- Animals getting hit have been animated.
- 99% of sounds have been overhauled. Footsteps, animal sounds, and every production will emit sound from time to time. This also applies to UI, environment, and a lot of other things. Listen!
- All items, except the ones acquired from enemies and trade, have “Made by” info.
- Text will pop up if a settler changes status with a different settler, along with the reason why it occurred (eg. When they become rivals, it might say that the reason was an unpleasant conversation). The same principle is applied to the change of religious alignment.
- More text events are added for changing friendships and religious alignment. Here are some actions that might trigger them: Playing backgammon at the same table, eating at the same table, sleeping in the same room, eating/consuming/using a thing someone else made, seeing someone butcher/cook/eat human meat, seeing someone fail at construction/harvest/cutting/mining, seeing someone’s piece of art on the wall, seeing a drunken settle.
- If the following things happen there is a chance that the settler will get a reaction that will change or modify their religious alignment: Losing a friend during a natural event (hailstorm, thunderstorm, blight, heatwave, cold snap), If a settler is drunk, if a raid is won/lost, if a settler makes a flimsy item, if a settler makes a flawless item.
- The decay of certain items has been slowed down. Ice melting and carcass decomposition are slower now.
- Carcasses of wild animals are forbidden by default now if those animals die of old age.
- If a forbidden carcass turns into bones, that bone pile will be forbidden by default.
- Added tooltip info for ice blocks explaining that ice can’t cool down a room under 0C.
- Walls have a grass effect in their base (bottom part) if they are placed on a grassy surface.
- More information has been added to the decomposing/rot and fermenting UI. Those are represented by colored icons and explained a bit more when hovering over them.

Bugs and Fixes
- EGS achievements and overlay work as intended now.
- “Nothing Wasted” steam achievement is fixed. Some users reported that they couldn’t get it.
- Fixed the issue where you wouldn’t get new settlers and raids for a long time.
- Fixed the issue that caused the appearance of a weird graphic circle that impacted shadow appearance during the zooming in and out procedure.

Known issues
- 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.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Going Medieval

Offline installers updated to 0.14.19REL

June 22
Patch Notes (0.14.19) - from Steam

Bug fixes and improvements!
Greetings medievalists! The newest patch (0.14.19) is now live on all platforms. Please 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.

Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue that made some buildings invisible after trebuchet damage.
- Fixed the strange issue where rooms underground that had rooms over them would heat up much more than intended.
- Fixed the issue where a terrace part of the room would not be heated (if you have a multi level room with some floors on the side as a terrace).
- Fixed the issue were the option “prioritize carry to bed” upon right-clicking on the fainted settler would not appear in some scenarios.
- Fixed the issue where construction of certain buildings would be ignored because settlers wanted to build certain hay constructions, but would lack hay resources to do so.
- Fixed the issue that prevented domestic cats going through doors.
- Fixed some minor text issues.

Quality of life improvements
- Settlers will no longer use ladders during the roping task, if the animal they are roping can’t use them too.
- Improved performance in the late game where some players had a bunch of productions active and intense stuttering would appear with every pile created.
- Animals from merchants will not be targeted by wild animals now.

Known issues:
- 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.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.


DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.

Foxy Voxel
Going Medieval

July 3 - Offline installers updated to 0.14.22REL

Changelog from Steam DB

Hello, everyone. The newest patch (0.14.21) is now live on all platforms. Please 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.
Bugs and Fixes

- Fixed several crash occurrences.
- Fixed the issue where if you build ladders next to a stairs, settlers would be able to use those ladders only in one direction (e.g. Just going down the ladder).
- Fixed the issue that allowed for sunlight to affect mushrooms.
- Fixed the issue that made settlers stuck in a picking up/dropping loop animation if a path to the blueprint they were supposed to construct wasn’t clear.
- Fixed the issue that prevented caravans from leaving the settlement. This appeared if there were animals on that caravan and they were unable to reach the edge of the map. Now, you’ll get the message if an animal can’t leave the map. Remember, some animals can’t use ladders.
- Fixed the issue where underground rooms' temperature would appear as 0, even though they contained noticeable heat sources.
- Fixed the issue where relocation of certain structures would cause them to lose their thermal output.
- Possible fix for the audio stuttering, freezing, cuts. Do let us know if it works.
- Fixed some minor text issues.

Known issues:

- 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.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep 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.

Foxy Voxel
Going Medieval

July 5 - Offline installers updated to 0.14.23REL

Changelog from Steam DB

Hotfix (0.14.23)

Hello, everyone. The newest patch (0.14.23) is now live on all platforms. Please 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.

Bugs and Fixes

- Fixed several crash occurrences.
- Fixed the issue where settlers would stop moving if they entered an idle state.-
- Fixed the issue that caused the appearance of the dirt path, even though the blueprint that triggered that appearance was later canceled.
- Fixed the issue where the diffuse lightning wouldn't be displayed properly upon digging holes
- Fixed some minor text issues.

Known issues:

- 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.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Offline installers updated to 0.15.4REL

Update #9.5 | Coin Bartering
Patch Notes from Steam

Greetings medievalists!

August’s mini update, officially titled “Coin Bartering” (0.15.4) is now live on Steam, Epic Games Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! We call this one a “mini-update” because it doesn’t have new features, rather a much needed overhaul of existing ones.

But first, for an optimal user experience, we suggest that you:
Disable Mods if you have them
Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If this occurs, turn the mods off before starting the game.

Now, onto the update:

Look at this update as a couple of smaller QoL improvements that will in no way revolutionize the way you play the game, but it might give you “hey, this is a cool moment”. We’ll categorize them and try to explain the general idea behind some of the choices made. Let’s get to it.

Animal Protectors
A lot of players reported that it's frustrating that foxes and polecats would just simply go into your settlement and kill small animals. So we added a few things:
Pet dogs/wolves/bears (while awake) now protect animals in their proximity. Regular domesticated animals will not perform this function.
Torches, braziers, and production buildings (while the flame is on) also protect animals around them. NOTE: they’ll protect them, even through walls.
Settlers (while awake) also protect small animals.

The protection works as follows:
When the small animal enters the proximity zone (emitted by the stuff we mentioned above), they'll get protected. During that time in that area, they’ll not be attacked by predators.
Leaving the proximity will still have them protected for the next 2.5 hours
If the small animal is targeted by a predator and that small animal goes back to the protector's range, the predator will back off immediately.

Some things to note:
Animals that come with traders can't be targeted by wild animals
Animals that come with traders will never sleep
Animals returning with the caravan if returning at night will be protected from predators for some time
Animals returning with caravans will not fall asleep in the next 8 hours
Animals purchased from merchants will not fall asleep for the next 8 hours

Now let’s talk wound tending and healing QoL!

Healing v2
We haven't touched wounds and wound tending since the Early Access launch, so we wanted to add a set of changes to make everything a bit more QoL-fy :)

Patient Job
The Patient job type is now added to the JOB panel. This job just makes settlers go to beds and wait for their wounds to be tended. So it's basically like convalescence but if convalescence is not active or is a low priority that settler will continue doing other stuff. This solves the issue of wanting your settlers to be tended but you don't want them to convalesce so they can get stuff done :)

Self Tend
Players can turn this on in the MANAGE panel. It's self-explanatory - settlers can tend their own wounds. If they choose to do so, they’ll get a bit less XP for that and the tend quality will have a low quality.
NOTE: If you turn off the Tend job in the jobs panel, this will disable self-tend as well.

Healing Kit in pouch
Settlers will carry healing kits in pouches now (only healing kit items - not herbs, tallow or honey) and use them when tending instead of going to get healing kits somewhere far.

Jobs have different priority depending on hour type

Some of you reported that it doesn't make sense that wounded settlers would not convalesce while in leisure/any hour type. Well, in the old system, “rest” was considered a job and jobs get low priorities in these hour types. It was… a messy system. But check it now!

We now have the option to forcefully set priorities and also enable jobs per hour type.
Carry wounded’s goal: settlers will carry wounded even if they don't have a tend job turned on and in leisure/any hour. This makes them a bit more natural at acting and saving their friends even if they are in leisure mode.
Tend wounds will have higher priority than, let's say, needing to play backgammon, because community. BUT, they’ll still be willing to ignore the call if the player turned off tend job for that settler.

Main takeaway here’s are:

Patient/Convalescence Job - These jobs have a pretty high priority in leisure/any hours and are forcefully enabled even if the player disables them in the jobs panel.
This way the jobs panel is 100% efficient only in Work hours.

Now let’s talk wounds...

Wounds v2
Wounds can now be categorized 3x different ways:
First category will not trigger the settler need to be tended. This is used for wounds like bruises that can't be tended with medicine and time will heal itself.
Second category is used for wounds like scratches. They need to be tended sure, but the settlers do not need to lay down in order for that wound to pass.
Third category is Minimum Wound Severity. Like before, as time goes by wounds lose severity and are weaker in their effects. But now, let's say the settler breaks a leg. They will need tending and rest for a few days but then when the wound heals 90% it will hit the minimum severity threshold and will still be there with some small effects on walk speed etc, but will heal on its own over time with no need for further tending or rest.

Wounds can now be tended anywhere! Settlers can tend to other settlers anywhere, no need for them to be in a bed. Just two small notes here:

NOTE 1: The settlers still prioritize taking them to a bed and then tend them. Also the tend wound anywhere only works if the settler that is being tended has fainted and is laying bleeding on the ground and there are no beds available to tend.
NOTE 2: Player can right click priorities tend on any settler anywhere and that should work without a bed for the patient to be in.

(continued below)
(Update to 15.4REL ... Continued from above)

Now let’s talk more fun stuff:

Coin Bartering
We added gold coins as resources to the game

Yes, at the end of the 14th century, 95% of the global population perished due to rampant plague. While the pure survivor and willingness to persevere at any cost were on the minds of those folks, you just know that at one point someone would try to reintroduce familiar monetary systems, because the current value can be deemed to abstract at some crucial points.

Coins are in the game!
Coins can not be produced, only acquired through trading
Coins always have a value of 1 and never change when bartering like other resources do.
Almost all Merchants have some amount of coin
Coins appear at the top of the bartering list when merchants arrive (if the player and merchants have no coins then it will not appear)
Coins can be smelted into gold ingots (if you want to do that)

This basically means that all wealth has been rebalanced. Everything is a bit less valuable now. But all other wealth parameters (attack size and strength, influence, room impressiveness, expectation etc) have been scaled down accordingly. This is done so we can keep the simple rule of 1 gold coin being 1 wealth/value equal. We’ll see how and if the system will continue to expand but this seems like a good starting place. Maybe you’ll want to keep your wealth only through value which you can easily manipulate? Maybe you like your dungeons filled with coins because that’s how old school you are? Maybe, down the development, certain quests will only be done via the old good coin deed. Now, now, we’re not promising anything here nor anytime soon - just leaving your imagination to potential scenarios.

Birds
This is 100% a visual thing and has nothing to do with gameplay. NOTE: Environmental effects need to be turned on in the graphical options for birds to be visible.
Birds sometimes fly over the map - depending on the time of year and time of day, also their type and direction change with time of year.
Birds sometimes fly out of trees and bushes when settlers start chopping them down. This is random and just happens sometimes (also dependent on the time of day and year).
Birds should not appear at night. This can sometimes happen if they appear 1s before sundown and fly over when the night has started.
Crows will sometimes fly around carcasses of humans and larger animals after a while.
Only for piles that are not in the home area (this is about 10x grid spaces around a player's building) and that are not under the roof.
Crows will sometimes spawn as they eat the carcasses (has no gameplay effect).
Will fly off when a settler is nearby or when animals haul the carcass away.
If a flock of crows appear while the settler is in the proximity of the pile the crows will not fly away until the settler a) picks up the pile, b) exits the proximity and enters again.

And let’s end this mini update with building cosmetics

We have new Paintings and Tapestry variations. We added 3x new variations to paintings and 2x new tapestry variations.
You might even recognize some of them as certain designs are inspired by modern memes and situations here and there.

We also updated the portrait art for various factions:
Now all factions have unique portraits except mountain bandits, looters, river bandits, Ravagers, and Society of Fellows. This will be changed in the later updates.

Bugs and fixes.
Fixed the issue where unconscious settlers would sometimes spawn in the middle of a voxel, essentially making them stuck in torment.
Fixed the issue where sometimes wild Foxes would sleep in pens, and they feed from inside pens during the day even though other sources of food are available on the map
Fixed the issue where Wild polecats would sleep in stockpiles in the settlement on voxels on which there is something deposited already.
Fixed the issue where If a caravan returns at night, the animals in the caravan will immediately fall asleep. This would lead to small animals like chickens being killed by predators.
Fixed issue where shelves would drop stockpiled items when building floors below them.
Fixed several text issues
Fixed huge stuttering with late game settlements that had a large amount of piles.

Known issues
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.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.

That would be all for the official update notes. New patches and improvements will be deployed accordingly. In the meantime, feel free to post your experience regarding the new update on Steam discussions. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.

Foxy Voxel
Offline installers updated to 0.15.5

Bugs and Fixes

Fixed several crash occurrences.
Fixed the issue where deconstructing large areas of floor would cause either one or both alerts for “research available” and/or “not enough food” to be received in a loop.
Fixed the issue that caused a settler to lose bed ownership if that settler was out of the settlement with a caravan, and the player would save & load while the caravan is out.
Fixed the issue that prevented drafted settlers from attacking animals.
Fixed the issue where a settler with a Hauling job set to 0 would still haul an animal that they’d hunted.
Fixed the issue where a drafted settler would proceed to haul the animal that was manually selected for hunting.
Fixed the issue where clicking on the Chest (Wood) icon would open up the Trough almanac page.
Fixed the issue where a Campfire blueprint arrow was displayed on the wrong side.
Fixed the issue that caused both settler and an animal to appear as stuck if that settler tried to slaughter that animal on a ladder.
Fixed some minor text issues.

Known issues:

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.
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.