Going Medieval — Patch 1.0.57

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Released: 3/27/2026, 3:46:09 PM

Source: https://store.steampowered.com/news/app/1029780/view/521994198580199601


Summary (AI)
Patch 1.0.57 for Going Medieval introduces improvements to building relocation and messaging in the prisoner and trader interfaces. Animal behavior has been adjusted to favor natural food sources, with changes to pregnancy durations and breeding chances for asses and donkeys, as well as taming times. Several bug fixes address crashes, pathfinding issues, visual glitches, and improper settler behaviors, including infinite loops and construction blocking. Changes also refine event timings and outcomes related to runaway events, alongside various quality-of-life enhancements for gameplay balance and user experience.
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  • Holding left shift will not popup messages for locking camera layers until the camera is layer locked (Caps Lock).
  • Large animals will prefer bushes, tall grass, animal feed and hay even more than before so as to make them not eat barley out of storage if possible.
  • Cats will prefer milk and fish even more as to avoid them eating meals.
  • Runaway event: Negotiator appears a bit sooner (from max 48h to max 30h).
  • Saying no to negotiator after runaway will result in attack more often (the friendliness impact is stronger).
  • Clearer messaging implemented when right clicking on a Trader without a selected settler.
  • Ass/Donkey pregnancy lasts shorter now (20 days -> 16 days).
  • The chance of male and female Asses/Donkeys breeding is now 20% instead of 10%.
  • The taming duration is shortened on some animals as it was taking a bit too long when setter skill was factored in.
  • Assigned Pets don't sleep with owners.