Going Medieval — Patch 1.0.61
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Released: 4/2/2026, 12:02:30 PM
Source: https://store.steampowered.com/news/app/1029780/view/521994651777893390
Summary (AI)
Going Medieval 1.0.61 introduces various performance improvements and tweaks, including changes to ash production for meals and the ability to move building blueprints over existing structures. Bones can now be used as a low-value fuel source, and animal behaviors have been adjusted for feeding preferences and breeding rates. Several bug fixes address issues with construction, AI pathfinding, event timing, and UI elements. The update also refines settlement defenses, trading interactions, and animal taming durations.
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- Meal, lavish meal, packaged meal no longer spawn ash when produced (other productions spawn ash the same as before).
- Bones are now also considered as fuel and can be used to fuel any Fuel consumer structure and production. Bones have low calorie value for flames so they are not as good of a heat source as alternatives but can be useful for clearing waste.
- 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.
- Cat carcasses no longer spawn bones as they are small, thus similar to other smaller carcasses.
- Dung and bones are now in the Waste category and labeled as such.
- Resource categories are no longer labeled as such and only list miscellaneous if there’s no other category.
- are turtled (surrounded your settlement by walls without clear entrance),
- made a badass killbox labyrinth that is 400+ meters long,
- Assigned Pets don't sleep with owners.
- Player-triggered events don't have sound effects
