In this update14
Full notes
Full Medieval Frontiers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- UI and audio
- Balance
- Performance
- Store
Medieval Frontiers changes
One Week of Patches: Here's Everything We Fixed Since Demo Launch
Hey folks,
Thank you so much for all your feedback and input! This is extremely helpful for us and allows us to improve the game in so many areas. The demo launched on February 19th and since then we've been heads-down fixing, tuning, and improving based on your feedback and our own testing. We shipped 8 updates in the first week alone, and we want you to see exactly what changed.
This are the things we changed before the start of Steam Nextfest. We are allready working on more improvements that we will probably update today in the evening.
Let's get into it.
⚔️ Gameplay & Balance
Difficulty & Survival
Difficulty selection now appears and applies correctly when starting a new game
"Cozy" difficulty has been eased, less punishing for players who want to focus on building
Difficulty now scales wolf spawns, clothing decay, and item degradation (tooltips reflect this)
The first in-game day now runs at 0.8x speed to give new players more breathing room
Tired status is now dangerous at 100% and becomes lethal if you keep pushing. Get some sleep
You can now sleep after pulling an all-nighter
Tea now restores Hydration
Health Potions T1 and T2 added with new icons; T2 now correctly heals more than T1
Health regeneration buff toned down; new "Wet" status effect introduced
Status effect feedback adjusted to be less repetitive
Combat & Movement
Bow and wolf behavior fully reworked for cleaner, more tunable combat
You can cancel a bow draw again
Jumping now costs stamina; general combat responsiveness improved
Axe animation set updated with refined interaction points and foot placement
Improved camera behavior during wolf encounters
Farm animal QTEs now have a cooldown to prevent spam
Crafting & Building
Campfires no longer start lit when placed. You have to ignite them (warmth/fire buffs work correctly now)
Torches light reliably, stack in inventory, and are listed as Decoration (not workbenches)
Torch option added to the Build menu
Pithouse vertical beams now correctly clean up if you saved mid-build
Ground plot preview added in storage areas for clearer placement
Building blocked near certain ruins to prevent overlap issues
Fire ignition overall more consistent and reliable
Sewing auto-finish now completes as intended
Clothing items transfer correctly between inventories
World Interactions
Chickens now stay near their coop
"Find hare burrow" triggers correctly even if you visited the area before
Eggs now function correctly in gameplay
Helpful starter resources added to the starting area
Straw Hat placed in the main level as a findable item
Gambling table interaction zone adjusted for more reliable use
🧑🌾 Villagers & AI
NPCs continue crafting correctly even when production targets are set high
Villagers stop crafting when work morale is too low (as intended)
Workers now eat more reliably and resume work without unnecessary delays
Worker needs are no longer blocked by a full inventory
NPCs step away from storage after grabbing food to reduce crowding
NPC work inventories are now properly saved and restored between sessions
Fixed worker pannier stacks not showing after loading
Improved "Bring/Deliver" task reliability, no more carrying items away after a behavior reset
Streamlined hauling behavior to prevent loops
General softlock fixes and smoother idle movement for NPCs
Interactables currently used by NPCs no longer show interaction outlines for the player
Sister now has the same dialogue options as regular NPCs
NPC cause of death is now tracked and displayed with appropriate warnings
Villager HUD and needs feedback improved
Better control over NPC starting gear
Smoother foot placement and refined interactions around the chicken coop
📜 Quests & Tutorials
New main Hunt quest added with new voice lines
Significantly reduced pop-up interruptions for a smoother playthrough
Tea & Elixir tutorial now appears on first pickup
Removed the Story Book popup to streamline early progression
Added a "Hide Tutorial" option to the New Game difficulty selection screen
Weather tutorial moved to the clothing popup for better timing
Campfire/QTE tutorial reworked for better visibility
Villager tutorial now triggers reliably for the first new villager who joins
First Night quest can now complete if you build a bed and sleep instead of crafting a torch
"Explore the World" trigger adjusted; journal popup removed
Collection quests standardized: rabbits → "hares," holes → "burrows"
Multiple quest text and typo corrections
More precise guidance in the Villager Needs tutorial
Added clear info on missing items in workbench popups
Material list in the HUD now aligned with active quests
🖥️ UI & UX
Added a Control Scheme screen to the pause menu
New Settings panel accessible from the pause menu
Added Wishlist button to the Main Menu and demo end screen
Motion blur toggle and brightness slider added
"Playtest" wording changed to "Demo" everywhere
Fixed quest log and Focus Construction breaking after viewing trading info
Reset-to-safe-location now works properly
Cleaned up and clarified in-game Wiki entries
Popups now hide the HUD to reduce clutter
Warning added when saving with an empty save name
Radial menu can now be closed with Tab
Cursor changed to a dot; death camera and death popup timing fixed
Delete Save popup is now localized
Debug messages no longer shown to players
Clothing tooltips now show one decimal place
General tooltip and layout improvements
Trading missions now show a packing info widget (cleans up properly if aborted)
Improved text readability for the letter "I" in applicable fonts
Standardized hint pop-ups with new template and reduced frequency
🔊 Audio
New destruction sound effects
Unique audio cues for the Chicken Minigame
New and refined workbench/production sounds
Gambling and Wheel of Fortune sounds added
Inventory hover, item pickup, and "inventory full" SFX fixed and added
NPC sleep audio implemented
Campfire and torch attenuation tuned
Footstep volume adjusted over distance
Overall audio mix rebalanced
Voice line routing improvements
UI interaction feedback sounds added
🎨 Visuals & Performance
Enabled Nanite on many meshes and reduced triangle counts for better performance
Improved hair rendering to reduce clipping and visual artifacts
Tweaked wheat color for better readability
Fixed visual gaps on the Chausses legwear
Updated shaders for improved lighting and visual stability
Fixed motion blur behavior when combat option is disabled
Reduced noise in flickering lights; tonemapping adjustments
Landscape texture blending and leaf pop-in reduced
Autumn color grading for hazel and beech trees
Indoor campfires no longer get snowed on
Fire "ghost silhouette" artifact removed
First-person arms now render correctly with reduced clipping
Desert Hat textures and normals corrected
Door and pithouse roof normals fixed
Character customization polish: shoes, underwear textures, eyebrow variations, skin shader tweaks
Improved item highlight visibility for feathers
River grass height reduced for better visibility
🌍 World & Level Design
Tea kitchen wall collision fixed, doors no longer blocked
Adjusted pit house door rotation for correct opening
Fixed wheat sinking into terrain
Removed unintended fire visual effects from the main level
Improved pathfinding around the well and trading post with new navigation blockers
Reed cleanup: pickupable again, no more floating instances
Additional foliage updates with better collision; more nettle placed in the world
Level border and minor placement cleanups
💾 Saving, Loading & Stability
Added hourly autosave for safety
Fixed a crash at startup
Fixed a crash with Asian language settings (Japanese, Korean, Chinese)
Improved loading stability with multiple struct error fixes
Technologies now reconstruct on load for older savegames based on quest flow and placed buildings
Trading systems have robust fallbacks when loading legacy saves
Blood decals now load correctly
🌐 Localization
Massive translation refresh across all supported languages with thousands of entries added or corrected
Full font support for Asian languages (Japanese, Korean, Chinese) across all game text
Enhanced text layout for CJK languages: better punctuation-aware wrapping and justification
Difficulty and UI texts updated; technology/production names clarified
Cleaned up and streamlined the translation pipeline
Context-based retranslation updates across: German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese, Russian, Turkish, Ukrainian, and Chinese
What's Next
We're reading every bug report, every discussion post, and every piece of feedback. The team is continuing to fix, polish, and improve, and you'll hear about it right here.
If you're enjoying the demo, a Wishlist helps us more than you'd think:
[]👉 Wishlist Medieval Frontiers
Found a bug? Let us know in the Discord or in the Steam discussions. We're here.
Thanks for playing.
The Active Fungus Studios Team
Source
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